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Thread: [Lara's Treasure] Ridley, Mother Brain, Kraid, Metroid, Midoriya, OC: Dusk, the Legendary Cowgirl

  1. #11
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    Chozo Power Suit


    CHOZO POWER SUIT
    POWER POINTS: 63

    POWERS & EQUIPMENT
    ARMOR: Immunity 10 (Life Support); Protection 8; Impervious Toughness 4 [Alien, Technology] • 22 points
    SERVOS: Enhanced Strength 4, Reduced Agility 3 (-6) [Alien, Technology] • 2 points
    POWER: Comprehend 2 (Understand/Read alien languages); Senses 11 (Analytical Vision, Direction Sense, Extended Vision, Low-light Vision, Microscopic Vision 1, Radio [Accurate 2], Time Sense, Ultra-Hearing, Ultravision) [Alien, Technology] • 15 points
    ARM CANNON: Array [Alien, Technology] • 24 points
    POWER BEAM: Damage [Energy] 7, Increased Range +1, Multiattack +1 [Energy] • 21 points
    •AP: CHARGE BEAM: Damage [Energy] 10, Increased Range +1, Activation (-2) [Energy] • 18 points • 1 point
    •AP: MISSILE: Damage [Ballistic] 11, Homing 1, Increased Range +1, Penetrating 8, Diminished Range (-1), Unreliable -1 [Explosive] • 19 points • 1 point
    •AP: MORPH BALL: Shrinking 1 (Size Rank -3, +1 Attack/Defense, +4 Stealth, -2 Intimidation, -1 Strength), Reduced Dexterity -3 (-6); Damage [Energy] 8, Area: Burst +1 [Energy] • 17 points • 1 point

    The legendary Power Suit Samus wears is an artifact of the enigmatic Chozo race. Designed as a powerful and adaptable tool, the Power Suit can integrate nearly any advanced alien technology for upgrades. On its own, the Power Suit transforms its wearer into a one-woman army, capable of dishing out tremendous amounts of damage and absorbing just as much. She wields the rapid-fire Power Beam through her arm cannon, and she can charge up a more powerful explosive blast or fire homing missiles. When stealth is necessary, or Samus must fit into spaces otherwise too small for her, she can transform into the Morph Ball mode, her body changing into energy while the suit reconfigures itself into a much smaller and mobile sphere. In this form she cannot wield her normal weapons, but the Morph Ball comes with its own energy bombs.

    Biologically bonded to Samus Aran, her Power Suit can't be removed without permission, though the Chozo built others. Each one is rare and exceptionally valuable for its power and versatility.
    Last edited by Lara Croft; 07-29-2014 at 01:51 PM.

  2. #12
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    Re: Lara's Treasures: Rules, Lara Croft, Samus Aran, Chozo Power Suit

    Well look who's back...

    Good to see you posting again, Claire, er, Lara.
    The Thorpacolypse
    Member of the Guild of Calamitous Intent since 2005
    Co-Chair of the Council of 13
    "Hate you can trust"

  3. #13
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    Samus Aran (with the Power Suit)


    SAMUS ARAN
    POWER POINTS: 248

    ABILITIES
    STR 5/9 • STA 5
    AGL 9/6 • DEX 7
    FHT 7 • INT 5
    AWA 6 • PRE 3

    COMBAT
    Unarmed +11 • Close • Damage 5/9
    Power Beam +13 • Ranged • Damage 7+
    Charge Beam +13 • Ranged • Damage 10
    Missile +13 • Ranged • Damage 11, Homing
    Paralyzer (Shot) +13 • Ranged • Damage 5 + Affliction 10
    Paralyzer (Whip) +11 • Close • Damage 6 + Affliction 8
    Initiative +13/+10

    DEFENSES
    Dodge 11/8 • Parry 10 • Toughness 8/16* (5/13 if vulnerable)
    Fortitude 10 • Will 12 • Knockback -4/-8

    SKILLS
    Acrobatics 10 (+19/+16) • Athletics 10 (+15/+19) • Expertise: Aliens 5 (+10) • Expertise: Alien Technology 5 (+10) • Investigation 4 (+9) • Perception 10 (+16) • Stealth 4 (+13/+10) • Technology 8 (+13), • Vehicles 6 (+13)

