The Star Corps

Where in all of your character write ups will go.
Ken
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Re: The Star Corps

Post by Ken » Mon Nov 07, 2016 7:19 pm

There's some great stuff here. Please, keep it up.
Zack Snyder in the 1940s: Hope vs Crosby, Road to Justice

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StarGuard
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Re: The Star Corps

Post by StarGuard » Tue Nov 08, 2016 4:28 am

Thanks Ken. I have to thank Thor for the format. I've almost exclusively it to build the characters I game with. I find it very well organized and visually appealing. At the moment I'm morphing Push to PL10 for a submission in a game H4H is currently recruiting.

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StarGuard
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Re: The Star Corps

Post by StarGuard » Wed Nov 30, 2016 10:55 pm

Kid Fate 10/150

- helmet
- amulet
- cloak

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StarGuard
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Re: The Star Corps

Post by StarGuard » Sat Dec 03, 2016 6:45 am

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NIGHTSTAR (Mar'i Grayson)
PL: 9 (135 pts) - OPL: 9; DPL: 9; HP: 1 ; LP: 1

ABILITIES: STRENGTH 3/11, STAMINA 6, AGILITY 4, DEXTERITY 3, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE 3

SKILLS:
Acrobatics (+4), Athletics (+3/11), Close Combat [Unarmed] 3 (+7), Deception (+3/8) [Attractive], Expertise [Xenology] 6 (+8), Insight (+2), Intimidation (+3), Investigation (+2), Perception 6 (+8), Persuasion (+3/8)[Attractive], Ranged Combat [Starbolts] 5 (+8), Sleight of Hand (+3), Stealth (+4), Technology 2 (+4), Treatment (+2), Vehicles (+3)

ADVANTAGES: All-out Attack, Attractive (2), Beginner's Luck, Jack-o-all-Trades, Luck (1), Power Attack

POWERS:
Tamaranean Physiology: Immunity 10 (Life Support, Flaw: Limited [Requires sunlight]); 5 pts
Language Absorption: Comprehend 2 (Speak, Understand All languages, Flaw: Limited [Requires physical contact with speaker]); 2 pts
Solar Array: 21 pt Array; 23 pts
Starbolt Blast: Ranged Solar Energy Damage 10 (Extra: Precise); 21 pts
Solar Sustenance: Healing 5 (Action: Move, Energizing, Persistent, Restorative, Flaws: Limited [Self], Limited [Requires sunlight] DC10); 1 pt
Solar Powered : Enhanced Strength 8 (50 tons), Enhanced Fortitude 4; 1 pt

Flight Array: (Quirk: Noticeable [Glowing indigo trail from her hair]) 20pts; 21 pts
Hyper-flight: Flight 10 (2,000 mph/4 mpr); 19 pts
Combat-flight: Flight 5 (60 mph/900 fpr), Enhanced Trait 10 (Dodge 5, Parry 5 [Flaw: Sustained]); 1 pt
Space-flight: Movement 1 (Space Travel 1 [ Other planets in a solar system]); 1 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative 4
Close Attack +4 (Unarmed +7 [DC26])
Ranged Attack +4 (Starbolts +8 [DC25])

DEFENSES:
Dodge +7/12 [DC24] Parry +7/12 [DC24]
Toughness +6, Fortitude +6/10, Will +8

COMPLICATIONS:
Power Loss: Prolonged periods without exposure to sunlight result in the loss of Nightstar's Life Support, Solar and Flight powers.
Relationships: M'ari has an estranged relationship with her father, however she has a great affection for "gramps", Bruce Wayne.
Relationships: Much to the chagrin of both her 'fathers', Mar'i has strong feelings for Damian Wayne, Avia [Free] and Olivia Queen.
Warrior: Tutored by the Warlords of Okaara as a child, Mar'i can find normal social interaction difficult and tends to revert to a warrior code when dealing with others.

Abilities 54 + Skills 11 (22 ranks) + Advantages 7 + Powers 51 + Defenses 12 = 135 / 135

Build Comments: Well ... this was an interesting exercise. The character concept and PL/PP made it difficult for me to use my standard methods. Avoiding Regeneration was another challenge, especially given the character legacy. In the end I really like how the Solar Array simulates a number of things I've seen Starfire do over the years (your mileage varies depending on the current writer). I'll add different styles of energy blast later but adding to the Skills might have to come first. Nightstar prefers to use her Starbolts in combat. She can go hand to hand but her lack of Toughness and aerial elusiveness makes her a much more effective ranged combatant.

Speaking of interesting ... my original concept was a son, but having never read any of the Kingdom books I had no clue of a canon-ish Nightstar until I started researching for a picture. By this time I had already completed the build, but looking it over I didn't see anything gender specific, so I decided to go with the flow of the universe and K'Larc became Mar'i Grayson. I borrowed bits and pieces trying to adapt it to the setting for Conflux City. The lack of skill points in certain areas lends itself to playing her as a college student, which combined with her powers and U.N. Citizenship, makes her a natural for an internship on the International Space Station.

Short Background: The on-again, off-again romance of Koriand'r and Dick Grayson was inevitably going to have ramifications. Soon after one of the “on-again” periods had ended, Kori discovered she had became pregnant. With Dick already involved in another relationship, she decided to keep knowledge of the pregnancy to herself. Kori had complications during the childbirth, so Mar'i was born in a STAR labs facility in Metropolis. After trying everything they could the doctors suggested Kori seek specialist in Tamaranean medical techniques. Unfortunately, even her own people could do nothing. The damage was terminal, and the best they could do was manage the pain with medicines in the time she had left.

