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J-Mart I 2E: Green Scar Hulk, Mandrill, Nekra

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Postby Kreuzritter » Wed Mar 26, 2008 2:10 pm

JackGiantkiller wrote:Hrrm. Deck is stacked. I'd have used a Grendel of the same PL.:) Of course, there shouldn't be one...as much as I love Hunter Rose, the Bat is the Bat.


actually, I requested a batman of the same pl to test-run grenel. this was the best thorp could do
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Postby Thorpacolypse » Wed Mar 26, 2008 7:31 pm

As promised earlier:

Fight– Batman vs. Grendel

Location: Earth-P - Gotham City, the east side warehouses

Time: 12:29 p.m., Smarch 22. Weather is clear, approximately 45 degrees, slight northwest breeze (not really important, just setting the scene...) :D .

--

“Grendel…” Batman said as the self professed Devil Himself strode into the dull light of the warehouse. “I thought I told you never to set foot in Gotham again.”

“You did, my good Batman,” Grendel replied, smiling under his mask. “But I’m not one for taking orders…I GIVE the orders. But in this case, I don’t think I’m going to need to order you to fight me again, am I?”

Batman will attempt to Intimidate Grendel. He’ll take 10 with Skill Mastery even though he knows Grendel is a worthy adversary. That gives him 26, Grendel opposes with his own Intimidate roll; 28. He’s not shaken at all. Batman will take this time of talking to prepare Batarangs (Gadgets - Batarangs [Blast, PF: Mighty, Accurate, Improved Critical x2; 10pp]).


“Why? So you can suffer another injury?” Batman taunted as he tossed Johnny Vega aside and readied a Batarang. “So I can finally take you down and bring you to justice? You should surrender now and save yourself the trouble of me beating you again.”

“Oh, I don’t think so, Dark Knight. The last time I underestimated you. This time I’m ready. I’ve been studying you for a while now and I am ready for anything you can throw at me.”

He drew his trident and began to spin and twirl it gracefully as he segued into a defensive martial arts stance. “Shall we?”

Batman smiled. “If you insist…”

Johnny Vega took this opportunity to make himself scarce. Batman noticed, but let him go, knowing he could get him later. Dealing with Grendel would take his full attention.

As Grendel advanced, Batman whipped a Batarang at his opponent who lithely dodged the projectile. As expected, the man also known as Hunter Rose thought. He quickly moved in and struck low with his trident, piercing the Batman’s body armor and cutting deep into his leg. Batman stifled a cry of pain as Grendel pulled the point of the trident back out and prepared for another attack.

No pain, no pain, no pain…the Dark Knight thought to himself as he rebalanced himself. He noticed Grendel watching for his reaction to the wound and decided to take advantage of it. “Nice shot, Grendel,” Batman said calmly, forcing a smile to his face to make Grendel think the pain was enjoyable to him, hoping it would unnerve him. “But it’s going to take a lot more than that to keep me from taking you down.”

It worked, as the Devil hesitated, pondering that perhaps their first encounter wasn’t an aberration as he had led himself to believe. Capitalizing on his opponent’s split second of indecision, the Batman stepped back and fired another Batarang at Grendel, which glanced hard off the right side of his head. Momentarily stunned, Grendel tried to gather himself as he took a couple of steps back.

Batman kept up his verbal barrage. “This is it, Grendel…this time you face justice. I’ve heard about all your drug deals…illegal arms deals…all the people you’ve killed. It ends tonight. Give it up now and you may only get life in prison.”

But this time, Grendel’s resolve has returned. “I think not, DEAD Knight. My time has only just begun…”

“Your time is UP!” Batman said he whipped another Batarang at Grendel, but the crime lord was ready for the shot this time and ducked out of the way as he darted in again and quickly stabbed Batman in his left shoulder. This time, Batman wasn’t able to hide his pain and let out an audible moan of agony.

“Ah…so the Batman DOES feel pain,” Grendel chortled. “Get ready for more.”

