Emma's M&M2E Builds: Sunstone (Ally and Lisa), Hawkeye

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Emma's M&M2E Builds: Sunstone (Ally and Lisa), Hawkeye

Post by Scots Dragon »

Mutants & Masterminds 2E

Because the earlier editions deserve to live on, damnit.

DC Comics

Captain Marvel
Zatanna
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Post by Scots Dragon »

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Post by Scots Dragon »

Other Comics

Ally and Lisa (Sunstone)

UK Comics
Marvelman / Miracleman

Anime/Manga

Cartoons

Webcomics
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Post by Scots Dragon »

Prose Fiction

April Daniels' Nemesis Series
Dreadnought IV

Television and Film
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Post by Scots Dragon »

Tabletop Games

Video Games
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001: Dreadnought

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Dreadnought IV (Danielle 'Danny' Tozer)
First Appearance: Dreadnought (prose novel, 2017)
Created By: April Daniels

Power Level: 12 (210pp)

Abilities: Strength 18/42 (+16), Dexterity 16 (+3), Constitution 18/42 (+16), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 16 (+3)
Skills: Bluff 6 (+9), Concentration 8 (+10), Intimidate 7 (+10), Investigate 3 (+5), Knowledge [Popular Culture] 4 (+5), Notice 4 (+6), Sense Motive 4 (+6)
Feats: All-Out Attack, Attractive, Fast Overrun, Improved Grapple, Inspire, Move-By Action, Power Attack, Startle, Takedown Attack

Powers:
Enhanced Strength 24 (24pp)
Enhanced Constitution 24 (24pp)
Impervious Toughness 12 (Drawbacks: Power Loss [against electrical and magical attacks, -2pp]; 10pp)
Immunity 9 (Life Support; 9pp)
Flight 8 (2,500 MPH; 16pp)
Super-Senses 4 (Detect Weaknesses 4 [mental, Ranged, Acute, Analytical]; 4pp)
Super-Strength 10 (Heavy Load: 4,160 tons; Power Feats: Bracing, Groundstrike, Tactile Telekinesis; 23pp)

Combat: Attack +8, Grapple +25, Defence +8 (+4 flat-footed), Initiative +3
Attacks: Unarmed +16
Saves: Toughness +16 (Impervious 12), Fortitude +16, Reflex +11, Will +10

Abilities 34 + Skills 9 (36 ranks) + Feats 9 + Powers 110 + Combat 32 + Saves 16 - Drawbacks 0 = 210

Complications: Enemy (Graywytch) Prejudice (transgender lesbian), Relationship (with Sarah Costello, aka Calamity), Temper

Notes:
Dreadnought is the protagonist of the Nemesis series of superhero novels by April Daniels. Without spoiling too much, she's a transgender teenager who got caught up the aftershocks of a superhero fight that mortally wounded the previous strongest hero in the world, the previous Dreadnought. In his dying moments, he wound up passing his powers onto her to make her into the fourth Dreadnought, which also had the side-effect of rebuilding her body into her more idealised form, which in her case effectively transitioned her physical sex.

The result is she's got to deal with the weird behaviour of the people around her and the transphobia of her parents, and also has to deal with the fact that she's now one of the most powerful people in the world. And thus one of the only people who can save it from the upcoming disaster that's being built up to.

Currently there are two books released, and some talk of a third though it's been a while since we've heard anything about that.

The 'Tactile Telekinesis' feat works as a shapeable-area touch-range move object power at her strength modifier rank, similar to various other power feats of super strength. In her specific case it represents her 'lattice' power, which is where most of her super-strength comes from, and she can power stunt it for various extra effects beyond the standard super-strength feats. A common side-effect is that this can cause physical injury if she isn't careful.
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002: Zatanna

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Nekodah!

