Jab’s Builds! (Beaker! Sam Eagle! Miss Piggy! The Swedish Chef!)

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Ares
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Re: Jab’s Builds (Ch'p! Katma Tui! G'nort! Green Man! Arisia!)

Post by Ares »

I think they eventually tried to explain away the unfortunate implications of Arisia by saying the orbits of her world were twice as long as Earth's, so being 16 years for her was like being 32 in Earth years, and what she'd done had been to give herself proportions that would make Hal more comfortable.

It's clear everyone is aware of how messed up that whole thing was. It'd be like Guy Gardner sleeping with Mary Marvel back when Mary's powered up form was older than her normal form . . . which Giffen and Demattis wanted to do.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Charlie Vicker

Post by Jabroniville »

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CHARLIE VICKER, Green Lantern of Sector 3319
Created by:
John Broome & Gil Kane
First Apperance: Green Lantern #55 (1987)
Group Affiliations: The Green Lantern Corps, The Darkstars
PL 10 (182), PL 12 (182) With Will Saves Passed
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 4

Skills:
Deception 2 (+3)
Expertise (Space Hero) 2 (+3)
Expertise (Acting) 6 (+10)
Insight 1 (+3)
Intimidation 2 (+6)
Investigation 2 (+4)
Persuasion 2 (+6)
Perception 2 (+4)
Ranged Combat (GL Blasts) 2 (+6)
Vehicles 1 (+5)

Advantages:
Defensive Attack

Powers:
"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (141 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Blast +6 (+15 Ranged Damage, DC 30)
Multi-Blast +6 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +6 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +3 (+9 Standard Field, +15 Full Field, +4-11 Impervious), Fortitude +4, Will +6

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)

Total: Abilities: 48 / Skills: 22--11 / Advantages: 1 / Powers: 115 / Defenses: 7 (182)

-Charlie is a really interesting situation- a FOURTH human Green Lantern, pre-dating Kyle Rayner by years, but he was put in charge of a different Sector entirely. His origin story is very "Silver Age"- he was an actor who played Green Lantern in a TV show, and threw himself into the playboy lifestyle this offered him- fame and fortune was his. One day, while too hung over to show up on the set of his show, his brother Roger had to go on as a stand-in. Unfortunately, this was the moment a band of GL-hunting alien criminals attacked, mistaking the actor for the real thing- Roger was killed during a live broadcast (they filmed a superhero show LIVE?), horrifying Charlie, who became grief-stricken and filled with guilt.

-Charlie demanded Hal Jordan bring him along to avenge Roger's death. During the battle, Hal gave Charlie a Power Ring from a fallen GL (the criminals had been attacking many simultaneously after having escaped their prison world)- he proved himself enough that the Guardians actually granted him a permanent ring and made him a member of the Corps! They assigned him to a non-native Sector, where the strange-looking aliens there made him feel uncomfortable and alone, but before he could resign, he rescued an alien child from death. The gratitude of the mother convinced him the differences were only physical. He later used his skills as an actor to put on the great plays of Earth to these people.

-Later, when the Central Power Battery was destroyed, a powerless Charlie led the aliens to repel an invading army- because of this, he was asked to join the Darkstars. However, he was among those killed by Grayven, the son of Darkseid. Which is too bad- I'd never heard of this character before, but his origin story reads like something out of Marvel Comics- the tragedy and guilt at the heart of it all, along with a selfish man making a life-change towards heroism out of it all.
Last edited by Jabroniville on Fri Jun 25, 2021 12:07 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Salaak

Post by Jabroniville »

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SALAAK, GREEN LANTERN OF SECTOR 1417
Created By:
Marv Wolfman & Joe Staton
First Appearance: Green Lantern #149 (Feb. 1982)
Role: The Yes-Man (to the Guardians), GLC Organizer
PL 13 (226)
STRENGTH
4 STAMINA 3 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 5 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Space Hero) 6 (+11)
Insight 3 (+8)
Intimidation 4 (+5)
Investigation 4 (+9)
Persuasion 3 (+4)
Perception 4 (+9)
Ranged Combat (GL Blasts) 2 (+11)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Fearless, Improved Critical (Blast), Improved Aim, Ranged Attack 5, Set-Up, Teamwork, Ultimate Will Save