He may be right, Batman thought as he moved in on his foe. Got to get that trident away from him…

He quickly closed on his opponent and faked a punch to Grendel’s head, using the misdirection to execute a Wing Chun trap move and wrest the trident from Grendel’s hands. Grendel attempted to get his favored weapon back, but Batman was able to hold him off with his offhand and then in the same motion, he threw the trident up onto the roof of the truck, some 10 feet off the ground and 20 feet away from them. Batman maneuvered himself between Grendel and the truck and struck a defensive pose, daring him to try and get past him.

“If you think I need that to beat you, you’re sadly mistaken. You think I don’t have other options?” Grendel taunted as he shifted into a white crane defensive stance.

“Not really,” Batman retorted. The Devil tried to hit Batman with a crane kick, but the Dark Knight was ready for it and avoided it, slapping Grendel’s foot away with his left hand. He took a big swing at Grendel, who ducked it and came back with an uppercut of his own, but Batman stepped back to avoid it as well.

Again the two men traded shots, neither able to connect with the other. Grendel knew his trident was his best bet to beat the Batman so he tried to force his enemy back towards the truck so he could work his way past him, but the Batman’s strength advantage came into play and he simply pushed the smaller man back.

“You’re good, but you’re not good enough to beat me,” Batman said as he let his cape fall around him, making him look more menacing. “This is your last chance to surrender before this gets really, really bad for you…”

“Why do you waste your breath with those insipid comments?!?!?” Grendel snapped back. As he shifted his weight for another attack, the Batman caught him across the chin with a hard right cross. Trying to ignore the pain, he tried a leg sweep but the Caped Crusader leapt over it.

As he landed he caught Grendel with another uppercut, snapping his head back and making him stumble back a few feet. With his opponent struggling to keep his balance, the Batman charged and caught him full in the chest with a leaping kick, sending him flying back into some crates and leaving him lying there motionless.

Batman rubbed his aching shoulder and shook his leg quickly, as the he could feel the blood from his wounds running down his skin. Alfred’s suturing skills will get more honing tonight…he thought as he made his way over to his fallen foe.

Before he could get to him, though, Grendel forced himself awake and somehow regained his composure enough to pull a smoke bomb from a pocket in his costume and slam it on the floor, creating cover for him to make his escape. “I will not...go..gently...into that...good night...tonight…Batman…” he said weakly as he used the veil of smoke to slip out the door before Batman could reactivate his night vision.

Batman got to the door and looked around but found nothing but a deserted street. He was getting ready to start tracking him when he heard some of the thugs that had woken up trying to get loose.

Vega was actually right, he thought. With no evidence, these guys will be back on the streets by noon tomorrow…However…

Batman will leave these guys a little message before he takes off. He’ll burn one of his HP for Challenge - Mass Intimidation. He easily wins the check, 26 to 7. He’ll also use a few seconds to ready his grappling gun.


The Dark Knight walked back into the warehouse and quickly snatched up one of the thugs, making sure that all of them that were awake had their eyes on him. “P-Please, man…we didn’t d-do nothing…” the frightened thug stammered.

“Listen, punk…you guys got lucky tonight,” Batman said loudly, making sure that all within earshot could hear him. “I’m going to let you all go. But I want you know that if I EVER catch any of you even so much as BENDING the law, you better PRAY the GCPD gets to you before I do…”

In a lightning quick motion he fired a grappling line up to the ceiling of the warehouse, quickly hit the cable release and wrapped the line around the leg of the thug, sending him flying up in the air and screaming like a little girl. As the thug hung about 15 feet off the ground upside down, yelling and begging for his release, the Batman scanned the room, taking satisfaction in the terrified faces of the men who watched their partner helpless, dangling like a fish on a hook, praying that they would not be next.

He fired his grappling gun again, this time hanging on himself and as he slowly rose up into the rafters, he said, “Good night, gentlemen. Be good…or else…” Within a few seconds, he had gone through a skylight and was up on the roof, out of their sight.

From the roof, he fired another swing line at a nearby building and swung away towards the location of the Batmobile. As he flew through the night sky, he said to himself, “Next time, Grendel…Next time, I’m bringing you in…”


Round 1 – No surprise round, just Initiative.

Initiative: Batman 28, Grendel 16. Grendel will also have a Master Plan activated for +1 to hit and skill checks for 3 rounds.

