Jack of Spades: Mystique, Avalanche, Growth, Juggernaut

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Re: Jack of Spades vs. the DC Universe (3e): Red Lantern

Post by Thorpacolypse »

That Red Ring AI is iffy, but I'm sure it's there. Atrocitus is no dummy, it's just that his Corps are too pissed off all the time to use it. :wink:
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Re: Jack of Spades vs. the DC Universe (3e): Red Lantern

Post by jspade »

Atrocitus • PL 14
    Abilities
    STR 10, STA 10, AGL 0, DEX 2, FGT 10, INT 3, AWE 4, PRE 1

    Powers
    Power Ring:106 points; Feature: Can only be used by those with great rage in their hearts, or the ring's own AI (+1); Removable (-21) • 85 points
    • Berserk: Enhanced Traits (STR +5, INT −2, AWE −2, PRE −2, Fort +5); Immunity 10 (Mental Effects), Half effect • 8 points
      Flight: Flight 14, Movement 3 (Space Travel 2, Environmental Adaptation: Zero Gravity) • 34 points
      Force Field: Protection 8, Sustained • 8 points
      Heartless: Immunity 2 (Blood drains, Persuasion) • 2 points
      Illumination: Environment (Light) 2 • 2 points
      Light of Rage: Array (37 points) • 44 points
      • Bile: Damage 15, Reach 3; Linked Weaken Toughness 15, Reach 3, Will save; Enhanced Advantage (Improved Critical) • 37 points
      • Force Blast: Ranged Damage 18, Variable Descriptor (fire, physical) • 1 point
      • Force Constructs: Create 18, Precise • 1 point
      • Manipulators: Move Object 18, Precise • 1 point
      • Mobile Constructs: Create 12, Movable, Precise • 1 point
      • Rage-Fire: Line Damage 12, Contagious, Sustained • 1 point
      • Rend: Weaken Toughness 18, Affects Objects, Linked to Unarmed Strike; Enhanced Advantage (Improved Critical) • 1 point
      • Strike: Damage 18, Penetrating 18; Enhanced Advantage (Improved Critical) • 1 point
      Uniform: Feature 1 (Quick Change) • 1 point
    Guardian's Curse: Immunity 10 (Life Support) • 10 points

    Advantages
    All-Out Attack, Equipment 1 (Power Battery), Minion 6 (Ring AI), Power Attack, Startle, Ritualist, Takedown

    Skills
    Close Combat: Unarmed 2 (+12), Expertise: Magic 10 (+13), Expertise: Emotional Spectrum 10 (+13), Insight 5 (+9), Intimidation 13 (+14), Perception 4 (+8), Ranged Combat 6 (+8), Vehicles 4 (+6)

    Defenses
    Dodge 10, Parry 10, Will 10, Fortitude 13[18], Toughness 18

    Power Points
    Abilities 80 + Powers 116 + Advantages 13 + Skills 27 + Defenses 19 = Total 255 points

    Complications
    Enemies: Atrocitus has personal grudges against Hal Jordan and Sinestro.
    Last Survivor of Ryutt: Atrocitus feels obligated to avenge the dead of Sector 666.
    Weakness: The red ring replaces the ringbearer's heart and blood; removing it is fatal.
    Temper: Everything sets a Red Lantern off.

    Notes
    :idea: Atrocitus was able to take on both Hal Jordan and Sinestro before he got his power ring, albiet when they were both less skilled. He's dangerous, and he's much smarter and more resourceful than his brutish looks or fighting style suggest.

    :idea: Before that, Atrocitus survived for three billion years crucified on Ysmault. I'm not convinced he absolutely can't die, given that he managed to murder the other four imprisoned there, but he's at minimum able to survive without eating, drinking, or aging. His ring would have the usual aura if he needed it.

    :idea: Atrocitus is also the real inventor of the Cosmic Divining Rod that Black Hand used against Green Lantern for years. He understands the emotional light better than anyone outside the Guardians and Zamarons themselves. His methods cross back and forth between sufficiently advanced technology and outright magic, but so do the Guardians'.

