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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
User avatar
catsi563
Cosmic Scion
Cosmic Scion
Posts: 5816
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon
Contact:

Re: J-Mart 3E: PCs - Thor, Iron Man, Cap x2, Aqualad II

Postby catsi563 » Sun Dec 05, 2010 2:18 pm

Power Loss: He loses his air powers in non-aerobic environments


So like any Role Playing session? :P :mrgreen:

LOL sorry i coulndt resist :mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

User avatar
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...)

Re: J-Mart 3E: PCs - Thor, Iron Man, Cap x2, Aqualad II

Postby Thorpacolypse » Sun Dec 05, 2010 2:32 pm

catsi563 wrote:
Power Loss: He loses his air powers in non-aerobic environments


So like any Role Playing session? :P :mrgreen:

LOL sorry i coulndt resist :mrgreen:


Now THAT'S funny!!! :D
Shop J-Mart!

Service with a smilie! :)

User avatar
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...)

Re: #71, #124

Postby Thorpacolypse » Sun Dec 05, 2010 5:21 pm

Thorpacolypse wrote:A RED LIGHT SPECIAL hits the Aisle 1a shelves as the PC builds just keep on comin'!

Image
Just cannot wait until this dude is Batman.

RED ROBIN (TIM DRAKE-WAYNE) PC
PL: 10 (150 pp) - OPL: 8 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 4, DEXTERITY 4, FIGHTING 10, INTELLECT 5, AWARENESS 1, PRESENCE 1

SKILLS: Acrobatics 8 (+12) [Agile Feint], Athletics 7 (+9), Close Combat [Unarmed] 2 (+14), Deception 6 (+7), Expertise [Science] 5 (+10), Expertise [Streetwise] 5 (+10), Insight 3 (+4), Intimidation 6 (+7), Investigation 11 (+16) [Well-Informed], Perception 7 (+8), Persuasion (+1), Ranged Combat [Throwing] 7 (+12), Stealth 9 (+13), Technology 7 (+12) [Inventor], Treatment 1 (+5), Vehicles 4 (+8)

ADVANTAGES: Agile Feint, Beginner's Luck, Close Attack (2), Defensive Roll (1), Eidetic Memory, Equipment (10), Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Inventor, Languages (2) (Pick 2, Base: English), Quick Draw, Ranged Attack (1), Takedown (1), Teamwork, Uncanny Dodge, Well-Informed

POWERS:
NONE

EQUIPMENT:
(50ep)
Red Robin Suit: Protection 2, Immunity 10 (Ballistic Damage, Flaw: Half Effect); 7ep
The Cape and Cowl: Senses 2 (Night Vision), Flight 1 (Flaw: Gliding), Commlink, GPS; 5ep
Utility Belt: Array (25ep)
Flash Bang Grenade: Dazzle 4 (Affliction 4, 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware; resisted by Dodge], Extra: Targeted Area Burst, Range 20ft; 16ep
Robinrang: Bludgeoning Strength-Based Ranged Damage 2, Critical 19-20; 50ft range, Medium; 1ep
Bo Staff: Bludgeoning Strength-Based Damage 2, Collapsible, Large; 1ep
R Shuriken: Piercing Ranged Damage 1, Extra: Multiattack, Critical 19-20; 25ft range, Small; 1ep
Smoke Grenade: Concealment 4 (Visual, resisted by Dodge), Extra: Cloud Area, Range 40ft; 1ep
Grapple Gun: Movement 1 (Swinging), Speed 1 (4 mph); 1ep
Mini-Tracer: Feature 1 (Tracking, 2 Mile range), Miniscule; 1ep
Rebreather: Immunity 2 (Flaw: Limited -20 Rounds of Oxygen), Tiny; 1ep
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology), Tiny; 1ep
Flashlight: Light 1, Tiny; 1ep
Vehicles: (13ep)
Red Robincycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8, Features 3 (Alarm [DC20], Navigation System, Remote Control); 13ep

OFFENSE:
Initiative +8
Close Attack +12 [Bo Staff +4]
Unarmed +14 [Unarmed +2, Critical 19-20]
Ranged Attack +5
Throwing +12 [Robinrangs +4, Critical 19-20; R Shuriken +1, Critical 19-20, Multiattack; Flash Bang Affliction +4, Area Burst]

DEFENSES:
Dodge +14 [DC24] Parry +12 [DC22]
Toughness +6, Fortitude +5, Will +5

COMPLICATIONS:
Enemy: The General/Anarky II
Identity: He has a secret identity of Tim Drake-Wayne
Relationships: The Batman family, Conner Kent and Cassie Sandsmark
Responsibility: To protect Gotham and live up to Batman’s faith in him
Rivalry: He has strong rivalry with Damian Wayne who is insanely jealous of him

Abilities 60 + Skills 44 (88 ranks) + Advantages 28 + Powers 0 + Defenses 18 = 150 / 150

Comments: I am a big Tim Drake fan and I'm glad he's moved into the Red Robin role. He was hitting that point where it was time for him to do more on his own and I think that's part of the reason DC decided to "kill" Bruce for a while. I've only read a little of the Red Robin book but I have seen, I dig and I look forward to when he actually takes the Bat mantle. If you've read the Titans arc where he is Batman in the future, he is more wicked than Bruce or Dick ever were.

Clean Up 12/5/10: The more I thought about it, the more want Tim at PL10. I am going to have my Young Justice/Young Avengers/Teen Titans mostly at PL9 so I think Tim deserves the PL bump since he has been kicking total arse as Red Robin and Dick said he does see him as an equal now, and Dick as Nightwing is the epitome of PL10 in book. The PL9 remains for reference and future waffling on PL...

RED ROBIN (TIM DRAKE-WAYNE)
PL: 9 (135 pp) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 4, DEXTERITY 4, FIGHTING 8, INTELLECT 4, AWARENESS 1, PRESENCE 1

SKILLS: Acrobatics 7 (+11) [Agile Feint], Athletics 5 (+7), Close Combat [Unarmed] 2 (+12), Close Combat [Quarterstaff] 2 (+12), Deception 6 (+7), Expertise [Science] 3 (+7), Expertise [Streetwise] 4 (+8), Insight 3 (+4), Intimidation 6 (+7), Investigation 11 (+15) [Well-Informed], Perception 7 (+8), Persuasion (+1), Ranged Combat [Throwing] 5 (+10), Stealth 9 (+13), Technology 3 (+7), Treatment 1 (+5), Vehicles 4 (+8)

ADVANTAGES: Agile Feint, Beginner's Luck, Close Attack (2), Defensive Roll (1), Eidetic Memory, Equipment (9), Improved Critical (1) (Unarmed), Improved Initiative (1), Languages (1) (Pick it, Base: English), Quick Draw, Ranged Attack (1), Takedown (1), Teamwork, Uncanny Dodge, Well-Informed