    ADVANTAGES
    Accurate Attack • Agile Feint • Assessment • Attractive • Close Attack 4 • Defensive Roll 3 • Evasion • Extraordinary Effort • Great Endurance • Improved Critical (Arm Cannon) 2 • Improved Initiative • Instant Up • Luck 2 • Move-By Action • Quick Draw • Ranged Attack 6 • Takedown 2

    POWERS & EQUIPMENT
    SUPER ATHLETE: Leaping 2 (30 feet); Speed 3 (16 MPH) [Biological, Training] • 5 points
    HEIGHTENED SENSES: Senses 4 (Accurate Hearing 2, Distance Sense, Low-Light Vision) [Biological] • 4 points
    CHOZO-ENHANCED DNA: Immunity 8 (Alien atmosphere, disease, poison, falling Damage 5) [Alien] • 8 points

    POWER SUIT: Feature 1 (Quick Change) • 65 points[INDENT]
    ARMOR: Immunity 10 (Life Support); Protection 8; Impervious Toughness 4 [Alien, Technology] • 22 points
    SERVOS: Enhanced Strength 4, Reduced Agility 3 (-6) [Alien, Technology] • 2 points
    POWER: Comprehend 2 (Understand/Read alien languages); Senses 11 (Analytical Vision, Direction Sense, Extended Vision, Low-light Vision, Microscopic Vision 1, Radio [Accurate 2], Time Sense, Ultra-Hearing, Ultravision) [Alien, Technology] • 15 points
    ARM CANNON: Array [Alien, Technology] • 27 points
    POWER BEAM: Damage [Energy] 7, Increased Range +1, Multiattack +1 [Energy] • 21 points
    •AP: CHARGE BEAM: Damage [Energy] 10, Increased Range +1, Activation (-2) [Energy] • 18 points • 1 point
    •AP: MISSILE: Damage [Ballistic] 11, Homing 1, Increased Range +1, Penetrating 8, Diminished Range (-1), Unreliable -1 [Explosive] • 19 points • 1 point
    •AP: MORPH BALL: Shrinking 1 (Size Rank -3, +1 Attack/Defense, +4 Stealth, -2 Intimidation, -1 Strength), Reduced Dexterity -3 (-6); Damage [Energy] 8, Area: Burst +1 [Energy] • 17 points • 1 point
    •AP (Power Suit): PARALYZER: 45 points; Removable -18 [Technology, Electric] • 27 points • 1 point
    SHOT: Damage 5, Increased Range +1; Affliction 10 (Fortitude; Dazed, Stunned, Paralyzed), Linked: Damage, Increased Range +1 • 30 points
    •AP: WHIP: Damage 1, Reach 3 (15 feet); Affliction 8 (Fortitude; Dazed, Stunned, Paralyzed), Linked: Damage, Reach 3 (15 feet) • 15 points • 1 point

    ABILITIES 94 + SKILLS 31 + ADVANTAGES 30 + DEFENSES 11 + POWERS 82 = TOTAL: 248

    COMPLICATIONS
    Justice: Samus fights not just for bounties, but for revenge against Space Pirates and out of desire to stop such injustices.
    Enemy: Space Pirates, particularly Zebesian pirates. Also, at various points: Metroids. She harbors a special enmity with the draconic Ridley.
    Reputation: Samus is known throughout many galaxies and her name is feared.

    HISTORY
    Samus' history is long and troubled, full of conflict and hardship. She was born on a human colony called K-2L. At some point in her childhood, the birdlike Chozo came to K-2L to trade with the colonists. An elder Chozo called Old Bird taught young Samus much wisdom while the Chozo remained. Unfortunately, not long after the Chozo departed, Space Pirates led by the draconic Ridley attacked the colony and slaughtered nearly everyone. Only Samus survived. The Chozo returned in response to the distress signal, in time to save Samus from exposure. They took her into their care, infused her with Chozo DNA and crafted for her the Power Suit, one of the greatest technological wonders in the galaxy.

    Trained by the Chozo, Samus became an athlete without peer, augmented by her Power Suit into a one-woman army. She eventually left the Chozo to pursue other goals across the universe, and at one point joined the Federation Police. Samus encountered the Space Pirates again several times, even after leaving the Federation Police to become a private bounty hunter.