    :idea: Most recently, in my continuity, Atrocitus has found himself replaced by Skallox as head of the Red Lantern Corps, and was crucified again on Carol Ferris' front lawn as a declaration of war between the Red Lantern Corps and the Star Sapphires. More on how that happened in my writeup of Skallox...
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    Re: Jack of Spades vs. the DC Universe (3e): Evil Star

    Post by jspade »

    Evil Star • PL 12
      Abilities
      STR -4(1), STA -3(7), AGL 2, DEX 2, FGT 0, INT 3, AWE 0, PRE 1

      Powers
      Starband:241 points, Removable (−48) • 193 points
      • Flight: Flight 11, Movement 2 (Space Travel) • 26 points
        Immortality: Enhanced Strength 5, Enhanced Stamina 10, Immunity 10 (Life Support) • 40 points
        Starlings: Summon 14, Active, Continuous, Mental Link, Multiple Minions 3 • 141 points
        Stellar Energy: Array (30 points) • 34 points
        • Ranged Damage 15 • 30 points
        • Cone Damage 12 • 1 point
        • Create 15, Stationary • 1 point
        • Create 15, Distracting, Movable • 1 point
        • Move Object 15 • 1 point
        • Ranged Affliction 15 (Impaired, Disabled, Incapacitated; Resisted by Fortitude) • 1 point
      Advantages
      Inventor, Seize Initiative

      Skills
      Deception 3 (+4), Expertise: Immortality 10 (+13), Insight 6 (+6), Intimidation 8 (+9), Treatment 10 (+13), Technology 15 (+18), Ranged Combat: Star Band 7 (+9)

      Defenses
      Dodge 7, Parry 4, Will 6, Fortitude 15, Toughness 7

      Power Points
      Attributes 2 + Powers 193 + Advantages 2 + Skills 30 + Defenses 21 = 248 points

      Complications
      Motivation: Survival

      Accident: The Starband accelerates the effects of entropy in its area, causing general decrepitude and breakdowns.
      Power Loss: The Starband loses all powers except its Immortality if cut off from stellar radiation for prolonged periods. The Starlings will dissipate in the same circumstance, but will remain if they have access to starlight even if the Starband does not.
      Remorse: Evil Star has moments of remorse and attempts to renounce his power because of the evil he has done, but ultimately gives in and puts the star band back on.
      Starlings
      Abilities
      STR 14, STA –, AGL 3, DEX 0, FGT 6, INT 0, AWE 0, PRE –

      Powers
      Flight: Flight 11, Movement 2 (Space Travel) • 26 points
      Invulnerable: Immunity 140 (Effects resisted by Will, Fortitude, or Toughness) • 140 points
      Small: Shrinking 4, Normal Strength, Innate, Permanent • 9 points

      Advantages
      Improved Hold, Interpose, Teamwork

      Defenses
      Dodge 12, Parry 10, Will –, Fort –, Tou –

      Power Points
      Abilities 24 + Powers 175 + Advantages 3 + Defenses 5 = Total 209 points
      Notes
      I know Evil Star is scheduled for Heroes & Villians, but I needed him for an adventure.

      :idea: On his own, Evil Star is pretty powerful but pathetically unskilled. The Starlings make him a threat. He can pretty much cower behind a Starband-created force bubble and let them do the fighting; even if he does get involved he can count on them to Interpose to defend him.

      :idea: The Starlings are unstoppable if all you can come up with is physical force. They aren't even bothered by Superman's punches, and since Neron (there's that guy again...) gave them super-strength they're pretty darn formidable. If they can ever get a grip on you, you're in trouble, and with the whole gang of them one eventually will get hold.

      :idea: Evil Star is fun and tragic, because he realizes just how despicable he's become, but is just too afraid of dying to take off the Starband and go straight.
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      Re: Jack of Spades vs. the DC Universe (3e): Evil Star

      Post by cassius335 »

      So how do you kill a Starling?

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      Re: Jack of Spades vs. the DC Universe (3e): Evil Star

      Post by kenseido »

      cassius335 wrote:So how do you kill a Starling?
      A Affliction resisted by Dodge?
      -----------------------------
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      Re: Jack of Spades vs. the DC Universe (3e): Evil Star

      Post by jspade »

      You don't kill Starlings. To my knowledge, they've never been rendered unconscious or destroyed. You tie them up, restrain them, blind them, or shove them into an alternate dimension and then you take out Evil Star. Mechanically, when he becomes incapacitated his summon stops operating and the Starlings disappear.
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      Re: Jack of Spades vs. the DC Universe (3e): Ion

      Post by jspade »

      Ion (Sodam Yat) • PL 12
        Abilities
        STR 17(2), STA 14(3), AGL 2, DEX 4, FGT 7, INT 1, AWE 1, PRE 2