POWERS:
NONE

EQUIPMENT:
(45ep)
Red Robin Suit: Protection 2; 2ep
The Cape and Cowl: Senses 2 (Night Vision), Flight 1 (Flaw: Gliding), Commlink, GPS; 5ep
Utility Belt: Array (25ep)
Flash Bang Grenade: Dazzle 4 (Affliction 4, 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware; resisted by Dodge], Extra: Targeted Area Burst, Range 20ft; 16ep
Robinrang: Bludgeoning Strength-Based Ranged Damage 2, Critical 19-20; 50ft range, Medium; 1ep
Bo Staff: Bludgeoning Strength-Based Damage 2, Collapsible, Large; 1ep
R Shuriken: Piercing Ranged Damage 1, Extra: Multiattack, Critical 19-20; 25ft range, Small; 1ep
Smoke Grenade: Concealment 4 (Visual, resisted by Dodge), Extra: Cloud Area, Range 40ft; 1ep
Grapple Gun: Movement 1 (Swinging), Speed 1 (4 mph); 1ep
Mini-Tracer: Feature 1 (Tracking, 2 Mile range), Miniscule; 1ep
Rebreather: Immunity 2 (Flaw: Limited -20 Rounds of Oxygen), Tiny; 1ep
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology), Tiny; 1ep
Flashlight: Light 1, Tiny; 1ep
Vehicles: (13ep)
Red Robincycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8, Features 3 (Alarm [DC20], Navigation System, Remote Control); 13ep

OFFENSE:
Initiative +8
Close Attack +10
Bo Staff +12 [Bo Staff +4;]
Unarmed +12 [Unarmed +2, Critical 19-20]
Ranged Attack +5
Throwing +10 [Robinrangs +4, Critical 19-20; R Shuriken +1, Critical 19-20, Multiattack; Flash Bang Affliction +4, Area Burst]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6, Fortitude +5, Will +5

COMPLICATIONS:
Enemy: The General/Anarky II
Identity: He has a secret identity of Tim Drake-Wayne
Relationships: The Batman family, Conner Kent and Cassie Sandsmark
Responsibility: To protect Gotham and live up to Batman’s faith in him
Rivalry: He has strong rivalry with Damian Wayne who is insanely jealous of him

Abilities 54 + Skills 39 (78 ranks) + Advantages 24 + Powers 0 + Defenses 18 = 135 / 135


Breaking up the GREEN LIGHT SPECIALS with another RED LIGHT SPECIAL. Took Tim up to PL10. As stated in the build, having my other teen hero types at PL9 really pushed me to make him PL10 since he is da bomb. I've never been one to state that I determine PL fairly when it comes to characters I like. Sometimes being a fave gets you the benefit of the doubt. But hey, I even plan on my upcoming Pym build to be PL10 so at least I'm not knocking PL for characters I have issues with! :wink:
Shop J-Mart!

Service with a smilie! :)

User avatar
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...)

#123

Postby Thorpacolypse » Sun Dec 05, 2010 5:30 pm

I think my little game of RED LIGHT SPECIAL/GREEN LIGHT SPECIAL is done for the night as we end up with this GREEN LIGHT SPECIAL!

Image
I am Mars' sole survivor. There is a reason for that. - J'onn J'onzz

MARTIAN MANHUNTER
PL: 14 (320 pts) - OPL: 14 ; DPL: 14

ABILITIES: STRENGTH 16, STAMINA 12, AGILITY 2, DEXTERITY 2, FIGHTING 10, INTELLECT 7, AWARENESS 5, PRESENCE 1

SKILLS: Athletics (+16), Close Combat [Unarmed] 2 (+12), Deception (+1), Expertise [Martian Lore] 3 (+10), Expertise [Physical Sciences] 5 (+12), Insight 8 (+13), Intimidation 6 (+7), Investigation 6 (+13) [Contacts], Perception 8 (+13), Persuasion 6 (+7), Ranged Combat [Martian Vision] 2 (+10), Stealth (+2), Technology 3 (+10), Vehicles 3 (+5)

ADVANTAGES: Contacts, Diehard, Equipment (5), Power Attack, Ranged Attack (6), Tracking, Trance

POWERS:
b]Green Martian Physiology:[/b] Immunity 13 (Aging, Life Support, Critical Hits [Flaw: Sustained]), Protection 2, Impervious 3; 20 pts
Green Martian Senses: Senses 9 (Normal Vision [Extended], Normal Hearing [Extended], Detect Minds [Mental, Accurate, Acute, Ranged, Extended 2]); 9 pts
Telepathic Array: 49 pt Array; 51 pts
Telepathy: Mind Reading 12, Communication 5 (Worldwide, Mental; Extra: Selective); 49 pts
Astral Projection: Remote Sensing 12 (Visual, Auditory, Aural, Mental; Flaw: Side Effect [Physical Body is defenseless and immobile]); 1 pt
Memory Editing: Perception Range Affliction 12 (Resisted by Will; 1st: Dazed, 2nd: Stunned, 3rd: Transformed, Extra: Cumulative); 1 pt

Flight: Flight 14 (32,000 mph), Movement 1 (Space Travel 1); 30 pts
Green Martian Powers: 25 pt Dynamic Array; 35 pts
Martian Vision: Ranged Force Damage 12 (Extra: Dynamic); 25 pts
Density: Enhanced Strength 6 (100,000 Tons, Flaw: Limited to Lifting), Feature 3 (Increased Mass 3), Protection 2, Impervious 5 (Extra: Dynamic, Flaw: Sustained); 2 pts
Intangibility: Insubstantial 4 (Extra: Dynamic, Precise); 2 pts
Disruption Attack: Affliction 12 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Accurate, Affects Corporeal 12, Cumulative, Dynamic, Flaw: Limited to Corporeal targets only); 2 pts
Invisibility: Concealment 4 (Visual, Extra: Dynamic); 2 pts
Shapeshifting: Morph 4 (Any Form, Extra: Dynamic), Elongation 2 (30 ft); 2 pts


EQUIPMENT:
Headquarters: (25 pts)
Martian Sanctuary: Size – Huge, Tough – 15, Features 15 (Communications, Computer, Concealed 2 [DC25], Defense System, Fire Prevention System, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System, Self-Repairing, Effect (Movement 1, Space Travel; Mars/Earth, Extra: Affects Others, Instantaneous); 25 pts

OFFENSE:
Initiative +2
Close Attack +10
Unarmed +12 [Unarmed +16]
Disruption Attack +12 [Disruption Affliction +12]
Ranged Attack +8
Martian Vision +10 [Martian Vision +12]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +14 (+3 Impervious, +16 with Density, +8 Impervious with Density), Fortitude +13, Will +15

COMPLICATIONS:
Alien: He sometimes struggles with adjusting to life on Earth and being the last green Martian (or so he thinks).
Enemy: His brother Malefic, Human Flame, The White Martians, Shadow King.
Motivation: Protecting his adopted homeworld.
Vulnerable: All Martians have a psychosomatic fear of fire. When exposed to fire, Martian powers are all disabled and they take an extra degree of failure against fire effects. Continued exposure can cause them to lose complete control of their biomorphic form.

Abilities 110 + Skills 26 (52 ranks) + Advantages 16 + Powers 145 + Defenses 23 = 320 / 320

Build Comments: I really wanted to make J’onn a total nightmare for anyone on Earth-5150 and I think I have. Crazy strong, high level telepath, complete biological control…he can do anything and everything well.

