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Post by Thorpacolypse » Thu Mar 13, 2014 4:29 pm

We've got another GREEN LIGHT SPECIAL hitting the Aisle 1 shelves!

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And you're not Ch'p, but you are still pretty awesome.

GREEN LANTERN (B'DG)
PL: 12 (210 pts) - OPL: 12 ; DPL: 12

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

SKILLS: Acrobatics 2 (+5), Athletics (-2/+12), Close Deception (+2), Expertise [Green Lantern Lore] 5 (+7), Insight 5 (+7), Intimidation (+2/-2), Investigation 3 (+5), Perception 5 (+7), Persuasion 3 (+5), Ranged Combat [Power Ring] 7 (+10), Stealth (+3/+11)

ADVANTAGES: Animal Empathy, Improved Defense, Set-Up (1), Teamwork

POWERS:
H'lvenian Size: Shrinking 8 (-2 Str, +4 Dodge/Parry, +8 Stealth, -4 Intimidation, Speed -2, -2 Mass; Extra: Innate, Permanent); 17 pts
H'lvenian Physiology: Senses 2 (Low-light Vision, Scent [Acute]), Enhanced Skills 7 (Athletics 14 ranks, Flaw: Limited to climb checks); 4 pts
Green Lantern Power Ring: 139 pts traits, Removable (-28 pts); 111 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), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Will [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 10 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 32 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 14 (Extra: Dynamic); 35 pts
Force Constructs: Create 14 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 12 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Lifting: Move Object 14 (Extra: Dynamic); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 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 +3
Close Attack +5 [Unarmed -2]
Ranged Attack +3
Power Ring +10 [Force Blast +14; Force Lifting +14; Force Objects +14]

DEFENSES:
Dodge +12 [DC22] Parry +10 [DC20]
Toughness +1 (+11 with Force Field, +6 Impervious with Force Field), Fortitude +6, Will +14

COMPLICATIONS:
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Responsibility: To protect his space Sector 1014.
Underestimated: Many foes underestimate him because of his appearance. Big mistake…
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 36 + Skills 15 (30 ranks) + Advantages 4 + Powers 132 + Defenses 23 = 210 / 210

[color=#008000Build Comments:[/color] You can’t keep a good concept like Ch’p down, so he got replaced by B’dg, pronounced like badge. He has been helping Simon Baz out recently and I’m sure he’ll get some more run in the main books soon.

Secret Origins: B'dg is a Green Lantern of Space Sector 1014, which is where his home world, H'lven, is located. He is a space squirrel and is of the same race of his predecessor, Ch'p. B'dg followed in the footsteps of Ch'p after he was killed.

The Story so Far: B'dg was just a rookie when the Spider Guild tried to overthrow the Guardians of the Universe on Oa during the Sinestro Corps War. B'dg overcame his fears in that battle earning himself full Green Lantern status. He fought and survived Blackest Night and went back to protecting his sector like the rest of his fellow Green Lanterns.

During the events of War of The Green Lanterns the Guardians of The Universe dispatched a team of Green Lanterns lead by Salaak to recover Hal Jordan. Salaak was given permission to hand select the team to bring Hal Jordan back to Oa and one of the Lanterns he chose was B'dg.

All throughout the events of Rise of the Third Army, B'dg acted as overseer to Simon Baz. The space squirrel Lantern of the Green Lantern Corps was able to track Simon by tracing Hal Jordan’s Lantern energy, infused inside Simon’s power ring. He explained to Simon that he must retrieve the Lantern Battery, designated to the power ring that Simon possessed, in order to recharge the ring’s energy and play the distress messages left on it by Hal Jordan and Thaal Sinestro. While locating the Lantern Battery, B’dg explained the concept of the Green Lantern Corps to Simon and informed him of the danger that the Guardians of The Universe posed.

Shortly after finding Simon's Lantern Battery, B'dg found the Book of the Black. However, prior to using it to locate Hal Jordan, Simon insisted that they make a detour first. After accompanying Simon to a local hospital, B'dg led him to Guy Gardner. The three of them toke on a swarm of mutated Third Army humans before flying to the moon. Once there, the they swapped intel. Guy headed to Oa, after B'dg created him a space suit, and he and Simon traveled through the Book of the Black to locate Black Hand.

The transfer rendered them both unconscious but, when B'dg came to he noticed the Templar Guardians fighting Black Hand. After assisting the Guardians, by subduing Black Hand, he and the Templar Guardians pulled Simon from the dead Zone.

Characterization: Often underestimated because of his appearance, B’dg has nonetheless become a very effective Green Lantern.

Friends and Foes: He is becoming friends with Simon Baz of Earth and has several friends among the Lantern Corps.
Last edited by Thorpacolypse on Mon Apr 14, 2014 3:42 pm, edited 1 time in total.
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Re: J-Mart: Metallo, Sodam Yat, B'dg

Post by jspade » Thu Mar 13, 2014 6:34 pm

Space chipmunks! Yaaaaay!

Has anyone else noticed how humanoid the GLC has become? Where are the alien aliens, like Chaselon, Opalet, Xax, AR-N-O-Q, and Eddore?
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Re: J-Mart: Metallo, Sodam Yat, B'dg

Post by Crinos » Thu Mar 13, 2014 7:30 pm

jspade wrote:Space chipmunks! Yaaaaay!

Has anyone else noticed how humanoid the GLC has become? Where are the alien aliens, like Chaselon, Opalet, Xax, AR-N-O-Q, and Eddore?
Well there is B'ox from the new 52 GL corp. Who is literally a box.

