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Thorpacolypse
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#179

Postby Thorpacolypse » Sun Feb 27, 2011 5:23 pm

Check out this J-Mart Favorite item joining our PC line!

Image
I wonder who has gone through more shirts over the years...Luke or Banner?

LUKE CAGE
PL: 11 (163 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 10, STAMINA 11, AGILITY 3, DEXTERITY 1, FIGHTING 8, INTELLECT 1, AWARENESS 3, PRESENCE 4

SKILLS: Athletics 5 (+15), Deception 3 (+7), Expertise [Streetwise] 11 (+12), Insight 6 (+9), Intimidation 8 (+12) [Startle], Investigation 6 (+7), Perception 4 (+7), Persuasion 1 (+5), Ranged Combat [Throwing] 4 (+5), Stealth 2 (+5)

ADVANTAGES: Accurate Attack, All-Out Attack, Close Attack (2), Defensive Attack, Diehard, Fast Grab, Great Endurance, Improved Hold, Improved Initiative (1), Interpose, Leadership, Power Attack, Startle, Takedown (1), Teamwork, Ultimate Effort (2) (Ultimate Fortitude Check, Ultimate Toughness Check), Withstand Damage* (1)

POWERS:
Power Man Treatments: Immunity 3 (Environmental Cold, Environmental Heat, Pressure), Enhanced Advantages 2 (Diehard, Great Endurance), Regeneration 2 (1/every 5 rounds); 7 pts
Steel Skin: Protection 3, Impervious 7; 17 pts
Hands of Steel: Bludgeoning Strength-based Damage 2; 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +10 [Unarmed +10; Steel Punches +12]
Ranged Attack +1
Throwing +5

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +14 (+7 Impervious, Ultimate Effort), Fortitude +12 (Ultimate Effort), Will +10

COMPLICATIONS:
Relationships: His wife Jessica Jones, daughter Dani, Iron Fist, Misty Knight, Colleen Wing and the other New York street level heroes
Responsibility: Heading up the new Outsiders with Nightwing, protecting the streets of New York
Reputation: Cage was originally a petty thug before turning his life around. Some old grudges haven't gone away
Vulnerable: His steel skin makes it nearly impossible to do any type of invasive procedure on him, making his internal organs vulnerable

Abilities 82 + Skills 25 (50 ranks) + Advantages 17 + Powers 26 + Defenses 13 = 163 / 163

Build Comments: For anyone that looked at my settings page, in the PC Thorpacoverse, Luke Cage and Grayson Batman are leading a new version of The Outsiders. Everyone I had put on there except Luke was PL11 and that didn’t seem fair so he gets a PL11 version as well. I tried to do it without making him too overpowered for general canon and I think I did OK. He’s hard to hurt, but still lower level brick range, focusing more on accuracy. I added the chain because I love chain weapons visually and he looks cool with it.

Secret Origins: Luke Cage (named Carl Lucas at birth) was raised in the slums of Harlem, New York. He spent his childhood in a gang called The Rivals along with his friend Willis Stryker. Lucas engaged in many gang fights with The Diablos, a rival gang. He also committed petty crimes and worked for a crime lord named Sonny Caputo.

Eventually, Lucas was put through the juvenile justice system and realized the pain he was causing his family. He changed his ways and in his adulthood, he joined The NYPD ( New York City Police Department) as a police officer. Willis Stryker rose through the ranks of crime. Stryker's actions brought the anger of The Maggia, a New York crime syndicate, upon Willis.

The Maggia ordered a hit on Willis and he was badly injured, only to be saved by Carl Lucas. Stryker's girlfriend Reva Conners grows fearful of Willis' line of work. She breaks up with him and finds comfort in Carl Lucas. Willis then believes that Lucas is the one responsible for the break up between him and Reva. In revenge, he planted drugs in Lucas' Harlem apartment and tipped off the cops. Lucas is then wrongly convicted and imprisoned.

The Story so Far: While incarcerated, Lucas grows angry and hateful towards Willis. He engages in jail fights and makes numerous failed escape attempts. Lucas, is then transferred to a prison on the coast of Georgia. Lucas faces racism from one of the guards named Albert Rackham. Lucas then volunteers for an experiment which will shorten his sentence. Dr. Noah Burstein puts Lucas in an electrical field with a chemical compound, leaving him unattended for a moment. Rackham tampers with the controls, causing an overload. Pushed way past its original intent, the resulting incident empowers Lucas with super strength and gives him nearly impervious skin. Lucas uses his power to escape from the prison and later makes his way back to New York City.

Lucas then adopted a costume and the name Luke Cage and became a Hero For Hire, working for anyone who can meet his price. He set up an office in Times Square, and is eventually proven innocent and exonerated from his crimes. Luke then continues his work as a superpowered mercenary. He eventually runs into his old friend, Willis Stryker, now a Maggia agent who goes under the name Diamond Back. Luke Cage and Diamond Back have an intense battle but Diamond Back is killed. Luke then went on to face many foes such as Gideon Mace, Chemistro, Discus, Stiletto, Shades and Comanche over the years.

During the Civil War story line, he compared the registration act to slavery, which is a vitally important theme of Civil War and what it represented.

Characterization: Cage has proven to be very good at speaking positively, truthfully, and charismatically in front of large audiences. His innate nobility has earned him the respect and friendship from a good number of different persons.

Friends and Foes: Cage’s best friend is Danny Rand, the Iron Fist. He is also close to the other New York street level heroes. He is happily married to Jessica Jones-Cage and they have a daughter, Danielle Cage. He has become fast friends with Nightwing, Dick Grayson, and Jessica constantly tease them about “Luke two-timing on his bromance with Danny with Grayson”.

Clean Up 9/9/11: Minor changes to Luke.

Clean Up 7/21/13: More minor tweaks to Luke.
Last edited by Thorpacolypse on Sat Feb 08, 2014 8:37 pm, edited 7 times in total.
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#180

Postby Thorpacolypse » Sun Feb 27, 2011 5:28 pm

A companion piece to our previous item hits the Aisle 2 shelves!

Image
Spider-Man: Fist him!
Iron Fist: Hate it when people say that...


IRON FIST
PL: 11 (188 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 6, DEXTERITY 5, FIGHTING 14, INTELLECT 2, AWARENESS 6, PRESENCE 2

SKILLS: Acrobatics 9 (+15) [Agile Feint], Athletics 8 (+11), Close Combat [Unarmed] 3 (+19), Deception (+2), Expertise [Business] 5 (+7), Insight 9 (+15) [Assessment], Intimidation (+2), Investigation 5 (+7), Perception 7 (+13), Persuasion (+2), Ranged Combat [Throwing] 3 (+13), Stealth 7 (+13)

ADVANTAGES: Agile Feint, Assessment, Benefit (4) (Wealth 4 [Multi-millionaire]), Close Attack (2), Defensive Attack, Defensive Roll (3), Evasion (1), Grabbing Finesse, Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Instant Up, Languages (1) (Cantonese, Mandarin, Base: English), Move-by Action, Power Attack, Precise Attack (2) (Close, Cover; Close, Concealed), Ranged Attack (5), Redirect, Takedown (2), Uncanny Dodge

