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#378

Postby Thorpacolypse » Sun Nov 13, 2011 11:02 am

New item for Aisle 1 from our Earth-217 line.

Image
Bang...

THE BULLETEER
PL: 9 (126 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 11, STAMINA 8, AGILITY 2, DEXTERITY 1, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE 2

SKILLS: Athletics (+11), Close Combat [Unarmed] 3 (+7), Deception (+2/+4) [Attractive], Expertise [Teacher] 5 (+7), Insight 3 (+5), Intimidation (+2), Perception 3 (+5), Persuasion 3 (+5/+7) [Attractive], Ranged Combat [Throwing] 3 (+4), Stealth (+2)

ADVANTAGES: All-Out Attack, Attractive (1), Equipment (1), Teamwork

POWERS:
Smartskin: Protection 6, Impervious 8, Immunity 3 (Environmental Heat, Environmental Cold, Pressure), Enhanced Advantages 1 (Ultimate Effort [Ultimate Toughness Check]); 24 pts
The Spear that Was Never Thrown: Flight 8 (500 mph); 16 pts

EQUIPMENT:
(5ep)
Outsiders Commlink: Senses 2 (Communication Link 2 [Radio, Outsiders Members, Outsider Database), GPS; 3ep

OFFENSE:
Initiative +2
Close Attack +4
Unarmed +7 [Unarmed +11]
Ranged Attack +1
Throwing +4

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +14 (+8 Impervious), Fortitude +9, Will +7

COMPLICATIONS:
Enemy: Sally Sonic
Inexperienced: She is still learning the ropes as a superhero can sometimes by tricked into making rookie mistakes
Mental Instability: She suffers from doubts of depression
Power Loss: If her Smartskin is somehow removes, she loses her powers and her stats drop to STR 1, STA 1
Weakness: Her steel skin makes it nearly impossible to do any type of invasive procedure on her, making her internal organs vulnerable

Abilities 64 + Skills 10 (20 ranks) + Advantages 4 + Powers 40 + Defenses 8 = 126 / 126

Comments: Alix Harrower, The Bulleteer, was a character I was surprised not to see in H&V I. Even though she’s not had a lot of run, and I know they had to make some cuts somewhere to get things done, I figured she would make it just for the fanservice aspect. But fear not folks, she’s getting some run here in the Thorpacoverse as a member of The Outsiders.

She is on the team as a favor to Donna Troy from Dick, who took on her on, despite her inexperience and lack of confidence. She helped save Donna during a vicious battle with Mongal, which Donna is steal healing up from, which is why she is currently not on the team (she will be, though). Cage has taken her under his wing since their powers are similar and she has gotten to be good friends with Jessica and Sara as well.
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#379

Postby Thorpacolypse » Sun Nov 13, 2011 11:06 am

New item in our Villains Line for Aisle 1.

Image
Do you not know me, human? Often before we have fought and you defeated me. But today I have raised an army. An army of little brothers and they long to meet with you. Do you not know me? I am Grodd.

GORILLA GRODD
PL: 12 (233 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 9, STAMINA 8, AGILITY 4, DEXTERITY 4, FIGHTING 6, INTELLECT 9, AWARENESS 7, PRESENCE 5

SKILLS: Acrobatics 5 (+9), Athletics 3 (+12), Close Combat [Unarmed] 3 (+13), Deception 6 (+11), Expertise [Grid Lore] 4 (+13), Expertise [Science] 4 (+13), Insight 6 (+13), Intimidation 6 (+11), Investigation 3 (+12), Perception 4 (+11), Persuasion (+5), Ranged Combat [Firearms] 5 (+9), Stealth 4 (+8), Technology 6 (+15), Treatment 2 (+11), Vehicles 3 (+7)

ADVANTAGES: All-Out Attack, Benefit (1), Chokehold, Close Attack (4), Crushing Pin*, Equipment (6), Fast Grab, Improved Hold, Inventor, Languages (2), Skill Mastery (1), Tough* (2),

POWERS:
Large Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +1, +4 Mass; Extra: Permanent, Innate); 9 pts
Ape Physiology: Senses 3 (Low Light Vision, Scent [Extended, Acute]), Feature 1 (Prehensile Feet); 4 pts
Telekinesis: Move Object 4 (Extra: Perception Range, Subtle 2); 14 pts
Telepathy: 37 pt array; 40 pts
Telepathy: Mind Reading 12, Communication 3 (Mental, Statewide/Small Nation; Extra: Subtle); 37 pts
Mind Control: Perception Range Affliction 9 (Resisted by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extras: Cumulative, Subtle); 1 pt
Group Mind Control: Burst Area Affliction 9 (Resisted by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extras: Cumulative, Area Burst 2 [60 ft], Flaw: Distracting); 1 pt
Pain: Perception Range Affliction 9 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated; Extra: Cumulative); 1 pt


EQUIPMENT:
(30ep)
30ep for HQ, Weapons, Various Science Equipment

OFFENSE:
Initiative +4
Close Attack +10
Unarmed +13 [Unarmed +9]
Ranged Attack +4
Firearms +9
Special Attack [Mind Control Affliction +9, Perception Range; Pain Affliction +9, Perception Range]

DEFENSES:
Dodge +10 [DC20] Parry +12 [DC22]
Toughness +10, Fortitude +10, Will +14

COMPLICATIONS:
Arrogance: He seems himself, and simians in general as superior to humans
Enemy: The Flashes, but mainly Barry Allen and Nnamadi
Obsession: Spreading his influence over the world
Revenge: He has vowed revenge on Gorilla City for casting him out and not submitting to his rule

Abilities 88 + Skills 32 (64 ranks) + Advantages 22 + Powers 66 + Defenses 25 = 233 / 233

Comments: My take on Grodd for my setting as I work through a few miscellaneous JLA/Outsiders related builds before I move into the Mystical/Mythical Thorpacoverse. I thought the DCA build was pretty close, but it missed a few things I’ve seen Grodd do in JLU and in other books that I liked. I had to add his Pain move which is basically a Mental Blast that he used to lay out Superman in the DCAU and his mass Mind Control that he used in Batman/Superman where he was controlling Grundy, Mongul and other supervillains at once. Plus, the DCA version didn’t give him Expertise: Science, which I found odd.
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#380

Postby Thorpacolypse » Sun Nov 13, 2011 11:07 am

New items for our MINIONS R US line on Aisle 7!