        Powers
        Daxamite155 points
        • Defy Gravity: Enhanced Strength 22, Limited to Lifting • 22 points
          Heat Vision: Array (30 points) • 31 points
          • Ranged Damage 15 • 30 points
          • Perception Damage 10 • 1 point
          Invulnerability: Enhanced Stamina 11; Protection 3; Impervious Toughness 12; Immunity 10 (Life Support) • 47 points
          Super-Senses: Senses 15 (Acute and Extended Hearing, Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-Hearing, Vision Penetrates Concealment [except lead]) • 15 points
          Super-Speed: Movement 1 (Space Flight); Quickness 8 • 10 points
          Super-Strength: Enhanced Strength 15 • 30 points
        Ion Powers79 points
        • Invulnerability: Variable Descriptor for Ion Invulnerability • 1 point
          Flight: Flight 14, Movement 3 (Space Travel 2, Environmental Adaptation: Zero Gravity) • 34 points
          Light of Will: Array (41 points) • 44 points
          Constructs: Create 20, Precise, Stationary • 41 points
          Force Blast: Ranged Damage 20, Variable Descriptor (physical) • 1 point
          Manipulators: Move Object 20, Precise • 1 point
          Movable Constructs: Create 13, Movable, Precise • 1 point
        Advantages
        All-out Attack, Benefit 2 (Ion), Improved Grapple, Interpose, Equipment 1 (Power Battery), Fearless, Minion 6 (Ring AI), Power Attack, Ultimate Effort (Will Save)

        Skills
        Expertise: Law Enforcement 4 (+5), Insight 3 (+4), Investigation 3 (+4), Perception 3 (+4), Persuasion 3 (+6), Ranged Combat: Heat Vision 7 (+9), Technology 9 (+10), Vehicles 2 (+6)

        Defenses
        Dodge 5, Parry 7, Will 10, Fortitude 14, Toughness 17

        Power Points
        Abilities 44 + Powers 234 + Advantages 15 + Skills 17 + Defenses 12 = Total 322 points

        Complications
        Motivation: Doing Good
        Good Soldier: Sodam Yat is easily swayed by authority figures. He has no compunction about killing enemies of the Corps.
        Power Loss: Daxamite powers depend on the light of a yellow sun; they fade slowly away from it, and immediately under the light of a red sun (or its synthetic equivalent). They are also ineffective against direct magical effects.
        Weakness: Sodam Yat is dying of lead poisoning, which is ring is holding in check. If his ring is removed, he's Hindered and Disabled by pain, and loses 1 point of STA every 10 minutes.

        Notes
        :idea: Sodam Yat is incredibly expensive and theoretically awesomely powerful, yet he doesn't totally steal the show from his fellow Lanterns in Green Lantern Corps. This is in large part because he doesn't use the full power of Ion very often – he's usually better off relying on his Daxamite powers. He became Ion before he'd fully completed his training, and got access to his Daxamite powers shortly thereafter; he generally fights as a brawler. Also, a Green Lantern isn't that much less impressive than a Kryptonian.

        :idea: Independent of a host, the Ion entity can't influence the world, and doesn't show much sign of influencing his host. With a host, he has all the power of a Green Lantern's power ring, but lacks the technological secondary functions. For that, Yat wears a ring (his Minion).

        :idea: Yat learned to fly with the ring before he ever had his Daxamite powers, so that Daxamite ability is undeveloped. It'd be an alternate ability of his Defy Gravity power. And yes, he can lift over 12.5 million tons. Ever seen Mon-El encounter something he couldn't move?

        :idea: I do see the Entities as among the most powerful in the universe. Parallax has defeated the Spectre twice (in Final Night and Blackest Night). There's no reason to believe Ion or any of the others are lesser.
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        Re: Jack of Spades vs. the DC Universe (3e): Ion

        Post by Raws »

        Nice builds.

        I nottice that you dont use an "offenses block", as others builders do.

        I know, its relatively easy to sum abilities+advantages+skills to get the attack bonus and them take the damage effect from the corresponding stat, but it could be interesting and elegant to put this things already in the builds.

        Just an suggestion, of course.

        Keep up the good work.

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        Re: Jack of Spades vs. the DC Universe (3e): Queen Bee

        Post by jspade »

        Queen Bee • PL 10
          Abilities
          STR 8, STA 8, AGL 2, DEX 6, FGT 5, INT 2, AWE 1, PRE 4

          Powers
          Adhesion: Movement 1 (Wall-Crawling) • 2 points
          Compound Eyes: Senses 2 (Radius Sight, Ultravision) • 2 points
          "Pollen" Pheromones: Area Olfactory Affliction 10 (Entranced, Compelled, Controlled; Resisted by Fortitude), Reaction • 50 points
          Membrane Wings: Flight 4, Noticable (Buzzing), Wings • 3 points

          Devices
          Magno-Nuclear Rod: Ranged Affliction 13 (Dazed, Stunned, Transformed; Resisted by Fortitude), Easily Removable • 16 points
          Stinger-Dart Bracer: Ranged Damage 10, Alternate Resistance (Fortitude), Limited: Blocked by Impervious Toughness, Removable, Secondary Effect • 16 points

          Advantages
          Animal Empathy, Attractive, Benefit 1 (Queen of Korll), Improved Defense, Languages 1 (Korll, Interlac), Minions 17 (PL 6)

          Skills
          Acrobatics 4 (+6), Close Combat: Unarmed 5 (+10), Deception 8 (+12/+14), Expertise: Rulership 10 (+12), Perception 3 (+4), Persuasion 8 (+12/+14), Ranged Combat: Stinger Darts 4 (+10), Stealth 4 (+6), Technology 8 (+10), Treatment 3 (+5), Vehicles 3 (+9).

