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Thorpacolypse
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#188

Post by Thorpacolypse » Wed Mar 16, 2011 8:47 pm

We've got a new item for our Image Aisle!

Image

CECIL STEDMAN
PL: 8 (136 pts) - OPL: 8 ; DPL: 8

ABILITIES: STRENGTH 0, STAMINA 1, AGILITY 0, DEXTERITY 2, FIGHTING 5, INTELLECT 4, AWARENESS 7, PRESENCE 4

SKILLS: Athletics (+0), Deception 12 (+16) [Daze, Skill Mastery], Expertise [Bureaucracy] 12 (+16), Expertise [Civics] 8 (+12), Expertise [Current Events] 12 (+16), Insight 11 (+18) [Assessment, Skill Mastery], Intimidation 8 (+12), Investigation 11 (+15) [Contacts, Well-Informed], Perception 6 (+13), Persuasion 12 (+16) [Connected, Skill Mastery], Ranged Combat [Guns] 4 (+9), Stealth (+0), Technology 5 (+9), Vehicles 3 (+5)

ADVANTAGES: Assessment, Benefit (7) (Clearance, Status, Resources 6 – Global Defense Agency Director, Diplomatic Immunity), Connected, Contacts, Daze (1) (Deception), Defensive Roll (1), Leadership, Luck (Edit Scene) (1), Ranged Attack (3), Skill Mastery (3) (Deception, Insight, Persuasion), Well-Informed

POWERS:
He's Always Around: Feature 1 (Longevity), Immunity 1 (Need to sleep); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +5 [Unarmed +0]
Ranged Attack +5
Guns +9

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +2 (+1 without Defensive Roll), Fortitude +6, Will +10

COMPLICATIONS:
Motivation: A previous faliure that cost many lives (and his real skin) drives him to make sure that he never lets that happen again.
Plot Device: Having access to the some of the most advanced technology and weaponry in the world allows Cecil to perform actions well above his standard PL at GM discretion.
Reputation: THE government spook.
Responsibility: To protect the world.
Rivalry: Although they have worked together far better than most thought, she still has to keep her eyes on Nick Fury and Amanda Waller.
Secret: I think he has a few…
Weakness: Cecil had to have all of his skin replaced due to a chemical bomb blast he was trapped in. In order to keep the prosthetic skin pliable, he has to bathe in a special solution every 24 hours.

Abilities 46 + Skills 52 (104 ranks) + Advantages 21 + Powers 2 + Defenses 15 = 136 / 136

Build Comments: Cecil has always been a great Nick Fury analogue for the Invincible-verse. He came off initially like a father figure to Mark after Omni-Man’s little episode, offering to continue to take care of him and his mom, giving Mark his first superhero assignments, etc. Then as time went on, it became more apparent that while his motives were generally on the level, his methods were a lot more questionable than most people would like. So then they had a falling out and Mark quit associating with him, but as Mark got more worldly, he and Cecil kind of made up. But now they are on the outs again, so I guess we’ll see where things go from here.

Secret Origins: Information about Cecil’s early life is unknown. As a young agent of the Global Defense Agency (GDA), Cecil was held captive by a brother-sister team of supervillains called The Order of the Freeing Fist, who were intent on sparking a revolution by using a highly corrosive gas called chemical X to destroy an entire city. The superhero Brit was sent in to stop them and rescue Cecil, but was too late to prevent the siblings from setting off the canisters of Chemical X, which Cecil was tied to. In the ensuing fight, Cecil is horribly burned and loses most of his skin. A few weeks later, Brit visits a fully recovered Cecil in a hospital and Cecil tells Brit that now most of his skin is in fact artificial, and the scarring on his face was the only part of his skin that was salvageable. Cecil chose to keep it as a reminder that failure of his job got people killed.

The Story so Far: Years later, The Lizard League launches an assault on the Pentagon. Cecil and his boss (the current director of the GDA) are attacked by Komodo Dragon, only to be saved by the same villains responsible for almost killing Cecil. Cecil's boss revealed that he faked their deaths and has been using them as both bodyguards and to train an elite force, far more useful than keeping them behind bars. Cecil showed his gratitude by shooting and killing both of them.

Cecil was sent to Stronghold Penitentiary. Months later, Cecil's boss came to him with an offer: replace him in the Global Defense Agency, or rot in prison. After some debate, Cecil accepted. A year later, Omni-man came to Earth. Cecil met with him, and afterwards it's shown that Cecil's adapted the methods of his predecessor, despite his previous attitude towards them, and had known the whole time that Nolan had not been truthful of his intentions on Earth, but lets him go on because, although he might be lying, he's a tremendous asset to the protection of the planet.

After Nolan’s betrayal, Cecil became a father figure to his son, Mark Grayson, who became the superhero Invincible. The two have had a long relationship, both as allies and antagonists, but currently they are good terms.

Characterization: Cecil is head of the Global Defense Agency, a secret U.N. agency charged with protecting the world from planetary level threats. His most distinguishing characteristic is scarring on the lower right side of his face. Cecil is completely committed to the protection of Earth, willing to work with both heroes and villains to achieve his goals. He even stated that he would make a deal with the devil if it meant the Earth was protected.

Friends and Foes: Cecil has many allies and enemies across the globe.
Last edited by Thorpacolypse on Fri Apr 18, 2014 8:28 pm, edited 4 times in total.
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#189

Post by Thorpacolypse » Wed Mar 16, 2011 8:58 pm

Check out this ROCKIN' SPECIAL on Aisle 2!

Image
Ben Grimm? Never heard of him...

KORG
PL: 12 (180 pts) - OPL: 12 ; DPL: 12

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

SKILLS: Athletics (+12), Deception (+2), Expertise [Military] 8 (+10), Insight 7 (+11) [Assessment], Intimidation 8 (+10/+11), Investigation 6 (+8), Perception 3 (+7), Persuasion 3 (+5), Stealth (+2/0), Treatment 3 (+5)

ADVANTAGES: All-Out Attack, Assessment, Chokehold, Close Attack (2), Fast Grab, Improved Hold, Improved Initiative (1), Interpose, Leadership, Power Attack, Ranged Attack (3), Takedown (1)

POWERS:
Kronanite Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass, Extra: Permanent, Innate); 5 pts
Kronanite Skin: Protection 3, Impervious 8 (15 ranks), Immunity 5 (Fire/Heat Damage); 23 pts
Kronanite Physiology: Immunity 11 (Life Support, Aging), Enhanced Strength 2 (400 Tons; Flaw: Limited to Lifting); 13 pts
Fists of Stone: Bludgeoning Strength-based Damage 1, Enhanced Advantage 1 (Improved Critical); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6 ; Close Attack +11 [Unarmed +12; Fists of Stone +13, Critical 19-20]
Ranged Attack +5

DEFENSES:
Dodge +7 [DC17] Parry +8 [DC18]
Toughness +15 (+8 Impervious), Fortitude +15, Will +8

COMPLICATIONS:
Enemy: Miek
Guilt: Over killing his brother in gladiatorial combat on Sakaar
Relationships: The Hulk and the rest of the Warbound

Abilities 90 + Skills 19 (38 ranks) + Advantages 15 + Powers 43 + Defenses 13 = 180 / 180

Comments: I’ve only read a little of Planet Hulk, but I watched the animated movie and loved it. And I really liked Korg. Granted, he and his Kronanite race are a Thing homage, but he's a pretty good character in his own right. Having to kill your own brother in combat and being in a positively portrayed homosexual relationship with Hiroim of The Warbound (which is not really homosexual in my mind since all Kronanites are male, what's a dude supposed to do?) all while helping Green Scar Hulk kick all sorts of ass makes you a winnah in my book.

He's obviously a brick that can hold his own with the likes Hercules, but he's a strong tactictian and he was a great Number 2 for Green Scar Hulk most of Planet Hulk and World War Hulk. He's even rolling with the new Team Hulk now which will hopefully keep him in the public eye for a while longer.
Last edited by Thorpacolypse on Sat Nov 12, 2011 8:30 pm, edited 1 time in total.
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Re: OV #193, T #188

Post by Geekery » Wed Mar 16, 2011 9:03 pm

Thorpacolypse wrote:No introduction needed...

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.
And I'll bring these up again, because of their relevance to comics:

Chuck's real-life personal trainer of many years is Lou "The Incredible Hulk" Ferrigno.
Walker, Texas Ranger was developed in part by J. Michael Straczynski.
(Lakota/Sioux? [I can’t remember what tribe his uncle Ray Firewalker was from…]
As best I can remember, they never actually mentioned it. Floyd "Red Crow" Westerman was Sioux, but they were never anywhere near North Texas. My best guess would be Wichita or Waco, if I can inject Real Life into this.

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
Don't forget the product-placed pickup truck! :D
the man deserves props for life well lived.
He also once designed (or Century Marital Arts did, and he endorsed) a pair of blue jeans that would allow the wearer to comfortably kick above head level without, um, undue pain. For that, I am eternally grateful (although some of the bullies at my school wouldn't agree).
no, grant morrison is never right about anything.
--BARON

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#190

Post by Thorpacolypse » Thu Mar 17, 2011 6:59 pm

We're still YOUNG AT HEART here at J-Mart!

Image
Believe it or not, Chapel is really from the Iron Age of comics. I know, I know, weird, huh? He just doesn't seem to fit it...

