Entertainer13
10/04/2006, 17:03
I'm a big fan of the CSA, and love their modern interpretation even more. While I do think that the current Owlman, Ultraman and Superwoman, are good representations of the characters, I'd like to give a new
look into the already made characters, as well as the as yet to be made members. Let's get it on!
First up, is Ultraman! He is very much a Unique-type character, and I have few problems with the current design... however, this is the Dictator and total badass of Anti-Matter Earth. He kills civilians with his heat vision from space... all for fun! A few tweaks here and there, and some power ups, and we get a beatable yet deadly, Ultraman!
U Ultraman
Team: CSA
Range: 10 /
Points: 200+
m-winga-normald-normalg-normal10121751211165121017410917499164871838717389163791537615366143KOKOKOKO
He has a longer range, due to the fact he prefers to hang in the back and kill those beneath him without much trouble. He'll just quake them away, and fry them for 7 clicks if they get to uppity. So, a "slower" running shot range was used. His defence isn't the worlds greatest, due to his recklessness, but its a little more stable than before. His endurance was shown pretty well in Syndicate Rules, and he should be able to last a little longer. A solid damage rating throughout, and late dial HSS, showing that he's panicking and running about.
______________________________
Lois Lane is... Superwoman! Edito-in-Chief at the Daily Planet, she has limited heat vision, flight, super-strength, invulnerabilty and flight! She also weilds a lasso that releases the inibitions of those tied up! A slight, new take on the basic brick that we got with Legacy.
NGN/LE Superwoman
Team: CSA
Range: 4 /
Points: 120+
m-winga-normald-normalg-normal10101749918388163871538917389163781636715257142KOKOKOKOKOKOKOKOKOKOKOKO
She has a four range, because between her limited heat vision, and her lasso, she can cause damage at range.
Arrogant, she charges in and pounds people out of her way. Then, she finds a target, and lassos them up while pounding into them with her heat vision. If that doesn't work, she gets into their face, pounding away like mad, and finishing up by trying to tie them down.
______________________________
The mad monk, Volthoom, curses those who bear his power ring, to his never ending talking and interference. The first bearer (Rookie) finds schmucks to take it off of him. While effective, he apparently was very reluctant. The second wearer (Experienced) apparently just accepted his fate, though he seemed lazy and crude, though very malicious. His replacement seemed downright cruel and the most self-serving (Veteran).
R Power Ring
Team: CSA
Range: 8 /
Points: 80+
m-winga-normald-normalg-normal89151881628815278141781616717256172KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
[/LEFT]
[/CENTER]
"Harrolds" phases into the problem, and blasts away at large groups. He stays on the fringes and tries to avoid trouble... and seems to do so very well. With ES/D, he keeps from being shot, and with Willpower/Running shot, stays mobile. He makes shields at the end, to protect himself... and if he has to, others.
E Power Ring
Team: CSA
Range: 10 /
Points: 100+
m-winga-normald-normalg-normal1010163881728816289152791517815167141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
This one is a little more of a team player, TKing his allies out, but coming in right after them... blasting like crazy! He incaps specific targets, and gets a little cocky. When things go dark, he barriers and protects his buddies, but when worse comes to worse, he force blasts the enemies and FINALLY starts showing willpower... to RUN AWAY!
V Power Ring
Team: CSA
Range: 10 /
Points: 120+
m-winga-normald-normalg-normal1291831091628101628816288152781527715267141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
This is a malicous and downright cruel Power Ring. He gains a Hal Jordan 18/Will, but he sneaks in. Psychic blast comes in after studying his foes. Then, he running shoots in, taking out the brick's support, and then blasts people away to RCE them. If that fails, a little phasing or barrier never hurt.
______________________________
Using the blood of his predacessor, Johnny made a speed serum he can shoot up to gain superspeed. Though sadistic, he is quite cowardly
U Johnny Quick
Team: CSA
Range: 0 /
Points: 90+
m-normala-normald-normalg-normal13916212816111915111815110815197141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Not as confident as his heroic counterpart, Johnny can't reach the same speeds as Wally, he also has low attack values. That's balanced out by the ever fun CSA TA, as well as mid-dial perplex. In the end, he goes crazy, running into crowds and knocking them all back.
______________________________
Thomas Wayne Jr. blames the death of his brother and mother on his father! Mentored by criminal Joe Chill, he eventually became the greatest crime lord on Earth... Owlman!
V Owlman
Team: CSA
Range: 6 //
Points: 90+
m-normala-normald-normalg-normal101016389162791627815268151691415714247132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Owlman sneaks into where he needs to be, using the CSA teleports for some high speed. Then, he takes out opponents as need be. If he needs to come in, he charges, incapping foes as he does so. He becomes a close combat machine, able to stunning blow or flurry. When things get tough, he can jump away with some willpower.
He can serve as a brilliant tactition for the CSA if neccessary.