          Combat
          Initiative +2

          Mango-Nuclear Rod +6 (Affliction 13, DC 23)
          Stinger Darts +10 (Ranged Damage 10, DC 25)
          Unarmed +10 (Damage 8, DC 23)

          Defenses
          Dodge 12, Parry 10, Will 8, Fortitude 8, Toughness 8

          Power Points
          Abilities 74 + Powers 89 + Advantages 23 + Skills 30 + Defenses 18 = Total 234 points

          Complications
          Motivation: Power
          Cannot See Red: The natives of Korll are unable to perceive the color red; their brains edit anything red out of their perception. It is invisible to them.
          Misandry: Tazzala regards the males of all species as inferior and disposable.

          Notes
          Sister and rival of Earth's Queen Bee (Zazzala), Tazzala rules Korll now that her sister has been trapped on Earth.

          :idea: The Queen Bee is more a threat as the leader of her world of fanatical slaves than as a personal combatant. On the galatic scale, she has to deal with political realities if she intends to remain Queen.
          Warriors • PL6
          STR 7, STA 7, AGL 2, DEX 4, FGT 5, INT 0, AWE 2, PRE 0. Powers: Adhesion, compound eyes, wings as the queen. Stinger-dart 8. Advantages: Teamwork. Skills: Athletics 4 (+11), Perception 5 (+7), Stealth 4 (+6), Vehicles 5 (+9). Offense: Init +2. Unarmed +5 (Damage 7, DC 22), Stinger Darts +4 (Damage 8, DC 23). Defense: Dodge 5, Parry 5, Fort 7, Will 3, Tou 7. Totals: Abilities 54 + Powers 20 + Advantages 1 + Skills 6 + Defenses 5 = 90 points.
          Last edited by jspade on Wed Dec 01, 2010 2:31 am, edited 1 time in total.
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          Re: Jack of Spades vs. the DC Universe (3e): Skallox

          Post by jspade »

          Skallox • PL 14
            Abilities
            STR 4(9), STA 3(8), AGL 2, DEX 3, FGT 10, INT 0, AWE 2, PRE 0

            Powers
            Power Ring: 97 points; Feature: Can only be used by those with great rage in their hearts, or the ring's own AI (+1); Removable (-19) • 78 points
            • Aura: Immunity 7 (Environmental heat, cold, radiation; pressure extremes; suffocation) • 7 points
              Berserk: Enhanced Traits (STR +5, INT −2, AWE −2, PRE −2, Fort +5); Immunity 10 (Mental Effects), Half effect • 8 points
              Flight: Flight 14, Movement 3 (Space Travel 2, Environmental Adaptation: Zero Gravity) • 34 points
              Force Field: Protection 8, Sustained • 8 points
              Heartless: Immunity 2 (Blood drains, Persuasion) • 2 points
              Illumination: Environment (Light) 2 • 2 points
              Light of Rage: Array (37 points) • 44 points
              Bile: Damage 15, Reach 3; Linked Weaken Toughness 15, Reach 3, Will save; Enhanced Advantage (Improved Critical) • 37 points
              Bile: Damage 13, Reach 3; Linked Weaken Toughness 13, Reach 3, Will save • 32 points
              Guns: Ranged Damage 10, Accuracy +4, Multi-Attack • 1 point
              Chains: Move Objects 13, Close, Damage, Quirk: Can't push, Reach 5; Enhanced Advantages: Fast Grab, Improved Grab & Improved Trip • 1 point
              Rage-Fire: Line Damage 10, Contagious, Sustained • 1 point
              Strike/Blades: Damage 16, Penetrating 16 • 1 point
            Uniform: Feature 1 (Quick Change) • 1 point[/list]
            Demonic Enhanced Physiology: Enhanced Attributes (Strength 5, Stamina 5); Healing 10, Limited to Self, Reaction; Immortality 10 • 80 points
            Untouched by Love: Immunity 2 (Love effects) • 2 points
            Horns: Immunity 2 (My Slam damage) • 2 points

            Advantages
            All-Out Attack, Benefit (Leader of the Red Lanterns), Close Combat 2, Daze: Intimidation, Defensive Roll 2, Equipment 5 (Power Battery, Ysmault), Favored Foes (Turytt & Tam Joren), Minion 6 (Ring AI), Startle

            Equipment
            Ysmault: Awesome, Toughness 10, Central Power Battery, Defense System, Grounds, Holding Cells, Isolated, Living Space, Personnel, Power System • 16 points

            Skills
            Athletics 4 (+8), Expertise: Criminal 2 (+2), Expertise: Streetwise 4 (+6), Intimidation 12 (+11), Ranged Combat: Paramilitary Weapons 6 (+9), Stealth 2 (+4), Insight 8 (+10), Technology 4 (+4), Vehicles 4 (+7).

