Heavy Hitters and Skillmonkeys (Fulgrim, Carnage, Batman)

Where in all of your character write ups will go.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Namor

Post by Harnos »

Image

Namor PL 14 (200)
Strength 15/16 Stamina 14/15 Fighting 10
Agility 4 Dexterity 2
Intellect 2 Awareness 2 Presence 5


Powers:
Atlantean Heritage: Immunity 3 (Cold, Drowning, Pressure), Senses 1 (Low-Light Vision), Movement 1 (Environmental Adaptation: Aquatic) (6)
Mutant Ankle Wings: Flight 10 (2000 MPH), Aquatic (500 MPH) (21)
Aquatic Power Boost: (12)
Enhanced Strength 1, Limited to while soaked in water
Enhanced Strength 2, Limited to Lifting (6400 tons), Limited to while soaked in water
Enhanced Stamina 1, Limited to while soaked in water
Impervious Toughness 7, Limited to while soaked in water
Enhanced Skills: Acrobatics 5, Athletics 3, Limited to while soaked in water

Advantages:
Accurate Attack, All-Out Attack, Power Attack, Ranged Attack 5
Benefit 5 (Atlantean King), Diehard, Extraordinary Effort, Favorite Environment (Aquatic), Improved Initiative 1, Leadership, Startle, Takedown


Skills: 28 ranks
Acrobatics 1/5 (10 in water)
Athletics 1/16 (20 in water)
Close Combat: Unarmed 2/12
Deception 3/8
Expertise: Atlantean King 6/8
Insight 1/3
Intimidation 8/13
Investigation
Perception 3/5
Persuasion 3/8
Ranged Combat:
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 12 Parry 12 Toughness 14 (15 when soaked in water)
Fortitude 14 (15 when soaked in water) Will 11

Offense:
Initiative
Unarmed 12 , Damage 14 (16 when soaked in water)

Abilities 108 + Defenses 19 + Powers 39 + Advantages 20 + Skills 14 = 200 pp

Complications:
Motivation (Responsibility): He is the king of Atlantis and willing to fight for his people. He even destroyed parallel worlds for that.
Motivation (Lust): Namor is lusting after Susan Storm and probably a lot other women.
Secret: He is a member of Illuminati.
Power Loss: When Namor stays away from water for long, his strength and stamina decreases wildly.
Enemy: Black Panther and Wakandans.

Namor is an angry and horny barbarian who caused immense destruction and death. He and few Illuminati members could capture Terrax and Marvel Wiki states that he fought a lot of heavy hitters on equal ground, so level 14 seems right. Naturally, he reaches his full potential while in water.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Sentry

Post by Harnos »

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Sentry PL 15 (281)
Strength 20 Stamina 18 Fighting 7
Agility 3 Dexterity 3
Intellect 1 Awareness -1 Presence 1


Powers:
Indestructible: (55)
Protection 2, Impervious Toughness 11 (Stops 10 or less damage, 2 pp per rank)
Immunity 11 (Life Support, Aging)
Regeneration 5 (Once every two rounds), Feature 1 (Regrowth Limbs)
Immortality 5 (1 day)
Enhanced Advantages [Diehard, Great Endurance, Ultimate Effort (Toughness Saves), Withstand Damage 2 (+5 Toughness, -5 Dodge/Parry)]
Strength of Million Supernovas:
Enhanced Strength 4, Limited to Lifting (400.000 Tons) (5)
Enhanced Advantage [Ultimate Effort (Strength Checks)]
Superhuman Speed: (38)
Enhanced Advantages: Improved Initiative 3, Evasion 1, Move-by Action
Flight 15, Subtle (64.000 MPH) [31 p parray]
  • AE: Movement 1 (Space Travel)
  • AE: Deflect 10. Flight 10, Subtle (2000 MPH)
Super-senses: Senses 15: Extended Vision 3, Extended Hearing 3, Ultra-hearing (7)

Power of Million Supernovas : [34 pp array] (39)
  • Lightblast: Ranged Damage 16, Accurate 2
  • Multiblast: Ranged Cone Area 1 (60 ft) Damage 11
  • Dazzle: Burst Area 2(60 ft) Close Affliction 15 (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision
  • Invisibility: Concealment 4
  • Healing 11, Perception Ranged, Resurrection, Limited to Others, Uncontrolled
  • Groundstrike: Burst Area 2 (60 ft) Affliction 15 (Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Stunned and Prone)
    Extra Condition, Limited Degree, Instant Recovery, Limited to targets on the ground, linked with Burst Area 2 (60 ft) on Strength Damage 15, Limited to targets on the ground
Advantages:
All-Out Attack, Power Attack, Ranged Attack 3
Extraordinary Effort, Interpose, Takedown
Diehard, Great Endurance, Ultimate Effort (Toughness Saves), Withstand Damage 2 (+5 Toughness, -5 Dodge/Parry)
Improved Initiative 3, Evasion 1, Move-by Action, Ultimate Effort (Strength Checks)


Skills: 22 ranks
Acrobatics
Athletics
Close Combat: Unarmed 3/10
Deception
Expertise:
Expertise:
Insight
Intimidation 7/8
Investigation
Perception 10/9
Persuasion
Ranged Combat: Throwing 2/8
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 8 Parry 9 Toughness 20
Fortitude 18 Will 6

Offense:
Initiative 15
Unarmed 10, Damage 20
Lightblast 10, Damage 16
Multiblast -, Damage 11
Throwing 8, Damage 20

Abilities 104 +Defenses 14 + Powers 144 + Advantages 8 + Skills 11 = 281 pp

Complications:
Normal Identity: In his Robert Reynolds form, he loses all of his powers and his ability scores are reduced to str 0, sta 0, agi 0, dex 0 and fgt 2.
Involuntary Transformation: Void, his second identity sometimes takes control.
Relationship: Sentry has a wife.
Motivation: Despite all his shortcomings, he is someone who wants to do the right thing.