______________________________
Well, there's my Crime Syndicate of Amerika!
look into the already made characters, as well as the as yet to be made members. Let's get it on!
First up, is Ultraman! He is very much a Unique-type character, and I have few problems with the current design... however, this is the Dictator and total badass of Anti-Matter Earth. He kills civilians with his heat vision from space... all for fun! A few tweaks here and there, and some power ups, and we get a beatable yet deadly, Ultraman!
U Ultraman
Team: CSA
Range: 10 /
Points: 200+
m-winga-normald-normalg-normal10121751211165121017410917499164871838717389163791537615366143KOKOKOKO
He has a longer range, due to the fact he prefers to hang in the back and kill those beneath him without much trouble. He'll just quake them away, and fry them for 7 clicks if they get to uppity. So, a "slower" running shot range was used. His defence isn't the worlds greatest, due to his recklessness, but its a little more stable than before. His endurance was shown pretty well in Syndicate Rules, and he should be able to last a little longer. A solid damage rating throughout, and late dial HSS, showing that he's panicking and running about.
______________________________
Lois Lane is... Superwoman! Edito-in-Chief at the Daily Planet, she has limited heat vision, flight, super-strength, invulnerabilty and flight! She also weilds a lasso that releases the inibitions of those tied up! A slight, new take on the basic brick that we got with Legacy.
NGN/LE Superwoman
Team: CSA
Range: 4 /
Points: 120+
m-winga-normald-normalg-normal10101749918388163871538917389163781636715257142KOKOKOKOKOKOKOKOKOKOKOKO
She has a four range, because between her limited heat vision, and her lasso, she can cause damage at range.
Arrogant, she charges in and pounds people out of her way. Then, she finds a target, and lassos them up while pounding into them with her heat vision. If that doesn't work, she gets into their face, pounding away like mad, and finishing up by trying to tie them down.
______________________________
The mad monk, Volthoom, curses those who bear his power ring, to his never ending talking and interference. The first bearer (Rookie) finds schmucks to take it off of him. While effective, he apparently was very reluctant. The second wearer (Experienced) apparently just accepted his fate, though he seemed lazy and crude, though very malicious. His replacement seemed downright cruel and the most self-serving (Veteran).
R Power Ring
Team: CSA
Range: 8 /
Points: 80+
m-winga-normald-normalg-normal89151881628815278141781616717256172KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
[/LEFT]
[/CENTER]
"Harrolds" phases into the problem, and blasts away at large groups. He stays on the fringes and tries to avoid trouble... and seems to do so very well. With ES/D, he keeps from being shot, and with Willpower/Running shot, stays mobile. He makes shields at the end, to protect himself... and if he has to, others.
E Power Ring
Team: CSA
Range: 10 /
Points: 100+
m-winga-normald-normalg-normal1010163881728816289152791517815167141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
This one is a little more of a team player, TKing his allies out, but coming in right after them... blasting like crazy! He incaps specific targets, and gets a little cocky. When things go dark, he barriers and protects his buddies, but when worse comes to worse, he force blasts the enemies and FINALLY starts showing willpower... to RUN AWAY!
V Power Ring
Team: CSA
Range: 10 /
Points: 120+
m-winga-normald-normalg-normal1291831091628101628816288152781527715267141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
This is a malicous and downright cruel Power Ring. He gains a Hal Jordan 18/Will, but he sneaks in. Psychic blast comes in after studying his foes. Then, he running shoots in, taking out the brick's support, and then blasts people away to RCE them. If that fails, a little phasing or barrier never hurt.
______________________________
Using the blood of his predacessor, Johnny made a speed serum he can shoot up to gain superspeed. Though sadistic, he is quite cowardly
U Johnny Quick
Team: CSA
Range: 0 /
Points: 90+
m-normala-normald-normalg-normal13916212816111915111815110815197141KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Not as confident as his heroic counterpart, Johnny can't reach the same speeds as Wally, he also has low attack values. That's balanced out by the ever fun CSA TA, as well as mid-dial perplex. In the end, he goes crazy, running into crowds and knocking them all back.
______________________________
Thomas Wayne Jr. blames the death of his brother and mother on his father! Mentored by criminal Joe Chill, he eventually became the greatest crime lord on Earth... Owlman!
V Owlman
Team: CSA
Range: 6 //
Points: 90+
m-normala-normald-normalg-normal101016389162791627815268151691415714247132KOKOKOKOKOKOKOKOKOKOKOKOKOKOKOKO
Owlman sneaks into where he needs to be, using the CSA teleports for some high speed. Then, he takes out opponents as need be. If he needs to come in, he charges, incapping foes as he does so. He becomes a close combat machine, able to stunning blow or flurry. When things get tough, he can jump away with some willpower.
He can serve as a brilliant tactition for the CSA if neccessary.
______________________________
Well, there's my Crime Syndicate of Amerika!