When the end was close, Koriand'r left Mar'i with the same Warlords of Okaara that had trained her and Kommand'r as children. They raised her in their ways and when news came of Koriand'r's death, they traveled to Earth seeking Dick Grayson. Grayson was undercover when the Warlord's representative brought Mar'i to Earth, so Bruce Wayne took her into Wayne Manor and adopted her as his 'grandchild'. Eventually Dick returned and was stunned to learn of Mar'i's birth and Kori's death. Filled with a complex mix and intensity of emotions, the initial meeting ... did not go well. Mar'i stayed with Bruce until she was old enough to attend school in the recently constructed Conflux City.

For the past five years, Mar'i has attended Conflux's Prep School for Gifted Children and has just accepted an internship as a college freshman onboard the International Space Station. Mar'i wants to do for the world what Conflux City has done for her. As a child of the stars she has found a home on Earth in Conflux City, and hopes to help Earth find its place among the races of the galaxy.

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StarGuard
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Re: The Star Corps

Post by StarGuard » Sat Dec 03, 2016 7:20 pm

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Manhunter
aka Paul Kirk
PL: 6 (120 pts) - OPL: 6; DPL: 6; HP: 1

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 5, DEXTERITY 2, FIGHTING 7, INTELLECT 2, AWARENESS 4, PRESENCE 2

SKILLS: Acrobatics (+5), Athletics 4 (+9), Close Combat (+7), Deception (+2), Expertise [Tracking] 7 (+9), Insight 5 (+9) [Assessment], Intimidation (+2), Investigation 7 (+9), Perception 5 (+9), Persuasion (+2), Ranged Combat 4 (+6) Firearms), Sleight of Hand. (+2), Stealth 4 (+9) [Hide in Plain Sight], Technology (+2), Treatment (+2), Vehicles (+2)

ADVANTAGES: All-out Attack, Assessment, Beginner's Luck, Benefit (3: Millionaire), Contacts, Defensive Attack, Diehard, Equipment (2), Fast Grab, Great Endurance, Hide in Plain Sight, Improved Grab, Improved Hold, Improved Initiative, Jack-of-all-Trades, Power Attack, Tracking, Well-informed

POWERS:
Mirakuru Enhancements: Immunity 3 (Aging, Disease, Poisons), Enhanced Advantages 3 (Diehard, Great Endurance, Improved Initiative), Speed 2 (8 mph/120 fpr), Leaping 2 (30 ft), Regeneration 5 (1/every 2 rounds); 15 pts

EQUIPMENT: 6 pts
Hunting Harness
Tools of the Trade: Variable 1 [5 pt traits; any tool of skill equipment, Free Action, Quirk (Limited to 2 equipment points or less)]; 6 pts

OFFENSE:
Initiative +9
Close Attack +7
Unarmed +7 [Unarmed +7]
Ranged Attack +2 [Firearms +6]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +5, Fortitude +5, Will +7

COMPLICATIONS:
Hero for Hire: Bounty hunter turned hero, "Man needs to make a living." Manhunter is in the hero business to make money ... as long as that goal doesn't conflict with his sense of honor.
Honor Code: Tanaka built upon Paul's own hunter instincts and instilled a Bushido like code of honor in his student.
Berserker: All though controlled under normal circumstances, the Mirakuru can still set off extreme fits of rage. Occasionally in combat Manhunter will need to make. DC15 Will check to avoid attacking an incapacitated opponent.
Insanity: After the Diehard Advantage has activated, Manhunter will attack the closest threat near him once he has recovered from being incapacitated.

Abilities 64 + Skills 18 (36 ranks) + Advantages 18 + Powers 15 + Defenses 5 = 120 / 120

Build Comments:
I blame Walt Simonson. As a kid one of the first comic books I read featured the Manhunter in the back of an issue of Detective Comics. The costume was just about the most garish thing you could imagine but the art style was fantastic. This character is reimagined using the Arrowverse up to Season 4 as his origin background.
Coast City's slogan "In Brightest Day, In Blackest Night; Come to Coast City, When the money is tight"
Background: When the Amazo went down, two undiscovered survivors made their way to shore, Paul Kirk and an old man named Tanaka. Paul had been imprisoned on Lian Yu for hunting a criminal, that had escaped Iron Heights Penitentiary, on Chinese soil without the government permission. Paul was able to save the old man but was on death's door having been injected with the Mirakuru serum by Dr. Ivo. Unknown to Paul, Tanaka had once been known as the Tiger. Tiger had been a companion of the Judomaster in WWII, but turned assassin after the war, until the League of Assassins had him imprisoned on Lian Yu. Tanaka used his knowledge of the islands healing herbs to save Paul's life and through the mystic arts and meditation taught him how to contain the Mirakuru demons within him.


- Paul is currently dating Melody Hall, sister of McKenna Hall (Season 1). McKenna is now a CCPD detective.
- Paul Kirk and Oliver Queen know each other. Manhunter and the Hood knew each other. Neither know the other's secret identity.

* Still building up his background story of what happened between departing Lian Yu with Tanaka and arriving in Coast City.
** Also looking for what might be a more appropriate visual for the character.