Image

THE CY-GORS
PL: 9 (139 pts) - OPL: 9 ; DPL: 9

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

SKILLS: Acrobatics 6 (+10), Athletics 3 (+13), Close Combat [Unarmed] 2 (+8), Deception (-1), Insight (+2), Intimidation (-1), Perception 6 (+8), Persuasion (-1), Ranged Combat [Blast] 8 (+9), Stealth 3 (+7)

ADVANTAGES: All-Out Attack, Chokehold, Fast Grab, Improved Hold, Power Attack

POWERS:
Large Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +1, +4 Mass; Extra: Permanent, Innate); 9 pts
Ape Physiology: Senses 3 (Low Light Vision, Scent [Extended, Acute]), Feature 1 (Prehensile Feet); 4 pts
Cybernetic Enhancements: Enhanced Strength 4, Enhanced Stamina 4, Enhanced Intellect 3, Leaping 1 (15 ft), Speed 1 (4 [8 mph]); 24 pts
Self-Repair Systems: Protection 2, Impervious 3, Regeneration 2 (1/every 3 rounds); 10 pts
Cybernetic Senses: Senses 10 (Communication Link 2 [Mental, Gorilla Grodd/Cy-Gors], Darkvision, Normal Vision [Extended], Normal Hearing [Extended], Infravision, Radio, Ultra-Hearing, Ultravision), Enhanced Skills 6 (Perception 6 ranks, Technology 6); 16 pts
Datalink: Comprehend 2 (Speak, Understand Machines); 4 pts
Weapon Systems: 22 pt array; 23 pts
Blaster: Ballistic Ranged Damage 9 (Extra: Accurate 4); 22 pts
Machine Gun: Ballistic Ranged Damage 6 (Extra: Accurate 4, Multiattack); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +6
Unarmed +8 [Unarmed +10]
Ranged Attack +1
Weapon Systems +9 [Blasters +9; Machine Guns +6, Multiattack]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +11, Fortitude +11, Will +5

COMPLICATIONS:
Flashbacks: All the Cy-Gors are prone to flashbacks from their former human lives if their particular triggers occur
Power Loss: If their cybernetics are nullified or removed, they lose all powers except their Growth and Ape Physiology
Responsibility: To serve Gorilla Grodd

Abilities 26 + Skills 7 (14 ranks) + Advantages 5 + Powers 90 + Defenses 11 = 139 / 139

Comments: Cy-Gor was a character in the Spawn-verse that had a good short run, but eventually died out. I always liked the Cy-Gor concept and I thought that someone like Grodd, or another super genius would try to do something like that, so I whipped these lower level Cy-Gors as minions for Grodd in preparation for usage in a test. Should make for a fun test for one of my super teams.
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#381

Postby Thorpacolypse » Sun Nov 13, 2011 11:11 am

GREEN LIGHT SPECIAL on Aisle 1!

Image
I'm a fair man. So I'm going to let you start running. When you're a dozen yards away, I'll try to bring you down. You could get lucky. I might miss.

GREEN ARROW (OLIVER QUEEN)
PL: 10 (155 pts) - OPL: 10 ; DPL: 9

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 4, DEXTERITY 5, FIGHTING 9, INTELLECT 1, AWARENESS 2, PRESENCE 3

SKILLS: Acrobatics 7 (+11), Athletics 6 (+9), Close Combat [Swords] 3 (+12), Deception 8 (+11), Expertise [Business] 5 (+6), Expertise [Fletchery] 6 (+7), Expertise [Politics] 6 (+7), Expertise [Streetwise] 5 (+6), Expertise [Survival] 5 (+6), Insight (+2), Intimidation 2 (+5), Investigation 6 (+7), Perception 8 (+10), Persuasion (+3), Ranged Combat [Bow] 4 (+14), Stealth 7 (+11), Vehicles 2 (+7)

ADVANTAGES: Accurate Attack, All-Out Attack, Benefit (2) (Wealth 2 [Independently Wealthy]), Defensive Roll (3), Equipment (6), Improved Aim, Improved Critical (1) (Bow), Improved Disarm, Power Attack, Precise Attack (2) (Ranged, Cover; Ranged, Concealment), Quick Draw, Ranged Attack (5), Skill Mastery (1) (Ranged Combat [Bow]), Takedown (1), Taunt, Tracking, Improved Initiative (1), Ultimate Effort (1) (Ultimate Aim), Uncanny Dodge

POWERS:
Eagle Eyes: Senses 1 (Normal Vision, Extra: Innate); 2 pts

EQUIPMENT:
(25ep)
Justice League Communicard: Senses 2 (Communication Link [Radio, Justice League Members), GPS, Feature 1 (Watchtower/Avengers Mansion Access), Benefit 1 (Justice League Status); 5ep
Sword: Slashing/Piercing Strength-Based Damage 3, Critical 19-20, Medium; 4ep
Bow and Arrows: (20ep)
Flare Arrows: Ranged Area Burst Affliction 4 (Resisted by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Extra: Area Burst [30 ft area]); 12ep
Standard Arrow: Piercing Ranged Damage 6; 1ep
Rapid Fire Arrows: Rapid Piercing Ranged Damage 4 (Extra: Multiattack, Flaw: Distracting); 1ep
Boxing Glove Arrow: Ranged Affliction 6 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1ep
Net Arrows: Ranged Affliction 4 (Resisted by Dodge; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Alternate Resistance [Resisted by Dodge], Cumulative, Extra Condition, Flaw: Limited to two Degrees); 1ep
Cutting Torch Arrows: Heat Damage 4 (Extra: Penetrating); 1ep
Knockout Gas Arrows: Ranged Area Burst Affliction 4 (Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Area Burst [30 ft area]); 1ep
Bow Bash: Bludgeoning Strength-based Damage 1; 1ep
Grapple Arrow: Movement 1 (Swinging); 1ep