POWERS:
Mystical Enhancements: Enhanced Awareness 3, Senses 1 (Mystical Awareness [Mental]), Speed 1 (4 mph/60 fpr), Immunity 2 (Environmental Heat, Environmental Cold); 10 pts
Chi Array: 19 pt Array; 20 pts
Chi Healing: Healing 6 (Extra: Restorative, Stabilize); 19 pts
The Iron Fist: Bludgeoning Mystical/Fire Strength-Based Damage 7, Enhanced Advantage 1 (All Out Attack); (Extra: Penetrating 10, Variable Descriptor [Mystical, Fire], Flaw: Unreliable [5 uses], Inaccurate 2); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +16
Unarmed +19 [Unarmed +3, Critical 19-20]
The Iron Fist +12 [Iron Fist +10, Critical 19-20]
Ranged Attack +10
Throwing +13

DEFENSES:
Dodge +15 [DC25] Parry +15 [DC25]
Toughness +7, Fortitude +8, Will +12

COMPLICATIONS:
Enemy: Steel Serpent (Davos)
Relationships: He is close to Misty Knight, Colleen Wing, Luke Cage and his family and the other Marvel Street Level Heroes. He has also forged a bond with the other Immortal Weapons
Responsibilities: To run Rand Industries and uphold his duties as the champion of K’un Lun

Abilities 78 + Skills 28 (56 ranks) + Advantages 32 + Powers 30 + Defenses 20 = 188 / 188

Build Comments: The Immortal Iron Fist. I admittedly had to do some stretching from what I could have done to get him up to 15pts per level but I really wanted the Iron Fist attack to hit that level so I made him pretty nasty. Still, outside of that, he's really a PL11, so he's not quite out of bounds for general interpretations of him. And I know that since the Immortal Iron Fist series, he really doesn't have any limitations on using the Iron Fist anymore, but I wanted him to have at last something to keep him (or anyone that might use this build) from using it every round.

Secret Origins: Daniel Rand was the son of businessman Wendell Rand, who had once lived in the fabled city of K'un-Lun, which exists in another dimensional realm. Wendell Rand-K'ai, as he was known there was the eldest son and heir of Lord Tuan, who ruled K'un-Lun, in the guise of the August Personage in Jade. However, Wendell was driven from K'un-Lun by his brother, who not only wanted to rule K'un-Lun himself, but who was Wendell's rival for the love of a woman named Shakirah. It was Wendell that Shakirah chose, and she bore him a daughter, Miranda. Wendell found refuge on Earth and became a successful businessman in the United States. In his absence, Tuan died and Wendell's brother succeeded him as Yu-Ti, the August Personage in Jade. Wendell married a woman named Heather, who bore him a son, Daniel.

Wendell sought to return to K'un-Lun, which ordinarily was only accessible from Earth through an interdimensional nexus that opened once every ten years. When Daniel was nine, his father traveled to Tibet along with Heather and his business partner Harold Meachum in search of the nexus to K'un-Lun. Toppling off a treacherous mountain passage, Daniel dragged his mother and father over the ice shelf with him. While he and his mother landed on a ledge below, his father dangled over the sheer drop of the mountainside and called to his partner for help. Hoping to take over Rand's share of the business, Meachum instead caused him to lose his grip and plunge to his death. Though Meachum offered to help Heather Rand and her son, they spurned him. Attempting to make it back to camp on their own, Heather and her son spied a long suspension bridge as a pack of wolves attacked. Heather tried to hold them off long enough for her son to get to safety and was killed in the effort.

Soon thereafter, denizens of K'un-Lun found the boy and took him to their city. There Daniel was brought before Yu-Ti, who had secretly plotted the murder of both Wendell and Heather. Yu-Ti apprenticed Daniel to the martial arts master Lei Kung the Thunderer.

Rand's training under Lei Kung was rigorous. At age sixteen Rand earned the Crown of Fu-Hsi, king of the vipers, vanquished four foes in the ritualistic Challenge of the Many, and defeated Shu-Hu, a mechanical being whose name means "Lightning". Rand diligently conditioned his hands by thrusting them into tubs of hot sand, then gravel, and finally rock.

At age nineteen Rand was given the opportunity to gain the power of the Iron Fist. He was sent to battle the enormous fire-breathing serpent called Shou-Lao the Undying which lived in a cave outside the city and which ferociously guarded a brazier containing its heart, which had mystically been removed from its body. In their battle Rand grabbed the serpent's body, which bore a scar which imprinted itself upon Rand's chest. Killing the serpent, Rand plunged his hands into the now unguarded brazier containing Shou-Lao's molten heart when his hands shone with a quasi-mystical force and he earned the title "Iron Fist," for he could now summon superhuman energy to reinforce the power of blows struck by his hands.

Iron Fist is a legacy power, and that to date there have been sixty-six Iron Fists.

The Story so Far: Declining to stay in K'un-Lun eternally, Rand returned to America when the nexus reopened in order to take vengeance on Meachum for his father’s death. While recovering from severe frostbite in the Himalayas, Meachum learned of Rand's training at K'un-Lun, and returned to America as an invalid to await Rand. Clad in the ceremonial garb of Iron Fist, Rand finally confronted Meachum but took pity on the invalid and spared him. Minutes later, however, a mysterious ninja murdered Meachum. Blamed for the murder by Meachum's daughter Joy, Iron Fist undertook the mission of finding the ninja and clearing his own name. Eventually Iron Fist succeeded in both tasks.

Iron Fist was befriended by Professor Lee Wing and his daughter Colleen, a private investigator. Eventually Daniel Rand became the lover of his partner; Misty Knight. Although Harold Meachum's daughter Joy and his brother Ward long mistakenly sought vengeance on Iron Fist for Harold's death, Daniel finally made peace with Joy Meachum. Daniel claimed his inheritance as a full partner in Rand-Meachum, Inc., thus becoming a millionaire.

However, Rand allowed Joy Meachum to manage the business. His activities as Iron Fist had led him to become a crime fighter, and eventually he chose to devote his time to acting as the partner of Luke Cage, alias Power Man, in their firm Heroes for Hire, Inc. Through this firm Cage and Rand accepted jobs as special bodyguards or detectives.

During the superhero Civil War, Rand disguised himself as Daredevil to convince the media and the public that Matt Murdock was not the masked vigilante. Rand believed that he had been hired to pose as Daredevil by Foggy Nelson. In reality Nelson had faked being murdered and was in witness protection.

He opposed to the Super-human Registration Act, and joined Captain America while still pretending to be Daredevil. While posing as Daredevil, Rand was apprehended by Pro-Registration forces, calling Tony Stark 'Judas' and giving him a silver dollar. He was later freed from the Negative Zone Prison, joining Captain America's team for the final battle with Iron Man's forces.

After the final battle, Rand returned his role as Iron Fist and joined the underground New Avengers alongside fellow former Hero for Hire Luke Cage. In World War Hulk, he, alongside his teammates Echo and Ronin, tried to protect Rick Jones from Elloe and Hiroim of the Hulk's Warbound. They were briefly defeated and imprisoned. During Secret Invasion, Iron Fist, along with the reunited Avengers and a myriad of other heroes, took a final stand against the Skrulls in an all out battle in New York City.

During the heroes of Earth battle against the Phoenix Five, Danny helped several of them operate from K’un Lun and train Hope there for eventual battle to control The Phoenix Force. After the Phoenix was defeated, he returned to New York to focus on running his company, his relationship with Misty and take a break from the superhero life for a while.

Characterization: Danny is one of the greatest martial artists on Earth, even without using the Iron Fist. He believes in using his powers and wealth for the greater good and has a high standing in the superhero community.

Friends and Foes: He and Luke Cage are best friends, and Luke even named his daughter, Danielle, after him. He has been a long, off and on relationship with Misty Knight and they are currently trying again.