    Her first great mission saw her employed to fight the Space Pirate leader Mother Brain, a corrupted Chozo creation, and dismantle their operations. The Pirates attempted to use the Metroids on planet Zebes to create an army of deadly aliens, but Samus infiltrated their base and destroyed it from within. She slew the Pirate leadership, including giant Kraid and Mother Brain, as well as taking revenge on Ridley.

    That would not be the last time she fought the Space Pirates, and even their leadership. Mother Brain was revived and restored her operations before Samus returned and destroyed her at the cost of the last Metroid's life. Ridley also returned many times in cyborg or clone form, and other Pirate operations sought to harness the dread power of Phazon, a deadly substance inimical to life. Samus battled her way through the Pirates and encountered Dark Samus, a Phazon-born doppelganger. In a final epic conflict, Samus destroyed Dark Samus and Phazon both along with Phaaze, their planet of origin.

    Samus continues to hunt for the most dangerous criminals and aliens in the galaxy, a legendary name both feared and respected by friend and foe alike.

    PERSONALITY
    Samus is a reticent woman, spending weeks or months without uttering a single word to another soul. She is humorless in her pursuit of mission objectives or bounties, and particularly calculating when bringing down Space Pirates. Samus is somewhat of a lonely hunter, alone in the universe, with the Chozo seemingly extinct and her family long destroyed. The few people to which she gets attached invariably get destroyed in the conflicts that consume her life, so Samus remains cold and distant to those who cross her path. This only adds to her mystique and the legends surrounding her.

    ABILITIES & RESOURCES
    Infused with Chozo DNA and put through extreme training regimens, Samus is a super-athlete. She is incredibly fast and agile, with heightened senses and reflexes faster than any human's. She can perform tremendous acrobatic leaps and exert herself heavily for hours where others would fail. The Chozo trained Samus in a wide variety of weapons and gear, allowing her to pilot anything, adapt to new technologies and understand the mechanics behind the things she encounters. Samus' great intelligence and quick wits combined with her physical and martial prowess make her by far the most dangerous woman in the universe.

    The CHOZO POWER SUIT bestowed upon Samus is a wonder of technology, its like rarely seen in the universe. Adaptable beyond measure, it can incorporate all manner of alien technology into its design. Even its base design turns Samus into a one-woman army, providing firepower and durability that let her battle huge alien beasts and prevail. When fully upgraded with a number of enhancements, the Power Suit becomes akin to a battleship in its firepower, granting Samus a wide variety of powers and senses. With the Power Suit at her command, Samus Aran can tackle any challenge.
    Last edited by Lara Croft; 07-29-2014 at 01:55 PM.

  4. #14
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    Spider-Woman


    SPIDER-WOMAN
    POWER POINTS: 241

    ABILITIES
    STR 9 • STA 7
    AGL 9 • DEX 5
    FHT 7 • INT 4
    AWA 4 • PRE 5

    COMBAT
    Unarmed +13 • Close • Damage 9
    Venom Blast +13 • Ranged • Damage 9
    Initiative +13

    DEFENSES
    Dodge 14 • Parry 14 • Toughness 7
    Fortitude 10 • Will 12 • Knockback -3

    SKILLS
    Acrobatics 8 (+17) • Athletics 4 (+13) • Close Combat: Unarmed 6 (+13) • Deception 8 (+13) • Insight 7 (+11) • Investigation 5 (+9) • Intimidation 2 (+7/+13) • Perception 12 (+16) • Persuasion 10 (+15) • Ranged Combat: Blasts 8 (+13) • Stealth 6 (+14)

    ADVANTAGES
    Accurate Attack • Agile Feint • Attractive • Benefit: Security Clearance • Connected • Diehard • Equipment 2 (mission gear) • Evasion 2 • Extraordinary Effort • Great Endurance • Improved Aim • Improved Critical (Unarmed, Venom Blasts) 2 • Improved Defense • Improved Initiative • Instant Up • Languages 4 (Chinese, French, German, Japanese, Korean, Portuguese, Russian, Spanish) • Luck 2 • Move-By Action • Second Chance (Falling) • Skill Mastery: Acrobatics • Takedown 2 • Well-Informed