Secret Origins: J'onn J'onzz was born on Mars over 500 years ago. The Green Martian race was a telepathic race that wass in full commune with one another as well as the planet itself. They also possessed the ability to shapeshift and protect energy. The White Martian race, possessed the same abilities but they were more warlike. J’onn was a Manhunter, a keeper of the peace and authority figure on the planet. Well trained in various skills and possessing a keen detective's mind with a compassionate heart, J'onn was among the greatest to have served and protected his home for many years.

His greatness was recognized by the Green Martian leader and he handpicked J'onn to become the next leader of his people. To so he had to undertake a Rite of Passage wherein he had to detach himself from his people and understand what it meant to be truly alone. The Martian race had no such concept, as it was a very communal race, and J'onn needed the training in order to lead his people.

Upon his return J'onn finds that the paradise he once knew was burning with nothing much left but ashes. He initially blamed the White Martians, but he could not finda single a psychic presence and realized that an outside force had destroyed both races. J'onn was now truly alone.

The Story so Far: J’onn finds a psychic trail leading to Earth but it runs cold. J’onn now found himself in a strange and different world. Knowing that he had no reason to return to his dead planet, J'onn wandered into human civilization, attempting to find leads on the being, or beings responsible for the destruction of his people. In his time on Earth, he eventually began to make a new life among them but never lost sight of his true mission. Using his vast shape-shifting abilities, he took many forms across the globe, seeing life from every possible standpoint. He took the shapes of men and women of all types, and even animals. He spent much of his time in the role of a man named John Jones, a deceased detective. J'onn took a liking to this particular guise, as he still possessed a strong passion for crime-fighting.

Eventually J’onn met Charles Xavier, the strongest telepath he had ever encountered. They soon became friends and he helped J’onn identify who left the psychic trail; the psionic entity known as the Shadow King. J’onn eventually confronted The Shadow King and learned that he had been the weapon that destroyed the Martian races, but he was not the trigger. After J’onn defeated him, he tried to tell J’onn who sent him there but he seemingly self-destructed before he could do so, leaving J’onn with more questions.

Characterization: Driven by his desire to vengeance, J’onn continues to look for the person responsible for the loss of his planet. J’onn is heroic and compassionate man, but he hides that behind an aloof exterior. While the people and heroes of Earth have accepted him, he still keeps many secrets and maintains identities across the globe, making him somewhat of a mystery to teammates.

J’onn was a founding member of the Justice League, and remains heavily involved, using their resources to aid him in his quest.

Friends and Foes: He remains close to Charles Xavier and his friends in the Justice League. His enemies include a few other Martians that escaped the destruction of Mars, the White Martians, the mentally unstable D’Kay D’razz and his brother Malefic, whose insane jealously of J’onn combined with the loss of their world has made him J’onn’s deadliest foe.

Clean Up 6/9/13: J'onn gets a little tweak during my paragon review.

Clean Up 8/11/13: J'onn gets an update and a background.
Last edited by Thorpacolypse on Wed Jan 29, 2014 9:35 pm, edited 12 times in total.
Shop J-Mart!

Service with a smilie! :)

User avatar
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...)

#124

Postby Thorpacolypse » Sun Dec 05, 2010 5:41 pm

Our DC Line continues with this J-Mart Favorite item.

Image
Then YOU come down here and do it! You come down here and choose who lives and who dies! Get down here in the dirt with the rest of us! Climb down out of Olympus or wherever the hell you're hiding and DO SOMETHING! - Wonder Woman

WONDER WOMAN
PL: 14 (285 pts) - OPL: 14 ; DPL: 14

ABILITIES: STRENGTH 14, STAMINA 13, AGILITY 6, DEXTERITY 7, FIGHTING 14, INTELLECT 3, AWARENESS 6, PRESENCE 6

SKILLS: Acrobatics 7 (+13), Athletics 6 (+20), Deception 3 (+9/+11) [Attractive], Expertise [Magic] 4 (+7), Expertise [Mythology] 7 (+10), Expertise [Tactics] 7 (+10), Insight 7 (+13), Intimidation (+6), Investigation 2 (+5), Perception 6 (+12), Persuasion 6 (+12/+14) [Attractive], Stealth (+6), Vehicles 3 (+10)

ADVANTAGES: Accurate Attack, Animal Empathy, Attractive (1), Benefit (2) (Status 2 – Princess of Themiscrya), Diehard, Equipment (7), Extraordinary Effort, Great Endurance, Improved Defense, Improved Hold, Improved Initiative (1), Languages (2) (English, Greek, Ancient Roman, 2 others, Base: Themiscryan), Leadership, Power Attack, Ranged Attack (6), Takedown (2), Weapon Break

POWERS:
Amazonian Physique: Protection 1, Senses 2 (Normal Vision [Extended], Normal Hearing [Extended]), Immunity 2 (Disease [Limited], Poison [Limited]); 4 pts
Hera, Give me Strength!: Enhanced Strength 1 (800 Tons, Flaw: Limited to Lifting); 1 pt
Quick Change: Feature 1 (Quick Change into Wonder Woman from Diana Prince and vice versa); 1 pt
Fortitude of Gaia: Enhanced Advantages 2 (Diehard, Great Endurance), Regeneration 2 (1/every 5 rounds; Flaw: Limited [must be touching the ground]); 3 pts
Wondrous Movement: 14 pt Array; 15 pts
Wind Riding: Flight 7 (250 mph/1/2 mpr); 14 pts
Speed of Hermes: Speed 7 (250 mph/1/2 mpr), Leaping 6 (500 ft); 1 pt

Bracers of Aegis: 19 pts traits, Removable (-4 pts); 15 pts
Enhanced Defenses: Enhanced Advantages 2 (Improved Defense, Weapon Break), Impervious 7 (Flaw: Sustained); 16 pts
Twin Sword Creation: Magical Piercing Strength-based Damage 0 (Extra: Additional Descriptor [Magic], Dangerous, Split); 3 pts

Royal Tiara: 21 pts Traits, Easily Removable (–8 points); 13 pts
Thrown Tiara: Bludgeoning Ranged Damage 10 (Extra: Ricochet); 21 pts
Magic Lasso: 38 pts traits, Easily Removable (–16 points); 22 pts
Lasso Snare: Move Object 15 (Extra: Linked [Affliction]),
Must Tell the Truth: Ranged Affliction 15 (Resisted/Overcome by Will; 1st: Compelled, Extra: Linked [Move Object], Flaws: Limited to One Agree, Limited to one effect [Telling the Truth]); 8 pts (38 pts total)


Optional Amazonian Equipment:[/b
[b]Amazonian Shield:
Enhanced Dodge 2, Enhanced Parry 2, Enhanced Advantages 1 (Improved Disarm); Removable (-1 pt); 4 pts
Amazonian Battle Armor: Protection 2, Impervious 2; Removable (-1 pt); 5 pts

EQUIPMENT:
(35 pts)
Vehicle: (35 pts)
The Invisible Jet: Size - H, Strength - 20, Flight - 11, Def- 0, Tough - 11; Concealment 2 (Visual); 35 pts

OFFENSE:
Initiative +10
Close Attack +14 [Unarmed +14; Amazonian Swords +14, Critical 19-20]
Ranged Attack +13 [Tiara +10; Magic Lasso Affliction/Move Object +15]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +14 (+7 Impervious), Fortitude +14, Will +14

COMPLICATIONS:
Enemy: Circe, Cheetah, Mongal, Superia.
Relationships: Her mother, Hippolyta, Donna Troy, Cassie Sandsmark, Batman and Superman.
Responsibility: To Themiscrya and to protect the world, mainly from Olympian/Mythological threats.
Rivalry: Thundra and most of the time, Jenny Sparks.
Secret Identity: In her Diana Prince identity, Wonder Woman has no powers and the abilities of an ordinary (if athletic and skilled) woman. Her STR and STA are 3 and her DEX and AGL are 4.