Powers:
"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (141 points)

"Slyggian Physiology" Extra Limbs 2 [2]

Offense:
Unarmed +8 (+2 Damage, DC 17)
Blast +11 (+15 Ranged Damage, DC 30)
Multi-Blast +11 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +11 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+10 Standard Field, +16 Full Field, +4-11 Impervious), Fortitude +6, Will +10

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)

Total: Abilities: 66 / Skills: 30--15 / Advantages: 12 / Powers: 117 / Defenses: 16 (226)

-Salaak seemed like a pretty normal GL at first (an early trait was a friendship with Ch'p, as he decided to spend more time on Earth after the Crisis on Infinite Earths), but Geoff Johns morphed him into more of a cold, dissociated, yes-man Lantern, hanging out on Oa and basically being the mouthpiece for the Guardians of the Universe. Since the Guardians were more and more jerk-ish over time, this made Salaak into an antagonistic figure, which made it all the better when HE finally got sick of the Guardians' shit and raised hell- in fact, Salaak's turning on them is one of the better parts of Geoff's not-so-great final years on that book.

-Salaak's "Crisis" years led to him going to the future and marrying a human woman while in disguise, but returned to the present day to warn the Corps of their impending destruction- he failed to prevent the exection of Sinestro, and Salaak was one of many GLs depowered. Ch'p dies and Salaak is nearly sold into slavery, but Guy Gardner (as "Warrior") rescues him. Salaak then disappears from comics until Hal Jordan returns and the Corps is rebuilt, at which point he is now the administrator of the Corps and the keeper of "The Book of Oa". He chafes at the Guardians' creation of the "internal affairs" Alpha Lanterns but is generally blindly loyal until even HE becomes suspicious and spies on the Guardians. He is eventually caught and imprisoned, then sprung by Kilowog & Guy.

-Salaak is a highly-powerful Lantern, eventually becoming equivalent to the Earthmen GLs and Kilowog. In the early days, he was more generic (and merely an iconic "Backgrounder GL"), but he's extremely smart and savvy- more clever than most of the Corps.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Soranik Natu

Post by Jabroniville »

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I like how the dour, serious doctor was also the cheesecake-iest of the Lanterns.

SORANIK NATU, GREEN LANTERN OF SECTOR 1417
Created By:
Geoff Johns & Dave Gibbons
First Appearance: Green Lantern Corps: Recharge #1 (Nov. 2005)
Role: Legacy Character (Sinestro's Daughter), Kyle's Girlfriend, Superhero Doctor
PL 11 (202), PL 12 (202) With Will Saves Passed
STRENGTH
2 STAMINA 3 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 3

Skills:
Deception 2 (+5)
Expertise (Space Hero) 5 (+8)
Insight 2 (+4)
Intimidation 2 (+4)
Investigation 4 (+6)
Persuasion 2 (+5)
Perception 3 (+5)
Ranged Combat (GL Blasts) 2 (+8)
Treatment 12 (+15)
Vehicles 1 (+5)

Advantages:
Defensive Attack, Fearless, Ranged Attack 2

Powers:
"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (141 points)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Blast +8 (+15 Ranged Damage, DC 30)
Multi-Blast +8 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +8 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3 (+9 Standard Field, +15 Full Field, +4-11 Impervious), Fortitude +5, Will +8

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)
Prejudice (Green Lantern)- Korugar views the Corps as a symbol of repression after Sinestro used his powers to become a dictator there.
Relationship (Kyle Rayner)- Soranik and Kyle were together for a year or so before he left her, feeling his true love was the deceased Jade.

