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

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Re: Jab's Builds: Annihilus, Galactus, Cyclone, Wildcat, Damage

Postby Jabroniville » Thu Dec 17, 2009 10:05 pm

Image

"NO! No tattoos, Courtney!... COURTNEY!!"

S.T.R.I.P.E. (Pat Dugan)- Modern-Day
PL 8 (135)

ST 16/28 (+3/+9) DEX 12 (+1) CON 16 (+3) INT 16 (+3) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 2 (+3)
Bluff 4 (+5)
Craft (Mechanical) 11 (+14)
Craft (Electronic) 4 (+7)
Disable Device 6 (+9)
Escape Artist 4 (+6)
Knowledge (Physical Sciences) 4 (+7)
Knowledge (Technology) 8 (+11)
Notice 5 (+6)
Sense Motive 4 (+6)
Stealth 4 (+5)

Feats:
Accurate Attack, Dodge Focus 2, Equipment 2 (Fans, Flashlights in S.T.R.I.P.E.), Improved Grab, Interpose, Inventor, Set-Up, Teamwork 2

Powers:
"S.T.R.I.P.E. Power Armor" Device 13 (hard to lose) [52]
Growth 4 (Feats: Innate) (Flaws: Permanent) (9)
Protection 5 (5)
Super-Strength 3 (6)
Regeneration 2 (Disabled 2) (2)
"Missiles" Blast 8 (Extras: Autofire) (Drawbacks: Power Loss- Out of Ammo -1) (25)
AP: "Taser Cables" Electrical Strike 8 (Feats: Extended Reach 3) (Extras: Autofire)
AP: Enhanced Strength 4
Flight 5 (10)
Immunity 4 (Suffocation 2, Pressure, Vacuum) (4)
Super-Senses 4 (Radio, Extended Sight, Distance Sense, Infravision) (4) -- (65 points)

Saves:
Toughness +3 (+10 S.T.R.I.P.E.), Fortitude +6, Reflex +5, Will +6

Combat:
Attack +8 (+7 S.T.R.I.P.E.), Damage +3 (+9 S.T.R.I.P.E., +8 Missiles), Defense +6 (+8 Dodge, +7 S.T.R.I.P.E.), Initiative +1

Drawbacks:
Normal Identity (Pat Dugan, Out of Armour, Full-Round Action) [-4]
Vulnerable (Electrical Attacks, Moderate, Common) [-3]

Complications:
Responsibility (Stepdaughter Courtney, aka "Stargirl")

Abilities: 26 / Skills: 56--14 / Feats: 11 / Powers: 52 / Saves: 11 / Combat: 28 / Drawbacks: -7 (135)

-Ah, comics. Where else can the silliest of all silly sidekicks (the adult subservient to a kid), actually OUTLIVE his mentor, become his own important hero in the DC Universe, and actually get a second lease on life as a Power Armor Guy? Cuz that's exactly what Pat did, following his 'grease monkey guy' days on Infinity Inc and assisting Steel and stuff by donning a suit of armor and following the new Star-Spangled Kid around. Of course, he's still a minor-league hero, to the point where he doesn't even join the JLA or act as a regular hero (he's even been a victim of villains out of costume a few times), but hey, it's better than poor Sylvester.

-Pat's still a very minor character these days, being reduced to supporting cast in a book with a dozen-plus characters already, since "Stars & S.T.R.I.P.E." was cancelled. He was a nice father-figure to Courtney, but mostly had to sigh and run along with her, as she got into all kinds of mayhem, while actively trying to divorce Pat from her mom. So he's pretty much a staint in terms of patience and discipline for not just KILLING the little brat and going "Uh, sorry honey, she got into drugs or something... I swear" to her mom.

-Pat Dugan (not typing out all those "."s between letters again) is kind of a hard guy to stat up, as he's in a VERY weak suit of Power Armour (it breaks in literally Pat's every appearance- something falls off, the jets de-activate, the hull breaks and he starts sticking out of it, etc.), but nonetheless is more expensive than he should be. Good physical stats (but he's nowhere near his athletic prime from the '40s), quite smart, and a good craftsman, but notably not in the Genius area for any of it- he's more of a Greasemonkey than a Tech Guy on any team. The suit itself has mild Regenerating powers (stuff can repair itself on the fly, and he reattached an arm properly just by sticking it back in the socket), and small amounts of what most other suits have. It's almost more of a Mech than a suit of armour (he's not doing ANY lifting, for example- he's actually sitting down inside the suit with his hands on controls), but this is simpler and easier to deal with given the universe he's in.
Last edited by Jabroniville on Sun Dec 20, 2009 5:28 pm, edited 1 time in total.
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Re: Jab's Builds: Galactus, Star-Spangled Kid, STRIPE, K.Chimera

Postby Jabroniville » Fri Dec 18, 2009 12:58 pm

Image

When the only picture of you online is one out of costume, you know you're a D-Leaguer.

SHIV (Cindy, Daughter of the Dragon King)
PL 8 (120)

ST 13/27 (+8) DEX 18 (+4) CON 16 (+3) INT 14 (+2) WIS 10 CHA 12 (+1)

Skills:
Acrobatics 5 (+9)
Bluff 4 (+5)
Computers 2 (+4)
Intimidate 5 (+6)
Notice 2 (+2)
Stealth 2 (+6)

Feats:
Accurate Attack, All-Out Attack, Benefit (Wealth), Dodge Focus, Fearsome Presence, Improved Critical (Arm Blades) 2, Improved Overrun, Improved Pin, Power Attack, Rage, Takedown Attack, Withstand Damage

Powers:
"Cybernetic Grafts"
Enhanced Strength 14 [14]
Protection 5 [5]
Super-Strength 3 (heavy load: 6 tons) [6]

"Arm Blades"
Strike +1 (Feats: Mighty, Extended Reach 4) [6]

"Dragon Staff" Device 4 (easy to lose) [12]
Blast 8 (17)
AP: Enhanced Feats: Minion 5

Saves:
Toughness +3 (+8 Grafts), Fortitude +6, Reflex +7, Will +3

Combat:
Attack +7, Damage +8 (+9 Blades), Defense +7 (+8 Dodge), Initiative +4

Abilities: 23 / Skills: 20--5 / Feats: 13 / Powers: 42 / Saves: 9 / Combat: 28 (120)