Abilities 138 + Skills 29 (58 ranks) + Advantages 27 + Powers 74 + Defenses 17 = 285 / 285

Build Comments: Ending our initial Big Guns run and kicking off Ladies’ Night is the one and only, Wonder Woman. I am really torn about my overall take on Diana over the years as I love her in the Justice League but I haven’t been impressed with her solo work. I never felt like the writers, even Gail Simone who expected to rock her book, really knew what to do with her and never gave her the super villain she deserves. Recent takes on Cheetah and the new Atrocity have helped, but she’s still not truly A league on her own IMHO. However, in the JLA, as a guest in other books, or working with Batman and Superman, she’s da bomb.

My take on Diana for this combined setting. She’s a powerful PL14, right in line with the other top tier paragons/powerhouses in the setting. She can lift the Class 100 amount but is far more accurate in melee than Superman or Thor. Befitting the “greatest melee fighter in the world” as Batman as stated in JLA, she can alter her caps to be +20 to hit or +18 to damage. I am even toying with giving her a couple of ranks of Improved Crit for unarmed to make her even more dangerous…

As I have been in my builds of Diana in 3E, I focused more on making her a fighting machine, one of the best melee fighters in the world (and beyond) and on being an Amazon more than a paragon.

Secret Origins: While she had been taught since birth that she was a creation of clay, come to life by the power of her mother's need, it was not so. In reality, her mother had long ago had a tryst with Zeus, and their affair led to Diana's conception. The truth of her divinity was kept secret in order to protect Diana from the wrath of Hera, whose jealousy was notorious. When she discovered the truth, Wonder Woman cast off all other names, and chose never to return to Paradise Island

[The Story so Far: Her adventures truly began when the Greek messenger god, Hermes, entrusted Wonder Woman with the protection of Zola, a young woman, who is pregnant with the absent Zeus's child, from Hera, seething with jealousy and determined to kill the child. It is the goddess Strife, who informs her of lineage, leading Diana to find out that she is the natural-born daughter of Hippolyta and Zeus, who, after a violent clash, became lovers.

Wonder Woman accepted her lineage and rescued Zola from Hades, Ares and The First Born, Zeus and Hera’s first, and possibly most powerful child, that was hidden away by Hera to spare his life. Diana also discovered what happened to the male children who were born of Amazons, a conspiracy in Olympus to steal the throne from Zeus forever, and what being an immortal truly means.

After setting that part of her life in order, Diana became a founding member of the Justice League and has been a regular part of the team for most of its history. She has become a vital member of the superhero community and in her secret identity of Diana Prince, she has become a high ranking member of SHIELD, with only Waller, Fury and Steadman knowing her dual identity.

Characterization: Wonder Woman has an unrivaled level of compassion and give love without discrimination. This can be the source of her greatest strength and a greatest weakness both. She can be a headstrong, fierce and wilful person but her heart is always in the right place. While she greatly values human life, she has been shown to perform lethal actions when left with no other alternative. This has put her odds with Superman and Batman at times, both garnered her respect of other heroes like Wolverine and Hal Jordan.

Friends and Foes: Diana is close to her mother, Hippolyta, and her people, The Amazons of Themiscyra. She is strong relationships with her sister, Donna Troy and the current Wonder Girl, Cassie Sandsmark as well as Janet Van Dyne, The Wasp. She had a relationship with Col. Steve Trevor for a while, but it ended badly. The two have remained friends and she has hinted that a reconciliation is possible. Among her closest friends in the superhero community are Batman and Superman, with the 3 of them forming The Trinity. She has a great respect for Captain America, Thor, Valkyrie, Wolverine and she and J’onn J’onzz have been close as well, although they had a brief falling out because of him knowing her origins and not telling here, but they have become friends again.

As she has found them, she also close to most of her many half brothers and sisters from Zeus, most among them Hercules, Zola and Lennox. She has many enemies as well, including several members of the Olympian Pantheon, including Apollo and Demeter. She has tenuous relationshisps with Hades, Poseidon and Hera and her sister Strife and she have battled, but have also worked together when it suits both their needs.

Initially, she her brother Hercules did not see eye-to-eye, but after finding a common enemy in Ares, the two of them joined forces to stop him and since then they have been close. Diana even decided to relocated to Los Angeles where she and Herc now live together, along with Amadeus Cho, and are the cities’ protectors from the machinations of the Olympians

She has a long running rivalry with Colonel Jennifer Sparks of MI-13/Justice League International due to a misunderstanding some years ago (they are both kind of in the wrong, but not even Batman has the guts to tell them) and with Thundra, who is the leader of the Amazons in an alternate future who is stuck here in this time along with her daughter Lyra (and mother and daughter don’t see eye to eye either, but more on that when they get posted).

While currently single, Tony Stark’s constant advances seem to finally either be working or just wearing her down since she kinda sorta agreed to go to dinner with him. But Janet constantly ribs her about having a crush on Batman.

Clean Up 4/4/12: Quick fixes to Diana while I was working on some upcoming Amazon builds.

Clean Up 2/14/13: Some more tweaks to Diana with some DCnU adjustments.

Clean Up 7/21/13: I tweaked Cassie and Donna, so I had to do something to Diana as well... :wink:
Last edited by Thorpacolypse on Wed Apr 09, 2014 7:10 pm, edited 15 times in total.
Shop J-Mart!

Service with a smilie! :)

User avatar
Fyrehand
Hireling
Hireling
Posts: 156
Joined: Thu Mar 16, 2006 6:35 pm
Contact:

Re: J-Mart 3E: PCs - Thor, Iron Man, Cap x2, Aqualad II

Postby Fyrehand » Sun Dec 05, 2010 5:45 pm

Sir, with regards to you most recent GL build under complications you have greed and i think you meant guilt.

but i am most likely wrong as the great and powerful lord master of the J-Mart does not make even little mistakes.

(please don't blast me to my component atoms)
After watching a the battle suit hero Titano short out an ATM
"We are Heroes we don't break stuff"~Hyper
"Oops"~ Titano

User avatar
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...)

#125

Postby Thorpacolypse » Sun Dec 05, 2010 5:47 pm

This new DC PC Line item hits the Aisle 1 shelves.

Image
Me likely da bad girls...