Total: Abilities: 54 / Skills: 34--17 / Advantages: 4 / Powers: 115 / Defenses: 12 (202)

-Soranik Natu is a modern creation- the new Green Lantern of Korugar, she picks up where Katma Tui left off in the new era of GLs. But of course Geoff Johns and his Villain Fetish comes out, and it turns out that Soranik is the daughter of SINESTRO, giving her a tie to one of the lowest eras in Corps history. Soranik became a neurosurgeon when she grew up, and was mortified by the appearance of a GL ring, since Korugarians had seen the GLs as a symbol of repression, given what Sinestro had done to them. She plans on rejecting the ring, but uses it to save a patient, then help defeat the killers of a one-off predecessor of hers. Eventually, she and Kyle Rayner begin dating, acting as a central part of his GLC title. Her uniform packing a LOT more cleavage than the norm, she stands out as being one of the more moral and "lives first" GLs, and is instrumental in capturing the lethal Sinestro Corps member Kryb, but is horrified further when her parentage is revealed- not only does Sinestro reveal that he is her father, but his wife was Arin Sur, the sister of Hal's successor GL Abin! As Arin & Sinestro fought over what he was doing on Korugar, Soranik was raised by another couple.

-When Kyle is killed during Blackest Night, Soranik attempts to resuscitate him, succeeding thanks to an Indigo Tribe member and a Star Sapphire- literally, the power of her love brings him back to life. However, when he reveals that the Star Sapphires showed him that his true love was Jade, Soranik calmly leaves him. Sinestro later makes her the "Green Lantern Ambassador" to the Sinestro Corps, and when the GLs fall, she is made a SINESTRO Corps member! So, um, I wasn't reading during this part, but apparently she takes over the Corps when Sinestro is defeated by Hal Jordan, forging an alliance with the GLs. However, when she discovers that a villain from the future is actualy her future son with Kyle, and that Kyle was keeping that knowledge from her, she freaks out and all the "Yellow Lanterns" gather for vengeance. So I guess she's evil now?

-Soranik is your basic PL 11 Green Lantern- pretty great for a relative newbie, honestly. She's smart and a great neurosurgeon (which in comics means she's good at ALL doctor things, remember), and can hang in various big Event Stories without dying. At some point, she swaps out the Green Lantern Ring for a Yellow Ring.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Boodikka

Post by Jabroniville »

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That's uh... quite a shift over the years, lol.

BOODIKKA, Green Lantern of Sector 1414
Created by:
Gerard Jones, Pat Broderick & Romeo Tanghal
First Apperance: Green Lantern #20 (Jan. 1992)
Role: Warrior Woman, Elite Backgrounder
PL 12 (202)
STRENGTH
4 STAMINA 4 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Space Hero) 6 (+7)
Insight 3 (+5)
Intimidation 7 (+8)
Investigation 4 (+6)
Persuasion 2 (+3)
Perception 4 (+6)
Ranged Combat (GL Blasts) 2 (+9)
Vehicles 7 (+11)

Advantages:
All-Out Attack, Close Attack 3, Fearless, Improved Critical (Blast), Improved Aim, Power Attack, Ranged Attack 3, Set-Up, Teamwork, Ultimate Will Save

Powers:
"Oan Green Lantern Ring" (Flaws: Removable) [115]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 5 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (34)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 6 (Extras: Impervious 7) (13)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (141 points)

Offense:
Unarmed +11 (+4 Damage, DC 19)
Blast +9 (+15 Ranged Damage, DC 30)
Multi-Blast +9 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +9 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+10 Standard Field, +16 Full Field, +4-11 Impervious), Fortitude +6, Will +8

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)
Hatred (Authority)- Boodikka doesn't like to be told what to do. As she is part of a huge military organization with several people in charge of her, this can be a problem.
Rivalry (Kreon)- A rival GL who dislikes how undisciplined Boodikka is, Kreon often squabbles with her.