Thoughts on the build and character adaptation are welcome :)

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Re: The Star Corps

Post by StarGuard » Tue Jan 10, 2017 12:05 am

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Hannibal King
PL: 7 (105 pts) - OPL: 7; DPL: 7; HP: 1; LP: 1

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 4, DEXTERITY 2, FIGHTING 7, INTELLECT 2, AWARENESS 3, PRESENCE 3*

SKILLS: Athletics 1 (+5), Close Combat 3 (+10) [Unarmed], Deception 5 (+8/10)[Taunt], Expertise [Supernatural] 8 (+10), Insight 5 (+8/10), Intimidation (+3/5), Investigation 8 (+10)[Contacts], Perception 5 (+8/10), Persuasion (+3), Ranged Combat [Firearms] 7 (+9), Stealth 6 (+10) [Hide in Plain Sight]

ADVANTAGES: All-out Attack, Contacts*, Defensive Roll 2, Diehard, Equipment 2, Favored Foe [Supernatural], Great Endurance, Hide in Plain Sight, Improved Initiative, Luck 1, Power Attack, Quick Draw, Taunt*, Ultimate Effort [Toughness], Well-informed*

POWERS:
Residual Vampiric Physiology: Enhanced Advantages 4 (Diehard, Great Endurance, Improved Initiative, Quick Draw), Speed 2 (8 mph/120 fpr), Leaping 2 (30 ft), Regeneration 2 (1/every 5 rounds); 10 pts

EQUIPMENT: 10 pts
Ultraviolet Pulse Pistols: Energy 5 damage ; 10 pt

OFFENSE:
Initiative +8
Close Attack +7
Unarmed +10
Ranged Attack +2
Firearms +9

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +5 (+7 Defensive Roll), Fortitude +5, Will +9

COMPLICATIONS: WIP
Enemy: Father of the Stoker line of vampires, Dracula.
Phobia: Fears being "Turned" (again) and used against his friends and 'family'.
Quirk: The more dangerous a situation the more likely he is to crack wise making a bad situation worse.
Responsibility: Searching for Abigail Whistler. They crossed into the Merge together.

Abilities 60 + Skills 16 (48 ranks) + Advantages 10 (17*) + Powers 10 + Defenses 9 = 105 / 105

Build Comments: All this vampire hate ;) has me thinking a retro-virused Hannibal might be an interesting character with some plug and play Complications with his fellow agents :twisted:

I'm trying to simulate the movie character but with some depth drawn from his comic book origins. It explains his detective skills and knowledge of the supernatural beyond vampires.

Dracula is already a Merge character, so let's add an ally of Hannibal's from the comics, Doctor Strange (loved the movie) and Abigail Whistler, because Bladewind made up a build already and, you know, Jessica Biel, enuff said ;)

Merge History: Hannibal was hooked up with Sam and Dean Winchester on a vampire hunt when they ran across Dr. Stephen Strange. Strange was just starting to retrieve his lost objects of arcane power when the four met up in Colorado. Vampires were living in undiscovered catacombs left by the Anasazi. After this encounter King left with Dr. Strange and headed back east. While assisting the doctor recover the last of his mystical arsenal, they were contacted by Phil Couldon. Sterman rightly decide the two would be more receptive from someone from closely related universe. Strange turned down the offer to join the Department of Extradimensional Operations but King readily agreed. Not only did he know he had been pushing his luck for months traveling in someone of Dr. Strange's weight class, but the DEO was better equipped to aid in his search for Abigail, who he hadn't seen since they crossed into the Merge. The woman was more dangerous than a basket full of snakes but didn't seem to have any sense of her own mortality. Something Hannibal was only too aware of when it came to dealing with the spawn of Dracula.

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Re: The Star Corps

Post by Thorpocalypse » Wed Jan 11, 2017 7:37 pm

I like that original take on Hannibal King. I actually think Blade: Trinity is an OK movie for the most part and I like Reynolds a lot more than most did. Good to see he's getting some run in your setting.

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Re: The Star Corps

Post by StarGuard » Tue Jan 24, 2017 2:56 pm

Generally I'm not a Reynolds fan, but he has his moments. Horrible Hal Jordon, excellent Deadpool. Hated him in Wolverine, really like the film version of Hannibal. I'm what you call comedically-challenged so playing a version of him should be ... interesting :D

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Re: The Star Corps

Post by StarGuard » Tue Jan 24, 2017 2:57 pm

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Kal'annar
PL: 7 (105 pts) - OPL: 7 ; DPL: 7 ; HP: 1

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 4, DEXTERITY 4, FIGHTING 7, INTELLECT 1, AWARENESS 2, PRESENCE 2*

SKILLS: Acrobatics 3 (+7), Athletics 5 (+7), Deception (+2/+7), Expertise [Underdark Lore] 4 (+5), Expertise [Magic] 9 (+10), Insight (+2), Intimidation (+2), Perception 5 (+7), Persuasion (+2/+7), Ranged Combat [Magic] 1 (+5), Stealth 6 (+10/15)

ADVANTAGES: All-out Attack, Artificer, Attractive* (2), Close Attack (2), Defensive Roll, Equipment (3), Improved Disarm, Improved Initiative, Languages (2) (English, Undercommon, Base: Drow), Quick Draw, Power Attack, Ritualist, Weapon Bind

POWERS:
Magical Awareness: Senses 4 (Detect Magic [Mental; Ranged, Acute, Analytical]); 4 pts
Drow Senses: Senses 3 (Normal Hearing [Extended], Darkvision); 3 pts
Elven Physiology: Immunity 1 (Aging, Disease, Magic, Sleep [Flaw: Limited to half effect]); 4 pts
Magic Array 9 pt Array: 12 pts
Dark Bolt: Ranged Magical Damage 9 (Flaw; Limited to 5 uses); 9 pts
Shadowjump: Teleport 9 (2 miles; [Extra: Accurate; Flaw: Limited to darkness or shadows; Flaw; Limited to 5 uses]); 1 pt
Darkness: Shapeable Area Concealment 4 (All Visual, [Extra: Shapeable Area 30 cubic feet; Flaw; Limited to 5 uses]); 1 pt
Web of Lolth: Ranged Affliction 9 (Resisted by Dodge, Overcome by Strength/Sleight of Hand; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Flaw: Limited to two Degrees, Unreliable [5 uses]); 1 pt