I must admit that I fell for Sentry's origin story. :D I genuinely believed he was some forgotten silver age hero and he came back. :lol: I learned of his fake story from Jab's thread. I liked his part in Dark Avengers series at the beginning and his manipulation by Osborn but the later parts were not as enjoyable. Sentry is here has the might of Superman but not as a good fighter as Man of Steel. He is a match for Thor. Sentry is supposed to overpower Thor but i cannot see him being more accurate than Thor or stronger than Superman so he is stuck at pl 15. However he has regeneration which worked inside the Sun and brought him back from dead, so he has a decent chance to overpower both these guys and be a nightmare for most superhero teams.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Green Scar Hulk

Post by Harnos »

Image

Hulk PL 16 (278)
Strength 21 Stamina 17 Fighting 10
Agility 1 Dexterity 1
Intellect 2 Awareness 2 Presence 3


Powers:
Green Goliath:
Growth 4, Permanent, Innate ( +4 Str, +4 Sta, 4 Mass,+2 to Intimidation, -4 Stealth, -2 Dodge, -2 Parry, Large Size)
Enhanced Advantages: Fast Grab, Improved Grab (11)
Strongest One There is:
Enhanced Strength 4, Limited to Lifting (800.000 tons)
Enhanced Strength 1, Limited to Extra Effort, Limited (Cannot be used with weapons)
Feature 2 (Wins opposed strength checks when in a tie, +5 situational bonus to escape grapple)
Enhanced Advantages: Extraordinary Effort, Improved Hold, Ultimate Effort (Strength Checks) (10)
Tough Brute: Protection 2, Impervious Toughness 8 (18)
Healing Factor:
Regeneration 5 (Once every 2 rounds), Feature 1: Regrowth Limbs
Enhanced Advantages (Diehard, Great Endurance, Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry), Ultimate Effort(Toughness))
Immunity 16 (Life Support, Fatigue, Sleep), Limited to Half-effect (18)
Jumper: Leaping 14 (16 Miles), Speed 3 (250 ft-16 Miles) (17)
Indomitable Rage: Immunity 20 (Mental Effects), Limited to Half-effect (10)

Strength Stunts: [30 pp array] (32)
  • Groundstrike: Affliction 15, Burst Area 2 (60ft), (Resisted and Overcome by Dodge), (Dazed and Vulnerable, Stunned and Prone),
    Extra Condition, Limited Degree, Instant Recovery, Limited to targets on the ground linked with Burst Area 2 (60 ft) on Strength
    Damage 15, Limtied to targets on the ground
  • Thunderclap: Move Object 6 (1,5 tons), Close Ranged, Cone Area 1 (60 ft), Limited to pushing targets away linked with Affliction 8,
    Burst Area 1 (30 ft), (Resisted and Overcome by Fortitude), (Dazed and Impaired Hearing, Stunned and Disabled Hearing,
    Incapacitated and Unaware [Hearing]), Extra Condition
Gladiator Weapons: Strength-based Damage 1, Improved Critical 1, Feature 3 (+15 Toughness), Easily Removable (3)

Advantages:
Accurate Attack, All-out Attack, Power Attack
Fascinate (Intimidation), Fearless, Improved Smash, Inspire 2, Interpose, Leadership, Startle, Takedown
Fast Grab, Diehard, Extraordinary Effort, Great Endurance, Improved Grab, Improved Hold, Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry), Ultimate Effort (Strength Checks), Ultimate Effort(Toughness)

Skills: 34 ranks
Acrobatics
Athletics 1/22
Close Combat:
Deception
Expertise: Gladiator 5/7
Expertise:
Insight
Intimidation 15/20 (+2 size)
Investigation
Perception 1/3
Persuasion 5/8
Ranged Combat: Throwing 7/8
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 7 Parry 9 Toughness 19
Fortitude 15/17 Will 11

Offense:
Initiative 1
Unarmed 10, Damage 21
Gladiator Weapons 10, Damage 22, Critical 19-20
Throwing 8, Damage 21

Abilities 114 + Defenses 16 + Powers 119 + Advantages 12 + Skills 17 = 278 pp

Complications:
Motivation (Revenge): Hulk believes he lost his family and nation to the machinations of Illuminati and determined to avenge them.
Motivation (Responsibility): He feels responsible for his warband.
Enemy:Illuminati

My favorite Hulk. His Spartacus arc in Planet Hulk was awesome. I felt really happy when he got his family and throne. World War Hulk was not as epic but I still enjoyed the destruction he wrought. This Hulk has all the powers of the peak Savage Hulk and more accurate with tricks up his sleeve. PL 15.5-16 on offense, can modify his offensive caps better and Startle with Intimidation 20 make him really dangerous. He is also better at defense, one level higher in that regard. His increased mental abilities and being at full power at all times makes him significantly more expensive.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Ares of Marvel

Post by Harnos »

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Ares PL 13 (204)
Strength 13 Stamina 12 Fighting 11
Agility 2 Dexterity 3
Intellect 1 Awareness 1 Presence 1


Powers:
Olympian God: (26)
Impervious Toughness 6
Regeneration 2 (Once every 5 rounds)
Immunity 10 (Life Support)
Enhanced Advantages (Diehard, Great Endurance)
Allspeak:
Comprehend 3 (Speak, Understand, Be Understood in All Languages) (6)
Minor Magic: (18)
Senses: Detect Magical Beings 2
Communication 4, Worldwide
Martial God: (5)
Power-Lifting 5 (6400 tons)

Armor:
Protection 2, Impervious Toughness 2, Removable (5)

Weapons: (Easily Removable, -2) (5)
Axe: Strength-based Damage 2, Improved Critical (1), Feature 2 (+10 toughness)
  • Spear: Strength-based Damage 2, Improved Critical (1), Reach 1, Feature 1 (+5 toughness)
  • Sword: Strength-based Damage 2, Improved Critical (1), Feature 2 (+10 toughness)
Equipment:
Double Miniguns: Ranged Damage 6, Multiattack [2 alternate effects, total 20 ep} (4)

Advantages:
Accurate Attack, All-Out Attack, Power Attack, Ranged Attack 7
Assessment, Benefit 3 (Olympian God), Fast Grab, Improved Hold, Ritualist, Takedown
Diehard, Great Endurance

Skills: 32 ranks
Acrobatics
Athletics 2/15
Close Combat: Unarmed
Deception
Expertise: God of War 9/10
Expertise: Magic 4/5
Insight
Intimidation 12-13
Investigation
Perception 3/5
Persuasion
Ranged Combat:
Sleight of Hand
Stealth
Technology
Treatment
Vehicles 2/5

Defenses:
Dodge 10 Parry 11 Toughness 12/14
Fortitude 12 Will 10

Offense:
Initiative
Unarmed 11, Damage 13
Weapons 11, Damage 15
Double Miniguns 10, Damage 6

Abilities 88 + Defenses 17 + Powers 65 + Advantages 18 + Skills 16 = 204 pp

Complications:
Motivation(Responsibility): He is god of war.
Relationship: His son Alexander.