OFFENSE:
Initiative +8
Close Attack +9 [Unarmed +3; Bow Bash +4]
Swords +12 [Sword +6, Critical 19-20]
Ranged Attack +10
Bow +14 [Arrow +6, Critical 19-20; Boxing Glove Arrow Affliction +6, Critical 19-20; Rapid Fire Arrows +4, Multiattack; Flare Arrow Affliction +4, Area Burst; Knockout Gas Arrow Affliction +4, Area Burst]

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

COMPLICATIONS:
Enemy: Merlyn, Shado (sometimes)
Pain In The Ass: Green Arrow is an outspoken liberal, willing to defend his beliefs with action as well as words, which gets him into trouble (and no small number of arguments)
Relationships: Longtime relationship with Dinah Lance (Black Canary), father of Connor Hawke and another child, mentor to Mia Dearden (Speedy) and Roy Harper (Arsenal). Very close with Green Lantern Hal Jordan and Flash Barry Allen Responsibility: Protecting Star City
Rivalry: He and Hawkeye have a long rivalry about who is the better archer and he also has a good rivalry with Batman (although admittedly, it is more his thing than Bruce's)
Temper: Ollie can have a short fuse, particularly when it comes
to social and political causes he believes in

Abilities 60 + Skills 40 (80 ranks) + Advantages 31 + Powers 2 + Defenses 22 = 155 / 155

Comments: Always had much love for Ollie. In my setting, he’s the same old Ollie, the raging liberal with the unbendable ideals and the personality that helps him get into far more scrapes than he should. He is still tight with Hal, still part of the League and still trying to get Dinah to take him back (which she eventually will, but not now).

As a build, I built him and Clint to have the same attack bonus with the bow, although my Clint is better overall in combat. But Ollie is far more varied in his skills and much better with interaction skills. I really think a team up with them is in order…
Last edited by Thorpacolypse on Thu Mar 22, 2012 8:29 pm, edited 1 time in total.
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#382

Postby Thorpacolypse » Sun Nov 13, 2011 11:21 am

New item from our Gotham location for Aisle 1.

Image
Is it worth your life, Mr. Lawton? NO Venom...

BANE
PL: 12 (212 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 6, STAMINA 7, AGILITY 5, DEXTERITY 5, FIGHTING 14, INTELLECT 8, AWARENESS 6, PRESENCE 8

SKILLS: Acrobatics 6 (+11), Athletics 9 (+15), Close Combat [Unarmed] 3 (+18), Deception 5 (+13), Expertise [Magic] 1 (+9) [Ritualist], Expertise [Streetwise] 4 (+12), Insight 7 (+13) [Insight], Intimidation 8 (+16) [Startle], Investigation 5 (+13) [Well-Informed], Perception 4 (+10), Persuasion 4 (+12), Sleight of Hand 8 (+13), Stealth 5 (+10), Technology (+8), Treatment (+8), Vehicles 3 (+8)

ADVANTAGES: Accurate Attack, All-Out Attack, Assessment, Chokehold, Close Attack (1), Crushing Pin*, Damaging Escape*, Diehard, Eidetic Memory, Fast Grab, Favored Foe (Costumed Adventurers), Improved Critical (2) (Unarmed 2), Improved Hold, Improved Initiative (1), Jack-of-all-Trades, Languages (3) (English, 9 others, Base: Spanish), Last Stand*, Leadership, Power Attack, Ranged Attack (7), Ritualist, Second Chance (1) (Toughness Checks vs. Physical Damage), Startle, Takedown (1), Tough* (3), Well-Informed, Withstand Damage* (1)

POWERS:
NONE

EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +15
Unarmed +18 [Unarmed +6, Critical 18-20]
Ranged Attack +12

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +10, Fortitude +11, Will +13

COMPLICATIONS:
Addiction: Although Bane has kicked the habit, Venom is highly addictive and he may go back to using the drug for its strength or healing effects as he has in the past. Withdrawal symptoms begin occurring 12 hours after the last use
Motivation: He now feels it is his mission to create order in the world HIS way
Relationships: He still sees Scandal Savage as a daughter figure

Abilities 118 + Skills 36 (72 ranks) + Advantages 38 + Powers 0 + Defenses 20 = 212 / 212

Comments: Bane has always been a hard character to figure out. He has such potential but it seemed like the DC writers just didn’t know what to do with him after he broke the Bat. However, Gail Simone did a WONDERFUL job with him in the Secret Six, making him into the leader they needed but didn’t take away from his badassery.

In the Thorpacoverse, he has broken off from the Six and has been re-training himself, even beyond the peak human levels he had in preparation for something big. Along the way, it's been brought to Fury and Waller's attention that he has been spotted in locations across the globe, dispensing his own brand of justice. He has also vehemently turned down an offer from Luthor to join a new Injustice League and he has gotten word to Batman of Luthor's recruiting visit, as a gesture of goodwill.
Last edited by Thorpacolypse on Tue Jul 31, 2012 7:42 pm, edited 1 time in total.
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#383

Postby Thorpacolypse » Sun Nov 13, 2011 11:23 am

Another item for our Villains Line on Aisle 1.

Image
Brother, I've been looking for you...

MONGAL
PL: 12 (169 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 13, STAMINA 13, AGILITY 3, DEXTERITY 1, FIGHTING 9, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Athletics (+13), Close Combat [Unarmed] 2 (+11), Deception 6 (+8), Expertise [Military] 4 (+5), Insight (+2), Intimidation 8 (+10), Perception (+2), Persuasion (+2), Ranged Combat [Firearms] 5 (+8), Stealth (+3), Technology 3 (+4), Vehicles 4 (+5)

ADVANTAGES: All-Out Attack, Benefit (4) (Status 2 – Queen of New Warworld, Wealth 2 [Independently Wealthy]), Chokehold, Equipment (24), Fast Grab, Improved Initiative (1), Minions, Power Attack, Ranged Attack (2)

POWERS:
Big Girl: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; PF: Innate); 5 pts
Yellow Hide: Protection 2, Impervious 5, Immunity 5 (All Environmental conditions); 17 pts