DRAGON STAFF
PL 7 (74), Minion Rank 5
ST 16 (+3) DEX 14 (+2) CON -- INT 2 (-4) WIS -- CHA --

Skills:
None

Feats:
Chokehold, Improved Initiative 2, Improved Grab, Improved Pin

Powers:
Super-Senses 3 (Scent, Extended Scent, Infravision) [3]
Super-Movement 1 (Slithering) [2]
Protection 5 [5]
Immunity 40 (Fortitude, Mental Effects) [40]

Electrical Aura 8 [32]

Saves:
Toughness +5, Fortitude --, Reflex +5, Will +0

Combat:
Attack +6, Damage +3, Defense +5, Initiative +8

Drawbacks:
No Hands [-4]
Mute [-4]
Vulnerable (Magnetic Attacks) [-2]

Abilities: -28 / Skills: 00--0 / Feats: 5 / Powers: 82 / Saves: 3 / Combat: 22 / Drawbacks: -10 (74)

-Shiv proves that it just doesn't pay to be the "personal villain" of a low-selling super-hero. Showing up in "Stars & S.T.R.I.P.E." as The Libby (ie. TV Tropes speak for the bitchy head cheerleader/rich girl type), she was every stereotype in the book to new girl Courtney Whitmore's high school, and of course she turned out to be the daughter of a super-villain (low-rent Dragon King, as opposed to the originally-intended Kobra- that was dropped as he was meant to be a big JSA enemy), gaining cybernetic enhancements and eventually going insane after the death of her father. The character could've almost had a chance to go somewhere, especially when she was brought into the Injustice Society, but then, in the JSA: All-Stars trade, Courtney basically just casually wipes her out, stating "You're just not a challenge anymore". Yeah, they axed Shiv THAT hard that they actually had a character come right out and say she sucked. The last we ever saw of her was during one panel of "Infinite Crisis", fighting Stargirl again.

-Shiv should almost be PL 9 with all of her gadgets and stuff, but she's explicitly a level below Stargirl by this point, so a PL 8 she is. She's half-decent by playing with her caps (she's a good martial artist), but has a lower base Attack than most Scrappers should, so she loses out. She's actually FREAKISHLY strong given some shots of her (she took S.T.R.I.P.E. coming down full-force on her head without even MOVING- Withstand Damage I guess, since she never replicated that level of durability again), tore off the mech's arm, and even carried a small JEEP and chucked it at Courtney once. She'd actually be dangerous with some training, but alas, the poor girl's just nuts, and is never gonna get that big villain push.

-Note that the "Dragon Staff" is a Blaster Device that APs into a Minion that crawls around like a snake. It's basically a mindless Robot (no mental stats, really) that can fire out an Electrical Charge and that's it (Shining Knight basically chopped it's head off easily).
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Re: Jab's Builds: Galactus, Star-Spangled Kid, STRIPE, K.Chimera

Postby Jabroniville » Fri Dec 18, 2009 2:28 pm

Image

Only the best villains have STYLE.

JOHNNY SORROW
PL 14 (201)

ST 14 (+2) DEX 12 (+1) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 18 (+4)

Skills:
Bluff 4 (+8)
Gather Information 6 (+10)
Intimidate 6 (+10)
Knowledge (Arcane Lore) 8 (+9)
Knowledge (History) 4 (+5)
Knowledge (Current Events) 4 (+5)
Notice 6 (+8)
Perform (Acting) 4 (+8)
Sense Motive 2 (+4)

Feats:
Benefit 2 (Minion of the King of Tears), Diehard, Taunt, Well-Informed

Powers:
"Mask Off"
Blast 14 (Extras: Fortitude Save, Area-Perception) (Drawbacks: Power Loss- Unable to Remove Mask -1) [57]
AP: Mental Blast 14 (Extras: Area-Burst) (Flaws: Sense-Dependent- Vision) (Drawbacks: Power Loss- Unable to Remove Mask -1)
AP: Insubstantial 4
Teleport 10 [20]
Immunity 3 (Aging, Poison, Disease) [3]

"Energy Reflection"
Force Field 12 (Extras: Impervious, Reflection +2) (Flaws: Limited to Energy -1/2) [42]

Saves:
Toughness +3 (+15 Reflection Field), Fortitude +8, Reflex +3, Will +8

Combat:
Attack +6, Damage +2 (+12 Reflection, +14 Face), Defense +6, Initiative +1

Abilities: 26 / Skills: 44--11 / Feats: 5 / Powers: 122 / Saves: 13 / Combat: 24 (201)

-Johnny Sorrow is a pretty awesome villain. With an original power-set that makes him absolutely terrifying to fight (you see his face, you die- that simple), he's got a link to an All-Powerful Cosmic Entity (or as the JSA in Goyer/Johns' run would call it- "Thursday"), a grudge against the JSA in general and Sandy Hawkins in specific, and he looks awesome as well. Something about a man in a suit... the floating mask is extra-creepy as well. He was originally some two-bit criminal who stole a piece of machinery after his Silent Movie career went bust, but when the Lovecraftian Space God the King of Tears found him and warped his physical nature, he became a super-powerful Demigod in his own right. Since then, he's fought the JSA three times, being barely defeated each time, and is currently the main villain of the "All-Star" book's debut arc.

-Sorrow is a fearsome threat. He's virtually immune to harm (Insubstantial, or he just Reflects all energy back at the users- though he only used that once, against the JSA/JLA alliance in Virtue & Vice), and when he takes his mask off, you get a full-blown Fortitude Damage Blast at everyone who can see him (AP'd into a Mental Blast for others- it either kills them totally or messes with them mentally, it seems). So at-best you get a Reflex Save to cover your eyes in time, or you die. That could almost be a Drain Constitution thing, but I think this fits better, and is overall easier to stat and deal with. It isn't QUITE an insta-kill like the comics, but those are Game-Breaking Effects in M&M. Despite the overwhelming threat of his Face, there's a key weakness- by taking it off, he has to shut off his Insubstantial (as it's an Alternate Power), which means he's vulnerable to attack.
Last edited by Jabroniville on Fri Dec 18, 2009 3:08 pm, edited 1 time in total.
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Re: Jab's Builds: Galactus, Star-Spangled Kid, STRIPE, K.Chimera

Postby FuzzyBoots » Fri Dec 18, 2009 3:00 pm

Jabroniville wrote:JOHNNY SORROW
PL 14 (208)