Total: Abilities: 54 / Skills: 38--19 / Advantages: 14 / Powers: 115 / Defenses: 14 (216)

-Boodikka is a very strong "Warrior Woman" archetype who was named after the famous British Warrior-Queen Boudica (an enemy of the Romans), and made a Green Lantern very late in the run before all the GLs were de-powered. She was recruited by Chaselon to join the Corps when she was three-hundred years old- she frequently sparred with her own mother, and had previously been one of the "Bellatrix Bombers"- female mercenaries who were hired by planets to clear spaceways of hostile forces. Hal Jordan and others were put off by Boodikka's aggressive attitude, but Kilowog relished the opportunity to have such a challenging candidate and she was swiftly an elite fighter. However, her squabbles with rival GL Kreon, and general distaste for authority, often led to trouble- Kilowog ended up bringing them to John Stewart, who switched their minds somehow, and the two were forced to learn each other's fears (Kreon's was chaos; Boodikka's was restraining "chain men") in order to work together.

-Boodikka went on to be a Green Lantern of somewhat good standing, though one battle involving L.E.G.I.O.N. led to her & Lobo missing an entire fight by running off to bump uglies because they were so impressed by each other's ferocity in battle. However, she was quickly and easily dispatched by an insane Hal Jordan during Emerald Twilight- he wiped her out, severed her hand, and stole her Power Ring, leaving her to float aimlessly in space. However, she and other exiled "Lost Lanterns" reappeared when Hal came back to life, carrying a bit of a grudge against him (even though it turned out he was possessed). Bizarrely, the anti-authoritarian Boodikka later agreed to become one of the Alpha Lanterns- agents of the Guardians of the Universe who hunted their fellow Corpsmen. She becomes an emotionless cyborg in this form, but later regains them when she fights off Cyborg Superman's control- despite this, she is controlled again, and fellow Alpha Lantern Varix kills her in a suicide attack when he realizes how far the Alpha Lanterns have fallen.

-So overall, Boodikka is a pretty good character concept- both an aggressive warrior-woman (a great archetype in general), while also being a kind of contrarian character who argues with her teammates, charges in without a battle plan, and makes situations worse through their own temper and fightiness. Essentially, they drive conflict. But then her creators leave the books and she's reimagined as kind of a barebones backgrounder. It happens.

-Boodikka is a PL 12 Elite GL, with a bit better melee skill than most. The Bellatrix Bombers were also pilots, so she has skills on that front, and she's overall set up more as an aggressive brawler compared to other GLs.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Hannu

Post by Jabroniville »

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HANNU, Green Lantern of Sector 2
Created by:
Ron Marz & Romeo Tanghal
First Apperance: Green Lantern #49 (Feb. 1994)
Role: Ben Grimm Analog, Serious Tough Guy
PL 13 (252)
STRENGTH
12 STAMINA 12 AGILITY 3
FIGHTING 7 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Space Hero) 6 (+7)
Insight 3 (+5)
Intimidation 10 (+11)
Investigation 4 (+6)
Persuasion 3 (+4)
Perception 4 (+6)
Vehicles 1 (+5)

Advantages:
Accurate Attack, Close Attack 1, Fast Grab, Fearless, Improved Critical (Unarmed), Power Attack, Set-Up, Teamwork, Ultimate Will Save

Powers:
"Ovacron Sixian Physiology"
Protection 1 (Extras: Impervious 13) [14]

"Oan Green Lantern Ring" (Flaws: Removable) [114]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 6 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (35)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 4 (Extras: Impervious 7) (11)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (139 points)

Offense:
Unarmed +8 (+12 Damage, DC 27)
Blast +4 (+15 Ranged Damage, DC 30)
Multi-Blast +4 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +4 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +12 (+16 Standard Field, +18 Full Field, +4-11 Impervious), Fortitude +6, Will +10

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)

Total: Abilities: 84 / Skills: 34--17 / Advantages: 9 / Powers: 128 / Defenses: 14 (252)

-Hannu's pretty cool actually, basically being Ben Grimm with a Power Ring, with the caveat that using a weapon is extremely dishonorable, meaning he never uses it in combat- only to fly around and protect others. He was one of the "Lost Lanterns" de-powered by a mad Hal Jordan, and carried a grudge against him. However, when the Lost Lanterns were attacked by the Anti-Monitor during the Sinestro Corps War, Hannu has one of the biggest bad-ass moments in the arc, FINALLY breaking his code of condut and letting out a mega-blast that floors the cosmic menace long enough for the others to escape. Later, he killed a Sinestro Corps member of his own race via a fist through the back