RAVAGER PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 5, DEXTERITY 5, FIGHTING 12, INTELLECT 2, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 6 (+11) [Agile Feint], Athletics 4 (+9), Deception 4 (+5/+7) [Attractive], Expertise [Streetwise] 3 (+5), Insight 3 (+5), Intimidation 9 (+10), Investigation 1 (+3), Perception 5 (+7), Persuasion (+1/+3) [Attractive], , Sleight of Hand 2 (+7), Stealth 6 (+11), Technology 3 (+5), Vehicles 2 (+7)

ADVANTAGES: Agile Feint, All-Out Attack, Attractive (1), Defensive Roll (1), Equipment (2), Improved Critical (1) (Swords), Improved Disarm, Improved Initiative (1), Move-by Action, Power Attack, Quick Draw, Ranged Attack (3), Takedown (1), Weapon Break, Weapon Bind

ENHANCED ADVANTAGES (PRECOGNITION): Improved Initiative (1), Redirect, Seize Initiative, Uncanny Dodge

ENHANCED ADVANTAGES (ENHANCED BRAIN CAPACITY): Eidetic Memory

POWERS:
Precognition: Enhanced Advantages 5 (see Advantages), Senses 4 (Precognition, Flaws: Limited to 1 round into the future, Unreliable); 7 pts
Enhanced Brain Capacity: Enhanced Advantages 1 (see Advantages), Enhanced Intellect 1, Quickness 2 (Flaw: Limited to Mental); 4 pts
Enhanced Senses: Enhanced Awareness 1, Senses 6 (Normal Vision [Extended], Normal Hearing [Extended], Scent [Acute], Danger Sense, Darkvision); 8 pts
[Heightened Speed: Leaping 1 (15 ft), Quickness 1, Speed 3 (16 MPH); 5 pts

EQUIPMENT:
(10ep)
Body Armor: Protection 2; 2ep
Arsenal: (5ep)
Twin Swords: Slashing Strength-Based Damage 3, Critical 19-20, Extra: Split, Medium; 5ep

OFFENSE:
Initiative +9
Close Attack +12 [Unarmed +5; Twin Swords +8, Critical 18-20]
Ranged Attack +8

DEFENSES:
Dodge +10 [DC20] Parry +12 [DC22]
Toughness +8, Fortitude +8, Will +8

COMPLICATIONS:
Addiction: Rose struggles with an addiction to synthetic adrenaline, which boosts her precognitive abilities but destabilizes her metabolism and overall health
Bitch: Being Deathstroke's daughter, she didn’t learn a whole lot of social skills so sometimes she can rub people the wrong way…
Disability: She cut out her own left eye so she only has the right. It can cause perception issues if enemies come from that side
Enemy: The Clock King II
Mental Instability: Due to brainwashing and injection with experimental serums, Rose occasionally suffers psychotic breaks such as the one that led her to cut out her own eye
Relationships: Rose’s dysfunctional and convoluted family history has led to conflicts with her brother Jericho and her father Deathstroke. Rose loves her father, at the same time hating him for everything he has done
Reputation: Rose spent a lot of time with Deathstroke and a lot of people don't think her leaf can fall far from the tree

Abilities 70 + Skills 24 (48 ranks) + Advantages 24 + Powers 18 + Defenses 14 = 150 / 150

Comments: I guess I just likes me the bad girls because I like Rose a lot. For some reason dual sword wielding, peak human enhanced, crazy, own eye gouging out, smoking, adreline addicted, running around Titans Tower naked types just do it for me I suppose. :wink:

I really wasn't sure how to model the Adrenaline Inhaler since it's a fairly new thing for her, but I took a shot at it. I need to see some more of her recent stuff to get a better grip, but I just went with with some Wiki interpretation from the last Terror Titans I browsed through.

I almost made her PL10 because she's been doing some kickin' stuff lately, but I just don't quite her at that level.

Clean Up 6/7/12: I made her a full PL10 PC.
Last edited by Thorpacolypse on Sun Jul 21, 2013 3:58 pm, edited 4 times in total.
Shop J-Mart!

Service with a smilie! :)

User avatar
Tyrant Lizard King
Zealot
Zealot
Posts: 1029
Joined: Thu Oct 23, 2008 1:22 am
Location: Pangaea, Late Mesozoic

Re: J-Mart 3E: PCs - Cap x2, Aqualad II, More DC PCs

Postby Tyrant Lizard King » Sun Dec 05, 2010 7:10 pm

Like the Wonder Woman build, Thorp. One of the few DC characters I actually like. That's a great picture, too. Good job!

User avatar
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...)

Re: J-Mart 3E: PCs - Thor, Iron Man, Cap x2, Aqualad II

Postby Thorpacolypse » Sun Dec 05, 2010 7:43 pm

Fyrehand wrote:Sir, with regards to you most recent GL build under complications you have greed and i think you meant guilt.

but i am most likely wrong as the great and powerful lord master of the J-Mart does not make even little mistakes.

(please don't blast me to my component atoms)


WHAT?!?!? THOU DAREST IMPLY THAT I MADE A MISTAKE?!?!?!? WHY, I OUGHTA...

Fix it. :D

Thanks for the catch. Gotta watch where I click on my little dropdown that I made on my 3E Excel sheet thingy. I just had to correct some stuff in my Superboy complications where he had the identity of Clark Kent from a little cut and paste snafu. :wink:
Shop J-Mart!

Service with a smilie! :)

User avatar
Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: J-Mart 3E: PCs - Cap x2, Aqualad II, More DC PCs

Postby Woodclaw » Mon Dec 06, 2010 2:48 am

I must say this is an impressive line-up... it made me feel ashamed for not posting anything in the last two weeks... I'm sorry.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

User avatar
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...)

Re: J-Mart 3E: PCs - Cap x2, Aqualad II, More DC PCs

Postby Thorpacolypse » Mon Dec 06, 2010 10:15 pm

Woodclaw wrote:I must say this is an impressive line-up... it made me feel ashamed for not posting anything in the last two weeks... I'm sorry.


Never fret about that, my friend. We all have our lulls for one reason or another. I think I am about to enter another one since I just totalled my van (had her for 9 years and I total it running into my wife who I was following, apparently too closely) so that dealing with that will take up time the rest of this week. Wasn't like I had enough to deal with just with Christmas. But oh well, many far worse things could happen, the wife didn't reinjure her leg, the kids were not in the cars and we're both just a little sore.

And in the long run, it was time for the old girl to go anyway. I was just hoping to make it to the summer, but oh well. It's only money. Now if I could only afford a Batmobile... :wink:
Shop J-Mart!

Service with a smilie! :)

User avatar
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...)

#126, #127, #128, #129

Postby Thorpacolypse » Thu Dec 09, 2010 7:33 pm

We're taking a break from our PC line to get some new items on the shelves from our Villains Line. And these guys are a well known J-Mart Favorite and charter members of our JOB SQUAD! And it's a 4 for 1 Special! You can't beat these deals!

Um, actually, this particular deal gets beaten ALL the time...

Good point, Dante. Let the senseless violence and jobbing commence!

Image
*Sniff*...look at them...*sniff*...man, they suck...they're...*sniff*...beautiful...

Comments: Really, if you need a real introduction to these guys, you're on the wrooooooong board.

The Wrecking Crew. Big, dumb, powerhouses, led by a man with a MYSTIC CROWBAR...One of the greatest things Marvel has ever done, hands down. No need to expound on my building philosophy or what you're getting with these guys. They hit hard, they get hit hard and that's that.