Seriously, when I first saw him I thought they had given a GL ring to a case of dental floss.

Truth be told I came in here to request B'ox since we're doing GL's.

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Re: J-Mart: Metallo, Sodam Yat, B'dg

Post by Thorpacolypse » Thu Mar 13, 2014 8:01 pm

Crinos wrote:
jspade wrote:Space chipmunks! Yaaaaay!

Has anyone else noticed how humanoid the GLC has become? Where are the alien aliens, like Chaselon, Opalet, Xax, AR-N-O-Q, and Eddore?
Well there is B'ox from the new 52 GL corp. Who is literally a box.

Seriously, when I first saw him I thought they had given a GL ring to a case of dental floss.

Truth be told I came in here to request B'ox since we're doing GL's.
Consider it done! I can't believe I missed him, and I get GL and GL Corps every month.
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Re: J-Mart: Metallo, Sodam Yat, B'dg

Post by Crinos » Thu Mar 13, 2014 8:09 pm

I first saw him in that issue where Supergirl is a Red Lantern fighting the Red and Green Lanterns to calm her down.

Its also the issue I first saw Guy Gardener as a Red Lantern, rocking his new awesome Hulk Hogan 'stache.

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Re: J-Mart: Metallo, Sodam Yat, B'dg

Post by Earth-Two_Kenn » Fri Mar 14, 2014 10:36 am

Lead gives off radiation???
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Re: J-Mart: Metallo, Sodam Yat, B'dg

Post by Earth-Two_Kenn » Fri Mar 14, 2014 10:50 am

The DC Marvel Team-Up I want to see, particularly since I have no Job....

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Re: J-Mart: Metallo, Sodam Yat, B'dg

Post by Thorpacolypse » Fri Mar 14, 2014 2:58 pm

Earth-Two_Kenn wrote:Lead gives off radiation???
Well, of course, Kenn. Why, when I was a kid, we used to have to wear hazmat suits to use our pencils that had real lead in the them.

OK, perhaps I could have worded that complication a little better. I'll fix it up. :)
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Re: J-Mart: Metallo, Sodam Yat, B'dg

Post by Horsenhero » Fri Mar 14, 2014 3:19 pm

Sodam & Gamorra? Yeah, that's a team-up I'd like to see...a Lot. 8)

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Post by Thorpacolypse » Fri Mar 14, 2014 4:44 pm

We've got several GREEN LIGHT SPECIALS coming this weekend so let's continue with this new item for Aisle 1!

Image
Being a celestial martial artist AND wielding a power ring really isn't fair.

GREEN LANTERN (GRAF TOREN)
PL: 12 (245 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 5, DEXTERITY 4, FIGHTING 12, INTELLECT 2, AWARENESS 4, PRESENCE 1

SKILLS: Acrobatics 6 (+11) [Agile Feint], Athletics 7 (+11), Close Combat [Unarmed] 2 (+14), Deception (+1), Expertise [Green Lantern Lore] 3 (+5), Expertise [Theology and Philosophy] 8 (+10), Insight 5 (+9), Intimidation (+1), Perception 4 (+8), Persuasion (+1), Ranged Combat [Power Ring] 3 (+11), Stealth 4 (+9)

ADVANTAGES: Agile Feint, Defensive Attack, Defensive Roll (2), Favored Foe (Spider Guild), Improved Critical (1) (Unarmed), Improved Hold, Improved Trip, Martial Strike* (2), Move-by Action, Power Attack, Ranged Attack (4), Redirect, Takedown (1), Trance

POWERS:
Light Monk Training: Feature 1 (Longevity), Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 3 pts
Green Lantern Power Ring: 135 pts traits, Removable (-27 pts); 108 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 radius; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Ring Flight: Flight 14 (32,000 mph/60 fpr), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Will [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 6 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 28 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 13 (Extra: Dynamic); 2 pts
Force Constructs: Create 13 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 11 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Lifting: Move Object 13 (Extra: Dynamic); 2 pts
Force Weapons: Strength-based Damage 4 (Extra: Dynamic, Variable Descriptor [Bludgeoning/Piercing/Slashing]); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +5
Close Attack +12 [Force Weapons +8]
Unarmed +14 [Unarmed +4, Critical 19-20; Martial Strike Unarmed +6, Critical 19-20]
Ranged Attack +8
Power Ring +11 [Force Blast +13; Force Lifting +13; Force Objects +13]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6 (+4 without Defensive Roll, +12 with Force Field, +6 Impervious with Force Field), Fortitude +10, Will +13

COMPLICATIONS:
Honor: Graf studied for years to be a Light Monk and he continues to abide by their code.
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Responsibility: To protect his Space Sector 424.
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 72 + Skills 21 (42 ranks) + Advantages 19 + Powers 111 + Defenses 22 = 245 / 245

Build Comments: Many of the GL Corps are not that great in melee, but being a monk, I had to make Graf pretty strong in that area without his ring. I probably overdid it, but hey, he has been holding his own in battles now he, and many other GLs, are trying not to use their rings currently because of the recent revelations that the Lantern Corps usage of their rings slowly drains the universe of its energy.

Secret Origins: Graf Toren was a light monk of Karax. When a holy world was consumed by the Spider Guild, Graf spent years hunting them, leading to his membership in the Green Lantern Corps.

The Story so Far: He had been sent by the Guardians of the Universe to stop Hal Jordan when he was possessed by Parallax, but was supposedly killed.