-Being a powerful hero in addition to his powers makes him furiously expensive, rivally any GL in the Corps- he's a PL 10 brawler unarmed, and with the Ring's Force Field he's even MORE durable, hitting PL 12.5 status! This makes him remarkably tough even without the Ring.
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Re: Jab’s Builds (Arisia! Salaak! Soranik Natu! Boodikka! Hannu! )

Post by catsi563 »

Hannu's pretty cool actually, basically being Ben Grimm with a Power Ring,
Ben with a GL ring now theres a crossover i want to see

Easilly one of the most powerful GLs to ever exist
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Re: Jab’s Builds (Arisia! Salaak! Soranik Natu! Boodikka! Hannu! )

Post by KorokoMystia »

catsi563 wrote: Fri Jun 25, 2021 11:55 pm
Hannu's pretty cool actually, basically being Ben Grimm with a Power Ring,
Ben with a GL ring now theres a crossover i want to see

Easilly one of the most powerful GLs to ever exist
Absolutely. Ben and/or Steve with a GL Ring (Steve could probably also use a Blue ring, given the hope he inspires), or Doom with a Yellow ring..either of these would be incredibly powerful.
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Re: Jab’s Builds (Arisia! Salaak! Soranik Natu! Boodikka! Hannu! )

Post by Hoid »

....or the Hulk with a red power-ring.
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Sodam Yat

Post by Jabroniville »

Image
Image
Image

SODAM YAT, GREEN LANTERN OF SECTOR 2263
Created By:
Alan Moore & Kevin O'Neill
First Appearance: Tales of the Green Lantern Corps Annual #2 (1986)
Role: Legendary Super-GL, Arrogant Hero
PL 14 (368)
STRENGTH
18 STAMINA 18 AGILITY 3
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Deception 2 (+3)
Expertise (Space Hero) 5 (+6)
Insight 2 (+4)
Intimidation 3 (+4)
Investigation 2 (+4)
Persuasion 2 (+3)
Perception 3 (+5)
Ranged Combat (GL Blasts) 2 (+8)
Vehicles 1 (+5)

Advantages:
Defensive Attack, Fearless, Ranged Attack 2

Powers:
"Daxamite Physiology"
"Daxamite Power" Power-Lifting 7 (250,000 tons) [7]
"Daxamite Skin" Protection 0 (Extras: Impervious 17) [17]
Immunity 11 (Life Support, Aging) [11]

"Heat Beam" Damage 13 (Extras: Area- 60ft. Line +2) (39) -- [44]
  • AE: "Heat Vision" Blast 16 (Feats: Extended Reach 2) (34)
  • AE: "Freeze Breath" Affliction 13 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Ranged, Extra Condition) (39)
  • AE: "Freeze Cone" Affliction 13 (Strength; Hindered & Vulnerable/Stunned & Defenseless/Paralyzed) (Extras: Area- 60ft. Cone, Extra Condition) (39)
  • AE: "Ground Pound" Affliction 13 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Burst +3, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) (26)
  • AE: "Super-Breath" Affliction 13 (Strength/Athletics; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Area- 120ft. Cone +2, Extra Condition) (Flaws: Limited Degree, Both Must Be Grounded, Instant Recovery) Linked to Move Object 11 (Extras: Area- 120ft. Cone +2) (Flaws: Touch Range) (35)
"Faster Than a Speeding Bullet"
Flight 17 (250,000 mph) (Feats: Dynamic) (34) -- [38]
  • Dynamic AE: Quickness 14 (Feats: Dynamic) (15)
  • Dynamic AE: Speed 13 (16,000 mph) (Feats: Dynamic) (14)
Movement 1 (Space Travel 1) [2]

