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J-Mart II: Closed for 3E - Thanks for the Patronage!

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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Jabroniville » Sun Apr 25, 2010 8:41 pm

The thing I find most bizarre about Mandrill is his origin- a mutant, he was born to caucasian parents, but with the appearance of a black baby. Somehow, this later further mutated into ACTUALLY BEING A MONKEY. How this got past the racial sensitivity board, I have no idea.

But still, great jobber villain. EXCEPTIONALLY creepy, but enough of a pushover in combat to be dropped by any half-decent hero. Man-Bull is a great jobber too.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby MorningKnight » Mon Apr 26, 2010 10:47 am

Flamingo frightens me... :shock:

Also - Mandrill. Where goes Mandrill, Nekra should not be far behind. Talk about "almost costumes."

Plus, who wouldn't get a box of Kleenex and a bucket of popcorn for a Spider-Woman/Nekra girl-fight?
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Alexander » Mon Apr 26, 2010 11:07 am

Jabroniville wrote:Somehow, this later further mutated into ACTUALLY BEING A MONKEY. How this got past the racial sensitivity board, I have no idea.


I've discovered that, unfortunately, it was the 70s covers alot of these situations.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Thorpacolypse » Mon Apr 26, 2010 6:57 pm

MorningKnight wrote:Flamingo frightens me... :shock:

Also - Mandrill. Where goes Mandrill, Nekra should not be far behind. Talk about "almost costumes."

Plus, who wouldn't get a box of Kleenex and a bucket of popcorn for a Spider-Woman/Nekra girl-fight?


I hadn't really thought about taking a run at Nekra, but I think I will. I forgot that they were matched set for a long time. And I was trying to think of some women for a Ladies' Night soon, so what the heck, I'll work on her this weekend.

Please tell me the Kleenex are for tears of joy at the fight... :shock:

Oh, and from an earlier post, feel free to test Freeze against your Iron Man. If you want to post it at the recently neglected J-Mart I, you are welcome to do that as well.

Alexander wrote:
Jabroniville wrote:Somehow, this later further mutated into ACTUALLY BEING A MONKEY. How this got past the racial sensitivity board, I have no idea.


I've discovered that, unfortunately, it was the 70s covers alot of these situations.


Ain't that the truth. But let us not look back too harshly on those days. My people made a lot of pop culture strides in that timeframe and even though the writing of characters like Black Goliath and Black Panther and Bronze Tiger left a lot to be desired, at least they were in the books. That was a start at least.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Alexander » Mon Apr 26, 2010 7:06 pm

Thorpacolypse wrote:Ain't that the truth. But let us not look back too harshly on those days. My people made a lot of pop culture strides in that timeframe and even though the writing of characters like Black Goliath and Black Panther and Bronze Tiger left a lot to be desired, at least they were in the books. That was a start at least.


Black Panther is crazy awesome. He's like Batman if Bruce Wayne had a country instead of a multinational company.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Sidious » Mon Apr 26, 2010 7:22 pm

Alexander wrote:
Thorpacolypse wrote:Ain't that the truth. But let us not look back too harshly on those days. My people made a lot of pop culture strides in that timeframe and even though the writing of characters like Black Goliath and Black Panther and Bronze Tiger left a lot to be desired, at least they were in the books. That was a start at least.


Black Panther is crazy awesome. He's like Batman if Bruce Wayne had a country instead of a multinational company.


Yes but Bruce could buy Wakanda... if he has time to plan.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Alexander » Tue Apr 27, 2010 4:55 am

Sidious wrote:Yes but Bruce could buy Wakanda... if he has time to plan.


And Black Panther could buy Wayne Corp... if he has enough time to plan (and vibranium devices that nullify fine print).

Clearly this can only be solved by Batman vs Black Panther... in Hostile Takeover Combat!
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby MorningKnight » Tue Apr 27, 2010 10:24 am

T'Challa has plans for Galactus attacking Earth.
Bruce has plans for invading Apokalyps - and has done so.

Advantage Bruce.