I enjoyed Ares' small arc in Dark Avengers. It was nice to see him bond with his soldiers and try to protect them. He seemed wiser than i expected when advising Norman against the invasion of Asgard. I think he is clearly below the top leaguers: Sentry didn't have a hard time killing him, literally pulled him apart. Also a bag of grenades were enough to stun him. I remember him as more accurate than Thor or other bricks but I can't remember why. I am not sure about his lifting strength but wiki states it as 70 tons. Considering class 100 guys have 17-21 str in my builds, 13-14 str seemed reasonable. Also i like his costume design and axe.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Thragg

Post by Harnos »

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Thragg PL 16 (262)
Strength 19 Stamina 16 Fighting 10
Agility 2 Dexterity 2
Intellect 3 Awareness 3 Presence 5


Powers:
Viltrumite Strength: Enhanced Strength 2, Limited to Lifting (25.000 tons) (2)
Immortal Superhuman: (42)
Immunity 1 (Aging)
Protection 2, Impervious Toughness 12
Immunity 10 (Life Support), Quirk 1 (Immunity works for a limited time period)
Regeneration 1, Persistent, Limited to Half-Speed
Enhanced Advantages: Diehard, Great Endurance, Last Stand, Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry), Ultimate Effort (Toughness)
Super-Speed:
Enhanced Advantages: Evasion 1, Move-by Action, Takedown 2 (40)
Flight 17, Subtle (250.000 MPH) [35 pp array]
  • Movement 2 (Space Travel 2: Interstellar)
Advantages:
Accurate Attack, All-Out Attack, Power Attack
Benefit 6 (Viltrumite Emperor), Connected, Extraordinary Effort, Improved Critical 3 (Unarmed), Interpose, Languages 1 (Base English, Viltrumite, Galactic Common), Startle, Ultimate Effort (Strength Checks)
Evasion 1, Move-by Action, Takedown 2
Diehard, Great Endurance, Last Stand, Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry), Ultimate Effort (Toughness)


Skills: 48 ranks
Acrobatics 2/4
Athletics 1/20
Close Combat: Unarmed 2/12
Deception 1/6
Expertise:
Expertise: Viltrumite Emperor 10/13
Insight 4/7
Intimidation 13/18
Investigation
Perception 2/5
Persuasion 6/11
Ranged Combat: Throwing 7/9
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 10 Parry 11 Toughness 18
Fortitude 16 Will 13

Offense:
Initiative 2
Unarmed 12, Damage 19, Critical Range 17-20
Throwing 9, Damage 19

Abilities 120 + Defenses 16 + Powers 84 + Advantages 18 + Skills 24 = 262 pp

Complications:
Motivation (Loyalty): He is the regent of Viltrumite Empire and must lead his people and bring peace to galaxy.
Motivation (Power): He wants to protect his position as a ruler and wants to take all the territories his empire once had. He is even willing to let his children die in dozens.
Weakness: Viltrumites have an extra-organ that adjusts their balance while flying. Sounds at a certain frequency can make it impossible for them to fight, giving them paralyzed condition.


Thragg was the regent of viltrumites and he was a good leader; even after Scourge virus killed most of his race and there were only 50 of them left, he kept the Viltrumite Empire as the dominant force in the galaxy. Despite being the most powerful being in his universe and growing up as a warrior, he was able to control his violent urges and stay calm even after his homeplanet was destroyed. Thragg planned a future for his race under the direst circumstances, after they have lost nearly everything. He was a wise leader with an iron will. I felt quite sad when other viltrumites betrayed him.

As a fighter, he is incredibly dangerous. He is not a full-fledged PL 16, but improved critical , startle and 18 ranks of intimidation makes his attacks really dangerous. I gave him official Superman's strength and stamina, he is the strongest member of the kryptonian pastiche race after all. However, viltrumites lack the durability of kryptonians. Still, he could challenge Superman and beat most kryptonians and world shaker superheroes.
Last edited by Harnos on Mon Jun 26, 2023 1:26 am, edited 1 time in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Battle Beast

Post by Harnos »

Image
Image


Battle Beast PL 15 (207)
Strength 15 Stamina 15 Fighting 12 (Growth modifiers included)
Agility 4 Dexterity 2
Intellect 1 Awareness 4 Presence 2


Powers:
Huge Humanoid: Growth 4, Permanent, Innate ( +4 Str, +4 Sta, 4 Mass,+2 to Intimidation, -4 Stealth, -2 Dodge, -2 Parry, Large Size) (9)
Lion's Movement: Leaping 7 (900 ft), AE: Speed 4 (500 ft, 30 MPH), Leaping 3 (60 ft) (8)
Bestial Senses: Senses 5 (Acute Smell, Tracking Smell, Extended Hearing, Extended Vision, Low-light Vision) (5)
Invulnerable: (32)
Protection 2, Impervious Toughness 10
Immunity 5 (Environmental Effects)
Immunity 2 (Suffocation), Quirk 1 (Works for a limited amount of time)
Enhanced Advantages: Diehard, Great Endurance, Ultimate Effort (Toughness), Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry)
Claws and Fangs: Strength-based Damage 1, Improved Critical 3 (4)
Weapons: 5 pp array] (4)
Two-Handed Mace: Strength-based Damage 3, Feature 2 (+10 Toughness), Easily Removable
Sword and Hammer: Streng-based Damage 2,Variable 1 (Slashing or Bludgeoning), Feature 2 (+10 Toughness), Easily Removable

Advantages:
Accurate Attack, All-Out Attack, Power Attack
Benefit 2 (Galactic Reputation), Fast Grab, Improved Critical 3 (Weapons), Improved Hold, Move-by Action, Quick Draw, Startle, Takedown
Diehard, Great Endurance, Ultimate Effort (Toughness), Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry)