---
"Mask Off"
Blast 14 (Extras: Fortitude Save, Perception Range, Area-Burst) (Flaws: Sense-Dependent- Vision) (Drawbacks: Power Loss- Unable to Remove Mask -1) [64]
AP: Mental Blast 14 (Extras: Area-Burst) (Flaws: Sense-Dependent- Vision) (Drawbacks: Power Loss- Unable to Remove Mask -1)
AP: Insubstantial 4

Wouldn't these make more sense as Area-Perception [UP 98]? After all, everyone who sees his face is affected, not that he can target the effect at a location and then everyone within an area is affected.
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Re: Jab's Builds: S.S.Kid II, STRIPE, K.Chimera, Johnny Sorrow

Postby Jabroniville » Fri Dec 18, 2009 3:05 pm

Huh, I didn't even realize that was an option in there- I don't think it was in the original M&M book. I figured if Perception could only hit one guy at a time, I needed a Burst to hit everyone. Yeah, that does fit better (and is cheaper), thanks.
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Re: Jab's Builds: S.S.Kid II, STRIPE, K.Chimera, Johnny Sorrow

Postby Jabroniville » Fri Dec 18, 2009 10:11 pm

Image

This picture is still my favourite super-heroine picture of all time, by virtue of just how CUTE it is. WOOK AT HER, SHE'S SOOOOO KYOOT!! She's just a young, pretty girl, and she's NOT over-sexualized, with her boobs out, or ultra-hot or anything. You can actually picture a real teenaged girl looking like that. Makes me feel all big-brothery and protective and crap. Totally amazing work. Dale Eaglesham, you rock.

STARGIRL (Courtney Whitmore)- Modern-Day JSA
PL 9 (140)

ST 10/22 (+0/+6) DEX 16/20 (+3/+5) CON 12/22 (+1/+6) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)

Skills:
Acrobatics 2 (+7)
Bluff 2 (+5)
Computers 2 (+3)
Diplomacy 5 (+8)
Knowledge (Pop Culture) 5 (+6)
Notice 4 (+6)

Feats:
Attack Focus (Melee) 2, Dodge Focus 2, Power Attack, Teamwork 2

Powers:
"Cosmic Converter Belt" Device 12 (hard to lose) [48]
Enhanced Strength 12 (12)
Super-Strength 2 (heavy load: 1.5 tons) (4)
Enhanced Dexterity 4 (4)
Enhanced Constitution 10 (10)
Enhanced Feats: Diehard, Endurance (2)
Leaping 1 (1)

"Shooting Stars" Stun 8 (Feats: Extended Reach 3) (Extras: Autofire) (28)
AP: Nullify All Machinery 8 (Feats: Extended Reach 3) (Flaws: Touch Range) -- (60 points)

"Cosmic Rod" Device 7 (easy to lose) (Feats: Restricted 2- Courtney Only, Remote Control) [24]
Cosmic Energy Control 10 (22)
AP: Strike +2 (Feats: Mighty)
AP: Dazzle Visuals 5
Flight 5 (10) -- (32 points)

Saves:
Toughness +1 (+6 Cosmic Converter Belt), Fortitude +2/+8, Reflex +5/+7, Will +5

Combat:
Attack +8 (+10 Melee), Damage +0 (+6 Belt Strength, +8 Shooting Stars, +8 Cosmic Rod, +10 Blast), Defense +8 (+10 Dodge), Initiative +5

Complications:
Responsibility (The Legacies of Sylvester Pemberton & Ted Knight)
Responsibility (Mother Paula, Stepfather Pat Dugan, Stepbrother Mike & Baby Sister Patricia)
Responsibility (Unresolved Feelings for Billy Batson, aka "Captain Marvel")
Reputation (Young Heroine)
Responsibility (Team Leader of the JSA's Younger Generation)
Responsibility (Loves Albert Rothstein, aka "Atom Smasher")

Abilities: 20 / Skills: 20--5 / Feats: 7 / Powers: 72 / Saves: 5 / Combat: 32 (140)

-Warning: this rant's as long as my Atom Smasher one was :). Just cycle to the second-last paragraph if you want to ignore my long-winded Shipping of Stargirl & Atom Smasher.

-With her inclusion on the JSA, Courtney became quite blessed, especially once her creator, Geoff Johns, fully took over the series. She gave the team some much-needed youth and perspective, so it wasn't just a bunch of old guys hanging around, reminiscing about old times. She was cute, funny, and had some extra-special qualities about her. Rather than dress like a stripper and have gigantic knockers, Stargirl wore a midriff-baring top as her skimpiest article of clothing, and she looks like a pretty teenager with a normal slim build. During every single JSA arc, she stands out- she was brave, but not TOO brave; she admired the older JSAers, but carved her own path anyways; she was rebellious, but she smacked around Jakeem Thunder for talking lip to Mr. Terrific. She was so perfect that the other characters could only talk about how much potential she had, which could veer DANGEROUSLY into Mary Sue territory (especially when Johns based her off of his late sister), but they kept her above the level by making sure she was never TOO smart or TOO powerful. In the end, she is still a fairly young kid.

-And then there's the whole Atom Smasher/Captain Marvel thing. See, while she was quickly pushed away from the Young Justice crowd (as that team did it's own thing), she did a lot of hanging around with the older hero Albert Rothstein, himself a young kid to the JSA elders. He was nice, respectful, and didn't talk down to her, acting like she deserved to be there, when so many others didn't. A few issues implied some feelings on Courtney's part (especially the end of the Extant story, where a future Courtney narrates the story while being married to Al), but we never quite got how serious they were at first. Then, Al (who'd killed Extant to save his mother- she'd been killed by the terrorist Kobra) quit the team after believing Black Adam's assertions that the team was too easy on criminals.

-So while Stargirl was heartbroken over that, she fell swiftly into the arms of one Billy Batson, aka Captain Marvel, upon discovering his secret identity (and true age). This relationship was a SUPER-CUTE heart-warming affair, with Billy feeling good around what was basically the nicest girl ever by this point (losing just about all the rebellious attitude of her early years). This went on for only a short couple trades (including Black Reign, the JSA's master-stroke of storytelling, featuring her & Al having a few heart-to-hearts about his betrayal of the team in between him knocking her unconscious), until Jay Garrick added up all the flirting and hints she & Billy were showing, and put the kibosh on it (the pervy old man in Billy's head wouldn't let him just admit that he was as old as Courtney was). The image of Courtney, bawling her eyes out, alone in her room, is one of the most emotionally torquing scenes in the JSA's entire run.