EQUIPMENT:
(120ep)
26ep for Palace, Equipment as needed
Vehicle: (94ep)
Space Battleship: Size - A, Strength - 22, Speed - 16, Def -0, Tough - 19, Blaster Cannons [Energy Ranged Damage 15], Energy Torpedoes [Energy Ranged Damage 15, Extra: Area Burst 12, Homing 8]; 94ep)

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

DEFENSES:
Dodge +7 [DC17] Parry +9 [DC19]
Toughness +15, Fortitude +13, Will +11

COMPLICATIONS:
Daddy Issues: She wants to prove herself to be worth of being the daughter of the great Mongul I
Enemy: Wonder Woman, Ms. Marvel, Green Lantern Katma Tui
Responsibility: As ruler of New Warworld she has a responsibility to her people, employees and customers
Rivalry: Her brother Mongul

Abilities 80 + Skills 16 (32 ranks) + Advantages 36 + Powers 22 + Defenses 15 = 169 / 169

Comments: You know, something that has always bothered me about Wonder Woman is that she lacks a good rogue’s gallery. Sure, Giganta, Circe and Cheetah are OK, but outside of that, it’s hard to come up with some decent villains she faces on a regular basis, and there's really no one outside of Giganta who can match up to Diana physically.

I say this because I think DC missed a golden opportunity for someone like than when they offed Mongal, Mongul II’s sister. Granted, she bit it in a cool way with him punching her head off, but still. Seeing as how Mongul has become a good Green Lantern and Superman villain, you would think they could have done the same with Mongal for Wonder Woman, but I guess they didn’t see it that way. I, however, think that she is going to be a thorn in Diana’s side as well as Carol Danvers’, Katma Tui’s, and Supergirl’s.
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#384

Postby Thorpacolypse » Sun Nov 13, 2011 11:26 am

Another new item for our Villains Line on Aisle 2.

Image
Lady, you are crazy! And I have an M.D. in psychiatry... So when I say you're crazy...You're crazy... - Doc Samson to Moonstone

MOONSTONE
PL: 11 (198 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 10, STAMINA 10, AGILITY 3, DEXTERITY 2, FIGHTING 6, INTELLECT 4, AWARENESS 3, PRESENCE 5

SKILLS: Athletics (+10), Close Combat [Unarmed] 2 (+8), Deception 14 (+16/+18) [Attractive, Daze, Fascinate, Skill Mastery, Taunt], Expertise [Behavioral Sciences] 11 (+15), Insight 9 (+12), Intimidation (+5), Perception (+3), Persuasion (+5/+7) [Attractive], Ranged Combat [Blast] 8 (+10), Stealth (+3), Technology 2 (+6), Treatment 3 (+7)

ADVANTAGES: Attractive (1), Daze (1) (Deception), Fascinate (1) (Deception), Improved Initiative (1), Languages (1) (Kree, 1 other, Base: English), Set-Up (1), Skill Mastery (1) (Deception), Taunt

POWERS:
Quick Change: Feature 1 (Quick Change); 1 pt
Flight: Flight 9 (1000 mph); 18 pts
Invulnerability: Protection 2, Impervious 5; 12 pts
Moonstone Powers: 24 pt array; 29 pts
Gravity Blast: Ranged Damage 12; 24 pts
Gravity Control: Move Object 12; 1 pt
Intangibility: Insubstantial 4; 1 pt
Dazzling Burst: Burst Area Affliction 11 (Resisted by Fortitude; 1st: Vision Impaired, 2nd: Vision Disabled, 3rd: Vision Debilitated, Extra: Area Burst [30 ft], Cumulative, Flaw: Distracting); 1 pt
Light Burst: Burst Area Damage 11 (Extra: Area Burst [30 ft]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +6
Unarmed +8 [Unarmed +10]
Ranged Attack +2
Light Control +10 [Gravity Blast +12]
Special Attack [Light Burst +11, Area Burst; Blinding Burst Affliction +11, Area Burst]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +12 (+5 Impervious), Fortitude +10, Will +12

COMPLICATIONS:
Addiction: Manipulation
Power Loss: She loses her powers if she is separated from the Moonstone that is bonded to her and her stats drop to STR 1, STA 1, FGT 3
Reputation: Manipulative bitch and career criminal
Rivalry: Ms. Marvel

Abilities 86 + Skills 23 (46 ranks) + Advantages 8 + Powers 59 + Defenses 20 = 196 / 196

Comments: Gotta love Moonstone. One of the best manipulators in comics, she has been shown to really want to change but she can’t let herself, at least not all the way. In the Thorpacoverse, she’s not even trying to change, she is being her bad girl self, working with Luthor’s Injustice League and doing her thing. Which mainly includes being Ms. Marvel's arch enemy and trying to manipulate every male hero she can along the way.
Last edited by Thorpacolypse on Fri Mar 01, 2013 4:04 pm, edited 1 time in total.
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#385

Postby Thorpacolypse » Sun Nov 13, 2011 11:29 am

YELLOW LIGHT SPECIAL on Aisle 1!

Image
If I am not worthy of your love, father, I will be worthy of your FEAR...

SINESTRO CORPS (AMON SUR)
PL: 12 (195 pts) - OPL: 12 ; DPL: 12

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

SKILLS: Athletics 3 (+5), Deception 9 (+11) [Taunt], Insight (+3), Intimidation 8 (+10), Investigation 3 (+5), Perception (+3), Persuasion (+2), Ranged Combat [Power Ring] 8 (+10), Stealth 3 (+5)

ADVANTAGES: Set-Up (1), Taunt

POWERS:
Ungaran Physiology: Immunity 1 (Aging); 1 pt
Yellow Power Ring: 136 pts traits, Removable (-27 pts); 109 pts
Attention Sinestro Corpsman...: Features 2 (A.I. and Sinestro 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, Write, All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Flaw: Limited to Senses); 6 pts
Show Me Your Fear: Senses 3 (Detect Emotions [Mental], Acute Ranged, Flaw: Limited to fear); 2 pts
Sinestro's Light: Environment 2 (60 ft; Light); 2 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3); 36 pts
Force Field: Protection 12 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 34 pts
Force Manipulation: 31 pt Dynamic Array; 43 pts
Force Bubble: Immunity 10 (Life Support, Extra: Dynamic, Area Burst [30 ft radius], Ranged, Flaw: Affects Others Only); 31 pts
Force Blast: Ranged Damage 14 (Extra: Dynamic); 2 pts
Force Constructs: Create 14 (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 Lifting: Move Object 14 (Extra: Dynamic); 2 pts
Force Minions: Summon 4 (45 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 +2]
Ranged Attack +2
Power Ring +10 [Force Blast +14; Force Constructs +14; Force Lifting +14]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +2 (+14 with Force Field, +6 with Force Field), Fortitude +7, Will +12