    POWERS & EQUIPMENT
    ALL POWERS: Origin: Mutant, Source: Biological, Medium: -, Result: Varies (see below)
    PHEROMONES: Enhanced Advantage (Attractive); Enhanced Skill 6 (Intimidation 6) • 4 points
    PHEROMONES: Affliction 2 (Impaired, Disabled; Resisted by Will), Increased Duration +1 (Continuous), Perception Area (Olfactory) +1, Reaction +3, Selective +1, Variable Descriptor (Attraction or fear) 1, Limited Degree -1, Quirk (attraction or fear according to target's tastes, -1) [Pheromones] • 12 points
    SPIDER-SENSES: Senses 6 (Accurate Hearing 2, Analytical Hearing 1, Extended Hearing 1, Low-Light Vision 1, Ultra-Hearing 1) • 6 points
    VENOM BLAST: Ranged Damage 9 [Electric] • 18 points
    SPIDER-POWERS: Leaping 4 (120 feet); Movement 2 (Wall-Crawling 2); Speed 2 (16 MPH) • 10 points
    • AP: BIO-ELECTRIC LEVITATION: Flight 4 (Subtle 2) • 10 points • 1 point
    SUPER-SPIDER PHYSIOLOGY: Immunity 3 (Disease, poison, radiation) • 3 points

    ABILITIES 100 + SKILLS 38 + ADVANTAGES 30 + DEFENSES 23 + POWERS 54 = TOTAL: 241

    COMPLICATIONS
    Responsibility: Jessica acts out of willingness to use her gifts for the benefit of the world, opposing the many evil organizations that would victimize others.
    Enemy: As Spider-Woman, Jessica has many enemies that she shares with S.H.I.E.L.D., but perhaps the most dangerous in her life is Hydra and its leader, Lady Viper.
    Power Loss: While she can usually keep her pheromone powers under control, sometimes Jessica loses control over it, dependent on her stress level, mood and the target's gender.

    HISTORY
    Jessica Drew grew up in the shadow of the High Evolutionary on Wundagore Mountain. An experiment performed upon her by her father when she was just a child saved her from radiation poisoning, but also granted her amazing spider-powers, from inhuman senses to the ability to crawl on surfaces and leap like a spider. Agents of HYDRA found her and brainwashed Jessica to be an assassin codenamed "Arachne," sent to take out Nick Fury. With Fury's help, Jessica regained control of her life, turned on HYDRA and became the sensational Spider-Woman.

    Early in her career, Spider-Woman encountered some truly bizarre villains, from the mystical to the mad, including Morgan Le Fay. After an encounter that left her apparently dead, Jessica later returned to the living world and joined her friend Lindsay McCabe as a private investigator. HYDRA restored her powers and she once more became Spider-Woman, serving as Nick Fury's personal double agent working within both S.H.I.E.L.D. and HYDRA. Spider-Woman also joined the Avengers full-time after their resurgence.

    PERSONALITY
    Jessica Drew is an intelligent and passionate woman, strong-willed and charismatic yet reserved. She has an unusual history and the nature of her pheromone powers make her question the feelings of those she meets. Despite all of that, Jessica is quite devoted and loyal to those she calls friend and optimistic about the future. She's dedicated to her work as an Avenger and one couldn't ask for a better teammate.

    ABILITIES & RESOURCES
    The serum and radiation treatment that Jonathan Drew tested upon Jessica transformed her, supercharging her metabolism. The process made her virtually immune to all toxins and radiation, given her superhuman stamina and heightened her senses. She possesses the proportionate speed and strength of a spider, making her strong enough to throw cars or crumple steel with her bare hands. Years of training in acrobatics and covert operations combined with her natural agility make her an athlete no human could hope to keep up with, capable of impossible feats of grace. As a covert operative and highly-trained combatant with superhuman powers, Spider-Woman is a cunning and intelligent foe on and off the battlefield.
    Last edited by Lara Croft; 11-02-2016 at 01:01 AM.

