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Thorpacolypse
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#35

Post by Thorpacolypse » Wed Sep 22, 2010 7:37 pm

Another one of THE BIG GUNS OF THE THORPACOVERSE hits the Aisle 2 shelves and it's a long time JM Favorite item.

Image
Logan,

You're angry now, but I hope in time you'll understand. The school has my best wishes and complete support. I have every faith you will teach the children in the spirit of Xavier and prepare them for the better world to come.

I will keep them alive.

You urged me to be the better man. I'd like to be that. I honestly would.

But when you're being the better man, I don't need to be.

Instead, I can be the man who does what's necessary.

-----------------------------------------------------------------

I see a man. A uniformed man with his hands around the throat of a new mutant just coming into bloom...

I see a man with a gun pointed at the head of a child.

I'm NOT going to have my people treated that way.

I'm NOT going to have it!

And shame on you (Captain America) for not seeing that! - Cyclops


CYCLOPS
PL: 12 (188 pts) - OPL: 12 ; DPL: 10

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

SKILLS: Acrobatics 5 (+8), Athletics 7 (+9), Close Combat [Unarmed] 4 (+12), Deception 4 (+8), Expertise [Tactics] 15 (+18), Insight 9 (+13) [Assessment], Intimidation 3 (+7), Perception 7 (+11), Persuasion 7 (+11), Ranged Combat [Optic Blasts] 4 (+11), Stealth 2 (+5), Technology 4 (+7), Treatment 2 (+5), Vehicles 9 (+13)

ADVANTAGES: Accurate Attack, Assessment, Combat Leader*, Defensive Roll (3), Improved Aim, Improved Critical (1) (Optic Blast), Improved Disarm, Improved Initiative (1), Inspire (3), Leadership, Power Attack, Precise Attack 2 (Ranged, Cover; Ranged, Concealment), Ranged Attack (3), Takedown (1), Teamwork

POWERS:
Complex Mathematics: Quickness 3 (Flaw: Mental only, Limited [Complex mathematics only]); 1 pt
Summers Brother: Immunity 2 (Own powers, Havok's powers); 2 pts
Optic Blasts: 27 pt Array; 30 pts
Concentrated Blast: Ranged Energy Damage 13 (Extra: Extended Range [50/100/250]); 27 pts
Force Beam: Move Object 13 (Flaw: Limited to moving away); 1 pt
Wide Area Blast: Cone Area Energy Damage 12 (Extra: Cone Area [60 ft cone]); 1 pt
Rapid Fire Blast: Ranged Multiattack Energy Damage 9; 1 pt

Optic Visor: 5 pts traits, Removable (-1); 4 pts
Targeting Aids: Enhanced Advantages 5 (Accurate Attack, Improved Aim, Improved Disarm, Precise Attack 2 [Ranged, Cover; Ranged, Concealment]); 5 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +8
Unarmed +12 [Unarmed +2]
Ranged Attack +7
Optic Blasts +11 [Optic Blast +13, Critical 19-20; Rapid Fire Blasts +9, Critical 19-20, Multiattack; Force Beam Move Object +13]
Special Attack [Wide Area Blast +12, Cone Area]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7, Fortitude +8, Will +12

COMPLICATIONS:
Enemy: Sinister, Magneto, Vulcan.
Power Loss: Prolonged absence from sunlight causes his powers to fade.
Prejudice: Mutant.
Relationships: Jean Grey, Emma Frost, Havok.
Reputation: Mutant revolutionary and Phoenix avatar.
Responsibility: He's the leader of the X-Men and has a growing role as an overall superhero and world leader.
Uncontrolled power: Scott's blasts are permanent and uncontrolled without his visor or Ruby Quartz shades, releasing a continual 11 rank cone area blast. The only way he can turn them off is by closing his eyes.

Abilities 64 + Skills 41 (82 ranks) + Advantages 18 + Powers 38 + Defenses 27 = 188 / 188

Build Comments: Everyone knows I love Cyclops so it should have been expected that I would include him in this run. I've carried on before on how I feel he's the best leader in comicdom right now, even with the cluster that has been Second Coming.

He was a really easy conversion and I felt pretty good about him after only about 10 minutes, which is scary so I know I missed something. I may change up his blast power at some point but I like the Uncontrolled flaw and the visor removing it.

Secret Origins: Scott Summers is the oldest son of Major Christopher Summers, who was a test pilot in the U.S. Air Force and his wife Katherine Ann. His younger brother is Alex, also known as the mutant Havok. When Scott and Alex were boys, they were flying home from a family vacation in their father's vintage private plane, a scout ship from the alien Shi'ar Empire suddenly materialized and set the plane ablaze. Katherine pushed Scott and Alex out the plane door with the only available parachute. The parachute caught fire, so Scott used his mutant optic blasts for the first time to slow their descent. Scott and Alex were unaware that their parents had been teleported from the plane by the Shi'ar a moment before it exploded. They were also unaware that their mother was with child, their brother Gabriel, who would become Vulcan.

Scott suffered a head injury on landing which was believed to have damaged the part of Scott's brain that would have enabled him to control his optic blasts. The two boys were hospitalized and both suffered traumatic amnesia regarding the incident. The geneticist Mr. Sinister took an interest in the boys. He believed that Scott was the Summers brother with the most potential, so he had Alex adopted to both separate them and render Scott emotionally vulnerable.

One night, Scott woke up and destroyed the roof of the hospital with his optic blast. When Scott woke up again, a year had past. Upon recovering, Scott was placed in the State Home for Foundlings, an orphanage in Omaha, Nebraska. There he was subjected to batteries of tests and experiments by the orphanage's owner, Mr. Milbury, an alias for Mr. Sinister. Sinister placed mental blocks on Scott and took-on the role of "Lefty", who was Scott's roommate and would bully him at the orphanage. Sinister intervened any time anyone came close to adopting Scott.

As a teenager Scott began to suffer from severe headaches and he was sent to a specialist, Sinister, who provided him with lenses made of ruby-quartz . Soon after, Scott's mutant power erupted from his eyes as an uncontrollable blast of optic force. The blast demolished a crane, causing it to drop its payload toward a terrified crowd. Scott saved everyone by obliterating the object with another blast, but the bystanders believed that he had tried to kill them and rallied into an angry mob. Scott fled, escaping on a freight train.

Scott was drawn to a mutant criminal known as the Jack O'Diamonds. Jack O'Diamonds sought to use Scott's new found talent in his crimes and physically abused the young boy when he initially refused. However, Scott's display of power had attracted the attention of the mutant telepath Professor Charles Xavier, who teamed up with FBI agent Fred Duncan to find Scott. Scott was rescued from the villain’s clutches and was enlisted by Professor Xavier as the first member of the X-Men, a team of young mutants who trained to use their powers in Professor Xavier's dream for human/mutant equality.

In the School for Gifted Youngsters the X-Men were tutored by Professor X and trained in the use of their powers in the Danger Room. Xavier provided Scott with a visor made of ruby quartz to help him control his powers in the field. As Cyclops, Scott became deputy leader of the X-Men. While he was a skilled tactician, Scott's social skills were lacking. Scott had fallen in love with his teammate Jean Grey, but his reserved demeanor prevented him from expressing his actual feelings for her.

For a long time, Scott refused to admit, even to himself, that he had feelings for Jean, afraid he would be hurt again or that his optic blasts would hurt her - or anyone else he cared about for that matter. Scott also felt he was no match for his wealthy teammate, Warren Worthington III, a.k.a. Angel who was also romantically interested in Jean. What Scott did not know was that Jean actually had a crush on him too, but was too shy to make a move. Eventually they revealed their passion for each other and began to date.

The Story so Far: When most of his original students were captured by the sentient island-being Krakoa, Prof. Xavier sent another team comprised of Dr. Moira MacTaggert's students, one of whom was Cyclops' long-lost brother Gabriel, aka Kid Vulcan, to rescue them. After the team freed Cyclops, they were seemingly killed. Cyclops escaped, but Prof. Xavier wiped the traumatizing knowledge that his new-found brother had seemingly died saving him from Cyclops' memories.

Prof. Xavier assembled another new team of X-Men, including Sunfire, Banshee, Colossus, Nightcrawler, Storm, Wolverine, and Thunderbird. Scott led this new team, this time successfully rescuing the original X-Men from Krakoa.

When Jean and the other original X-Men left the fold following the formation of the new X-Men, Cyclops stayed-on as deputy leader, feeling that he would never be able to lead a normal life because of the uncontrollable nature of his powers, though he continued to date Jean. The new team was made up of individuals and loners, such as Wolverine, who quickly developed feelings for Jean.

They weren’t initially working as tight a unit as the original team despite the hard training that Cyclops put them through. Thunderbird was killed in the new team’s first mission against Count Nefaria and his Ani-Men and it haunted Cyclops. For a time, he left the X-Men but he eventually returned to continue to play a role on the team, either as leader or advisor. During this time, he and Jean were married and were happy for some time until The Phoenix overtook Jean, causing her death. Scott again took a leave from the team but when Jean returned, he came back to the school again.

When it was believed that Charles had been killed, Scott took over as headmaster of the school. He and Jean split up and he fell in love with the reformed White Queen of the Hellfire Club, Emma Frost. She became the co-Headmistress and helped him run the school during it’s most turbulent times, including the return of The Phoenix and Jean’s second, and last (for now) death, attacks by Apocalypse and the apparently reformation, then betrayal by the X-Men’s oldest foe, Magneto.

The most difficult time was the apparently end of the mutant race as new mutant births began to dwindle then cease. After the massive Sentinel attack on Genosha that killed thousands of mutants, along with the persecution of their race and their continues infighing, the mutant race’s numbers fell below 1000 total. Scott, Beast and several other mutant leaders tried to figure out the reason and restore their race, but to no avail.

However, the unexpected birth of the child who would become Hope Summers rekindled hope that their race was not lost. And the following year, when the Green Lantern Corps confirmed the rebirth of The Phoenix and it’s destructive trip towards Earth, Scott saw its return as a sign that it would be restart the mutant race. Superman, Captain America and others saw its return as doom for the planet. Cyclops’ refusal to give up Hope Summers to the combined forces of the Justice League and Avengers set off a massive battle, with both mutant hero and villain alike joining with Scott to battle for what they felt was their last shot at their races’ survival.

During a confrontation with The Phoenix force, Tony Stark’s attempt to destroy the it instead split the power between Scott, Emma, Colossus, Magic and Namor, creating what was known as the Phoenix Five. Every time one of them fell, though, their power was consolidated into the remaining members. Finally, Scott was the sole wielder of the Phoenix Force and he fought the combined forces of the X-Men, Justice League, Avengers and Stormwatch to a standstill until The Scarlet Witch, Hope and the Martian Manhunter were able to strip the Force from him and disperse it, causing the rejuvenation of the mutant race.