However, Toren was discovered years later on Biot, the homeworld of the Manhunters. The Cyborg Superman had been using him, along with numerous other forgotten Lanterns, as a power source. Jordan and Guy Gardner helped Toren and the others defeat the cyborg and destroy Biot.

During the Sinestro Corps War, Graf joined the other "Lost Lanterns" in rescuing Ion from Qward. When Hal Jordan wanted some lanterns to help him locate the also missing John Stewart and Guy Gardner, Graf joined him, saying that he did not look back on Jordan's actions with anger or hate. Following the Sinestro Corps War, Graf became critical of the creation of the Alpha Lanterns, feeling that all their emotions had been stripped from them.

Characterization: Graf is a wise and spiritual member of the Corps.

Friends and Foes: He is close to the other lost Lanterns.
Last edited by Thorpacolypse on Fri Apr 18, 2014 8:03 pm, edited 1 time in total.
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Post by Thorpacolypse » Fri Mar 14, 2014 4:55 pm

Check out this GREEN LIGHT SPECIAL on Aisle 1! It's also part of our Lockdown Line!

Image
And yet, people are still crazy enough to try and escape his Sciencells...

GREEN LANTERN (VOZ)
PL: 13 (235 pts) - OPL: 12 ; DPL: 13

ABILITIES: STRENGTH 10, STAMINA 9, AGILITY 3, DEXTERITY 2, FIGHTING 10, INTELLECT 1, AWARENESS 3, PRESENCE 3

SKILLS: Athletics 3 (+13), Deception (+3), Expertise [Green Lantern Lore] 6 (+7), Expertise [Warden] 12 (+13), Insight 5 (+8), Intimidation 9 (+12/+13) [Startle], Perception 4 (+7), Persuasion (+3), Ranged Combat [Power Ring] 7 (+9), Stealth (+3/+1), Technology 4 (+5)

ADVANTAGES: All-Out Attack, Benefit (1), Close Attack (1), Fast Grab, Leadership, Power Attack, Startle, Takedown (1)

POWERS:
Ecirmian Size Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Ecrimian Physiology: Protection 2, Feature 2 (Insulating Fur, Longevity), Senses 2 (Scent [Acute], Low-light Vision), Leaping 1 (15 ft), Speed 2 (8 mph/120 fpr); 9 pts
Claws: Slashing Strength-based Damage 3 (Extra: Dangerous 2, Split); 6 pts
Green Lantern Power Ring: 125 pts traits, Removable (-25 pts); 100 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 [Any star system]), Feature 1 (Use Will [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 4 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 26 pts
Force Manipulation: 31 pt Dynamic Array; 41 pts
Force Blast: Ranged Force Energy Damage 15 (Extra: Dynamic); 31 pts
Force Constructs: Create 15 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 9 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Lifting: Move Object 15 (Extra: Dynamic); 2 pts
Force Bubble: Ranged Burst Area Immunity 10 (Life Support, Extra: Affects Others, Burst Area [30 ft radius], Dynamic, Flaw: Affects others only); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +11 [Unarmed +10; Claws +13, Critical 18-20]
Ranged Attack +2
Power Ring +9 [Force Blast +15; Force Lifting +15; Force Objects +15]

DEFENSES:
Dodge +8 [DC18] Parry +9 [DC19]
Toughness +11 (+15 with Force Field, +6 Impervious with Force Field), Fortitude +11, Will +3

COMPLICATIONS:
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Responsibility: Voz is the Warden of the Green Lantern Sciencells, which means he has to keep watch over some of the worst criminals in the galaxy at all times.
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 74 + Skills 25 (50 ranks) + Advantages 8 + Powers 120 + Defenses 8 = 235 / 235

Build Comments:
Voz has been the warden of the Sciencells on Oa for ages, and I guess now he’s got the same job on Mogo in main continuity. Oa is still around in my setting so he’s status quo there.

Secret Origins: Voz was selected to be the Green Lantern of Sector 571.

The Story so Far: Voz helped bring a malevolent race in his sector, the Draal, to justice. He, along with other Green Lanterns, were once held captive by the Draal. These criminals attempted to infiltrate the Green Lantern Corps by using clones of the Green Lanterns they captured. When Guy Gardner joined Voz and the others in a Draal prison, they formulated and carried out an escape. Voz then set out to reclaim his ring and turn his full attention onto the remaining Draal.

Voz was later abducted by some slavers, being unable to defend against it because the Green Lantern Corps was no more. He had no power ring to fight with. Fortunately, his liberation came once again in the form of Guy Gardner, who found the slavery ring and freed its prisoners.

Voz was one of the very few former Green Lanterns to respond to a beacon issued by Kyle Rayner. The human and sole Green Lantern wanted the help of former Green Lanterns to take on the Black Circle criminal organization. Like the three others who came to the meeting on Oa, Voz was unconvinced. Kyle was a human, and the Green Lantern Corps was destroyed by a human. Voz was not eager to now follow one. He left but would later return with the others when Raker Qarrigat told them Kyle Rayner was one worth following. Voz was then part of a successful operation to infiltrate and bring down the Black Circle.

When Voz was one of the veterans recruited into the newly rebuilt Green Lantern Corps, he chose to take a more Oa-centric role in the Green Lantern Corps. He became warden over the Sciencells, Oa's prison facility. He maintained a strict order in the prison, with prisoners rarely speaking out against him more than once.

