J-Mart: Preparing for Relocation... :)

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Thorpacolypse
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Postby Thorpacolypse » Thu Feb 07, 2013 7:29 pm

We're getting ready to end our Fantasy Line run (for now) with one last special! And it's a BIG TIME SPECIAL!

Image
The hills are alive...with sounds of...big, dumb, galoots throwing rocks...

HILL GIANT
PL: 8 (71 pts) - OPL: 8 ; DPL: 8

ABILITIES: STRENGTH 7, STAMINA 8, AGILITY -1, DEXTERITY 0, FIGHTING 7, INTELLECT -2, AWARENESS 0, PRESENCE -1

SKILLS: Athletics 4 (+11), Deception (-1), Expertise [Survival] 7 (+5), Intimidation 8 (+7/+9), Perception 5 (+5), Persuasion (-1), Ranged Combat [Throwing] 6 (+6), Stealth (-1/-5)

ADVANTAGES: All-Out Attack, Equipment (1), Improved Smash, Languages (1) (Most speak Common, 1 other, Base: Giant), Power Attack, Takedown (1)

POWERS:
Hill Giant Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Thick Hide: Protection 2, Impervious 2, Immunity 1 (Environmental Cold); 7 pts
Giant Senses: Senses 1 (Low-light Vision); 1 pt

EQUIPMENT:
(5 pts)
Greatclub: Bludgeoning Strength-based Damage 2; 2 pts

OFFENSE:
Initiative -1
Close Attack +7 [Unarmed +7; Greatclub +9]
Ranged Attack +0
Throwing +6

DEFENSES:
Dodge +3 [DC13] Parry +6 [DC16]
Toughness +10 (+2 Impervious), Fortitude +10, Will +4

COMPLICATIONS:
Reputation: Big, dumb brutes.

Abilities 20 + Skills 15 (30 ranks) + Advantages 6 + Powers 17 + Defenses 13 = 71 / 71

Comments: So I thought I would end this current fantasy run with some of my favorite fantasy creatures, the giants. I didn’t stray much from the standard fantasy setup for any of them, especially Hill Giants. In Gloriant, they are around 10-12 feet tall, dumb as the rocks they throw but a good challenge for a team of lower level heroes.

I felt weird about giving them, and other upcoming giants, rocks as equipment as some others have done. It just seemed to weird to think of a bunch of Hill or Stone Giants going to raid a town and carrying a bunch of rocks in a pack on their backs like Green Arrow carries his quiver. So I am just handwaving that they will have rocks to throw (most of the time, anyway, or they could get a complication) and I’ll set it up like this:

D20 rolls:
1-6 – Medium Rock: Ranged Damage 6 (Flaw: Diminshed Range [10/25/50])
7-13 – Large Rock: Ranged Damage 7 (Flaw: Diminshed Range [10/25/50])
14-20 - Boulder: Ranged Damage 8 (Flaw: Diminshed Range [10/25/50])
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:23 pm, edited 2 times in total.
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Postby Thorpacolypse » Thu Feb 07, 2013 7:36 pm

Our BIG TIME SPECIAL continues with this new item for Aisle 22!

Image
This girl is on fire...

FIRE GIANT
PL: 9 (106 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 0, DEXTERITY 1, FIGHTING 7, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics 4 (+13), Deception (+1), Insight (+1), Intimidation 8 (+9/+12), Perception 4 (+5), Persuasion (+1), Ranged Combat [Throwing] 6 (+7), Stealth (+0/-6)

ADVANTAGES: All-Out Attack, Improved Smash, Languages (1) (Common, 1 other, Base: Giant), Takedown (1)

POWERS:
Fire Giant Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
Fire Aura: Reaction Fire Damage 1 (Extra: Reaction [being touched]); 4 pts
Thick Hide: Protection 2, Impervious 2, Immunity 6 (Heat, Fire Damage); 12 pts
Giant Senses: Senses 1 (Low-light Vision); 1 pt
Fire Giant Greatsword: 13 pts traits, Easily Removable (-6 pts); 7 pts
Greatsword Strike: Fire Slashing Damage 2 (Extra: Dangerous, Extra Descriptor [Fire], Penetrating 8, Reach [5/10 ft]); 13 pts
Giant Armor: 7 pts traits, Removable (-1 pt); 6 pts
Fire Giant Armor: Protection 1, Impervious 3; 7 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +7 [Unarmed +9; Fire Giant Axe +11, Critical 19-20]
Ranged Attack +1
Throwing +7

DEFENSES:
Dodge +3 [DC13] Parry +6 [DC16]
Toughness +12 (+5 Impervious), Fortitude +11, Will +7

COMPLICATIONS:
Vulnerable: Fire Giants are vulnerable to cold and ice based effects.