Scott was jailed for his crimes, but eventually escaped with the help of Magneto, Magik and Omega Sentinel. With new mutants manifesting at a higher rate than ever, mutant paranoia and persecution was growing at even more alarming rate. Together with Magneto and Magik, Cyclops went about liberating unjustly imprisoned mutants and offering them help with their powers and a place on his team. Acting on an old idea, he made the former headquarters of Weapon X his team's new home. While attempting to liberate Emma Frost, Cyclops and Magneto both began to lose control of their powers. Emma revealed that she had also been going through this and told them that the Phoenix Force had altered the nature of their powers. Cyclops vowed to find a way to fix Magneto, Emma and himself.

So his mission was set and he would begin to re-train, in secret, to somehow regain control of his abilities, as well as train his newest students in an abandoned Weapon X facility in Western Canada that he deemed the "New Xavier's School for the Gifted." As Cyclops began to rescue more and more mutants, the people on the street began to deem him as a "Revolutionary" holding signs and t-shirts stating "Cyclops was right".

Eventually, there was a conflict between The Avengers and Scott’s team, but it was interrupted by the arrival of XXXXX. The teams joined forces with the later arriving Justice League to quell the threat. Scott surrendered to Captain America peacefully, expecting to go back to prison. But after some time in SHIELD holding facility, Rogers, Nick Fury and Cecil Stedman advised him that he was being pardoned. Joined shortly thereafter by Superman, Batman and Xavier, Cap explained that in earlier discussion where Scott had accused him of not doing enough for mutants, he realized that Scott was right. That they should have worked together from the beginning to resolve The Phoenix issue and that he felt like he didn’t learn anything from the Civil War. And Stedman said his popularity had grown so much that they figured the only way to settle the tense human/mutant relations was for him to take lead role working with other heroes. So Superman and Batman asked him to become the new leader of the Justice League, which, after talking it over with Xavier, he accepted.

Characterization: Scott has initially a reluctant leader of the X-Men and even though he was strong of will, he lacked confidence at times and he was very muted and stoic in his personality. After all that he has gone through over the years, though, he has changed and become a more forceful and outspoken leader, much to the delight of Xavier and the X-Men as a whole.

He is a tactical genius and refuses to admit defeat, which has sometimes come to his own, and the team’s detriment. Still, his leadership qualities are so well respected that when Superman and Batman decided to step back from lead roles in The Justice League, they handpicked him to lead the newest incarnation of The League, on recommendation from someone he hasn’t seen eye-to-eye with often, Captain America.

Friends and Foes: Cyclops has purposely shut several of his close friends out of his over the past few years for varying reasons. He was extremely close to the original X-Men but Iceman and Beast have disagreed with his recently methods, Jean is gone (for now) and he and Angel remain decent terms, but are not close anymore. He and Wolverine have a great respect for each other, but have had their share of confrontations, first over their shared love of Jean, and more recently about their role of how to train the new generation of mutants. This led to Wolverine starting up his own school, The Jean Grey School for the gifted, which, after their minor reconciliation, houses all the students from Scott’s New Xavier’s school.

He and Charles Xavier had a father-son relationship for years, but it became strained for while due to Xavier’s initial deceptions and later on his perceived undermining of Scott’s leadership of the X-Men. As of late, though, they have begun to reconcile. Scott’s moving on to the Justice League and leaving the school back in the hands of Xavier and Wolverine have certainly helped.

He has had a number of relationships, most notably with his teenage love Jean Grey and most recently with Emma Frost. He and Emma are currently not dating, but they still have feelings for each other and everyone expects a reconciliation in short order.

Scott has acquired many enemies in his time with the X-Men, but his most personal enemy is Mister Sinister, due to the torture he inflicted on Scott in his earlier life. Sinister sees Scott as his greatest project and continues to plague him, even after many supposed deaths.

Clean Up 4/4/13: Several updates to Cyclops. He was one of the first builds I did in 3E and it showed. Much cleaner now.

Clean Up 8/14/13: Scott gets the Superior Thorpacoverse treatment. My original build remains for when I flip-flop. :wink:
CYCLOPS
PL: 12 (187 pts) - OPL: 12 ; DPL: 11

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

SKILLS: Acrobatics 4 (+7), Athletics 5 (+7), Close Combat [Unarmed] 4 (+12), Deception 4 (+8), Expertise [Tactics] 15 (+18), Insight 9 (+13) [Assessment], Intimidation 5 (+9), Perception 7 (+11), Persuasion 6 (+10), Ranged Combat [Blast] 3 (+10), Stealth (+3), Technology 3 (+6), Treatment 2 (+5), Vehicles 9 (+13)

ADVANTAGES: Assessment, Defensive Roll (3), Equipment (1), Improved Critical (1), Improved Initiative (1), Inspire (3), Leadership, Power Attack, Ranged Attack (3), Takedown (1), Teamwork

ENHANCED ADVANTAGES: Accurate Attack, Improved Aim, Improved Disarm, Precise Attack (2) (Ranged, Cover; Ranged, Concealment)

POWERS:
Complex Mathematics: Quickness 3 (Flaw: Mental only, Limited [Complex mathematics only]); 1 pt
Summers Brother: Immunity 2 (Own powers, Havok's powers); 2 pts
Optic Blasts: 29 pt Array; 33 pts
Concentrated Blast: Energy Ranged Damage 14 (Extra: Extended Range [50/100/250]); 29 pts
Force Beam: Move Object 14 (Flaw: Limited to moving away); 1 pt
Wide Area Blast: Cone Area Energy Damage 11 (Extra: Area Cone [60 ft cone]); 1 pt
Rapid Fire Blast: Multiattack Energy Ranged Damage 9; 1 pt

Optic Visor: 5 pts traits, Removable (-1); 4 pts
Targeting Aids: Enhanced Advantages 5 (see Advantages); 5 pts

EQUIPMENT:
(5ep)
X-Men Costume: Protection 1, Feature 1 (Monitors vital signs); 2ep
X-Men Commlink: Senses 2 (Communication Link [Radio, X-Men, X-Mansion]); 2ep

OFFENSE:
Initiative +7
Close Attack +8
Unarmed +12 [Unarmed +2]
Ranged Attack +7
Optic Blasts +10 [Optic Blast +14, Critical 19-20; Rapid Fire Blasts +9, Critical 19-20, Multiattack; Force Beam Move Object +14]
Special Attack [Wide Area Blast +9, Cone Area]

DEFENSES:
Dodge +14 [DC24] Parry +12 [DC22]
Toughness +8, Fortitude +8, Will +12

COMPLICATIONS:
Enemy: Sinister, Magneto, Vulcan
Power Loss: Prolonged absence from sunlight causes his powers to fade
Prejudice: Mutant
Relationships: Jean Grey, Emma Frost, Havok
Responsibility: He's the leader of the X-Men and has a growing role as an overall superhero and world leader
Uncontrolled power: Scott's blasts are permanent and uncontrolled without his visor or Ruby Quartz shades, releasing a continual 11 rank cone area blast. The only way he can turn them off is by closing his eyes.

Abilities 64 + Skills 38 (76 ranks) + Advantages 24 + Powers 34 + Defenses 27 = 187 / 187
Last edited by Thorpacolypse on Thu Apr 24, 2014 8:02 pm, edited 10 times in total.
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Thorpacolypse
Cosmic Entity
Cosmic Entity
Posts: 7994
Joined: Tue Aug 15, 2006 8:19 pm
Location: Bloomington, IL (Summer home in the dark recesses of the human psyche...)

#36

Post by Thorpacolypse » Thu Sep 23, 2010 8:05 pm

Our take on THE BIG GUNS OF THE THORPACOVERSE is winding down with just a couple more builds for this special. And this item needs no further introduction.

Image
You think you can fool me? You think so? You can't. Because I know all the tricks. Hell, I invented them. And sooner or later... I will find you. Wherever you are... you can't hide from me. Hide in the dark. Because I live here... in the dark... in Gotham. It's my city. - Batman

BATMAN (BRUCE WAYNE)
PL: 12 (292 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 6, DEXTERITY 7, FIGHTING 14, INTELLECT 9, AWARENESS 7, PRESENCE 7

SKILLS: Acrobatics 9 (+15), Athletics 11 (+15), Close Combat [Unarmed] 2 (+20), Deception 8 (+15), Expertise [Criminology] 11 (+20), Expertise [Science] 6 (+15), Expertise [Streetwise] 11 (+20), Insight 8 (+15) [Assessment, Combat Clarity], Intimidation 15 (+22) [ Daze, Skill Mastery, Startle], Investigation 13 (+22) [Contacts, Skill Mastery, Ultimate Effort, Well-Informed], Perception 13 (+20), Persuasion 8 (+15) [Connected], Ranged Combat [Throwing] 2 (+15), Sleight of Hand 13 (+20) [Conceal Efforts], Stealth 14 (+20) [Accelerated Stealth, Hide in Plain Sight], Technology 6 (+15) [Inventor], Treatment 2 (+11), Vehicles 6 (+13)

ADVANTAGES: Accelerated Stealth*, Assessment, Benefit (6) (Status – He’s Batman, Wealth 5 [Billionaire]), Close Attack (4), Combat Clarity* (1), Conceal Efforts*, Connected, Contacts, Daze (1) (Intimidation), Defensive Attack, Defensive Roll (2), Eidetic Memory, Equipment (23), Evasion (1), Extraordinary Effort, Hide in Plain Sight, Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Improved Trip, Inventor, Languages (3) (Spanish, Mandarin, Japanese, French, Russian, 5 others, Base: English), Luck (Inspiration) (1), Move-by Action, Power Attack, Precise Attack (2) (Close, Concealment; Ranged, Cover), Quick Draw, Ranged Attack (6), Redirect, Skill Mastery (2) (Intimidation, Investigation), Startle, Takedown (1), Tracking, Ultimate Effort (1) (Ultimate Investigation Check), Uncanny Dodge, Well-Informed