CHAPEL
PL: 10 (144 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 2 (+5), Athletics 8 (+12), Deception 6 (+7), Expertise [Soldier] 9 (+10), Insight 5 (+8), Intimidation 9 (+10) [Startle], Investigation 2 (+3), Perception 2 (+5), Persuasion (+1), Ranged Combat [Guns] 2 (+12), Stealth 9 (+12), Technology 4 (+5), Vehicles 4 (+9)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (2), Defensive Roll (2), Equipment (7), Improved Aim, Improved Critical (2) (Short Blades, Guns), Improved Initiative (1), Languages (2) (Vietnamese, 4 others, Base: English), Last Stand*, Power Attack, Ranged Attack (5), Startle, Takedown (2), Tracking

POWERS:
NONE

EQUIPMENT:
(35ep)
Body Armor: Protection 3; 3ep
Justice League Communicard: Senses 2 (Communication Link [Radio, Justice League Members), GPS, Feature 1 (Watchtower/Avengers Mansion Access), Benefit 1 (Justice League Status); 5ep
Arsenal: (27ep)
Big Ass Gun: Ballistic Ranged Damage 8, Extra: Multiattack; 200 ft range, Large; 24ep
Big Ass Knife: Piercing Strength-Based Damage 2, Critical 19-20, Small; 1ep
Blaster Pistol: Energy Ranged Damage 5; Range 125ft, Small; 1ep
Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Ranged Area Burst (30 ft radius), Range 50 ft; 1ep

OFFENSE:
Initiative +7
Close Attack +12 [Unarmed +4; Big Knife +6, Critical 18-20]
Ranged Attack +10
Guns +12 [Blaster Pistol +5, Critical 19-20; Big Ass Gun +8, Multiattack]
Special Attack [Frag Grenades +5, Area Burst]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +10, Fortitude +11, Will +9

COMPLICATIONS:
Enemy: Spawn, who wants revenge on him for killing him when he was Al Simmons
Fame: As some of the first government sponsored heroes, Chapel is very well known to due their marketing
Monstrous Appearance: Chapel had his face cut off by Spawn, so he has a skull grafted on in it's place, making it difficult for him to blend into normal society
Reputation: Unstable killing machine
Rivalry: The Comedian
Temper: Chapel has a great temper and can fly into a murderous rage in combat

Abilities 64 + Skills 31 (62 ranks) + Advantages 30 + Powers 0 + Defenses 19 = 144 / 144

Comments: Man, Chapel is about as 90’s as you can get. He was actually the soldier that betrayed and killed Al Simmons, who became Spawn. So needless to say, when Al came back, he had a bit of a score to settle. After their scrape, Chapel reformed and ended up as a member of Youngblood as their Wolverine type who did the dirty work but unlike Logan, he enjoyed it a LOT. He ended up getting killed and became a Spawn-like entity as well but somehow his Lord Chapel persona got split out from his regular not-as-evil Chapel persona and I think he’s still floating around the Image U as a merc, but I can’t recall. Regardless, wherever there are big ass guns and senseless violence, Chapel will be there.
Last edited by Thorpacolypse on Sat May 12, 2012 10:28 am, edited 5 times in total.
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#191

Post by Thorpacolypse » Thu Mar 17, 2011 7:06 pm

Another GREEN LIGHT SPECIAL hits the Aisle 1 shelves and it's a J-Mart Favorite!

Image
If that doesn't sum up Guy right there, nothing does.

GREEN LANTERN (GUY GARDNER)
PL: 13 (222 pts) - OPL: 13 ; DPL: 13

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 2, DEXTERITY 3, FIGHTING 10, INTELLECT 0, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 3 (+5), Athletics 5 (+8), Deception (+2), Expertise [Bartending] 6 (+6), Insight (+2), Intimidation 8 (+10), Investigation 5 (+5), Perception 4 (+6), Persuasion (+2), Ranged Combat [Power Ring] 7 (+10), Stealth (+2), Vehicles 4 (+7)

ADVANTAGES: All-Out Attack, Benefit (1) (Status – Green Lantern Honor Guard), Defensive Roll (2), Fearless, Improved Aim, Improved Initiative (1), Power Attack, Second Chance (1) (Will Checks vs. Opposed Will Checks), Ultimate Effort (1) (Ultimate Will), Withstand Damage*

POWERS:
Green Lantern Power Ring: 138 pts traits, Removable (-28 pts); 110 pts
Attention Green Lantern...: Features 2 (A.I. and Green Lantern Corps Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Quick Change: Features 1 (Quick Change); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Understood in All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Extra: Action [Move] Flaw: Limited to Senses); 7 pts
Green Lantern's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Ring Flight: Flight 14 (32,000 mph/60 mpr), Movement 4 (Environment Adaptation [Zero G], Space Travel 3), Feature 1 (Use Will [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 8(Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support), Enhanced Advantage 1 (Withstand Damage); 31 pts
Force Manipulation: 37 pt Dynamic Array; 49 pts
Force Bubble: Ranged Burst Area Immunity 8 (All Environmental Conditions, Suffocation, Airborne Toxins, Extra: Dynamic, Burst Area [30 ft radius], Linked [Create], Flaw: Affects others only), Create 12 (Force Spheres; Extra: Linked [Immunity], Flaw: Limited to simple spherical objects); 37 pts
Force Blast: Ranged Force Energy Damage 16 (Extra: Dynamic); 33 pts
Force Constructs: Create 16 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 12 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Lifting: Move Object 16 (Extra: Dynamic); 2 pts
Force Weapons: Strength-based Damage 6 (Extra: Accurate, Dynamic, Reach [5 ft], Variable Descriptor [Bludgeoning/Piercing/Slashing]); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 2 pts[/i]


EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +3]
Force Weapons +12 [Force Weapons +9, Critical 19-20]
Ranged Attack +3
Power Ring +10 [Force Blast +16; Force Lifting Move Object +16; Force Constructs +16]

DEFENSES:
Dodge +10 [DC20] Parry +11 [DC21]
Toughness +6 (+4 without Defensive Roll, +14 with Force Field, +6 Impervious with Force Field), Fortitude +10, Will +16 (Ultimate Effort)

COMPLICATIONS:
Pain In The Ass: Guy has mellowed some but he still has a pretty abrasive personality.
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Relationships: Ice, The other Earth GLs.
Reputation: Guy Gardner is hard-nosed and stubborn. People usually expect the worst from Guy... and they usually get it.
Responsibility: To protect his space sector as a Green Lantern of Sector 2814 and/or fulfill his duties as Honor Guard member of the Corps.
Temper: He does have a wee bit of a temper at times. OK, more than a wee bit. And it’s really a LOT of the time…
Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail.

Abilities 52 + Skills 21 (42 ranks) + Advantages 10 + Powers 110 + Defenses 29 = 222 / 222

Build Comments: Gotta love Guy Gardner. He went from jerk, to likable jerk, to not-so jerky likable to plain out bad ass awesome dude you would want watching your back in a dark alley. Amazing transition over the years.

Secret Origins: Guy is an ex-police officer and middle child of a family with a long tradition of membership in the Baltimore Police Department going back to 1860. He has a strained relationship with his father Ebenezer Gardner, a decorated cop forced into disability after taking a bullet in the line of duty, for issues related to the unexplained incident which kicked Guy off the police force.

The appointed Green Lantern of Space Sector 2814, an alien named Abin Sur from the planet Ungara, crash-landed on Earth after being mortally wounded. As Sur died, his power ring sought and found two potential successors: Guy Gardner and Hal Jordan. Jordan was nearer to the crash, so he was chosen over Gardner. Gardner was relegated to backup status should anything happen to Jordan. He became the second human to earn a Green Lantern ring after coming to the rescue of his older brother Gerard who had become pinned down during a police shootout with a street gang.

The Story so Far: He was later partnered with Jordan briefly after completing his training under Kilowog. During an earthquake, Gardner was hit by a bus while attempting to rescue his younger sister. During his recovery, the Guardians recruited John Stewart to be Jordan's new partner. For a while, he was without a ring, but after an altercation with Thanos taxed the Corps to its limits, he was re-inducted into the Corps and has been a stalwart member ever since.

Characterization: Guy, despite being boorish, is quite intelligent graduating from the University of Michigan with a high GPA and finishing near the top of his class at the police academy. Before injuring his knee, he was a star college football player.

He has rubbed many people the wrong way with his abrasive personality, but he is loyal to a fault and even Superman said he’s on his short of beings that he’s encountered that he would want watching his back in a street fight.

Friends and Foes: Guy is close to the other Earth GLs and Kilowog. He has a rivalry with the alien villain Xar and all the other enemies of the GL Corps. He still holds a grudge against Batman for knocking him out in a JL meeting once, too.

Clean Up 4/6/12: Fixed up a couple things with Guy's ring array the same as I did the other Earth GLs.

Clean Up 8/21/13: A couple of minor tweaks again to Guy's array doing my Superior Thorpacoverse review.
Last edited by Thorpacolypse on Mon Apr 14, 2014 3:34 pm, edited 18 times in total.
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#192

Post by Thorpacolypse » Thu Mar 17, 2011 7:31 pm

Our IF YOU LIKE IT, THEN YOU BETTER PUT A RING ON IT SPECIAL continues with this new item!

Image
From now on I forge my own future - Kyle Rayner

WHITE LANTERN (KYLE RAYNER)
PL: 14 (249 pts) - OPL: 14 ; DPL: 13

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

SKILLS: Athletics 3 (+5), Close Combat [Unarmed] 2 (+7), Deception 6 (+8/+10) [Attractive], Expertise [Art] 9 (+11), Insight (+3), Intimidation (+2), Perception 4 (+7), Persuasion 5 (+7/+9) [Attractive], Ranged Combat [Power Ring] 8 (+10), Stealth (+2), Technology 3 (+5)

ADVANTAGES: Attractive (1), Defensive Roll (1), Extraordinary Effort, Lionheart*, Luck (Improve Roll) (1), Luck (Instant Counter) (1), Teamwork, Ultimate Effort (1) (Ultimate Will), Withstand Damage*

POWERS:
White Lantern Power Ring: 182 pts traits, Removable (-36 pts); 146 pts
Attention White Lantern...: Features 3 (A.I. and Any Lantern Corps Database); 3 pts
Communication: Senses 7 (Communication Link 7 [Mental, Any Corps Central Power Battery]); 7 pts
Quick Change: Features 1 (Quick Change); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Understood in All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Extra: Action [Move] Flaw: Limited to Senses); 7 pts
White Lantern's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Empathy: Senses 3 (Detect Emotions [Mental; Acute, Ranged]); 3 pts
Aura Reading: Senses 3 (Detect Emotional and Physical State [Mental, Visual; Ranged]); 4 pts
The Power of Hope: Features 1 (See Heroes and Villains Volume 1 Blue Lantern Sidebar for details); 1 pts
Ring Flight: Flight 14 (32,000 mph/60 mpr), Movement 4 (Environment Adaptation [Zero G], Space Travel 3), Feature 1 (Use Will [DC20] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 12 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support), Enhanced Advantage 1 (Withstand Damage); 35 pts
Force Manipulation: 51 pt Dynamic Array; 74 pts
Star Sapphire Crystallization: Ranged Progressive Affliction 10 (Star Sapphire Crystal; Resisted/Overcome by Will; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Transformed; Extra: Dynamic, Extra Condition); 51 pts