Senses 22 (Extended Vision & Hearing 4, Analytical, Low-Light, Infra, Ultra & Microvision 4, Vision Penetrates Concealment, Ultra-Hearing) [22]

"Oan Green Lantern Ring" (Flaws: Removable) [111]
(Feats: Restricted- Overcomes Great Fear, Unbreakable)

Create 15 (Feats: Precise, Dynamic) (Extras: Impervious 13, Movable 12) (57) -- (81)
  • Dynamic AE: Blast 15 (Feats: Dynamic, Precise, Penetrating 8) (41)
  • Dynamic AE: "Multi-Blast" Blast 12 (Feats: Dynamic, Penetrating 5) (Extras: Multiattack) (43)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Line) (33)
  • Dynamic AE: "Area Blast" Damage 12 (Feats: Dynamic, Penetrating 8) (Extras: Area- 30ft. Shapeable) (33)
  • Dynamic AE: Snare 14 (Feats: Dynamic, Reversible) (44)
  • Dynamic AE: Snare 12 (Feats: Dynamic, Reversible) (Extras: Area- 30ft. Shapeable) (Flaws: Touch Range) (38)
  • Dynamic AE: Move Object 16 (Feats: Dynamic) (33)
  • Dynamic AE: Immunity 7 (Heat, Cold, Pressure, Radiation, Vacuum, Suffocation 2) (Feats: Dynamic) (Extras: Affects Others Only +0, 30ft. Burst, Ranged) (22)
  • Dynamic AE: "Boosted Field" Force Field 0 (Feats: Dynamic) (Extras: Impervious 15, Affects Others 12) (29)
  • Dynamic AE: "Flashlight" Environment 1 (Light) (Feats: Dynamic) (2)
  • Dynamic AE: "Ring Sensors" Senses 7 (Feats: Dynamic) (Detect Energy & Life- Ranged 2 & Analytical, Communication Link- Central Power Battery) (12)
  • Dynamic AE: Communication (Electronic) 5 (Feats: Dynamic) (Flaws: Green Lanterns Only after 3 ranks) (19)
Immunity 8 (Poison, Heat, Cold, Pressure, Vacuum, Radiation, Suffocation 2) (8)
Flight 9 (1,000 mph) (18)
Movement 3 (Space Travel 2, Environmental Adaptation- Zero Gravity) (6)

"Standard Force Field" Force Field 1 (Extras: Impervious 7) (8)
"Universal Translator" Comprehend 4 (Languages 4) (8)
Enhanced Advantages 5: Equipment 5- Green Lantern Database (5)
Features 2: Quick Change 2 (2)
-- (136 points)

Offense:
Unarmed +8 (+18 Damage, DC 33)
Heat Vision +8 (+16 Ranged Damage, DC 31)
Heat Beam +14 Area (+14 Damage, DC 29)
Freeze Breath +7 (+13 Ranged Affliction, DC 23)
Freeze Cone/Ground Pound +13 Area (+13 Affliction, DC 23)
Blast +8 (+15 Ranged Damage, DC 30)
Multi-Blast +8 (+12 Ranged Damage, DC 27)
Area Blasts +12 (+12 Damage, DC 27)
Snare +8 (+14 Ranged Affliction, DC 24)
Area Snare +12 (+12 Affliction, DC 22)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +18 (+19 Force Field), Fortitude +5, Will +9

Complications:
Power Loss (Will)- Green Lantern Rings depend upon the Will of their wielder. If one fails a Will Save (such as from being intimidated or mentally-screwed with), they will drop Constructs and Force Fields.
Power Loss (Yellow)- Green Lanterns must pass a Will Check in order to use their powers against the colour yellow.
Power Loss (Out of Energy)- Power Rings must be recharged via their Lanterns occasionally, and will run out of power after extended use.
Power Loss (High Levels of Power)- Green Lanterns must pass Will Saves to bring their power effects any higher than their natural Will Save +2. This includes Blasts, Move Object & Force Fields.
Responsibility (The Green Lantern Corps)
Weakness (Lead)- All Daxamites will die if exposed to even a small amount of lead. Blood poisoning in his system will kill Yat within minutes if he's without a Power Ring.
Power Loss (Red Sun)- Daxamites cannot use any of their powers under a red sun. Yat will be ST 3, STA 3 without it, and rely on his Power Ring for more durability (maxing out with a +15 Force Field).
Hatred (Daxam)- Sodam despises his own people for killing an alien friend of his when he was a child. Daxam's xenophobia irks him greatly- he only helps out his homeworld due to his duty as a Green Lantern.