-This brings us to the Per Degaton storyline. Showing classic Geoff Johns-level violence, her entire family is gunned down in front of her, sending her into a firestorm of despair. Being forced to team up with Atom Smasher again, as the JSA runs back into the past to save their mentors and forebears, only makes it worse, as she utterly SNAPS at him when he says "now you know how I felt". But by the story's end, she kind of understands where he was coming from before, and she openly worries about Al in front of the whole team (and Captain Marvel), when they fly to Kahndaq to help Al & Black Adam face The Spectre (doing one of his weekly "I'm controlled by evil!" rampages). Poor C*ck-Blocked Billy tries to interject, and Stargirl rejects him, and then Power Girl (herself pulling a Mama Bear on the younger heroine- and recognizing Courtney's feelings for Al) SNAPS at Billy, telling him off.

-And here's where things regarding Courtney/Al get interesting: By this point, it's fairly obvious she likes him (Billy as much accused her of it during Black Reign anyways). But when he sacrifices his life, willingly letting The Spectre kill him, rather than hurt the people of Kahndaq anymore, you see the depth of her feelings: Courtney absolutely loses it, crying as hard as she did when Billy dumped her over Al's dead body. NOW you know she truly loves Al, in one of my favourite heart-wrenching scenes in comics history. He is saved thanks to Black Adam (in one of the more emotional scenes in the series, as Adam can't stand the thought of his 'brother' dying), but willingly goes to jail to serve his time in the name of "Justice". Courtney makes a promise- she'll "be THERE for him" when he gets out.

-Fast-forward to the last year or so of books: Al is finally back on the JSA, moping about how Billy "Deserves Courtney more than I EVER could" while they fight Black Adam AGAIN, and Billy & Stargirl nearly share a kiss (NOOOOOOOOOO!!!!!), but by story's end, Billy is off with his sister doing whatever the hell DC is doing with Captain Marvel these days (seriously- has any hero's handling made less sense?), and Courtney smiles at Al. With Geoff Johns' final issue, we figure out that Courtney still likes Atom Smasher (when her friend Mary calls her on it, and all Court can manage is a weak denial), and in Jerry Ordway's filler-arc, even Power Girl is just telling that giant retard to just GET WITH HER ALREADY. By this point, it's PATENTLY obvious both are head-over-heels in love, but then we get a good-old-fashioned Comic Book Break-Up, as the JSA elders, feeling protective (and noting the age difference), force Al to let her down easy, telling her he loves her "like a sister". Courtney doesn't believe it any more than WE do, but ultimately, the age issue, and Al's questionable standing with the public given his history as a mass-murderer, split them apart.

-So yeah, that's a relatively simple love story, huh? I know Marvel's a more popular character, so Billy/Courtney "Shippers" have more say, but damn it, the Courtney/Al thing is just SO fascinating (even if it's kind of a retread of the old Kitty/Colossus story, which in itself was AWESOME), I can't help but totally support it, and I wish they'd just GET TOGETHER, already! She should be at least seventeen by now (since they've already started ignoring "One Year Later" making everyone older and she's not eighteen yet), so all they have to do is play kissyface until she hits her next B-Day! C'mon, DC Comics, I've been good enough to stat up all your heroes, just do me this one bonus, OK? PLEEEEEEEASE?

-So, uh, where was I? Oh yeah! Courtney's an awesome character. She's a mega-favourite with girl readers for good reason- cute and spunky, brave but not a Scrappy-Doo, and she actually feels emotions like a normal personl. The greatest Little Sister character I've ever seen, and one of comics' best teen characters (or just characters PERIOD) ever made. The fact that she's not a major powerhouse makes her more likeable in a world of Kryptonian-level guys, and her teeny-tiny build, mixed with the outfit and the braces, makes for the most ENDEARING character in history. It totally makes sense that the rest of the JSA recruits look up to her (particularly obsessively in Maxine's case). Between her, Cyclone and Atom Smasher, JSA has my favourite line-up just about all-time in comics.

-Courtney, now boosted by a whole bunch of extra stuff, is now an over-pointed PL 9 (140) build, which I think makes sense. I've never been comfortable with her as a PL 10, because she's never been shown doing very powerful stuff (the most powerful stunt I've EVER seen her do was blow off a guy's arm and through the side of her house). What she ends up looking like is a moderately athletic kid, boosted to near-peak human stats with her Cosmic Converter Belt (though she's not doing Cap or Spidey-level damage- she can barely KO most Mooks with her fists), and carrying an additional weapon, the Cosmic Rod, which has TOTALLY replaced her Stunning Shooting Stars as her weapon of choice. The Rod had Telekinetic & Force Field powers under Jack Knight, but Courtney has NEVER shown them during any issue I've ever read (and I've read them all, at least in JSA), so I didn't put them in. The Belt is actually lower-level than it was when she was starting out, as her baseline stats have caught up a little better (So she's just as powerful, but less dependent on the Belt). Courtney's fairly experienced for a teenage superhero, and is basically at that cusp when a character becomes PL 10. Maybe one day she'll get there.
Last edited by Jabroniville on Sun Dec 20, 2009 5:27 pm, edited 1 time in total.
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Re: Jab's Builds: S.S.Kid II, STRIPE, K.Chimera, Johnny Sorrow

Postby Dreaming Psion » Fri Dec 18, 2009 10:30 pm

Wow, that's a very long and sordid tale of star-crossed "lovers" if I've ever heard one. Seems like Stargirl is a pretty valuble addition to the JSA and has been quite through a lot.
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Re: Jab's Builds: STRIPE, K.Chimera, Johnny Sorrow, Stargirl

Postby Jabroniville » Sat Dec 19, 2009 11:30 am

PAINTBALL
PL 7 (92)

ST 10 DEX 14 (+2) CON 14 (+2) INT 10 WIS 10 CHA 10

Skills:
Bluff 5 (+5)
Craft (Artistic) 6 (+6)
Intimidate 2 (+2)
Knowledge (Art) 6 (+6)
Profession (Teacher) 5 (+5)