POWERS:
NONE

EQUIPMENT:
(115 pts)
The Batsuit: Protection 1, Immunity 2 (Critical Hits, Flaw: Limited [Ballistics only]); 2 pts
The Cape and Cowl: Senses 2 (Low Light Vision, Infravision), Commlink (Communication 3 [Radio, Statewide/Small Nation, Extra: Subtle, Flaw: Limited to Bat Family]); 12 pts
The Cape: Movement 1 (Safe Fall, Flaw: Uncontrolled), Long Cape (see Batgirl's Guide to Capes for benefits); 2 pts
Grapple Gun: Movement 1 (Swinging), Ranged Trip; 3 pts
Lockpicks: Feature 1 (Tools, Technology), Concealable; 2 pts
Utility Belt: (35 pts)
Bat Flash Bang Grenade: Ranged Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware; resisted by Dodge], Extra: Burst Area [30 ft radius], Extra Condition, Flaw: Dimished Range [5/10/25]); 19 pts
Batarang: Ranged Bludgeoning Strength-Based Damage 2; 1 pt
Exploding Batarangs: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius), Flaw: Unreliable (5 uses); 1 pt
Thermite: Burst Area Damage 9, Extra: Burst Area (30 ft radius), Trigger, Flaw: Unreliable (5 uses); 1 pt
Bolo: Ranged Grabbing 4, Flaw: Diminished Range (10/25/50); 1 pt
Bat Tear Gas Grenades: Ranged Cloud Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually Disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition, Flaw: Diminished Range [5/10/25]); 1 pt
Bat Shuriken: Ranged Multiattack Piercing Damage 1, Flaw: Unreliable (5 uses); 1 pt
Smoke Grenade: Cloud Area Concealment 4 (Visual, Resisted by Dodge; Extra: Attack, Cloud Area [15 ft radius]); 1 pt
Mini-Tracers: Senses 1 (Tracking [Radio], 5 Mile range); 1 pt
Antitoxin: Feature 1 (+5 bonus on resistance checks against toxins); 1 pt
Gas Mask: Immunity 2 (Gases/Eye and Lung Irritants [12 hour limit]); 1 pt
Rebreather: Immunity 2 (Suffocation); 1 pt
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Flashlight: Feature 1 (Illumination); 1 pt
Binoculars: Feature 1 (+5 Perception [Visual at Distance]); 1 pt
First Aid Kit: Feature 1 (Tools, Treatment); 1 pt
Evidence Kit: Feature 2 (Tools, Analyze Evidence, Investigation); 1 pt
Vehicles: (55 pts)
The Batplane: Size - H, Strength - 10, Speed - 12, Def - 8, Tough - 10, Air-to-Air Missiles (Burst Area Ballistic Ranged Damage 11, Extra: Burst Area 8 [30 ft radius], Homing 6), Features 2 (Cloaking, Remote Control); 52 pts
The Batmobile: Size - H, Strength - 9, Speed - 6, Def - 6, Tough - 10, Features 21 (Alarm 4 [DC35], Caltrops, Hidden Compartments 2 [DC25], Navigation System, Oil Slick, Remote Control, Smokescreen, Impervious 5); 1 pts
The Batboat: Size - L, Strength - 9, Speed - 6, Def - 6, Tough - 10, Features 20 (Alarm 4 [DC35], Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 5); 1 pts
The Batpod: Size - M, Strength - 2, Speed - 6, Def - 10, Tough - 8, Features 20 (Alarm 4 [DC35], Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 5); 1 pts

OFFENSE:
Initiative +10
Close Attack +18
Unarmed +20 [Unarmed +4, Critical 19-20]
Ranged Attack +13 [Ranged Attack +0; Batarangs +6; Bat Shuriken +1, Multiattack]
Throwing +15 [Batarangs +6; Bat Shuriken +1, Multiattack; Bat Bolo Grab +4]
Special Attack [Bat Flash Bang Affliction +5, Burst Area; Bat Tear Gas Affliction +5, Burst Area; Thermite +9, Burst Area; Exploding Batarangs +5, Burst Area;]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +8 (+6 without Defensive Roll), Fortitude +10, Will +13

COMPLICATIONS:
Enemy: The Joker, Ra's Al Ghul, Two-Face, Catwoman (sometimes).
Flashbacks: Batman is sometimes stunned by traumatic flashbacks to the night his parents were murdered, especially in connection to Crime Alley, where the killings took place.
Obsession: Batman is driven to fight crime by the murder of his parents and the promise he made to rid Gotham of the evil that took their lives.
Relationships: He has strong relationships with Tim Drake-Wayne, Dick Grayson-Wayne, Damian Wayne, Cassandra Cain-Wayne, Alfred, Jason Todd, Commissioner Gordon, Lucious Fox, Barbara Gordon, Superman and Wonder Woman. And sometimes Catwoman.
Responsibility: Batman sees Gotham as "his city" and protects it fiercely.
Rivalry: It’s more Ollie’s side than his, but he has a bit of a rivalry with Green Arrow. And he and Hal Jordan don’t see eye to eye often, either.
Secret Identity: He has a secret identity of Bruce Wayne.

Abilities 118 + Skills 79 (158 ranks) + Advantages 76 + Powers 0 + Defenses 19 = 292 / 292

Comments: Like my Superman build, I keep building, and re-building and re-building Batman all the time to try and get him where I want him and I am never satisfied. For this version, he’s an epic PL12. He’s right below Shang-Chi and Lady Shiva as martial artists on Earth-5150. He’s tied for 4th in intelligence and unrivaled in overall skills.

In his physical stats, you’ll note the Stamina moving to 5. When we’re talking about “peak human”, we all seem to have different definitions of where that lies. Strength is easy since we have weight-lifting numbers from real-life humans to compare to. But Stamina, Agility and Dexterity aren’t as easy to quantify. So my thoughts on Stamina are that pretty much all the “normal human” superheroes have taken damage that would have killed true “normal humans” a thousand times over. So I’m going to being going a bit higher on Stamina in this setting more often than not.

Secret Origins: At 8 years old, Bruce Wayne watched his parents murdered before his eyes. Thomas and Martha Wayne were walking home from the Monarch Theater one night with their son, when they were held up at gunpoint by a mugger who demanded the pearl necklace that Martha was wearing. When Dr. Wayne refused to surrender it, both he and Martha were shot dead in the streets. The killer was a criminal known as Joe Chill. Fortunately, physician and social worker Leslie Thompkins was making a house call that night, and arrived to give loving comfort to the traumatized Bruce. He was then raised on the Wayne Manor estate, with help from the families’ wise and loyal butler, Alfred Pennyworth.

At their gravesite after the funeral, Bruce swore an oath to rid the city of the evil that had taken his parents' lives. A mentally gifted, but sullen child, he had very few friends during his childhood, except for his friend Thomas “Tommy” Elliot, who had also suffered the loss of a parent earlier in life. But Bruce was so focused on his mission, his lack of socialization didn’t bother him at all.

He began his physical and mental conditioning when he was 11 and then intense physical training and weight lifting at age 12. At age 13, he created a strict diet and a biofeedback treatment regimen to enable his body to develop and operate at its most proficient. At age 15, he graduated from high school and shortly thereafter he began his global sojourn, attending courses at Cambridge, the Sorbonne, and other European universities. However, he never stayed long and would often drop out after one semester. By his early-20’s, though, he had earned several degrees, including Criminal Science, Forensic sciences, Computer Sciences, Chemistry and Engineering.

Beyond academia, Bruce successfully acquired various "practical" skills, studying and received training in multiple disciplines under various instructors and in different countries. He trained himself to intellectual and physical perfection and learning a variety of crime-fighting skills, mathematics, physics, mythology, geography, history, gymnastics, disguise, and escape artistry. He learned dozens of martial arts styles, man-hunting, stealth and reconnaissance, hunting under the African Bushman, both traditional and non-traditional healing and even ventriloquism under skilled practitioners. His knowledge of so many varied disciplines has made Bruce Wayne an unconventional and unpredictable individual.

Bruce Wayne returned to Gotham City at 24 ready to fulfill the promise he made to his parents. After a few attempts to apprehend criminals while wearing a ski mask and padded leather jacket met with poor results, he knew he had to reconsider his methods. Despite having all of the skills to fight crime, he still felt that there was something missing. Bruce discovered the answer late one night while sitting in his manor. He recalled his fear of bats as a child after a large one crashed through one of the windows. That inspired him make his appearance resemble a bat's. Bruce designed himself a costume equipped with experimental technology, set up a secret lair in the caves below Wayne Manor, and set out against the crime and corruption that thrived in Gotham City.

The Story so Far: Batman's tactics to oppose crime as a vigilante at night proved successful leading him to become an urban legend in Gotham City. His first true foe was the mentally ill criminal Joe Coyne, who had an obsession with pennies, which earned him his nickname of the Penny Plunderer. Bruce keeps the giant penny he planned to use to crush some rival mobsters as a souvenir in his Batcave to this day.

He would reveal himself to Gotham at a dinner of the most influential and corrupt figures in Gotham City promising them all that their reigns on the city would eventually end. With so many of Gotham’s police on the take, including Commissioner Gillian B. Loeb, most of the Gotham City Police Department is sent in force to capture him.

Batman's first ally is assistant district attorney Harvey Dent, who shared his passion for ending organized crime in Gotham City. He gained his most powerful ally when he met police officer James Gordon, one of the few honest cops on the force. The two developed a working relationship operating outside of the law when they needed to.

Despite losing Dent to his Two-Face persona when Sal Maroni scarred half of his face with acid during his trial, Gordon and Batman end up taking down the old mob empires. Gordon becomes the new commissioner and sets up a Bat-signal on the roof to be able to call his dark ally. The damage done to the mob leads the leaders of the families to hire a mysterious hitman called The Joker to take down the Bat. They also begin to cede territories to another idiosyncratic mobster known as The Penguin. Sofia Falcone called it the beginning of the Reign of the Freaks in Gotham.

In the dozen years since his arrival in Gotham, the overall influence of organized crime has ebbed and flowed, but still remains a constant in the city. But the city has seen the number of “freaks” grow exponentially and characters like Black Mask, Killer Croc, Great White Shark, The Calendar Man and Solomon Grundy, just to name a few, are the new status quo of crime in Gotham.

Batman considers himself Gotham’s protector and rarely leaves the city unless he has to. However, he is a founding member of the Justice League and has found himself in global, or even galactic conflicts as a result. Currently, he is a reserve member of the League as the welfare of Gotham remains his priority but he has formed Batman Inc., to spread the influence of the Bat across the globe.

Here is a rough overall timeline of his start and his time with each Robin:

* Batman starts in Gotham with Bruce being 24. 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 39 years old.

Characterization: What is there left to say about Batman? The dark and grim hero has a personal vendetta against criminals, with a never ending will to fulfill his oath to his parents. He is paranoid and obsessive, which often makes it difficult for him to trust other people that aren't in his inner circle, like Alfred, the Robins, or the Batgirls, and even then he keeps secrets from them that have often caused friction between them. He keeps files on every villain and every ally so that he knows the best way to take them down if need be.

Despite all that, Batman has proved to have a great love for humanity, which was instilled by his parents. His father was a doctor, while his mother was a crusader against child abuse. Batman's oath of vengeance is tempered with the greater ideal of justice and above all, keeping any other children from suffering the same loss he did. He has a strict no-kill code, as he feels this would not make him any better than the criminals he fights.

To protect his secret identity, Batman has constructed a fake persona he can use in his civilian identity. To the world at large, Bruce Wayne is a self-absorbed, superficial, irresponsible playboy and philanthropist. Only his closest allies know that this attitude is just an act.

Friends and Foes: As a young child, Bruce tended to be solitary and withdrawn, a condition only exacerbated by the murder of his parents. This lead to his current state as a loner who would prefer to be on his own rather than rely on others. His difficulty in trusting others is a constant issue for him to overcome, and perhaps his only weakness. He has occasionally been arrogant, treating many of his allies with various degrees of disrespect. He often imposes his exacting standards on others as he does himself. He also sometimes overestimates his own abilities, allowing foes to take advantage of that.