            Defenses
            Dodge 8, Parry 10, Will 10, Fortitude 11[16], Toughness 18/16 without Defensive Roll

            Power Points
            Abilities 48 + Powers 162 + Advantages 15 + Skills 26 + Defenses 17 = Total 268 points

            Complications
            Demonic Pact: As part of his pact with Neron, Skallox can never feel love, nor will anyone love him.
            Lecherous: Skallox is a randy goat-man; his disfigurement makes it hard for him to satisfy his desires, which just infuriates him.
            Obsession: Skallox wants revenge on Turytt and Tam Joren for his scarring.
            Temper: Everything sets a Red Lantern off.

            Notes
            Skallox was an enforcer for the Black Circle syndicate who ran afoul of Green Lantern Turytt. Skallox sustained horrible burns; formerly an attractive male of his race, he's now somewhat monstrous. His obsessive drive to avenge himself on Turytt for his disfigurement made him a natural candidate for a Red Lantern power ring. His vendetta has expanded to Turytt's lover, Star Sapphire Tam Joren, as well.

            Skallox attempted to capture Tam, but was himself captured by the Star Sapphires and imprisoned on Zamaron (along with fellow Red Lanterns Abyssma and Ratchet). After the Star Sapphires raided Hell and Tam Joren went out of her way to anger Neron, Neron arranged to make a deal with Skallox. Neron granted Skallox power, which he's used to take control of the Red Lanterns, and in particular immunity to the Sapphires' power of love. In return... Tam will suffer.

            :idea: Skallox was originally just another Red Lantern, but Tam's indiscreet taunting of the Lord of Hell gave me a chance to upgrade him to major bad guy status. As the new top dog in the Red Lanterns, he has powerful minions, as well as access to the secrets of Ysmault. To top it off, the Star Sapphires' power can't hurt him directly.

            :idea: Between his power ring and his demonic enhancements, Skallox is nigh-unstoppable. His biggest weakness is that he is, at heart, just a brutish thug; he doesn't have Atrocitus' intelligence or flexibility.

            :idea: I'm not fond of Regeneration's mechanics, so Skallox has Reaction Healing, limited to himself, instead.
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            Re: Jack of Spades vs. the DC Universe (3e): Queen Bee

            Post by jspade »

            Vril Dox • PL 12
              Abilities
              STR 2, STA 2, AGL 2, DEX 3, FGT 8, INT 12, AWE 8, PRE 7

              Powers
              Force Field Belt: Flight 1; Immunity 10 (Life Support); Protection 12, Impervious; Removable • 29 points
              10th Level Mind: Enhanced Advantages (Eidetic Memory, Jack of All Trades); Quickness 10, Limited to mental tasks • 12 points

              Advantages
              Accurate Attack, Assessment, Benefit 4 (Head of LEGION, Alliances with Tammaran, Rann, & Thanagar), Connected, Daze (Deception), Defensive Roll 2, Eidetic Memory, Equipment 2, Fascinate: Persuasion, Improved Initiative 2, Jack of All Trades, Languages 5, Leadership, Redirect, Second Chance: Persuasion, Sidekick 30: Tribulus, Sill Mastery: Persuasion, Well-Informed

              Equipment
              Light Blaster Pistol: Ranged Damage 4, Reduced Range 2 • 7 points
              Pocket Computer: Smartphone • 2 points

              Skills
              Acrobatics 3 (+5), Athletics 3 (+5), Deception 8 (+15) [Daze], Expertise: Science 5 (+17), Expertise: Politics 10 (+22), Insight 4 (+12), Intimidation 8 (+15), Perception 2 (+10), Persuasion 15 (+22) [Fascinate, Second Chance], Ranged Combat: Blaster 5 (+8), Stealth 4 (+6), Technology 5 (+17), Treatment 5 (+17), Vehicles 5 (+8)

              Defenses
              Dodge 8, Parry 8, Will 8, Fortitude 6, Toughness 16/14 without Defensive Roll

              Power Points
              Abilities 80 + Powers 31 + Advantages 57 + Skills 43 + Defenses 10 = Total 229 points

              Complications
              Enemies: Brainiac, Starro the Conqueror
              Magnificent Bastard: Nobody likes Vril Dox. He manages to rub just about everyone wrong with his amoral arrogance. Yet somehow, a lot of them end up working for him...
              Relationships: Dox is at the center of a web of relationships, most notably with his son Braniac 3, Adam Strange, Starfire, and Lobo.