T'Challa has a mechanized force made up of what are essentially agile AT-AT's, as well as all manner of ninjas and deep sea craft capable of taking on Atlantis and can call upon the entire Avengers, the Fantastic Four and his wife was a heavy hitter on a team that included Colossus and kept up with said team even when her powers were leeched.
Bruce has... the GCPD, the Bat-Family (easily equal to T'Challa's ninja army), can call upon the Justice League, and his girlfriend is a chick in spandex with a whip.

Advantage... T'Challa, if only 'cuz the Avengers PLUS the Fantastic Four trump the JLA.

T'Challa has lots of vibranium gadgets and has taken on the Hulk even without them, and survived.
Bruce has lots of normal gadgets and has taken on the Hulk even without them, and survived.

Advantage... tie.

T'Challa has a country which possesses the most rare and powerful ore on the planet, powerful enough for Doctor Doom himself to launch an assault on Wakanda.
Bruce has Waynecorp, which can hide space stations in its budget, and was powerful enough for Lex Luthor to launch a siege of the company.

Advantage... tie.

T'Challa's natural abilities and combat skills are sufficient to wrestle a rhinoceros, as well as having senses on a level below Wolverine and Daredevil. Peak human is writ all over him.
Bruce's training and natural abilities are at peak levels and are sufficient for him to best a gorilla with human intellect - though he was only saved from certain death by the gunfire of a security guard. Bruce also possesses a bad back from his battle with Bane.

Advantage... T'Challa.

T'Challa is below the top 5 scientific minds on his world.
Bruce. Knows. Everything.

Advantage... Bruce.

Sorry, gang... this is going to have to be rolled out.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Horsenhero » Tue Apr 27, 2010 4:01 pm

I just think it was funny Thorp mentioned all the "Black"______(fill in the blank) heroes from the seventies. I actually thought that Luke Cage: Hero for Hire was one of the coolest books way back when (before he became Luke Cage: Powerman) and I remember one of my favorite supporting cast heroes was a guy named Thunderbolt. He was an African-American Speedster, who died a death you could call an homage to the fate hinted at for Lightning in Wally Woods' -Thunder Agents series (his super speed aged him to death).

Now...how dated am I?
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Thorpacolypse » Wed Apr 28, 2010 7:53 pm

Another member of our JOB SQUAD hits the Marvel Aisle shelves.

Image
I was going to crack a joke about jobbing in this one, but really, there is no shame in getting pwned by Squirrel Girl.

MACHETE
PL:
8 (113 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 16 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 4 (+7), Bluff 4 (+6), Climb (+3), Concentration (+1), Diplomacy 4 (+6), Disable Device 5 (+6), Disguise (+2), Drive 3 (+6), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate 5 (+7), Knowledge [Streetwise] 5 (+6), Knowledge [Tactics] 6 (+7), Languages 1 (English, Base: Spanish), Notice 5 (+6), Search 3 (+4), Sense Motive 4 (+5) [Assessment], Stealth 5 (+8), Survival 6 (+7) [Track], Swim (+3)

FEATS: All-out Attack, Assessment, Defensive Attack, Diehard, Dodge Focus (1), Equipment (4), Improved Block (1), Improved Critical (3) [Machetes x2, Knives], Improved Initiative (1), Improved Sunder, Machete Flurry, Power Attack, Quick Draw (1), Ranged Pin, Takedown Attack (1), Throwing Mastery (1), Track, Twin Weapon Strike

ENHANCED FEATS: Improved Disarm (1), Improved Ranged Disarm

POWERS:
Magnetic Gauntlets 1 (Device 1, Hard to Lose [5pp traits]; 4pp) [1]

Magnetic Control 3 (Flaw: Range [Ranged]; 3pp)
Enhanced Feats 2 (see Feats [2pp])


EQUIPMENT:
(20ep)