After the Sinestro Corps War, yellow became a color Voz saw ever day as his sciencells were being filled more and more with captured members of the Sinestro Corps. Even Sinestro himself was one of Voz's inmates until being taken from Oa to be executed on Korugar. Though Sinestro was liberated by his allies, Voz worked to keep this news from reaching the Sinestro Corps population of his prison. As far as they were concerned, he wanted them believing their leader was successfully executed lest they get any ideas trying to escape themselves.

Voz soon took in an inmate that disturbed him even moreso than the existence of the Sinestro Corps. This new inmate was a Red Lantern, something seemingly even more evil and the first Voz had ever seen. This specific one was known as Vice and didn't remain in a sciencell for long. His acidic blood ate through his prison and freed him, allowing him to attack Voz. Voz was badly beat up when the prisoners from the Sciencells escaped and he had to fend them off single-handedly for a while. He cared more about Vice's incarceration and subsequent defeat than his own wounds. During the fight, his eyes were wounded, keeping him out of commission for a while.

During Blackest Night, Voz was healing in the Oan medical center when a group of Fallen Lanterns turned Black Lanterns tried attacking the wounded Green Lanterns. Being rescued by
Soranik Natu and Iolande, Voz and all the other wounded were transported to Mogo for safe healing.

After he recovered, he returned to his role as warden and has been seen assisting the Corps in many of their recent major events.

Characterization: Voz is a gruff, intimidating being, with great skill as a Lantern and a formidable hand-to-hand combatant. He is respected by all the Lantern Corps, and feared by many.

Friends and Foes: He has no love lost for the Sinestro or Red Lantern Corps.
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Re: J-Mart: Metallo, Sodam Yat, B'dg, Graf Toren, Voz

Post by Crinos » Fri Mar 14, 2014 6:08 pm

There's a sloth green lantern?

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Post by Thorpacolypse » Fri Mar 14, 2014 7:38 pm

The GREEN LIGHT SPECIALS keep on comin' with this new item for Aisle 1!

Image
Tomar-Re would be proud.

GREEN LANTERN (TOMAR-TU)
PL: 12 (209 pts) - OPL: 12 ; DPL: 12

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

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

ADVANTAGES: Defensive Roll (2), Improved Aim, Power Attack, Teamwork

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
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 fpr), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), 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); 30 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 14 (Extra: Dynamic); 2 pts
Force Constructs: Create 14 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 10 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Lifting: Move Object 14 (Extra: Dynamic); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 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 +3
Close Attack +8 [Unarmed +2]
Ranged Attack +3
Power Ring +10 [Force Blast +14; Force Lifting +14; Force Objects +14]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +5 (+3 without Defensive Roll, +13 with Force Field, +6 Impervious with Force Field), Fortitude +10, Will +14

COMPLICATIONS:
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Responsibility: To protect his space Sector 2813.
Rivalry: Romat-Ru of the Sinestro 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 50 + Skills 17 (34 ranks) + Advantages 5 + Powers 110 + Defenses 27 = 209 / 209

Build Comments: I was torn about bringing Tomar-Re back to be in my Thorpacoverse Lantern Corps, but I’m sticking with Tomar-Tu, mainly because I have Romat-Ru in the Sinsestro Corps and you can’t keep that good pun going without him.

Secret Origins: The story of the Xudarian who would one day become the second Green Lantern of Xudar with the name ‘Tomar’ began years before his birth when one of the guardians of the universe went mad. This renegade Guardian ‘Appa Ali Apsa’ had made it his point of duty to capture entire cities from other planets. These captured cities were then incorporated into the planet Oa. The collection of these separate pieces of other worlds flung together became known as the Mosaic world. Tomar Tu originally came from one of the cities from Xudar, which was home world of his hero, the late Green Lantern Tomar-Re from Space Sector 2813. Tomar-Tu later discovered that his hero Tomar-Re was also his father.

Despite the strangeness of their new surroundings the Xudarians persevered. Tomar was one of three Xudarians who ventured to a neighboring Earth town to seek out allies on this new world. Earthlings true to form attacked them on sight out of fear. When it seemed that the mob would have killed the three brave souls the mob was dispersed by Hal Jordan who was on his way to confront the mad guardian.

Tomar was instrumental in the fall of the mad guardian as he was contacted by Hal Jordan to monitor for the arrival of Guy Gardner who was to arrive from Earth to help Jordan deal with the mad guardian. When Gardner finally arrived Tomar gave Jordan the signal necessary for him to create a diversion and tap into the central power battery.

When Jordan’s plan did not end with Appa Ali Apsa’s defeat he punished the Xudarians for their betrayal. His people suffered many losses and would have been totally eradicated if not for the timely arrival of the Guardians of the universe who had just returned from another dimension. Temporarily safe, the Xudarian’s continued to defy their would-be master and mounted a defense for the Green Lanterns. During this climatic battle Hal Jordan was downed and would have been killed if Tomar Tu had not risked life and limb to save him. Hal Jordan, thankful for the assistance went on to defeat the mad guardian with the help of John Stewart, Guy Gardner and the Guardians of the Universe.

Realizing that return to Xudar was not forthcoming, Tomar and fellow Xudarians tried to promote unity between the races of the mosaic world. To this end Tomar lead a group of his kinsmen to the neighboring town from Earth. Once there they put forward the idea of an interspecies union. While there another human settlement was attacked by a neighboring race known as the horde. In their zeal to protect themselves some humans used this as a reason for anti-alien dogma. This led to further separation of the distinct species found on Oa. To prevent further violence John Stewart separated the Horde from the rest of the Mosaic world with stone walls.