In contrast, there is a part of him that longed for a family as a youth and Wonder Woman believes that this is why he surrounds himself with his surrogate family of Alfred, the Robins and Batgirls. His longest and closest relationship is with his butler Alfred, who represents a father figure, confessor, and advisor. Alfred and he have clashed in the past, but share a deep and unbreakable bond. Next to Alfred, his closest relationships are with his partners and students, the Robins, Dick Grayson, Jason Todd, Tim Drake and his son, Damian Wayne; and the Batgirls, Barbara Gordon, Cassandra Cain and Stephanie Brown. Although those relationships have not always been harmonious, due to his nature as an often harsh, strict and emotionally withdrawn mentor, it is clear that he views them as his sons and daughters. He has formally adopted Dick, Tim, and Cassandra, and despite Jason Todd’s turbulent past, he has a full split of Bruce’s assets in his will.

To the world at large, Bruce Wayne looks like a rich, good looking, dim-witted playboy. But there are times when Bruce has found love. His longest, and most complex relationship is with Catwoman, Selina Kyle. He has also had relationships with Wonder Woman, Talia al Ghul, Vicki Vale, Sasha Bordeaux, Zatanna, Silver St. Cloud and a few others.


James Gordon remains a close friend and staunch ally, although their relationship has also been challenged by Batman's secretive nature. Still, Gordon remains arguably Batman's best friend.
Among the superhero community outside the Robins and Batgirls, he is closest to Superman and Wonder Woman, having a long established partnership with Superman. These relationships have never been smooth. Superman and Batman have often disagreed with each other over methods and trust. Despite their disagreements, the two hold a deep respect for each other.

Batman has arguably the largest and strangest rogue’s gallery in the superhero community. The list includes Bane (currently reformed), Catwoman (it’s complicated), Killer Croc, Mr. Freeze, Zeiss, Zsasz, Black Mask, Firefly, Clayface, The Penguin, The Riddler and several more than I care to list. He has three particular nemeses that are the most personal to him, though. First, The Joker is his most deadly foe, and considered by most to be his opposite number; the chaotic resistance to the order that Batman strives to bring to Gotham.

Two-Face, the twisted persona of Batman’s former ally Harvey Dent, is a constant reminder to Bruce of one of his greatest fears; his inability to save his friends. He feels personally responsible for not being there to stop Maroni, or to figure out how to bring Harvey’s persona back in control on a permanent basis.

Lastly, Ra’s Al Ghul, the nearly immortal world terrorist challenges Bruce on an intellectual and personal level. He knows Batman’s secret identity, is the grandfather of Damian and was a mentor of Bruce’s during his training. Ra’s still see Bruce as his eventual heir and constantly works to bring him to his way of thinking. While his daughter Talia harbors an unrequited, and at times obsessive love for Bruce that often leads her to deadly methods, Ra’s plans never call for Bruce’s demise, but often for those he cares about, in hopes of driving “The Detective” into his fold.



Clean Up 3/31/12: I had done a couple of other tweaks to Bruce that I hadn't noted, but I went over this one with a fine tooth comb, so I thought I would note it.

Clean Up 5/15/13: Made some changes to Bruce's equipment thanks to the Gadget Guides.
Last edited by Thorpacolypse on Tue Jan 28, 2014 9:03 pm, edited 20 times in total.
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#37

Post by Thorpacolypse » Sat Sep 25, 2010 12:41 pm

We're sticking with THE BIG GUNS OF THE THORPACOVERSE with this new build for Aisle 6!

Image
Beware the comb-over Supreme!

SUPREME
PL: 15 (302 pts) - OPL: 15 ; DPL: 15

ABILITIES: STRENGTH 19, STAMINA 15, AGILITY 3, DEXTERITY 2, FIGHTING 9, INTELLECT 7, AWARENESS 4, PRESENCE 5

SKILLS: Acrobatics (+3), Athletics (+19), Close Combat [Unarmed] 2 (+11), Deception (+5), Expertise [Art] 3 (+10), Expertise [Science] 6 (+13), Insight 4 (+8), Intimidation (+5), Investigation (+7), Perception 8 (+12), Persuasion 7 (+12), Ranged Combat [Heat Vision] 3 (+10), Sleight of Hand (+2), Stealth (+3), Technology 11 (+18) [Inventor], Treatment (+7), Vehicles (+2)

ADVANTAGES: Beginner's Luck, Benefit (1) (Status – He’s Supreme), Diehard, Eidetic Memory, Equipment (6), Extraordinary Effort, Inspire (2), Interpose, Inventor, Power Attack, Ranged Attack (5)

POWERS:
Strength Supreme: Enhanced Strength 4 (200,000 Tons; Flaw: Limited to Lifting); 4 pts
Supreme Invulnerability: Protection 4, Impervious Toughness 9, Immunity 11 (Aging, Life Support), Regeneration 1 (1/every 5 rounds; Extra: Persistent); 35 pts
Movement Supreme: 35 pt Dynamic Array; 37 pts
Supreme Flight: Flight 15 (64,000 mph), Movement 2 (Space Travel 2) (Extra: Dynamic); 35 pts
Speed Supreme: Speed 15 (64,000 mph), Quickness 8 (Extra: Dynamic); 2 pts
The Supremacy: Movement 2 (Dimensional [Earth/Supremacy], Extra: Dynamic); 2 pts

Powers Supreme: 31 pt Dynamic Array; 37 pts
Stare Supreme: Ranged Damage 15 (Extra: Dynamic); 31 pts
Exhalation Supreme: Cone Area Move Object 10 (Extra: Area Cone [60 ft], Dynamic, Flaw: Range [Close], Limited Direction [towards or away]); 2 pts
Freeze Supreme: Cone Area Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Area Cone [60 ft], Cumulative, Dynamic, Extra Condition, Flaw: Limited to two Degrees); 2 pts
Senses Supreme: Senses 17 (Normal Hearing [Acute and Extended 3], Normal Vision [Extended 3], Infravision [Extended], Microscopic Vision 4, Ultra-Hearing [Extended], Vision Penetrates Concealment [Extended, Flaw: Cannot see through lead]; Extra: Dynamic); 2 pts


EQUIPMENT:
(30ep)
Headquarters: (30ep)
Citadel Supreme: 30ep (I'll get to it…)

OFFENSE:
Initiative +3
Close Attack +9
Unarmed +11 [Unarmed +19]
Ranged Attack +7
Stare Supreme +10 [Stare Supreme +15]
Special Attack [Exhalation Supreme +10, Area Cone; Freeze Supreme Affliction +10, Area Cone]

DEFENSES:
Dodge +9 [DC19] Parry +11 [DC21]
Toughness +19 (+9 Impervious), Fortitude +15, Will +15

COMPLICATIONS:
Enemy: His arch nemesis is Darius Dax
Fame: As the world's greatest superhero in the 60's, Supreme is well known across the world
Honor: Supreme has the values of an early America and always conducts himself with the highest morals, even to his detriment
Man out of Time: Having left Earth in 1968 and returned only recently, he sometimes be out of touch with the modern world
Mental Instability: His mind-wipe at the hands of Jack O'Lantern leaves him with memory gaps and flashbacks to events he cannot initially recall
Motivation: Justice and protecting the world
Relationships: He is close to his adopted sister, Suprema, his dog Radar and his long time love Dana Dane
Rivalry: He has a friendly rivalry with the other top paragons, Superman, Omn-Man, Captain Dynamo, The High and The Samaritan
Vulnerable: Supreme is vulnerable to White Supremium, and can be affected in other ways by other colors of Supremium much like Kryptonians are affected by Kryptonite

Abilities 128 + Skills 22 (44 ranks) + Advantages 21 + Powers 112 + Defenses 19 = 302 / 302

Comments: Supreme is a Superman analogue from Image that was created by the much-maligned Rob Liefeld. He wasn’t originally meant to be more than a cameo character but he got so much love, they kept him around and Alan Moore took over and wrote his usual super dense version of the character that has become a classic. I read that Moore really took him Silver Age and made him a very pure character as pretty much an apology for ushering in the Iron Age with Watchmen and his deconstruction of the superhero genre. Pretty cool.

Supreme is pretty much Silver Age Superman, although I kept him at DCA Superman levels. However, I gave him Eidetic Memory, Beginner’s Luck and Jack-of-All-Trades to allow him to do pretty much anything he wants skill-wise and I made him Supremely Intelligent so that he could invent whatever he wanted, too. He’s definitely an NPC, but one that could scare the crap of any Iron Agey heroes your players would want to come up with or be a beacon for those pure at heart.
Last edited by Thorpacolypse on Thu May 10, 2012 8:07 pm, edited 5 times in total.
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#38

Post by Thorpacolypse » Sat Sep 25, 2010 12:50 pm

LADIES' NIGHT keeps on rolling with this GREEN LIGHT SPECIAL on Aisle 2.

Image
Green skin giggity...

SHE-HULK
PL: 12 (195 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 15, STAMINA 12, AGILITY 3, DEXTERITY 2, FIGHTING 9, INTELLECT 3, AWARENESS 3, PRESENCE 4

SKILLS: Acrobatics 2 (+5), Athletics 1 (+16), Deception 3 (+7/+9) [Attractive], Expertise [Lawyer] 9 (+12), Insight 5 (+8), Intimidation 4 (+8/+9), Investigation 5 (+8) [Contacts], Perception 4 (+7), Persuasion 6 (+10/+12) [Attractive], Ranged Combat [Throwing] 5 (+7), Stealth (+3/+1), Vehicles 4 (+6)

ADVANTAGES: All-Out Attack, Attractive (1), Contacts, Diehard, Great Endurance, Power Attack

POWERS:
She-Hulk Size: Enhanced Advantages 1 (Attractive), Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 6 pts
Healing Factor: Immunity 6 (Aging, Disease, Poisons [Limited], Need to Sleep, Thirst, Pressure, Heat, Cold), Enhanced Advantages 2 (Diehard, Great Endurance), Regeneration 4 (4/every 10 rounds; Extra: Persistent); 14 pts
She-Hulk Hide: Protection 2, Impervious Toughness 6; 14 pts
Incredible Leg Strength: Leaping 10 (1 Mile), Speed 4 (30 mph/500 fpr); 14 pts
She-Hulk Strength: Enhanced Strength 5 (25,000 Tons, Flaw: Limited to lifting]; 5 pts
Incredible Senses: Feature 1 (Fourth Wall Knowledge); 1 pt
Super Strength Stunts: Alternate Effect Array of Strength; 2 pts
Sonic Slam: Cone Area Affliction 12 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, Extra: Cone Area [60 ft cone), Flaw: Limited to Two Degrees); 1 pt
Groundstrike: Burst Area Force Damage 12 (Extras: Burst Area [30 ft radius], Flaws: Limited [She-Hulk must be on the ground, targets must be on the ground]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +9 [Unarmed +15]
Ranged Attack +2
Throwing +7
Special Attack [Groundstrike +12, Burst Area; Sonic Slam Affliction +12, Cone Area]

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

COMPLICATIONS:
Enemy: Mongal, The Female Furies, Titania.
Normal Identity: She can revert back to her Jennifer Walters form when she wants or if she has her radiation drained from her body. If so, her stats drop to STR 2, STA 2, FGT 6, PRE 2.
Responsibility: As a high profile lawyer for both normal and super powered clients, she has a responsibility to them and the law.
Rivalry: She-Dragon and Red She-Hulk.