No flat-footed defense for Grendel with his Uncanny Dodge. They are about 20 feet apart. Batman flings a Batarang at Grendel at +13 to hit and misses. Grendel moves in and attacks with his trident and hits with a 29. Batman has to save at 21, rolls his Toughness…oops, he gets a 15. He’ll burn an HP to re-roll, gets an 18 to take a bruised and injured condition.

Round 2 – Batman will attempt to Startle again as move action, gets a 22. Grendel also gets a 22 with his Master Plan, but Batman has the higher bonus (Hmmm...I’m not sure if the move action counts against it in a pure opposed check rule situation but in this case I am ruling that it doesn’t. The book says in the case of a tie, the combatant with the higher bonus wins, and Batman has a +16 Intimidate compared to +13 for Grendel without the Move Action Startle penalty. With the -5, Batman is only at +11. I’m sure someone will correct me if I’m wrong and if so, I will re-roll the whole thing.). Batman will attempt to power attack Grendel for 4 (-4 attack, +4 damage) with his Batarangs since he’s flat-footed. He jumps back, fires and hits with a 22, Grendel has to save at 26. He blows it by 9, GM Fiat to re-roll…still misses by 7 to take a bruised and stunned. Batman gets an HP back. Grendel can’t act this round so he’ll just gather himself.

Status: Batman, bruised and injured, 2 HP; Grendel, bruised, 1HP

Round 3 – Batman tries to startle as a move action again and fails. He still power attack fires a Batarang at Grendel (-2 attack, +2 damage) and misses badly. Grendel will all-out power attack for -3, hits with a 28, Batman has to save at 27, he gets a 24, he’ll take another bruised and injured condition.

Status: Batman, 2 bruised and 2 injured, 2 HP; Grendel, bruised, 1 HP

Round 4 – Batman is going to try and disarm Grendel with his unarmed attack. He’ll burn an HP for Improved Disarm for +4 to hit. Good thing, he got a 24 with that feat. The opposed Strength check is again a draw at 15, but Batman wins because his Strength bonus is +4 against Grendel’s +3. What are the odds of that draw thing happening twice in 2 rounds?!?!?! Batman now has the trident. Grendel will attempt to get it back. He fails!

Status: Batman, 2 bruised and 2 injured, 1 HP; Grendel, bruised, 1 HP

Round 5 – Batman will fling the trident on top of the truck. Not sure exactly what it would take to hit, but I think 17 would do it. Now the trident is out of Grendel’s reach and he’d have to get pretty creative to get past Batman to get it. Batman will use his move action to get between Grendel and the truck. Grendel will attempt to Bluff as a move action, Batman doesn’t buy it; 12 to 26. He’ll attack Batman unarmed and misses.

Round 6 – Batman again power attacks for 3 but this time he misses. Grendel tries another unarmed attack and misses by 1…

Round 7 – Batman takes another unarmed swing at the Devil but Grendel defends. The Devil tries to Rush Batman to get past him and get his trident. But he loses the opposed strength check 11 to 17 so he gets knocked back 5 feet.

Round 8 – Batman will try to Startle again as a Move action. Grendel doesn’t buy it, 23 to 30. He could grapple, but he’ll power attack him unarmed for 2 and hits. Grendel has to save at 21, gets an 18 to take another bruised. Grendel will attempt to get to his trident again. He’ll try to trip Batman so he can get past him. But he misses again.

Status: Batman, 2 bruised and 2 injured, 1 HP; Grendel, 2 bruised, 1 HP

Round 9 – Batman will Power Attack Grendel Unarmed for 3 this time, he’ll hit and Grendel has to save 22. He only gets a 16…fiat to re-roll…yikes, even worse. The 10 gets him to 15 to still take a bruised and stunned. Batman gets an HP and Grendel can’t act this round. The Devil is in trouble.

Status: Batman, 2 bruised and 2 injured, 2 HP; Grendel, 3 bruised.