Force Constructs: Create 18 (Hard Light Constructs; Extra: Dynamic, Precise); 2 pts
Force Blast: Ranged Force Energy Damage 18, Feature 1 (Extraordinary Effect for +2 ranks), (Extra: Dynamic, Variable Descriptor 2 [Any Corps Color]); 2 pts
Movable Constructs: Create 12 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Lifting: Move Object 18 (Extra: Dynamic); 2 pts
Interstellar Transport: Burst Area Movement 3 (Space Travel 3 [Any star system]; Extras: Accurate [able to precisely pick arrival point even on the surface of other planets]), Affects Others, Burst Area 2 [60 ft radius], Instantaneous [occurs instantly each time used], Selective, Flaw: Tiring); 1 pt
Healing Light: Ranged Healing 18 (Extra: Dynamic, Flaw: Limited [cannot heal those who do not feel great compassion]); 2 pts
Empathic Attack: Ranged Affliction 18 (Resisted by Will; 1st Degree: Dazed, 2nd Degree: Stunned, 3rd: Incapacitated; Extra: Dynamic, Flaw: Limited [Only useable against those who have caused great pain or lack empathy]); 2 pts
Control All Colors: Ranged Nullify 12 (All other Power Ring's Effects, Extra: Simultaneous, Dynamic); 2 pts
Emotional Tether: Senses 25 (Detect Love in Jeopardy, Extra: Ranged, Accurate, Extended 20, Tracking 2); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 2 pts
Force Bubble: Ranged Burst Area Immunity 8 (All Environmental Conditions, Suffocation, Airborne Toxins, Extra: Dynamic, Burst Area [30 ft radius], Linked [Create], Flaw: Affects others only), Create 12 (Force Spheres; Extra: Linked [Immunity], Flaw: Limited to simple spherical objects); 2 pts
Force Minions: Summon 5 (75 pt minions; Extra: Dynamic, Multiple Minions [4 minions], Variable Type 2 [Broad, Hard Light Constructs]); 2 pts[/i]

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +5
Unarmed +7 [Unarmed +2]
Ranged Attack +2
Power Ring +10 [Force Blast +18; Force Constructs +18; Force Lifting +18; Star Sapphire Crystallization +10; Empathic Attack Affliction +18; Healing Light +18; Control All Colors Nullify +12]

DEFENSES:
Dodge +11 [DC21] Parry +10 [DC20]
Toughness +3 (+2 without Defensive Roll, +15 with Force Field, +6 Impervious with Force Field), Fortitude +8, Will +18

COMPLICATIONS:
Enemy: Major Force
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low
Relationships: Jade, the other Earth Green Lanterns
Responsibility: To protect the universe as the White Lantern
Weakness: The White Lantern ring uses the powers of the entire emotional spectrum. Kyle must be able to channel the emotion or willpower of the effect he wants to use, otherwise the ring will fail. The maximum rank of the ring’s effects is equal to the wearer’s Will rank

Abilities 40 + Skills 20 (40 ranks) + Advantages 8 + Powers 146 + Defenses 35 = 249 / 249

Build Comments: Rayner is probably the least favorite of the Earth GLs, but he’s still a pretty neat character. I just have a soft spot for Guy and John and since I grew up in the heyday of the Green Arrow/Green Lantern comic, Hal will always be THE Green Lantern to me. But Rayner kept the legacy going when they didn't know which way to go, and he continues to be an integral part of the Corps.

So after a big build-up to the White Lantern Corps, Johns pretty much left it just hanging out there after Brightest Day. Finally, he came through on it, but not the way we expected. During the New Guardians book, rings from all the Corps kept making their way to Kyle Rayner and he had to master all emotional spectrums. Once he did, his ring and costume turned white and he became a White Lantern, currently the only one in the universe, although I expect that to change with the new writing teams.

He hasn’t done a whole lot yet, so I’ve just done a basic version of him with a few powers from the other Corps, just to show a little range. Hopefully he’ll stay a White Lantern for a while and we’ll get to see Johns’, or whoever takes over the GL-verse, vision for what a White Lantern can do.

Secret Origins: Kyle Rayner was a struggling graphic artist in Los Angeles. Son to Aaron and Maria Rayner, Kyle was raised a Mexican-American military brat. Maria was a painter, Aaron however used the Military as a cover for he was a C.I.A. agent. At the age of 3, he had to leave Kyle with his mother. He never came back yet was never listed as killed in action. Years later Kyle found out his father's real name was Gabriel Vasquez but was already scarred from growing up fatherless.

One night, while hanging in a bar with some friends, he excused himself for a bathroom break. The bathroom had a long line; so, he decided to go in the bar's alley. He was greeted at the door by one of the Guardians of the Universe, Ganthet. He gave Kyle a Green Lantern Ring. Ganthet explained the role of the Green Lantern Corps, and chose Rayner because he has the ability to overcome fear like other Green Lanterns. When Ganthet saw the ease with which Kyle summoned his first construct he exclaims "it would seem I chose well."

The Story so Far: Kyle fought some terrestrial threats before he was located by Guy Gardner and John Stewart who took him to Oa for his training. After proving himself to be a talented Green Lantern due to his will and his creativity in his constructs, Kyle was chosen to be a member of the Green Lantern Cops Honor Guard. He was a leader during such events as the Sinestro Corps War, the Blackest Night and other events. He even wielded the full power of the Ion entity for a time. He was a member of the Justice League on several occasions when he rotated to Earth duty and even was a short term member of the Guardians of the Galaxy during one of their many battles with Thanos.

Recently, Kyle had returned to Earth and was using his signature creative constructs to save construction workers caught in an accident. Out in the universe, Red, Blue, Pink and Yellow power rings bearers are decommissioned. Their rings set their location for Earth and the four rings state they choose Kyle to harness their power. The decommissioned bearers’ peers tracked the rings and ambushed Kyle to retrieve them.

Kyle manages to defeat the ring's owners with the arrival of Saint Walker, the two then depart Earth to Oa feeling Ganthet is the only one who could offer a explanation for why all the rings sought him out. Before arriving on Oa, he and Saint Walker were attacked by the second Annihilation Wave and barely escaped. Walker believed that the rings were sent to Kyle for him to master to allow them to battle this massive threat to the universe. Over the next few weeks, they managed to convince the leaders of the other corps to help Kyle master all the colors of the emotional spectrum and once he did, he became the White Lantern. With his ability to wield all the powers of the Corps, he has become the most powerful Lantern in the universe.

Characterization: Although he recognizes the seriousness and importance of being a Green Lantern, he never had the arrogant attitude of being placed above others. As a Green Lantern, Kyle has lost many people close to him, but manages to lighten his mood and everyone around him due to his cheerful nature. His obedience to helping those close to him due to his incredible will, lets him overpower the fear he feels from losing them and potentially others. He is a friendly guy who is always interested in making friends and meeting new people, which is one of the reasons he enjoys being a Green Lantern. Kyle is a huge flirt and hopeless romantic, which makes him very attractive to most women he’s come in contact with across the universe.

Friends and Foes: Kyle is close to the other Earth GLs, particularly Guy. He has had several romantic relationships, most prominently to Alex, Jade, Donna Troy, Tigra, Ballistic and fellow GL Soranik Natu. He is currently single, but he’s been seeing a lot of Jade, just as friends, and John and Hal have been telling him to make it work with her, but he’s focusing on his role as a White Lantern at the moment.

Clean Up 4/6/12: Another review of the GLs finds a minor tweak to Rayner.

Clean Up 8/21/13: Did some updates to Kyle for the Superior Thorpacoverse and I combined his Green and White Lantern builds into one post. The Green Lantern version is below.
Image
I've said it before and I'll say it again: I didn't realize comic book artists were that buff.

GREEN LANTERN (KYLE RAYNER)
PL: 13 (209 pts) - OPL: 13 ; DPL: 13

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

SKILLS: Athletics 3 (+5), Close Combat [Unarmed] 2 (+7), Deception 6 (+8/+10) [Attractive] , Expertise [Art] 9 (+11), Insight (+3), Intimidation (+2), Perception 4 (+7), Persuasion 3 (+5/+7) [Attractive], Ranged Combat [Power Ring] 8 (+10), Stealth (+2), Technology 3 (+5)

ADVANTAGES: Attractive (1), Extraordinary Effort, Lionheart*, Luck (Heroic Feat) (1), Teamwork, Ultimate Effort (1) (Ultimate Will)

POWERS:
Green Lantern Power Ring: 137 pts traits, Removable (-27 pts); 110 pts
Attention Green Lantern...: Features 2 (A.I. and Green Lantern Corps Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Quick Change: Features 1 (Quick Change); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Understood in All Languages); 8 pts
Green Lantern's Light: Environment 2 (60 ft; Light); 2 pts
Scanning Beam: Variable 1 (5 pts traits, Extra: Action [Move] Flaw: Limited to Senses); 7 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3), Feature 1 (Use Will to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 12 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 34 pts
Force Manipulation: 33 pt Dynamic Array; 45 pts
Force Constructs: Create 16 (Extra: Dynamic, Precise); 33 pts
Force Blast: Ranged Damage 16, Feature 1 (Extraordinary Effect for +2 ranks) (Extra: Dynamic); 2 pts
Movable Constructs: Create 10 (Extra: Dynamic, Movable); 2 pts
Mass Communication: Communication 5 (Anywhere, Radio, Extra: Dynamic, Selective); 2 pts
Force Bubble: Immunity 10 (Life Support, Extra: Dynamic, Area Burst [30 ft radius], Ranged, Flaw: Affects others only); 2 pts
Force Lifting: Move Object 16 (Extra: Dynamic); 2 pts
Force Minions: Summon 4 (60 pt minions; Extra: Dynamic, Multiple Minions 2 [4 minions], Variable Type 2 [Broad, Hard Light Constructs]); 2 pts



EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +5
Unarmed +7 [Unarmed +2]
Ranged Attack +2
Power Ring +11 [Force Blast +15; Force Lifting Move Object +15; Force Constructs +15]

DEFENSES:
Dodge +11 [DC21] Parry +10 [DC20]
Toughness +2 (+14 with Force Field, +6 Impervious with Force Field), Fortitude +8, Will +15 (Ultimate Effort)

COMPLICATIONS:
Enemy: Sinestro, Major Force
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low
Relationships: Jade, the other Earth Green Lanterns
Responsibility: To protect his space sector as the Green Lantern of Sector 2814 and/or fulfill his duties as Honor Guard member of the Corps
Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail

Abilities 40 + Skills 20 (40 ranks) + Advantages 7 + Powers 110 + Defenses 32 = 209 / 209
Last edited by Thorpacolypse on Mon Apr 14, 2014 3:34 pm, edited 19 times in total.
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#193

Post by Thorpacolypse » Thu Mar 17, 2011 7:40 pm

Boy, we are just lean, mean and GREEN, tonight me boyos and lassies! Another GREEN LIGHT SPECIAL hits the Aisle 2 shelves!