              Notes
              L.E.G.I.O.N. has treated the Star Sapphires no less shabbily than the Green Lantern Corps, earning the personal enmity of the Predator for his willingness to "poison wells to drum up business."

              :idea: I rate Brainiac's INT higher than the official value, so I don't have a problem with Dox and Luthor having the same value.
              :idea: Dox is waaay below PL cap offensively. He doesn't fight, he has people to do that for him. When those people are people like Tribulus and Lobo, it's not so much of a problem.
              :idea: Despite being a complete ass, everyone does what Dox tells them to. Thus, his exceptional Persuasion.
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              Re: Jack of Spades vs. the DC Universe (3e): Vril Dox

              Post by jspade »

              Timeline

              The Golden Age

              1938

              The Crimson Avenger (Lee Travis) and the Flash (Jay Garrick) appear.

              1939

              The Green Lantern (Alan Scott), Hawkman, and Hawkwoman appear.

              1940

              Doctor Fate and the Spectre appear. The JSA is founded.

              1941

              Wildcat appears.

              1951

              The JSA disbands when faced with a HUAC demand to unmask.

              The Silver Age

              37 Years Ago

              The Martian Manhunter comes to Earth and begins to operate in secret.

              35 Years Ago

              Kal-el arrives on Earth. Captain Comet leaves Earth.

              30 Years Ago

              Bruce Wayne's parents killed. Wonder Woman brought to life.

              17 Years Ago

              Clark Kent leaves Smallville. Abin Sur visits Ysmault.

              15 Years Ago

              Will Magus invents the Metal Men. Sinestro joins the Green Lantern Corps.

              12 Years Ago

              New Heroic Era: Superman, Batman, Wonder Woman, the Flash (Barry Allen), Green Lantern (Hal Jordan), the Martian Manhunter, and Aquaman appear and form the JLA_.

              Adam Strange travels to Rann.

              11 Years Ago

              Black Canary, Green Arrow, and the Atom (Ray Palmer) appear, among others. New Gods appear on Earth. The JSA re-forms. Several heroes gain sidekicks. John Stewart gets his ring.

              Bronze Age

              9 Years Ago

              Starfire comes to Earth. The Omega Men liberate the Vega system. Some JSA legacies form Infinity, Inc.

              7 Years Ago

              Fawcett City released from suspension.

              Crisis on Infinite Earths: Guy Gardner gets his ring. Power Girl first appears. Wally West becomes the Flash.

              Darkseid mounts a campaign against the legends of Earth. The Guardians of the Universe and the Zamarons withdraw from contact; the Green Lantern Corps is formally disbanded, though many Green Lanterns remain active. The Darkstars are founded.

              6 Years Ago

              The Alien Alliance invades Earth; L.E.G.I.O.N. is formed.

              5 Years Ago – The Iron Age

              The Guardians and Zamarons return. The Green Lantern Corps is reorganized, then destroyed by Parallax. Green Lantern (Kyle Rayner) gets his ring. The Cyborg Superman first appears. Neron offers power to Earth's supervillains. `Star Sapphire (Carol Ferris) murders Katma Tui.

              The Current Era

              4 Years Ago

              Hal Jordan sacrifices himself to relight Earth's sun. The JLA re-groups. Hal Jordan becomes the Spectre. Michael Holt becomes Mr. Terrific. Freddy Freeman becomes Captain Marvel Jr..

              3 Years Ago

              As Ion, Kyle Rayner resurrects the Guardians. The Green Lantern Corps is re-founded.

              Infinite Crisis: Blue Beetle (Jaime Reyes) gets his scarab. Civil war in Hell. The third Rann-Thannagar war begins (ends the next year).

              2 Years Ago

              Black Adam kills over five million people single-handedly. Hal Jordan is a POW. Superman, Wonder Woman, and Batman are all missing.

              1 Year Ago

              The JSA formally takes on the mission to train better heroes. Green Lantern (Hal Jordan) returns to life; Crispus Allen becomes the Spectre. The Sinestro Corps, Star Sapphires, Red Lantern Corps and Blue Lantern Corps are created, and the orange power battery is discovered on Okaara. The New Gods are destroyed. Kent V. Nelson becomes Doctor Fate. The Flash (Barry Allen) returns.