Round 10 – Batman again Power Attacks Grendel for 3 again and hits with a crit! Grendel has to save at 27 and his toughness is down to 5. He only saves at 13, we’ll Fiat again and take the 10 to have him staggered and stunned. Hmmm…I realize I’d been forgetting to check for Knockback before…oh well, I won’t this time. He gets sent flying 10 feet into some crates. Check for damage against the wood...Well, he should be out, but I’ll fiat for that not to occur, again for him to act this round and Fiat for him to get an extra rank of the Equipment feat for him to pull out a Smoke Pellet and obscure the area for him to make an escape. Batman will attempt to find him, but Grendel beats his Notice by 5. He will bolt for the door and live to fight another day.

Final Status: Batman, 2 bruised and 2 injured, 5 HP; Grendel, 3 bruised, Staggered, unconscious [removed].


Notes: That was fun, fun, FUN! Grendel had the advantage early, but that disarm by the Bat completely turned things around. I had messed up a couple of things early on, but I think I fixed them so I had to re-roll the 2nd round, but it didn’t really change anything. If I'm wrong about the opposed bonus thing, I'll rule this match under protest and have a rematch sans Batman's extra HP. Don't think he's not taking those into his next encounter, though... 8)

From a build note, I think they both are pretty solid from a mechanics standpoint. I could have used Batman’s Gadgets more, but I wanted to see how he did in a fistfight, which is more how I like to see him. Kreuz, as usual, did a great job with The Devil. I really think they were evenly matched from a combat standpoint, even with Bats having a PL advantage. A lot of those additional PP were spent in other areas, where I thought Kreuz did a good job of tailoring Grendel for mook sweeping and for dealing with foes like Batman or Argent (waiting for a build of him from you, too, Kreuz).

I originally thought Grendel’s All-Out attack would give him a greater advantage, even with that PL disadvantage, but thanks to some bad rolling for him, it didn’t really matter much. It’s still a very useful combat feat to have in conjunction with Power Attack, so I while I am trimming it on a lot of my builds, I will DEFINITELY be using it a lot more when I play.

As Kreuz stated earlier, he wanted a PL10 Bats against Grendel and I honestly forgot I had one built recently until mid-way through this fight, since I had intended to run this PL11 against Grendel for some time so I had tunnel vision. I smell a rematch of PL10 opponents...

But it will wait for a little bit. I have more playtests coming soon after a few more builds. I'm a build-aholic, so I have to get those in, but these playtests are just too much fun.
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Postby Thorpacolypse » Wed Mar 26, 2008 7:50 pm

Godfallen wrote:Hey Thorp, when your done playing with Grendal and Batman...I would like to see how my Shadow conversion and one of your PL 10 Batman's fare against each other...speaking of which...I gotta post THE SHADOW Up here!!!


It's on the list. Now that remembered that I HAD a PL10 Batman... :oops:
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Postby Thorpacolypse » Wed Mar 26, 2008 7:54 pm

BARON wrote:making the T-spheres minions is one of my favorite uses of that feat ever. it makes me want to rip that off for a villain or something


That's Taliesin for you. I just ripped it from him. Ripping it for a villain is a great idea, too. I've been itching to start some original builds again, and that seems like a good "homage" to do.

However, I've already started working on another playtest, so building will have to wait for a while.

EXCEPT for your request, Hardkor... 8)
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Postby Godfallen » Thu Mar 27, 2008 10:51 am

Attention J-Mart Shoppers: to keep bringing in that bit of "pulp noir" that I did with THE SHADOW, Lester and I are happy to bring you....

Who said I was happy about it?...what if I don't like the Phantom

LESTER...YOU RUINED THE SURPRISE!!!...AND YOU INTERRUPTED ME!!!!

Your still not answering my question

Just stock the item please.......

The Phantom
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The Ghost That Walks

PL: 10
PP: 152

Abilities: Str 15; Dex 18; Con 14; Int 16; Wis 17; Cha 16

Saves: Tough 2 (+2 from costume); Fort 3; Ref 4; Will 4

Atk: 5 (melee: 7)
Def: 12 (Dodge: 4)
Ini: 4

Feats
Accurate Atk
Acrobatic Bluff
Ambidex
Animal Empathy
Assessment
Atk Focus (2 ranks melee)
Atk Spcl (1 rank; Pistols)
Chokehold
Connected
Contacts
Defensive Roll
Distract (2 ranks)
Dodge Focus (3 ranks)
Elusive Target
Endurance (1 rank)
Equipment (6 ranks)
Evasion
Favored Enviroment (2 ranks; Jungle)
Fearsome Presence (2 rank)
Grappling Finesse
Improved Grab
Improved Throw
Improved Trip
Inspire (2 ranks)
Instant Up
Legacy (4 ranks; Wealth 4, Alt ID 2; + 2 to Intimidate)
Move-by action
Power Atk
Prone Fighting
Quick Draw (1 rank)
Seize Ini
Sidekick (3 ranks; Devil)
Sidekick (3 ranks; Hero)
Sneak Atk (2 ranks)
Takedown Atk (1 rank)
Well Informed