Image
His real name is Dorrek VIII. That's begging kids to call him Dork. However, I wouldn't want to be the kid that does...

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

ABILITIES: STRENGTH 10, STAMINA 8, AGILITY 2, DEXTERITY 2, FIGHTING 6, INTELLECT 2, AWARENESS 2, PRESENCE 2

SKILLS: Athletics (+10), Deception 3 (+5), Expertise [Popular Culture] 3 (+5), Insight (+2), Intimidation 8 (+10) [Startle], Perception 3 (+5), Persuasion (+2), Stealth (+2), Technology 3 (+5)

ADVANTAGES: All-Out Attack, Beginner's Luck, Close Attack (2), Diehard, Equipment (1), Extraordinary Effort, Improved Initiative (1), Power Attack, Startle

POWERS:
Hulkling Hide: Protection 4, Impervious 3 (5 ranks); 9 pts
Kree Physiology: Regeneration 2 (1/every 3 rounds; Extra: Persistent), Enhanced Strength 2 (100 Tons; Flaw: Limited to Lifting), Leaping 1 (15 ft); 7 pts
Skrull Physiology: Feature 1 (Mimic any voice), Immunity 2 (Pheromone based effects), Variable 3 (15 pts traits, Extra: Action [Move]); 27 pts
Subconscious Shapeshifting: Variable 1 (5 pts traits, Extra: Action [Reaction], Flaw: Limited [to physical adaptations]); 10 pts

EQUIPMENT:
(5ep)
Young Avengers/Young Justice Commlink: Features 3 (Commlink, Titans Tower/Mount Justice Access); 3ep

OFFENSE:
Initiative +6
Close Attack +8 [Unarmed +10]
Ranged Attack +2

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +12, Fortitude +8, Will +7

COMPLICATIONS:
Enemy: The Kree and Skrull empires both want to lay claim to him, so he gets drug into a lot of conflicts and is also subject to retaliation from both sides
b]Legacy:[/b] As the son of Captain Mar-Vell and Skrull Princess Anelle, he has a lot to live up to
Prejudice: Sadly enough, he gets some flak for being homosexual, Relationships: His with boyfriend, Wiccan, his teammates

Abilities 68 + Skills 10 (20 ranks) + Advantages 10 + Powers 53 + Defenses 9 = 150 / 150

Comments: Teddy rocks. A half-Kree, half-Skrull who generally stays in a Hulk form. All kinds of kewl.

The rest of his Young Avenger buddies are coming soon, although I am having a heck of a time getting Wiccan and Vision 2.0 to fit into playable points..
Last edited by Thorpacolypse on Sat Nov 12, 2011 8:35 pm, edited 1 time in total.
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#194

Post by Thorpacolypse » Thu Mar 17, 2011 8:17 pm

Another GREEN LIGHT SPECIAL hits the Aisle 2 shelves. And it's also a part of a our Legacy line.

Image
He reminds me of someone, but dang if I can't figure out who...

...I got it! He's the spitting image of Ambush Bug!


SKAAR
PL: 13 (255 pts) - OPL: 13 ; DPL: 13

ABILITIES: STRENGTH 14, STAMINA 13, AGILITY 2, DEXTERITY 2, FIGHTING 10, INTELLECT 2, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 3 (+5), Athletics 2 (+16), Deception 4 (+5), Insight (+3), Intimidation 11 (+12), Perception 4 (+7), Persuasion (+1), Ranged Combat [Throwing] 5 (+7), Stealth (+2), Technology 3 (+5)

ADVANTAGES: All-Out Attack, Chokehold, Diehard, Improved Smash, Languages (1) (Sakaarian, 1 other, Base: English), Power Attack, Takedown (1)

POWERS:
Hulk Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass); Extra: Permanent, Innate); 5 pts
Healing Factor: Immunity 18 (Aging, Poisons [Limited], Need to Sleep, Thirst, Pressure, Heat, Cold, Suffocation 2, Radiation Effects, Fire Effects [Limited: Half Effect]), Regeneration 5 (1/every other round); 23 pts
Super Strength: Enhanced Strength 4 (6,000 Tons, Flaw: Limited to Lifting); 4 pts
Hulk Hide: Protection 2, Impervious 4; 10 pts, Incredible Leg Strength: Leaping 10 (1 Mile), Speed 4 (30 mph); 14 pts
Incredible Senses: Senses 3 (Normal Vision [Counters Concealment]; Scent [Extended]); 3 pts
Super Strength Stunts: Alternate Effect Array of Strength; 2 pts
Sonic Slam: Cone Area Affliction 13 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, Extra: Area Cone, Flaw: Limited to Two Degrees); 1 pt
Big Ass Weapon: 5 pts traits, Easily Removable (-2 pts); 3 pts
Big Ass Sword/Axe: Slashing/Piercing Strength-based Damage 2, Enhanced Advantages 2 (Improved Critical, Weapon Break); (Extra: Reach [10 ft]); 5 pts
The Old Power: 68 pts traits
Heal the Earth: Feature 1 (You can “heal” damage or upheaval to the ground or earthen construction, simply by smoothing over the damaged surface with your hands); 1 pt
Tremorsense: Senses 2 (Touch [Ranged, Extended]); 2 pts
Immovable: Immunity 10 (Being Moved, Flaw: Limited [While Touching the Ground], Sustained); 5 pts
Hardened Body: Enhanced Strength 4 (200,000 Tons, Flaw: Limited to Lifting, Sustained), Bludgeoning Strength-based Damage 2, Enhanced Advantage 1 (Improved Critical [Unarmed], Protection 2 (Flaw: Sustained), Impervious 5 (Flaw: Limited [Must be in contact with Earth], Sustained); 19 pts
The Old Power Earth Control: 40 pt array, Flaw: Activation [Move Action]; 41 pts
Chasm: Line Area Ranged Affliction 10 (Resisted by Dodge; 1st: Dazed, 2nd: Prone, Flaw: Instant Recovery [the Dazed and Prone conditions only last for a round], Limited [to two degrees]), Linked: Line Area Burrowing Attack 8 (16 mph; Limited [downward only]), Linked: Line Area Ranged Damage 10 (Flaw: Limited [Targets Affected by Second Degree of Affliction]); 40 pts
Earth Moving: Burst Area Move Object 12 (Extra: Area Burst 3 [120 ft], Flaw: Limited [to Earth], Limited [While touching the ground], Range [Close]); 1 pt
Earthquake: Ranged Burst Area Affliction 8 (Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Stunned and Prone, Extra: Area Burst 3 [120 ft radius], Extra Condition, Secondary Effect, Flaw: Limited [to two degrees], Limited [opponents/objects touching ground]; 120-foot radius); 1 pt[/1]

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +10 [Unarmed +14; Big Ass Sword/Axe +16, Critical 19-20; Old Power Strike +16, Critical 19-20],
Ranged Attack +2
Throwing +7
Special Attack [Sonic Slam Affliction +13, Area Cone; Chasm Affliction +10, Line Area; Earthquake Affliction +8, Area Burst; Earth Moving +12, Area Burst; Thunderclap +13, Area Cone]

DEFENSES:
Dodge +7 [DC17] Parry +9 [DC19]
Toughness +15 (+4 Impervious, +17 with The Old Power, +9 Impervious with The Old Power), Fortitude +15, Will +10

COMPLICATIONS:
Power Loss: Skaar can willingly transform in child-like form where he has no powers and his scores change to STR 0, STA 0, FGT 5
Relationships: His father, Bruce Banner/Hulk (most of the time, anyway), his sister Lyra, his kinda step mother Betty Ross/Red She-Hulk, his brother Hiro-Kala (it’s complicated)
Temper: Like his father, he has a weeeeee bit of a temper at times

Abilities 86 + Skills 16 (32 ranks) + Advantages 7 + Powers 131 + Defenses 15 = 255 / 255

Comments: Skaar, Son of Hulk, is yet another Hulk clone type introduced in the Marvel Hulkverse over the past couple of years. He’s different because he has the strength of his dad and the Old Power of his mother Caiera, which allows him to not only get stronger and harder to hurt, it allows him to control Earth. I miss the Tremorsense power from 2E, though, would have been easier to slap that in as a sense.

Clean Up 4/17/12: Skaar gets a little work, mainly because I wanted to jazz up The Old Power with some new earth powers.
Last edited by Thorpacolypse on Tue Apr 17, 2012 7:49 pm, edited 3 times in total.
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#195

Post by Thorpacolypse » Thu Mar 17, 2011 8:26 pm

Our last GREEN LIGHT SPECIAL of the night hits the Aisle 2 shelves!