Feats:
Dodge Focus 2

Powers:
"Paint-Based Powers"
"Stun Colour Beam" Stun 7 (Extras: Ranged) [24]
AP: "Colour Blast" Blast 7 (Feats: Split Attack)
AP: "Colour Wave" Blast 7 (Extras: Area-Line) (Flaws: Touch Range)
AP: Drain Strength 5
Insubstantial 1 [5]
Elongation 3 [3]
Protection 2 [2]

Regeneration 8 (Recovery +3, Injured 2, Staggered 1, Unconscious 2) [8]

Saves:
Toughness +4, Fortitude +5, Reflex +5, Will +2

Combat:
Attack +7, Damage +0 (+5 Drain, +7 Blasts), Defense +6 (+8 Dodge), Initiative +2

Abilities: 8 / Skills: 24--6 / Feats: 2 / Powers: 42 / Saves: 8 / Combat: 26 (92)

-Paintballs was kind of weird. He was VERY briefly in Courtney's debut series, as a one-issue villain, apparently working for the Dragon King alongside most of Blue Valley High's faculty. As an evil ART TEACHER (yes, really), he, with no explanation, turned into a guy who looked like an explosion in a paint factory, assaulting students and turning them to the Dragon King. He brawled with the Star-Spangled Kid for a while, got squished by S.T.R.I.P.E., but then recovered, blasting away at both of them. He was defeated by Courtney bouncing his Paint Blast back at him, and he scampered away, never to be seen again. That one issue was likely his only appearance in comics. Kinda funny

-Paintball's interesting as a big mix of various gimmicks- as a semi-solid guy with some PL 7-level Blasts, Stuns and a Drain effect, he's ALMOST not bad, but is pretty much at the "Joke Villian" level, where someone who lost in Star-Spangled Kid's first supervillain adventure kinda deserves to be.
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Re: Jab's Builds: STRIPE, K.Chimera, Johnny Sorrow, Stargirl

Postby Jabroniville » Sat Dec 19, 2009 9:44 pm

Image

"In brightest day, in blackest night
No evil shall escape my sight.
Let all who worship evil's might
Beware my power- Green Lantern's Light!"


"Oan Green Lantern Ring"
Device 21 (hard to lose) [82]

(Feats: Restricted- Overcomes Great Fear, Unbreakable) (Drawbacks: Power Loss- Recharge 1/day -2, Power Loss- Will Save vs. Yellow Objects -2)

Create Object 12 (Feats: Precise, Selective, Stationary) (Extras: Impervious 10, Movable 10) (Drawbacks: Willpower- Impervious, 11-12) (41) -- (60)
Dynamic AP: Blast 12 (Feats: Variable Descriptor) (Extras: Penetrating) (Drawbacks: Willpower- Penetrating, 11-12) (30)
Dynamic AP: Blast 12 (Feats: Variable Descriptor) (Extras: Area-Line or Cone) (Drawbacks: Willpower-Area, 11-12) (30)
Dynamic AP: Blast 12 (Feats: Variable Descriptor) (Extras: Autofire) (Drawbacks: Willpower- Autofire, 11-12) (30)
Dynamic AP: Snare 12 (Feats: Reversible, Tether) (Extras: Constricting) (Flaws: Willpower- Constricting, 11-12) (31)
Dynamic AP: Move Object 16 (32)
Dynamic AP: F.Field 6 (Feats: Progression 5) (Extras: Affects Others 10, Range 10, Impervious 6) (Flaws: Immobile after +12) (Drawbacks: Will-Impervious) (32)
Dynamic AP: Immunity 8 (Life Support -Disease) (Extras: Affects Others +0) (8)
Dynamic AP: Variable Power 3 (Flaws: Super-Senses Only) (24)
Dynamic AP: Communication (Electronic) 20 (Flaws: Green Lanterns Only after +10) (15)
AP: "Green Construct Beings" Summon Minion 10 (Feats: Progression 2) (Extras: Fanatical, Horde, Broad Type) (Flaws: Duration- Concentration, Willpower) (36)

Immunity 8 (Life Support -Disease) (8)
Flight 8 (17)
AP: Space Travel 10
Force Field 4 (Feats: Selective) (Extras: Impervious) (Flaws: Will-Impervious) (6)
Universal Translator (8)
Equipment 5 (Green Lantern Database) (5)
Feats: Quick Change (1) -- (105 points)

-Whoo, it's the big dog, the Green Lantern Ring! One of the most versatile weapons in all of comics. Unfortunately, they seem linked to the Guardians of the Universe, who are about the most incompetent, foolish Lawful Stupid cosmic entities in all existence, seeing as how they blindly led the entire DC Universe into Blackest Night. I do love the Green Lantern Corps concept, though- an army of super-humans designed as a "universal police force", flying through the cosmos, involving every possible messed-up alien design the artist & writer can think of (Big Head guy? No problem! Giant geometric orb with tentacles? Easy!), all with the same power set. No wonder it's been ripped off so many times- whether it's Marvel's Galadorian Space Knights, Freedom City's Star Knights, or even DC's own in-house rip-off, the Darkstars, it's so awesome to see these huge groups of cops/soldiers kicking around, even if they DO all have the same power set.

-The stats for a GL Ring are so complex and hard to figure out effectively (it's essentially a walking plot device in the books sometimes) that you could do about ten different variations and end up with a "pretty close" variant. This version is very complex, so I'll go through it piece-by-piece:

-"Willpower"- This is a Check Required Flaw on all GL Powers' Extras. So a GL can create an Object or fire a Blast, but if he wants the Impervious Extra or the Penetrating, Area or Autofire Extras on a Blast, he's gonna have to make a Will Save. Since all GLs have the same rings, and some are freakishly powerful (Hal Jordan), while others are fairly weak (new Rookies & cannon-fodder in big battles), this is the best way I feel to separate them. Hal or Guy or somebody can usually make all their Will Saves to get the best Blasts & powers going, whereas a newbie-Ring Slinger is gonna have his work cut out for him with a +5 or +6 Will Save. Note that all base GL Powers are +12 in intensity, but they also must make Will Saves to go above +10 (giving them another -2 Drawback on top of the half-Flaw that is Check Required on an Extra).

-"Create Object"- the core theme of a GL Ring. They can create anything (even mechanically Precise objects!) that float on their own, resist damage, let some things in and others out (Selective), and are themselves Movable.

-"Blasts"- Three varieties (individual GLs can pick Line or Cone at character creation), with the aforementioned Extra/Flaw set-up. I've seen GLs do all kinds of Area Blasts before, as well as doing HIGH levels of Penetrating Damage, so all of this fits.