Abilities 96 + Skills 24 (48 ranks) + Advantages 3 + Powers 56 + Defenses 16 = 195 / 195

Build Comments: he’s here on LADIES' NIGHT, but I suppose she and Power Girl could be on THE BIG GUNS list, too….BADA BING!

Anyway, loves some She-Hulk. No Mind Switch thing, even though I spent time figuring out how to work it as an Affliction but I read where she’s only done it a couple of times so that smells more like power stunt to me. In my setting, she is part of the new Justice League, filling in the female brick role while Diana attends to other matters and as stated in her build, coming to assist on a part time basis.

Secret Origins: Jennifer Walters, the meek and mousy lawyer cousin of Bruce Banner, was the daughter of Sheriff Morris Walters. Agents of Nicholas Trask, a crime boss who had crossed paths with her father, shot and seriously wounded her on a day when her cousin was in town. Bruce gave her a blood transfusion, as no other donors of her blood type were available; the radioactive blood mutated Jennifer as it had her cousin, transforming her into the She-Hulk.

The Story so Far: Although Jennifer was at first savage while in her form as She-Hulk, she eventually gained the same intelligence she had as the normal Jennifer Walters. She quickly came to appreciate the confidence and assertiveness that had come with being She-Hulk. For a long time, she felt more comfortable in her form as She-Hulk than in her "normal" form as Jennifer. But she has gradually grown comfortable in both forms, and realized that she has much to offer the world in both her forms. After a brief solo career, she joined the Avengers and temporarily replaced the Thing in the Fantastic Four.

During her tenure with the Fantastic Four, the She-Hulk had to prevent a radiation leak in a downed S.H.I.E.L.D. Helicarrier. This radiation exposure apparently mutated Jennifer to the point that she could not transform back into her original form. But this was an agreeable turn of events for her, since she preferred her She-Hulk form anyway. It was revealed much later that the "genetic block" was in fact purely psychological, shortly before a similar block locked her in non-Hulk form. That block proved to be temporary.

After the Fantastic Four , the She-Hulk rejoined the Avengers and joined the staff of District Attorney Blake Tower for a time. She was a member of the short lived hero group the Fantastic Force. Later, while doing some legal work for Heroes for Hire, she also went on a few adventures with them and spent some time dating Luke Cage.

Eventually, Jen returned to the Avengers and remained with the team for some time. On one adventure, the She-Hulk was exposed to fellow Avenger Jack of Hearts radiation powers causing Jen to lose control of the savage side of her personality. She injured several Avengers and went berserk in Bone, Idaho, virtually destroying the whole town. With Jen's fear and rage at an all-time high the assembled Avengers couldn't stop her.

Only the Hulk himself was able to slow her down until Jack of Hearts was able to use his powers to balance her Gamma levels and she regained control over her savage side. Jen's normal personality was restored for a time but her worst fear came true when Scarlet Witch went temporarily insane and used her magic to cause Jen to lose control again. This time, she nearly killed Captain America and tore the Vision in half with her bare hands. Although she had been manipulated, She-Hulk was devastated at her part in the Vision's death and the destruction of the town of Bone, Idaho. Ashamed, She-Hulk quit the Avengers to resume her law career and spend more time as plain Jennifer Walters.

Jennifer worked as a lawyer for the Superhuman Law division of the New York law firm of Goodman, Lieber, Kurtzberg, & Holliway. Able to change forms at will again, Jennifer rediscovered she sometimes had wildly different views and opinions in each form, where the She-Hulk she came out publicly in favor of the Superhuman Registration Act, yet as Jennifer Walters she understood the views of those against the Act.

She-Hulk discovered that S.H.I.E.L.D. knew of her cousin's whereabouts after sending him of into space. Anticipating a problem, Tony Stark secretly had her injected with S.P.I.N. Tech that transformed her to human form. During World War Hulk, Amadeus Cho temporarily restored her powers and she defeated Doc Samson in battle. Later Tony Stark temporarily restored her powers so she could help evacuate New York City. She tried to convince the Hulk to stop his attack, but she was defeated and held captive with the other heroes at Madison Square Garden, which the Hulk had converted into a gladiatorial arena. Jennifer Walters regained her powers after visiting an alternate universe.

Jennifer tasked Ben Urich to discover the identity of the Red Hulk. While She-Hulk went M.I.A. following a battle between the Hulk and the Red Hulk, a Red She-Hulk appeared claiming Jennifer Walters was dead. It was later shown in a flashback that Red She-Hulk prevented Jennifer Walters from escaping from AIM custody. During this battle, Red She-Hulk brutally beat Jennifer and snapped her neck with a cable. In the last panel Jennifer Walters appeared to be dead with the Red She-Hulk standing over her body. Though the Red She-Hulk claims she didn't know her own strength then questions Doc Samson whether it was the real She-Hulk or a Life-Model Decoy to which Samson answers "You're here to Follow orders, not to ask questions". Lyra later infiltrates the Intelligencia, where she finds Jennifer in stasis.

After the defeat of the Intelligencia, Jennifer takes Lyra to live with her in New York. One day, during a charity event, she spotted the newly-rebuilt Vision and promptly sought to make amends with him. They have a brief conversation, when she expresses her regret for what happened, and Vision forgives her. She then tells him not to get mad at Wanda before leaving.

Jennifer sides with the Avengers in the conflict against the X-Men and was sent to keep an eye on the Jean Grey School together with Moon Knight and Falcon after some of the schools teachers decided to join Cyclops. A fight soon broke out however as Frenzy goaded Moon Knight into a fight. Jennifer seriously injured some kids who tried to attack her, not realizing they were just kids which leds to the rest of the school’s faculty attacking them as well.

After another brief sabbatical, Jennifer has rejoined the Avengers/Justice League alliance as a regular member.

Characterization: She-Hulk’s personality has changed over the years: originally ill-tempered and violent, she is now depicted as a fun-loving, kind, empathetic, yet still feisty woman who frequently uses humor when fighting. She has stated that she does not want to kill her foes, especially ones which she has already subdued.

She has also started and led her own disaster relief organization and felt great remorse for almost destroying a small town (due to her transformed state briefly turning uncontrollable from radiation), whereupon she helped construction workers to rebuild it. As a highly idealistic lawyer, the character has a history of defending the rights of minorities, the mentally ill, civil liberties, including the right for criminals to not be unduly mistreated and get a proper defense, or individuals to not be victimized by certain less ethical corporations but also a belief in the necessity of law and order. These priorities have sometimes made her personally conflicted, such as reversing her stance regarding the "Superhuman Registration Act"; and being disillusioned when her more famous cousin Bruce (whom she considers as a brother) was shot into space without due process, or when what she thought to be a torturer and murderer of children was cleared from all charges.

Friends and Foes: She is close to her cousin Bruce Banner, who she sees as a brother, and the rest of the “Hulk Family”, including A-Bomb (Rick Jones), Lyra, Skaar and Betty Ross, The Red She-Hulk.

Clean Up 2/17/11: Jen goes up to PL12 as my review winds down.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:46 pm, edited 6 times in total.
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#39

Post by Thorpacolypse » Sat Sep 25, 2010 1:06 pm

Check out this new item on Aisle 2 that's part of our LADIES' NIGHT special.

Image
Hate on her all you want, she's still bad ass...

X-23
PL: 10 (175 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 8, AGILITY 5, DEXTERITY 4, FIGHTING 12, INTELLECT 2, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 6 (+11), Athletics 8 (+11), Deception 7 (+7), Expertise [Assassin] 6 (+8), Insight (+2), Intimidation 9 (+9), Investigation 3 (+5), Perception 9 (+11), Ranged Combat [Firearms] 6 (+11), Stealth 8 (+13), Technology 3 (+5), Vehicles 3 (+7)

ADVANTAGES: All-Out Attack, Beginner's Luck, Close Attack (1), Diehard, Great Endurance, Improved Critical (1) (Claws), Improved Initiative (1), Languages (2) (French, Spanish, 3 others, Base: English), Move-by Action, Power Attack, Ranged Attack (1), Takedown (2), Uncanny Dodge

POWERS:
Healing Factor: Immunity 2 (Aging, Disease [Limited], Poisons [Limited]), Enhanced Advantages 2 (Diehard, Great Endurance), Regeneration 10 (1/every round; Extra: Persistent); 23 pts
Enhanced Senses: Senses 8 (Normal Sight [Extended], Normal Hearing [Extended]; Scent [Extended, Accurate, Acute, Tracking], Low-Light Vision); 8 pts
Adamantium Claws: Slashing Strength-based Damage 4 (Extra: Penetrating 5); 9 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +13 [Unarmed +3; Claws +7, Critical 19-20]
Ranged Attack +5
Firearms +11

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +8, Fortitude +10, Will +9

COMPLICATIONS:
Enemy: Kimura, The Facility.
Prejudice: Mutant.
Relationships: She is protective of her teammates in the New X-Men, especially Hellion, and has grown fond of her new teammates (in my setting) in Young Justice, particularly Ravager and Red Robin. She is also very close to Wolverine. Reputation: She has been a trained killer for years and even though she is trying to live a better life, many people will not let her forget what she's done. Vulnerable: She was encoded with trigger scents and possibly phrases that can turn her into a berserker.
Vulnerable: Due to the Adamantium on her claws, she is slightly more vulnerable to magnetic attacks.

Abilities 68 + Skills 34 (68 ranks) + Advantages 15 + Powers 40 + Defenses 18 = 175 / 175

Build Comments: I know there are still a lot of Wolvie haters out there and as such, there are a lot of X-23 haters out there. But be that as it may, I still like what they've done with Laura's character over the years. As a build goes, she's Wolvie lite, with some better assassin skills.

Secret Origins: When a top-secret program attempted to recreate the original Weapon X experiment that involved the feral mutant Wolverine, they failed to secure a test subject who could survive the bonding process of the virtually unbreakable metal Adamantium to their skeleton. Seeking to take the project in a new direction, the project's director, Doctor Martin Sutter, recruited renowned mutant geneticist Doctor Sarah Kinney and tasked her with creating a clone.

Using the only available genetic sample from Weapon X, which was damaged, they were unable to salvage the Y chromosome after twenty-two attempts. Kinney proposed they create a female clone, and though her request was initially denied, she still went ahead and produced a viable female subject, prompting Sutter to reconsider. Despite resistance from his protégé Doctor Zander Rice, whom Sutter had raised after Rice's father had been killed by a bestial Wolverine at the original Weapon X Project, Sutter allowed Kinney to proceed. As revenge for her insubordination, Rice forced Kinney to act as the surrogate mother for the clone, and she gave birth to "X-23".