              Blackest Night: The Indigo Tribe reveals itself. The Entity is discovered. Ganthet becomes a Green Lantern.
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              Re: Jack of Spades vs. the DC Universe (3e): Vril Dox

              Post by jspade »

              Wonder Woman • PL 13
                Abilities
                STR 11, STA 11, AGL 6, DEX 6, FGT 12, INT 2, AWE 4, PRE 6

                Powers
                Amazon Bracelets: Array (10 points), Removable (−2) • 9 points
                • Bullets and Bracelets: Immunity 30 (Attacks defended by Dodge), Distracting, Move Action • 10 points
                • Bracers: Enhanced Defenses (+2 Dodge); Enhanced Advantages (Improved Defense, Weapon Bind); Impervious 12, Move Action, Sustained • 1 point
                Amazonian Physiology: Immunity 6 (Aging, All environmental conditions), Protection 4 • 10 points

                Eyes of the Hunter: Senses 1 (Low-Light Vision) • 1 points

                Gift of Hestia: Immunity 10 (Fire) • 10 points

                Lasso of Truth: Array (15 points); Enhanced Advantages (Improved Grab, Improved Trip, Ultimate Lasso); Reach 4; Easily Removable (−9) • 14 points
                • Extract the Truth: Mind Reading 15, Close, Effortless, Limited by Language • 15 points
                • AE Dispel Illusion: Nullify 15 (Deception), Close • 1 point
                Speed of Hermes: Array (10 points) • 12 points
                • Flight 10 (2,000 mph), Gliding • 10 points
                • Leaping 10 (1 mile) • 1 point
                • Speed 10 • 1 point
                The Twirl: Feature (Quick-change) • 1 point

                Advantages
                Accurate Attack, All-Out Attack, Animal Empathy, Attractive 2, Benefit (Princess of Themiscrya), Defensive Attack, Equipment 17, Improved Defense, Improved Initiative, Languages 3 (English, Greek, French, Russian, Hindi, Spanish, Mandarin, and Portuguese), Power Attack, Takedown, Tracking, Weapon Bind

                Skills
                Acrobatics 9 (+15), Athletics 6 (+17), Close Combat: Unarmed 3 (+15), Expertise: Mythology 8 (+10), Expertise: Tactics 8 (+10), Insight 12 (+16), Investigation 3 (+5), Perception 6 (+10), Persuasion 8 (+14/+19) [Animal Empathy, Attractive], Stealth 3 (+9), Vehicles 4 (+10)

                Equipment
                JLA Signal Device: Comlink • 1 point

                Tiara: Ranged Strength-Based Damage 8, Comlink • 9 points

                Invisible Jet: Size H, STR 10, SPD 10, Defense 6, TOU 10; Concealment 6 vs. all vision and radar; Remote control • 55 points

                Paradise Island: Size Awesome, Concealed, Defense System, Dock, Grounds, Gym, Holding Cells, Infirmary, Islolated, Library, Living Space, Personnel, Power System, Workshop • 19 points

                Defenses
                Dodge 14 (12 without bracelets), Parry 15, Will 10, Fort 11, Toughness 11

                Power Points
                Abilities 116 + Powers 55 + Advantages 27 + Skills 37 + Defenses 15 = Total 250 points

                Complications
                Amazon: Though on a mission of peace, Diana is an Amazon from a warrior culture. More than most of Earth's superheroes, she will use lethal force if she has to; this is tempered by her exceptional compassion.

                Avatar of Truth: Diana cannot lie, though she can feint or be deceptive.

                Enemies: Ares, Circe, Doctor Psycho, Baroness Paula von Gunther, and Giganta have all plagued Wonder Woman for years.

                Fame: Diana is a celebrity with no real secret identity, known as much for her charitable work as her heroism.

                Mission of Peace: Diana's message of peace through strength and strength through submission is hard to convey to the Western world, but she tries constantly.

                Responsibility: Diana is ambassador of and princess to her people, a leader of the superheroic community, and a social activist.

                Relationships: With her mother Hippolyta, Steve Trevor, Etta Candy, Donna Troy, Wonder Girl, Batman, and Superman among others.

                Notes
                :idea: I expected Diana to be more expensive. I have a more silver-age vision of her powers, but her role as the greatest warrior in the DCU is purely modern; she can go toe-to-toe with Black Canary or Batman, and yet slug it out with Superman.

                :idea: The lasso is the one bit of her build every designer seems to handle differently. I resurrected Snare, and it works well. Unlike most creators I went with Mind Reading rather than Affliction for the lasso's truth; Gail Simone's excellent run showed it being used, quite well from a storytelling and narrative point of view, as more than just a lie detector.

                :idea: To my mind, the plane is as essential to Diana's arsenal as the lasso. My take on it is as the ultimate stealth aircraft; she still glides on wind currents, but the plane is how she covers long distances, including back and forth to Paradise Island.