He is close to the other Immortal Weapons of the Seven Cities of Heaven. His greatest rival has been Davos, the Steel Serpent.

Clean Up 12/26/11: Took Iron Fist down to a more reasonable PL11.
Last edited by Thorpacolypse on Wed Feb 19, 2014 9:29 pm, edited 5 times in total.
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Re: #187 OV, #182 T

Postby Grumpy GM Granddad » Sun Feb 27, 2011 9:41 pm

Thorpacolypse wrote:A J-Mart Favorite item in our PC line hits the Aisle 1 shelves.

Image
I was going to make some sort of balls joke here, but I just can't do it...He's too great of a character.

MISTER TERRIFIC PC
PL: 11 (165 pp) - OPL: 11 ; DPL: 11

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

SKILLS: Acrobatics 9 (+13), Athletics 6 (+9), Close Combat [Unarmed] 3 (+13), Deception (+2), Expertise [Science] 11 (+21), Insight 5 (+8) [Assessment], Intimidation (+2), Investigation 2 (+12), Perception 5 (+8), Persuasion (+2), Sleight of Hand (+3), Stealth 5 (+9), Technology 11 (+21) [Inventor, Ultimate Effort], Treatment 5 (+15), Vehicles (+3)

ADVANTAGES: Assessment, Beginner's Luck, Benefit (2) (Wealth 2 [Independently Wealthy]), Defensive Roll (2), Eidetic Memory, Equipment (1), Improved Critical (1) (Unarmed), Improved Initiative (1), Inventor, Jack-of-all-Trades, Languages (2) (2 others, Base: English), Minion (11) (5 T-Spheres), Takedown (1), Teamwork, Ultimate Effort (1) (Technology)

POWERS:
T-Mask: 14 pts traits, Removable (-3 pts); 11 pts
Invisible to Machines: Concealment 10 (All Sense, Flaw: Limited [Machines only]); 10 pts
Technological Interfacing: Senses 2 (Communication Link [T-Spheres], Radio), Comprehend 1 (Speak, Understand Machines, Flaw: Limited [Modern technology]); 4 pts


EQUIPMENT:
(5ep)
Fair Play Jacket: Protection 1; 1ep
JSA Commlink: Commlink, GPS, Feature 2 (JSA Brownstone/Camp Hammond Access); 4ep

OFFENSE:
Initiative +8
Close Attack +10
Unarmed +13 [Unarmed +3, Critical 19-20]
Ranged Attack +3

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

COMPLICATIONS:
Prejudice: His well-documented Atheism puts him at odds with people at times
Relationships: His long-time JSA teammates, the memory of his family
Responsibility: To protect the world, and continue to train the heroes of tomorrow
Rivalry: Batman

Abilities 76 + Skills 31 (62 ranks) + Advantages 28 + Powers 11 + Defenses 19 = 165 / 165

Comments: Man, Michael Holt was one of DCs big hits (in a seas of misses) over the last decade. Making a legacy character from a decent, but not big name by any means Golden Age hero who by FAR surpasses the original is no easy feat, but they pulled it off with this one.

He wasn’t easy to fit into the PC format, so I actually kind of cheated and made him a PL11 (justified by the Tech and Science skills) so I’d have more points to play with to make him more well-rounded. He’s generally a PL9 outside of his skills and that seems to be OK for what I have seen him do in combat, which isn’t a lot, although I admittedly only followed JSA for about 16 months.

What makes him a special is his tech skill and those T-Spheres which came out WAY better than I had hoped and I probably need to dial them back a bit. I based them off of Taliesin’s 2E version, but I made some tweaks to make them a little more potent in combat. Combined with those, he’s a very formidable “solo” hero.

And here they are:

T-SPHERES
PL: 9 (135 pts) - OPL: 9 ; DPL: 9

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

SKILLS: Insight (+3), Perception 7 (+10), Ranged Combat [Blast] 9 (+9), Stealth (+2)

ADVANTAGES: Teamwork, Tracking

POWERS:
Machine Construct: Immunity 30 (Fortitude Effects); 30 pts
Balls of Steel: Protection 8; 8 pts
Small Size: Shrinking 16 (-4 Str, +8 Dodge/Parry, +16 Stealth, -8 Intimidation, Speed -4, -4 Mass; Extra: Normal Size, Innate, Flaw: Permanent); 49 pts
Radio Emitters: Communication 3 (Radio, Statewide/Small Nation); 12 pts
Self Propulsion: Flight 5 (60 mph); 10 pts
Sensor Array: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Infravision, Radio); 4 pts
Recording Device: Feature 1 (Video/Audio Recording); 1 pt
Weapon Systems: Array, 16 pt array; 20 pts
Laser Blast: Laser Ranged Damage 8; 16 pts
Visual Dazzle: Ranged Affliction 8 (Resisted by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Cumulative, Flaw: Limited to one sense [Visual]); 1 pt
Holographic Projections: Illusion 5 (Visual, Auditory); 1 pt
Obscuring Fog: Burst Area Concealment 2 (Extra: Area Burst, Affects Others); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +0
Weapon Array +9 [Dazzle +8; Laser Blast +8]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +8, Fortitude NA, Will +3

COMPLICATIONS:
Responsibility: Serve Mister Terrific

Abilities -10 + Skills 8 (16 ranks) + Advantages 2 + Powers 133 + Defenses 2 = 135 / 135



Should have gave him a expertise in religion. :-p j/k

One of my all time favorite DC characters.

I like this build a ton. I honestly did not think he could be made under a PL 12. Just because of the dang skills he has. I also like the fact you gave him a decent fighting ability. So many people forget he is a black belt in six or seven different martial arts.

Awesome job.
I miss the days when you got a whole story in a single comic....

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Re: J-Mart 3E: Mr. Terrific, Nick Fury, Power Man and Iron Fist

Postby Thorpacolypse » Mon Feb 28, 2011 9:54 pm

Thanks Grumpy GM. He was a labour of love for me for about an evening and a half as I picked what I wanted to throw in. He is a fave so I'm glad you felt like I did him justice where I put him. More JSA PCs to come in the near future.
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Re: J-Mart 3E: Mr. Terrific, Nick Fury, Power Man and Iron Fist

Postby jspade » Tue Mar 01, 2011 10:39 pm

Really looking forward to the JSA builds. They're a constant background force in the Earth-based part of my campaign, and your build prompted a second look at my own take on Mr. Terrific.
Jack of Spades' Builds

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#181

Postby Thorpacolypse » Wed Mar 02, 2011 10:06 pm

Another J-Mart Favorite item in our PC Line hits the Aisle 1 shelves.