The Story so Far: Seven years later, raised in captivity X-23 was trained to be a weapon. Kinney did her best to ensure the child retained some semblance of humanity, but her efforts appeared to be in vain. After seven years, Rice had X-23 subjected to radiation poisoning in order to accelerate the activation of her mutant gene, and forcibly extracted her claws and coated them with Adamantium. After Rice realized the child was growing soft, he blamed her sensei, one of the few people who treated her with kindness, and tested a chemical compound called "trigger scent" on him. The "trigger scent" caused Laura to mercilessly kill anything in her path, and thus she murdered her best friend. Rice already had a replacement in the wings, a woman named Kimura. Kimura was harsh and strictly punished X-23 for the death of her sensei.

Three years later, X-23 was sent on her first field mission to kill Presidential candidate Greg Johnson. She was assigned the mission as somewhat of an "advertising" ploy. Numerous other missions followed, as X-23's services were sold to the highest bidder. She was left emotionally stunted as a result. Her missions took her to locations all over the world, including Saudi Arabia, Las Vegas, Japan, Colombia, the Congo, and many others. For one mission she was assigned to pose as the Kingpin's daughter and kill the ones who had captured her, bringing the head of their leader back. Rice, in an attempt to avenge his father's murder, abandoned X-23 on a particularly dangerous mission with A.I.M., but she survived against overwhelming odds and managed to return to the facility. After her return to the facility Kimura punished her for not coming back with Rice.

Sarah Kinney let her out once, not as an attempt to escape but instead to use X-23 to help her find Kinney's niece, Megan, who had been kidnapped. X-23 found and rescued her with ease. Ultimately, Rice persuaded Sutter to hand control of the program over to him, then secretly ordered X-23 to kill Sutter and his family. X-23 was able to kill Sutter and his wife but was unable to kill their son. Later, Rice revealed to Kinney a chamber with dozens of incubation pods containing female clones before he fired her. Before fleeing the facility with X-23, Kinney gave her one last mission - destroy the pods and kill Rice. However, Rice was able to exact revenge on Kinney from beyond the grave, as he had earlier exposed her to the trigger scent, sending X-23 into a rage that caused her to kill her mother. As she lay dying, Kinney named X-23 "Laura", with X-23 lying beside her begging her not to leave her.

X-23 traveled to San Francisco and tracked down Megan and Debbie Kinney, her mother's niece and sister. Introducing herself as Sarah's daughter, she moved in with them. Although Megan experienced vivid nightmares of her abduction, her family believed these to be utter fantasies. X-23 informed Megan that the man in her nightmares was indeed real and that she had killed him.

Debbie's boyfriend turned out to be an agent for the Facility who had been instructed to manipulate X-23 into killing Megan and Debbie using the trigger scent. However, the agent fumbled the assignment and was killed by X-23. Facility agents stormed the house, led by Kimura. X-23 managed to get Megan and Debbie to safety by handcuffing Kimura to a radiator and then triggering an explosion in the house, buying some time. After X-23 and Megan parted, X-23 decided to confront the man who made her creation possible -- Wolverine.

X-23 tracked Wolverine to Xavier's mansion and engaged him in a battle, defeating him via tactics and maneuverability. However, she did not kill him. Instead, she told him why she had come. Wolverine revealed that he was aware of X-23's ordeal, having received a detailed letter from her mother. The talk was interrupted when Captain America came to arrest Laura.

As a captive of S.H.I.E.L.D., Laura was interrogated by Captain America and Matt Murdock. Despite the mayhem in her past, Matt Murdock accepted X-23's innocence. Captain America wanted X-23 to atone for the murders she had committed. However, he ultimately freed X-23 in order to avoid S.H.I.E.L.D.'s exploitation of her as their own weapon.

X-23 surfaced in New York two years later and was found living on the streets by a pimp named Zebra Daddy, who took her in and employed her as a prostitute. X-23 met Kiden Nixon, a young mutant with the ability to freeze time when in danger. Together with Kiden's teacher, they rescued another young mutant, the feral Catiana, from an angry mob. Zebra Daddy tracked X-23 down, but with the aid of her newfound friends and the mutant named Felon, Zebra Daddy's thugs were defeated. X-23 killed him to save the lives of her friends.

X-23 later took a job at the mutant-themed Wannabee's nightclub in the Mutant Town district of New York. It was there that she saved the life of the daughter of mob boss Don Parisi from a gang of thugs, whom she killed. The deaths inadvertently implicated Wolverine, prompting his teammates in the X-Men to investigate. X-23 instinctively attacked Wolverine on sight, but he was eventually able to calm her down. She led the X-Men to Parisi's daughter. After aiding the X-Men against Parisi's super-strong mutant enforcer Geech, X-23 fled the scene. She later returned to help the X-Men save victims of a car accident, after which she was enrolled at the X-Men's Xavier Institute.
She has been involved with the X-Men ever since, as a member of The New X-Men, X-Force and several other teams as well as continuing to study at the Xavier, then Jean Grey Institutes.

Currently she still retains her ties with the X-Men, but was relieved her duties with X-Force because both Cyclops and Logan thought she was heading down a path of no return with her killing. As such, Logan begged Batman to get Red Robin to take her into the Teen Titans so that she could see the super hero life from a better light. Her teammates were initially slow to take to her overall, but she has started to form bonds with Rose Wilson, Superboy and Tim.

Characterization: Laura is trying to atone for the dreadful things she did as a weapon of The Facility. She is slow to trust, but once she does, she is fiercely loyal. Still, the repair of her mental damage is a work in progress She is still a cutter, and has injured herself on a consistent basis using her claws from a young age.

Friends and Foes: X-23 is highly protective of Wolverine and sees him as a brother/father figure. Laura has expressed friendship with her cousin Megan. She also is close with Cessily Kincaid (Mercrury), Hellion (who she had a crush on), and a few of the other New X-Men, though her exterior makes it difficult to judge her true feelings to most of the team.

She is beginning to bond with her Teen Titans teammates, especially Superboy and Rose Wilson, because of their similar creation and brainwashed experiences, respectively. It seems she also has a crush on Tim Drake, as Rose has noticed.

She has accumulated a number of foes in her time with the X-family, but her greatest foe remains her former handler at The Facility, Kimura.
Last edited by Thorpacolypse on Fri Feb 28, 2014 8:53 pm, edited 6 times in total.
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#40

Post by Thorpacolypse » Sat Sep 25, 2010 3:47 pm

LADIES' NIGHT continues with our first, and hopefully far from the last, item in our 3E Bleach line.

Image
Dance, Sode no Shirayuki!

RUKIA KUCHIKI
PL: 9 (179 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 5, DEXTERITY 4, FIGHTING 8, INTELLECT 3, AWARENESS 3, PRESENCE 3

SKILLS: Acrobatics 5 (+10) [Agile Feint], Athletics 3 (+6), Close Combat [Zanpakuto] 2 (+10), Deception 2 (+5), Expertise [Kido] 9 (+12) [Ritualist], Expertise [Shinigami] 2 (+5), Insight 6 (+9), Intimidation (+3), Investigation 1 (+4), Perception 4 (+7), Persuasion 4 (+7), Ranged Combat [Kido] 4 (+11), Stealth 2 (+7)

ADVANTAGES: Agile Feint, Defensive Roll (3), Equipment (2), Evasion (1), Improved Initiative (1), Move-by Action, Ranged Attack (3), Ritualist, Teamwork

POWERS:
Shinigami Physiology: Immunity 1 (Aging); 1 pt
Spirit Form: Concealment 10 (All Senses, Flaw: Limited [Only in human world], Permanent); 5 pts
Reiryuko (Spiritual Energy): 16 pt array; 19 pts
Kido - Bakudo: Ranged Affliction 8 (Resisted by Dodge; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, Extras: Cumulative, Extra Condition, Flaw: Limited to Two Degrees, Distracting); 14 pts
Kido - Hado: Spirit Energy Ranged Damage 7; 1 pt
Reiatsu Release: Burst Area Affliction 6 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst [30 ft radius], Extra: Subtle, Flaw: Activation [Move Action]); 1 pt
Spiritual Awareness: Senses 7 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Accurate, Acute, Ranged, Extended], Enhanced Advantages 1 (Assessment); 1 pt

Hoho: 8 pt Array; 9 pts
Air Walking: Flight 4 (32 mph); 8 pts
Shunpo (Flash Steps): Speed 4 (32 mph), Leaping 4 (120 ft); 1 pt

Zanpakuto: 100 pts traits, Extra: Restricted 2 [Rukia only], Easily Removable (-40 pts); 62 pts
Konso/Hollow Cleansing: Feature 1 (Konso allows pluses to move on to the Soul Society), Feature 1 (When destroying a Hollow, it allows them to move on to the Soul Society or Hell, depending on the life they lived); 2 pts
Sode No Shirayuki! Slashing Strength-Based Damage 3, Enhanced Advantages 2 (Improved Critical, Weapon Break); 5 pts
Dance, Sode No Shirayuki! 16 pt Array, Feature 1 (Light Wind and Snow Appear around Rukia); 19 pts
Some no mai, Tsukishiro! (First Dance, White Moon): Cylinder Area Affliction 9 (Resisted/Overcome by Fortitude; 1st: Impaired, 2nd: Immobile, 3rd: Paralyzed, Extra: Cumulative, Linked [Damage], Flaw: Activation [Move Action], Distracting, Quirk [Must Say Attack Name]; Ice Cylinder Area Damage 9 (Extra: Cylinder Area [30 ft radius/height], Linked [Affliction], Flaw: Distracting); 16 pts
Tsugi no mai, Hakuren! (Next Dance, White Ripple): Line Area Affliction 9 (Resisted/Overcome by Fortitude; 1st: Impaired, 2nd: Immobile, 3rd: Paralyzed, Extra: Cumulative, Linked [Damage], Flaw: Activation [Move Action], Distracting, Quirk [Must Say Attack Name]; Ice Line Area Damage 9 (Extra: Cylinder Area [30 ft radius/height], Linked [Affliction], Flaw: Distracting); 1 pt
San No Mai Shirafune! (Third Dance, White Sword): Ice Damage 8, Enhanced Advantages 2 (Improved Critical 2), (Extra: Penetrating 8, Multiattack, Flaw: Activation [Move Action], Tiring, Quirk [Must Say Attack Name]); 1 pt

EQUIPMENT:
(10ep)
Denreishinki (Soul Phone): Cell Phone (Senses 1 [Communication Link - Radio, Soul Society, Extra: Dimensional]), GPS, Senses 4 (Detect Hollows [Mental, Ranged, Extended 2, Accurate]); 8ep

OFFENSE:
Initiative +9
Close Attack +8 [Unarmed +3]
Zanpakuto +10 [Sode No Sirayuki +6, Critical 19-20; San No Mai Shirafune! +8, Multiattack]
Ranged Attack +7
Kido +11 [Special Ranged Attack +0; Special Ranged Attack +0, Multiattack]
Special Attack [Reiatsu Release +6, Area Burst; Some no mai, Tsukishiro! +9, Area Cylinder Tsugi no mai, Hakuren! +9, Area Line]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6, Fortitude +7, Will +9

COMPLICATIONS:
Acceptance: As an adopted member of the Kuchiki clan, she works to proved herself worthy
Guilt: She has great guilt about having to kill her mentor, Kaien Shiba, even though she had no other option as he was possessed by a powerful Hollow
Power Loss: Rukia must be able to speak and gesture to use her Kido array
Relationships: Ichigo, Orihime, Chad, Uryu, Renji and her adopted brother, Byakuya
Responsibility: As a Shinigami, she has the responsibility to purify hollows, lead pluses to the Soul Society and upload the laws of the Gotei 13 as the 3rd seat of Squad 13

Abilities 64 + Skills 22 (44 ranks) + Advantages 14 + Powers 58 + Defenses 21 = 179 / 179

Comments: Here’s my first 3E Bleach build, Rukia Kuchiki. While her role has diminished a bit as the series has progressed, Rukia Kuchiki is the player that got the whole game started by having to give Ichigo her Soul Reaper powers when she was injured fighting a Hollow that was after Ichigo Kurasaki’s family. Since that was against the laws of the Soul Society, she was brought back to be executed, leading to the rescue attempt by Ichigo and his friends, who stormed the Soul Society to free her. After that was all cleared up, she stayed in the Soul Society for a while but showed up in the human world again to help Ichigo and the crew with the Bounts and has now become a main character again in the Arrancar/Hueco Mundo arc.