And that's why I love them. :wink:

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

DA WRECKIN' CREW!

THE WRECKER
PL: 11 (165 pp) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 12, STAMINA 12, AGILITY 1, DEXTERITY 2, FIGHTING 6, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics (+12), Deception 4 (+5), Expertise [Demolitions] 8 (+8), Expertise [Streetwise] 6 (+6), Insight (+1), Intimidation 9 (+10), Perception 3 (+4), Persuasion (+1), Ranged Combat [Thrown Crowbar] 4 (+8), Stealth (+1)

ADVANTAGES: All-Out Attack, Close Attack (2), Power Attack, Ranged Attack (2), Sidekick (29) (135 pts; The Wrecking Crew), Takedown (1), Tough* (2)

ENHANCED ADVANTAGES:, Diehard, Great Endurance

POWERS:
Mystical Enhancements: Impervious 5 (9 ranks), Enhanced Advantages 2 (see Advantages), Immunity 5 (Environment Heat, Environmental Cold, Pressure, Poison, Disease); 16 pts
The Mystical Crowbar 19 pts traits, Easily Removable (-8 pts), 11 pts
Crowbar Smash: Mystical Bludgeoning Strength-Based Damage 2 (Extra: Penetrating 12); 16 pts
Thrown Crowbar: Mystical Bludgeoning Strength-Based Ranged Damage 2; 1 pt
Teleport: Teleport 8 (Extra: Increased Mass 5 [1600 lbs], Flaw: Limited to Extended); 1 pt
Mind Control: Perception Ranged Affliction 5 (Resisted by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extras: Cumulative, Flaw: Limited [other holding Crowbar only]); 1 pt
AE - Groundstrike: Burst Area Affliction 10 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Area Burst, Linked, Flaws: Limited to two degrees, Instant Recovery, Limited to Grounded Targets); [i]Linked Effect:
Damage 10 (Extras: Area Burst, Flaws: Limited to Objects); 1 pt[/i]

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +8 [Unarmed +12; Crowbar Smash +14]
Ranged Attack +4
Thrown Crowbar +8 [Thrown Crowbar +14]
Special Attack [Groundstrike Affliction +10, Area Burst]

DEFENSES:
Dodge +6 [DC16] Parry +8 [DC18]
Toughness +14 (+5 Impervious), Fortitude +13, Will +5

COMPLICATIONS:
Enemy: Thor
Greed: The Wrecker likes money, power and breaking stuff
Power Loss: Without his crowbar, The Wrecker loses his powers and his base stats go to STR 4, STA 4
Power Loss: The Wrecker also shares his power with the rest of the Wrecking Crew, so is at "one quarter strength" when fighting with the Crew

Abilities 70 + Skills 17 (34 ranks) + Advantages 41 + Powers 25 + Defenses 12 = 165 / 165

Comments: The main man of The Wrecking Crew, the Wrecker himself. I was going to make him PL10, but I like it when he challenges Thor at least a liiiiitle bit so he gets a PL11. Enough to take a starting hero, but not enough to make guys like Thor, Cap, Iron Man or even Spidey work up too much of a sweat.

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

THUNDERBALL
PL: 9 (133 pp) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 9, STAMINA 10, AGILITY 1, DEXTERITY 1, FIGHTING 6, INTELLECT 4, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 1 (+10), Deception (+1), Expertise [Construction] 3 (+7), Expertise [Science] 8 (+12), Expertise [Streetwise] 4 (+8), Insight (+2), Intimidation 9 (+10), Perception 3 (+5), Persuasion (+1), Ranged Combat [Thrown Blades] 4 (+7), Stealth (+1), Technology 8 (+12) [Inventor]

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (1), Improved Critical (1) (Thunderball), Improved Smash, Inventor, Power Attack, Ranged Attack (2), Takedown (1)

ENHANCED ADVANTAGES: Diehard, Great Endurance

POWERS:
Mystical Enhancements: Impervious 5 (9 ranks), Enhanced Advantages 2 (see Advantages), Immunity 5 (Environment Heat, Environmental Cold, Pressure, Poison, Disease); 16 pts
The Thunderball: 19 pts traits, Easy Removable (-8 pts); 12 pts
Thunderball Swinging: Enhanced Parry 2; 2 pts
Thunderball Smash: Mystical Bludgeoning Strength-based Damage 2 (Extras: Penetrating 11, Reach 2 [15 ft]); 15 pts
AE - Thunderball Thrown: Mystical Bludgeoning Strength-based Ranged Damage 2; 1 pt
AE - Groundstrike: Burst Area Affliction 9 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Area Burst, Linked, Flaws: Limited to two degrees, Instant Recovery, Limited to Grounded Targets); [i]Linked Effect:
Damage 10 (Extras: Area Burst, Flaws: Limited to Objects); 1 pt[/i]

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +9; Thunderball Strike +11, Critical 19-20]
Ranged Attack +3
Thrown Thunderball +7 [Thunderball Thrown +11, Critical 19-20]

DEFENSES:
Dodge +4/+6 [DC14/16] Parry +6 [DC16]
Toughness +10 (+5 Impervious), Fortitude +12, Will +5

COMPLICATIONS:
Arrogance: Eliot freaks out if not given proper due, and often things that he should be the leader of the Wrecking Crew, despite being notably less powerful than his boss, The Wrecker
Obsession: While not quite as destructive as the other members, he does love destroying things, despite his high intellect
Power Loss: The Wrecking Crew must touch The Wrecker's mystical Crowbar from time to time for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Thunderball's standard Abilities are then STR 3, STA 4
Reputation: Well known jobbers as part of the Wrecking Crew

Abilities 68 + Skills 20 (40 ranks) + Advantages 13 + Powers 24 + Defenses 8 = 133 / 133

Comments: Thunderball is the smart one in the group, yet he still generally comes off the same destructive mook as the rest. In a fair world, he'd be the leader, but instead he just does damage like the rest.

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

PILEDRIVER
PL: 9 (101 pp) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 10, STAMINA 10, AGILITY 1, DEXTERITY 1, FIGHTING 5, INTELLECT 0, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 1 (+11), Expertise [Construction] 4 (+4), Expertise [Streetwise] 4 (+4), Intimidation 8 (+8), Perception 3 (+3), Stealth (+1)

ADVANTAGES: Close Attack (2), Ranged Attack (1), , All-Out Attack, Chokehold, Fast Grab, Improved Grab, Improved Smash, Power Attack, Tough (3)

ENHANCED ADVANTAGES: Diehard, Great Endurance

POWERS:
Mystical Enhancements: Impervious 5 (9 ranks), Enhanced Advantages 2 (see Advantages), Immunity 5 (Environment Heat, Environmental Cold, Pressure, Poison, Disease); 16 pts
Oversize Mitt Strike: Bludgeoning Strength-Based Damage 1; 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +10; Oversize Mitt Strike +11]
Ranged Attack +2

DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +13, Fortitude +12, Will +4

