Jack's Deck - Superman Family

Where in all of your character write ups will go.
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Jack's Deck - Superman Family

Post by Jack of Spades » Sat Nov 05, 2016 2:42 pm

It's going to be a little awkward to move my archives, so I may just start fresh.
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House Rules

Post by Jack of Spades » Sat Nov 05, 2016 2:42 pm

I've tweaked Mutants and Masterminds a bit over the years, adding a few things I wanted to emphasize and adjusting a few point costs, notably of the size manipulation powers. All my builds use these house rules.
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DC Heroes

Post by Jack of Spades » Sat Nov 05, 2016 2:43 pm

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Marvel Heroes

Post by Jack of Spades » Sat Nov 05, 2016 2:43 pm

Marvel's good guys go here. Do they have any any more?
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Other Heroes

Post by Jack of Spades » Sat Nov 05, 2016 2:44 pm

Other heroes go here
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DC Villains

Post by Jack of Spades » Sat Nov 05, 2016 2:44 pm

DC's bad guys go here
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Marvel Villains

Post by Jack of Spades » Sat Nov 05, 2016 2:45 pm

Marvel's bad guys go here.
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Other Villains

Post by Jack of Spades » Sat Nov 05, 2016 2:45 pm

Villains from other universes go here.
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Advantages

Post by Jack of Spades » Sat Nov 05, 2016 3:11 pm

Benefit
General, Ranked
Data Mining: Use Technology instead of Investigation for Gather Information checks so long as you have access to the internet.

Mental Defender: Once per round, when someone with whom you are in Mental Communication is hit by an attack targeting Will, you can take the attack yourself as a reaction. You use your Will to resist, and suffer the effects.

Challenge (new)
Combat
You can make an Intimidation check vs. the target's Insight or Will as a Move action, targeting Minions with a single check as usual. If successful, your target takes a −2 penalty to attack anyone *but* you; three degrees of success increases the penalty to −5. This lasts until the target makes a Will or Insight save vs. your Intimidation. If you also have Agile Feint, you can use Acrobatics instead of Intimidation against foes at Close range. Also, if you have Taunt, you can use Deception in lieu of Intimidation.

Fast Counter (new)
Combat
You may Counter an attack as a move action rather than a standard action.

Focus (new)
Skill • Ranked
You receive a +5 bonus (which *is* limited by PL) to a single use of a skill, such as Gather Information or Leaping. You may not apply this to Close Combat or Ranged Combat.

Improved Push (new)
Combat
You do not take a −2 penalty when attempting a Push.

Languages
Skill • Ranked
The first rank of the advantage buys fluency in two additional languages, not just one.

Planner (new)
Skill
Characters with the Planner advantage can devise and execute plans. They are similar to inventions: one-time powers requiring some time and effort to set up.

For plans, use Insight skill for both the design and execution checks. The design portion of the plan takes 4 hours per power point of the plan’s cost (pouring over maps and schematics, drawing diagrams, research, brainstorming sessions, simulations, collecting resources, and so forth). The setup of the actual plan takes 10 minutes per point of the plan’s cost. So a plan costing 10 power points takes 40 hours to research and 100 minutes to set up. As with inventing, the plan is good for one scene. Failing the design check means the plan is ineffective and three or more degrees of failure results in a mishap (at the GM’s discretion).

Improvising a plan has the same effects as jury-rigging an invention. Spending a hero point allows the planner to skip the design check and execute the plan in a number of rounds equal to its cost. An Insight check against a DC of (15 + the plan’s cost) is needed to successfully execute the plan. Failure means the plan does not work and the time and effort is wasted.

Takedown (revised)
Combat • Ranked (2)
If you render a minion asleep, controlled, incapacitated, paralyzed, transformed, or unaware with a close or ranged attack (choose one) attack, you get an immediate extra attack as a free action against another minion within range and adjacent to the previous target’s location or to you. The extra attack is with the same attack and bonus as the first. You can continue using this advantage until you miss or there are no more minions within range of your attack or your last target. You may not make more total attacks than your attack bonus (unmodified for Maneuvers).

You may purchase a second rank to execute takedowns with both close and ranged attacks. You may not attack non-adjacent targets using Takedown.
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Skills

Post by Jack of Spades » Sat Nov 05, 2016 3:17 pm

Investigation

Clue Analysis
You can make an Investigation check to gather information from physical clues left by a crime or a criminal. Use 10 + the criminal's Intellect as the DC. Higher degrees of success will uncover more obscure information.