Abilities 32 + Skills 11 (22 ranks) + Advantages 4 + Powers 43 + Defenses 16 = 106 / 106

Comments: I’ve never been a huge fan of Fire Giants, but if you have Frost Giants (which I will in a minute), you need to have Fire Giants, too.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:24 pm, edited 1 time in total.
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Postby Thorpacolypse » Thu Feb 07, 2013 7:43 pm

The BIG TIME SPECIAL keeps rolling with this new item!

Image
You're Stone cold...

STONE GIANT
PL: 9 (78 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 0, DEXTERITY 1, FIGHTING 6, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics 4 (+12), Deception (+1), Insight (+1), Intimidation 7 (+8/+10), Perception 4 (+5), Persuasion (+1), Ranged Combat [Throwing] 7 (+8), Stealth (0/-5)

ADVANTAGES: All-Out Attack, Close Attack (2), Improved Smash, Languages (1) (Common, 1 other, Base: Giant), Takedown (1)

POWERS:
Stone Giant Size: Growth 5 (+5 Str, +5 Sta, -2 Dodge/Parry, -5 Stealth, +2 Intimidation, Speed +0, +5 Mass, Reach [5 ft]; Extra: Innate, Permanent); 11 pts
Heal the Stone: Feature 1 (You can “heal” damage or upheaval to stone or stone construction, simply by smoothing over the damaged surface with your hands); 1 pt
Natural Geologist: Feature 1 (You can determine the type of any stone you encounter simply by touching [or perhaps even tasting] it); 1 pt
Giant Senses: Senses 1 (Low-light Vision); 1 pt
Stone Giant Club: 8 pts traits, Easily Removable (-4 pts); 4 pts
Club Bash: Bludgeoning Damage 2 (Extra: Penetrating 5, Reach [5/10 ft]); 8 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +8 [Unarmed +8; Stone Giant Club +10]
Ranged Attack +1
Throwing +8

DEFENSES:
Dodge +2 [DC12] Parry +5 [DC15]
Toughness +13 (+5 Impervious), Fortitude +11, Will +6

COMPLICATIONS:
Motivation: Stone Giants are very xenophobic. They do not like outsiders and will protect their clans at all costs.

Abilities 30 + Skills 11 (22 ranks) + Advantages 6 + Powers 18 + Defenses 13 = 78 / 78

Comments: Stone Giants are pretty cool, able to blend into rocky environments before surprising folks with a boulder to the back.

And forgive me, I am in quite the musical mood tonight! 8)
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:24 pm, edited 1 time in total.
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Postby Thorpacolypse » Thu Feb 07, 2013 7:52 pm

This BIG TIME SPECIAL keeps rolling along with this new item!

Image
Riders on the storm...

STORM GIANT
PL: 12 (234 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 12, STAMINA 12, AGILITY 2, DEXTERITY 2, FIGHTING 8, INTELLECT 3, AWARENESS 3, PRESENCE 4

SKILLS: Athletics 4 (+16), Deception (+4), Insight 5 (+8), Intimidation 7 (+11/+15) [Daze], Perception 7 (+10), Persuasion 3 (+7), Ranged Combat [Bow] 2 (+12), Stealth (+2/-6)

ADVANTAGES: Close Attack (2), Daze (1) (Intimidation), Languages (2) (Common, Draconic, Arcane, 2 others, Base: Giant), Power Attack, Ranged Attack (8), Takedown (1)