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(To Byakuya Kuchiki and Kenpachi Zaraki) Now, go ahead. Piss me off more, more, more... It's only gonna make the way you guys die all the more messy. - Yammy

YAMMY LLARGO (RIALGO)
PL: 14 (270 pts) - OPL: 14 ; DPL: 14

ABILITIES: STRENGTH 13 [18] [20], STAMINA 11 [14], AGILITY 1, DEXTERITY 0, FIGHTING 7, INTELLECT -1, AWARENESS 0, PRESENCE -1

SKILLS: Athletics 2 (+15), Deception (-1), Intimidation 13 (+12/+16/+20), Persuasion (-1), Ranged Combat [Cero] 3 (+6), Stealth (+1/-3/-15)

ADVANTAGES: All-Out Attack, Benefit (2) (Status – Espada 10), Chokehold, Fast Grab, Power Attack, Ranged Attack (3)

POWERS:
Biggest Espada: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass; Extra: Innate); 9 pts
Arrancar Physiology: Immunity 1 (Aging); 1 pts
Spirit Form: Concealment 10 (All Senses, Flaw: Limited [Only in human world], Permanent); 5 pts
Hierro: Protection 3, Impervious 5; 13 pts
Garganta: Movement 1 (Dimensional Movement [Hueco Mundo/Human World/soul Society], Extra: Portal x2 [12 ft Portal]); 4 pts
Reiryuko (Spiritual Energy): 20 pt array; 23 pts
Cero: Spiritual Ranged Damage 10; 20 pts
Bala: Multiattack Spiritual Ranged Damage 6 (Extra: Accurate 2, Multiattack); 1 pt
Reiatsu Release: Burst Area Affliction 8 (Resisted by Will; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst [30 ft radius], Extra: Subtle, Flaw: Activation [Move Action]); 1 pt
Pesquisa: Senses 7 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Accurate, Ranged, Extended]), Enhanced Advantages 1 (Assessment); 1 pt

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

Gonzui: Cone Area Weaken Stamina 5 (Extra: Area Cone [60 ft cone]); 15 pts
Zanpakuto: 10 pts traits, Extra: Restricted 2 [Yammy only], Easily Removable (-4 pts); 6 pts
Ira: Piercing/Slashing Strength-based Damage 3, Enhanced Advantage 1 (Improved Critical), (Extra: Penetrating 6); 10 pts
Resurreccion Healing: Healing 10 (Extra: Action [Free], Flaw: Limited [only when releasing Resurreccion]); 20 pts
Resurreccion: 84 pts traits, Flaw: Activation (Move Action), Quirk: Must say Release word (Be Enraged); 82 pts

Image

Growth Form: Growth 14 (16 ranks total, 100 ft+; +14 Str, +14 Sta, -7 Dodge/Parry, -14 Stealth, +7 Intimidation, Speed +1, +14 Mass; Flaw: Limited to Strength increase of 5, Stamina increase of 3), Extra Limbs 9 (8 Legs and Tail), Extra: Reach 5 (25 ft); 28 pts
[i]Enhanced Hierro: Enhanced Impervious 3; 6 pts
Enhanced Reiryuko: Enhanced Reiatsu Release Array 4; 8 pts
Cero Beam: Spirit Energy Line Area Damage 14 (Extra: Area Line 2 [60 ft]); 42 pts

Enraged Form: Enhanced Strength 2, Enhanced Protection 2 (Flaw: Only when enraged, Quirk: Must go through First Release prior to using); 2 pts

EQUIPMENT:
NONE[/i

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +13; Ira +16, Critical 19-20]
Ranged Attack +3
Cero +6 [Cero +10]
Bala +10 [Bala +6, [i]Multiattack

Special Attack [Reiatsu Release Affliction +8, Area Burst]

RESURRECCION OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +18]
Ranged Attack +3
Cero +6 [Cero +10]
Bala +10 [Bala +6, Multiattack
Special Attack [Reiatsu Release Affliction +12, Area Burst; Resurreccion Cero +14, Area Line]

ENRAGED FORM OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +20]
Ranged Attack +3
Cero +6 [Cero +10]
Bala +10 [Bala +6, Multiattack
Special Attack [Reiatsu Release Affliction +12, Area Burst; Resurreccion Cero +14, Area Line]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +14 (+5 Impervious), Fortitude +15, Will +8

RESURRECCION DEFENSES:
Dodge -1 [DC9] Parry -1 [DC9]
Toughness +17 (+8 Impervious), Fortitude +18, Will +8

ENRAGED FORM DEFENSES:
Dodge -1 [DC9] Parry -1 [DC9]
Toughness +19 (+8 Impervious), Fortitude +18, Will +8

COMPLICATIONS:
Arrogance: Yammy is very confident in his strength and power and usually underestimates his opponents
Motivation: Causing pain and suffering
Power Loss: It takes a lot of spiritual energy for Shinigami to use Bankai and Arrancar to use Resurrecion. As such, it is up to the GM to determine when and if those powers can be activated and maintaining usage of those powers can eventually lead to exhaustion and inability to utilize those powers until the users' spiritual pressure has a chance to recharge
Responsibility: To Lord Aizen
Temper: Yammy has a fiery and fairly quick temper that sometimes leads to him making rash decisions

Abilities 44 + Skills 9 (18 ranks) + Advantages 8 + Powers 189 + Defenses 20 = 270 / 270

Comments: I may not keep to this (especially as I work on Coyote Starrk and Barragan who are both MASSIVE pains in the arse to build) but I am planning on working on the Espada from top to bottom. So since he is Espada Cero, Yammy is the first Espada to get built.

Yammy was fairly easy, really. He’s basically a brick with growth, which is a pretty standard build type. The only thing I may end up changing are his caps. He is the most powerful Espada, but I don’t think he’s the best. With +20 strength and +19 Toughness, no one else can touch him there. But outside of that…he’s dumb as a post, inaccurate and has no other skills. But he’s a beast once he releases his Resurreccion. It took both Kenpachi and Byakuya to take him down, and both of them are probably going to be powerful PL13 builds when I’m done so PL14 felt about right for him for now.
Last edited by Thorpacolypse on Sun Jul 08, 2012 6:59 pm, edited 2 times in total.
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Re: J-Mart 3E: Iron Fist, Wildcat

Postby Woodclaw » Thu Mar 03, 2011 1:24 am

Nice Wildcat, you know I recently realized that Ted might be considered the first example of super-martial artist in comic books.
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#182, #184, #187

Postby Thorpacolypse » Thu Mar 03, 2011 8:07 pm

Another new item for our Bleach Line hits the Aisle 7 shelves!

Image
I said I'm not the type, didn't I? I give up. Aizen-sama doesn't have any intention of helping us. Those guys are strong. I get it, I'm done. Even if we keep fighting like this, somebody else is probably gonna die. I get it, so let's go home and get some sleep. - Coyote Starrk

COYOTE STARRK
PL: 14 (352 pts) - OPL: 14 ; DPL: 14

ABILITIES: STRENGTH 6, STAMINA 9, AGILITY 6, DEXTERITY 6, FIGHTING 13, INTELLECT 3, AWARENESS 7, PRESENCE 2

SKILLS: Acrobatics 5 (+11) [Agile Feint], Athletics 3 (+9), Close Combat [Swords] 3 (+16), Deception (+2/+4) [Attractive], Expertise [Hueco Mundo] 5 (+8), Insight 9 (+16) [Assessment, Skill Mastery], Intimidation (+2), Perception 6 (+13), Persuasion 3 (+5/+7) [Attractive], Ranged Combat [Cero] 4 (+14), Ranged Combat [Cero Metralleta] 6 (+16), Sleight of Hand 3 (+9), Stealth 5 (+11)

ADVANTAGES: Agile Feint, Attractive (1), Benefit (2) (Status – Espada #1), Defensive Attack, Evasion (1), Fearless, Improved Critical (2) (Swords, Cero Metralleta), Improved Defense, Improved Initiative (2), Languages (1) (Spanish, 1 other, Base: Japanese), Move-by Action, Power Attack, Precise Attack (1) (Ranged, Concealment), Ranged Attack (4), Sidekick (22) (Lilynette), Skill Mastery (1) (Insight), Takedown (1), Uncanny Dodge