She came in at 161 pts, which is not much higher than my 2E version of her which was 155 pts. Her cost comes not from her power but her versatility. Rukia has not achieved her Bankai yet and is not that powerful, really, outside of her Shikai and Kido abilities. She’s at best a PL7-ish with her sword, but with her Kido spells and the cool abilities of her Shikai array, she can handle pretty powerful foes if need be, but she needs to take them out quick or they’ll lay her out quick with her +6 Toughness, which is nothing compared to most of the characters she goes up against. And she’s a PL8 in melee, but does hit her defensive caps against ranged attacks, so that does give her a fighting chance most of the time.

Her main value to the group is her Teamwork and Inspire, helping other big hitters like Ichigo, Chad or Uryu be more accurate while Power Attacking. She is also an expert in Kido, the Shinigami mystic arts, which she is about a PL8 or so with. She can also power stunt Healing off of it, since I didn’t want her to be able to use it all the time like the members of the Kido Corps. I might add it in later, since, as any of us that have ever played any type of RPG know, you can NEVER have enough healing!

Her Shikai array is pretty cool looking. She, and Toshiro Hitsugaya have ice effects with their Shikai, although Rukia’s is not nearly as powerful as Hitsugaya’s. I didn't want to use up all the bandwith for all three dances, but here's the First Dance, White Moon where she creates a big cylinder of ice that freezes and normally kills her opponent.

Image

Clean Up 6/23/12: While I was working on more Bleach builds, I figured I would fix up Rukia now that I have a better grasp on the system and how I want my Shinigami to work. She came out more expensive, but a better overall character. She's still generally at low Lieutenant level PL-wise, but she's versatile and with enough HP and good power stunting, she could beat an Espada, as she did the series.
Last edited by Thorpacolypse on Sat Jun 23, 2012 10:19 am, edited 2 times in total.
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Re: The JM: LADIES' NIGHT! Wonder Woman, She-Hulk, X-23

Post by catsi563 » Sat Sep 25, 2010 5:46 pm

nice ladies.

just as an aside on Rukia, she was shown to be incredibly skilled with kido as shown in her flashback before she became a soul reaper.
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Re: The JM: LADIES' NIGHT! Wonder Woman, She-Hulk, X-23

Post by Thorpacolypse » Sat Sep 25, 2010 7:34 pm

catsi563 wrote:nice ladies.

just as an aside on Rukia, she was shown to be incredibly skilled with kido as shown in her flashback before she became a soul reaper.
I tried to capture that while keeping her PL in line with where I see the Bleach characters at. She has 13 ranks in Expertise: Kido which I guess I could raise a bit to make sure she gets her full ranks off more often. But her Kido blasts and snare are 8 ranks, which I should be very effective against hollows, bounts and lower level arrancar, based on where I see them.

Someone like Byakuya will be considerably more powerful with that, more like 12 ranks and Aizen would be around 15, ballpark.
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#41

Post by Thorpacolypse » Sat Sep 25, 2010 8:00 pm

Let's keep the LADIES' NIGHT run going with this new item for our Watchmen aisle.

Image
John sees a lot of things...but he doesn't see me.

SILK SPECTRE II
PL: 6 (90 pp) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 3, DEXTERITY 2, FIGHTING 6, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 7 (+10), Athletics 3 (+5), Close Combat [Unarmed] 2 (+10), Deception 3 (+4/+6) [Attractive], Expertise [Streetwise] 4 (+5), Insight 3 (+5), Intimidation (+1), Investigation 3 (+4), Perception 5 (+7), Persuasion (+1/+3) [Attractive], Stealth 5 (+8), Vehicles 3 (+5)

ADVANTAGES: Attractive (1), Close Attack (2), Defensive Attack, Equipment (1), Evasion (1), Follow-Up Strike *, Improved Critical (2) (Unarmed), Improved Disarm, Improved Initiative (1), Ranged Attack (3), Set-Up, Teamwork

POWERS:
NONE

EQUIPMENT:
(5ep)
Costume: Protection 1; 1ep

OFFENSE:
Initiative +7
Close Attack +8
Special Close Attack +10 [Unarmed +2, Critical 18-20]
Ranged Attack +5

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +3, Fortitude +5, Will +5

COMPLICATIONS:
Acceptance: She still feels the need to prove herself to her mother and other heroes
Relationships: Nite Owl, Dr. Manhattan and her mother, Sally Jupiter
Responsibility: She feels a responsibility to live up to the Silk Spectre legacy

Abilities 38 + Skills 19 (38 ranks) + Advantages 18 + Powers 0 + Defenses 15 = 90 / 90

Comments: OK, there are dissenting opinions on the Watchmen movie and I really don’t want to get into that whole argument again. I do know there is one thing everyone has to agree on, though:

Malin Akerman is completely off the chain HOT. She's heroine hot in this movie, mompie hot in Couples Retreat and goofy hot in Children's Hospital. She's on my Exceptions List for sure, which recent additions Christina Hendricks and Felicia Day. Sorry Janet Jackson and Morgan Webb, you've been bumped. For now...

Anyway, for this LADIES’ NIGHT I felt that need to add to the Watchmen line and start with my take on her from the movie as Silk Spectre. I leaned more towards the movie than the book as I will on all these for now, since even though Zack Snyder took some liberties, he was very faithful to the characters overall, just gave them a little more pop to appeal to the movie audiences and to showcase his fighting style that he showed off in 300. With that, I saw her comic version and this version as about PL6, but I gave him a few extra feats and that Improved Crit to emulate some of the wicked shots she landed in the movie.

Not quite sure how I am going to deal with the Watchmen characters in the Thorpacoverse, but they're still in New York in modern day, just not quite sure how to incorporate them yet.
Last edited by Thorpacolypse on Fri Nov 11, 2011 8:54 pm, edited 1 time in total.
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Re: The JM: LADIES' NIGHT! She-Hulk, X-23, Rukia, Silk Spectre

Post by rtrimmer » Sat Sep 25, 2010 11:51 pm

The mass o' scars Bruce Wayne pic is cool but if he looks like that then he can't be much of a playboy. Even a little make out action and word is out that he's covered with knife and gun wounds. And he's Batman's size, has Batman's jaw, could buy Batman's toys...

Unless it's common knowledge that he's gay, ashamed of it and that the girls are well-compensated beards. That explains his penchant for handsome young wards to to society as well.

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Re: The JM: LADIES' NIGHT! She-Hulk, X-23, Rukia, Silk Spectre

Post by Xarathos » Sun Sep 26, 2010 8:26 am

Image

Batman is straight as an arrow! An arrow, I tell you! :D

In all seriousness, though, I'm sure that Bruce Wayne is smart enough to come up with a perfectly logical (and billionaire playboy-esque) explanation for all those injuries.

Like water polo. :P

Alternatively, I'd make a joke about women with whips here, but this is still a family friendly website.

Of course, he also has reason enough to not sleep with very many of the women he dates; hella intimacy issues stemming from having his parents killed in front of him.

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Re: The JM: LADIES' NIGHT! She-Hulk, X-23, Rukia, Silk Spectre

Post by prodigyduck » Sun Sep 26, 2010 11:50 am

Huzzah for Shulkie Fourth Wall Breach!
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#42

Post by Thorpacolypse » Sun Sep 26, 2010 5:58 pm

We're extending LADIES' NIGHT for a couple more days at least as we try to clear the warehouse before a short management retreat. And this item is one of the J-Mart Franchise's best sellers and a total JM Favorite!

I'll stock this one, boss!

Randal, you've tried to stock this item before and...

I know, I know, I still have the heat vision burns on my crotch, but this time will be different!

Riiiiight...Dante, go get the burn kit out of my office, please.

Already on the way, boss...

Image
What's everyone looking at me for? How am I supposed to distract... Oh. - Power Girl

POWER GIRL
PL: 13 (256 pts) - OPL: 13 ; DPL: 13

ABILITIES: STRENGTH 17, STAMINA 13, AGILITY 2, DEXTERITY 2, FIGHTING 7, INTELLECT 2, AWARENESS 2, PRESENCE 3

SKILLS: Acrobatics 2 (+4), Athletics 2 (+19), Close Combat [Unarmed] 2 (+9), Deception (+3/+5) [Attractive], Expertise [Business] 6 (+8), Insight 5 (+7), Intimidation 5 (+8), Perception 5 (+7), Persuasion 4 (+7/+9) [Attractive], Ranged Combat [Heat Vision] 7 (+9), Stealth (+2), Technology 8 (+10)

ADVANTAGES: All-Out Attack, Attractive (1), Beginner’s Luck, Diehard, Eidetic Memory, Great Endurance, Improved Initiative (5), Interpose, Languages (3) (English, French, Swahili, 7 others, Base: Kryptonian), Leadership, Power Attack

POWERS:
More Powerful Than a Locomotive: Enhanced Strength 5 (100,000 Tons; Flaw: Limited to Lifting); 5 pts
Invulnerability: Protection 3, Impervious Toughness 8, Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 11 (Aging, Life Support), Regeneration 3 (1/every 3 rounds; Extra: Persistent, Flaw: Limited [Requires exposure to yellow sunlight]); 35 pts
Faster Than a Speeding Bullet: 31 pt Array; 35 pts
Able to Leap Tall Buildings: Flight 15 (64,000 mph/125 mpr; Extra: Dynamic); 31 pts
Super Speed: Speed 15 (64,000 mph/125 mpr), Quickness 8, Enhanced Advantages 5 (Improved Initiative 5), (Extra: Dynamic); 2 pts