Powers
Device: Phantom Ring (1 rank; Hard to loose)
-Strike (2 ranks; Feats: Marked {Friend}*)
-AP: Strike (2 ranks; Feats: Marked {Foe}*)

Equipment
Costume (3 EP; Protection +2)
.45's: Heavy Pistol x2 (16 EP)
Skull Cave: Sanctum Sanctorium (9 EP)
Various equipment per adventrure (3 EP: Samples: knife, whip, rope)

Skills: Acrobatics 8; Climb 6; Disguise 5; Escape Artist 7; Gather Info 7; Handle Animal 10; Intimidate 7; Investigate 7; Knowledge (Southeast Asia-History) 10; Knowledge (Southeast Asia-Folklore) 10; Language 2; Notice 7; Ride 8; Sense Motive 7; Stealth 9; Survival 9; Swim 6

complications: Secret (Identity)
Responsibility (Upholding the Phantom Tradition)

Back Story: The Ghost That Walks has been fighting crime in the jungles of southeast Asia and parts of the US well since the 1600's. He has become as much a legend as a figure of myth. The locals say that the Phantom cannot die, that he is the spirit of justice, risen from the jungle itself.
In Truth, the man who is the Phantom, Kit Walker, isn't anything else than a mortal man. The power of the Phantom lies within it's legacy...a legacy that has transformed a simple man into The Ghost That Walks!!

**Upon a couple of suggestions, and looking at every bit of info on the character of the Phantom I could find, I decided that no other character could be as worthy of a #100 spot so much as the Phantom. He is the reason that the basic look of comic book hero's even exists today. He was the first character to be written and drawn in a tight fitting costume. He is the the FIRST character to have the signature "white-out" eyes of his mask, a trait that would later pass onto the majority of DC heros: Batman, Green Latern, Green Arrow, Nightwing. They have all inheriated the "white-out" eyes of the Phantom.

The Phantom came out more expensive then what I was thinking, but some of the things he has that other heros of his day didn't have makes him a very decent PL 10.
First off, the Phantom is a feat and skill Demi-god. He is just so versitle for a early character that it's crazy. He is an accomplished fighter, mixing boxing, wrestling, and a few stlyes of martial arts together. He gets 2 sidekicks: Devil {his wolf}, and Hero {his horse}. I didn't write them as minions because they can act on their own, and have their own personalities, so their better suited as Sidekicks. Devil follows a basic Wolf Template from MM, and Hero follows the basic Horse template from MM.
His Inspire, Fearsome Presence, and Distract skills all kinda revolve around the belief that the Phantom is around 400 years old, an immortal spirit of jungle Vengance. Kit Walker, as all the Kit walkers before him, have no need to try and remove anything from that legacy.
Speaking of Legacy, you will find a Feat called Legacy in his feats list. I've refined this feat as such: With each rank of legacy, you can choose one of the following: Either a single benefit feat of 2 ranks, or a +2 bonus to one skill from a limited skill tree

Limited Skill Tree

Bluff
Gather Information
Handle Animal
Intimidate
Knowledge
Perform

Example: Phantom would have taken a +2 to Intimidate from his Legacy Feat, as well as applied a few ranks of it into benefit feats.

You will also note that I gave him a device, the Phatom Ring. It has Strike on it, with another strike AP'd to it. Both Strikes have a PF called Marked. The Phantom can mark an opponent that he hits with the ring as friend or foe. They are supposed to be seperate rings, but I wasn't gonna jump up 8 PP's just for two small rings, so I gave him one ring with seperate settings.