  5. #15
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    Elsa, the Snow Queen


    It’s funny how some distance
    Makes everything seem small
    And the fears that once controlled me
    Can’t get to me at all

    It’s time to see what I can do
    To test the limits and break through
    No right, no wrong, no rules for me
    I’m free

    —Let It Go

    ELSA, THE SNOW QUEEN
    POWER POINTS: 233

    ABILITIES
    STR 1 • STA 2
    AGL 3 • DEX 3
    FHT 1 • INT 4
    AWA 5 • PRE 5

    COMBAT
    Unarmed +1 • Close • Damage 1
    Icy Blast +10 • Ranged • Damage 10 [Ice]
    Frigid Blast +10 • Ranged • Affliction 10 [Cold]
    Initiative +3

    DEFENSES
    Dodge 3/8 • Parry 1/9 • Toughness 2
    Fortitude 4 • Will 10 • Knockback -1

    SKILLS
    Acrobatics 4 (+6) • Athletics 4 (+5) • Deception 4 (+9) • Expertise: Royal Culture 2 (+6) • Expertise: Singing (Presence) 8 (+13) • Insight 4 (+9) • Intimidation 2 (+4) • Perception 6 (+11) • Persuasion 6 (+11) • Ranged Combat: Ice Powers 7 (+10) • Sleight of Hand 1 (+4) • Stealth 2 (+5)

    ADVANTAGES
    Benefit 5 (Status: Nobility, Wealth 4) • Extraordinary Effort • Favored Environment: Extreme Cold • Improved Critical: Ice Blasts • Luck • Precise Attack: Ranged Cover

    POWERS & EQUIPMENT
    ALL POWERS: Origin: Inherent, Source: Magic, Medium: Cold
    THE COLD NEVER BOTHERED ME, ANYWAY: Immunity 10 (Cold Effects) • Movement 2 (Environmental Adaptation: Cold 1 • Trackless 1 [Only in Snow -1]) [Cold] • 13 points
    ICY TOUCH: Feature 4 (Chill Objects, Create Ice/Snow, Quick Change 2); Movement 1 (Environmental Adaptation: Arctic) [Ice] • 6 points
    REFRACTIVE REFLEXES: Enhanced Dodge 5/Parry 8 [Ice] • 13 points
    ETERNAL WINTER: Environment 16 (Cold, Impede Movement, Visibility), Increased Duration: Continuous +1, Uncontrolled -1 [Cold] • 48 points
    ICE PALACE: Enhanced Advantage 1 (Equipment 1), Increased Duration: Continuous +1 [Ice] • 2 points
    SNOW SORCERY: Array, Wide +25 • 55 points • 61 points
    FROZEN FRACTALS: Create 14, Continuous +1, Innate 1, Movable +1, Subtle 1, Permanent -1, Proportional -1 [Ice] • 30 points
    •DAE: ICE SLICK: Affliction 8 (Dodge; Hindered and Vulnerable, Defenseless and Prone), Alt Resistance +0, Area: Burst +1, Extra Condition +1, Increased Range +1, Limited Degree -1 [Ice] • 24 points • 2 points
    •DAE: ICY BLAST: Damage [Ice] 10, Increased Range +1, Variable Descriptor 2 (Bludgeoning or Piercing) [Ice] • 22 points • 2 points
    •DAE: FRIGID BLAST: Affliction 10 (Fortitude; Hindered, Immobile, Incapacitated), Increased Range +1 [Cold] • 21 points • 2 points

    ABILITIES 48 + SKILLS 25 + ADVANTAGES 10 + DEFENSES 7 + POWERS 143 = TOTAL: 233

    COMPLICATIONS
    Responsibility: Elsa hides herself and her power for fear of hurting others, concentrating on ruling Arendelle.
    Accident: When overcome by fear or anger, Elsa lashes out by reflex and can cause ruin without even trying.
    Phobia: Using her powers for fear of hurting those she cares about most.
    Relationship: Anna, Elsa's younger sister and dear companion.
    Secret: Elsa was born with terrifyingly powerful ice magic that she can't always control.

    HISTORY
    A princess of the kingdom Arendelle, Elsa was born with incredible magical powers based around manipulating cold. When frightened or angry she could not control those powers and as a result hurt her dear sister, Anna. While Anna recovered with the help of a tribe of troll mystics, they erased her memory of the event and Elsa pushed her sister away. Closing herself off to the world, Elsa fought to conceal her emotions (a mantra her father instilled in her, "conceal, don't feel") in order to prevent the powers from raging out of control.