-"Snare" & "Move Object"- Rarer powers, but still quite common. GLs are always trapping guys in Green Chains, or just picking up stuff with big Green Hands and flying around with them.

-"Force Field" Most GLs have a baseline Field set-up outside of the Array (and since their Blasts take up 11 less ranks total than the highest power in the array, they can make a fairly good Field while using any normal Blast at full power) all the time. They can also affect others at great range, and make them Impervious. However, after a certain point, the GL must simply stand there and take the full hit with a full-on Field up, giving them the Immobile Flaw at higher ranks.

-"Immunity" GLs are always immune to the rigors of space & energy, as well as poisons (as the Lead-Poisoned Sodam Yat discovered). They can grant these immunities to those they carry with them, at the expense of their other combat powers.

-"Variable Power- Senses" GLs can communicate via radio waves, or other GLs, nearly across the Solar System, as well as merely saying "Ring, check for BLANK" energy, a HUGELY expensive power-set that is best reflected as parts of this Array, otherwise you'll be spending 20-30 points for something that's a basic GL trait, which I think is silly. The Rings are literally capable of checking EVERYTHING.

-"Summon Minions"- Not used OFTEN, but just enough to make it a non-Dynamic Alternate Power.
-By asking the Ring to search someone's identity or history, it's basically doing an automatic Gather Info check, which I think is worth 5 ranks of Equipment- sorta like having the world's greatest Super-Computer at your fingertips. Plus, there's the Universal Translator and the Quick Change Feat for whipping your clothes into a sexy unitard at a moment's notice.

-For the extra stuff, you have Restricted (Overcome Great Fear), a pretty vague thing that is best left up to the GM. Rings are generally Unbreakable by any means other than some crazy in-game effect as well. As Drawbacks, GLs must make a Will Save to overpower the effects of the colour Yellow, meaning they're really hard-up against Sinestro Corps members unless they're particularly high-Willed. In addition, the usual Power Loss- Daily Recharge thing is up. As the battle goes on, the GLs just may lose Ring Power.

-So yeah, a rather complex piece of machinery (and rather expensive at 82 pp), with necessities of doing tons of math in mid-gameplay. I'd advice anyone using one of these Rings to maintain a mini-list of "ready to go" set-ups for the power. For a more simplified version, simply strip off the Extras & Flaws and use as-is.


Green Lantern Corps Members:
Green Lantern Templates
Green Lanterns (Samples)
Guy Gardner
Hal Jordan
John Stewart
Kilowog
Kyle Rayner
Laira
Last edited by Jabroniville on Fri Jan 01, 2010 4:22 pm, edited 3 times in total.
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Re: Jab's Builds: STRIPE, K.Chimera, Johnny Sorrow, Stargirl

Postby Jabroniville » Sat Dec 19, 2009 9:45 pm

Image

GREEN LANTERN (Rookie Template)
PL 9 (135)

ST 12 (+1) DEX 14 (+2) CON 12 (+1) INT 10 WIS 14 (+2) CHA 10 plus 2 to any stat

Skills:
Investigate 4 (+6)
Notice 3 (+5)
Search 3 (+5)
Sense Motive 2 (+4)
Plus 4 more ranks

Feats:
Attack Focus (Ranged) 2, Dodge Focus 2, 3 more Feats

Powers:
"Oan Green Lantern Ring"
Device 21 (hard to lose) [82]

Saves:
Toughness +1 (+11 Force Field), Fortitude +5, Reflex +5, Will +6

Combat:
Attack +4 (+6 Ranged), Damage +1 (+12 Blasts), Defense +5 (+7 Dodge), Initiative +2

Abilities: 12 / Skills: 16--4 / Feats: 6 / Powers: 81 / Saves: 11 / Combat: 18 (135)

-Rookie Lanterns are those guys you see in Basic Training, being called "Poozers" by Kilowog. They're unprepared for most battles, but still have the raw potency of a Green Lantern ring. Problem being, most of their Will Saves are so low they have a chance of failing a great many of their higher feats, meaning they most usually go for +10 Damage on any Ring effects. Physically, GLs are expected to be in good shape, and most of them will have basic investigative skills.

Image

GREEN LANTERN (Basic Template)
PL 10 (150)

ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 10 WIS 14 (+2) CHA 12 (+1) plus 2 to any stat

Skills:
Investigate 5 (+6)
Notice 4 (+5)
Search 4 (+5)
Sense Motive 3 (+4)
Plus 4 more ranks

Feats:
Attack Focus (Ranged) 2, Dodge Focus 2, Lionheart, Power Attack, 2 more Feats

Powers:
"Oan Green Lantern Ring"
Device 21 (hard to lose) [82]

Saves:
Toughness +2 (+12 Force Field), Fortitude +5, Reflex +5, Will +7

Combat:
Attack +6 (+8 Ranged), Damage +1 (+12 Blasts), Defense +6 (+8 Dodge), Initiative +2

Abilities: 18 / Skills: 20--5 / Feats: 9 / Powers: 81 / Saves: 13 / Combat: 24 (150)

-Intermediate Lanterns are a big step up. These are probably the most common type of Lanterns (ie. those guys you see buzzing around behind Hal & Guy getting killed by the cooler Sinestro Corps members), falling in droves in the modern-day big events. Funny how in the olden days, one Lantern dying was a huge, full-arc tragedy. Nowadays, if a story doesn't kill five of them it's a let-down. These guys are still the babies of the Corps, but are just as powerful as your basic "starter" PC hero, which just goes to show you how powerful that Ring really is.

Image

GREEN LANTERN (Experienced Template)
PL 11 (165)

ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 12 (+1) plus 2 more to any Stats

Skills:
Investigate 5 (+7)
Notice 4 (+7)
Search 4 (+7)
Sense Motive 3 (+5)
Plus 8 more ranks

Feats:
Attack Focus (Ranged) 2, Dodge Focus 2, Lionheart, Power Attack, Ultimate Will Save, 2 more Feats

Powers:
"Oan Green Lantern Ring"
Device 21 (hard to lose) [82]

Saves:
Toughness +2 (+12 Force Field), Fortitude +5, Reflex +4, Will +8

Combat:
Attack +8 (+10 Ranged), Damage +1 (+12 Blasts), Defense +8 (+10 Dodge), Initiative +1

Abilities: 22 / Skills: 24--6 / Feats: 9 / Powers: 81 / Saves: 13 / Combat: 32 (165)

-The Experienced Template goes to the Lost Lanterns & other very powerful, named background characters that have shown up over the years. They're not just one-shot victims, these are guys who get a full arc before either dying or moving on to other stories. This is a fairly powerful, PL 11 (165 character), and often get additional points added onto them (like Laira & the other Lost Lanterns, Voz, Ch'p, Arisia, Green Man, Bzzd, etc.)