Zatanna Zatara
First Appearance: Hawkman #4 (1964)
Created By: Julius Schwartz, Gardner Fox, and Murphy Anderson

Power Level: 13 (225pp)

Abilities: Strength 10 (+0), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 18 (+4)
Skills: Bluff 8 (+12), Concentration 14 (+18), Craft [Mechanical] 10 (+13), Craft [Structural] 12 (+15), Disable Device 10 (+13), Escape Artist 10 (+13), Handle Animal 8 (+12), Knowledge [Arcane Lore] 15 (+18), Languages 5 (French, Gaelic, Italian, Hsilgne, Latin; base: English), Notice 8 (+12), Perform [Stage Magic] 12 (+16), Search 8 (+11), Sleight of Hand 12 (+15), Stealth 8 (+11)
Feats: Artificer, Attack Focus [Magic] 4, Attractive, Distract (Bluff), Dodge Focus 4, Fascinate (Perform), Master Plan, Ritualist, Skill Mastery (Disable Device, Escape Artist, Perform [Stage Magic] Sleight of Hand), Second Chance 2 (Disable Device, Escape Artist), Set-Up, Trance

Powers:
Super-Senses 6 (Detect Magic 5 [mental, Acute, Analytical, Ranged, Radius]; Magic Awareness [mental]; 6pp)
Variable Power 15 (multiple powers of a magical descriptor; Drawback: Power Loss [if unable to speak, -1pp]; 89pp)

Combat: Attack +6 (Magic +10), Grapple +6, Defence +10 (+3 flat-footed), Initiative +3
Attacks: Unarmed +0, Magic Effects +16
Saves: Toughness +2, Fortitude +7, Reflex +7, Will +15

Abilities 32 + Skills 35 (140 ranks) + Feats 19 + Powers 95 + Combat 24 + Saves 20 - Drawbacks 0 = 225

Complications: Guilt (previous arcane mishaps), Relationship (occasional, with John Constantine)

Notes:
Zatanna is one of my all-time absolute favourite characters. There's not really much to comment on aside from the fact that this is a fairly standard and cheaty mystic build, relying on a variable power since Zatanna's one of those characters who fits into the category of do-anything magician, being able to warp reality and all of existence more or less at will simply by speaking various magic words. I'm pretty sure she's the main character who pretty much necessitated that the DC Heroes RPG include a form of do-anything magic power as a result in the form of Sorcery.

Still, she has a few clear cut weaknesses with her need to speak in order to cast spells, and a low initiative roll means that she can get taken out of the fight entirely before she has a chance to really do anything.
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Re: Emma's M&M2E Builds: Dreadnought, Zatanna

Post by Gamebook »

Dreadnought looks interesting, with an icon of the eponymous battleship on her cloak fastener. That was a Royal Navy ship, is she a British superhero? The name has come to be applied to any war machine that is exceptionally powerful and scary though.
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Re: Emma's M&M2E Builds: Dreadnought, Zatanna

Post by Scots Dragon »

Gamebook wrote: Thu May 28, 2020 9:47 pm Dreadnought looks interesting, with an icon of the eponymous battleship on her cloak fastener. That was a Royal Navy ship, is she a British superhero? The name has come to be applied to any war machine that is exceptionally powerful and scary though.
She's American in the novel, and the book's specifically set in a Pacific Northwest city. The use of a battleship as her logo seems to mostly be peculiar to that specific work of fan-art near as I can tell.

I don't think she was described with an illustration of an actual ship in the book itself, though I'd have to double-check.
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003: Captain Marvel (William 'Billy' Batson)

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Captain Marvel (William 'Billy' Batson)
First Appearance: Whiz Comics #2
Created By: C.C. Beck and Bill Parker

Power Level: 16 (390pp)

Abilities: Strength 18/50 (+20), Dexterity 16 (+3), Constitution 18/50 (+20), Intelligence 18/30 (+10), Wisdom 18/30 (+10), Charisma 18 (+4)
Skills: Concentration 8 (+18), Diplomacy 8 (+12), Knowledge [Arcane Lore] 12 (+22), Knowledge [Popular Culture] 6 (+16), Notice 5 (+15), Sense Motive 5 (+15)
Feats: All-Out Attack, Endurance, Interpose, Power Attack, Takedown Attack