This replaces the Gather & Analyze Evidence applications of Investigation.

Gather Information
Database searches are included in the usual use of Gather Information. Accessing data without authorization is a function of Technology.

Obscure Evidence
If you are trying to commit a crime without leaving clues, roll an Investigation check; this becomes the DC of any Clue Analysis attempts against you. Leaving false or misleading clues is a use of Deception vs. Investigation.

Surveillance
Investigation is also used to set up electronic surveillance; the subject uses Technology vs. your Investigation to evade you.

Treatment

First Aid
First aid counters the effects of Lethal Damage; the Disabled condition is removed, and recovery time becomes normal. First aid requires a DC 15 Treatment check, and can be attempted on yourself at the usual −5 penalty.
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Power Effects

Post by Jack of Spades » Sat Nov 05, 2016 3:32 pm

Communication
Action: Free • Range: Rank • Duration: Sustained • Cost: 1 point per rank

Communication is overpriced at 4/rank.

Extras
Perception: You can receive sensory input other than just return messages. Additional cost per rank is the same as Remote Sensing: +1 point per rank per sense type, +2 points per rank for visual senses, and +5 points per rank for all senses. Unlike Remote Sensing, this modifier does not allow you to target perception ranged effects, although you may still be affected by sensory effects targeting the area you are perceiving. +1 point per rank per sense (+2 for visual senses).

Create

Hollow objects
A creation can be hollowed out to have a volume rank of Create rank + 5 without loss of Toughness. If Create is Precise, bracing will increase this to Create rank + 10.

Damage

If the target is already suffering the dazed condition and fails a save vs. damage by two degrees, the attacker may opt to inflict knockback_ instead of another daze. If the target fails by three or more degrees, he may inflict knockback in addition to the listed effects if the target is already dazed. However, the target does not take damage from hitting obstacles (though the obstacles may be damaged normally).

Extras
Increased Knockback: For each rank of this modifier, add +1 to the power's rank for purposes of calculating knockback only. You may not buy more ranks than your power level. +1 cost per rank

Lethal: Lethal damage inflicts additional conditions on a failed resistance check. For three degrees of failure, the target is Staggered and Disabled. For four degrees of failure, the target is Incapacitated and Dying. All conditions from lethal damage recover at a rate of one hour per condition rather than four minutes per condition, adjusted normally for Healing and Regeneration. Lethal damage does not do knockback. `First aid`_ can reduce effects of lethal damage. If the effect also has the Variable Descriptor modifier, Lethal may not be applicable to all descriptors; alternately, at flat +1 point cost, Lethal may be optional (essentially taking an Alternate Effect that is non-lethal). +0 cost per rank

Density
Action: Free • Range: Personal • Duration: Sustained • Cost: 4 points per rank

You can temporarily increase your mass, gaining Strength and Toughness. Density modifiers are restricted by PL limits.

Each rank of Density adds 1 rank to your mass and adds 1 to your Strength and Toughness. The Toughness gained from Density is Impervious.

Flaws
Immobile: Using Density causes you to be too heavy to move from your location, causing you to be immobile as long as the effect is maintained. If you are completely unable to move, then you defenseless as well, increasing the value of this flaw to -3 cost per rank. If you are merely vulnerable as well as immobile, then you can combine Immobile with Distracting for -2 cost per rank. -1 cost per rank

Growth
Action: Free • Range: Personal • Duration: Sustained • Cost: 3 points per rank

Growth modifiers are restricted by PL limits.

Each rank of Growth adds 1 to your Strength and Stamina (constructs add 1 rank to Strength and Toughness if they lack Stamina), gives a +1 bonus to Intimidation, and a −1 to Stealth.

Odd-numbered ranks of growth give a −1 penalty to Dodge and Ranged attacks, and +1 to Lifting Strength. Even numbered ranks increase your size rank by 1 (ordinary humans start out at size rank -2), which also increases your reach (your reach is equal to your size rank) and speed by 1 rank (you start at speed rank 0). You take a penalty equal to your size modifier vs. Area attacks resisted by Toughness or Fortitude.

Extras
Area Attacks: An attacker three or more size ranks larger than a target may treat attacks against that target as if they had the Area modifier, including limiting the attack’s rank by power level. The base size of the area is the attacker’s size rank –3. So a size rank 1 attacker creates a size rank –2 area against normal sized (size rank –2) targets. A normal sized human attacking a size rank –5 opponent creates a size rank –5 area (a 6 inch radius). Attacks that already have the Area modifier have their area increased by 1 rank for every 2 ranks of Growth. Flat +1 point

Shrinking
Action: Free • Range: Personal • Duration: Sustained • Cost: 3 points per rank

Shrinking modifiers are restricted by PL limits.