EQUIPMENT:
(15 pts)
Night Cloak: This magical apparel grants a +5 equipment bonus to Stealth checks in darkness/ shadows. it also provides protection against blinding light, granting a +5 resistance checks against visual Dazzle attacks involving bright light; 2 pt
Studded Leather Armor: Protection 2; 2 pts
Medium Shield: +2 to Active Defenses; 4 pts
Magical Rapier: Slashing/Piercing Strength-Based Damage 3, Critical 17-20; 7 pts

OFFENSE:
Initiative +8
Close Attack +9 [Unarmed +2; Magical Rapier +5, Critical 17-20]
Ranged Attack +4 [Magic +5; Dark Bolt +9]

DEFENSES:
Dodge +7 (+9 with Shield) [DC17/19] Parry +7 (+9 with Shield) [DC17/19]
Toughness +4 (+5 with Defensive Roll), Fortitude +4, Will +5

COMPLICATIONS:
Reputation: Drow are known to be evil creatures and are generally untrusted by other races.
Secret: Kal'annar carefully guards his House name.
Vulnerable: While Kal'annar can generally function in normal lighting, bright lighting impairs his eyesight and he is vulnerable to light based visual effects.

Abilities 48 + Skills 11 (33 ranks) + Advantages 16 (+2) + Powers 23 + Defenses 10 = 108 / 108

Background: Kal'annar e-merged in this dimension during a Shadowjump that should have taken him into the sleeping chambers of his enemy/brother. Instead he found himself (waiting to see how Bladewind starts the campaign)

Build Comments: This was a fun exercise. I actually started looking for a cool picture (that I still can't find) of a dual sword wielding tiger. (and what is wrong with Kzinti?). I thought it was one of Thor's fantasy builds ... when I ran across the picture above ... it just clicked ... and fits some of the niches BW was talking about. Also, it's not Drizzit so that's a plus. Not that he isn't a cool character I guess but he was sooooo over exposed and fanboyed during my ancient D&D days I couldn't get into him. I lost my initial love for Wolverine and Batman for the same reason.

Any way, Kal' is a dual/multi-class, whatever system you want to use fighter/magic-user. Teenage Starguard played a very similar character, an albino High Elf, before Drow were playable race. Kal's dark magic has powerful potential but his control is not quite there all the time. The one thing he does do well is Shadowjump but even that's limited to darkness, so he's just never going to be up to Doctor (insert name) standards. Which makes him just right for Omega Company (I hope)
Last edited by StarGuard on Wed Aug 02, 2017 11:45 pm, edited 3 times in total.

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Re: The Star Corps

Post by StarGuard » Fri Feb 03, 2017 3:45 pm

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STARGAZER
PL: 12 (183 pts) - OPL: 12; DPL: 12

ABILITIES: STRENGTH 2, STAMINA 4, AGILITY 4, DEXTERITY 4, FIGHTING 3, INTELLECT 2, AWARENESS 6, PRESENCE 4*

SKILLS: Acrobatics 2 (+6/+12) [Agile Feint], Athletics (+2), Close Combat [Unarmed] 1 (+4), Deception 1 (+5/7) [Attractive], Expertise [Science] 13 (+15), Insight 9 (+15), Intimidation (+4), Perception 9 (+15), Persuasion 1 (+5/7) [Attractive], Ranged Combat [Cosmic Energy Control] 6 (+10), Stealth (+4), Technology 3 (+5)

ADVANTAGES: Agile Feint, All-Out Attack, Assessment*, Attractive*, Benefit (Legion Membership), Favored Environment [Zero-G], Leadership*, Power Attack, Teamwork*, Trance

POWERS:
One Who Knows: 13 pt Array; 14 pts
Foresight: Enhanced Advantages: Defensive Roll 4 (Flaw: Sustained); Enhanced Traits; Dodge 4 (Flaw: Sustained), Parry 4 (Flaw: Sustained), Danger Sense; 13 pts
Second Sight: Senses 9 (Danger Sense, Precognition and Postcognition) ; 1 pt

Celestial Body:
Stellar Vision: Senses 13 (Normal Vision [Extended 3], Darkvision, Detect Energy [Ranged, Extended 3, Radius, Acute, Analytical]); 13 pts
Cosmic Field: Enhanced Dodge 4 (Flaw: Sustained), Enhanced Parry 4 (Flaw: Sustained), Protection 4 (Flaw: Sustained)[/i]; 12 pts
Space Adaptation: Immunity 6 (Cold, Heat, Radiation, Vacuum, Suffocation 2 [No need to breathe]); 6 pts

Cosmic Energy Control: 30 pt Array (Extra; Variable Descriptor 2 [Celestial Energies]); 32 pts
Photonic Blast: Ranged Energy Damage 14; 28 pts
Microwave Burst: Ranged Heat Weaken Toughness 14 (Flaw: Affects Objects Only [no recovery, must be repaired]); 1 pt
Solar Storm: Burst Area Fire Damage 12, Feature 1 (Extraordinary Effort for +2 ranks); (Extras: Penetrating 14, Burst Area 3 [120 ft radius], Flaws: Tiring, Limited: Once per Scene); 1 pt

Star Flight: 19 pt Array; 20 pts
Combat Flight Flight 9 (1000 mph/2 mpr), Enhanced Skills 3 (Acrobatics 6 ranks, Flaw: Limited [when flying]) (Flaw: Activation [Move Action]); 19 pts
Space Travel: Movement 2 (Environment Adaptation [Zero G], Space Travel 1 [Star system]), Enhanced Advantage: Favored Environment [Zero-G]; 1 pt