POWERS:
Storm Giant Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Immunity to Weather: Immunity 10 (Weather Effects); 10 pts
Storm Giant Physiology: Protection 3, Impervious 4, Immunity 3 (Aging, Drowning); 14 pts
Giant Senses: Senses 1 (Low-light Vision); 1 pt
Weather Resistant: Feature 1 (No matter the weather conditions, you remain dry, your hair and clothing never mussed by the wind); 1 pt
Stormy Moods: Feature 1 (The weather dramatically reflects your emotions, giving you a circumstance bonus for appropriate interaction skill checks [like Intimidation]); 1 pt
Breezy: Feature 1 (You can create small gusts of wind, roughly equal to a –5 rank Move Object effect; able to scatter small, light objects, ruffle hair or clothing, blow off hats, and so forth); 1 pt
Personal Storms: Feature 1 (You can create tiny “micro-storms” focused enough to water potted plants or to shower beneath); 1 pt
Fresh Air: Feature 1 (The air around you always smells as clean as after a rainstorm, dispelling any strong odors); 1 pt
Cloud Dispersal: Feature 1 (You can cause individual clouds in the sky to move, or even break up, by focusing your attention on them); 1 pt
Weather Control: Environment 8 (1 Mile Radius; 3 points of effect [cold, impair movement, and visibility], Extra: Selective); 32 pts
Storm Giant Weather Control: 36 pt Array; 39 pts
Chain Lightning: Ranged Multiattack Damage 12; 36 pts
Lightning Storm: Burst Area Damage 12 (Extra: Burst Area [30 ft radius], Selective, Flaw: Unreliable [5 uses]); 1 pt
Thunderbolt: Line Area Damage 12 (Extra: Line Area [30 ft radius]); 1 pt
Gale Force: Cone Area Move Object 10 (Extra: Cone Area 2 [120 ft cone], Flaw: Limited Direction [Away]); 1 pt

Storm Giant Weaponry: 14 pts traits, Easily Removable (-6 pts); 8 pts
Greatsword: Lightning Slashing Damage 2 (Extra: Dangerous, Extra Descriptor [Lightning], Penetrating 8, Reach [5/15 ft]); 13 pts
Giant Bow: Ranged Piercing Damage 6 (Extra: Extended Range 2 [100/200/500]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +10 [Unarmed +12; Greatsword +14, Critical 19-20]
Ranged Attack +10 [Chain Lightning +12, Multiattack; Gale Force Winds +10 Cone Area]
Bow +12 [Giant Bow +6]
Special Attack [Lightning Storm +12, Burst Area; Thunderbolt +12, Line Area]

DEFENSES:
Dodge +6 [DC16] Parry +9 [DC19]
Toughness +15 (+4 Impervious), Fortitude +14, Will +10

COMPLICATIONS:
Superiority Complex: Storm Giants, while generally easy to deal with, tend to look down on all other races and do not take kindly to comments or actions that contradict their implied superiority.

Abilities 60 + Skills 14 (28 ranks) + Advantages 15 + Powers 127 + Defenses 18 = 234 / 234

Comments: The mighty Storm Giants. I’m not sure I made them powerful enough but this feels good for a first run.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:26 pm, edited 1 time in total.
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Postby Thorpacolypse » Thu Feb 07, 2013 8:17 pm

Our last item in our BIG TIME SPECIAL is hitting the J-Mart shelves and it's a J-Mart Favorite item!

Image
You gots to chill...

FROST GIANT
PL: 9 (110 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 0, DEXTERITY 1, FIGHTING 6, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics 3 (+12), Deception (+1), Insight (+1), Intimidation 7 (+8/+11), Perception 4 (+5), Persuasion (+1), Ranged Combat [Throwing] 6 (+7), Stealth 8 (+8/+2)

ADVANTAGES: All-Out Attack, Close Attack (1), Improved Smash, Languages (1) Common, 1 other, Base: Giant), Takedown (1)