COMPLICATIONS:
Daddy Issues: He feels overshadowed by his father's legacy and longs to prove himself to be as worthy a ring bearer as Amon Sur himself
Enemy: The Green Lantern Corps and Kyle Rayner in particular
Power Loss: The power ring needs periodic recharging and issues a warning when its power runs low
Responsibility: To Sinestro and the Sinestro Corps
Weakness: The Yellow Power Ring are fueled by the user's abilities spread fear. Loss of that ability or their loss of belief in the power of fear can cause the ring to fail

Abilities 40 + Skills 17 (34 ranks) + Advantages 2 + Powers 109 + Defenses 27 = 195 / 195

Comments: At the end of the events of Blackest Night, The Entity chose exactly 1,666,217 souls universe-wide that were in Nekron’s realm of the dead to be brought back to life to fulfill their roles in The Brightest Day. Some had small roles on their given planet, saving a child of importance, teaching a lesson to someone who had lost their way, or to end the life of someone who would stand the way of the universe’s true destiny (unrevealed and if it was, it is beyond our comprehension). Abin Sur, and his son, Amon Sur, were two of those people.

Abin’s tale is well known, but Amon suffered in silence for years as he watched his father become one the universe’s greatest heroes, while he bided his time on Ungara and waited his turn. When his father was slain, he was prepared to take his place as the Green Lantern of Sector 2814. But when Hal Jordan was chosen instead, and as more Earth Green Lanterns were chosen, his sanity slipped further and further away. One day, he finally snapped and decided to become the greatest villain in the universe to teach the Guardians, and everyone that they should have seen his greatness.

After several battles with Kyle Rayner, John Stewart and other members of the Green Lantern Corps as a member of the Black Circle, he was chosen by Sinestro to be a member of the Sinestro Corps. He became on Sinestro’s most dangerous Corpsmen and as such, he was chosen to slay the beloved fallen Green Lantern Ke’Haan’s family to send a message of fear. After being apprehended by the Green Lantern Corps, he was killed in cold blood by GL Laira.

Now that he has returned, his desire to be seen as the greatest ring wielder of them all has been redoubled, and he has been cutting a path of destruction across the universe, which he knows and hopes, will lead to final confrontation with his father, to show him the depth of his error in not choosing him to succeed him.
Last edited by Thorpacolypse on Sat Mar 02, 2013 8:23 am, edited 6 times in total.
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#386

Postby Thorpacolypse » Sun Nov 13, 2011 11:32 am

VIOLET LIGHT SPECIAL on Aisle 1!

Image
Love is beautiful. Love is inspiring. But love is also lethal. - Carol Ferris

STAR SAPPHIRE (CAROL FERRIS)
PL: 13 (225 pts) - OPL: 13 ; DPL: 13

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

SKILLS: Athletics (+1), Deception (+3/+5) [Attractive], Expertise [Business] 6 (+8), Insight 8 (+11), Intimidation (+3), Investigation 3 (+5), Perception 4 (+7), Persuasion 5 (+8/+10) [Attractive], Ranged Combat [Power Ring] 7 (+10), Stealth (+2), Vehicles 7 (+10)

ADVANTAGES: Attractive (1), Benefit (3) (Wealth 3 [Millionaire])

POWERS:
Star Sapphire Power Ring: 159 pts traits, Removable (-32 pts); 127 pts
Attention Star Sapphire...: Features 2 (A.I. and Star Sapphire 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, Write, All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Flaw: Limited to Senses); 6 pts
What do you love?: Senses 3 (Detect Emotions [Mental, Flaw: Limited to love], Acute Ranged); 2 pts
Love's Light: Environment 2 (60 ft; Light); 2 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3); 36 pts
Force Field: Protection 12 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 34 pts
Force Manipulation: 51 pt dynamic array; 69 pts
Star Sapphire Crystallization: Ranged Affliction 10 (Resisted/Overcome by Will; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Transformed; Extra: Dynamic, Progressive, Extra Condition); 51 pts

Force Blast: Ranged Damage 16 (Extra: Dynamic); 2 pts
Force Constructs: Create 16 (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
Emotional Tether: Senses 25 (Detect Love in Jeopardy, Extra: Ranged, Accurate, Extended 20, Tracking 2); 2 pts
Force Minions: Summon 4 (60 pt minions; Extra: Dynamic, Multiple Minions [2 minions], Variable Type 2 [Broad, Hard Light Constructs]); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +1]
Ranged Attack +3
Power Ring +10 [Force Blast +16; Force Lifting +16; Force Constructs +16]

DEFENSES:
Dodge +12 [DC22] Parry +10 [DC20]
Toughness +2 (+14 with Force Field, +6 Impervious), Fortitude +7, Will +16

COMPLICATIONS:
Enemy: The Red Lantern Corps
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low
Relationships: She has a long running on and off relationship with Hal Jordan
Responsibility: To run Ferris Air and carry on her family's legacy
Secret Identity: She tries to keep her identity as Star Sapphire secret from the public at large
Weakness: Star Sapphire power rings depend on the ability of the loser to feel love and that is represented by the user's Will rank. The maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of loss of belief in love can cause the ring to fail

Abilities 40 + Skills 20 (40 ranks) + Advantages 4 + Powers 127 + Defenses 34 = 225 / 225

Comments: Carol Ferris, the leader of the Star Sapphire Corps. In my setting, she is splitting more time between that duty and Ferris Air after a good while of denying her Star Sapphire responsibilities. During that time, she brought Ferris Air back from the brink of bankruptcy and has made a small fortune for herself and her stockholders.