Skills: 36 ranks
Acrobatics 1/5
Athletics 5/20
Close Combat: Unarmed/Claws/Fangs 1/13
Deception
Expertise: Warrior 9/10
Expertise:
Insight
Intimidation 12/16
Investigation
Perception 2/6
Persuasion
Ranged Combat: Throwing 6/8
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 12 Parry 12 Toughness 17
Fortitude 15 Will 11

Offense:
Initiative 4
Unarmed 13, Damage 15
Claws and Fangs 13, Damage 16, Critical Range 17-20
Two-Handed Mace 12, Damage 18, Critical Range 17-20
Sword-Hammer 12, Damage 17, Critical Range 17-20

Abilities 94 + Defenses 19 + Powers 62 + Advantages 14 + Skills 18 = 207 pp

Complications:
Motivation (Thrill): Thokk craves battle and challenging opponents above else.
Motivation (Honor): Battle Beast gives his opponents fair fights.
Reputation: He is known as a very dangerous warrior throughout the galaxy.
Relationship: Thokk is open to sleeping with members of different species. He has a blue skinned alien babe girlfriend.

Battle Beast is the most famous blood knight of his universe and remind you, he shares that universe with Viltrumites. Thokk is the second most powerful being in Invincibleverse. Even Mark Grayson in his peak form couldn't handle Thragg in a one-to-one fight, he needed the protection of Rex'S (Robot) armor and let Sun kill him. But Battle Beast managed to fight Thragg alone for days and draw his blood. His appearance is also really cool, a huge lion man with light gray-white color. Even though he was one dimensional, he was a good addition to the comic book.

He is a full-fledged PL 15 on offense and crits on 17 with his main attacks. Thragg is stronger than him but he is a more well-rounded fighter. Thragg has only a small damage advantage against him, which would explain their near-equal status. I never saw him showing good perception skills and an lion senses but if he looks like a lion and he can have them. He is cheaper than a pc, but that is because of growth, weapons and not having mental or social skills.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Sinestro

Post by Harnos »

Image

Sinestro PL 15 (334)
Strength 2 Stamina 2 Fighting 10
Agility 4 Dexterity 5
Intellect 3 Awareness 3 Presence 4


Powers:
Yellow Lantern Ring:
Ring AI: Feature 2 (AI and Database), Comprehend Languages 3 (Can read, speak and understand all languages) (8)
Scanning Beam:Senses 6 (Analytical Auditory, Chemical and Visual) (6)
Mental Link: Communication 4 (Mental, Planet-wide), Limited to Yellow Lantern Corps (-2) (8)

Force Field: Protection 14, Sustained, Impervious Toughness 8 (Stops 7 or less damage, 16 pp) linked with Immunity 8, Sustained (All Environmental Conditions, Suffocation, Poison), Feature 1 (Quick Change), Environment 1 (Light) (40)

Lantern Flight: Flight 16 (125.000 MPH) (32)
  • AE: Movement 4 (Space Travel 3, Zero Gravity Adaptation)
Force Constructs: Create 18, Precise, Stationary, Impervious 10 (Stops 9 Damage,20 pp), Enhanced Volume 6 (500.000 cubic meters) [64 pp array] (All Dynamic) (91)
  • Moveable Constructs: Create 15, Moveable, Impervious 7, Increased Mass 4 (12.500-25.000 tons), Enhanced Volume 1 (2000 cubic meters)
  • Force Blast: Ranged Damage 18, Accurate 1, Extended Range 3 (Max range 7200 ft- 2km)
  • Multi-blast: Ranged Damage 15, Multiattack, Accurate 2, Extended Range 1
  • Force Lifting: Move Object 18, Damaging, Precise, Accurate 1, Increased Mass 1 (12.500-25.000 tons)
  • Blast Cone: Ranged Damage 15, Cone Area 2 (120 ft-36m)
  • Special Blast: Ranged Damage 15, Shapeable Area 2 (60 cubic feet)
  • Bursting Blast: Ranged Damage 15, Burst Area 2 (60 ft)
  • Force Bonds: Ranged Affliction 15,(Resisted by Dodge, Overcome by Damage), (Hindered and Vulnerable, Defenseless and Immobile, Paralyzed)
    Extra Condition, Cumulative, Accurate 1, Extended Range 1
  • Mass Force Bonds: Ranged Affliction 12, Shapeable Area 60 ft,(Resisted by Dodge, Overcome by Damage), (Hindered and Vulnerable, Defenseless and Immobile, Paralyzed), Extra Condition
  • Force Bubble: Ranged Burst Area 1 (30 ft) Immunity 7 (All Environmental Conditions, Suffocation), Affect Others Only, Sustained linked with Create 18, Moveable 10 (25-50 tons)
  • Maximum Force Field; Enhanced Advantages: Withstand Damage 2 (+5 Toughness, -5 Dodge/Parry)
  • Force Monsters: Summon 10, Variable 1, Controlled 1, Multiple Minions 2 (4), Horde, Intimidation Check 10 (DC 20) Required
  • Force Weapons: Close Damage 18, Variable 2, Reach 1
Advantages:
Accurate Attack, Defensive Attack, Power Attack
Benefit 1 (Leader of yellow lanterns), Extraordinary Effort, Favored Environment 1 (Space), Fearless, Improved Aim, Inspire 2, Move-by Action, Ultimate Effort 2 (Intimidate checks, Will saves)
Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry)

Skills: 54 ranks
Acrobatics 1/5
Athletics 1/3
Close Combat: Unarmed
Deception 6/10
Expertise: Green Lantern 12/15
Insight 6/10
Intimidation 11/15
Investigation 2/5
Perception 4/7
Persuasion 5/9
Ranged Combat: Power Ring 5/12
Sleight of Hand
Stealth
Technology
Treatment
Vehicles 1/5

Defenses:
Dodge 12 Parry 10 Toughness 2/16
Fortitude 5 Will 14

Offense:
Initiative +4
Unarmed 10 , Damage 2
Force Blast 12, Damage 18
Multi-blast 14, Damage 15
Force Bonds 12, Affliction 15
Force Weapons 10, Damage 18
Various Area Blasts, Damage 15

Abilities 66 + Defenses 22 + Powers 186 + Advantages 13 + Skills 27 = 334 pp

Complications:
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Obsession: Sinestro is obsessed with enforcing his particular idea of order in the cosmos
Weakness: Yellow power rings rely on user's capacity to spread fear. Loss of that will cause ring to weaken or lose it's powers.
Enemy: Green Lantern Corps. Especially Hal Jordan.