Space Travel: Movement 2 (Space Travel 2 [Other star systems], Extra: Dynamic); 2 pts[/i]
Powers Far Beyond Those of Mortal Women: 28 pt Array; 31 pts
Heat Vision: Ranged Heat Damage 14; 28 pts
Super-Breath: Cone Area Move Object 9 (Extra: Cone Area [60 ft cone], Flaw: Range [Close], Limited Direction [towards or away]); 1 pt
Freezing Breath: Cone Area Cumulative Affliction 9 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered, 2nd: Immobilized, 3rd: Paralyzed; Extra: Area Cone [60 ft cone]); 1 pt
Super Senses: Senses 19 (Normal Hearing [Acute, Extended 3, Penetrates Concealment, Flaw: Cannot see through lead], Normal Vision [Extended 3], Infravision [Extended], Microscopic Vision 4 [Atomic], Ultra-Hearing [Extended]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2 (+22 with Super Speed)
Close Attack +7
Unarmed +9 [Unarmed +17]
Ranged Attack +2
Heat Vision +9 [Heat Vision +14]
Special Attack [Super Breath +9, Cone Area; Freeze Breath Affliction +9, Cone Area]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20];
Toughness +16 (+7 Impervious), Fortitude +15, Will +10

COMPLICATIONS:
How I am supposed to distract…? Oh…: Power Girl is not afraid to flaunt her female attributes, which sometimes causes unwanted distraction and allows others to make ill-informed judgments of her character.
Power Loss: Power Girl loses her powers and her Str and Sta are reduced to 2 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive her of her powers.
Relationships: She is close with the Superman family especially Kal-L and Lois Lane of Earth-2.
Responsibility: Power Girl feels a strong sense of responsibility to use her powers for the benefit of all and try to live up the standards her cousin has set.
Secret Identity: She has a secret identity of Karen Starr.
Temper: Power Girl has a short fuse. Especially with chauvanists…
Vulnerable: Power Girl is as vulnerable to magic as anyone else. Her Toughness is not Impervious against magical attacks and she loses her ranks of Protection against magical attacks.
Weakness: Earth-2 Kryptonite...Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death.

Abilities 96 + Skills 23 (46 ranks) + Advantages 10 + Powers 106 + Defenses 21 = 256 / 256

Comments: I mean, come on, did you really think I could ever resist building Power Girl?!?!? She is a J-Mart Franchise staple!

Still not quite set on my Kryptonian mechanic, but it's a good start. For this version of Karen, I put her at PL12 and my upcoming Kara build is at PL11. The main reason is Power Girl's experience, but I also have a thing about the Earth-2 Kryptonians not being quite as powerful as the Earth -1/Prime Kryptonians. My Supergirl is stronger but is less accurate and easier to hit. When I get around to Kal-L, he will be similar, probably having a higher attack bonus than Kal-El, but not quite as strong.

In the Thorpacoverse, Power Girl is still part of the JSA, who are now the main leaders of The Initiative. As the caretakers of the superhero legacy, they felt they should have been involved in the training of the young heroes from day one, but considering the shambles that the superhuman community was in after the Civil War it didn't work that way. Now, after the clusters that Iron Man and Norman Osborn left The Initiative in, they, along with Hank Pym, Beast and Steve Rogers have helped turn it into what Reed Richards originally envisioned.

Clean Up 1/13/10: Like I said, I am not going to keep posting non-PC DC builds here so my original Karen gets replaced with this PC version. She was a tough one to squeeze into the format but it works. No Impervious, which I don’t like in 3E, but really, even in 2E, it was way too easy to get around and even more so in 3E if I read Penetrating correctly so I guess it’s not that big a loss.

Clean Up 2/17/11: OK, this time I took PG up another PL and went back on word again and re-built her as a PC. I love my wishy-washiness!

Clean Up 4/4/12: Back to a PL12 NPC-ish version for Karen this time.

Clean Up 5/26/13: PG goes to PL13 during my paragon review and gets a new pic.
Last edited by Thorpacolypse on Tue Apr 15, 2014 6:14 pm, edited 13 times in total.
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#43

Post by Thorpacolypse » Sun Sep 26, 2010 6:06 pm

We have another item from our Metropolis location that is getting stocked on Aisle 1 here on this extended edition of LADIES' NIGHT!

Image
I know that isn't going to help. But sometimes... grr... trying to make things work on this stupid planet with all these stupid people just ... overwhelms me. - Supergirl

SUPERGIRL (KARA ZOR-EL)
PL: 12 (247 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 16, STAMINA 12, AGILITY 3, DEXTERITY 2, FIGHTING 6, INTELLECT 2, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 2 (+5), Athletics 3 (+19), Close Combat [Unarmed] 2 (+8), Deception 3 (+5), Expertise [Kryptonian Lore] 8 (+10), Insight 5 (+7), Intimidation 3 (+5), Perception 5 (+7), Persuasion 5 (+7), Ranged Combat [Heat Vision] 7 (+9), Stealth (+3), Technology 5 (+7)

ADVANTAGES: All-Out Attack, Beginner's Luck, Diehard, Eidetic Memory, Great Endurance, Improved Initiative (5), Interpose, Languages (3) (English, 9 others, Base: Kryptonian), Power Attack

POWERS:
More Powerful Than a Locomotive: Enhanced Strength 6 (100,000 Tons; Flaw: Limited to Lifting); 6 pts
Invulnerability: Protection 3, Impervious Toughness 8, Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 11 (Aging, Life Support), Regeneration 3 (1/every 3 rounds; Extra: Persistent, Flaw: Limited [Requires exposure to yellow sunlight]); 35 pts
Faster Than a Speeding Bullet: 31 pt Dynamic Array; 35 pts
Able to Leap Tall Buildings: Flight 15 (64,000 mph/125 mpr; Extra: Dynamic); 31 pts
Super Speed: Speed 15 (64,000 mph/125 mpr), Quickness 8, Enhanced Advantages 5 (Improved Initiative 5), (Extra: Dynamic); 2 pts
Space Travel: Movement 2 (Space Travel 2 [Other star systems], Extra: Dynamic); 2 pts

Powers Far Beyond Those of Mortal Women: 28 pt Array; 31 pts
Heat Vision: Ranged Heat Damage 14; 28 pts
Super-Breath: Cone Area Move Object 9 (Air; Extra: Cone Area [60 ft cone], Flaw: Range [Close], Limited Direction [towards or away]); 1 pt
Freezing Breath: Cone Area Cumulative Affliction 9 (Ice; Resisted by Dodge, Overcome by Fortitude; 1st: Hindered, 2nd: Immobilized, 3rd: Paralyzed; Extra: Cone Area [60 ft cone]); 1 pt
Super Senses: Senses 19 (Normal Hearing [Acute, Extended 3, Penetrates Concealment, Flaw: Cannot see through lead], Normal Vision [Extended 3], Infravision [Extended], Microscopic Vision 4 [Atomic], Ultra-Hearing [Extended]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3 (+23 with Super Speed)
Close Attack +6
Unarmed +8 [Unarmed +16]
Ranged Attack +2
Heat Vision +9 [Heat Vision +14]
Special Attack [Super Breath Move Object +9, Cone Area; Freeze Breath Affliction +9, Cone Area]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +15 (+8 Impervious), Fortitude +14, Will +10

COMPLICATIONS:
Power Loss: Supergirl loses her powers and her Str and Sta are reduced to 1 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive her of her powers.
Relationships: She is close with her cousin Clark Kent (Superman), Conner Kent (Superboy), Lois Lane-Kent and Martha Kent.
Responsibility: Supergirl feels a strong sense of responsibility to use his powers for the benefit of all and try to live up the standards her cousin has set.
Secret Identity: She sometimes goes by Claire Connors.
Vulnerable: Supergirl is as vulnerable to magic as anyone else. She loses her ranks of Impervious and her ranks of Protection against magical attacks.
Weakness: Kryptonite...Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death.

Abilities 90 + Skills 24 (48 ranks) + Advantages 8 + Powers 106 + Defenses 19 = 247 / 247

Build Comments: Since I built Power Girl, I felt the need to build Supergirl, too since I basically copied their power sets for each other.

Not a lot to say about Kara that I didn't cover in the Power Girl build, really. I didn't that whole crystal thing she did for a while since I didn't read anything with it and I didn't really care for it anyway. In my setting, she is part of the Justice League, filling in Clark's shoes as team paragon.

Secret Origins: Kara Zor-El is the daughter of Superman's uncle Zor-El and his wife Alura. Kara is actually older than Kal-El (Superman); she was a teenager when he was a baby. When Krypton was attacked by Brainiac, he took Kandor with him, while Kara and her parents remained in Argo. After Brainiac's attack, her father created a force-field around Argo using a Brainiac Probe. When Brainiac came to consume Argo City, her parents had no choice but to send her in a rocket headed for Earth. However, her rocket was caught in a large kryptonite-encrusted meteor and she arrived on Earth years after her cousin did.

The Story so Far: After some initial confusion, Kara was found by Superman and trained by Wonder Woman. She was captured by Darkseid, and after being brainwashed, attacked her own cousin. Superman defeated her and returned her to Earth, where he faked her death so Darkseid would not come looking for her.

She then assumed the role of Supergirl. However, she felt out of place, not sure where she really belonged. Kara was uncomfortable with her cousin's over-protectiveness, and she could not hang out with her Earth-Two counterpart Power Girl since their powers went haywire whenever they touched. She found kindred spirits in her other "cousin" Superboy and fellow alien Starfire.

She has since been a member of the Teen Titans, Justice League, Avengers, Defenders and Outsiders in addition to having many adventures on her own.

Characterization: Kara is outgoing, energetic and unafraid. She occasionally has trouble assimilating to Earth life due to her formative years being on Krypton, but she’s come a long way in a short time.

Friends and Foes: She is close to all the members of the Superman family, particularly Clark and Lois.

Clean Up 1/13/11: As stated in the Power Girl build, I'm replacing my original Kara build with a PC version. She was pretty easy to fit into the format since she is not as skilled as her cousin or Earth-2 counterpart.

Clean Up 2/17/11: Much like PG above, I took Kara up a PL and I'm still keeping the PL12 version.

Clean Up 4/4/12: Updated Kara to PL12 again.

Clean Up 5/26/13: Kara goes up to PL13 to match Power Girl.

Clean Up 11/25/13: Kara goes back down to PL12. *sigh* I'm so wishy-washy...
Last edited by Thorpacolypse on Sat Feb 08, 2014 5:38 pm, edited 13 times in total.
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catsi563
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Re: The JM: MO' LADIES: Silk Spectre, Power Girl, Supergirl

Post by catsi563 » Sun Sep 26, 2010 7:05 pm

found an oops on Rukia. its in hakuren the seocnd dance. its listed as a cyliner AOE like the first one when in fact its more a line or cone aoe.

Oh and Power Girl Giggity :mrgreen:
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