-Going any higher than PL 11 makes you an Elite Green Lantern, which really deserves it's own character write-up rather than a Template, as they're so rare that they're pretty much the top dogs of the GL-verse. The only ones I can think of that truly deserve the honor are:
Hal Jordan
Guy Gardner
Kyle Rayner
John Stewart
Kilowog
Salaak
Tomar-Re (deceased)
Amon Sur (deceased)
Sinestro (removed)
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Re: Jab's Builds: Johnny Sorrow, Stargirl, Green Lantern Corps

Postby RhimeFyre » Sun Dec 20, 2009 2:46 am

Very nice work on these GL templates, Jab!
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Re: Jab's Builds: Johnny Sorrow, Stargirl, Green Lantern Corps

Postby Libra » Sun Dec 20, 2009 9:15 am

Jobroniville generally produces fine work at all points! (Just take a look at his Drawing Board thread if you don't believe me! :wink: )
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Re: Jab's Builds: Johnny Sorrow, Stargirl, Green Lantern Corps

Postby Jabroniville » Sun Dec 20, 2009 5:38 pm

Image

"In blackest day, in brightest night
Beware your fears made into light
Let those to try to stop what's right
Burn like his/my power- Sinestro's Might!"


"Qwardian Yellow Power Ring"
Device 21 (hard to lose) [84]

(Feats: Restricted- Instilling Great Fear, Unbreakable) (Drawbacks: Power Loss- Recharge 1/day -2)

Create Object 12 (Feats: Precise, Selective, Stationary) (Extras: Impervious 10, Movable 10) (Flaws: Intimidate- Impervious, 11-12) (41) -- (60)
Dynamic AP: Blast 12 (Feats: Variable Descriptor) (Extras: Penetrating) (Drawbacks: Intimidate- Penetrating, 11-12) (30)
Dynamic AP: Blast 12 (Feats: Variable Descriptor) (Extras: Area-Line or Cone) (Drawbacks: Intimidate-Area, 11-12) (30)
Dynamic AP: Blast 12 (Feats: Variable Descriptor) (Extras: Autofire) (Drawbacks: Intimidate- Autofire, 11-12) (30)
Dynamic AP: Snare 12 (Feats: Reversible, Tether) (Extras: Constricting) (Flaws: Intimidate- Constricting, 11-12) (31)
Dynamic AP: Move Object 16 (32)
Dynamic AP: F.Field 6 (Feats: Progression 5) (Extras: Affects Others 10, Range 10, Impervious 6) (Flaws: Immobile after +12) (Drawbacks: Int-Impervious) (32)
Dynamic AP: Immunity 8 (Life Support -Disease) (Extras: Affects Others +0) (8)
Dynamic AP: Variable Power 3 (Flaws: Super-Senses Only) (24)
Dynamic AP: Communication (Electronic) 20 (Flaws: Sinestro Corps Only after +10) (15)
AP: "Yellow Construct Beings" Summon Minion 10 (Feats: Progression 2) (Extras: Fanatical) (32)

Immunity 8 (Life Support -Disease) (8)
Flight 8 (17)
AP: Space Travel 10
Force Field 4 (Feats: Selective) (Extras: Impervious) (Flaws: Will-Impervious) (6)
Universal Translator (8)
Equipment 5 (Qwardian Database) (5)
Feats: Quick Change (1) -- (105 points)

-I love this idea. I mean, Sinestro was already an Anti-GL villain in the first place, but an ENTIRE CORPS of these guys? That about, oh, multiplied by a BILLION the amount of potential villains the GLs would have to deal with, and gave us a TON of whacky new aliens, great characters, and gigantic battle scenes. I approve. The only issue I have with this Corps is their general lack of weaknesses- the Blue Rings of Odym can drain the rings of energy, but shouldn't this be a GL-like weakness against Blue Objects? But it isn't. That minor quibble aside, these guys rule.

-Yellow Power Rings are functionally identical to their Green Counterparts, except the Summon Minions AP is far greater, as a VERY common "Sinestro Corps" trick is to create a giant scary Space Monster that scares the pants off the heroes (Fearsome Presence on the Minion, I guess, plus Intimidate from the Corps member). Other differences: Intimidation Checks instead of Will Checks for all the powers (Fearsome Presence perhaps, adding +4 per rank to the check), and "Instilling Great Fear" as a Requirement.

Sinestro Corps Members:
Sinestro Corps Templates
Sinestro Corps
Arkillo
Bedovian
Kryb
Sinestro
Last edited by Jabroniville on Fri Jan 01, 2010 4:21 pm, edited 1 time in total.
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Re: Jab's Builds: Johnny Sorrow, Stargirl, Green Lantern Corps

Postby Jabroniville » Sun Dec 20, 2009 5:40 pm

SINESTRO CORPS. TEMPLATES

Image

SINESTRO CORPS (Rookie Template)
PL 9 (135)

ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 10 WIS 10 CHA 11 plus 2 to any stat

Skills:
Intimidate 8 (+8)
Notice 4 (+4)
Search 4 (+4)
plus 4 more ranks

Feats:
Attack Focus (Ranged) 2, Dodge Focus 2, Startle, Ultimate Skill (Intimidate), 1 more Feat/Fearsome Presence 2

Powers:
"Qwardian Yellow Power Ring"
Device 21 (hard to lose) [84]

Saves:
Toughness +2 (+12 Force Field), Fortitude +5, Reflex +4, Will +3

Combat:
Attack +4 (+6 Ranged), Damage +2 (+12 Blasts), Defense +4 (+6 Dodge), Initiative +2

Abilities: 15 / Skills: 20--5 / Feats: 7 / Powers: 84 / Saves: 8 / Combat: 16 (135)

-Sinestro Corps has equal numbers to the GLs, but most of 'em are these guys, since it's relatively new. Lots of humanoids or bug-things who are really good at being scary, but little in the way of other interaction skills or even combat.