Total: Abilities: 110 / Skills: 22--11 / Advantages: 4 / Powers: 230 / Defenses: 13 (368)

Sodam Yat- From Legend to Reality:
-Sodam Yat (a play on the word "sodomy" by the ever-cheeky Alan Moore) quickly entered into DC legend as the ultimate "Power Geek" fantasy- a DAXAMITE Green Lantern. As Daxamites were a Kryptonian-tier species, and somehow survived the Crisis on Infinite Earths unscathed, people always imagined what would happen of this xenophobic sorts ever ventured out and got the Power Ring. He is merely prophesized at first- Moore suggests he would be the ultimate member of the Corps by being so powerful- combinbing Superman with Green Lantern- but would still fall in the end. He planned on using a guy named "Sodal Yat" in his unpublished Twlight of the Superheroes, an ultimate "Dark Future" tale that would today be dismissed as edgelord garbage but back then would have been seen as pretty cool probably. But as a result of various things, the character went unused until 2006, when Geoff Johns took over the GL-verse.

-So in modern times, Sodam Yat wants to explore the stars, which is very strange on Daxam, which is a planet of xenophobes who hate everyone else but them (this is an in-universe explanation for the obvious problem of having literally billions of people with Kryptonian-level powers). As a young boy, he found a crash-landed alien and befriended him, but his parents killed the alien and had him stuffed and put on display in a museum as an example of evil aliens- Sodam is brainwashed into seeing him as a menace. When he sees this diorama, however, his memories resurface, and an enraged Sodam rebuilds the guy's spaceship... at which point a Green Lantern Ring appears before him, telling him he has great enough willpower to join the Corps.

Sodam the Recurring Backgrounder:
-Sodam Yat becomes important in the Sinestro Corps War story- Arisia is assigned to keep watch over him, and he ends the Battle of Mogo by destroying the core of Ranx, the city the Sinestro Corps are using as a base. During the course of the fight, he acts like a bit of an arrogant, hypera-aggressive douchebag, but in that way that makes other people follow you into battle, so I guess it's okay? He is later chosen as the host for Ion, replacing Kyle Rayner as the bearer of the Corps' prime entity. However, Yat is nearly killed in battle by Superboy-Prime- the Daxamite weakness to lead results in him being poisoned when he's tossed into a nuclear power plant's lead-lined walls. This serves as a cheap method in-universe to de-power him- Yat can now no longer use the full Ion power, as it's merely there now to keep his lead-poisoning at bay so he doesn't die.

-Sodam & Arisia return to Daxam when the Sinestro Corps arrive to force its populace into slavery- though Yat hates his own people, his duty forces him to defend them. He risks his life fighting Mongul, and then uses the Ion power to sacrifice himself, flying into Daxam's sun and transforming it into yellow, giving the populace the power to fight the Sinestro Corps. Kept alive by Ion's power, he rests within Daxam's sun for a time, until a mysterious being collects the "Emotional Spectrum" beings, capturing Ion from within him. Sodam crashes onto Daxam and grows resentful of the Guardians of the Universe, but largely gets written out of things if his Wikipedia bio is any indication (it includes things like "his actions here are unknown" and appearances in random stories, so you KNOW some author just didn't feel like using him).

-Sodam, overall, kind of has his own thing going on, and his hatred of his own people is a decent hook, but he just creates so many PROBLEMS- the dude is not only the most powerful member of the Corps even WITHOUT his ring, but he has the powers of ION, too?!? You can practically see the writers licking their lips and fapping over how powerful he is, only to turn around and go "oh shit, he's way too powerful- what do we do?", thus creating all of these outlandish situations for him to transform the sun and disappear, lose Ion, or just be written out in general, because otherwise... what could challenge him?