POWERS:
Arrancar Physiology: Immunity 1 (Aging); 1 pts
Spirit Form: Concealment 10 (All Senses, Flaw: Limited [Only in human world], Permanent); 5 pts
Hierro: Protection 4, Impervious 5; 14 pts
Garganta: Movement 1 (Dimensional Movement [Hueco Mundo/Human World/soul Society], Extra: Portal x2 [12 ft Portal]); 4 pts
Reiryuko (Spiritual Energy): 42 pt array; 43 pts
Reiatsu Release: Burst Area Affliction 14 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst 2 [30 ft radius], Extra: Subtle, Flaw: Activation [Move Action]); 42 pts
Pesquisa: Senses 7 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Accurate, Acute, Ranged, Extended], Enhanced Advantages 1 (Assessment); 8 pts
Cero: Spiritual Ranged Damage 12; 1 pt

Sonido: 12 pt Array; 13 pts
Air Walking: Flight 6 (125 mph); 12 pts
Flash Steps: Speed 6 (125 mph), Leaping 4 (120 ft); 1 pt

Resurrecion: 84 pts traits, Flaw: Activation (Move Action), Limited (Requires Lilynette), Quirk: Must say Release name [Los Lobos]); 81 pts
Enhanced Hierro: Enhanced Protection 2, Enhanced Impervious 2; 6 pts
Los Lobos: 76 pt Array; 78 pts

Image
Los Lobos Summoning: Summon 5 (Spirit Wolves, Extra: Multiple Minions 6 [32 Lobos], Horde, Mental Link); 76 pts
Cero Metralleta: Spirit Energy Blast 12 (Extra: Multiattack, Split); 1 pt
Colmillo: Slashing/Piercing Strength-based Damage 4, Enhanced Advantage 1 (Improved Critical) (Extra: Penetrating 10, Split); 1 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +14
Close Attack +13 [Unarmed +6]
Swords +16 [Sword +9, Critical 18-20; Colmillo +10, Critical 18-20]
Ranged Attack +10
Cero +14 [Cero +12]
Cero Metralleta +16 [Cero Metralleta +12, Critical 19-20, Multiattack]
Special Attack [Reiatsu Release +14, Area Burst]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +13 (+4 Impervious, +15 with Resurreccion, +6 Impervious with Resurreccion), Fortitude +12, Will +15

COMPLICATIONS:
Lazy: Starrk doesn't seem to care about much of anything and doesn't put himself out unless he absolutely has to
Power Loss: It takes a lot of spiritual energy for Shinigami to use Bankai and Arrancar to use Resurrecion. As such, it is up to the GM to determine when and if those powers can be activated and maintaining usage of those powers can eventually lead to exhaustion and inability to utilize those powers until the users' spiritual pressure has a chance to recharge,
Relationships: With Lilynette, who is a part of him, yet her own separate personality
Responsibility: To Lord Aizen

Abilities 104 + Skills 27 (54 ranks) + Advantages 45 + Powers 158 + Defenses 18 = 352 / 352

Comments: Espada #1, Coyote Starrk. He is one cool customer. He’s lazy, handsome and would rather nap than fight, but when he does, he’s a bad dude. I may take him up another level. He was able to take on Captains Ukitake and Kyoraku and then two Captain level Visoreds before finally falling. Still, I didn't watch the whole fight, so there may be some inaccuracies in the build. If so, let me know.

I do know that his spiritual pressure was so strong, he was killing all the Hollows in Hueco Mundo that tried to approach him so he split off Lillynette from himself to have a companion. He was one of the more sympathetic Espada, really just wanting not to be alone and only fighting because he had to. I'd like to think in my little universe, that he didn't actually die and is somehow being redeemed to help assist with another universe shattering threat.

Here's Lilynette and after that are the spirit wolves he summons. I named them Los Lobos, even though they are not technically called that but since his release is the Los Lobos (and I always liked the group :wink: ) I went with it.
--------------------------------------------------------------------------------------------------------------------

Image
You're such a moron, Starrk! You're the Primera, have some sense of your position! And you've just been putting up a front and haven't even tried to take this seriously!! Why do you think that Aizen made you number one?! Because he believes in your power, right!? If you don't want to lose any of your comrades then the only thing to do is fight!!! - Lilynette

LILYNETTE GINGERBUCK
PL: 8 (107 pts) - OPL: 8 ; DPL: 8

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

SKILLS: Acrobatics 6 (+9), Athletics 4 (+5), Close Combat [Zanpakuto] 2 (+8), Deception 5 (+6), Expertise [Hueco Mundo] 3 (+3), Insight (+1), Intimidation (+1), Perception 3 (+4), Persuasion (+1), Ranged Combat [Cero] 4 (+6), Stealth 3 (+6)

ADVANTAGES: Defensive Roll (1), Evasion (1), Move-by Action, Teamwork

POWERS:
Arrancar Physiology: Immunity 1 (Aging); 1 pts
Spirit Form: Concealment 10 (All Senses, Flaw: Limited [Only in human world], Permanent); 5 pts
Hierro: Protection 2; 2 pts
Reiryuko (Spiritual Energy): 12 pt array; 14 pts
Cero: Spiritual Ranged Damage 6; 12 pts
Reiatsu Release: Burst Area Affliction 4 (Resisted by Will; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst [30 ft radius], Extra: Subtle, Flaw: Activation [Move Action]); 1 pt
Pesquisa: Senses 5 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Ranged, Extended]); 1 pt

Sonido: 6 pt Array; 7 pts
Air Walking: Flight 3 (16 mph); 6 pts
Flash Steps: Speed 3 (16 mph), Leaping 3 (60 ft); 1 pt

Zanpakuto: 4 pts traits, Extra: Restricted 2 [Lilynette only], Easily Removable (-2 pts); 4 pts
Sealed Form: Piercing/Slashing Strength-based Damage 3, Enhanced Advantage 1 (Improved Critical); 4 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +6 [Unarmed +1]
Zanpakuto +8 [Zanpakuto +4, Critical 19-20]
Ranged Attack +2
Cero +6 [Cero +6]
Special Attack [Reiatsu Release +4, Area Burst; Special Attack +0, Area Burst]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +6, Fortitude +6, Will +6

COMPLICATIONS:
Relationships: Since she is an actual part of him, she is close to Coyote Starrk
Responsibility: To Lord Aizen
Temper: She has a quick temper, much the opposite of Starrk and hates being slighted

Abilities 34 + Skills 15 (30 ranks) + Advantages 4 + Powers 35 + Defenses 19 = 107 / 107

Comments: Lillynette is Starrk’s counterpart. She is basically a part of his spirit energy that he split out to give himself some companionship when he was a powerful Arrancar in Hueco Mundo. She is also, in essence, his Zanpakuto because she reabsorbs back into him when he releases his Resurreccion.

On her own, she’s enough to a high seated officer a fight, but most Lieutenants and Captain was trash her without a second though. Captain Ukitake stopped her Cero with his bare hands and said it was far less powerful than one of a Menos so 6 ranks might even be too high. But I didn’t want her to be too much of a pushover on her own so she is decent on offense and pretty good on defense.