Concerned about their neighbors Tomar and fellow Xudarians visited the human settlement only to be attacked by overzealous dogmatic humans. When the Xudarians heard of what had taken place they responded in kind. This led to their city being invaded by humans. Seeing no alternate way to deal with the problem John Stewart erected walls to separate all the settlements on the mosaic world to prevent further violence.

This was only temporary however as the walls were soon torn down and the different factions of the mosaic world went to war with each other. Luckily Hal Jordan and some other lanterns arrived in time to help Stewart separate the warring factions. Stewart then imprisoned the leaders and instigators of the war. As an attempt to promote peace again, Tomar Tu and representatives from the other cities were brought together to help build the mosaic world in a way that all could benefit.

While the group discussed ways to ensure interdependence between the races their meeting was interrupted when John Stewart was contacted by Hal Jordan. Star Sapphire was again on the loose and an enraged John flew off to confront her despite Tomar’s best efforts to stop him. During the battle Tomar and Kreon proved their worth and impressed Hal Jordan. When the conflict was over and Star Sapphire returned to her Carol Ferris state, Tomar Tu and Kreon where both invited to become Green Lanterns.

The Story so Far: He was one of primary defenders of Oa when Jordan attacked the Guardians of the Universe. During the battle he was defeated and left for dead. He crash landed in the middle of a ceremony involving Jordan and two other Air Force pilots, Colonel Shane Sellers and Captain Jillian Peralman. It was discovered by Jordan and Guy Gardner that he had been held captive by the Manhunters (along with Laira, Kreon, and others), but had recently escaped to kill Jordan in revenge.

He has later rejoined the Green Lantern Corps, along with his fellow Lost Lanterns, and fought against the Sinestro Corps during the Sinestro Corps War and in other major events, like the Rise of the Third Army and Wrath of the First Lantern.

Characterization: Despite is normally stoic demeanor, Tomar-Tu is a very passionate being and a very skilled Green Lantern.

Friends and Foes: He is close to the other Lost Lanterns and is very committed to the Green Lantern Corps.
Last edited by Thorpacolypse on Fri Apr 18, 2014 8:05 pm, edited 2 times in total.
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1128

Post by Thorpacolypse » Sat Mar 15, 2014 12:11 pm

Taking a quick from our latest special as we wait on that shipments of B'oxes from Oa, check out this new item for Aisle 2!

Image
Not out of nowhere! Out of the molecules in the air! For now I control every molecule in the universe...which mean I can now do anything! I am the all-powerful Molecule Man! - Molecule Man

MOLECULE MAN
PL: 16 (446 pts) - OPL: 16 ; DPL: 16

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

SKILLS: Deception 5 (+5), Expertise [Science] 4 (+5), Insight (+0), Intimidation (+0) , Perception 3 (+3), Persuasion (+0), Stealth (+2)

ADVANTAGES: Defensive Roll (1), Extraordinary Effort, Power Attack, Ranged Attack (6)

POWERS:
Personal Molecular Control: Immunity 11 (Aging, Life Support), Immortality 6 (1 day); 23 pts
Force Field: Protection 22 (Flaw: Sustained), Impervious 10 (Flaw: Sustained); 42 pts
Flight: Flight 16 (128,000 mph); 32 pts
Molecular Transmutation: Ranged Transform 24 (Anything into anything else, 3200 lbs; Extra: Continuous); 144 pts
Molecular Creation: Create 24 (Extra: Continuous, Movable, Precise); 97 pts
Molecular Control: 69 pt Dynamic Array; 81 pts
Molecular Blast: Ranged Cosmic Energy Damage 24 (Extra: Dynamic, Penetrating 20); 69 pts
Molecular Burst: Burst Area Cosmic Energy Damage 16, Feature 1 (Extraordinary Effort for +2 ranks), (Extra: Burst Area x3 [120 ft radius], Dynamic, Penetrating 16); 2 pts
Molecular Wave: Cone Area Cosmic Energy Damage 16, Feature 1 (Extraordinary Effort for +2 ranks), (Extra: Cone Area x3 [250 ft cone], Dynamic, Penetrating 16); 2 pts
Molecular Transformation: Perception Range Affliction 16 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Transformed, Extra: Dynamic); 2 pts
Telekinesis: Move Object 24 (Extra: Dynamic); 2 pts
Space Travel: Movement 3 (Space Travel 3 [Any Star System], Extra: Dynamic); 2 pts
Molecular Healing: Healing 16 (Extra: Dynamic, Restorative, Resurrection); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +3
Ranged Attack +8 [Molecular Blast +24; Molecular Transmutation +24; Molecular Creation +24]
Special Attack [Molecular Burst +16, Burst Area; Molecular Wave +16, Cone Area; Molecular Transformation +16, Perception]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +2 (+1 without Defensive Roll, +24 with Force Field, +10 Impervious with Force Field), Fortitude +7, Will +9

COMPLICATIONS:
Mental Instability: The constant strain of his powers on his psyche have left him mentally damaged.
Plot Device: Molecule Man has almost limitless ability, the only thing keeping him check are some self-imposed mental blocks and a lack of creativity. When these mental blocks are lifted and he is feeling confident, he can unleash abilities that rival Galactus and even The Beyonder
Relationships: He still has strong feelings for Marsha Rosenberg the (currently) retired superhero, Volcana.

Abilities 18 + Skills 6 (12 ranks) + Advantages 9 + Powers 387 + Defenses 26 = 446 / 446

Build Comments: I figured Owen should get some love on MANUARY, but I didn’t get him done in time. I didn’t want to wait a year to finish and post him, so he’ll get dropped now.