Powers:
Wisdom of Solomon
Enhanced Intelligence 12 (12pp)
Enhanced Wisdom 12 (12pp)
Enhanced Feats 4 (Assessment, Beginner's Luck, Eidetic Memory, Jack-Of-All-Trades; 4pp)
Variable Power 2 (any combination of skills and feats; 12pp)

Strength of Hercules
Enhanced Strength 32 (32pp)
Super-Strength 16 (Heavy Load: ; Power Feats: Bracing, Countering Punch; 34pp)

Stamina of Atlas
Enhanced Constitution 32 (32pp)
Impervious Toughness 16 (16pp)
Immunity 9 (life support; 9pp)

Power of Zeus
Blast 20 (Extra: Autofire [+1], Penetrating [+1]; Flaw: Range [touch, -1], Side Effect [struck with lightning bolt, if immobilised, -1]; Power Feat: Indirect 2; 42pp)
• AP: Super-Movement 1 (Dimensional 1 [Rock of Eternity]; Extra: Affects Others [+1]; Power Feats: Progression 5; 1pp)

Courage of Achilles
Enhanced Attack 2 (4pp)
Enhanced Defence 2 (4pp)
Enhanced Will 6 (6pp)

Speed of Mercury
Enhanced Feats 20 (Fast Overrun, Improved Initiative 18, Move-By Action; 20pp)
Flight 18 (5,000,000 MPH; Dynamic; Power Feat: Moving Feint; 38pp)
• DAP: Quickness 18 (2pp)
Space Travel 5 (5pp)

Combat: Attack +12, Grapple +48, Defence +12 (+6 flat-footed), Initiative +75
Attacks: Unarmed +20, Power of Zeus +20
Saves: Toughness +20 (Impervious 16), Fortitude +21, Reflex +12, Will +20 (Impervious 12)

Drawbacks: Involuntary Transformation (into Billy Batson, if tricked into saying his magic word and being struck by lightning; Uncommon, Irresistible; -4pp), Normal Identity (Billy Batson; Uncommon, Major; -4pp), Power Loss (cannot transform or use Power of Zeus if unable to speak, -2pp)

Abilities 46 + Skills 11 (44 ranks) + Feats 5 + Powers 285 + Combat 40 + Saves 13 - Drawbacks 10 = 390

Complications: Enemy (Dr. Sivana, Black Adam, the Monster Society of Evil), Secret Identity (Billy Batson)

Notes:
While not the first instance of a Superman pastiche that DC Comics would try to sue into nonexistence, Captain Marvel is certainly the most famous and enduring, and remains popular to this day amongst some fans. To the point that he's one of those who's speciated enough to have his own list of pastiches who mimic his tendency towards being a character who transforms into an idealised heroic self, the most famous of those probably being Marvelman, but there's a whole bunch of them out there.

While the parallels between the Blue Boyscout and the Big Red Cheese are plain and obvious, however, I'd say for a few reasons that DC Comics just plain wasn't justified in trying to sue Fawcett Comics over the parallels. Amongst other things, Superman was hardly a wholly original creation in his own right, borrowing heavily not only from a few mythological figures, but some preceding pulp adventure characters such as John Carter, Doc Savage, and Hugo Danner.

In terms of power and abilities, I indulged myself a bit here because Captain Marvel is one of those characters who gets to be delightfully overpowered most of the time, keeping up with or even sometimes outdoing Superman.
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004: Marvelman / Miracleman

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Marvelman / Miracleman (Michael 'Mickey' Moran)
First Appearance: Marvelman #25 (1954); revised in Warrior #1 (1982)
Created By: Mick Anglo; revised by Alan Moore and Garry Leach

Power Level: 15 (310pp)

Abilities: Strength 18/46 (+18), Dexterity 18 (+4), Constitution 18/46 (+18), Intelligence 16/28 (+9), Wisdom 16 (+3), Charisma 18 (+4)