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

LOS LOBOS
PL: 6 (64 pts) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 4, DEXTERITY 0, FIGHTING 6, INTELLECT -4, AWARENESS 1, PRESENCE -3

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

ADVANTAGES: Defensive Roll (1), Fast Grab, Improved Trip, Move-by Action, Teamwork

POWERS:
Animal Senses: Senses 7 (Normal Hearing [Extended], Scent [Acute, Extended, Ranged, Tracking], Low-Light Vision, Ultrahearing); 7 pts
Spirit Form: Concealment 10 (All Senses, Flaw: Limited [Only in human world], Permanent); 5 pts
Lobo Sonido: 8 pt Array; 9 pts
Air Running: Flight 4 (32 mph); 8 pts
Lobo Speed: Speed 4 (32 mph), Leaping 4 (120 ft); 1 pt

Exploding Bite: Strength-based Damage 2 (Extra: Linked), Burst Area Spirit Energy Damage 6 (Extra: Area Burst [30 ft radius], Flaw: Grab-based, Side Effect [Lobo is incapacitated]); 5 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +6 [Unarmed +2; Bite +3]
Ranged Attack +0
Special Attack [Los Lobo Explosion +6, Area Burst]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +4, Fortitude +5, Will +2

COMPLICATIONS:
Disability: The Lobos cannot speak, nor use their paws to easily manipulate objects
Responsibility: To Coyote Starrk and Lilynette

Abilities 18 + Skills 10 (20 ranks) + Advantages 5 + Powers 26 + Defenses 5 = 64 / 64

Comments: The spirit wolves Coyote Starrk summons with his Resurreccion.
Last edited by Thorpacolypse on Sun Jul 08, 2012 7:21 pm, edited 4 times in total.
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#183

Postby Thorpacolypse » Thu Mar 03, 2011 8:17 pm

And here we have another J-Mart Favorite item from our EVERYBODY WAS KUNG FU FIGHTING line!

Image
Luke Cage: Now who is that?
Black Panther: SHANG CHI. Iron Fist never introduced you?
Luke Cage: Nope.
Black Panther: Interesting.
Luke Cage: What?
Black Panther: I mean no disrespect to your friend Iron Fist - His "chi" is very powerful - but Shang Chi is the MASTER of Kung Fu.
Luke Cage: Are you saying Danny is hating on Shang Chi? That's some bull!
Black Panther: I'm not trying to case apsersions on your friend. I'm just saying, in the martial arts community, both are respected, but Shang Chi...
Luke Cage: Whatever, man, I ain't trying to hear all that.


SHANG-CHI
PL: 12 (175 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 6, DEXTERITY 7, FIGHTING 15, INTELLECT 2, AWARENESS 5, PRESENCE 2

SKILLS: Acrobatics 9 (+15) [Agile Feint], Athletics (+4), Close Combat [Unarmed] 5 (+20), Deception (+2), Expertise [Martial Arts] 11 (+13), Insight 8 (+13) [Assessment], Intimidation (+2), Perception 8 (+13), Persuasion (+2), Ranged Combat [Throwing] 6 (+13), Sleight of Hand 3 (+10), Stealth 6 (+12)

ADVANTAGES: Agile Feint, Assessment, Damaging Escape*, Defensive Attack, Defensive Roll (3), Equipment (1), Evasion (1), Grabbing Finesse, Great Endurance, Improved Critical (2) (Unarmed 2), Improved Disarm, Improved Hold, Improved Initiative (1), Improved Trip, Improvised Weapon (1), Instant Up, Languages (1) (Mandarin, English, Base: Cantonese), Move-by Action, Power Attack, Precise Attack (1) (Close, Concealed), Prone Fighting, Redirect, Seize Initiative, Takedown (2), Trance, Uncanny Dodge

POWERS:
Chi Mastery: Immunity 4 (Environmental Heat, Environmental Cold, Poisons, Disease), Speed 1 (4 mph); 5 pts

EQUIPMENT:
(5ep)
Arsenal: (4ep)
Nunchakus: Bludgeoning Strength-Based Damage 2, Critical 19-20, Small; 3ep
Shuriken: Piercing Ranged Damage 1, Extra: Multiattack; 25ft range, Small; 1ep

OFFENSE:
Initiative +10
Close Attack +15 [Nunchakus +6]
Unarmed +20 [Unarmed +4, Critical 18-20]
Ranged Attack +7
Throwing +13 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +15 [DC25] Parry +15 [DC25]
Toughness +7, Fortitude +9, Will +13

COMPLICATIONS:
Enemy: His father, the legendary Fu Manchu
Relationships: His brothers and sisters (known and unknown since his father, Fu Manchu, has had SEVERAL wives)
Rivalry: Iron Fist, Lady Shiva, The Cat

Abilities 90 + Skills 28 (56 ranks) + Advantages 30 + Powers 5 + Defenses 22 = 175 / 175

Comments: For a while now, outside of the traditional “villains” that I make or the rare non-comic build, I’ve been challenging myself to make the builds here at J-Mart 3E as “playable”, meaning 15 pts per rank and only using the core Advantages and such. But in that, you have to do a lot of give and take, trading skills for powers, scrimping on the extras than can round out an established characters, etc. It’s fun, but every now and then, it’s fun to just cut loose on a build. Normally that build is more NPC-ish so you can go way beyond 15 pts per rank. But in the case of Shang-Chi, I got to cut loose AND keep him technically “playable”. Because man, trying to get him to 180 pts just so I can have his Unarmed ability equal the DCA Batman was a chance to throw in everything I wanted to and more...

He’s never really shown real powers, generally, but I threw in some to showcase his martial arts mastery. And I think I used every combat Advantage in the core books and I still had to really pump up his skills to get him to the points. He and my Iron Fist PC would have an AWESOME fight, I would think, and I think they’ll be a good match for the DCA Shiva and of course Batman, if it came down to it. Shang here is a combat monkey of the highest order and should be a blast to run.

Clean Up 12/26/11: Shifted this to more NPC-ish Shang-Chi. He's still a PL12, still has that +20 to hit unarmed as THE master of Kung Fu in the Thorpacoverse should have, just trimmed some fat.
Last edited by Thorpacolypse on Mon Dec 26, 2011 3:04 pm, edited 2 times in total.
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#184

Postby Thorpacolypse » Thu Mar 03, 2011 9:05 pm

Removed
Last edited by Thorpacolypse on Sun Jul 08, 2012 7:10 pm, edited 2 times in total.
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Re: #106

Postby cbwjm » Thu Mar 03, 2011 11:41 pm

One of the complications you wrote for Hercules

Thorpacolypse wrote:Man out of Time: Being an immortal, he sometimes struggles with the modern world, especially tech


Love the builds and after reading your last few I went back and had a look at some others. Really I'm just poking fun at this complication. At one point during world war hulk I think, Hercules makes fun of Angel's computer skills telling him he [Angel] should learn the short cut keys as it really speeds things up.

Sounds like Herc may not stuggle with tech as much as we may think :o

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#185

Postby Thorpacolypse » Wed Mar 09, 2011 8:14 pm

Well, as we prepare for the most reverential of days, Chuck Norri's Birthday, I figured we had better get back to work and get some items on shelves before we begin the celebrations! So here's a RED LIGHT SPECIAL hitting the Aisle 2 shelves!

Image
You gotta love the suitcoat over the body armor...