Image
Oooo...more green skin giggity... :mrgreen:

LYRA
PL: 12 (180 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 12, STAMINA 14, AGILITY 3, DEXTERITY 2, FIGHTING 8, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 6 (+9/+11), Athletics (+12), Close Combat [Unarmed] 0 (+10/+12), Deception (+1/+3) [Attractive], Insight (+2) [Assessment], Intimidation 9 (+10), Investigation 4 (+5), Perception 5 (+7), Persuasion (+1/+3) [Attractive], Ranged Combat [Throwing] 5 (+7), Stealth 5 (+8), Technology 6 (+7)

ADVANTAGES: All-Out Attack, Attractive (1), Close Attack (2), Improved Initiative (1), Power Attack, Takedown (1)

ENHANCED ADVANTAGES: Healing Factor - Diehard, Great Endurance

ENHANCED ADVANTAGES: Battle Trance - Assessment, Defensive Attack, Evasion (1), Extraordinary Effort, Improved Critical (2) (Unarmed 2), Takedown (1), Trance, Uncanny Dodge

POWERS:
Boudicca: 3 pts traits, Removable (-1 pts); 2 pts
Wrist Computer: Features 3 (AI, Database, Recording Device); 3 pts
Healing Factor: Immunity 6 (Aging, Disease, Poisons [Limited], Need to Sleep, Thirst, Pressure, Heat, Cold), Enhanced Advantages 2 (see Advantages), Regeneration 2 (1/every 3 rounds; Extra: Persistent); 12 pts
Black Bloom Immunity: Immunity 1 (Venom Symbiotic infection); 1 pts
Super-Strength: Enhanced Strength 2 (400 Tons, Flaw: Limited to Lifting); 2 pts
She-Hulk Hide: Impervious Toughness 5 (9 ranks); 9 pts
Incredible Leg Strength: Leaping 8 (1800 ft), Speed 4 (30 mph); 12 pts
Super Strength Stunts: Alternate Effect Array of Strength; 2 pts
AE - Thunderclap: Cone Area Move Object 11 (Flaw: Range [Close], Limited Direction [away]); 1 pt
AE - Groundstrike: Line Area Force Damage 11 (Extras: Line Area 2 [60 ft], Flaws: Distracting, Limited [Lyra must be on the ground, targets must be on the ground]); 1 pt

Battle Trance: Enhanced Advantages 9 (see Advantages), Enhanced Skills 2 (Acrobatics 2 ranks, Close Combat: Unarmed 2 ranks), Senses 2 (Detect Gamma Energy [Visual], Detect Weakness [Visual]), Enhanced Speed 1 (60 mph), Enhanced Parry 2, Enhanced Dodge 2 (Flaw: Activation); 17 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +7 (Seize Initiative with Battle Trance)
Close Attack +10 [Unarmed +12]
Battle Trance Unarmed +12 [Unarmed +12, Critical 18-20]
Ranged Attack +2
Throwing +7
Special Attacks [Thunderclap Move Object +11, Cone Area, Groundstrike +11, Line Area]

DEFENSES:
Dodge +8 (+10 with Battle Trance) [DC18/DC20] Parry +8 (+10 with Battle Trance) [DC18/DC20]
Toughness +14 (+6 Impervious), Fortitude +14, Will +7

COMPLICATIONS:
Woman out of Time: Despite having good knowledge of this timeline, she sometimes struggles with the current society
Power Loss: The madder she gets, the weaker she gets. If she loses her temper, her strength drops 1 rank per round down to a low of 7
Relationships: Team Hulk, her mother, Thundra
Vulnerable: Exposure to large doses of Gamma radiation will make her lose her powers

Abilities 86 + Skills 20 (40 ranks) + Advantages 23 + Powers 41 + Defenses 10 = 180 / 180

Comments: Lyra, the new Savage She-Hulk, is a recent addition to the Hulk-verse, which has expanded RAPIDLY over the past couple of years. She is the daughter of Thundra and The Hulk from another future timeline, but she has taken up at least semi-permanent residence here after completing her initial mission. She is quite similar to the other Hulks, except that her original trainers, the Sisterhood/Gynosure put in a failsafe where instead of getting stronger when she gets madder, she gets weaker. Now apparently Banner has removed that now and it also gives her the ability to change into a human form, but I like her better the other way.

The other thing she can do is go into a Battle Trance where she becomes a more wicked warrior, which I also dig. I hope they continue to develop her character, since I think she has a lot of potential, not to mention the fact that I love Thundra and I like seeing her have reason to pop up more often now.
Last edited by Thorpacolypse on Sat Nov 12, 2011 8:44 pm, edited 1 time in total.
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#196

Post by Thorpacolypse » Fri Mar 18, 2011 8:35 pm

We've got a couple more GREEN LIGHT SPECIALS before our sale ends but check out this item first on Aisle 1!

Image
I know there are certain benighted souls who think I'm some kind of third-rate hero, Scavenger -- but I'd think that you of all people -- would know better! But since you seem a bit confused -- let me make this perfectly clear... I was in the world-saving game when people like Firestorm and Black Lightning were still in diapers... I've worked hard to earn the respect and trust of every living creature beneath the waves -- and I take my job very seriously... so get this through your head, punk... I'm Aquaman, King of the Seven Seas... and I'm the BEST! . - Aquaman

AQUAMAN
PL: 12 (256 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 12, STAMINA 10, AGILITY 4, DEXTERITY 3, FIGHTING 10, INTELLECT 2, AWARENESS 5, PRESENCE 4

SKILLS: Acrobatics 5 (+9/+13), Athletics 1 (+13+17), Close Combat [Unarmed] 2 (+12), Deception (+4), Expertise [Atlantean Lore] 8 (+10), Expertise [Magic] 5 (+7) [Ritualist], Expertise [Monarchy] 7 (+9), Insight 5 (+10), Intimidation 5 (+9), Perception 5 (+10), Persuasion 6 (+10/+14), Ranged Combat [Throwing] 2 (+10), Stealth 4 (+8), Technology 3 (+5), Vehicles 2 (+5)

ADVANTAGES: All-Out Attack, Animal Empathy, Benefit (5) (Status 5 – Ruler of Atlantis), Defensive Roll (2), Favored Environment (Aquatic), Improved Initiative (1), Leadership, Power Attack, Ranged Attack (5), Ritualist, Takedown (1)

POWERS:
Aquatic Physiology: Immunity 3 (Cold, Suffocation [Drowning], Pressure), Movement 1 (Environmental Adaptation [Aquatic]); Senses 2 (Darkvision); 7 pts
Healing Factor: Regeneration 3 (1/every 3 rounds, Extra: Persistent), Feature 1 (Longevity); 7 pts
Underwater Mastery: Enhanced Skills 4 (Acrobatics 4 ranks, Athletics 4 ranks, Flaw: Limited [Underwater]); 4 pts
Super Strength: Enhanced Strength 2 (400 Tons, Flaw: Limited to Lifting); 2 pts
Outrageous Movement: 10 pt Array; 11 pts
Fastest Sea Animal: Swimming 10 (500 mph/1 mpr); 10 pts
Great Leaps: Leaping 10 (1 Mile); 1 pt

King of the Seven Seas: 49 pt Array; 51 pts
Summon Marine Life: Summon 8 (120 pt minions, Extra: Horde, Mental Link, Variable Type [Marine Life], Multiple Minions 2 [4 Minions], Flaw: Limited [In or Near Water], Self-Powered); 49 pts
Summon Marine Life: Summon 4 (60 pt minions, Extra: Horde, Mental Link, Variable Type [Marine Life], Multiple Minions 8 [16 Minions], Flaw: Limited [In or Near Water], Self-Powered); 1 pt
Marine Telepathy: Comprehend 4 (Understand, Understood by Animal, Flaw: Limited [Marine Life]), Communication 4 (Mental, Flaw: Limited [Marine Life]), Enhanced Skills 4 (Persuasion 8 ranks); 1 pt

Atlantean Trident: 6 pts Traits, Easily Removable (-2 pts), Feature 1 (Indestructible); 4 pts
Trident Strike: Piercing Strength-based Damage 2, Enhanced Advantages 2 (Improved Disarm, Weapon Bind) (Extra: Dangerous, Reach 1 [5 ft]); 6 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +8
Unarmed +12 [Unarmed +12]
Close Attack +10 [Trident +14, Critical 19-20]
Ranged Attack +8
Throwing +10

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +12 (+10 without Defensive Roll), Fortitude +12, Will +12

COMPLICATIONS:
Enemy: Black Manta, Ocean Master, DC writers, Raj.
Relationships: Aquaman has a wife, Mera, and ties with his former ward, Tempest, and his friends in Atlantis.
Responsibility: As King of Atlantis, Aquaman must often attend to the needs of his people and his duty to the Seven Seas.
Rivalry: Prince Namor and he have a long running rivalry for ruler ship of the undersea world.
Temper: Aquaman is known for his fierce, warrior temper when tested.
Weakness: Aquaman dehydrates when away from water for an extended time, becoming impaired, disabled, and finally incapacitated before his condition. becomes dying. Immersion in water immediately removes all accumulated conditions.

Abilities 100 + Skills 30 (60 ranks) + Advantages 20 + Powers 87 + Defenses 19 = 256 / 256

Build Comments: I've done it enough, and you can find my rants on my old thread, Jab's, BARON'S and others, but I will say it one...more..time...

Get off Aquaman. Don't be bandwagon haters. He is a good character. No, his books will never sell great. Yes, Super Friends made him a joke. But he is nowhere near as useless as his surface rep has made him out to be. And his new series rocks. So let it go. Appreciate the man. Now, on with the post...

Aquaman of the Thorpacoverse. He’s pretty capable, becoming a PL13 underwater and I gave him some better leadership abilities along with the healing factor he showed in Alex Ross’ Justice.

Secret Origins: Arthur Curry was the son of Atlanna, an Atlantean princess banished from Atlantis due to her interest in and frequent visits to the surface world; and Tom Curry, a surface man and lighthouse keeper. One night, amidst a terrible storm, Tom Curry would find Atlanna thrown up on the shore by storm-tossed waves, and rescue her from harm. Both Curry and Atlanna made the lighthouse their home and developed a strong bond that would quickly lead to a sentimental relationship, which in turn, would lead to the birth of Arthur Curry.