:arrow: I re adjusted the Legacy Feat, and explained it much better. It can be a powerful feat, but is really only applicable to characters that have a Legacy.
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The Green Hornet!!

Postby Godfallen » Thu Mar 27, 2008 6:34 pm

Lo and behold, another Pulp/ comic noir character..THE GREEN HORNET

your gonna use that bold leany lettering for every name now...aren't you

I might....so what of it.....

....and I'm the loser....

just PLEASE stock the item, Lester.....

The Green Hornet
Image
Kato...go beat them up so nobody knows that your a better hand to hand fighter then I am!!

PL: 7
PP: 102

Abilities: Str 13; Dex 14; Con 12; Int 15; Wis 16; Cha 13

Saves: Tough 1 (+ 1 from Suit); Fort 2; Ref 3; Will 3

Atk: 4
Def: 13
Ini: 2

Feats: Accurate Atk; Assessment; Atk Focus (2 ranks; Melee); Benefit (3 ranks; Wealth); Contacts; Defensive Roll (1 rank); Equipment (5 ranks); Fascinate (2 ranks); Improved Grab; Master Plan; Quick Draw (1 rank); Set Up; Sidekick: Kato (12 ranks); Startle; Teamwork (2 ranks); Well-informed

Powers: Device "Hornets Sting" Gun (4 ranks; easy to loose) [12]
-Stun (8 ranks)
--AP: Fatigue (5 ranks; Cloud; Feats: Sedation)

Equipment: Suit and Coat (1 EP; Protection 1)
"Black Beauty" (12 EP; Features: Smoke Screen)
-Blast: Rockets (4 ranks; Area: Explosion)
-Super Senses (1 rank; Infra-Green)
HQ (10 EP; Abondoned Warehouse Template)

Skills: Bluff 6; Diplomancy 7; Disguise 8; Drive 6; Gather Info 8; Investigate 8; Knowledge (Business) 6; Notice 6; Profession (newspaper Publisher) 9; Search 8; Stealth 6

Complications: Secret (Alt ID)
Honor-Bound (Related to Lone Ranger)

Back Story: Newspaper Publisher Britt Reid spends his days printing the news...and his nights making the news, because he is none other than...THE GREEN HORNET. With his trusty Oriental sidekick/ enforcer, Kato, the Green Hornet protects his city from criminals of all types, from mobsters to crooked politicians.

Sidekick: Kato (PL 4, 60 pp)
Use the Basic Ninja Template (41PP) from MM.
Add 6 ranks to Gather Info, and 10 ranks to Drive Info (4 PP total)
Add Following Feats: atk focus (2 ranks, melee), Defensive strike, counter atk, Set-up,
Teamwork, Sneak Atk, Takedown atk (2 ranks), and Interpose (10 PP total)
Boom...done.


**The Green Hornet...the weakest of the Golden/ Pulp action characters I can think of, but don't take that as him being a slouch!! No Sir!! The Green Hornet is a very active character, fighting crime all over his fair city.
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Postby Thorpacolypse » Thu Mar 27, 2008 7:18 pm

Well, with all the pulp heroes Godfallen has brought to our store, it only seems fitting that we stock a pulp villainess for them to "play" with. Enjoy this J-Mart favorite item on Aisle 2.

Image
Really, any jokes here would be completely superfluous...

WHITE RABBIT
PL:
7 (120 pp) – OPL: 7; DPL: 7

ABILITIES: STR: 10 (0) DEX: 14 (+2) CON: 14 (+2) INT: 15 (+2) WIS: 8 (-1) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+8), Bluff 4 (+6/+10) [Attractive, Conversational Paralysis], Concentration (-1), Craft [Electronic] 8 (+10), Craft [Mechanical] 8 (+10), Diplomacy (+4/+6) [Attractive], Disguise (+2), Drive 4 (+6), Escape Artist (+2), Gather Info (+2), Handle Animal 6 (+8) [Animal Empathy], Intimidate (+2), Knowledge [Technology] 8 (+10) [Inventor], Notice (-1), Pilot 4 (+6), Search (+2), Sense Motive (-1), Sleight of Hand 4 (+6), Stealth (+2), Survival (-1)