I know some of you are thinking that his PL is too low, but if you’ll note, it’s a matter of accuracy, not power. I built him similar to the DCA Superboy-Prime where he can dish out and withstand serious damage, but he’s not going to hit that often, which should give super teams a chance against him. I could have made his powers all Perception Range and made him PL20-ish, but I just haven’t been that impressed with him in the few times I’ve seen him. I mean, the dude lost to KLAW. Really? Is that how build someone up as a full “oh, sh*t, call in ALL the Avengers” threat? I don’t think so.

Even at this level, he’s a major threat to a large team of Justice Leaguers or Avengers.

Secret Origins: Owen Reece was a small, frail, timid child who obsessively clung to his mother. He grew into a weak-willed adult, made bitter and lonely by his mother’s death, and full of fear and hatred of what he regarded as a deeply unfriendly world. Reece became a lowly laboratory technician working at a nuclear plant owned by the ACME Atomics Corporation. He was disgruntled by his job’s long hours and low pay. One day, growing careless, Reece accidentally activated an experimental particle generator, which bombarded him with an unknown form of radiation. The radiation had a mutagenic effect on Reece, releasing his potential for psionic powers on a cosmic scale. Reece could now control all matter, even down to the molecular level, and all energy. The radiation also left markings resembling lightning bolts across Reece’s face. Reece named himself the Molecule Man after his power to control molecules.

The Story so Far: The tremendous forces released by the accident opened a wormhole between Earth’s dimension and the dimension containing the immensely powerful entity later known as the Beyonder. During the following years, the Beyonder observed Earth and its multiverse through the interdimensional pinhole.

The day after the accident, the president of Acme Atomics fired Reece for his carelessness. Angered, the Molecule Man covered the president and his desk with ice that he formed from molecules in the air. Reece was now out to use his powers to take revenge on a world he believed had belittled and persecuted him. Yet Reece was so filled with self-doubt, fear, and self-hatred, that he rendered himself vulnerable by subconsciously imposing limitations on his powers. He believed himself to be able to affect only inorganic molecules (and hence unable to affect living beings with his powers).

Uatu, the Watcher, whose task it is to observe Earth, recognized the dire threat that the Molecule Man posed to the multiverse. Uatu alerted the team of superhuman champions known as the Fantastic Four of the threat posed by the Molecule Man. The Fantastic Four used Reece’s self-imposed inability to affect organic molecules to defeat him, and the Watcher transported the Molecule Man to confinement in an other-dimensional world where time passes at an accelerated rate.

Believing himself unable to escape, Reece created a humanoid construct to serve as his companion, and through unknown means endowed it with consciousness. Reece let the construct believe itself to be his son. Before dying, Reece transferred his consciousness and powers into the wand his son carried. Not bound by human limitations, the construct, known as the new Molecule Man, escaped the world and went to Earth, bringing the wand with him. In an attempt to avenge his father, the new Molecule Man battled the Thing of the Fantastic Four, using Reece’s powers through the wand. Dependent on the metal wand to maintain his existence in this dimension, the new Molecule Man disintegrated when the wand was taken from him.

However, the consciousness and powers of the original Molecule Man remained within the wand, and the Molecule Man could overpower the minds of whoever touched the wand and take control of their bodies. The wand passed through the hands of a succession of holders until Reece’s mind recreated his mutated body and transferred his consciousness and powers out of the wand and into the body. He threatened to destroy the world, but was persuaded by the Avenger named Tigra to give himself up and seek psychiatric help.

Reece did so, and soon began to change. He now had simple goals: true love, friendship, and a good home. Reece found himself sent to Battleworld, the planet created by the Beyonder, as part of the small army of criminal super human beings that were to engage in the first Secret War. Impressed by the charismatic criminal leader, Doctor Doom, Reece agreed to help fight the superheroes also brought to Battleworld. During the course of the war, Reece and a superhuman called Volcana fell in love with each other. Doom eventually succeeded in stealing the power of the Beyonder and transferring it into himself, both only temporarily. Believing himself abandoned by Doom, Reece threatened to kill him. But Doom helped Reece break through his mental blocks and realize that his power was greater than he had believed. No longer angry at Doom, Reece used his powers to transport himself, Volcana, and most of the criminals back to Earth. On Earth, Reece and Volcana began living together quietly, and Reece took a new job as a worker in an atomic plant.

But then, months later, the Beyonder, again in possession of his full power, came to Earth in humanoid form seeking emotional fulfillment. When he failed, the Beyonder decided to rid himself of the problem by obliterating the multiverse. Reece attempted to save the universe by destroying the Beyonder, but the Beyonder’s immense power far surpassed even Reece’s own. Ultimately, Reece joined forces with many of Earth’s superhuman champions to battle him. But the Molecule Man exhausted himself fighting the Beyonder, who unleashed an immensely powerful blast of energy to destroy Reece and his allies. The blast ripped open Earth’s crust in the area of the Rocky Mountains, and would have caused incredible planet wide instability if not for the Beyonder’s power. The Molecule Man used his power to shield himself and his allies, and to remove every living thing from the path of the blast to safety. But as a result of his monumental efforts, Reece had severely injured himself internally.