EQUIPMENT: Free
Flight Rings
Removable (-6 points)
Flight 4 [Aquatic, Dynamic]
Dyn: Enhanced Flight: Feature 1 [2Ranks Enhanced Flight on wearer's existing flight rank]
Dyn: Super Strength: Power-Lifting9 [Does not stack with existing strength bonuses; Dynamic]
Comm Link: Communication 4
Transsuit
Environmental Independence:Immunity 9 [(Immunity to Disease, Poison, All Environmental Conditions, Suffocation; Selective; Removable -3],
Quick Change: Feature 1
Telepathic Earplug
Understand, Be Understood (Comprehend2), Linked to Mental Communication 2, Removable -2

OFFENSE:
Initiative +4
Close Attack +3
Unarmed +3 [Unarmed +3]
Ranged Attack + 4
Cosmic Energy Control +10 [Photonic Blast +14; Microwave Burst +14]
Special Attack [Solar Storm +12 (+2 ranks with Extraordinary Effort), Penetrating 14]
- [Burst Area 120']

DEFENSES:
Dodge +4 / +8 / +12 [DC22] Parry +4 / +8 / +12 [DC22]
Toughness +4 / +8 / +12 (with Defensive Roll and /or in Celestial Form), Fortitude +4, Will +12

COMPLICATIONS:
Enemy: Stargazer inherits the enmity of many of the Legions old foes and their legacies.
Loner Stargazer rolls twice on Team checks and takes the worst of the two.
Parallax Syndrome: Stargazer can become a GM plot device as the GM needs require (Including. use of Second Sight)
Schizophrenic: Without his medication, Thom's connection to the Multiverse will cause him to become confused, disconnected, babble and say random things.

Abilities 58 + Skills 15 (45 ranks) + Advantages 4 (+4) + Powers 97 + Defenses 7 = 181 / 183

Build Comments: [Campaign Rules: Skills 3 for 1, free Social Advantage per point of Presence, free Legion equipment] Stargazer build is inspired by the temporary loss of Warpcore and I almost never play a blaster, and dropping the almost is likely more accurate. I love the long romance between Star Boy and Dream Girl. Before he was abducted by Marc Waid and Alex Ross to travel back to the 21st century, it was the most 'mature' relationship in the Legion. I've borrowed Thor's Starhawk build, tore it down and adapted it to Bladewind's Legion campaign rules. Cosmic is usually a descriptor you will find on Marvel characters but in this case the family of Starman and Stargirl have a long history with Cosmic/Rod powers and since Star Boy was Starman for a while it works for me. Speaking of Marvel, I called it Parallax Syndrome but let's call it by it's real name Dark Phoenix

Origin: Thom Nal, son of Thom Kallor and Nura Nal, was born on Earth and raised on Naltor after his father's death. Born with clairvoyant abilities normally beyond his mother's people, his mutant-cosmic powers are the result of changes made in his father's genetic structure due to the mysterious comet that gave him Kryptonian level metahuman abilities for a time. Thom has yet to fully develop his ability to make a true connection to the Multiverse and tap into it's unlimited Power.

The Story so Far: As a child it was discovered Thom had a rare postcognitive ability not found in most Naltorians. However, control of his clairvoyant abilitiy was always unpredictable and when his stellar powers started to manifest as a teenager it was decided he return to Earth to attend school and train in the Legion Academy. Trained by Brainiac 5 as a first-class scientist, Thom spent the last couple years doing deep space research. Codenamed Stargazer, Thom was activated from the Legion Reservist list during the Vega System Incident. Although he had received a vision on the Entity days before he barely made it there in time to join a force of Legionnaires already in route.

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Re: The Star Corps

Post by StarGuard » Tue Mar 07, 2017 11:53 am

Image

BEAST II

Quote: "You do realize I'm in the room, right?."
Concept: Science geek and Silver Stormer turned team tank.
Occupation: Student
Real Name: David Peters
Legal Status: Minor; US citizen
Identity: Secret
Place of Birth: Emerald City
Marital Status: Single
Living Relatives: Father and younger brother
Age: 16
Height: 6'8”
Weight: 900 lbs.
Eyes: Cobalt blue eyes
Hair: Midnight blue, spiked

PL: 8 (120 pts) - OPL: 8; DPL: 8; HP: 1
PP: 1 [Unused: 1]

ABILITIES: STRENGTH 10, STAMINA 10, AGILITY 2, DEXTERITY 0, FIGHTING 6, INTELLECT 6, AWARENESS 2, PRESENCE 1

SKILLS: Athletics (+10), Close Combat [Unarmed] (+6), Deception (+1), Expertise [Science] 4 (+10), Insight (+2), Intimidation (+3), Investigation 1 (+7), Perception 3 (+5), Persuasion (+1), Ranged Combat [Throwing] 6 (+6), Stealth (+0), Technology 4 (+10) [Inventor]

ADVANTAGES: Eidetic Memory, Holding Back (Monstrosity), Interpose, Inventor, Speed of Thought

POWERS:
Beast Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Beastly Physiology: Immunity 3 (Cold, Heat and Poison effects), Immunity 40 (Bludgeoning and Energy Damage, Flaw: Limited to half effect), Regeneration 2 (1/every 5 rounds); 25pt
Beastly Strength: Enhanced Strength 2 (100 Tons; Flaw: Limited to Lifting); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +6
Unarmed +6 [Unarmed +6]
Ranged Attack +2

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +10, Fortitude +10, Will +6

COMPLICATIONS:
Enemy: Apex aka Rex Steyer IV
Inferiority Complex: David strives to live up to his father's reputation as a scientist.
Prejudice: People often initially assume Beast is a dumb brute due to his size and hue.
Relationships: Although estranged, David loves his father and is protective of his normal brother.
Uncontrolled Power: GM may trigger the Holding Back Advantage whenever deemed story appropriate.