Tactical Vest (Protection 4 [4ep]) [4]
Cell Phone, Binoculars, 2ep free as needed for situation (4ep)
Arsenal (12ep):
Twin Machetes (Slashing Strike 3, PF: Mighty, Split Attack; Medium [9ep]) [3] - DC:21:tough
Throwing Knives (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:17:tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:19:tough
Light Pistol (Ballistic Blast 4; 40ft range, Small [1ep]) [4] - DC:19:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +13 [Unarmed +3 (Bruise); Machetes +6, 18-20 Critical (Lethal); Throwing Knives +2, 19-20 Critical, Auto-Fire (Lethal); Knife +4, 18-20 Critical (Lethal); Light Pistol +4 (Lethal)]; Defense 19 (14 flat-footed); Init +7; Knockback -3

SAVES: Toughness +7 (+7 flat-footed) Fortitude +6 Reflex +6 Will +4

DRAWBACKS:

Abilities 26 + Skills 15 (60 ranks) + Feats 25 + Powers 2 + Combat 36 + Saves 9 – Drawbacks 0 = 113 / 113

Comments: Machete is a long time Marvel jobber and many time member of Batroc’s Brigade. Normally he gets his whoopings from Cap, but every now and then he ventures out to get beaten by someone else, in this case the most powerful hero on the planet, Squirrel Girl.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Thorpacolypse » Wed Apr 28, 2010 8:03 pm

The members of the JOB SQUAD keep on 'comin' with this new item for the Marvel Aisle.

Image
Take heart fellow jobbers. If this guy can get his own feature, ANYONE can. You keep on keepin' on, Razor Fist! You could be next!

ZARAN, THE WEAPON MASTER
PL:
8 (111 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+7), Bluff (+1), Climb 3 (+7), Concentration (+1), Craft [Mechanical] 5 (+6), Diplomacy (+1), Disable Device 5 (+6), Disguise (+1), Escape Artist 4 (+7), Gather Info (+1), Handle Animal (+1), Intimidate 7 (+8), Knowledge [Streetwise] 6 (+7), Knowledge [Tactics] 7 (+8), Notice 4 (+5), Ride 3 (+6), Search (+1), Sense Motive 6 (+7) [Assessment], Stealth 4 (+7), Survival 6 (+7) [Track], Swim (+4)

FEATS: All-out Attack, Ambidexterity, Assessment, Chokehold, Defensive Roll (1), Equipment (4), Improved Aim, Improved Critical (4) [Bow, Longsword, Halberd, Unarmed], Improved Disarm (1), Improved Initiative (1), Improved Sunder, Power Attack, Precise Shot (1), Quick Draw (1), Ranged Pin, Takedown Attack (1), Tough (2), Track

POWERS:
None


EQUIPMENT:
(20ep)

Costume (Protection 1 [1ep]) [1], Cell Phone (1ep)
Arsenal (18ep):
Longbow (Piercing Blast 3, PF: Mighty; 100 ft range, Large [10ep]) [3] - DC:22:tough
Light Pistol (Ballistic Blast 4; 40ft range, Small [1ep]) [4] - DC:19:tough
Longsword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [1ep]) [3] - DC:22:tough
Knives (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:20:tough
Spear (Piercing Strike 3, PF: Mighty, Extended Range, Improved Critical, Thrown; 60ft range, Medium [1ep]) [3] - DC:22:tough
Chain (Bludgeoning Strike 2, PF: Mighty, Extended Reach [10ft.], Trip; Medium [1ep]) [2] - DC:21:tough
Nunchakus (Bludgeoning Strike 2, PF: Mighty; Small [1ep]) [2] - DC:21:tough
Halberd (Piercing Strike 3, PF: Mighty, Extended Reach; Large [1ep]) [3] - DC:22:tough
Sai (Piercing Strike 1, PF: Mighty, Improved Critical, Improved Disarm x2, Thrown; 10 ft range, Small [1ep]) [1] - DC:20:tough