POWERS:
Frost Giant Size: Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass, Reach [5 ft]; Extra: Innate, Permanent); 13 pts
Insta-Chill: Feature 1 (You can cool small, hot items instantly by touch, turning boiling water into ice water, for example, or making hot food cold); 1 pt
Cold Shoulder: Feature 1 (You can generate a small drop in temperature, enough to give people “chills” in your immediate area, good for a circumstance bonus for some interactions); 1 pt
Thick Hide: Protection 2, Impervious 2, Immunity 5 (Cold Effects); 11 pts
Giant Senses: Senses 1 (Low-light Vision); 1 pt
Ice Walking: Movement 1 (Environmental Adaptation [Ice/Snow], Sure-Footed [Flaw: Limited to ice/snow]); 3 pts
Frost Giant Axe: 12 pts traits, Easily Removable (-4 pts); 8 pts
Frost Axe: Cold Slashing Strength-based Damage 2 (Extra: Dangerous, Extra Descriptor [Cold], Penetrating 7, Reach [5/10 ft]); 12 pts
Giant Armor: 7 pts traits, Removable (-1 pt); 6 pts
Frost Giant Armor: Protection 1, Impervious 3; 7 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +7 [Unarmed +9; Frost Giant Axe +11, Critical 19-20]
Ranged Attack +1
Throwing +7

DEFENSES:
Dodge +3 [DC13] Parry +6 [DC16]
Toughness +12 (+5 Impervious), Fortitude +11, Will +7

COMPLICATIONS:
Vulnerable: Frost Giants are vulnerable to heat and fire based effects.

Abilities 30 + Skills 14 (28 ranks) + Advantages 5 + Powers 44 + Defenses 17 = 110 / 110

Comments: I like Frost Giants a lot. Maybe it’s my Thor fascination, I suppose. These Frost Giants are pretty basic, but I added a few touches from the Cold Powers Power Profile for flavor. I bet you all thought I was going to link to Ice, Ice, Baby, huh? No way. Saving that for another upcoming build. :wink:

And that's it for the giants and my fantasy stuff, for now. I have a few more builds on the hard drive but I'm going to let them sit for a while and go back to comic stuff since I'm ready for that again now that's I turned a planned 10-20 build thing into an almost 100 build fantasy run. I also need to drop some PCs at the J-Mart PC Superstore, so look for some there in the new week or two.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:27 pm, edited 3 times in total.
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Postby Thorpacolypse » Sat Feb 09, 2013 1:21 pm

Check this new item for the J-Mart shelves!

Image
Nathan could walk away. It's not like things were going to get worse in New York. The Lost could stay as they'd been for the last decade or so, along with every other everyday person living with a society of immortal supernatural predators looking down on them, using them as food or for their own entertainment. Life would go on, with the weak suffering under the heels of the strong, like they had done throughout history.

Could Nathan walk away from that?

NO.


NATHAN SHEPHERD
PL: 7 (102 pts) - OPL: 7 ; DPL: 7

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 3, DEXTERITY 3, FIGHTING 5, INTELLECT 2, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 2 (+5), Athletics 5 (+7), Deception (+1), Insight 2 (+4), Intimidation (+1), Investigation 5 (+7), Perception 5 (+7), Persuasion (+1), Stealth 3 (+6), Vehicles 2 (+5)

ADVANTAGES: Close Attack (2), Defensive Roll (1), Equipment (3), Extraordinary Effort, Luck (Improve Roll) (1), Ranged Attack (2)

POWERS:
Reborn: Enhanced Advantages 2 (Beginner's Luck, Eidetic Memory), Senses 2 (Detect Magic [Mental, Ranged], Postcognition [Flaw: Limited to events in past lives]); 7 pts
Remembering Past Lives: Variable 2 (10 pts traits, Extra: Action [Move], Flaws: Limited to Skills and Advantages known in past lives); 14 pts

EQUIPMENT:
(15ep)
The Bag: 6ep for misc. EQ (Duct Tape, First Aid Kit, etc.)
Flashlight: Feature 1 (Illumination), Bludgeoning Strength-based Damage 1; 2ep
Sword: Slashing Strength-Based Damage 3, Critical 19-20; 4ep
Rattan Sticks: Bludgeoning Strength-Based Damage 2, Extra: Split; 3ep

OFFENSE:
Initiative +3
Close Attack +7 [Unarmed +2; Sword +5, Critical 19-20; Rattan Sticks +4; Flashlight +3]
Ranged Attack +5