Abilities 58 + Skills 9 (18 ranks) + Advantages 5 + Powers 36 + Defenses 12 - 120 / 121

Build Comments: His civilian name is a quick tip off that Beast is obviously inspired by Peter David's Hulk run in the 90's. Hope to explore the "What If?" Hank McCoy had Hulk's appearance as a young X-Man. At the moment Beast has no combat advantages. David isn't a natural fighter. I think this gives him interesting and easy ways to show development as a hero. I had Regeneration 5 because it seems to be the default for tough guys especially in 3rd edition, but (even though it's costly especially at half-effect) I wanted to try something different. i could have went with some Movement and Sensory powers, but what's the point of being a team if your bumping into your teammate niches. Team science geek and tank should be enough to make playing Beast fun.

Background: David was tutoring Rex Steyer IV on the way to school the day of the Storm. Crawling from the Steyer limousine, Rex transformed into a giant gorilla Apex, and David into a monstrous blue Beast. The two powerhouses fought, wrecking great swathes of downtown Emerald City, until both creature's forms stabilized. Something of David returned and he tried to intervene while Rex's agony driven mind drove him to further destruction. No longer the Beast he originally was, David was beaten mercilessly for his efforts. To this day when he thinks of the Storm and his beating by Apex, David can feel something stirring deep inside him. After running a battery of test on his son, Stephen Peters grew cold and distant. David thinks his father is ashamed of his "condition. In reality, suspecting what the Beast can become, Stephen Peters fears for the safety of his youngest son Andrew while in David's presence. Stephen was relieved the day Duncan Summers came to visit their home in Emerald City. An academic scholarship was set and David was off to Claremont for summer school and counseling with Gabriel Marquez. James and Duncan hope that with proper supervision and training, David can control the Beast.


Currently: David has spent the summer working in the Claremont Science and Medical Labs as an unpaid intern. Frustrated with his father's refusal to share the findings of the test he undertook after the Storm, David is determined to learn why what has turned him into the Beast has caused his father to shun him. To do so he has to learn more of meta-physiology and the effects the Storm has had on others like him.

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StarGuard
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Re: The Star Corps

Post by StarGuard » Sun Jul 16, 2017 1:02 pm

Image
Skarab (Abdul Garrett)
PL: 10 (150 pts) - OPL: 10; DPL: 10; HP: 1

ABILITIES: STRENGTH 2 (12), STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 4, INTELLECT 6, AWARENESS 5, PRESENCE 2*

SKILLS: Acrobatics (+2) , Athletics (+2/+12), Close Combat 4 (Unarmed + 8), Deception 3 (+5/+7) [Attractive], Expertise 4 (Archaeology +10), Expertise 4 (Business +10), Insight 5 (+10), Intimidation (+2), Investigation (+6), Perception 5 (+10), Persuasion 3 (+5/+7) [Attractive], Ranged Combat [Magic Powers] (+2), Sleight of Hand (+2), Stealth (+2), Technology 4 (+10), Treatment (+6), Vehicles (+2)

ADVANTAGES: All-out Attack, Assessment, Attractive*, Beginner's Luck, Benefit 5 (Wealth: Billionaire), Eidetic Memory, Extra-ordinary Effort, Holding Back, Jack-of-all-trades, Language 1 (Egyptian, English*), Luck 2 (Recover), Power Attack, Speed of Thought, Untapped Potential

POWERS:
Amulet of Khepri 66 pts Traits. Removable (-13 pts); 53 pts
Lifting the Veil: Feature 1 (Quick Change from Abdul Garrett to Skarab and vice versa); 1 pt
S Awareness of Sekhmet: Comprehend 3 (Read, Speak, Write All Languages), Enhanced Trait: Advantage 5 (Assessment, Beginner's Luck, Eidetic Memory, Jack-of-all-trades, Speed of Thought), Senses 1: Danger Sense (Mental); 12 pts
K Protection of Khnum: Protection 10 (Impervious 10), Immunity 2: (Aging, Disease); 22 pts
Pantheonic Powers: 25 pt Dynamic Array; 31 pts
A Strength of Atum: Enhanced Strength 10; +4 Strength [(Flaw: Limited to Lifting 1,600 tons) (Extra: Dynamic)]; 25 pts
R Light of Ra: Magic Energy Damage 10 (Extra: Area Line [30 ft], Variable Descriptor: Light); 2 pts
A Flight of Amun: Flight 12 [Extra: Aquatic (8,000 mph/15 mpr)]; 2 pts
B Healing of Bastet: Healing 8 (Extra: Persistent, Restorative); 2 pts
Blood of Pharaohs: Immortality (1 month), Feature 1 (Homing Instinct) Always knows the direction and distance to the Amulet of Khepri; 3 pt
Indomitable Spirit: Enhanced Will 4 (Flaw: Limited to Mental Effects): 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +8 [Unarmed +12]
Ranged Attack +2
Special Attack [Magic Energy Beam +10, Area Line]

DEFENSES:
Dodge +6 [DC16] Parry +8 [DC18]
Toughness +2 [+12 (+10 Impervious)], Fortitude +5, Will +8 (+12 against Mental Effects)

COMPLICATIONS:
Avatar: When no longer Holding Back Abdul becomes the Avatar of Khepri. Abdul has no memories during his time as the Avatar.
Compulsion: Is drawn to seek out the Amulet of Khepri above all else.
Enemy: The Scarab has been opposed by the Cult of Apophis for 5,000 years.
Motivation: to protect those who cannot protect themselves.
Power Loss: The Amulet of Khepri must be able absorb solar energy every couple days or its magical powers begin to fade 1 rank per day.
Responsibility: to carry on the legacy of the Scarab.