Image

SINESTRO CORPS. (Basic Template)
PL 10 (150)

ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 10 WIS 14 (+2) CHA 12 (+1) plus 2 to any stat

Skills:
Intimidate 10 (+11)
Notice 5 (+7)
Search 5 (+7)
plus 4 more ranks

Feats:
Attack Focus (Ranged) 2, Dodge Focus 2, Startle, Ultimate Skill (Intimidate), 2 more Feats/Fearsome Presence 2

Powers:
"Qwardian Yellow Power Ring"
Device 21 (hard to lose) [84]

Saves:
Toughness +2 (+12 Force Field), Fortitude +5, Reflex +5, Will +4

Combat:
Attack +6 (+8 Ranged), Damage +1 (+12 Blasts), Defense +6 (+8 Dodge), Initiative +2

Abilities: 18 / Skills: 24--6 / Feats: 9 / Powers: 84 / Saves: 9 / Combat: 24 (150)

-These guys befit the 'named' Sinestro Corps members we actually see fairly often, implying they have some staying power. Note that Sinestro Corps will saves are considerably lower than the GL's of the same level, for obvious reasons (ie. it doesn't fuel their rings).

Image

SINESTRO CORPS. (Experienced Template)
PL 11 (165)

ST 14 (+2) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 12 (+1) plus 2 more to any Stats

Skills:
Intimidate 12 (+13)
Notice 5 (+7)
Search 5 (+7)
plus 6 more ranks

Feats:
Attack Focus (Ranged) 2, Dodge Focus 2, Startle, Ultimate Skill (Intimidate), 3 more Feats/Fearsome Presence 3

Powers:
"Qwardian Yellow Power Ring"
Device 21 (hard to lose) [84]

Saves:
Toughness +2 (+12 Force Field), Fortitude +5, Reflex +5, Will +5

Combat:
Attack +8 (+10 Ranged), Damage +1 (+12 Blasts), Defense +8 (+10 Dodge), Initiative +1

Abilities: 24 / Skills: 28--7 / Feats: 9 / Powers: 84 / Saves: 9 / Combat: 32 (165)

-The uber guys, plain and simple. Most of these are super-powerful recurring characters (despite their lack of Ring-slinging experience) like Kryb, Bedovian and others.
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Re: Jab's Builds: Stargirl, GL & Sinestro Rings & Templates

Postby Jabroniville » Mon Dec 21, 2009 5:43 pm

Image

"With blood and rage of crimson red,
Ripped from a corpse so freshly dead,
Together with our hellish hate,
We'll burn you all--That is your fate!"


"Ysmaultian Red Lantern Power Ring"
Device 23 (hard to lose) [91]

(Feats: Restricted- Feeling Great Rage) (Drawbacks: Power Loss- Recharge 1/day -2)

Blast 12 (Extras: Penetrating, Area-Cone, Secondary Effect) (Flaws: Touch Range) (Drawbacks: Power Loss- If Calm -2) (46) -- (60)
Dynamic AP: Blast 12 (Extras: Penetrating, Area-Line, Secondary Effect) (Drawbacks: Power Loss- If Calm -2)
Dynamic AP: Variable Power 3 (Flaws: Super-Senses Only)
Dynamic AP: Communication (Electronic) 20 (Flaws: Red Lantern Corps Only after +10)
Dynamic AP: Nullify All Powers 5 (Flaws: Limited to Power Rings)
Dynamic AP: Create Object 12 (Extras: Impervious 10, Movable 10) (Flaws: Will Check)
Dynamic AP: Force Field 6 (Extras: Impervious, Affects Others) (Drawbacks: Power Loss- If Calm)
Dynamic AP: Mind-Reading 10 (Flaws: Limited to Emotions, Limited to Hatred & Rage)

Immunity 10 (Life Support, Blood Drains) (10)
Immunity 20 (Mental & Interaction Effects) (Flaws: Half-Effect) (10)
Enhanced Will Save 5 (5)
Flight 8 (17)
AP: Space Travel 10
Force Field 4 (Feats: Selective) (Extras: Impervious, Affects Others) (Drawbacks: Power Loss- If Calm -2) (11)
Universal Translator (8)
Equipment 5 (Ysmaultian Database) (5)
Feats: Quick Change (1) -- (127 points)

Drawbacks:
-6 Wisdom, -4 Intelligence, -4 Charisma (-14) --- (113 points)

Drawbacks on Template:
Weakness (Dies if Ring is Removed- Major, Every Round, Fatal) [-7]

-Red Lanterns are where things start shifting away from the baseline "Corps" powers. Rather than fill the ranks of Lanterns with additional personalities, though, this Corps is basically one personality type- "KILL KILL KILL SLASH BURN RAAAARRRRGGH!" It helps simplify the battlefield & character scorecard, that's for sure :). Led by Atrocitus, these guys are probably the coolest-looking Corps- Red is SUCH a cool colour to be used in such high amounts, that everyone in this Corps just looks damn awesome. Plus, they have an evil Rage Kitty- how can you not love that?

-Red Lanterns are easily the most different Corps- their Rings default to a HIGHLY powerful Blast that burns like acid (Secondary Effect), Penetrates at base form, AND has a Cone shape, as it's a breath weapon. They have fewer extra things aside from that (the fewest APs of any Corps), but have a new power- the ability to Nullify other Rings' powers at low levels. They can still Create Objects, but it requires an additional Will Check, and few RLs ever do that one.

-The rest of the build differs greatly as well. They're mostly Immune to Mental & Interaction Effects, as even the best of the best just CAN NOT calm these guys down from their unstoppable rages (if they do manage it, however it deactivates their powers- nowhere near as bad as the other Corps having "Check Required" though). But this has a nasty side-effect- the Ring is more of a Template- it reduces all their Mental Ability Scores to a high degree (all but the best are basically animalistic monsters), and if you take the Ring off, the subject begins to die immediately- the Ring replaces their heart. The Ring is the most costly of all of them so far (92 points with the Drawbacks), but is limited because of all the flaws. These guys are literally all "Attack" and no consideration. Not really meant to be PCs, obviously.

Red Lanterns:
Atrocitus
Dex-Starr
Laira
Vice
Last edited by Jabroniville on Fri Jan 01, 2010 4:25 pm, edited 2 times in total.
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