Sodam Yat's Powers:
-Sodam is, um, INSANELY overpowered. I mean, he combines Superman's powers with Hal Jordan's powers- how is that not insane? He does more damage unarmed than any GL can do with their biggest blast, and he's more durable than any GL's Force Field (so much so that his Ring is a bit cheaper because his top durability doesn't just add +18 to +15). He can single-handedly turn any battle around, and is one of the only Green Lanterns with an even shot at defeating Mongul or Cyborg Superman in solo combat.
Last edited by Jabroniville on Mon Jul 03, 2023 6:16 am, edited 1 time in total.
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Re: Sodam Yat

Post by squirrelly-sama »

Jabroniville wrote: Sat Jun 26, 2021 5:15 amSodam Yat's Powers:
-Sodam is, um, INSANELY overpowered. I mean, he combines Superman's powers with Hal Jordan's powers- how is that not insane? He does more damage unarmed than any GL can do with their biggest blast, and he's more durable than any GL's Force Field (so much so that his Ring is a bit cheaper because his top durability doesn't just add +18 to +15).
This reminds me of that scene in Gurren Lagann where the MC, Simon, is in a mecha battle against the arc's BBEG Lord Genome where his mech is locked in an attack beam struggle against the villains Mech. Lord Genome gets impatient, tears his way out of his own mecha, walks through the energy attack that it was struggling against, and punches the hero's mecha so hard he one shots it.
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Re: Jab’s Builds (Salaak! Soranik Natu! Hannu! Sodam Yat!)

Post by Skavenger »

Most powerful GL of all?

I beg to differ. You seem to be forgetting the one man who was able to wield the power of six rings at once, and when the seventh joined in, he "rebirthed" the spirit of life to defeat Nekron.

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Re: Jab’s Builds (Salaak! Soranik Natu! Hannu! Sodam Yat!)

Post by Hoid »

The Ion Entity is a power-set all it’s own, much stronger than a GL ring. After his fight with Superjerkass-Prime, Yat was fatally poisoned with lead, and had to focus his ring mostly on keeping that infection in check.
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Re: Jab’s Builds (Salaak! Soranik Natu! Hannu! Sodam Yat!)

Post by Hoid »

....and, despite all this, Yat’s STILL weaker than Supercrybaby-Prime, a character who is SO over the top it’s practically a crime they gave those same powers to a whiny bitch.

...sorry. There’s one character-type I HATE, its ‘the all-powerful whiner’. Both Spawn and Superboy-Prime fall into this category. Both characters are ridiculously powerful, and could easily use their abilities to start over somewhere else, but no, they constantly whine how ‘horrible’ their lives are, how ‘unfair’ their lives are. Meanwhile, both possess powers so over the top it’s really a bad joke in and of itself.

Yeah. That archetype bothers the s**t out of me. Sorry for ranting!
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Re: Jab’s Builds (Salaak! Soranik Natu! Hannu! Sodam Yat!)

Post by catsi563 »

Hoid wrote: Sat Jun 26, 2021 3:05 pm ....and, despite all this, Yat’s STILL weaker than Supercrybaby-Prime, a character who is SO over the top it’s practically a crime they gave those same powers to a whiny bitch.

...sorry. There’s one character-type I HATE, its ‘the all-powerful whiner’. Both Spawn and Superboy-Prime fall into this category. Both characters are ridiculously powerful, and could easily use their abilities to start over somewhere else, but no, they constantly whine how ‘horrible’ their lives are, how ‘unfair’ their lives are. Meanwhile, both possess powers so over the top it’s really a bad joke in and of itself.

Yeah. That archetype bothers the s**t out of me. Sorry for ranting!
Well to be fair to Al his life is QUITE LITERALLY a living hell, Consequences of his own actions aside the man got screwed in so many ways they can hardy be counted.

Whine boy prime doesnt even have that excuse
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