His foes defeated, the Beyonder proceeded with his new plan to find fulfillment by using a complex machine to transform himself into a mortal being with his full power. The machine drained the Beyonder’s power into itself, transformed him into a mortal baby, and then began transferring the energy back into him. The infant would soon again become an adult. The Molecule Man and his allies found the machine, and Reece, believing they could not take the chance that the newly reborn Beyonder would not someday destroy the multiverse, decided to kill him while he was vulnerable. Reece wrecked the machine, causing the infant’s death, and diverted the Beyonder’s immense power, which the machine released, through an interdimensional portal into the dimension from which the Beyonder had originally come. There the energy created a new, inhabited universe.

The injured Molecule Man and the Silver Surfer, uniting their power temporarily, repaired all the damage done to the Earth, restoring the mountains and the part of the crust that the Beyonder had destroyed. Reece, believing that Earth’s superhuman champions would always worry about his misusing them, pretended his powers had been burned out. Among his allies, only Volcana and the Silver Surfer know that Reece still has his powers, which have since returned to full strength. Afterwards, Reece lived quietly for a time with Rosenberg in their Denver suburb.

A brief bout of instability resulted in the altering of Mount Rushmore to honor his girlfriend, among other things. Fortunately Reece was able to understand he needed more therapy, though this involved kidnapping of Doc Samson. Samson wasn't happy to be kidnapped but was willing to help.

Reece was briefly merged with the Beyonder, in order to take part in the creation of the being known as Kosmos. He managed to separate himself and return to Earth. He was then defeated in combat by Klaw, and separated from Volcana. Molecule Man was later placed under the mental control of the Puppet Master. Reese was used by him to combat Aron the Rogue Watcher, and was defeated by him. It is unclear if after these events he still possessed his previous level of power.

During the mass breakout at the Raft, he was listed as one of the escapees. Later, during the Skrull invasion, he was incarcerated at the Raft once again before the Skrulls attacked the facility.

Isolated from everyone, and almost driven mad, not being able to perceive what is real and what are hallucinations, Owen secluded himself near the area he was born, in the small town of Dinosaur, Colorado. A series of mysterious disappearances there caught the attention of Norman Osborn, world's Top Cop, and his Dark Avengers. When his team arrived, they were all defeated by him, and he confronted Osborn making him suffer hallucinations of his misdeeds, until Victoria Hand convinced him to restore everything and everyone with the condition to be left alone. After battling an uncontrollable Sentry, Owen restored everything, but he was merciless killed by Sentry, who discovered he could also control molecules.

Characterization: Owen is an immensely powerful being, able alter molecules as he wishes, making him one the powerful beings on Earth. However, his ability is tempered by his lack of creativity and his mental instability, which has allowed him to be defeated by infinitely less powerful foes.

Friends and Foes: Owen still has feeling for Marsha Rosenberg (Volcana) and hopes to win back her love one day.
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Re: 848

Post by Thorpacolypse » Sat Mar 15, 2014 8:55 pm

Thorpacolypse wrote:We've got another new item for our GOTHAM LADIES' NIGHT!

Image
Thug: And here I thought the Batman hated guns.
Batman: I do. She doesn't.


BLUEBIRD
PL: 7 (122 pts) - OPL: 7 ; DPL: 7

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

SKILLS: Acrobatics 7 (+10), Athletics 6 (+7), Close Combat [Unarmed] 2 (+11), Deception 7 (+8) [Taunt], Expertise [Popular Culture] 2 (+5), Expertise [Streetwise] 2 (+5), Insight 6 (+8), Intimidation (+1), Investigation 4 (+7), Perception 5 (+7), Persuasion (+1), Stealth 6 (+9), Technology 6 (+9), Vehicles 1 (+5)

ADVANTAGES: Beginner's Luck, Defensive Roll (1), Equipment (11), Improved Initiative (1), Improvised Tools, Luck (Improve Roll) (1), Luck (Inspiration) (1), Move-by Action, Ranged Attack (4), Set-Up (1), Takedown (1), Taunt, Teamwork

POWERS:
Electrical Savant: Enhanced Skills 2 (Technology 4 ranks, Flaw: Limited to electronics/electrical devices), Enhanced Advantage 1 (Inventor, Flaw: Limited to electrical devices); 2 pts

EQUIPMENT:
(55 pts)
Bluebird Costume: Protection 1, Immunity 2 (Critical Hits, Flaw: Limited [Ballistics only]); 2 pts
Bluebird Mask: Senses 2 (Low Light Vision, Infravision), Commlink (Communication 3 [Radio, Statewide/Small Nation, Extra: Subtle, Flaw: Limited to Bat Family]); 12 pts
Stun Rifle: (13 pts)
Stun Gun: Ranged Affliction 6 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 12 pts
Twin Stun Pistols: Ranged Multiattack Affliction 4 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Utility Belt: (30 pts)
Bat Flash Bang Grenade: Ranged Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware; resisted by Dodge], Extra: Burst Area [30 ft radius], Extra Condition, Flaw: Diminished Range [5/10/25]); 19 pts
Bat Tear Gas Grenades: Ranged Cloud Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually Disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition, Flaw: Diminished Range [5/10/25]); 1 pt
Smoke Grenade: Cloud Area Concealment 4 (Visual, Resisted by Dodge; Extra: Attack, Cloud Area [15 ft radius]); 1 pt
Grapple Gun: Movement 1 (Swinging), Ranged Trip; 1 pt
Zip Line: Flight 3 (16 mph), Flaw: Gliding, Limited to between two points, Platform; 1 pt
Sensor Cloak: Concealment 10 (all senses, Limited to Electronics); 1 pts
Taser: Affliction 4 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Reach 2 [10 ft]); 1 pt
Mini-Tracers: Senses 1 (Tracking [Radio], 5 Mile range); 1 pt
Rebreather: Immunity 2 (Suffocation); 1 pt
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Binoculars: Feature 1 (+5 Perception [Visual at Distance]); 1 pt

OFFENSE:
Initiative +7
Close Attack +9 [Taser Affliction +4]
Unarmed +11 [Unarmed +1]
Ranged Attack +8 [Stun Gun Affliction +6; Stun Pistols Affliction +4, Multiattack; Flash Bang Affliction +5, Burst Area; Tear Gas Affliction +5, Cloud Area]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +4 (+3 without Defensive Roll), Fortitude +6, Will +7

COMPLICATIONS:
Daddy Issues: Her father treated her and brother horribly and is still in Blackgate Prison. Their relationship is strained to say the least.
Motivation: Following the example set by Batman.
Relationships: Her brother Cullen.