OMEGA RED
PL: 12 (199 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 3, DEXTERITY 3, FIGHTING 10, INTELLECT 2, AWARENESS 3, PRESENCE 3

SKILLS: Athletics 8 (+16), Deception 4 (+7), Expertise [Criminal] 7 (+9), Expertise [Military] 7 (+9), Insight (+3), Intimidation 10 (+13) [Daze, Startle], Investigation 3 (+5) [Well-Informed], Perception 4 (+7), Persuasion (+3), Stealth 5 (+8), Technology 5 (+7), Vehicles 5 (+8)

ADVANTAGES: All-Out Attack, Close Attack (4), Daze (1) (Intimidation), Diehard, Fast Grab, Fearless, Great Endurance, Improved Initiative (1), Languages (1) (Japanese, English, Base: Russian), Power Attack, Ranged Attack (4), Startle, Takedown (1), Well-Informed

POWERS:
Carbonadium Tentacles: Elongation 2 (30 ft), Enhanced Advantages 6 (Chokehold, Improved Disarm, Improved Grab, Improved Hold, Weapon Bind, Weapon Break), Bludgeoning Strength-Based Damage 2 (Flaw: Grab-based); 9 pts
Healing Factor: Protection 2, Regeneration 3 (1/every 3 rounds), Enhanced Advantages 2 (Diehard, Great Endurance); 7 pts
Death Factor: Affliction 10 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Linked [Healing], Flaw: Grab-based, Sustained), Healing 10 (Extra: Linked [Affliction] Flaw: Limited to self, Limited to success of Affliction]); 15 pts
Lethal Pheromones: Cloud Area Cumulative Affliction 8 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Cloud Area 2 [30 ft radius], Flaw: Sense Dependent [Scent], Sustained); 24 pts
Omega Red Armor: 14 pts traits, Removable (-3 pts); 11 pts
Armor: Protection 4, Impervious 5; 14 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +14 [Unarmed +8; Carbonadium Coils +10; Death Factor Affliction +10]
Ranged Attack +7
Special Attack [Lethal Pheromones Affliction +6, Cloud Area]

DEFENSES:
Dodge +9 [DC19] Parry +10 [DC20]
Toughness +14 (+5 Impervious), Fortitude +13, Will +10

COMPLICATIONS:
Hatred: Wolverine, Sabretooth, Maverick/Agent Zero
Obsession: Locating the Carbonadium Synthesizer
Reputation: Homicidal maniac
Weakness: Without the Carbonadium Synthesizer to stabilize his Death Factor, he has to continue to drain people's life-force to survive. After a day without draining life, reduce Omega Red to strength impaired. After 2 days, reduce his strength to disabled. After 4 days his strength becomes debilitated. After a week without feeding, reduce Omega Red to dying

Abilities 80 + Skills 29 (58 ranks) + Advantages 18 + Powers 54 + Defenses 18 = 199 / 199

Build Comments: I always loved Omega Red. His appearance, style and background made him a very interesting character to me, but after his initial appearance or two, the writing for him didn’t really advance. I liked him in one of his latest incarnations as a rising Russian Mafia boss, so that’s the role he has here in the Thorpacoverse.

Secret Origins: Arkady Gregorivich Rossovich was known to be a cruel and violent man who served with the USSR’s Spetsnaz in early 1960’s. Rossovich had a secret hobby: raping young girls whenever the opportunity presented itself. However his crimes were eventually discovered, which lead to his supposed execution. Surviving a fatal gunshot to the head thanks to his newly-discovered mutant abilities, Rossovich was court-martialed and forced into USSR’s own Super Soldier Project after the potential of his abilities was noticed. Rossovich underwent years of experimental torture and enhancements that not only turned his skin chalk-white, but transformed into a deadly cyborg who soon took the name Omega Red.

The Story so Far: He needed the material known as Carbonadium Synthesizer (C-Synth) to help stabilize his condition, so that the implants he gained didn't turn against him. However, his quest for C-Synth was foiled when Wolverine, Maverick, and Sabretooth took the C-Synth and hid it where Omega Red would never be able to obtain it.

Even the lack C-Synth didn’t stop the USSR using their new Super Soldier as a new operative for the KGB. The lack of the C-Synth took a different effect on Omega Red, who was forced into a form of vampirism to sustain himself. Betrayed by his own government, Omega Red later escaped custody and hid in Europe where he began committing several murders. He soon gained the attention of both Sean Cassidy (Banshee) and Eric Lehnsherr (Magneto), and was captured after being shot by Cassidy, who was seeking revenge for the death of his associate Magrite Deveraux. Returned to USSR authorities, they concealed Omega Red’s crimes and kept him in suspended animation because of his inability control his death spores.

After the fall of the Soviet Union, Omega Red was revived by Matsu'o Tsurayaba, the leader of a renegade ninja clan known as The Hand, Omega Red then joined The Hand as a warrior serving under Tsurayaba. Around this time he was told that Wolverine knew the location of the Carbonadium Synthesizer. His attempt to get the device from Wolverine led him into conflict with the X-Men several times. His confrontations with the X-Men almost invariably resulted in failure and defeat for Omega Red. Though he occasionally bested Wolverine and various other X-men, his victories were always short lived. His loyalty to The Hand, like his loyalty to the Soviet government, eventually faltered, and he left the organization. He later worked for Neo- Communist groups and the Russian gangster Ivan Pushkin.

Omega Red later became a crime lord, posing as a legitimate businessman to disguise his true work. He remained consumed by his quest to find the Carbonadium Synthesizer. He eventually located Agent Zero, who allegedly to knew the device's location. This led Omega Red to a confrontation with Wolverine, who eventually bested him and placed him in SHIELD custody.

As of late, Rossovich has continued to build his criminal empire, becoming one of, if not THE top Russian mob bosses on the East Coast.

Characterization: Trained in the Russian military and the KGB, Omega Red is an experienced fighter, strategist, and an experienced armed and unarmed fighter. Aside from his criminal history as a brutal murderer, Omega Red is a successful and feared criminal leader.

Friends and Foes: Omega Red has a great rivalry with Wolverine and Sabretooth.

Clean Up 11/8/13: Updated Arkady during this Superior Thorpacoverse review.
Last edited by Thorpacolypse on Tue Feb 04, 2014 7:02 pm, edited 3 times in total.
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#186

Postby Thorpacolypse » Thu Mar 10, 2011 6:46 pm

No introduction needed...

Image
When Chuck Norris jumps in the water, he doesn't get wet. The water gets Chuck Norris.

When Chuck Norris does a push-up, he doesn't push up, he pushes the Earth DOWN.

Chuck Norris doesn't need Twitter. He was already following you.

There are no streets named after Chuck Norris. Because no one crosses Chuck Norris and lives.

At night, kids check under their beds for the Boogie Man. At night, the Boogie Man checks under his bed for Chuck Norris.

Chuck actually died 20 years ago. Death is still trying to work up the nerve to tell him.


WALKER TEXAS RANGER
PL: 8 (133 pts) - OPL: 8 ; DPL: 8

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

SKILLS: Acrobatics 2 (+5), Athletics 4 (+7), Deception (+3), Expertise [Law Enforcement] 8 (+9), Expertise [Matrix Lore] 5 (+6), Insight 5 (+8), Intimidation 7 (+10) [Daze], Investigation 6 (+7) [Contacts] Perception 6 (+9) [Tracking], Persuasion 7 (+10), Ranged Combat [Firearms] 3 (+8), Stealth 6 (+9), Treatment 3 (+4), Vehicles 4 (+7)

ADVANTAGES: Animal Empathy, Benefit (1) (Status – Texas Ranger), Close Attack (1), Defensive Roll (3), Contacts, Daze (1) (Intimidation), Equipment (2), Evasion (1), Extraordinary Effort, Improved Critical (2) (Unarmed 2), Improved Disarm, Improved Initiative (1), Languages (1) (Lakota/Sioux? [I can’t remember what tribe his uncle Ray Firewalker was from…], Base: English), Leadership, Ranged Attack (2), Takedown (2), Tracking