Along the way, she had a short fling with Tony Stark, which led to a good old fashioned hero vs. hero fight (yes, I'm considering that test, just seems like too much fun) when Hal Jordan found out, even though in the end, he knew he was wrong. She and Hal are still on the outs, but Miri Riam and the Zamarons know that her heart will always belong to him.

Clean Up 2/28/13: Some tweaks to Carol. All my Star Sapphire Array points were off.
Last edited by Thorpacolypse on Thu Feb 28, 2013 2:40 pm, edited 3 times in total.
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#387

Postby Thorpacolypse » Sun Nov 13, 2011 11:34 am

Another VIOLET LIGHT SPECIAL Import hits Aisle 1!

Image
Love conquers all. - Miri Riam

STAR SAPPHIRE (MIRI RIAM)
PL: 12 (212 pts) - OPL: 12 ; DPL: 12

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

SKILLS: Acrobatics 3 (+6), Close Combat [Unarmed] 2 (+5), Deception 5 (+7), Insight 8 (+11), Intimidation (+2), Perception 5 (+8), Persuasion 8 (+10), Ranged Combat [Power Ring] 8 (+10), Stealth (+3), Vehicles 3 (+5)

ADVANTAGES: Interpose, Lionheart*, Teamwork

POWERS:
Star Sapphire Power Ring: 158 pts traits, Removable (-32 pts); 126 pts
Attention Star Sapphire...: Features 2 (A.I. and Star Sapphire 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, Write, All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Flaw: Limited to Senses); 6 pts
What do you love?: Senses 3 (Detect Emotions [Mental, Flaw: Limited to love], Acute Ranged); 2 pts
Love's Light: Environment 2 (60 ft; Light); 2 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3); 36 pts
Force Field: Protection 13 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 35 pts
Force Manipulation: 51 pt dynamic array; 65 pts
Star Sapphire Crystallization: Ranged Affliction 10 (Resisted/Overcome by Will; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Transformed; Extra: Dynamic, Progressive, Extra Condition); 51 pts

Force Blast: Ranged Damage 14 (Extra: Dynamic); 2 pts
Force Constructs: Create 14 (Extra: Dynamic); 2 pts
Movable Constructs: Create 10 (Extra: Dynamic, Movable); 2 pts
Mass Communication: Communication 5 (Anywhere, Radio, Extra: Dynamic, Selective); 2 pts
Emotional Tether: Senses 25 (Detect Love in Jeopardy, Extra: Ranged, Accurate, Extended 20, Tracking 2); 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 14 (Extra: Dynamic); 2 pts[/i]


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +3
Unarmed +5 [Unarmed +0]
Ranged Attack +2
Power Ring +10 [Force Blast +14; Force Lifting +14; Force Constructs +14; Crystallization Affliction +10]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +1 (+14 with Force Field, +6 Impervious with Force Field), Fortitude +6, Will +14

[COMPLICATIONS:
Enemy: The Red Lantern Corps
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low
Relationships: The memory of her great love, Kered Riam
Responsibility: To protect true love in Sector 1852
Weakness: Star Sapphire power rings depend on the ability of the loser to feel love and that is represented by the user's Will rank. The maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of loss of belief in love can cause the ring to fail

Abilities 32 + Skills 21 (42 ranks) + Advantages 3 + Powers 126 + Defenses 30 = 212 / 212

Comments: Miri Riam is a neat character. She had been married to her true love, Kered Riam, for only a few days when their ship was taken by Mongul, who killed Kered. She floated with his body for a couple of days, and was going to commit suicide when the Star Sapphire ring found her and brought into the Star Sapphire Corps. She has been spreading love ever since and her latest appearance in the last Green Lantern Corps before the New 52, where she was trying to save Soranik Natu's and Kyle Rayner's relationship was a lot of fun, if futile in the end.

In the Thorpacoverse, she is the second in command of the Star Sapphire Corps after Carol Ferris and is still trying to prove that love conquers all to the universe.

Clean Up 2/28/13: Fixed up Miri's ring array.
Last edited by Thorpacolypse on Thu Feb 28, 2013 2:41 pm, edited 2 times in total.
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#388

Postby Thorpacolypse » Sun Nov 13, 2011 11:36 am

The last VIOLET LIGHT SPECIAL is getting stocked on Aisle 1.

Image
For Hearts Long Lost. And Full of Fright.
For Those Alone In Blackest Night. Accept Our Ring and Join Our Fight --
Love Conquers All -- With Violet Light!


STAR SAPPHIRE (MISS BLOSS)
PL: 11 (199 pts) - OPL: 11 ; DPL: 11

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

SKILLS: Acrobatics 3 (+5), Athletics (+1), Deception (+1), Insight 8 (+10), Intimidation (+1), Perception 7 (+9), Persuasion 6 (+7), Ranged Combat [Power Ring] 6 (+8), Stealth (+2)

ADVANTAGES: Teamwork

POWERS:
Star Sapphire Power Ring: 137 pts traits, Removable (-27 pts); 110 pts
Attention Star Sapphire...: Features 2 (A.I. and Star Sapphire 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, Write, All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Flaw: Limited to Senses); 6 pts
What do you love?: Mind Reading 8 (Flaw: Limited to emotions [love only]); 4 pts
Love's Light: Environment 2 (60 ft; Light); 2 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3); 36 pts
Force Field: Protection 10 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 32 pts
Force Manipulation: 31 pt dynamic array; 45 pts
Star Sapphire Crystallization: Ranged Affliction 10 (1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Dynamic, Alternate Resistance [Resisted by Dodge], Cumulative, Extra Condition, Flaw: Limited to two Degrees); 31 pts
Force Blast: Ranged Damage 14 (Extra: Dynamic); 2 pts
Force Constructs: Create 14 (Extra: Dynamic); 2 pts
Movable Constructs: Create 10 (Extra: Dynamic, Movable); 2 pts
Mass Communication: Communication 5 (Anywhere, Radio, Extra: Dynamic, Selective); 2 pts
Emotional Tether: Senses 25 (Detect Love in Jeopardy, Extra: Ranged, Accurate, Extended 20, Tracking 2); 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 14 (Extra: Dynamic); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +1]
Ranged Attack +2
Power Ring +8 [Force Blast +14; Force Lifting +14; Force Constructs +14; Crystallization Affliction +10]