FEATS: Animal Empathy, Attack Focus (Ranged) (1), Attractive (1), Benefit (5) [Wealth x5], Challenges (1) [Conversational Paralysis], Defensive Roll (1), Dodge Focus (4), Equipment (10), Evasion (1), Inventor, Minions (12) [Mutated Bunnies or Rabbit Robots, or whatever bunny themed minions you want, GM Choice], Set-Up, Teamwork (1)

POWERS:
Gadgets (Bunny themed, Easy to Lose [20pp]; 24pp) [4]

Sample Gadgets:


EQUIPMENT:
(50ep)

Costume (Protection, Subtle [2ep]) [1]
Light Pistol (6ep) [3] - DC:18:tough
45ep for hideout, vehicle, and various other Bunny Themed items. She'll need them...

COMBAT: Base Attack +5, Melee +5, Ranged +6, Grapple +5 [Unarmed +0 (Bruise), Light Pistol +3 (Lethal)]; Defense 20 (13 flat-footed); Init +2; Knockback -2 (-1 flat-footed)

SAVES: Toughness +4 (+3 flat-footed), Fortitude +3, Reflex +5 [Evasion], Will +1

DRAWBACKS:

Abilities 15 + Skills 13 (52 ranks) + Feats 40 + Powers 24 + Combat 22 + Saves 6 – Drawbacks 0 = 120 / 120

Comments:
Funny how the mind works. I am thinking of working up a Murderworld type of thing for my FTF group, so I was looking up some stuff on Arcade. And I thought, “Gee, I need to stat him up”. So I looked at MDSnowman’s build, hit Wikipedia and the Marvel bio site and was already to start and then I noticed something about him teaming up with White Rabbit. Next thing I knew, I was giggling a schoolgirl (which is a frightening sight to behold when a 300-lb black man is doing that) and statting away on White Rabbit.

I know nothing about her other than what I read, but she was just too absurd to pass up and I cannot wait to work up a playtest with her, just to see her get whooped on. I would try to go into her background, but if you’re not familiar, take a couple of minutes and Wiki her, its hysterical. The fact that she hired actors to be part of her gang because no other villains would work with her is just classic.

I left a lot her items to the imagination of the GM because her bunny themed items just wreak of creative license. The mutated bunnies (and yes, she did use those against Spidey, I believe, or it might have been Wolverine) and bunny robots are just a suggestion, but it would be hard to pass up the Holy Grail joke opportunity with the vicious rabbits!

Yes, she's probably WAY overpowered, but hey, the poor thing deserves just a little respect. I even gave her the Inventor feat, because at first, I assumed she just bought these things, but then it hit me that there is no way anyone else smart enough to make them would be wacko enough to make them "bunny-themed", so she HAD to be the one to make them.

Poor thing. At least they didn't start making her look like a demented Playboy Bunny. Oh, wait a minute...

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Postby Thorpacolypse » Thu Mar 27, 2008 7:30 pm

Hitting the Aisle 1 shelves is another J-Mart Favorite. Keep this one under your hat...

In this uncertain world, I am glad there is always something I can count on...your jokes sucking like nothing has ever sucked before...

Shut up, Randal or I'm hiring Lester!

Ahem, the pics...

Sorry...just get back to your 7 hour break...

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Now THAT'S good hat!

THE MAD HATTER
PL:
9 (105 pp) – OPL: 9; DPL: 6

ABILITIES: STR: 10 (0) DEX: 12 (+1) CON: 12 (+1) INT: 18 (+4) WIS: 10 (0) CHA: 12 (+1)

SKILLS: Bluff 5 (+6), Concentration 10 (+10), Craft [Electronic] 8 (+12), Craft [Mechanical] 8 (+12), Diplomacy (+1), Disable Device 4 (+8), Disguise (+1), Escape Artist (+1), Gather Info 6 (+7) [Contacts], Handle Animal (+1), Intimidate 8 (+9) [Distract, Startle], Knowledge [Streetwise] 4 (+8), Knowledge [Technology] 8 (+12) [Inventor], Search (+4), Stealth 7 (+8)

FEATS: Attack Focus (Ranged) (2), Benefit (1) [Wealth], Contacts, Defensive Roll (2), Distract (1) [Intimidate], Dodge Focus (2), Elusive Target, Inventor, Sneak Attack (1), Speed of Thought, Startle, Tough (1)