Abilities 50 + Skills 27 (54 ranks) + Advantages 26 + Powers 2 + Defenses 17 = 122 / 122

Build Comments: My first take on Harper Row, a new Gotham-verse character in the New 52. She first appeared helping save Batman’s life after he escaped the Court of Owls by creating a makeshift defibrillator. Then she got to be the focus of her own story, where we learned that she goes to high school, but she also takes care of her brother since it’s just the two of them. Their mother was murdered and their dad is a long time criminal in Gotham that left them years ago.

She did electrical work and she figured out that Batman had set up “Bat-boxes” that took out cameras and such wherever he went in Gotham. She improved them and also used them to track him and help him out again.

Most recently, she was the focus of Batman #18 where she helped Batman pull it together after Damian’s death with a little inspirational speech and another save. It certainly seems like she is being primed to be the next Robin and I’m all for it at this point. I’d like to see Stephanie or Cassandra come back somehow, but they’ll probably have new backstories now anyway. Harper seems like someone that would appeal to both women and younger readers, so I’m betting her to be the Girl Wonder next year after Snyder finishes his Zero Year arc.

Secret Origins: Harper grew up in the Narrows, a rough part of Gotham City. Still in high school, she lives with and supports her younger brother, Cullen Row. Harper and Cullen had a rough upbringing which included an abusive father who also had a tendency to break things around the house. Harper developed a knack for fixing things while trying to keep the family electronics functional. This experience helped her get a job with the Gotham City as an electrical engineer.


The Story so Far: One day when she and her brother were walking home alone, they were confronted by a group of local thugs who started beating her brother because he is gay. Harper attempted to defend Cullen with a tazer-styled weapon, but was unsuccessful and was disarmed. Batman appeared then and saved them, making a great impression on Harper and Cullen who had never been able to depend on anyone but each other.

Later, Harper became obsessed with learning as much as she could about Batman and everything around him. Specifically, she became curious how he was able to stop all nearby city cameras when he appeared. She surmised that Batman must have a method to link into the city grid and control it, with a type of device she dubbed a 'Bat-Box'. After deducing where one of these devices can be found, Harper went down to the sewers and retrieved it. In studying the device, she was able to make modifications to it that actually improved it. When she went to return the device to the grid where she found it, she was interrupted by Batman who was fighting with Tiger Shark. Harper helped Batman in the fight and managed to escape. Batman later found her and told her to not bother him or help him. Harper's response once Batman left was to declare "I'm not finished."

When Batman came under attack by the Court of Owls, he barely managed to escape their underground maze through Gotham's frozen river. Harper managed to pull Batman's body from the water and got him into the back of her van where she jump-started his heart with a car battery and jumper cables. When he came to, Batman recognized Harper, telling her, "I told you once already, leave me alone. I mean it."

Harper stalked Batman for many nights following Damian's near-death beating that left him in a coma. She noticed Batman was getting weaker and slower. Batman got into a fight with a dog-fighter who injected Venom into his dogs while Harper was watching and, fearing for his life, she jumped in once again to save him. She donned a skin-tight black suit this time and had a device that transmitted a high-pitched noise to call the dogs off. Batman then helped her take down the dog-fighter and told her to go away again and to leave him alone. Harper talked about how she has been training and makes it clear she wants to be part of Batman's team. They have an argument and Batman eventually left.

The next day, Harper went to Wayne Enterprises to visit Bruce and showed him a blueprint for a message she wants to send to Batman. Bruce instantly says yes and dismisses her. Later that night, Harper meets up with Batman on a roof in view of Wayne Tower and, after a short discussion, leaves him to view the message in the lights of the building spelling out, "resolve."

With Gotham becoming more unstable and Damian slow to recover, Batman finally agree to take Harper on as a sidekick, Bluebird.

Characterization: Harper is a tenacious and driven young woman that is becoming truly committed to the Batman’s mission.

Friends and Foes: She is close to her brother, Cullen and has dysfunctional relationship with her father.

Clean Up 3/15/14: Now that Harper has become Bluebird, she needed an update.
Well, at least for now, Harper Row is not going to be Robin. She gets a new moniker, Bluebird. And she had a pretty kick ass debut in Batman #28, which was a preview to Batman Eternal. With Damian gone and it looking like Dick is next, I guess they figured Bruce needed some new blood. There was also a silhouette of someone of smaller stature manning the Bat computer while Bluebird and Batman were infiltrating Selina's new nightclub (Selina is the new crime kingpin of Gotham in Batman Eternal, which might be enough to make me at least give that weekly comic a chance) that I think was Carrie Kelley, so maybe Batman will get two female sidekicks.

Still a lot left to guess on with her in this build, but I think this is a good start.
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