COMPLICATIONS:
Obsession: He does love destroying things and he likes money
Power Loss: The Wrecking Crew must touch The Wrecker's mystical Crowbar from time to time for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Piledriver's standard Abilities are then STR 4, STA 4 with the Tough feat (Toughness +5)
Reputation: Well known jobbers as part of the Wrecking Crew

Abilities 54 + Skills 10 (20 ranks) + Advantages 12 + Powers 14 + Defenses 8 = 98 / 98

Comments: Piledriver is the member of the crew with big hands that he can hit harder with. That’s it. Next…

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

BULLDOZER
PL: 9 (111 pp) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 9, STAMINA 10, AGILITY 1, DEXTERITY 0, FIGHTING 5, INTELLECT 0, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 2 (+11), Expertise [Military] 4 (+4), Expertise [Streetwise] 4 (+4), Intimidation 8 (+8), Perception 3 (+3), Stealth (+1)

ADVANTAGES: All-Out Attack, Close Attack (2), Move-by Action, Improved Trip, Power Attack, Ranged Attack (2)

ENHANCED ADVANTAGES: Diehard, Great Endurance

POWERS:
Mystical Enhancements: Impervious 5 (9 ranks), Enhanced Advantages 2 (see Advantages), Immunity 5 (Environment Heat, Environmental Cold, Pressure, Poison, Disease); 16 pts
Bulldozer Physiology: Enhanced Strength 1 (25 Tons; Flaw: Limited to Lifting), Speed 2 (8 mph), Enhanced Strength 4 (Limited to Resisting Movement); 7 pts
Bulldozer Helmet:10 pts traits, Removable (-2 pts); 8 pts
Enhanced Durability: Immunity 2 (Critical Hits, Flaw: Limited to Head/Neck Area), Impervious 2 (3 ranks); 4 pts
Bulldozer Charge: Bludgeoning Strength-Based Damage 2 (Extra: Penetrating 10, Flaw: Limited [only when charging]); 6 pts

EQUIPMENT:
[i]NONE


OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +9; Bulldozer Charge +11]
Ranged Attack +2

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +13 (+7 Impervious), Fortitude +12, Will +4

COMPLICATIONS:
Obsession: He does love destroying things and he likes money
Power Loss: The Wrecking Crew must touch The Wrecker's mystical Crowbar from time to time for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. Bulldozer's standard Abilities are then STR 3, STA 3 with the Tough feat (Toughness +4)
Reputation: Well known jobbers as part of the Wrecking Crew

Abilities 50 + Skills 12 (24 ranks) + Advantages 11 + Powers 28 + Defenses 10 = 111 / 111

Comments: 4th verse, same as the first. Bulldozer is a great powerhouse mook. He rams stuff with his head. There you have it.
Last edited by Thorpacolypse on Sat Nov 12, 2011 4:34 pm, edited 1 time in total.
Shop J-Mart!

Service with a smilie! :)

User avatar
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...)

#130

Postby Thorpacolypse » Thu Dec 09, 2010 7:50 pm

Another new item in our Villains Line hits the Aisle 2 shelves!

Image
Seasons don't fear The Reaper...nor do the wind, the sun or the rain...or any decent superhero, for that matter...

GRIM REAPER
PL: 11 (147 pp) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 3, DEXTERITY 4, FIGHTING 8, INTELLECT 2, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 3 (+6), Athletics 4 (+8), Close Combat [Scythe] 4 (+14), Deception 7 (+8), Expertise [Arcana] 5 (+7) [Ritualist], Expertise [Streetwise] 5 (+7), Insight 2 (+4), Intimidation 8 (+9) [Startle], Perception 3 (+5), Persuasion (+1), Ranged Combat [Scythe Blast Array] 3 (+12), Stealth 5 (+8), Technology 5 (+7)

ADVANTAGES: All-Out Attack, Benefit (1) (HYDRA Status), Close Attack (2), Defensive Roll (2), Favored Foe (Wonder Man), Improved Critical (1) (Scythe), Improved Initiative (1), Power Attack, Ranged Attack (5), Ritualist, Startle, Takedown (1)

ENHANCED ADVANTAGES: Improved Disarm, Improved Smash, Weapon Bind, Weapon Break

POWERS:
Grim Reaper Costume: 12 pts traits, Removable (-3 pts); 9 pts
Body Armor: Protection 4, Impervious 4 (8 ranks); 12 pts
Reaper Scythe: 27 pts traits, Removable (-5 pts); 23 pts
Scythe Blocking: Enhanced Parry 2, Enhanced Dodge 2 (Flaw: Sustained); 4 pts
Scythe Blast: Electro-Magnetic Ranged Damage 10; 20 pts
AE - Scythe Strike: Slashing Strength-Based Damage 4 (Extra: Improved Critical, Penetrating 8), Enhanced Advantages 4 (see Advantages); 1 pt
AE - Stun Blast: Ranged Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1pt
AE - Sleep Bombs: Ranged Area Burst Affliction 6 (Resisted by Will; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Area Burst); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +10 [Unarmed +4]
Scythe +14 [Scythe Strike +8, Critical 18-20]
Ranged Attack +9
Scythe Array +12 [Scythe Blast +10, Critical 19-20; Stun Blast Affliction +10, Critical 19-20; Sleep Bomb Affliction +6, Critical 19-20, Area Burst]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +10 (Impervious +4), Fortitude +7, Will +5

COMPLICATIONS:
Disability: He is missing his right hand without his scythe
Enemy: The Avengers, Wonder Man
Motivation: Greed, Power, Showing up his brother
Responsibility: To HYDRA or whoever is employing him at the time

Abilities 56 + Skills 27 (54 ranks) + Advantages 23 + Powers 26 + Defenses 15 = 147 / 147

Comments: I used to have the comic with the Grim Reaper getting ready to slash Wonder Man and Vision on it, but it got destroyed in an apartment I lived in when the storage area flooded. Heartbreaking. I actually liked the Reaper as a villain at first, but he turned into an Avengers jobber quickly. Fortunately, someone at Marvel apparently likes him, too, since he has been getting some pretty good run as a main villain in Avengers: Earth’s Mightiest Heroes, being a right hand man (no pun intended) of Baron Strucker as he leads HYDRA. Hence the benefit, even though I don’t know if he has any real HYDRA ties in main continuity.

This Reaper is a combination of main continuity and his current animated representation and as such, he’s a bit more formidable than he normally is. I put him a PL11 since he did hold his own against a decent Avengers lineup before, and in the show, he took on Iron Man, Wasp and Pym with little trouble.

I have a job for him soon, once I get a few more builds up.
Last edited by Thorpacolypse on Sat Nov 12, 2011 4:35 pm, edited 1 time in total.
Shop J-Mart!

Service with a smilie! :)

User avatar
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...)

#131

Postby Thorpacolypse » Thu Dec 09, 2010 8:58 pm

Here's another item in our Villains Line that's getting stocked on Aisle 1. He's also a card carrying member of the JOB SQUAD!

Image
He may be a murderous mook, but you have to admit, the guy always dresses nice.