Here is the arch nemesis of Hal Jordan. As done in the DCA books, i try to keep constant villains at a little higher level than heroes they face since heroes have more access to hero points. Sinestro is more accurate than Hal, still when it comes to shove Hal can command more brute power with extra effort. He is close to Hal in mental and physical abilities as he is the mirror image villain.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Conquest

Post by Harnos »

Image
Image

Conquest PL 15 (223)
Strength 17 Stamina 14 Fighting 10
Agility 2 Dexterity 1
Intellect 1 Awareness 2 Presence 1


Powers:
Viltrumite Strength: Enhanced Strength 2, Limited to Lifting (12.000 tons) (2)
Lethal Blows: Enhanced Advantages: Improved Critical 3 (Unarmed Attacks) (3)
Immortal Superhuman: (38)
Immunity 1 (Aging)
Protection 2, Impervious Toughness 10
Immunity 10 (Life Support), Quirk 1 (Immunity works for a limited time period)
Regeneration 1, Persistent, Limited to Half-Speed
Enhanced Advantages: Diehard, Great Endurance, Last Stand, Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry), Ultimate Effort (Toughness)
Universal Breeding: Feature 1 (Can create progeny with vastly different humanoids) (1)
Super-Speed:
Enhanced Advantages: Evasion 1, Move-by Action, Takedown 2 (38)
Flight 16, Subtle (125.000 MPH) [35 pp array]
  • Movement 2 (Space Travel 2: Interstellar)
Advantages:
Accurate Attack, All-Out Attack, Power Attack
Benefit 1 (High Ranking Viltrumite), Connected, Chokehold, Extraordinary Effort, Fast Grab, Improved Grab, Improved Hold, Languages 1 (Base Viltrumite, Galactic Common), Startle
Evasion 1, Move-by Action, Takedown 2
Diehard, Great Endurance, Last Stand, Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry), Ultimate Effort (Toughness)


Skills: 38 ranks
Acrobatics
Athletics 1/18
Close Combat: Unarmed 2/12
Deception
Expertise: Viltrumite Soldier 9/10
Insight
Intimidation 17/18
Investigation
Perception 3/5
Persuasion
Ranged Combat: Throwing 6/7
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 9 Parry 11 Toughness 16
Fortitude 14 Will 10

Offense:
Initiative 2
Unarmed 12, Damage 17, Critical Range 17-20
Throwing 7, Damage 17

Abilities 96 + Defenses 16 + Powers 81 + Advantages 11 + Skills 19 = 223 pp

Complications:
Motivation (Responsibility): He is loyal to Viltrumite Empire.
Fame: Conquest is known as one of the strongest Viltrumites.

Conquest is a better fighter than Nolan, making him a half a level better in melee. He is known as one of the strongest of his race and seems to be a better wrestler. However, his mental stats are not on par with Nolan or Mark. He is a straightforward fighter, he surpasses Omni-Man skill-wise only in intimidation, which fits his ugly and scary face. I made him at a near pc appropriate cost, though he doesn't reach his caps.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Viltrumite template

Post by Harnos »

Image

Viltrumite PL 12(190)
Strength 15 Stamina 12 Fighting 8
Agility 2 Dexterity 1
Intellect 0 Awareness 1 Presence 1


Powers:
Viltrumite Strength: Enhanced Strength 2, Limited to Lifting (3200 tons) (2)
Lethal Blows: Enhanced Advantages: Improved Critical 1 (Unarmed Attacks) (1)
Immortal Superhuman: (38)
Immunity 1 (Aging)
Protection 2, Impervious Toughness 8
Immunity 10 (Life Support), Quirk 1 (Immunity works for a limited time period)
Regeneration 1, Persistent, Limited to Half-Speed
Enhanced Advantages: Diehard, Great Endurance, Last Stand, Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry), Ultimate Effort (Toughness)
Universal Breeding: Feature 1 (Can create progeny with vastly different humanoids) (1)
Super-Speed:
Enhanced Advantages: Evasion 1, Move-by Action, Takedown 2 (38)
Flight 16, Subtle (125.000 MPH) [35 pp array]
  • Movement 2 (Space Travel 2: Interstellar)
Advantages:
All-Out Attack, Power Attack
Evasion 1, Move-by Action, Takedown 2
Diehard, Great Endurance, Last Stand, Withstand Damage 1 (+2 Toughness, -2 Dodge/Parry), Ultimate Effort (Toughness)


Skills: 20 ranks
Acrobatics
Athletics
Close Combat: Unarmed 1/9
Deception
Expertise: Viltrumite Soldier 5/5
Insight
Intimidation 6/7
Investigation
Perception 4/5
Persuasion
Ranged Combat: Throwing 4/5
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 8 Parry 8 Toughness 14
Fortitude 12 Will 8

Offense:
Initiative 2
Unarmed 9, Damage 15, Critical Range 19-20
Throwing 5, Damage 15

Abilities 80 + Defenses 13 + Powers 80 + Advantages 2 + Skills 15 = 190 pp

Complications:
Motivation (Responsibility): Viltrumites are loyal to their empire.
Weakness: Viltrumites have an extra organ they use for balance while flying, which can be targeted by sound at a specific frequency.
Vulnerability: Viltrumites are vulnerable to Scourge virus and take -5 penalty to their fortitude rolls against it.