COMBAT: Base Attack +9, Melee +9, Ranged +9, Grapple +13 [Unarmed +4, 19-20 Critical (Bruise); Bow +7, 19-20 Critical (Lethal); Light Pistol +4 (Lethal); Longsword +7, 19-20 Critical (Lethal); Knives +5, 19-20 Critical (Lethal/Bruise); Spear +7, 19-20 Critical (Lethal); Chain +6 (Bruise); Nunchakus +6 (Bruise); Halberd +7, 19-20 Critical (Lethal); Sai +4, 19-20 Critical (Lethal)]; Defense 18 (14 flat-footed); Init +7; Knockback -4

SAVES: Toughness +8 (+7 flat-footed), Fortitude +6, Reflex +6, Will +4

DRAWBACKS:

Abilities 28 + Skills 16 (64 ranks) + Feats 25 + Powers 0 + Combat 34 + Saves 8 – Drawbacks 0 = 111 / 111

Comments: Yet another fun mook, Zaran the Weapon Master. He’s a Marvel mercenary who started out as a Shang-Chi foe but then starting working with Machete and Batroc in Batroc’s Brigade. He’s actually a decent challenge for a street level hero since he’s a strong melee combatant with a lot of weapons to use. Someone like Batman would eat him for lunch, though. But heck, now that I've seen his cover, I may have to drop another Equipment point and get him even more weapons!

In my setting, Machete and Zaran are currently in the employee of the burgeoning crime lord of Bludhaven, Midnight's Fire.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Horsenhero » Wed Apr 28, 2010 8:06 pm

Machete is a true jobber and should be proud.

Squirrel Girl just plain rocks. If they weren't owned by different comic companies, a Squirrel Girl-Detective Chimp mini-series would be awesome!
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Re: J-Mart II: Electro, Sandman, Flamingo, Machete, Zaran

Postby scc » Thu Apr 29, 2010 2:22 pm

I love jobbers. Maybe you should create a thread with nothing but jobbers. Really like your Doc Ock build. Interpose on the minion tentacles is a great idea.
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly, Cage, Arsenal

Postby Thorpacolypse » Thu Apr 29, 2010 6:46 pm

Thorpacolypse wrote:Another new item gets stocked on our X-Verse Aisle.

Image
Unstoppable, my organic metal ass...who's the bitch now, tovarisch?

COLOSSUS
PL:
10 (148 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 36 [20] (+13/+5) DEX: 14 (+2) CON: 26 [22] (+8/+6) INT: 13 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 5 (+7), Bluff (+1), Climb 4 (+9), Concentration (+2), Diplomacy 6 (+7), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7/+9), Notice 6 (+8), Profession [Farmer] 4 (+6), Search 6 (+7), Sense Motive 6 (+8), Stealth (+2/-2), Survival (+2), Swim (+5)

FEATS: All-out Attack, Attack Focus (Melee) (2), Attack Specialization (1) [Fastball Special], Crushing Pin, Diehard, Dodge Focus (1), Improved Grab, Improved Grapple, Improved Overrun, Interpose, Power Attack, Teamwork (2), Throwing Mastery (1)

POWERS:
Organic Steel Form 12 (Alternate Form 12 [60pp traits]; 60pp) [12]

Growth 4 (Extras: Action [Continuous], Flaw: Permanent [12pp]) [4]
Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Density 4 (Extras: Action [Continuous], Flaw: Permanent [12pp]) [4]
Strength +8, Impervious Toughness +2, Immovable +1, Super Strength +1, Mass x3
Protection 4 (Extra: Impervious [8pp]) [4]
Impervious Toughness 4 (4pp) [4]
Super-Strength 5 (PF: Bracing, Groundstrike, Countering Punch [11pp]) [5]
Enhanced Fortitude Save 3 (3pp) [3]
Immunity 8 (Heat, Cold, Suffocation [Breathing], Magic [Half Effects]; [8pp]) [8]


COMBAT: Base Attack +6, Melee +7, Ranged +5, Fastball Special +7, Grapple +31 [Unarmed +13 (Bruise)]; Defense 16 (12 flat-footed) Init +2; Knockback -15