TOMBSTONE
PL: 9 (134 pp) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 8, STAMINA 9, AGILITY 2, DEXTERITY 2, FIGHTING 7, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 3 (+11), Deception 4 (+5), Expertise [Streetwise] 8 (+9), Insight 4 (+6), Intimidation 9 (+10) [Startle], Investigation 6 (+7) [Well-Informed], Perception 5 (+7), Persuasion 4 (+5), Ranged Combat [Firearms] 3 (+8), Stealth (+2), Vehicles 4 (+6)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (3), Crushing Pin*, Equipment (5), Fast Grab, Improved Critical (1) (Unarmed), Improved Hold, Improved Initiative (1), Power Attack, Ranged Attack (3), Startle, Well-Informed

POWERS:
Physical Enhancements: Protection 2, Impervious 5 (9 ranks), Immunity 3 (Environmental Heat, Environmental Cold, Pressure), Feature 1 (Increased Mass); 15 pts

EQUIPMENT:
(25ep), 25ep for HQ, Car, Weapons, etc.

OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +8, Critical 19-20]
Ranged Attack +5
Firearms +8

DEFENSES:
Dodge +6 [DC16] Parry +7 [DC17]
Toughness +11 (+5 Impervious), Fortitude +10, Will +6

COMPLICATIONS:
Disability: Being an albino, he is sensitive to light and he also has a problem speaking in a normal tone, he normally talks in a whisper
Enemy: Spider-Man, Robbie Robertson
Motivation: Greed, Power

Abilities 64 + Skills 25 (50 ranks) + Advantages 20 + Powers 14 + Defenses 9 = 132 / 132

Comments: Tombstone was an interesting villain for me when I was younger just because he looked pretty cool, but really, a jobber is a jobber.

He debuted as a childhood friend of Robbie Robertson who began terrorizing him, putting him at odds with Spidey. As time went on, he become as associate of The Kingpin, so he also got to have run-ins with Daredevil as well. They whooped him numerous times but he continues to bounce around the Marvel U, even being the main villain in the recent Spectactular Spider-Man series on Fox Kids. In my setting, he is part of The Kingpin's empire, turning his back on The Hood, who is not happy with him.
Last edited by Thorpacolypse on Sat Nov 12, 2011 4:35 pm, edited 2 times in total.
Shop J-Mart!

Service with a smilie! :)

User avatar
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...)

#132

Postby Thorpacolypse » Fri Dec 10, 2010 9:15 pm

Another member of the J-Mart JOB SQUAD hits the Aisle 2 shelves!

Image
...too many jokes to be made about that suit...

SHOCKER
PL: 10 (125 pts) - OPL: 10 ; DPL: 9

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 3, FIGHTING 6, INTELLECT 3, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 3 (+5), Deception 5 (+5), Expertise [Criminal] 3 (+6), Expertise [Science] 4 (+7), Insight 4 (+5), Intimidation 4 (+4), Perception 4 (+5), Ranged Combat [Vibration Control] 5 (+10), Stealth 3 (+5), Technology 5 (+8)

ADVANTAGES: All-Out Attack, Defensive Roll (1), Improved Initiative (1), Ranged Attack (2)

POWERS:
Shocker Suit: 15 pts Traits, Removable (-3 pts); 12 pts
Deflection Field: Protection 4, Impervious 3, Immunity 5 (Entrapment Effects); 15 pts
Vibro Gauntlets: 33 pts Traits, Removable (-7 pts); 26 pts
Vibroshock: Ranged Cone Area Weaken Toughness 10 (Extra: Affects Objects, Cone Area [60 ft cone], Flaw: Affects Objects only); 30 pts
Shockwave Blast: Ranged Vibratory Damage 10 (Extra: Penetrating); 1 pt
Shockwave: Ranged Cone Area Vibratory Damage 10 (Extra: Cone Area [60 ft cone]); 1 pt
Stunning Shockwave: Ranged Cone Area Vibratory Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Cone Area [60 ft cone); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +6 [Unarmed +2]
Ranged Attack +5
Shockwaves +10 [Shockwave Blast +10]
Special Attacks [Shockwaves +10, Cone Area; Stunning Shockwave +10, Cone Area; Vibroshock Weaken +10, Cone Area]

DEFENSES:[/b
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +8 (+7 without Defensive Roll), Fortitude +7, Will +7

[b]COMPLICATIONS:

Enemy: Spider-Man
Inferiority Complex: Herman sometimes suffers from a lack of confidence that can impair his abilities
Motivation: He's motivated by money and power, of which he never seems to get much of either…
Reputation: Jobber

Abilities 40 + Skills 20 (40 ranks) + Advantages 5 + Powers 38 + Defenses 22 = 125 / 125

Build Comments: Shocker…bad suit. Really bad suit. Long time jobber to Spidey. Decent power set, though. That's all I'm saying for now.

Secret Origins: Herman Schultz was a career criminal who, after several prison terms for robbery, built a battle suit that sent out shock waves to quickly open safes as well as give himself a one-up on the authorities. The Shocker had the ability to shock his enemies with his hand held vibro-shock units, but because the vibrations were so fierce, he wore a heavily insulated suit. During his first outing as the self-styled "Shocker" he ran into and defeated Spider-Man (albeit the hero was suffering a broken arm at the time) who became Schultz's nemesis.

The Story so Far: Early on in his career Shocker often acted as either a thief or subordinate to the more prominent of Spider-Man's foes such as Kingpin and The Owl. Shocker joined Mysterio's Sinister Seven, Green Goblin's Sinister Twelve (and even Doctor Octopus' short lived makeshift Sinister Six during Civil War). Other villains he teamed up with include Rhino, Boomerang, Leila Davis, Trapster, Hydro Man and Speed Demon- these villains along with the Beetle made up the Sinister Syndicate.

He would fight Spider-Man on many occasions, proving himself to be one of Spider-Man's more difficult opponents. The Shocker became a member of the Masters of Evil with Radioactive Man, Tiger Shark, Moonstone, and the Beetle to incriminate Dr. Henry Pym, who was then on trial for treason. Unfortunately they were defeated by the Avengers.

The Shocker has let Spider-Man go on a few occasions, the first being when he found Spider-Man incapacitated with a bout of vertigo on the outside of a tall building. He didn't kill Spider-Man, thinking it an unworthy end despite the fact it doesn't help him either. Shocker would later turn on his ally the Trapster at the bequest of Norman Osborn, who sought to have the Trapster eliminated as a potential witness against his recent attempt to frame Spider-Man for murder. Preparing to kill the resigned Trapster in an alley, he was attacked and rendered unconscious at the last minute by Spider-Man.

He has most recently been part of Boomerang’s Sinister Six.

Characterization: The Shocker is a gifted, and apparently self-taught, engineer who built his battle suit from scratch in a prison workshop. He is also the self-proclaimed world's best safe-cracker. He has had severe confidence problems during his early years as a super-criminal, however this period of shaky confidence appears to be a thing of the past.

Friends and Foes: He is pretty well liked in the supervillain community and even Spider-Man doesn’t have a personal grudge against him like several other members of his rogue’s gallery.

Clean Up 12/20/13: Shocker gets a much needed update.
Last edited by Thorpacolypse on Wed Feb 05, 2014 5:09 pm, edited 3 times in total.
Shop J-Mart!

Service with a smilie! :)


Return to “Roll Call”



Who is online

Users browsing this forum: Google [Bot] and 1 guest