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +4, Fortitude +7, Will +7

COMPLICATIONS:
Doing Good: Nathan has a strong desire to do the right thing
Enemy: Dorian, Eli, Gideon
Flashbacks: Nathan is sometimes haunted by flashbacks of his former lives
Relationships: His close friend and confidant, Cynthia, his father Mike, his best friend Ben, his girlfriend Laura, his kinda mentor Roland and The Lost
Responsibility: To protect the people and city of New York from the supernatural world that most of them don't even know exists
Secret Identity: He tries to keep his lifestyle concealed from the public at large and his not even told his inner circle what he truly is

Abilities 42 + Skills 12 (24 ranks) + Advantages 10 + Powers 21 + Defenses 17 = 102 / 102

Comments: So out of support for one of our own, Wordmaker, AKA Paul Anthony Shortt, I decided to buy his book, Locked Within. If you’ve read his awesome stories that he wrote while playing MnM 2E, you knew the man had writing talent. I have to admit, though, I tried to keep my expectations in check for his first book since good fan fiction is one thing, creating your own setting and writing an actual novel is an entirely different thing altogether...

Man, was THAT a waste of effort. :wink:

The book is good. REAL good. And I’m not just saying that because he’s one of us. I’m saying that because it’s good.

Locked Within is (hopefully) the first story of the protagonist, Nathan Shepherd, a young man from New York who has taken up investigating unexplained deaths. He feels compelled to do so, but he’s not quite for sure why. He has had vivid dreams of being a 19th century vampire hunter or a Roman general and others that have repeated themselves for years. Before long, after running into some vampires while investigating one mysterious death, he finds himself being drug into a supernatural world that most people have no idea exists. He finds out he’s a Reborn, a reincarnated soul that learns to draw on the experiences and abilities of his past lives. Can he use that strength to be the hero that the city needs?

Read the book and find out.

I was trying not to be too spoilerific in my Complications or the build itself. But basically, he’s a pretty well trained fighter when the book begins, but by the end of the book, he learns to draw on the experiences of his past selves and becomes a strong street level fighter, with a pretty high ceiling. I thought that was best characterized with a Taskmaster-lite Variable set-up, since I get the feeling there’s more to be shown of what he can do.

How’d I do, Word? :wink:
Last edited by Thorpacolypse on Sat Feb 09, 2013 4:36 pm, edited 2 times in total.
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Re: J-Mart: Scorpion, Giants, Nathan Shepherd

Postby Wordmaker » Sat Feb 09, 2013 3:40 pm

I love it! What a great build. Looks like it does everything Nathan can do, and plenty of ways for Extra Effort to come into effect, which really would be how Nathan wins most of his encounters.

Thanks so much for this!

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Postby Thorpacolypse » Mon Feb 11, 2013 9:21 pm

We've got a J-Mart Favorite item hitting the shelves!

Image
Bon appetit.

TONY CHU
PL: 6 (103 pts) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 5, INTELLECT 3, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 3 (+4), Deception 4 (+5), Expertise [Law Enforcement] 4 (+7), Insight 2 (+4), Intimidation 3 (+4), Investigation 8 (+11), Perception 8 (+10) [Second Chance, Ultimate Effort], Persuasion 2 (+3), Stealth 3 (+5), Vehicles 3 (+5)

ADVANTAGES: Benefit (2) (Status 2 – FDA Agent Clearance), Conspiracy Theorist* (1), Equipment (2), Fast Grab, Grabbing Finesse, Ranged Attack (3), Second Chance (1) (Perception Check vs. Taste), Ultimate Effort (1) (Perception)

POWERS:
Cibopathy: Senses 7 (Taste [Acute, Counters Concealment; Extra: Linked to Postcognition], Postcognition [Extra: Linked to Taste, Flaw: Requires tasting subject]); 6 pts
Cibopathic Mimicry: Variable 2 (10 pts traits, Physical Skills and Traits, Flaw: Limited to Skills and Advantages, Must taste subject mimicked); 10 pts
Cibopathic Polyglot: Comprehend 2 (Speak, Understand All Languages, Flaw: Limited to languages of subject tasted); 2 pts

EQUIPMENT:
(10ep)
Heavy Pistol: Ballistic Ranged Damage 4; 8ep

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +1]
Ranged Attack +5 [Heavy Pistol +4]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +2, Fortitude +5, Will +7