Skills: Concentration 8 (+11), Diplomacy 8 (+12), Intimidate 10 (+14), Knowledge [Civics] 7 (+16), Knowledge [Current Events] 7 (+16), Knowledge [Popular Culture] 4 (+13), Knowledge [Streetwise] 4 (+13), Notice 8 (+11), Profession [Journalist] 8 (+11), Sense Motive 8 (+11)

Feats: Accurate Attack, Attack Focus [Melee] 2, Attractive, Chokehold, Dodge Focus 2, Improved Grab, Improved Grapple, Inspire, Leadership, Master Plan, Power Attack, Takedown Attack, Ultimate Effort 2 (Strength, Toughness)

Powers:
Blast 5 KIMOTA! (Extra: Area [burst, +1]; Flaw: Range [touch, -1]; Drawback: Power Loss [if unable to speak, -1]; 9pp)
• LP: Dazzle 5 (visual and auditory; Extra: Area [burst, +1]; Flaw: Range [touch, -1]; 15pp)
Enhanced Strength 28 (28pp)
Enhanced Constitution 28 (28pp)
Enhanced Feats 15 (Fast Overrun, Improved Initiative 13, Move-By Action; 15pp)
Flight 13 (100,000 MPH; Dynamic; 27pp)
• DAP: Quickness 13 (2pp)
Immunity 12 (ageing, life support, need for sleep, starvation and thirst; 12pp)
Impervious Toughness 14 (14pp)
Regeneration 4 (Recovery Rate 4 [Bruised 2, Injured 2]; 4pp)
Space Travel 4 (4pp)
Super-Strength 14 (Heavy Load: 115,000 tons; Power Feats: Bracing, Groundstrike, Shockwave, Thunderclap; 32pp)

Combat: Attack +10 (Melee +12), Grapple +44, Defence +12 (+5 flat-footed), Initiative +56
Attacks: Unarmed +18
Saves: Toughness +18 (Impervious 14), Fortitude +18, Reflex +12, Will +12

Drawbacks: Normal Identity (must speak 'Kimota' and activate blast in order to transform; Common [full round], Minor; -2pp), Involuntary Transformation (into Michael Moran when using Blast/Dazzle; Common, Irresistible; -5pp), Involuntary Transformation (into Michael Moran when he hears the word 'Abraxas'; Very Common, Major; -5pp), One-Way Transformation (the 'Abraxas' transformation; Very Common, Minor [one hour]; -3pp)

Abilities 44 + Skills 18 (72 ranks) + Feats 16 + Powers 190 + Combat 40 + Saves 17 - Drawbacks 15 = 310

Notes:
To accompany the power of Shazam, here we have the power of Kimota.

The backstory of Marvelman and his creation, and his eventual renaming to Miracleman, is pretty much one of the most interesting stories of how comic books and their rights issues can get really fucking weird. Originally Marvelman was created because of ongoing demand for superhero comics in the United Kingdom, and in particular because of the popularity of reprinted black and white stories featuring the original Captain Marvel. When they went out of print thanks to the decline of popularity of superhero comics in the states, and the ongoing lawsuits between DC and Fawcett at that time, a substitute character with more or less the same origin and gimmick was created.

In many ways, Marvelman is pretty much just Captain Marvel with a different costume, colour scheme, secret identity, and activation word, which was derived not from an acronym but the word 'Atomic' written backwards. And spelled with a K because, as Linkara has long established, poor literacy is kewl. It was hinted that he was granted his powers by some kind of ill-defined magical superscience rather than full-on magic, but it's hardly the sort of thing that was too out of the ordinary for Golden Age and Silver Age comic-books. It was also in keeping with the tone of the original Golden Age stuff that Billy Batson had going on.