Each rank of Shrinking reduces your size rank by 1, which also decreases your reach (your reach is equal to your size rank), your speed by 1 rank (you start at speed 0), and your mass rank by 3. Add your Shrinking rank to your active defenses and attack checks. Apply a +4 bonus to Stealth checks and a -2 penalty to Intimidation checks for every rank of Shrinking.

Flaws
Reduced Strength: Normally, you retain your normal Strength when shrunk. If you have this Flaw, you are proportionally weaker when you decrease your size. Subtract 3 ranks of Strength for every rank of Shrinking. This Flaw does not pay back its full value because reduced Strength imposes a diminishing penalty at higher ranks. -1 cost per rank

Snare
Action: Standard • Range: Ranged • Duration: Instant • Cost: 2 points per rank

You can restrain a target with bonds of ice, glue, webbing, energy or whatever suits your descriptors. The target makes a Dodge check against your effect DC.
  • Success: Target is not snared.
    Failure (one degree) – Entangled: Target is impaired, vulnerable, and has partial cover. If the target needs body parts free
    to move (legs, wings, jets, etc.), he is also hindered.
    Failure (two degrees) – Trapped: Target is disabled, defenseless, and has total cover. If he needs body parts free to move,
    he is immobile.
The target can break out of the snare using Strength or any damage effect that doesn't require freedom of movement. The snare has a toughness equal to power rank, +1 per degree of failure above the maximum, to a maximum of your power level. Damage of Toughness + 10 or greater can break out automatically as a Move action; damage of Toughness + 15 or greater can break out as a Free Action. Alternately, the target can try to escape using Escape Artist vs. DC 20 + Snare rank.

Extras
Cumulative: As for Afflictions. +1 cost per rank

Incapacitating: Applied to a snare that is already paralyzing, this makes the third degree of failure incapacitating instead. Flat +1 point

Paralyzing: With a third degree of failure, the target becomes paralyzed; he is completely covered by the snare and cannot be attacked at all. +1 cost per rank

Regenerating: Any damage that does not break the snare is repaired at the start of each of your rounds. +1 cost per rank

Suffocating: An trapped target's breathing passages are covered; he suffocates per the usual rules on suffocation unless he has an appropriate Immunity. +1 cost per rank

Tether: You have a tether attached to your snare, allowing you to reel in or otherwise exert your strength against the target. It has a maximum length equal to the Snare's rank. Flat +1 point

Transparent: The snare takes damage only from the one ensnared; those outside can't damage it, and it provides no cover. +1 cost per rank

Flaws
Entangle: The snare cannot inflict more than an entangle result, and cannot be layered for additional Toughness.

Teleport

Extras
Blind Teleport: You are immune to the disruption damage caused by almost teleporting into a solid object. You’re safely displaced, but suffer no damage. Flat +1 point.

Chain Teleport: You can make multiple teleports, staying "in transit" until you reach your final destination. Your effective speed per turn is equal to your teleport distance. +1 cost per rank

Extended Portal: If you have Portal, your portal's size is increased by 1 rank per rank in this extra. Portals start at 5' in diameter (rank −2). Flat +1 point per portal size rank

Precise: You normally teleport yourself and whatever you are wearing or carrying (within your mass limits). This extra allows you to precisely choose what does and does not come with you when you teleport. Among other things, it allows you to teleport out of your clothing (or just your outer layer of clothing, leaving a skintight costume on, for example), or out of a grab, bindings like ropes or handcuffs, and so forth. Your teleportation displacement is also precise enough for you to do something like teleport into a set of clothing that is laid out for you, or underneath a blanket or other covering, displacing it enough for your body to materialize there. Flat +1 point
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Conflicts

Post by Jack of Spades » Sat Nov 05, 2016 3:38 pm

Actions

Brace
Move Action
You can use your Strength or a movement power instead of Impervious Toughness to resist Knockback.

Push
Standard Aciton
A push takes a −2 on the attack roll, and uses the attacker's Strength or a power with an appropriate descriptor to inflict knockback instead of damage; simply hitting will cause knockback. The target will take damage if he hits an obstacle. The Move Object effect may attempt to push without penalty.