Tom Curry accepted his relationship with Atlanna, and though he always knew there was more to her than she would let on, he'd never ask her about her origins. After Arthur was born, all of that became even more irrelevant as his presence there cemented the bond between the two. Two years after his birth, young Arthur was found by his father playing underwater after he had apparently been there for an hour without drowning. Several years later, Atlanna revealed that she came from the lost continent of Atlantis and that Arthur had inherited her ability to live and breathe underwater, as well as her power to communicate with and control all marine life. Shortly thereafter she disappeared, leaving Tom to raise Arthur himself.

The Story so Far: After Atlanna's disappearance, Arthur's father became determined to train him both physically and mentally so that he would one day be in complete control of his powers. He was assisted by his friend, Stephen Shin. Arthur was also taught by his father to view himself as someone special, as a savior of the oceans, as The King of the Seven Seas. Later, after his father's death, Arthur Curry would leave the lighthouse which had been a home to him and his family for years, to venture into the oceans and find his true destiny. He would later become the King of Atlantis and marry Mera, a visitor from an other-dimensional water-world known as Xebel. Arthur would also take young Aqualad under his wing and fight the forces of evil side by side with the occasional help of his wife.

He would also become a founding member of The Justice League and was part of an offshoot team known as The Others. He has had several confrontations with his brother Orm (Ocean Master), Prince Namor and Attuma, who have all laid claim to the throne over the years.

Recently, after being greatly distressed by the harsh treatment given during some years from Atlantis, Arthur decides to abdicate from his role as their King, returning to full-time heroics. On the surface, Aquaman struggled with his lack of reputation with the greater public, still seeing him as an inefficient, weak metahuman with useless powers, constantly subject to ridicule. However, after the events in which Ocean Master and the Atlanteans waged war on the surface world, Arthur regained the throne and becomes king of Atlantis again to try settle all differences between both worlds and to make Atlantis a powerful and striving nation once again.

Characterization: Aquaman is one of the greatest heroes on Earth and has garnered the respect of the superhero community and the citizenry of Atlantis with his strength of will and his commitment to doing what is right.

Friends and Foes: He has a strong rivalry with Prince Namor of Sub Diego, who feels that the Atlantean throne is rightfully his, but both have put aside their differences when the greater good is at stake. Same with Attuma. He and Orm have a complicated relationship, similar to Thor and Loki’s, where they have worked together against common foes, but Orm remains jealous of Arthur the two have had several memorable confrontations.

His greatest enemy is Black Manta. The two have a long and bitter rivalry. The hatred that Black Manta and Aquaman share was due to Aquaman mistakenly killing Manta's father (intending to kill Black Manta) - seeking vengeance for the death of Arthur's father following an attack by Black Manta.

Clean Up 10/22/13: Aquaman gets a review as I continue to work on the Superior Thorpacoverse.
Last edited by Thorpacolypse on Fri Apr 18, 2014 8:33 pm, edited 9 times in total.
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#197

Post by Thorpacolypse » Fri Mar 18, 2011 8:39 pm

Our last GREEN LIGHT SPECIAL for this week is hitting the Aisle 2 shelves.

Image
You might wanna turn down those high beams, chief...

COSMIC HULK
PL: 14 (235 pts) - OPL: 14 ; DPL: 14

ABILITIES: STRENGTH 20, STAMINA --, AGILITY 2, DEXTERITY 0, FIGHTING 8, INTELLECT 0, AWARENESS 0, PRESENCE -2

SKILLS: Athletics 4 (+24), Deception (-2), Expertise [Cosmic Lore] 13 (+13), Intimidation 13 (+11/+13), Perception 3 (+3), Persuasion (-2), Ranged Combat [Blast] 8 (+8), Stealth (+2/-2)

ADVANTAGES: All-Out Attack, Chokehold, Power Attack

POWERS:
Hulk Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Android Physique: Immunity 40 (Fortitude Effects, Mental Effects), Protection 16 Impervious 9; 74 pts
Self-Repair System: Regeneration 2 (1/every 5 rounds); 2 pts
Hulk Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +1, +4 Mass; Extra: Permanent, Innate); 9 pts
Super-Strength: Enhanced Strength 4 (400,000 Tons, Flaw: Limited to Lifting); 4 pts
Universal Language Programming: Comprehend 3 (Speak, Understand, Understood in all languages); 6 pts
Cosmic Energy Blast: Cosmic Energy Ranged Damage 16; 32 pts
Incredible Leg Strength: Leaping 15 (30 miles), Speed 5 (60 mph/900 ft); 20 pts
Super Strength Stunts: Alternate Effect Array of Strength; 3 pts
Groundstrike: Burst Area Force Damage 14 (Extras: Burst Area 2 [60 ft radius], Flaws: Distracting, Limited [Cosmic Hulk must be on the ground, targets must be on the ground]); 1 pt
Shockwave: Burst Area Affliction 14 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Burst Area [30 ft radius], Extra Condition, Flaw: Limited to two degrees, Limited [Cosmic Hulk must be on the ground, targets must be on the ground]); 1 pt
Sonic Slam: Cone Area Affliction 14 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Cone Area [60 ft cone], Extra Condition, Flaw: Limited to two degrees); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +8 [Unarmed +20]
Ranged Attack +0
Cosmic Blast +8 [Cosmic Energy Blast +16]
Special Attacks [Sonic Slam Affliction +15, Cone Area, Shockwave Affliction +14, Cone Area, Groundstrike +14, Burst Area]

DEFENSES:
Dodge +6 [DC16] Parry +8 [DC18]
Toughness +20 (+9 Impervious), Fortitude Immune, Will +8

COMPLICATIONS:
Responsibility: To serve its master(s).

Abilities 38 + Skills 19 (38 ranks) + Advantages 3 + Powers 159 + Defenses 16 = 235 / 235

Build Comments: I vaguely remembered the Hulk Robot from years back, but they brought him back during World War Hulks as big time muscle for the Intelligencia. He took out the Red Hulk and A-Bomb at once and later took down Doom, even though Victor actually won they fight, the Hulk Robot was loaded with kicker that made Victor lose his intelligence so I suppose it was a draw.

I set his strength and toughness at cosmic levels since he’s…well, the Cosmic Hulk and he has shown to be able to hang with the raging Savage Hulk and as, noted above, take out Rulk and A-Bomb at once so I feel OK about it. Plus, you have to have big time villains when the PL for the DCA setting is so high. I even feel like Darkseid and other could use a bump to be able to take on whole teams like the JLA, so I may do that, just for giggles.

Secret Origins: The Cosmic Hulk robot is a by-product of the Cosmos Automation Program designed by Galactus. This program traveled the universe in search of suitable planets for Galactus to consume. It would find a host and compel them to build an artificial life form that would be a cosmically powered servant of Galactus. The automaton would then absorb any available spectrum of the Power Cosmic in the surrounding solar system for power and neutralize any defenses the chosen planet might have, streamlining Galactus' feeding process. Galactus eventually abandoned the program after several worlds had figured out how to use the automaton for their own means - usually sending it after Galactus himself. Galactus then opted for native heralds, empowered with a small amount of his own powers.

The Story so Far: The program first found Professor Gregson Gilbert, who built Dragon Man out of the dataloop. The machine activated, but was deemed unsuccessful and required completion. The Automaton Program found the Mad Thinker, who designed the robot after the Hulk so people would fear it. Once built, the Mad Thinker locked it away since he could not recall why he had made it.

It was found by some engineering students who wished to use it as a mascot at their school. The robot absorbed a burst of energy caused by the Eternals and was awakened. It went on a rampage, and was not able to be stopped by the National Guard and some of the Eternals. Finally, the Eternal Zuras siphoned it's energies and made it inactive.

It was stored at Olympia until it was stolen by the Intelligencia. The Leader and MODOK reprogrammed it to follow their commands. It was recently reactivated after the Red Hulk accidentally siphoned off some of his cosmic energies into the automaton as he tried to destroy the machine. The Cosmic Hulk made quick work of both A-Bomb and Red Hulk before being called off by the MODOK and the Leader. The Cosmic Hulk was then sent to apprehend Doctor Doom in Latveria. Doom absorbed much of the automaton's energies, seemingly disabling it, temporarily at least. Skaar then appeared and attacked Doom, believing he was preventing Doom from killing his father. Doom quickly got the upper hand on Skaar and nearly killed him before Banner appeared and rescued him. Banner revealed that the Leader and MODOK had embedded a radiant neural anesthetizer (a 'dumb ray') which caused Doom to forget how to use his magics and armor defenses after he absorbed the machine's energies. Having completed its task, the Cosmic Hulk grabbed Doom and absconded back to the lair of its masters.

Friends and Foes: He generally serves whoever is controlling him, but he seems to have an enmity for Hulks.
Last edited by Thorpacolypse on Fri Mar 14, 2014 8:26 pm, edited 3 times in total.
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1038

Post by Thorpacolypse » Fri Mar 18, 2011 8:44 pm

We've got a new item for our Villains Line getting stocked on Aisle 2!

Image
Cyclops? Never heard of him...

UNICORN
PL: 10 (143 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 9, STAMINA 7, AGILITY 3, DEXTERITY 3, FIGHTING 8, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 4 (+13), Close Combat [Unarmed] 3 (+11), Deception 4 (+5), Expertise [Military] 5 (+6), Insight (+2), Intimidation 6 (+7), Perception 3 (+5), Persuasion (+1), Ranged Combat [Blast] 2 (+7), Stealth 4 (+7), Technology 4 (+5), Vehicles 3 (+6)

ADVANTAGES: All-Out Attack, Improved Aim, Languages (1) (English, 1 other, Base: Russian), Ranged Attack (2)

POWERS:
Enhanced Physiology: Speed 2 (8 mph), Leaping 2 (30 ft); 4 pts
Unicorn Armor: 41 pts Traits, Removable (-8 pts); 33 pts
Body Armor: Protection 5, Impervious 5; 15 pts
Unicorn Blast: Ranged Plasma Damage 13; 26 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +8
Unarmed +11 [Unarmed +9]
Ranged Attack +5
Blast +7 [Plasma Blast +13]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +12 (+5 Impervious), Fortitude +11, Will +7

COMPLICATIONS:
Enemy: Iron Man
Mental Instability: The experiments that gave him his powers, and Stark's attempts at curing his rapid aging and cellular degeneration have caused him insanity

Abilities 68 + Skills 19 (38 ranks) + Advantages 5 + Powers 37 + Defenses 14 = 143 / 143

Build Comments: He may have a name that inspires squeals of glee from little girls, but he sure ain’t no cuddly creature. Unicorn has been an Iron Man foe for ages and he has a decent powerset. I prefer the version from the Armored Adventures cartoon (actually, I prefer almost all the villains in that show to their comic counterparts, except for the Mandarin) so this build is an amalgam of the two. He has the original’s background and brick enhancements with some of the armor, and look, of the animated one.