This is the average Viltrumite soldier who has matured powers and some combat training and experience. They are not as strong or tough as Kryptonians but they are better fighters. They tend to have a more suicidal approach to combat reflected in their feats.
Last edited by Harnos on Fri Oct 20, 2023 9:23 pm, edited 1 time in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Kryptonians

Post by Harnos »

Image
Image

Kryptonians
Strength 16 Stamina 14 Fighting 8
Agility 2 Dexterity 1
Intellect 0 Awareness 2 Presence 0


Powers:
Children of Krypton:
Protection 2, Impervious Toughness 10 (Stops 9 or less damage, 2 pp per rank)
Enhanced Advantages (Diehard, Great Endurance, Withstand Damage 1 [+2 Toughness, -2 Dodge/Parry]) (25)
Kryptonian Strength: Enhanced Strength 4, Limited to Lifting (25.000 Tons) (4)
Solar Battery: Immunity 11 (Life Support, Aging) (11)
Superhuman Reflexes:
Quickness 8, AE: Deflect 8
Enhanced Advantages: Accurate Attack, Evasion 1, Improved Initiative 5, Move-by Action (17)
Super-senses: Senses 15: Extended Vision 3, Infravision, Ultravision, Vision Penetrates Concealment; Limited: Can't see through lead, Microscopic Vision 4, Extended Hearing 3, Ultra-hearing (15)

Hyper-Movement:
Flight 17, Subtle (250.000 MPH) [37 pp array] (38)
  • Space Travel 1
  • Speed 14 (32.000 MPH), Quickness 6 (Stacks with Quickness 9)
  • Flight 14 (32.000 MPH), Quickness 6 (Stacks with Quickness 9)
Heat Vision: (47)
Multiattack Ranged Damage 13, Accurate 2, Precise, Feature 1 (Glowing red eyes give +5 circumstance bonus to Intimidate checks) [43 pp array]
  • Wide Beam: Close Ranged Damage 12, Cone Area 2 (120 ft)
  • Fly Through: Line Area 3 (500 ft) on Strength Damage 12, Feature 1 (Can spend a move action do double the area)
  • Freeze Breath: Cone Area 1 (60 ft) Affliction 12, Extra Condition (Resisted by Dodge and Overcome by Fortitude; Hindered and Dazed, Defenseless and Stunned, Paralyzed)
  • Groundstrike: Burst Area 2 (60 ft) Affliction 12 (Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Stunned and Prone)
    Extra Condition, Limited Degree, Instant Recovery, Limited to targets on the ground, linked with Close Damage 12, Burst Area 2 (60 ft), Limited to targets on the ground
Advantages:
Eidetic Memory, Ranged Attack 2
Accurate Attack, Diehard, Great Endurance, Withstand Damage 1 [+2 Toughness, -2 Dodge/Parry], Evasion 1, Improved Initiative 5, Move-by Action

Skills: 12 ranks
Acrobatics
Athletics
Close Combat:
Deception
Expertise: Business
Insight
Intimidation 5/5
Investigation
Perception 4/6
Persuasion
Ranged Combat: Throwing 3/6
Sleight of Hand
Stealth
Technology
Treatment
Vehicles

Defenses:
Dodge 8 Parry 8 Toughness 16
Fortitude 14 Will 6

Offense:
Initiative 22
Unarmed 8, Damage 16
Heat Vision 7, Damage 13
Throwing , Damage 16
Area Attacks -, Damage 12/Affliction 12

Abilities 86 + Defenses 10 + Powers 157 + Advantages 3 + Skills 6 = 262 pp

Complications:
Power Loss: Kryptonians lose their powers and their Str drops by 16 and Sta drops by 14 under a red sun, like that of Krypton and other effects that drain or interfere with the energies of the yellow sun can deprive them of their powers.
Vulnerability: Kryptonians are vulnerable to magic. All the magical effects targeting them has 2 more effect rank against her. Their Toughness is not Impervious against magical attacks.

This template represents what would happen if average Kryptonian citizen spent some time, maybe few months under a yellow sun. Their strength, speed, flight speed and heat vision are weaker than Superman and Powergirl since they are exposed to yellow sun for much longer time periods and i also assumed they are also elite among their people like other heroes are.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Green Lantern Template

Post by Harnos »

Image
Image

Green Lantern Corps Member PL 12 (228)
Strength 1 Stamina 2 Fighting 6
Agility 1 Dexterity 2
Intellect 1 Awareness 2 Presence 0


Powers:
Willpower Reserve: Enhanced Will 4, Limited to Green Lantern Ring (2)

Green Lantern Ring:
Ring AI: Feature 2 (AI and Database), Comprehend Languages 3 (Can read, speak and understand all languages) (8)
Scanning Beam: Senses 6 (Analytical Auditory, Chemical and Visual) (6)
Mental Link: Communication 4 (Mental, Planet-wide), Limited to Green Lantern Corps (-2) (8)
Force Field: Protection 11, Sustained, Impervious Toughness 8 (Stops 7 or less damage, 16 pp) linked with Immunity 8, Sustained (All Environmental Conditions, Suffocation, Poison), Feature 1 (Quick Change), Environment 1 (Light) (35)
Lantern Flight: Flight 15 (64.000 MPH), Movement 4 (Space Travel 3, Zero Gravity Adaptation) (38)

Force Constructs: (68)
Create 15, Precise, Stationary, Impervious 8 (Stops 7 Damage,16 pp), Enhanced Volume 4 (15.000 cubic meters) [52 pp array] (All Dynamic)
  • Force Blast: Ranged Damage 15, Accurate 1, Extended Range 3
  • Moveable Constructs: Create 12, Moveable, Impervious 6, Increased Mass 3 (800-1600 tons), Enhanced Volume 1 (250 cubic meters)
  • Force Lifting: Move Object 15, Damaging, Precise, Increased Mass 2 (3200-6400 tons), Accurate
  • Multi-blast: Ranged Damage 11, Multiattack, Selective, Accurate 2, Extended Range 1
  • Shaped Blast: Ranged Damage 12, Burst Area 1 (30 ft), Selective, Precise
  • Force Bonds: Ranged Affliction 12,(Resisted by Dodge, Overcome by Damage), (Hindered and Vulnerable, Defenseless and Immobile, Paralyzed)
    Extra Condition, Cumulative, Accurate 1, Extended Range 1
  • Force Bubble: Ranged Burst Area 1 (30 ft) Immunity 7 (All Environmental Conditions, Suffocation), Affect Others Only, Sustained linked with Create 15, Moveable 8 (6-12 tons)
  • Maximum Force Field; Enhanced Advantages: Withstand Damage 2 (+5 Toughness, -5 Dodge/Parry)
Advantages:
Ranged Attack 1, Ultimate Effort (Will)

Skills: 16 ranks
Acrobatics
Athletics 2/3
Close Combat: Unarmed
Deception
Expertise: Space Cop 6/7
Expertise:
Insight
Intimidation
Investigation
Perception 3/5
Persuasion
Ranged Combat: Green Lantern Ring 4/8
Sleight of Hand
Stealth
Technology
Treatment
Vehicles 1/3

Defenses:
Dodge 9 Parry 8 Toughness 2/13
Fortitude 6 Will 11

Offense:
Initiative 1
Unarmed 6, Damage 1
Force Blast 9, Damage 15
Multiblast 11, Damage 11
Force Lifting 9, Damaging Move Object 15
Force Bonds 9, Affliction 12
Special Blast -, Selective Burst Area 1 (30 ft)

Abilities 30 + Defenses 23 + Powers 165 + Advantages 2 + Skills 8 = 228 pp

Complications:
Motivation (Justice): Green Lanterns fight for justice all over the galaxy.
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects
is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail.