Mickey Moran would also be accompanied by his own Marvelman family. Dickie Dauntless would become Young Marvelman as a Captain Marvel Jr. homage, and Johnny Bates would become Kid Marvelman to substitute for Mary Marvel. No Marvelgirl or Marvelwoman to be seen just yet, because apparently 1950s British society had a stronger belief in the cooties and superhero comics couldn't feature a girl along the lines of Mary Marvel. Dr. Sivana was replaced with the very similar Dr. Gargunza.

Ironically it was the American comics themselves which provided the inspiration for Marvelman that led to the series ultimately just fading away in the late-'50s and early-'60s. Various restrictions on imports had been loosened at that time, which made it easier to just directly import the lavish colour-printed American superhero comics, which were far more impressive than the black-and-white home grown stuff. And I'm not even going to pretend like they weren't actually better in other areas, since the original Marvelman comics were charming in their own way but really were not all that impressive from a storytelling and characterisation perspective.

However, after around twenty years the rights were eventually acquired by another publisher, to be revived in an anthology called Warrior.

The writing duties for this revival given to Alan Moore, who reinvented the character largely from the ground up. The story centres around an older Michael Moran, now a journalist in his forties and married with no memory of his time as Marvelman, tormented by dreams of flying through the air followed up by a calamitous explosion. There's a word on his mind that he cannot fully remember, and he can't help but dwell upon it even as he tries to go to work. While covering a protest at a nuclear power plant, there's an attack by thieves intent on stealing the nuclear plant's fissile material and selling it off to the highest-bidding terrorist.

He has a panic attack of sorts and one of the criminals tries to silence him, but he catches a reflection of the word 'ATOMIC' in one of the windows and suddenly remembers the word he's been forgetting. He speaks 'Kimota', and transforms once again into Marvelman in order to vanquish the terrorists and resume his supposed life of heroism. Only it isn't even remotely that simple, because Alan Moore's writing and he doesn't do simple.

He reconnects with Kid Marvelman, who turns out to have been fully powered for that entire two decades of inactivity, and having become a godlike monster obsessed with causing death and destruction. And then he discovers that his boyhood adventures as Marvelman were never actually real, being the result of a virtual reality construct intended to condition him to serve as a super-soldier for the British government. The mastermind behind this, in fact, being a 'real-world' version of the mad scientist Dr. Emil Gargunza.

The series was discontinued when Warrior went out of publication, its publishing house having gone under, but an attempt was made to revive it in the United States. Because of Marvel Comics trying some kind of bullshit lawsuit, though, they were forced to rename the character and comic-book to Miracleman. Incidentally this is the reason why Alan Moore refuses to work with Marvel Comics to this day. More of a storyline followed on from this, which went into even weirder territory, with Neil Gaiman taking over, but even this story was eventually discontinued when that publishing house went under.

Eventually there was a whole thing with Todd McFarlane temporarily having the rights due to having bought out the remains of the company that held the American rights, and an ongoing legal battle between him and Gaiman, and it was ultimately settled with, oddly enough, Marvel Comics getting the rights to most of the material and with plans to finally finish the planned Neil Gaiman run. This has yet to occur, and after simply reprinting the Miracleman series, no further issues have been solicited. This series has some bad luck, honestly.

Who knows. Maybe eventually Marvel will sell them on to another publisher and they'll also fail to finish it beyond a run of reprints.


As a fun sidenote to all this, by the by, Warrior was also the comic where most of the original work for V for Vendetta was published, prior to it being acquired by DC Comics.

EDIT: A formatting error with the image made the text invisible on the previous version of this. Mea culpa.
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005: Ms. Marvel (Kamala Khan)

Post by Scots Dragon »

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Gotta love the scarf of heroism!