DEFENSES:
Dodge +10 [DC20] Parry +9 [DC19]
Toughness +2 (+12 with Force Field, +6 Impervious with Force Field), Fortitude +6, Will +12

COMPLICATIONS:
Enemy: The Red Lantern Corps
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low
Weakness: Star Sapphire power rings depend on the ability of the loser to feel love and that is represented by the user's Will rank. The maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of loss of belief in love can cause the ring to fail

Abilities 30 + Skills 15 (30 ranks) + Advantages 1 + Powers 124 + Defenses 29 = 199 / 199

Comments: Don’t know a damn thing about Miss Bloss, but I like the name and I need more Star Sapphires, so she’s a part of Earth-217.

Clean Up 2/28/13: Miss Bloss gets fixed up as well.
Last edited by Thorpacolypse on Thu Feb 28, 2013 2:45 pm, edited 2 times in total.
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#389

Postby Thorpacolypse » Sun Nov 13, 2011 11:42 am

Another import from our Earth-217 location for Aisle 1.

Image
You know, I never understood the term "evil genius". Presuming a genius is a person of vastly superior intellect, you would think he or she would know being evil is stupid and counterproductive on every level imaginable.

TERRA (ATLEE)
PL: 10 (133 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 2 (+5), Athletics 4 (+4), Deception 5 (+7) [Taunt], Expertise [Geology] 6 (+7), Expertise [Popular Culture] 4 (+5), Insight (+1), Intimidation (+2), Perception (+1), Persuasion 2 (+4), Ranged Combat [Earth Control] 5 (+8), Stealth 2 (+5)

ADVANTAGES: Taunt, Teamwork

POWERS:
Stratarian Senses: Senses 6 (Darkvision, Tremorsense [Touch, Acute, Extended, Analytical]); 6 pts
Rock Riding: Flight 6 (120 mph; Flaw: Platform); 6 pts
Earth Control: 41 pt dynamic array; 55 pts
Earth Explosion: Ranged Burst Area Move Objects 10 (Extra: Area Burst [30 ft], Damaging, Dynamic, Selective, Flaw: Limited Material [Earth/Rock]); 41 pts
Earth Mover: Move Object 12 (Extra: Damaging, Dynamic, Flaw: Limited Material [Earth/Rock]); 2 pts
Rock Barrage: Ranged Damage 10 (Extra: Multiattack, Dynamic, Duration [Concentration], Flaw: Limited Material [Earth/rock]); 2 pts
Earth Shaping: Create 12 (Extra: Dynamic, Impervious, Innate, Flaw: Permanent); 2 pts
Burrowing: Burrowing 9 (32 mph; Extra: Affects others); 2 pts
Earthquake: Burst Area Affliction 10 (Resisted by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Area Burst 2 [60 ft], Dynamic, Extra Condition, Flaw: Limited [to 2 degrees], Limited [Terra and targets must be in contact with ground]); 2 pts
Rock Shield: Enhanced Dodge 2 (Flaw: Sustained), Enhanced Parry 2 (Flaw: Sustained), Protection 10 (Flaw: Sustained), Impervious 4 (Flaw: Sustained), (Extra: Affects Others, Dynamic, Flaw: Limited Materials [requires earth/rock for shield]); 2 pts
Earth Binding: Burst Area Affliction 10 (1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Alternate Resistance [Resisted by Dodge], Area Burst [30 ft], Cumulative, Dynamic, Extra Condition, Selective, Flaw: Limited to two Degrees, Limited [Terra and targets must be in contact with ground]); 2 pts


EQUIPMENT:
(5ep)
Outsiders Commlink: Senses 2 (Communication Link 2 [Radio, Outsiders Members, Outsider Database), GPS; 3ep

OFFENSE:
Initiative +3
Close Attack +3
Ranged Attack +3
Earth Control +8 [Earthmover +12; Rock Barrage +10, Multiattack]
Special Attacks [Earth Explosion +10, Area Burst; Earthquake Affliction +10, Area Burst; Earth Binding Affliction +10, Area Burst]

DEFENSES:
Dodge +8 (+10 with Rock Shield) [DC18/20] Parry +8 (+10 with Rock Shield) [DC18/20]
Toughness +2 (+10 with Rock Shield, +4 Impervious with Rock Shield), Fortitude +5, Will +7

COMPLICATIONS:
Inexperienced: She is still learning the ropes as a superhero can sometimes by tricked into making rookie mistakes
Naïve: The surface world is quite new to her and she is not used to our customs and really wants to be accepted so she has a tendency to believe others too easily
Relationships: She see Power Woman as a big sister and now with her being taken in by The Outsiders, she sees Spider-Man and Nightwing as big brother types, she idolizes Luke Cage and she has a MASSIVE crush on Nightwing

Abilities 30 + Skills 15 (30 ranks) + Advantages 2 + Powers 67 + Defenses 19 = 133 / 133

Comments: The latest Terra, Atlee, from the subterranean realm of Strata. I was looking for a newer female character for the team and also a blaster type and as perused the Wikis, she jumped out at me as a possibility. She is another newb to the game, but she fills the above mentioned roles as well as someone who would play the Jubilee role with Logan.
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Re: #385

Postby JetstreamGW » Sun Nov 13, 2011 1:08 pm

Thorpacolypse wrote:YELLOW LIGHT SPECIAL on Aisle 1!

(*snip*)
If I am not worthy of your love, father, I will be worthy of your FEAR...

SINESTRO CORPS (AMON SUR)


Might I suggest a slightly less eye-shattering hex code?
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Re: #385

Postby Thorpacolypse » Sun Nov 13, 2011 1:12 pm

JetstreamGW wrote:
Thorpacolypse wrote:YELLOW LIGHT SPECIAL on Aisle 1!

(*snip*)
If I am not worthy of your love, father, I will be worthy of your FEAR...

SINESTRO CORPS (AMON SUR)


Might I suggest a slightly less eye-shattering hex code?