Ready
Move or Standard Action
Readying requires a move action to ready a move or free action, and a standard action to ready a standard action. A Ready differs from a Delay in that a Ready can be used at any time, even in the middle of another character’s turn, while a Delay can only be used at the end of another character’s turn; with a Ready you must specify what action you will take and under what circumstances, while a Hold allows you to act freely at a different point in the initiative order.

Knockback
Super-powerful attacks can send opponents flying. A character failing a Damage resistance check by two or more degrees may be knocked back. The distance is based on the rank of the effect and the target’s mass and durability. Take the Damage rank and subtract the target’s Impervious Toughness rank and weight.
  • Knockback = Damage - Impervious Toughness - Weight - Modifiers
The target is knocked back that distance value. A result of –5 or less results in no knockback. –4 or –3 means the character falls prone in roughly the same spot (although a knockback distance of a few feet may matter if the charcter is standing on a ledge, for example). So a knockback result of 5 means the character is knocked back 900 feet! (distance value 5).

If the character hits an obstacle, he suffers additional damage equal to the knockback result or the Toughness of the obstacle (such as a wall), whichever is lower. The obstacle suffers damage equal to the original attack (which may damage or break it). If the character breaks through the obstacle, he keeps going the remainder of the knockback distance. If the obstacle is another character, treat the result as a slam attack doing damage equal to the original attack to both parties. The character ends up prone and must get back up normally.

You can choose to inflict less than your attack’s maximum knockback (just like you can choose to do less than your attack’s maximum damage).
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Superman

Post by Jack of Spades » Sun Nov 06, 2016 4:39 pm

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Superman • PL13
Clark Kent/Kal-el • FGS version

Abilities
STR 18 STA 7 AGL 2 DEX 2 FGT 5 INT 2 AWE 7 PRE 7

Advantages
Challenge, Connected, Equipment 5, Extraordinary Effort, Interpose, Languages 2 (French, Interlac, Kryptonian, Spanish), Leadership, Ranged Attack 3, Ultimate Toughness

Skills
Athletics 0 (+18), Close Combat: Unarmed 3 (+8), Deception 0 (+7), Expertise: Farming 4 (+6), Expertise: Journalism 10 (+12), Insight 0 (+7), Intimidation 0 (+7), Investigation 3 (+5), Perception 3 (+10), Persuasion 9 (+15) [Connected], Ranged Combat: Heat Vision 2 (+7), Technology 4 (+6)

Powers
More Powerful Than A Locomotive, Able to Leap Tall Buildings: Enhanced Strength 12 (800 megatons), Limited to Lifting; Leaping 12 (4 miles); Dynamic • 25 points
  • DAE Flight: Flight 11 (Mach 5), Movement 1 (Space Travel) • 2 points
    DAE Faster Than A Speeding Bullet: Concealment 4 (Vision), Limited to while moving, Passive, Partial; Quickness 11, Speed 11 • 2 points
Invulnerability: Impervious 7; Immunity 7 (Disease, Poison, All Environmental conditions); Protection 11 • 32 points

Solar Power: Healing 5, Limited to Self, Restorative, Source: Sunlight; Immortality 1 (1 month), Limited: Requires direct exposure to sunlight; Immunity 5 (Radiation damage, Starvation, Suffocation); Regeneration 4, Source: Sunlight • 15 points
  • AE Heat Vision: Ranged Heat Damage 13, Accurate +4, Distracting • 1 point
    AE Heat Stare: Perception Heat Damage 7, Distracting, Precise, Subtle 1 • 1 point
Super-Senses: Senses 15 (Acute and Extended Hearing, Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-Hearing, Vision Penetrates Concealment [except lead]) • 15 points

Super-Strength: Enhanced Strength 5 (200 ktons; Limited to Lifting) • 5 points

Equipment
Fortress of Solitude: Huge; Tou 20; Features: Communications, Computer, Concealed 3, Defense System, Hanger, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System • 25 points

Offense
Initiative +2
Heat Vision +11 (Ranged Damage 13), Unarmed +8 (Damage 18)

Defense
Dodge 8, Parry 8, Will 9, Fortitude 7, Toughness 18

Power Points
Abilities 112 + Powers 98 + Advantages 16 + Skills 17 + Defenses 12 = Total 255 points

Complications
Motivation: "There's a right and a wrong in the universe, and it's not very hard to tell the difference." Superman more than anything tries to always do what's right.

Power Loss: Kryptonian powers depend on the light of a yellow sun; they fade slowly away from it, and immediately under the light of a red sun (or its synthetic equivalent) and his STR and STA drop to 3. They are also ineffective against direct magical effects.