                :idea: I also included Paradise Island as a headquarters, since functionally it is part of her array of tools. Whether it's incarcerating foes on Transformation Island or healing Steve Trevor with the Purple Ray, it's part of her tool kit.

                :idea: In my continuity, Wonder Woman was never a Star Sapphire; that ring went to the Atom. Her compassion won her a temporary place in the Indigo Tribe instead.
                Last edited by jspade on Thu Jul 12, 2012 1:53 pm, edited 2 times in total.
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                Re: Jack of Spades vs. the DC Universe (3e): New Direction

                Post by jspade »

                The Star Sapphires campaign ended, and we've decided to start up a second group of Oracle's agents as the Chicago-based Birds of Prey. Setting that up has, of course, required statting the existing Birds of Prey, as well as the Bat-family. So, here comes the infodump.
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                Re: Jack of Spades vs. the DC Universe (3e): Oracle

                Post by jspade »

                Oracle • PL 10
                  Abilities
                  STR 2, STA 2, AGL -1, DEX 3, FGT 11, INT 6, AWE 4, PRE 3

                  Advantages
                  Benefit: Cypher 4, Benefit: Data Mining*, Benefit: Virtual ID, Connected, Contacts, Defensive Roll, Eidetic Memory, Equipment 7, Prone Fighting, Quick-Draw, Second Chance: Hacking, Skill Mastery: Technology, Ultimate Effort: Hacking, Well-Informed

                  * Oracle can use Technology instead of Investigation for Gather Information attempts, so long as she has access to the internet.

                  Skills
                  Acrobatics 8 (+7), Athletics 6 (+8), Deception 5 (+8), Expertise: Current Events 5 (+11), Insight 9 (+13), Investigation 8 (+14) [Contacts, Well-Informed], Perception 11 (+15), Persuasion 8 (+11) [Connected], Ranged Combat: Thrown 7 (+11), Stealth 8 (+7), Technology 14 (+20) [Data Mining, Second Chance, Skill Mastery, Well-Informed, Ultimate Effort], Treatment 4 (+10), Vehicles 5 (+8)

                  Equipment
                  Clocktower: Large, TOU 10. Features: Communications, Computer, Concealed (DC 10), Effect (Mind Reading 10, Affects Computers (vs. Technology roll), Limited by Language, Sensory Link), Effects 3 (Radio Communication 4, Rapid 5; Comprehend Machines 2; Remote Sensing 20 (Visual), Medium: Electronic Surveillance, No Conduit, Resistable: Technology; Senses 8 (Accurate Radio, Extended 5)), Fire Prevention System, Garage, Gym, Hangar, Living Space, Power System, Secret 5 (DC 30), Security System 5 (DC 40) • 27 points

                  Smartphone2 points

                  Weapons5 points
                  • Batarang: Ranged Strength Damage 2, Accuracy +2, Indirect 1 • 4 points
                  • Escrima Sticks: Strength-based Damage 3, Split 1 • 1 point
                  Wheelchair: Speed 1 (4 mph) • 1 point

                  Offense
                  Init -1. Batarang +13 (Ranged Damage 2, DC 17), Escrima sticks +11 (Damage 5, DC 20), Unarmed +11 (Damage 2, DC 17)

                  Defenses
                  Dodge 7, Parry 13, Will 10, Fort 5, Toughness 3/2

                  Power Points
                  Abilities 56 + Advantages 23 + Skills 48 + Defenses 19 = Total 147 points

                  Complications
                  Disabled: In addition to her Disabled Agility, already factored in, Barbara relies on her wheelchair for most mobility.
                  Enemy: The Calculator is Oracle's underworld opposite number. She bears an understandable grudge against the Joker, and has struggled with college rival Spy Smasher for control of the Birds of Prey.
                  Relationships: Oracle's most important relationships are with her father, James Gordon, and Black Canary and the other Birds of Prey. She has been romantically involved with Nightwing in the past, but not at present.
                  Secret Identity: Oracle guards her secret identity fiercely, recently going so far as to kill off her Oracle identity because she believes she works better when unknown.

                  Notes
                  :idea: Writing up the Clocktower (now Kord Tower, but it'll always be the Clocktower to me) gave me a better handle on Oracle's god-hacker abilities.

                  :idea: The Data Mining benefit let me keep her overall Investigation further from Batman's, while still making her as good as he is at digging up background data.

                  :idea: I'd honestly be happier if Oracle had come out over-pointed; she certainly has the experience to justify it. But I just can't see where to spend more on her.
                  Last edited by jspade on Fri May 20, 2011 3:54 pm, edited 1 time in total.
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