Done. All the yellows are just brutal on this board. At least that hue limits it. But the bright yellow is just so EEEEEEEEEEEEVIL, I almost think it fits. :twisted:
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#390

Postby Thorpacolypse » Sun Nov 13, 2011 2:48 pm

A J-Mart Favorite hits the Aisle 7 shelves.

Image
Apollo falls over and everyone wants to know why. I get sliced up so fine you could make sandwiches out of me and does anyone run to my rescue? You're all bastards. - Jack Hawksmoor

JACK HAWKSMOOR
PL: 11 (240 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 7, STAMINA 7, AGILITY 9, DEXTERITY 3, FIGHTING 10, INTELLECT 2, AWARENESS 5, PRESENCE 3

SKILLS: Acrobatics 7 (+16), Athletics 6 (+13), Close Combat [Unarmed] 5 (+15), Deception (+3), Expertise [Construction] 11 (+13), Expertise [Streetwise] 11 (+13), Insight (+5), Intimidation 4 (+7), Investigation 11 (+13), Perception 8 (+13), Persuasion 4 (+7), Stealth 4 (+13), Technology 3 (+5), Vehicles 2 (+5)

ADVANTAGES: Equipment (1), Improved Initiative (1), Leadership, Power Attack, Takedown (1)

ENHANCED ADVANTAGES (KING OF CITIES):, Agile Feint, Diehard, Favored Environment, Great Endurance, Move-by Action, Seize Initiative, Uncanny Dodge

POWERS:
King of Cities: Feature 1 (King of Cities, see Comments); 1 pt
Built for the City: Enhanced Advantages 8 (see Advantages, Flaw: Limited [only in cities]), Enhanced Skills 18 (Acrobatics 6 ranks, Athletics 6 ranks, Expertise: Construction 8 ranks, Expertise: Streetwise 8 ranks, Perception 8 ranks; Flaw: Limited [only in cities]), Protection 1 (Flaw: Limited [only in cities]), Regeneration 2 (1/every 3 rounds, Extra: Persistent, Flaw: Limited [only in cities]), Immunity 10 (Life Support, Flaw: Limited [only in cities]); 21 pts
One with the City: Comprehend 2 (Speak, Understand Cities), Senses 14 (Normal Vision [Extended, Penetrates Concealment], Scent [Acute, Analytical], post-cognition; Flaw: Limited [only in cities]); 9 pts
Getting' around town: Leaping 4 (120 ft; Flaw: Limited [only in cities]), Speed 2 (8 mph; Flaw: Limited [only in cities]), Movement 10 (Sure Footed 2, Wall Crawling 2, Permeate 3, Flaw: Limited [only in cities]); 8 pts
City Control: 56 pt dynamic array; 66 pts
Urban Burst: Shapeable Area Move Object 11 (Extra: Shapeable Area 2 [60 ft], Damaging, Dynamic, Precise, Selective, Flaw: Limited Material [City Components]); 56 pts
City Snare: Shapeable Area Affliction 11 (Resisted by Dodge; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Alternate Resistance [Resisted by Dodge], Shapeable Area 2 [60 ft], Cumulative, Extra Condition, Dynamic, Flaw: Limited to two Degrees); 2 pts
The City Comes Alive: Summon Urban Constructs 9 (Extra: Dynamic, Multiple Minions [2 minions], Broad type, Duration [Concentration], Controlled, Mental Link, Flaw: Limited [Only in Urban Areas]); 2 pts
City Sculpting: Transform 11 (1600 lbs; Any cityscape component into any other Cityscape component; Extra: Duration [Continuous], Dynamic); 2 pts
City Senses: Remote Sensing 12 (All Senses, Extra: Dynamic, Subtle, Flaw: Limited [Urban Areas only]); 2 pts
City Travel: Teleport 12 (Extra: Accurate, Change Direction, Dynamic, Easy, Turnabout, Flaw: Medium [Cityscape Components]); 2 pts


EQUIPMENT:
(5ep)
Justice League Communicard: Senses 2 (Communication Link [Radio, Justice League Members), GPS, Feature 1 (Watchtower/Avengers Mansion Access), Benefit 1 (Justice League Status); 5ep

OFFENSE:
Initiative +13
Close Attack +10
Unarmed +15 [Unarmed +7]
Ranged Attack +3
Special Attack [City Control Damage, Affliction +12, Shapeable Area]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +8, Fortitude +10, Will +10

COMPLICATIONS:
Enemy: Kaizen Gamorra, The Regis
Power Loss: When outside of a city, Jack loses all of his powers and his stats drop to STR 2, STA 2, AGL 2, and FGT 5
Responsibility: Jack has a strong sense of right and wrong and believes in using his powers for the good of the world
Weakness: Jack's powers and weaknesses are entirely tied to the cities. The larger or more populous the city, the greater his abilities (see King of Cities Feature); and, conversely, if the city is smaller or damaged, he becomes less effective or can take damage. Smaller urban environments impair or even disable his powers. Damaged cities can inflict damage to Jack up to staggered condition

Abilities 92 + Skills 20 (40 ranks) + Advantages 13 + Powers 95 + Defenses 17 = 237 / 237

Comments: I have always loved Jack Hawksmoor, even if he is really a pain to stat up. But I borrowed a lot from Dr. Metropolis and my 2E version of him and I think he came out OK. I actually tested my PL12 PC version of him in 2E and certainly intend to test this one as well, it should be good practice for using different types of powers instead of pure bashers like Superman and Wolverine, who I generally tend to feel more comfortable with.

In my setting, he is part of the Justice League, but he also makes time to work with his old friend Jenny Sparks in Justice League International. He and the other members of the former Authority decided to disband for the time being, one being the fallout of the Civil War, and the other being that the Carrier was called back to it's primary dimension and the rest of the group decided to stay here. Apollo, Jack, Jenny and Swift have stayed in the mainstream, Midnighter has gone back underground, The Engineer has "retired" and no one is quite sure what The Doctor is up to, besides staying high pretty much all the time.
Last edited by Thorpacolypse on Sat Mar 02, 2013 8:24 am, edited 1 time in total.
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