Secret Origins: Milos Masaryk was a Soviet intelligence agent assigned to track down the original Crimson Dynamo, who defected to America after being tricked by Iron Man. Wearing technology designed by the Dynamo, Masaryk gave himself the alias the "Unicorn".

The Story so Far: Unicorn battled Iron Man after Iron Man catches him spying on Stark Industries. Although Iron Man crashes the Unicorn's plane, the villain manages to escape. The Unicorn was among the villains affected by Doctor Doom's high-frequency emotion charger. As a result, the Unicorn went to the Baxter Building to attack the Fantastic Four at the wedding of Reed Richards and Susan Storm. He teamed with Beetle, Electro, Mandarin, and the Melter against Cyclops and Iceman, but the resultant combination of their power blasts knocked them all out, and they were sent back to the immediate past by Reed Richards with no memory of attack.

The Unicorn later allied himself with Count Nefaria for financial reasons, and participated in Nefaria's attack on Washington, D.C., where Nefaria trapped the city in a force field. He again battled Cyclops and succeeded in capturing him with help from the Eel, but he was stopped by the X-Men. He then underwent experimental conditioning to augment his powers. With increased strength, he battled Iron Man once more after attempting to extort money from the U.S. Congress, but he is again defeated. The process left the Unicorn with "accelerated cellular deterioration", and he was taunted with a cure by the Red Ghost in exchange for help against Iron Man. However, once it becomes evident that the Red Ghost has lied, the Unicorn aided Iron Man and later escaped.

The master villain, the Mandarin, made a similar promise to the Unicorn and deployed him against Iron Man again. On two more separate occasions, Unicorn's battle with Iron Man ended in Unicorn's defeat. Using the alias "The Other", the Titanium Man used the Unicorn against Iron Man who is finally able to capture Masaryk. In a dramatic turn, the very moment of his capture sees Masaryk slip into a life-threatening coma. Iron Man takes Masaryk to the Avengers Mansion where teammate Yellowjacket woke Masaryk and cured him of his debilitating disease. However, the process had the result of driving Masaryk insane, and a disorientated Unicorn inadvertently activates the hidden robot Arsenal. The Unicorn is stunned by the robot — which Iron Man drives off — and then placed in stasis pending a cure for his mental illness.

Months later, Masaryk is freed when a fire broke out at Stark Enterprises. He resumed the identity of the Unicorn and found and attacked Iron Man once again. He found himself on the losing end again, but managed to escape.

Characterization: Unicorn still has a love for his home country, but otherwise he has basically become a thug for hire.

Friends and Foes: He still bears a great grudge against Iron Man and generally allies himself with however will pay him for supervillain work.
Last edited by Thorpacolypse on Wed Jan 29, 2014 9:13 pm, edited 3 times in total.
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Re: #189 OV, #184 T

Post by Thorpacolypse » Sat Mar 19, 2011 11:56 am

Thorpacolypse wrote:Check out this new item on Aisle 2.

Image
I will never, EVER make fun of Clint's Grapple Arrows again...

MOCKINGBIRD PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 8 (+13) [Agile Feint], Athletics 5 (+7), Close Combat [Battle Staves] 2 (+15), Deception 6 (+8), Expertise [Chemistry] 5 (+8), Expertise [Spy/Secret Agent] 5 (+8), Insight 5 (+8) [Assessment], Intimidation 3 (+5), Investigation 7 (+10), Perception 4 (+7), Persuasion 6 (+8), Ranged Combat [Thrown Staves] 3 (+13), Sleight of Hand 5 (+9), Stealth 7 (+12), Technology 4 (+7), Treatment 2 (+5), Vehicles 3 (+7)

ADVANTAGES: Agile Feint, Assessment, Close Attack (2), Defensive Attack, Defensive Roll (3), Equipment (2), Evasion (1), Improved Critical (1) (Battle Staves), Improved Disarm, Improved Initiative (1), Power Attack, Ranged Attack (4), Set-Up (1), Takedown (2), Uncanny Dodge

POWERS:
NONE

EQUIPMENT:
(10ep)
Costume: Protection 1; 1ep
JLA Communicard: Commlink, GPS, Feature 2 (Avengers Mansion/Watchtower Access); 4ep
Arsenal: (5ep)
Battle Staves: Bludgeoning Strength-Based Damage 2, Extra: Improved Critical, Split, Medium; 4ep
AE - Thrown Staves: Bludgeoning Ranged Strength-Based Damage 2; 1ep

OFFENSE:
Initiative +9
Close Attack +13 [Unarmed +2]
Battle Staves +15 [Battle Staves +4, Critical 18-20]
Ranged Attack +10
Thrown Staves +13 [Battle Staves +4, Critical 19-20]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +6, Will +9

COMPLICATIONS:
Motivation: Proving herself in the wake of her imprisonment by the Skrulls
Relationships: She's married to Hawkeye

Abilities 66 + Skills 39 (78 ranks) + Advantages 24 + Powers 0 + Defenses 21 = 150 / 150

Comments: The recently returned Mockingbird is a decent character, although she’s really kind of a rip-off Black Canary that was teamed up with Hawkeye ala Ollie and Dinah’s relationship. Still, she’s had her fair share of involvement in some decent Avengers’ arcs and is a pretty strong street level hero, being a full PL9 with her Battle Staves and on defense, which doesn’t always happen with my PC type builds.

Clean Up 3/19/11: OK, I caved and made Bobbi a full PL10 since I am trying to be more DCA setting compatible.
Clean up to Bobbi as I get ready to give the fairer sex their due here at another J-Mart LADIES' NIGHT...
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#199

Post by Thorpacolypse » Sat Mar 19, 2011 12:03 pm

This RED LIGHT SPECIAL on Aisle 2 is our first new item for this new chapter of LADIES' NIGHT!

Image
OK, so they really jumped the shark with this character, but you gotta give props for the fanservice!

RED SHE-HULK
PL: 12 (190 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 15, STAMINA 13, AGILITY 3, DEXTERITY 3, FIGHTING 8, INTELLECT 3, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 2 (+5), Athletics (+15), Deception 5 (+7/+9) [Attractive], Expertise [Physical Sciences] 7 (+10), Insight 4 (+7), Intimidation 6 (+8/+9/+11), Perception 5 (+8), Persuasion 5 (+7/+9) [Attractive], Stealth 2 (+5/+4), Technology 6 (+9), Vehicles 2 (+5)

ADVANTAGES: All-Out Attack, Attractive (1), Diehard, Great Endurance, Power Attack, Ranged Attack (4)

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


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +8 [Unarmed +15]
Ranged Attack +7
Special Attack [Thunderclap Move Object +12, Cone Area; Groundstrike +12, Burst Area]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +15 (+6 Impervious), Fortitude +14, Will +8

COMPLICATIONS:
Involuntary Transformation: Being fairly new to the Hulk biz, like the other Hulks, severe changes in mood can made her change back and forth from her two personas. In her Betty Ross form, she loses her powers and her stats drop to STR 1, STA 1, FGT 3.
Relationships: Bruce Banner, Thunderbolt Ross (most of the time, anyway).
Rivalry: She has a bit of a rivalry with the other She-Hulks and the memory of Bruce/Hulk's late wife Caeira. She and Power Girl don't really see eye-to-eye either.
Secret Identity: Red She-Hulk is Betty Ross and she can change into back and forth at will.

Abilities 92 + Skills 22 (44 ranks) + Advantages 6 + Powers 55 + Defenses 15 = 190 / 190

Build Comments: Betty Ross, the Red She-Hulk. And OK, they kinda “jumped the shark” with this one, but still, it’s good to see Betty back in the Hulkverse and it's always kinda good to see another character who can give the Hulk some trouble. Especially her, with their emotional ties.

While she's fairly new to the super brick game, she has shown to be stronger than either Jennifer or Lyra so I gave her higher strength, but she's less accurate due her inexperience. And the fact that unlike either of them, her split personality from the mild mannered Betty is FAR more volatile than the other She-Hulks so she doesn't hold back like they sometimes do. And I went ahead and removed her radiation absorption just as a did for her pops.

Secret Origins: Betty Ross is the only child of General Thaddeus "Thunderbolt" Ross and was the girlfriend of Bruce Banner. Her youth was spent under her father's strict army hand. Thunderbolt Ross had always hoped for a son to follow in his footsteps, and his adversity at having a daughter was reflected in the way that he raised her. Betty's mother had died when Betty was still a teenager, and she was placed in her father's care. He decided that an army base was no environment for a girl, so he sent her away to boarding school.

After graduation, she returned to her father's side on the base. By then Thunderbolt Ross was in charge of a top-secret project to create a new type of weapon involving gamma radiation. The head scientist on the project was Bruce Banner whom her father abhorred. Despite this, an attraction between Betty and Bruce began to grow. When the experiment to develop a gamma bomb went explosively wrong, not only was Banner transformed into the Hulk, but Betty was severely injured too. Recovered from her injuries, Betty remained emotionally wounded. She felt sad for her love who had been transformed into the Hulk. As the years passed, Betty struggled to find a cure that would stop Banner from turning into the Hulk. It seemed that she alone could still see the man she loved still deep-down inside the Hulk. When she took an interest in Bruce, her father grew further uninterested with her.

The Story so Far: Years later Betty was kidnapped by MODOK who sought to create a new weapon to use against the Hulk. So MODOK took the one woman who continued to love Banner and transformed her into another green monstrosity. In order to create a creature that could spar with and defeat the Hulk, MODOK infused Betty with more gamma radiation than Banner had been exposed to. The result was a deadly creature filled with a lust to destroy Hulk. She was green with talons and monstrously large wings, so Betty was given the name Harpy.