COMPLICATIONS:
Enemy: Tony has made a few enemies in his time in the FDA
Power Loss: Tony's powers do not work when he eats beets
Relationships: Tony has a large family that he does care for, even his dishonored brother Chow. He is also close to his sister, Toni, and is his partner Colby. He is also in love with Amelia Mintz
Reputation: Freak at best, cannibal at worst

Abilities 36 + Skills 20 (40 ranks) + Advantages 12 + Powers 18 + Defenses 17 = 103 / 103

Comments: While I was visiting family earlier just prior to Christmas, I was bored so I downloaded a few comics to read on my iPhone. I had heard good things about the comic Chew, so I got the first two. Ended up buying the first 5 before the end of the night and I am getting ready to order the next two trades with my Christmas money. It’s a really fun book.

Basically, Tony Chu lives in a world where there was a massive pandemic that killed millions of people and the government said it was bird flu caused by chicken so they have outlawed chicken. As such, it has become like prohibition and restaurant speak-easy’s have popped up all over. He starts out as a cop but gets recruited by the FDA after apprehending a serial killer in one of the chicken speakeasys because of his superpower, which is cibopathy. Basically, he can psychically see the origins of any food he eats. Therefore, fruits & vegetables give him the history of how the produce was farmed. However, eating any meat will give him vivid visions of how the animals were slaughtered. This ability was what led him to chase the serial killer chef at the chicken restaurant. When he tasted the chicken soup, he was flooded with visions of human beings who had been killed, chopped up & boiled into the soup. I won't go into how he learned the names of the victims...

The only food that doesn't give Chu any visions is beets so he eats a lot of them. I know it sounds like a weird premise for a comic, but it really works. The world that Jon Layman and Rob Guillory have created is great and I am saving up mad money to buy as many trades as I can in the very near future. I've only gotten through the first few issues but I am...hungry for more!

Booooooooooooooo...

I know it was cheap, Randal. But that joke was SO totally worth it!
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Re: J-Mart: Nathan Shepherd, Tony Chu

Postby Thorpacolypse » Tue Feb 12, 2013 4:49 pm

The next thing I'm working on is continued refinement of the Thorpacoverse. I like how Tattooedman started posting the info about his cities and organizations in separate posts, so I am going to follow suit. Should make it cleaner in the end as opposed to cramming them all into one post like I did earlier, plus it will give me room for some narrative, which I didn't have in a single post. Once I get a few of those done, I'll get back to the builds and hopefully some more fights. I did some re-reading of the Wordverse and BARON'S threads so they got my in the mood to play a little, if I can keep myself CCCS (Compulsive Character Creation Syndrome) under control long enough. :wink:
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Re: J-Mart: Nathan Shepherd, Tony Chu

Postby kenmadragon » Tue Feb 12, 2013 5:39 pm

In my experience if you wish to play but suffer from CCCS, the only solution is to be the GM. And I shall once more make the plea for your ThorpacaDresdenverse game... Or any other Thorpcaverse game. :D

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Re: J-Mart: Nathan Shepherd, Tony Chu

Postby Thorpacolypse » Tue Feb 12, 2013 8:26 pm

kenmadragon wrote:In my experience if you wish to play but suffer from CCCS, the only solution is to be the GM. And I shall once more make the plea for your ThorpacaDresdenverse game... Or any other Thorpcaverse game. :D


Yeah, but then I have to come up with a coherent plot and encounters and locales and such...that's an awful lot of work.

...but I'll consider it. :wink:
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Gotham City

Postby Thorpacolypse » Tue Feb 12, 2013 8:44 pm

GOTHAM CITY:

What is there to be said about Gotham City that hasn't been said? And everyone knows who's city it is.