Abilities 50 + Skills 16 (32 ranks) + Advantages 12 + Powers 58 + Defenses 14 = 150 / 150

Build Comments: Skarab is to Freedom City's Scarab as Daniel Garrett is to Ted Kord. Which is to say retro, and let's not forget Roy Thomas's Scarlet Scarab. Abdul Faoul very much is inspiring the secret identity of the Skarab.

Background: It was said that Prince Heru-Ra possessed a powerful artifact, a figurine in the shape of a red scarab; with its powers, he was able to defend his followers from all evil. When Pharaoh Heru-Ra died, the Scarab was buried with him in his tomb; over the years, thousands died attempting to claim it for their own.

In August of 1939, several weeks before the Second World War, Professor Abdul Faoul and American archaeology student Daniel Garrett feverishly raced crews of Nazi treasure hunters, entering Heru-Ra's tomb, they become the first people to reach the Pharaoh's sarcophagus in millennia. Atop the sarcophagus rested Heru-Ra's scarab.

Barely escaping capture, injured, the two men were able to make their way back to the professor's daughter in Cairo. on death's door, Adele placed the scarab amulet over her father's head and prayed. Professor Faoul miraculously recovers and soon after an Egyptian mystery man, the Scarlet Scarab, appeared on the scene.

Faoul considered the war a European conflict and hoped to avoid Egypt being entangled in it. As one Axis victory succeeded another, he grew increasingly convinced that Germany would win the war. The Scarlet Scarab fought both German and British military because he viewed each as enemies of Egypt.

Unfortunately, Khepri seemed to have his own agenda and the power of the scarab was too great for Professor Faoul's heart. On the same night the Scarlet Scarab died, his grandson, Abdul Garrett was born.

For years the Amulet was lost, until upon his sixteenth birthday Abdul felt a yearning to travel. The Garrett's had moved to America and became wealthy dealing in Egyptian antiquities. Abdul attended Tonbridge in England, returning to Egypt to major in archaeology at Al-Zhar University .... which is where he found the Amulet of Khepri that his grandfather had once served.

Stories of his grandfather's experiences with the Amulet made Abdul cautious, and while he agreed to don his birthright, he refused to use the higher powers Khepri promised him. His prudence was well-founded for as time went by he realized it to be as much a curse as a gift.

Watching first his father, and later his mother die of old age while he remained young and vigorous almost caused him to abandon the amulet, but he could not. Only after years of strengthening his Will, and the only in times of great need, he would become the Skarab. Still to this day Abdul is careful with revealing the amulet's power, always searching for clues to it's past and Khepri agenda.
Last edited by StarGuard on Wed Aug 09, 2017 10:48 pm, edited 1 time in total.

Hawk
Posts: 32
Joined: Sun Aug 06, 2017 2:50 pm

Re: The Star Corps

Post by Hawk » Sun Aug 06, 2017 6:25 pm

Interesting. I would enjoy seeing more. :D

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StarGuard
Posts: 676
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Re: The Star Corps

Post by StarGuard » Fri Aug 25, 2017 6:22 am

PARIAH
Image

PL: 8 (120 pts) - OPL: 8; DPL: 8; HP: 1

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 5, DEXTERITY 3, FIGHTING 10, INTELLECT 2, AWARENESS 4, PRESENCE 1

SKILLS: Acrobatics 5 (+10) [Agile Feint], Athletics 1 (+4), Deception (+1), Insight 6 (+10), Intimidation (+1), Perception 6 (+10), Persuasion (+1), Stealth 5 (+10) [Hide in Plain Sight]

ADVANTAGES: Agile Feint, Defensive Roll (3), Equipment (1), Hide in Plain Sight

POWERS:
Mind Shield: Enhanced Will 4 (Flaw: Limited to Mental Effects); 2 pts
Psionic Powers: 18 pt Dynamic Array; 26 pts
Telepathy: Mind Reading 8 (Extra: Subtle 1, Dynamic); 18 pts
Psychic Bastard Sword: Psychic Damage 6 (Extra: Alternate Resistance [Will], Affects Insubstantial, Dynamic); 2 pts
Telepathic Communication: Communication 3 (Mental, Statewide/Small Nation; Extra: Dynamic); 2 pts
Mind Control: Perception Ranged Cumulative Affliction 4 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extras: Dynamic, Subtle); 2 pts
Mental Invisibility: Concealment 10 (All Senses; Flaw: Limited to Minds, Resistible [Will, DC20]); 2 pts
Mental Detection: Senses 6 (Detect Minds [Mental], Accurate, Acute, Extended, Ranged, Radius, Extra: Subtle, Dynamic); 2 pts


EQUIPMENT:
(5 pts)
Bastard Sword: Slashing Strength-Based Damage 3, Dangerous; 4 pts

OFFENSE:
Initiative +5
Close Attack +10 [Unarmed +2; Bastard Sword +6, Critical 19-20; Psychic Bastard Sword+6; Affects Insubstantial]
Ranged Attack +4
Special Attack [Mind Control Affliction +4, Perception]


DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +6 (+3 without Defensive Roll), Fortitude +6, Will +6 (+10 against Mental Effects)

COMPLICATIONS:
Quirk The world has changed since the American Revolution.
Secret: Served Apocalypse as one of the Four Horsemen in his timeline.
Prejudice: Mutant.
Responsibility: Protect those who cannot protect themselves.
Responsibility: Xavier's Dream.