Inevitably, Harpy found the Hulk and immediately attacked. Typically, Hulk fought back, unaware of who his foe really was. As they fought, Harpy took delight in revealing her true identity. The information startled the Hulk, causing him to hesitate and allowing Harpy the upper hand. Ultimately, Thunderbolt Ross recognized his daughter and tried to convince her she was not a brutal beast. The Harpy later reverted back to Betty Ross with intervention from Bi-Beast.

Enjoying life as a normal woman again, it wasn't long before Betty married Bruce Banner. However, their life of happily married bliss was soon cut short as Betty's constant exposure to the Hulk gave her gamma sickness. The poisoning was so strong that she nearly died. Banner was able to invent a cure using his own blood. However, the Hulk's nemesis the Abomination, swapped his blood sample with his own blood before the transfusion. The untreated blood transfusion worsened Betty's condition, causing her to die from the radiation, but her body was put into cryogenic stasis by her father.

Having spent most of his life hating both Bruce Banner and the Hulk, General Ross blamed the Hulk for his daughter's death. Aware of what was happening around him, Banner fled and General Ross began to hunt him once more. While on the run, he was able to discover how Betty died. Confronted with the truth, the General confessed to Hulk that he no longer blamed him for Betty's death.

Many years later Betty Ross and Colonel Glenn Talbot were sighted visiting the grave of her father, General 'Thunderbolt' Ross. The revelation that the two were still alive was over-shadowed by Betty's new secret identity. When the Red Hulk believed that his secret identity had been compromised by Domino, he collected a group of mercenaries known as Code Red to assassinate her. When Code Red came into conflict with Domino's team X-Force, they paired off into a series of one-on-one fights. Wolverine managed to blind the Red Hulk with his adamantium claws, and was about to deliver a killing blow when he was blindsided by a new combatant. The Red She-Hulk appeared. She had protected her male counterpart long enough to challenge Wolverine. Blinded, the Red Hulk had no idea who had come to his aid, and Thundra was forced to explain that it was a female counterpart who looked just like him. However, no-one on the battlefield seemed to know who the Red She-Hulk was.

During her fight with Wolverine, she spitefully boasted how she had killed Elektra and Domino. Her taunts enraged Wolverine, who managed to electrocute her by using his claws as a conduit. The charge of energy only managed to stall her and she managed to retaliate by spitting yellow acid. After her fight, she dragged the Red Hulk underground to escape. During their journey through the New York tunnels, the Red She-Hulk's mood seemed to change. The Red Hulk told her the story of three blind men examining an elephant, which seemed to enrage her. She screamed that the last man who told her that story was dead to her.

Just as the Red Hulk was about to trust the Red She-Hulk, she double-crossed him. After stabbing him with Elektra's stolen sai, the other members of Code Red led by Doc Samson ambushed the Red Hulk. As the paid-for mercenaries distracted themselves, the Red Hulk's eyesight had begun to heal. Seeing his female counterpart, he seized the element of surprise and pushed her through the subway wall. Their fight raged through subway trains and ended on the top of the Empire State Building. There, he nearly killed the Red She-Hulk by throwing her off the building. However, she called his bluff and when he set her down on a railing she turned on him once more. She kicked him down to the street below, knowing that he would survive.

Later Red She-Hulk and Lyra were revealed as agents working for the Intelligencia. However, despite the fact that they worked for the same employer, neither of the female Hulks liked each other. She also had issues with being kept in line due to her disagreements with Lyra and Doc Samson. MODOK had so far kept her in check, much to her displeasure.

During a battle with Skaar, A-Bomb and Korg, the Red She-Hulk was run through with Skaar's sword. Critically wounded, she reverted back to her true form. Her true identity was finally revealed; the Red She-Hulk was in fact Betty Ross. As Bruce begs Betty to change to her Hulk form, she tells him she simply wants to let go - she'd rather die than have to transform again. It is only when Leonard Samson arrives and angers her that she unwillingly transforms back into her Hulk form, saving her life. It is also at this point that the brainwashing done to Betty by the Leader and MODOK begins to crumble and Betty's own persona begins to fight for control.

After the events, Betty reverts to her human form along with Banner, Jen, Skaar and Lyra and travels with them. Banner tries to reconnect with Betty and fix their marriage. Betty tells Bruce that they're not married because she died. Bruce still tries to put Betty's wedding ring on. The stress of this causes Betty transform into Red She-Hulk. She-Rulk then runs to a nearby town and starts causing destruction. Bruce tries to calm her down but She-Rulk attacks him saying how much Betty enjoys being a Hulk. Skaar tries to Banner, who has just become the Hulk. Red-She Hulk then jumps off away from the Hulk.

Following the freeing of Cul, The Serpent, the Hulk was chosen to house the spirit of Nul, Breaker of Worlds. Unable to fight Nul, a small group of Avengers were able to fight Nul off until he was summoned by Cul to stop Thor. Thor knocked Nul into orbit and he landed in the Vampire Nation where he was later defeated by the Forgiven. Betty in the meantime was given a sword forged with uru metal and repulsor technology, which she used to become one of the Mighty. Following the defeat of the Serpent, she kept the sword, but now had to use it to stop Nul, who was freed from his hammer following the destruction of Worldbreaker by the Hulk.

Betty Ross/Red She-Hulk has become deadly determined to shut down a new government issued super-soldier program by Echelon.

Characterization: Without a doubt, Betty Ross Banner was the epitome of a loyal and devoted wife. For years before they were married, she followed Bruce around the country in the belief that the man she loved could be returned to her. Fiercely independent, she wasn't afraid to stand up to her father. She may have desired a quiet life with Bruce, she was willing to fight for her dreams.

When she was turned into the Red She-Hulk by the Leader, both prior to and since her transformation she has continued to exhibit symptoms of mental instability and high anxiety. She has many other mood disorders as well including being bipolar and signs of depression. In battle she has been seen to enjoy the graphic nature of dominating over others violently. However, while walking through the sewers with the blinded Red Hulk, she grew quiet, reflective and almost morose. Although she would try to cover her emotional swings as if it was an act, she continues to display extreme mood swings.

Friends and Foes: She has a complicated relationship with the two main men in her life, her father, Thunderbolt Ross, the Red Hulk and her long time love and current ex-husband, Bruce Banner, the Hulk.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:48 pm, edited 3 times in total.
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#200

Post by Thorpacolypse » Sat Mar 19, 2011 12:11 pm

And now we have a BLUE LIGHT SPECIAL on Aisle 2 as our LADIES' NIGHT keeps on rollin'...

Image
I know she would stab me in the back the minute I turned it but still...

MYSTIQUE
PL: 11 (193 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 2, STAMINA 4, AGILITY 6, DEXTERITY 6, FIGHTING 12, INTELLECT 3, AWARENESS 3, PRESENCE 3

SKILLS: Acrobatics 9 (+15) [Agile Feint], Athletics 6 (+8), Deception 10 (+13/+15) [Attractive, Daze, Skill Mastery, Taunt], Expertise [Streetwise] 4 (+7), Insight (+3), Intimidation 4 (+7), Investigation 4 (+7), Perception 6 (+9), Persuasion 6 (+9/+11) [Attractive], Ranged Combat [Firearms] 3 (+13), Sleight of Hand 5 (+11), Stealth 7 (+13), Technology 2 (+5), Treatment (+3), Vehicles 2 (+8)

ADVANTAGES: Agile Feint, Attractive (1), Beginner's Luck, Benefit (1) (No ID), Daze (1) (Deception), Defensive Attack, Defensive Roll (3), Diehard, Equipment (2), Evasion (1), Grabbing Finesse, Improved Critical (1) (Firearms(, Instant Up, Jack-of-all-Trades, Languages (5) (Spanish, Japanese, French, Farsi, 12 others, Base: English), Move-by Action, Power Attack, Precise Attack (1), Quick Draw, Ranged Attack (4), Skill Mastery (2), Takedown (1), Taunt, Uncanny Dodge, Well-Informed

POWERS:
Ageless: Immunity 2 (Aging, Disease), Regeneration 2; 4 pts
Voice Mimicry: Feature 1 (Mimic anyone’s voice); 1 pt
Shapeshifting: Array, 15 pt array; 16 pts
Morphing: Morph 3 (Humanoids); 15 pts
Mimic: Variable 2 (10 pts traits; Flaw: Action [Move]); 1 pt

Telepathic Earplugs: 7 pts traits, Removable (-1); 6 pts
Mind Shielding: Immunity 2 (Mind Reading), Enhanced Will 5 (Flaw: Limited [Mental Effects]); 7 pts

EQUIPMENT:
(10ep)
Arsenal: (10ep)
Twin Light Machine Pistols: Ballistic Ranged Damage 3, Extra: Multiattack, Split; 75 ft range, Small; 10ep

OFFENSE:
Initiative +6
Close Attack +12 [Unarmed +2]
Ranged Attack +10
Firearms +13 [Light Pistols +3, Critical 19-20, Multiattack]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7, Fortitude +7, Will +10 (+15 against Mental Effects)

COMPLICATIONS:
Enemy: Too many to count…she's betrayed or wronged tons of people over the years…
Prejudice: Mutant
Relationships: Despite their differences, she is protective of her children, Nightcrawler and Rogue. If alive in your/my continuity, she has a long relationship with Irene Adler, AKA Destiny
Reputation: Backstabbing beeeeatch

Abilities 78 + Skills 35 (70 ranks) + Advantages 36 + Powers 26 + Defenses 18 = 193 / 193

Comments: I’ve always been a big Mystique fan, whether from main continuity or even Rebecca Romjin’s version in the movies. I hope they do her justice in First Class, but I’m not holding out a lot of hope for that flick at this point. Anyway, because I dig Mystique, I went all out on her. Most times I've built her, and seen her builds, they're at PL9-10 but the more I thought about it, I realized how many times has she gone up against an entire X-team and come out on top, or even gone one-on-one with Logan and walked away. I think she deserves the PL11 and I probably shorted her in some areas.
Last edited by Thorpacolypse on Sat Nov 12, 2011 8:50 pm, edited 1 time in total.
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