Anything below PL 12 wouldn't make sense for a space cop responsible for a group of planets, especially in DC Universe. Fortunately, DCA books made Sinestro Corpsman template PL 12, one of the few builds i like from those books. Average GL can fight an army alone and restrain foes with great super-strength. Their wide array and respectable movement capacity makes them over-priced but this is normal for a space cop.

Edit 2: I raised their offense to full pl 12 since my builds are generally high powered so they shouldn't be lower than official Sinestro Corpsmen.
Last edited by Harnos on Mon Sep 04, 2023 7:29 pm, edited 2 times in total.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Kilowog

Post by Harnos »

Image

Kilowog (299)
Strength 10 Stamina 10 Fighting 7 (Growth modifiers included)
Agility 1 Dexterity 2
Intellect 6 Awareness 3 Presence 2


Powers:
Huge Alien: Growth 4, Permanent, Innate (9)
Resurrectable: Feature 1 (Upon death, Kilowog’s life essence lingers and may be used to resurrect him) (1)
Willpower Reserve: Enhanced Will 4, Limited to Green Lantern Ring (2)

Green Lantern Ring:
Ring AI: Feature 2 (AI and Database), Comprehend Languages 3 (Can read, speak and understand all languages) (8)
Scanning Beam: Senses 6 (Analytical Auditory, Chemical and Visual) (6)
Mental Link: Communication 4 (Mental, Planet-wide), Limited to Green Lantern Corps (-2) (8)
Force Field: Protection 11, Sustained, Impervious Toughness 8 (Stops 7 or less damage, 16 pp) linked with Immunity 8, Sustained (All Environmental Conditions, Suffocation, Poison), Feature 1 (Quick Change), Environment 1 (Light) (35)
Lantern Flight: Flight 15 (64.000 MPH), Movement 4 (Space Travel 3, Zero Gravity Adaptation) (38)

Force Constructs: (69)
Create 15, Precise, Stationary, Impervious 8 (Stops 7 Damage,16 pp), Enhanced Volume 4 (15.000 cubic meters) [52 pp array] (All Dynamic)
  • Force Blast: Ranged Damage 15, Accurate 1, Extended Range 3
  • Moveable Constructs: Create 12, Moveable, Impervious 6, Increased Mass 3 (800-1600 tons), Enhanced Volume 1 (250 cubic meters)
  • Force Lifting: Move Object 15, Damaging, Precise, Increased Mass 2 (3200-6400 tons), Accurate
  • Multi-blast: Ranged Damage 11, Multiattack, Selective, Accurate 2, Extended Range 1
  • Shaped Blast: Ranged Damage 12, Burst Area 1 (30 ft), Selective, Precise
  • Force Bonds: Ranged Affliction 12,(Resisted by Dodge, Overcome by Damage), (Hindered and Vulnerable, Defenseless and Immobile, Paralyzed)
    Extra Condition, Cumulative, Accurate 1, Extended Range 1
  • Force Bubble: Ranged Burst Area 1 (30 ft) Immunity 7 (All Environmental Conditions, Suffocation), Affect Others Only, Sustained linked with Create 15, Moveable 8 (6-12 tons)
  • Maximum Force Field; Enhanced Advantages: Withstand Damage 2 (+5 Toughness, -5 Dodge/Parry)
  • Create Lab equipment: Enhanced Advantage (Improvised Tools)
Advantages:
All-Out Attack, Power Attack, Ranged Attack 5
Fearless, Interpose, Inventor, Startle, Takedown, Ultimate Effort (Will)

Skills: 50 ranks
Acrobatics
Athletics
Close Combat: Unarmed 3/10
Deception
Expertise: Space Cop 4/10
Expertise: Science 6/12
Insight
Intimidation 9/13 (+2 from size)
Investigation
Perception 5/8
Persuasion
Ranged Combat: Green Lantern Ring 4/11
Sleight of Hand
Stealth
Technology 10/16
Treatment 8/14
Vehicles 1/3

Defenses:
Dodge 7 Parry 8 Toughness 10/18
Fortitude 10 Will 11

Offense:
Initiative 1
Unarmed 10, Damage 10
Force Blast 11, Damage 15
Multiblast 13, Damage 11
Force Lifting 11, Damaging Move Object 15
Force Bonds 11, Affliction 12
Special Blast -, Selective Burst Area 1 (30 ft)

Abilities 66 + Defenses 19 + Powers 176 + Advantages 13 + Skills 25 = 299 pp

Complications:
Motivation (Justice): Green Lanterns fight for justice all over the galaxy.
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects
is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail.
Enemy: Kilowog has sworn vengeance against Sinestro.