Abilities 62 + Skills 12 (24 ranks) + Advantages 6 + Powers 28 + Defenses 10 = 150 / 150

History and Build Comments: John Prophet is a mix of Assassin's Creed image and Psylocke like powers. I originally was shooting for a more telekinetic type of power set but the submissions seem to be missing a telepath ... and seriously you can't have a team of X-Men without a telepath :). No one is going to confuse Pariah with Phoenix of Excalibur but that's who I was shooting for in a lot of ways. Instead of from the future though, John is a young man of a well to do family from the American Revolution. He was obnoxiously proud and arrogant until his mutant powers started to surface and he was chased into the wilderness, abandoned by even his own family. It was then En Sabah Nur found him and groomed him to become one of his Four Horsemen. He and the others roamed the American wilderness culling the Native American tribes in accordance to the instructions of Apocalypse. After the destruction of one Indian village John started questioning what the Horsemen were doing. He was gradually breaking free of En Sabah Nur's mental control. So when the Horsemen attacked the next village and John hesitated, it gave the tribal Shaman enough time to cast a spell sending John into the current timeline where he was found by Professor X. Although older than most, he is just recently arrived at Xavier's institute for Gifted Youngsters

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StarGuard
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Re: The Star Corps

Post by StarGuard » Tue Aug 29, 2017 2:54 am

ImageImage
Rakshasa
aka Nameer
PL: 7 (120 pts) - OPL: 7; DPL: 7; HP: 1; LP: 2

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 5, DEXTERITY 0, FIGHTING 9, INTELLECT 2, AWARENESS 4, PRESENCE 2

SKILLS: Acrobatics 1 (+6/10 balance checks), Athletics 1 (+6/10 climbing), Deception (+2), Expertise [Tactics] 3 (+5), Insight 6 (+10) [Assessment], Intimidation 4 (+6/12 with roar), Perception 6 (+10), Persuasion (+2), Ranged Combat (+0), Stealth 3 (+8/12 forest and grasslands)

ADVANTAGES: All-out Attack, Assessment, Fast Grab, Improved Critical (1) (Claws and Fang), Improved Grab, Improved Initiative (1), Languages (1) (English; Base Hindi), Luck Points (1), Power Attack, Uncanny Dodge

POWERS:
Big Cat Roar: Enhanced Skills 3 (Intimidation 6 ranks, Flaw: Sense-dependent [Auditory]), Enhanced Advantages 1 (Ultimate Effort [Intimidation Checks], Flaw: Sense-dependent [Auditory]); 2 pts
Feline Senses: Senses 6 (Low-Light Vision, Scent [Acute], Normal Hearing [Accurate and Extended], Ultra-Hearing), Tracking; 6 pts
Feline Agility: Speed 2 (8 mph/120 fpr), Leaping 2 (30 ft), Enhanced Skills 2 (Athletics 4 ranks, Flaw: Limited to Climb Checks) Enhanced Acrobatics 2 (4 ranks, Flaw: Limited to Balance Checks), Enhanced Skills 2 (Stealth 4 ranks, Flaw: Limited to forest and grasslands); 7 pts
Feline Reflexes: Enhanced Advantages (Improved Initiative 1, Uncanny Dodge); 2 pts
Claws and Fang: Enhanced Advantage (Improved Critical 1) ; 1 pt
Iron Will: Enhanced Will 4 (Flaw: Limited to Mental Effects); 2 pts
Rakshasa Powers: 10 points Array; 12 pts
Shapeshifting: Morph 2 (male human figures, approximately same size); 10 pts
Invisibility: Concealment 5 (all visual senses and normal hearing)
; 1 pt
Ethereal Form: Insubstantial 2 (gaseous)
; 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +9
Unarmed +9 DC 20 [Claw and Fang +9, DC 20, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +9 [DC19.] Parry +9 [DC19]
Toughness +5, Fortitude +5 Will +5 (+9 against mental effects)

COMPLICATIONS: WIP
Legacy: Rakshasa has acquired all the enemies of Tiger Woman in the short time they have operated together.
Family Feud: Nameer's uncles, human and Rakshasa, plot against his inheritances.
Isolation: The gateway to Nameer's homeland is only naturally open once every five years
Curiousity: killed the cat. Let's hope not in this case.

Abilities 64 + Skills 12 (24 ranks) + Advantages 7 + Powers 32 + Defenses 5 = 120 / 120

Build Comments: So ... started in Egypt and pushed into Mesopotamia before ending up in India. Alexander's travels doesn't a have thing on this build. Character is totally inspired by Tiger Woman and the awesome picture (I swear I first saw in a Thor build, but maybe not), the tiger abilities are definitely a mash of my own PL8 super-soldier and Thor's Lion build. Thanks Thor. There is ton of room for this character to grow in his skills, cat abilities, and Rakshasa powers so here is hoping he makes the cut.

Quick background to be filled in deeper (read as Complications) as I get to know more about Tiger Woman. Nameer, or Nam' to his friends, was rescued when a cub by Tiger Woman during the battle for her corporation with her uncle. He had hired an evil cult of Rakshasa as magical muscle. During the conflict Nam's family tried to intervene but were slain for their efforts leaving only Nam' to be raised by Priyanka aka Tiger Woman. Unable to return him to his hidden home, she has done her best to raise Nam with respect to his true heritage. He has now come of age for a young warrior and is slowly learning "mother's" business, legitimate and otherwise. Rowe has convinced her this new team is just the place for Nam' to make his way on the world. Today is the day of his first day in Ravensport.

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