    After the two sisters inherited rule of Arendelle, Elsa fought to keep her secret under control. Elsa and Anna drifted further apart, but finally the truth came out when Elsa lost control. Leaving Arendelle locked in an eternal winter, she fled the castle and sought solitude in the mountains as a queen of an icy kingdom. Now her sister must find her to free the kingdom of the winter that threatens to bury it in snow....

    PERSONALITY
    Elsa is a thoughtful and introverted young woman, owing to her fear of her magic. When able to cut loose she has passions as strong as a winter storm but she must keep her emotions in check. She puts on a mask as the perfect queen, regal and graceful, but in truth she's a young woman who desires to be free of her terrible burden.

    ABILITIES & RESOURCES
    Elsa's birthright is an immensely powerful cold magic. With only a gesture she fills rooms with snow and ice, and greater effort can create powerful snowstorms. Elsa has great affinity for creating structures of ice, and sometimes living creatures made of ice and snow. She can defend herself by reflex, creating weapons and shields of ice at a whim. Naturally, her powers protect her from any deleterious effects of cold or ice, and she's proven to be naturally graceful.
    Last edited by Lara Croft; 07-31-2014 at 02:51 PM.

  6. #16
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    Elsa's Ice Castle


    HQ: ICE CASTLE
    SIZE: 2 (Large)
    TOUGHNESS: 10

    FEATURES
    Isolated


    TRAITS 4 + FEATURES 1 = TOTAL: 5 EP/Equipment 1

    The ice castle created by Elsa in order to live in solitude is a beautiful glittering spire of eternal ice atop a mountain. It is difficult to reach and guarded by Marshmallow, a hulking ice monster created by Elsa to drive away unwanted visitors.

  7. #17
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    Re: Lara's Treasures: Rules, Lara Croft, Samus Aran, Spider-Woman, Elsa the Snow Queen

    The Think Tank can NEVER have enough Elsa builds. I still love the fact that a month after the movie came out, there were already THREE builds of her (on the old forum, naturally). Great stuff, as she's a tricky one, with tons of varied powers, odd reflexes (Ice actually jumps to PROTECT her, like she's a sexy Gaara of the Sand or something), and more.

  8. #18
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    Re: Lara's Treasures: Rules, Lara Croft, Samus Aran, Spider-Woman, Elsa the Snow Queen

    Quote Originally Posted by Jabroniville View Post
    The Think Tank can NEVER have enough Elsa builds. I still love the fact that a month after the movie came out, there were already THREE builds of her (on the old forum, naturally). Great stuff, as she's a tricky one, with tons of varied powers, odd reflexes (Ice actually jumps to PROTECT her, like she's a sexy Gaara of the Sand or something), and more.
    I agree with this sentiment. Lara's build however, is lucky enough to be the first one on the new forums (I think).
    I believe its been stated that Elsa is the most powerful Disney heroine. She was able to build a freaking
    giant ice castle in a few minutes!


    Oh, nice builds of Lara Croft and Samus Aran as well.

  9. #19
    OPA Belta Lara Croft's Avatar
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    Re: Lara's Treasures: Rules, Lara Croft, Samus Aran, Spider-Woman, Elsa the Snow Queen

    Quote Originally Posted by Jabroniville View Post
    The Think Tank can NEVER have enough Elsa builds. I still love the fact that a month after the movie came out, there were already THREE builds of her (on the old forum, naturally). Great stuff, as she's a tricky one, with tons of varied powers, odd reflexes (Ice actually jumps to PROTECT her, like she's a sexy Gaara of the Sand or something), and more.
    The movie and the character deserves all the love. I just rewatched it the other night and was still just as taken as I was the first time I saw it. All the more so when you read about the development, about how Elsa was originally going to be villainous and unrelated to Anna. The story we got was far better than that idea.