Image

I take one thing back. There might be something about Gotham that hasn't been said. Much like Chicago, New Orleans and a few other points across the globe, Gotham has a convergence of ley lines that make it a supernatural powderkeg, as Doctor Fate has called it. While there hasn't been a rich history of magic like some other places, Doctor Fate and others, including many members of The White Council, believe that the dark magic that flows through Gotham manifests itself in a more subtle way. Despite the best efforts of Batman, his associates, and few dedicated cops, evil continues to rear it's head in Gotham and small time criminals that should be able to see the error of their ways continue to make the wrong choices again and again. Police statistics prove that there is a higher rate of "career criminals" than any other city in the nation. And Jack Hawksmoor says talking to the city spirit of Gotham is one of the more frightening things he's ever done and refuses to do it again.

Yet, even he said that within the blackness, there was an ember of hope that refused to be extinguished. He thinks it's Batman...

And just so I keep it straight in my head:

Bat Family Timeline:

* Batman starts in Gotham with Bruce being 23. He fights crime solo for 3 years
* Batman takes on Dick Grayson as Robin for 4 years being “fired” and becoming Nightwing
* Batman goes solo for about 6 months
* He takes on Jason Todd for about 1 year before he is killed by the Joker
* Batman goes solo for another 1 year
* Batman agrees to take on Tim Drake as Robin. He continues for about 3 years, although he quits for a few months in the middle, allowing Stephanie Brown to take on the Robin role for a few months.
* Bruce Wayne “dies” battling Darkseid. Dick Grayson becomes Batman for about 1 year. Tim Drake becomes Red Robin. Damian Wayne becomes the new Robin.
* Bruce Wayne returns. Both he and Dick operate as Batman for about 6 months. Dick decides to return to being Nightwing.
* Bruce and Damian are the current Batman and Robin. Bruce is just shy of 38 years old.

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KEY PLAYERS:

Heroes:

Batman (Bruce Wayne)


Batman Allies:


Nightwing



Birds of Prey:
Field Leader:

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Villains:

The Joker
Solomon Grundy (Gotham/The Long Halloween)
Last edited by Thorpacolypse on Sat Aug 17, 2013 8:58 pm, edited 4 times in total.
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Thorpacolypse
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Look...up in the sky!

Postby Thorpacolypse » Tue Feb 12, 2013 9:09 pm

METROPOLIS:

The Big Apricot. The City of Tomorrow. And home of the undisputed greatest superhero (at least in the Thorpacoverse):

Image

Using Jack Hawksmoor's communing with city spirits again, he said that Metropolis is a beautiful woman that always seems to be looking ahead. And that he has never met a city spirit that loves a single creature more than Metropolis loves Superman.

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Heroes:

Superman (Kal-El)

Superman Allies:

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Villains:

Lex Luthor
Last edited by Thorpacolypse on Sat Aug 17, 2013 9:00 pm, edited 1 time in total.
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Chicago

Postby Thorpacolypse » Tue Feb 12, 2013 9:18 pm

CHICAGO:

I think that's how Chicago got started. A bunch of people in New York said, 'Gee, I'm enjoying the crime and the poverty, but it just isn't cold enough. Let's go west! - Richard Jeni

The Second City (although it has since been surpasses in size by Los Angeles, Gotham City, Metropolis and St. Louis [only in the Thorpacoverse :wink: ]) has a rich superhuman, and supernatural city. While it is home to the Savage Dragon, and new home to Nightwing and the Teenage Mutant Ninja Turtles, the main figure in Chicago remains:

Image

The "Mad Wizard Dresden" has taken on gods, monsters, and aliens (again, in my setting) and come out on top, even cheating death itself to continue his quest against the evils of the world. While his list of allies has grown, so has his list of enemies. At a MUCH higher rate, unfortunately.

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Heroes:

Harry Dresden
Nightwing

TMNT:



Harry's Allies:


Villains:


John Marcone's Organization:



Midnight Fire's Crew:

Joystick


The Foot Clan:

The Shredder

The Foot
The Foot Elite


Creatures of the Nevernever:

Malks
Ogres
Shellycobbs
Last edited by Thorpacolypse on Sat Aug 17, 2013 8:54 pm, edited 2 times in total.
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Re: J-Mart: Nathan Shepherd, Tony Chu

Postby luketheduke86 » Tue Feb 12, 2013 9:53 pm

Looking forward to reading more about all of the locales and organizations in your world Thorp. I especially like how you have Jack Hawksmoor's visions of the cities, it's a pretty awesome touch 8).
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.


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