POWERS:
Roundhouse Kick: Bludgeoning Strength-based Damage 2 (Extra: Multiattack); 4 pts

EQUIPMENT:
(10ep)
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology), Tiny; 1ep
Arsenal: (6ep)
Light Pistol: Ballistic Ranged Damage 3; 75ft range, Small; 6ep

OFFENSE:
Initiative +7
Close Attack +11 [Unarmed +3, Critical 18-20; Roundhouse Kick +5, Critical 18-20, Multiattack]
Ranged Attack +5
Firearms +8 [Light Pistol +3]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +6, Fortitude +7, Will +7

COMPLICATIONS:
Honor: Walker lives by a strict moral code, only using his gun in extreme circumstances, generally solving problems with his fists and feet
Relationships: His wife, Alex-Cahill Walker, Jimmy Trivette, C.D. Parker
Responsibility: Texas Ranger

Abilities 58 + Skills 33 (66 ranks) + Advantages 23 + Powers 4 + Defenses 15 = 133 / 133

Comments: I was going to whip up real life Chuck Norris but there are no PLX rules yet for 3E so I decided to go with his iconic TV character, Cordell Walker from Walker, Texas Ranger. Some people think Chuck cannot act, but come on, he actually made it look like he could lose a fight every now and then, and if that ain’t actin’, I don’t know what is! I made him PL8 and considering that most every other mook he faced on that show was a PL4 thug at best (outside of the occasional “surprisingly gifted martial artist from a Mexican drug cartel” that threw at him to add a bit of drama), he’s a monster.

I think I’ve pretty much covered the awesomeness that is Chuck over the years so I will refrain from any more Chuck Norris facts in this section, on this, the most wonderful of days, Chuck Norris’ birthday. All kidding aside, at 71 years young, he still looks like he could kick just about anyone’s ass. I don’t always agree with his pretty conservative views, but I agree with a lot of his life philosophy, his charity work, and positive example he has always tried to set for kids. He’s one of the biggest stars in the history of martial arts, probably being right behind Bruce Lee for bringing it into the mainstream of American culture. He may not really push Earth down when he does push-ups, but the man deserves props for life well lived.

Happy Birthday, Chuck!
Last edited by Thorpacolypse on Sat Nov 12, 2011 8:25 pm, edited 1 time in total.
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Re: #70

Postby Thorpacolypse » Wed Mar 16, 2011 8:24 pm

Thorpacolypse wrote:Another version of this J-Mart Favorite Item gets stocked on Aisle 2a.

Image
You wanna diss Hank Williams Jr. one more time, bub?

WOLVERINE PC
PL: 11 (165 pp) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 4 [5] [6], STAMINA 8 [9], AGILITY 4, DEXTERITY 2, FIGHTING 10, INTELLECT 1, AWARENESS 7, PRESENCE 0

SKILLS: Acrobatics 3 (+7), Athletics 2 (+7/+8), Insight (+7), Intimidation 11 (+11) [Startle], Perception 8 (+15), Ranged Combat [Firearms] 3 (+5), Stealth 7 (+11)

ADVANTAGES: All-Out Attack, Animal Empathy, Close Attack (3), Equipment (1), Extraordinary Effort, Favored Environment (Powerhouse Combat Environments), Improved Critical (2) (Claws 2), Improved Initiative (1), Languages (1) (Japanese, Base: English), Power Attack, Startle, Takedown (1)

ENHANCED ADVANTAGES:, Diehard, Great Endurance

POWERS:
Healing Factor: Immunity 2 (Aging, Disease [Limited], Poisons [Limited]), Enhanced Advantages 2 (see Advantages), Regeneration 5 (1/every other round, Extra: Persistent); 14 pts
Enhanced Senses: Senses 8 (Normal Sight [Extended], Normal Hearing [Extended]; Scent [Extended, Accurate, Acute, Tracking], Low-Light Vision); 8 pts
Bone Claws: Slashing Strength-based Damage 2; 2 pts
Adamantium Skeleton: Enhanced Strength 1, Protection 2, Feature 1 (Increased Mass), Immunity 20 (All bludgeoning, Flaw: Limited [Half Effect]); 15 pts
Adamantium Claws: Array, 9 pt array; 10 pts
Penetrating Strike: Enhanced Slashing Strength-Based Damage 1 (Extra: Penetrating 8 [With Claws]); 9 pts
Buzzsaw Strike: Enhanced Slashing Strength-Based Damage 1 (Extra: Multiattack [With Claws]); 1 pt

Berserker Rage: Enhanced Strength 1, Enhanced Stamina 1, Enhanced Will 3, Immunity 2 (Critical Hits); (Flaws: Limited [only when Raging], Quirks [Cannot use Awareness based skills, Must make DC20 Will Check each round to stop fighting until incapacitated or exhausted]); 4 pts

EQUIPMENT:
(5ep)
X-Men Commlink: Feature 1, Miniscule; 1ep
Outsiders Commlink: Feature 1, Miniscule; 1ep

OFFENSE:
Initiative +8
Close Attack +13 [Unarmed +5; Penetrating Claws +8, Critical 18-20; Buzzsaw Claws +8, Critical 18-20, Multiattack; Raging Unarmed +6; Raging Penetrating Claws +9, Critical 18-20; Raging Buzzsaw Claws +9, Critical 18-20, Multiattack]
Ranged Attack +2
Firearms +5

DEFENSES:
Dodge +8 [DC18] Parry +10 [DC20]
Toughness +10, Fortitude +9 (+10 when Raging), Will +9 (+12 when Raging)

COMPLICATIONS:
Enemy: Sabretooth, Daken, Cyber, Romulus and others
Honor: Wolverine generally lives by the samurai code, especially when in Japan. But he's willing to break it from time to time…
Prejudice: As mutant, he is subject to a lot prejudice
Reputation: He's the best he is at what he does, but what he does isn't very nice, Relationships: Jubilee, Jean Grey, the X-students, and his teammates
Rivalry: He and Cyclops have a long running rivalry for the affections of Jean Grey
Temper: He does have just a WEE bit of a temper, what with his Berserker Rages and all…
Vulnerable Because of his Adamantium skeleton he very vulnerable to Magnetic attacks
Vulnerable He is vulnerable to the Muramasa blade and items made from it that cancel out his healing factor and can kill him

Abilities 72 + Skills 17 (34 ranks) + Advantages 18 + Powers 51 + Defenses 7 = 165 / 165

Comments: Now this feels more like Wolverine. The PL was a decent representation, but this was one has the zazz that I was looking for. I'd be more more likely to play this one overall than the PL10.

Clean Up 2/17/11: Fixed up this PC Wolverine with a much, much tighter build. I cannot believe I hadn't added a Rage component and I also was able to sneak a Multiattack strike and made him more able to hang with the Hulks. He's ready for his real test now, I think.

Clean Up 3/16/11: Round 3! Took BARON'S advice and added a half immunity to bludgeoning damage. NOW he is ready to rumble with some bruisers!


So again, I took another run at my PL11 PC Wolvie. Since BARON mentioned the half immunity to bludgeoning damage for his Adamantium skeleton being a cool mechanic, and he proved as such with Wolverine vs. Grundy test, I had to see if I could work it in and I did. I had to trim a lot of fat and really focus just on his combat, but I got it done.
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Postby Thorpacolypse » Wed Mar 16, 2011 8:32 pm

Removed
Last edited by Thorpacolypse on Sun Jul 08, 2012 7:09 pm, edited 2 times in total.
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