    Again, a few of the things the movie does right:

    1) Lots of minorities/people who feel they have to hide themselves identify well with Elsa
    2) It's a story with a definition of "true love" beyond the common one, and the more rewarding for it
    3) Elsa is a powerful woman whose redemption and story arc come not from losing her powers (which happens all too often), but by mastering them—she's even more of a powerhouse at the end of the movie because she has full control
    4) Great music, great animation, a very likeable cast and fun story

    Quote Originally Posted by HustlerOne View Post
    I believe its been stated that Elsa is the most powerful Disney heroine. She was able to build a freaking giant ice castle in a few minutes!
    Oh, she's not only the most powerful heroine, but a strong contender for most powerful Disney hero, period. I'm having trouble thinking of anyone who could match her sheer power. Hercules is really, really strong, but he doesn't have the versatility or scale that Elsa does. Elsa could throw down with Maleficent and stands at least an even chance of winning, I'd say—even if she turned into dragon form, if Elsa is cutting loose with full power, it's ice and fire and magic vs. magic.

    Yeah, she's definitely powerful. She created life without even meaning to.

    Quote Originally Posted by HustlerOne View Post
    Oh, nice builds of Lara Croft and Samus Aran as well.
    Thanks! I'm glad you like them. They're important to me and to the history of games, so I figured they definitely merit first few spots here.

  10. #20
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    Claire Redfield (RE2)



    "Easy! Easy, there. I'm not a zombie."

    CLAIRE REDFIELD
    POWER POINTS: 75

    ABILITIES
    STR 1 • STA 3
    AGL 2 • DEX 1
    FHT 3 • INT 2
    AWA 3 • PRE 1

    COMBAT
    Unarmed +5 • Close • Damage 1
    Knife +5 • Close • Damage 2
    Pistol +7 • Ranged • Damage 3
    Initiative +2

    DEFENSES
    Dodge 4 • Parry 5 • Toughness 5 (3 if vulnerable)
    Fortitude 6 • Will 8 • Knockback -2

    SKILLS
    Athletics 7 (+8) • Insight 4 (+7) • Perception 5 (+8) • Persuasion 6 (+7) • Ranged Combat: Guns 6 (+7) • Vehicles 4 (+5)

    ADVANTAGES
    Beginner's Luck • Close Attack 2 • Defensive Attack • Defensive Roll • Equipment 2 • Great Endurance • Leadership • Luck • Teamwork

    POWERS & EQUIPMENT
    GEAR: Equipment [Technology] • 10 points
    • KNIFE: Damage 1 [Piercing], Improved Critical • 2 points
    • PISTOL: Damage 3 [Ballistic], Increased Range +1 • 6 points
    • LEATHER VEST: Protection 1 • 1 point
    • POWER: Negates darkness penalties in beam 30 feet x 15 feet • 1 point


    ABILITIES 36 + SKILLS 16 + ADVANTAGES 11 + DEFENSES 12 + POWERS 0 = TOTAL: 75

    COMPLICATIONS
    Doing Good: Claire helps people out because she can, just like her big brother.
    Relationship: Her older brother, Chris, and the young girl Sherry Birkin as well as rookie cop Leon.

    HISTORY
    Claire grew up close to her brother, Chris, and went to college when he joined the Air Force. She took an interest in motorcycles and environmental causes (interests which clashed at times) and kept in contact with Chris. When he went missing after the Spencer Estate incident in the Arklay Mountains, Claire grew increasingly worried and rode to Raccoon City to find him.

    To her horror, Claire encountered ravenous zombies instead, and met the rookie cop Leon Kennedy, the only other living soul in sight. Separated by fate, they both make their way toward the police station to find help and escape the madness of Raccoon City.

    PERSONALITY
    Claire is a sweet-natured young woman with a bit of a tomboyish side. She is fierce when resolved to action, but generous and optimistic outside of that. Claire is very level-headed and keeps her cool even in the most dangerous situations. She will go out on a limb to help other people because of her kind heart, and likewise opposes the actions of evil individuals.

    ABILITIES & RESOURCES
    Regular exercise and a life of riding, hiking and tomboyish activities keeps Claire in good shape. She is also surprisingly proficient in combat, thanks to training in military combat and tactics with her brother. Claire is iron-willed and tenacious, a skilled rider and certainly possesses the Redfield luck. She also has an inspiring presence born of strong nurturing instinct, which lets her more effectively help out her allies.
    Last edited by Lara Croft; 07-29-2014 at 03:40 AM.

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