Relationships: Superman's closest relationships are with his wife, Lois Lane, and their son Jonathon_. He has close friendships with his co-workers, especially Jimmy Olsen, and is also close to Batman and Wonder Woman. He is also protective of his cousin Supergirl and his mother.

Identity: Superman lives his daily life, and in some ways his real life, as Clark Kent, mild-mannered reporter for the Daily Planet.

Weakness: Kryptonians are vulnerable to kryptonite, though it does not cause them to lose their powers. Kryptonite exposure is an Affliction causing agonizing pain, resisted by Fortitude; victims are Dazed & Vulnerable, Stunned & Defenseless, and Paralyzed. Prolonged exposure causes death.

Notes
It all begins with Superman.

Superman’s never had my favorite book. I love what he represents more than any writer’s execution. Truth, Justice, and the American Way; the immigrant hero; the hero of uncompromising goodness; the role model that even the most tarnished anti-heroes respect. I think “Superman represents hope” is a little off; the Man of Tomorrow represents goodness, the hero in everyone that we can and should aspire to be.

You also really can’t write up the DC Universe without Superman as a benchmark. I generally have his powers about where DC Adventures put them, but I break things out a little differently and don’t see him as skilled as the official version; that lets me compress my PL scale some. I also break down his powers a little differently. He trades off movement for strength, making him strong enough to change the course of mighty rivers (if not tow planets around on a chain). The more he lifts, though, the slower he flies. I treat his super-breath as a Power Stunt off of his Strength; he doesn’t use it very often.

I think the latest incarnation, as Super-Dad, is a real step forward for Superman. I think it’ll stick and become an enduring part of the character, at least in the comics, so I’m referencing it here. It’s just such a natural evolution for a character who’s long been a father figure to the whole DC Universe.
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Re: Jack's Deck - Superman Family

Post by Jabroniville » Mon Nov 07, 2016 10:19 am

Sweeet- is this our first Superman build on the forum? Great to see you here, Jack!

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Lois Lane

Post by Jack of Spades » Mon Nov 07, 2016 2:14 pm

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Lois Lane • PL5
Lois Joanne Lane-Kent • FGS version

Abilities
STR 1 STA 2 AGL 1 DEX 2 FGT 4 INT 3 AWE 5 PRE 3

Advantages
Benefit (Fame), Contacts, Equipment 1, Improved Trip, Ranged Combat 3

Skills
Athletics 4 (+4), Close Combat: Unarmed 5 (+9), Deception 4 (+7), Expertise: Current Events 4 (+7), Expertise: Journalism 6 (+9), Expertise: Pop Culture 2 (+5), Expertise: Streetwise 4 (+7), Insight 3 (+8), Intimidation 0 (+3), Investigation 11 (+14) [Contacts], Persuasion 4 (+7), Perception 0 (+5), Stealth 7 (+8), Technology 1 (+4), Vehicles 3 (+3)

Equipment
Camera, Digital recorder, Laptop, Smartphone

Offense
Initiative +1
Unarmed +9 (Damage 1)

Defense
Dodge 8, Parry 7, Will 7, Fort 3, Toughness 2

Power Points
Abilities 42 + Powers 0 + Advantages 7 + Skills 29 + Defenses 12 = Total 90 points

Complications
Motivation: Lois will get at the truth no matter what it takes.
Enemies: Lois manages to annoy Lex Luthor to the point of distraction, but he still wants to win her away from Superman. Her father, General Lane, finds her just as much of a pain in his top-secret hide.
Over Her Head: Lois’ gung-ho can-do attitude frequently gets her into trouble beyond her ability to extract herself.
Relationship: Married to Superman and mother of Superboy, Lois is sort of a big sister to Supergirl, and good friends with Daily Planet colleagues Perry White and Jimmy Olsen. She has a little sister, Lucy Lane, and the Kents treat her as a daughter.

Notes
Lois is the most pivotal character in the Superman mythos after Superman himself. She’s been there since the very first issue, refusing to be “just” a damsel in distress; during the goofy fifties, her attempts to unmask Superman made her arguably his greatest enemy. She had her own series that ran 139 issues, which gives her more issues of her own title than Venom. Cutting her role in the Nu52 was an early sign it had gone off the rails. Seeing her back in Rebirth helped sell me on it.

My favorite take on Lois has been since she and Superman married – Lois as Superman’s full partner. It’s not exactly that she’s the brains and he’s the brawn, but she’s been keeping up with him as an investigator without benefit of super-senses her whole career; together, they’re damned impressive.
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