Ms. Marvel III (Kamala Khan)
First Appearance: Ms. Marvel Vol. 3 #1 'Meta Morphosis' (2014) for her first full introduction
Created By: G. Willow Wilson, Sana Amanat, Stephen Wacker, and Adrian Alphona

Power Level: 10 (150pp)

Abilities: Strength 12/28 (+1/+9), Dexterity 14 (+2), Constitution 14/22 (+2/+6), Intelligence 14 (+2), Wisdom 12 (+1), Charisma 16 (+3)
Skills: Bluff 4 (+7), Craft [Writing] 4 (+6), Diplomacy 5 (+8), Knowledge [Popular Culture] 6 (+8), Knowledge [Superheroes] 6 (+8), Languages 3 (Arabic, Punjabi, Urdu; Base: English), Notice 4 (+5), Sense Motive 4 (+5), Stealth 4 (+6)
Feats: All-Out Attack, Distract (Bluff), Improved Initiative, Move-By Action, Power Attack, Taunt, Teamwork

Powers:
Regeneration 5 (Recovery Rate [Bruised 2, Injured 1, Staggered 1, Disabled 1]; 5pp)
Shapeshift 10 (50pp of traits; Flaw: Limited [humanoid shapes only, -1]; 70pp)

Sample Shapeshift Allocation (50pp total)
Elongation 5 (5pp)
Growth 8 'Embiggen!' (24pp)
- Traits: Size: Huge (16 ft.); Str +16, Con +8, Atk/Def -2, Grapple +8, Stealth -8, Intimidate +4, Reach 15 ft., Speed +5 ft., Carrying +10 Str
Protection 8 (8pp)
Strike 5 Big Fists (Power Feat: Knockback, Mighty; 7pp)
Super-Strength 3 (heavy load: 16 tons; 6pp)

Combat: Attack +8 [+6], Grapple +9 [+33], Defence +8 [+6] (+4 [+3] flat-footed), Initiative +2
- Damage: Unarmed +1 [+9], Big Fists +14
Saves: Toughness +2 [+14], Fortitude +6 [+10], Reflex +7, Will +6

Drawback: Power Loss (shapeshifting, if hit by electromagnetic pulses; Common, Minor; -2pp)

Abilities 22 + Skills 10 (40 ranks) + Feats 7 + Powers 75 + Combat 24 + Saves 14 - Drawbacks 2 = 150

Complications: Family (her parents and her brother Aamir), Prejudice (Kamala is a Pakistani-American Muslim), Responsibility (protector of Jersey City), Secret (identity)

Notes:
Kamala Khan was introduced as a legacy heroine inspired by Carol Danvers, and has since her debut become one of Marvel's more recent breakout successes in comics, recapturing the spirit of what made the original Spider-Man so popular for a new generation. For my part I love the books, though I've fallen behind a bit and need to catch up, and they're generally some of the best stuff Marvel's putting out right now.

In terms of power she's a fairly standard PL10, but can rearrange her traits to suit whatever her needs are at any given time to become a sized-up powerhouse or stretching heroine as required. Most of the time she just uses her embiggen powers, but has been shown to be capable of more in her earlier appearances so I'm keeping it as a shapeshift variable.
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Re: Emma's M&M2E Builds: SHAZAM!, KIMOTA!, Kamala Khan

Post by Jabroniville »

Ah, so you finally constructed this build thread! I remember you suggesting doing it like 2-3 years ago :).

I hadn't known quite the full story behind Miracleman, just that Moore's run was considered an early classic of the genre, and one of those things that truly defined how a "realistic" superhero battle would work. I've never read it, but descriptions in Wizard Magazine made it seem very dark and adult (such as the reason why Kid Miracleman unleashed his powers again).
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Re: Emma's M&M2E Builds: SHAZAM!, KIMOTA!, Kamala Khan

Post by Scots Dragon »

It’s pretty dark stuff, with absurd levels of violence and gore and some amount of sexual assault. It’s not exactly faint hearted reading, but Marvel has put out reprints if you want to seek it out
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Re: Emma's M&M2E Builds: SHAZAM!, KIMOTA!, Kamala Khan

Post by Davies »

My one bit of feedback is that Zatanna's Variable seems a bit overpowered at 20 ranks. 16 ranks, with the possibility of Extra Effort giving her 18, is probably more than enough.
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