SAVES: Toughness +14 (+14 flat-footed, +10 Impervious), Fortitude +13, Reflex +4, Will +4

DRAWBACKS: Vulnerable - Magnetic Attacks (uncommon, major; -3)

Abilities 35 + Skills 11 (44 ranks) + Feats 15 + Powers 60 + Combat 24 + Saves 6 – Drawbacks -3 = 148 / 148

Comments: My latest take on Petey. Colossus is a pretty simple build, but I tried to add the little touches to make him the Colossus we all know and love. I added a Throwing Mastery and Attack Specialization for the Fastball Special and I gave him some immunity to magic affects, being the great grandson of the great evil Russian sorcerer Rasputin.

Clean Up 4/29/10: I really thought hard about it, but I decided to take Pete down a PL for now.


Been working on a lot of updates into addition to the Jobbers I've been posting. Again, I am trying to reign in the PLs here so I took Pete down to PL10. For now.

Also updated Atlas, Captain Marvel (Batson), Brainiac, Kal-L, Aquaman, Diamondhead, Hercules and J'onn recently. And others, I think. Shame all this free time won't last... :wink:
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Re: J-Mart II: Electro, Sandman, Flamingo, Machete, Zaran

Postby Thorpacolypse » Thu Apr 29, 2010 7:02 pm

The customers asked, and J-Mart II delivers! Another addition to the JOB SQUAD line gets stocked on the Marvel Aisle!

Image
Just because you don't pull in much dough as a jobber villain doesn't mean you need to skimp on manicures and pedicures, dude...

ARMADILLO
PL:
9 (116 pp) – OPL: 8.5; DPL: 8.5

ABILITIES: STR: 28 [20] (+9/+5) DEX: 10 (0) CON: 28 [24] (+9/+7) INT: 9 (-1) WIS: 10 (0) CHA: 10 (0)

SKILLS: Climb 4 (+9), Intimidate 7 (+7/+9), Knowledge [Streetwise] 4 (+3), Search (-1), Swim (+5)

FEATS: All-out Attack, Attack Focus (Melee) (3), Chokehold, Crushing Pin, Dodge Focus (1), Fearsome Presence (2), Improved Grab, Improved Grapple, Power Attack, Takedown Attack (1)

POWERS:
Growth 4 (Extras: Action [Continuous], Flaw: Permanent, PF: Innate [13pp]) [4]

Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Enhanced Strength 6 (6pp) [6]
Enhanced Constitution 10 (10pp) [10]
Super-Strength 4 (PF: Bracing [9pp]) [5]
Claw Strike 1 (Extra: Penetrating [10], PF: Mighty x9, Improved Critical [3pp]) [1]
Impervious Toughness 4 (4pp) [4]
Protection 4 (Extra: Impervious [8pp]) [4]
Super-Movement 1 (Wall-Crawling [2pp]) [1]
Burrowing 2 (2pp) [2]


COMBAT: Base Attack +5, Melee +7, Ranged +4, Grapple +24 [Unarmed +9 (Bruise); Claw Strike +10, 19-20 Critical (Lethal/Bruise)]; Defense 14 (11 flat-footed); Init +0; Knockback -10

SAVES: Toughness +13 (+13 flat-footed, +8 Impervious), Fortitude +11, Reflex +2, Will +3

DRAWBACKS:

Abilities 7 + Skills 4 (16 ranks) + Feats 13 + Powers 67 + Combat 18 + Saves 7 – Drawbacks 0 = 116 / 116

Comments: Another powerhouse punching bag, Armadillo. He's actually a sympathetic character, really. He got tricked into the experiments that made into what he is to get money to cure his wife who had some weird disease. Then he did and she cheated on him. So he tried to get money to get his appearance/condition fixed so he was a jobber villain and got sent to Rykers. He tried to go straight in The Initiative and that didn’t work, so instead of a jobber hero, he’s now a jobber villain again.

In the Thorpacoverse, he's in the Kingpin's employ, working as muscle and doing small time stuff while The Kingpin plots his next big move.
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