Kilowog is the big tough guy instructor of Green Lantern Corps and he fulfills that role very well, he is a likeable brute. I didn't know about his "genius inventor" side and it seems quite out of place. They probably came up with it so he would not be a just big brute but like many archetypes big guys are acceptable if well executed. Anyways, he is a little bit over the standart GL due to his experience and accuracy. Kilowog is little bit behind the others in active defenses but he is one of the most durable GLs so it doesn't matter to him that much. His maximum force field (Withstand Damage) can make him as tough as top-tiers indeed.
Harnos
Posts: 499
Joined: Fri Mar 27, 2020 2:03 am

Silver Age Superman

Post by Harnos »

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Superman (Silver Age) PL 18 (422)
Strength 24 Stamina 20 Fighting 10
Agility 2 Dexterity 3
Intellect 9 Awareness 6 Presence 5


Powers:
Man of Steel:
Protection 4, Impervious Toughness 13 (Stops 12 or less damage, 2 pp per rank) (33)
Enhanced Advantages (Diehard, Great Endurance, Withstand Damage 1 [+2 Toughness, -2 Dodge/Parry])
Stronger Than A Locomotive:
Enhanced Strength 6, Limited to Lifting (25.000.000 Tons) (7)
Feature 1: (Wins the opposed strength-checks when in a tie)
Solar Battery: Immunity 11 (Life Support, Aging) (11)
Superhuman Reflexes:
Enhanced Advantages: Accurate Attack, Evasion 1, Improved Initiative 5, Move-by Action (18)
Quickness 9, AE: Deflect 9

Faster Than A Speeding Bullet:
Flight 20, Subtle (2.000.000 MPH) [41 pp array] (45)
  • AE: Movement 4(Environmental Adaptation: Zero G, Space Travel 3)
  • AE: Speed 17 (250.000 MPH), Subtle. Quickness 6 (Stacks with Quickness 9)
  • AE: Flight 17 (250.000 MPH), Subtle. Quickness 6 (Stacks with Quickness 9)
  • AE: Flight 17 (250.000 MPH), Subtle. Deflect 3 (Stacks with Deflect 9)
Heat Vision:
Multiattack Ranged Damage 19, Accurate 2, Precise [60 pp array] (66)
  • Wide Beam: Close Ranged Damage 17, Cone Area 2 (120 ft)
  • Freeze Breath: Cone Area 2 (120 ft) Affliction 17 (Resisted by Dodge and Overcome by Fortitude; Impaired Toughness and Dazed, Disabled Toughness and Stunned, Paralyzed)
  • Groundstrike: Burst Area 2 (60 ft) Affliction 17 (Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Stunned and Prone)
    Extra Condition, Limited Degree, Instant Recovery, Limited to targets on the ground, linked with Close Damage 17, Burst Area 2 (60 ft), Limited to targets on the ground
  • Fly Through: Line Area 3 (500 ft) on Strength Damage 17, Feature 1 (Can spend a move action do double the area)
  • Planet-Moving: Enhanced Strength 60, Limited to Lifting (STR 86 is enough to move Jupiter)
  • Planet Destroying: Weaken Toughness 24, Only Affects Objects linked to Strength Damage
Super Hair:Feature 1 (His hair length is receptive to his will) (1)
Super-senses:
Extended Vision 3, Infravision, Ultravision, Vision Penetrates Concealment; Limited: Can't see through lead, Microscopic Vision 4
Extended Hearing 3, Ultra-hearing (15)

Advantages:
Power Attack, Ranged Attack 6
Benefit 1 (Iconic Hero), Extraordinary Effort, Improved Aim, Inspire 2, Interpose, Languages 2 (English as base, Kryptonian, Spanish), Leadership, Takedown, Teamwork, Ultimate Effort 2 (Strength checks, Toughness saves)

Skills: 66 ranks
Acrobatics 3/5
Athletics 1/25
Close Combat: Unarmed 2/12
Deception 3/8
Expertise: Farmer 1/10
Expertise: Journalist 3/12
Expertise: Kryptonian Lore 6/15
Expertise: Science 6/15
Insight 4/10
Intimidation 8/13
Investigation 3/8
Perception 7/13
Persuasion 7/12
Ranged Combat: Throwing 1/10
Sleight of Hand
Stealth
Technology 11/20
Treatment
Vehicles

Defenses:
Dodge 10 Parry 11 Toughness 24 (Impervious to 12 or less)
Fortitude 20 Will 12

Offense:
Initiative 22
Unarmed 12, Damage 24
Heat Vision 13, Damage 19
Throwing 10, Damage 24

Abilities 158 +Defenses 15 + Powers 196 + Advantages 20 + Skills 33 = 422 pp

Complications:
Power Loss: Superman loses his powers and his Str and Sta are reduced to 4 under a red sun and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
Power Loss: Superman loses his powers and his Str and Sta are reduced to 3 when he is exposed to kryptonite. Long-term exposure can even kill him.
Vulnerability: Superman is vulnerable to magic. All the magical effects targeting him has 2 more effect rank against him. His Toughness
is not Impervious against magical attacks.
Relationships: Superman’s closest relationship is with his wife, Lois Lane. Other important people in his life include his
mother, Martha Kent, and friends and co-workers Jimmy Olsen, Perry White and Catherine “Cat” Grant.
Responsibility: Superman feels a strong sense of responsibility to use his powers for the benefit of all.

This is the version of Superman who can move planets. His normal lifting strength allows him to move pyramids very easily and when he uses his planet-moving array he can throw Jupiter 500 ft by RAW. He can easily over-power high-end super beings and break their bones with one punch. His toughness makes him immune to most non-nuclear weapons. I used Superboy-Prime's strength and stamina as base. Silver Age Superman's flight speed is equal to Flash's speed and his heat visions can do more damage than most superhumans and weapons, though nowhere near his brute strength.

Even though he is a quite intelligent guy in modern day, he had certified super-intelligence in that era, so 20 technology bonus is given. I considered giving him a variable power in heat vision array for his famous super-x powers but he didn't want him to be a cosmic being who can bend the reality causally so those one-off powers count as power stunts. His heat vision is little bit more accurate for doing nano scale tasks and reaching pl 16.
Last edited by Harnos on Thu Aug 10, 2023 8:04 pm, edited 1 time in total.
greycrusader
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Re: Heavy Hitters and Skillmonkeys (Silver Age Superman)

Post by greycrusader »

Originally, Kilowog was NOT the GL corps’ drill instructor; none of the GLs who gathered on Earth following the initial Crisis were familiar with him as more than another “face in the crowd”. He was a genius at bioengineering, often using his ring to create advanced medical devices. He became a trainer/combat instructor around the same time John Stewart became a marine instead of an architect.

All my best.
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Ken
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Re: Heavy Hitters and Skillmonkeys (Silver Age Superman)

Post by Ken »

greycrusader wrote: Wed Jul 19, 2023 2:41 am John Stewart became a marine instead of an architect.
He went to architect school on the G.I. bill, maybe?

I have a great deal of difficulty picturing John Stewart, as he was written in Green Lantern (/Green Arrow) #87 as having ever been a marine. Heck I barely could believe he was an architect.
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