POWERS:
Mad Hat (Device, Hard to Lose [30pp]; 32pp) [6]

Hat Gun (Blast, Ballistic, PF: Accurate [9pp]) [4] - DC:19:tough
Hypnosis (Visual; 18pp) [9] - DC:19:will
AP: Emotion Control (Anger, Extra: Line Area, Flaw: Sense Dependent [Visual]; 1pp) [9] - DC:19:will
AP: Mind Shield (1pp) [9]
AP: Dazzle (Visual [1pp]) [9] - DC:19:ref


COMBAT: Base Attack +5, Melee +5, Ranged +7, Hat Gun +9, Grapple +5 [Unarmed +0 (Bruise), Hat Gun +4 (Lethal)]; Defense 18 (13 flat-footed); Init +4; Knockback -2 (-1 flat-footed)

SAVES: Toughness +4 (+2 flat-footed), Fortitude +4, Reflex +4, Will +7

DRAWBACKS:

Abilities 15 + Skills 17 (68 ranks) + Feats 14 + Powers 24 + Combat 22 + Saves 13 – Drawbacks 0 = 105 / 105

Comments:
I am not that thrilled with this build, but couldn’t wait any longer on Mr. Tetch, especially now that he has a White Rabbit to play with. Man, oh, man, the lame Alice in Wonderland themed possibilities…

This Mad Hatter’s bread and butter is his mind control hat, which I can allow him to hypnotize and control opponents as well as using Emotion Control to get them angry enough to wail on their teammates. He can also use it stimulate the pleasure sensors of the brain, but I figured that was best left to HP usage since that is a power not to be taken lightly.
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Postby Thorpacolypse » Thu Mar 27, 2008 7:51 pm

Emerald Flame wrote:
Thorpacolypse wrote:Rolling right along on this fight. Will be posted tonight for sure since I am home today watching the kiddos who are on Spring Break. Sigh...I remember when Spring Break meant parties and babes. Now it means Dora and McDonald's... :cry: :D


I feel your pain...

In my instance, I am home (off of work) for two weeks because I have chicken pox!!!! :shock:
Gotta love that one. Messed up Easter and both mine and my wife's birthday plans.. :?

Such is life... At least I get some good family time. :lol:


Sorry to hear about your chicken pox. That stinks. But hey, you should be getting in some good building time! :wink:
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Postby Chronogoblin » Thu Mar 27, 2008 9:35 pm

Evening Ladies and Gentiles, it's your friendly talespinner, The Blackheart Jester. Back again, with a fellow to share. One of my oldest toons (idea-wise), here is:

AMP AKA Gerald Bishop
"Let's see how smug you are when I beat you stupid with a whiffle bat"

PL: 10 (150 pp)

ABILITIES: STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 5 (+8), Bluff 8 (+10/+14 [Attractive]), Climb 6 (+8), Computers 5 (+6), Concentration (+3), Diplomacy (+2/+6 [Attractive]), Disguise (+2), Escape Artist (+3), Gather Info 8 (+10), Handle Animal (+2), Intimidate 6 (+8), Streetwise 7 (+8), Notice 7 (+10), Profession: Cable Guy 3 (+6), Search 7 (+8), Sense Motive 7 (+10), Stealth 5 (+8), Survival (+3), Swim 6 (+8)

FEATS: Accurate Attack, All-out Attack, Attack Focus (Melee) (4), Attractive (1), Blind-Fight, Defensive Attack, Diehard, Dodge Focus (4), Improved Initiative (1), Luck (1), Power Attack, Seize Initiative, Takedown Attack (1), Uncanny Dodge, Well-Informed

POWERS:
Impervious Protection [10] 20PP
Leaping [6] 6PP
AP - Swimming [6] 1PP
Strike [12] 12PP DC:27:Tough
Extra - Penetrating [8] 8PP
Feat - Affects Insubstantial [2] 2PP
Feat - Variable Descriptor (Bludg/Peirce/Slash) 2PP
AP - Super-Strength [12] 1PP

COMBAT: Base Attack +4, Melee +8, Ranged +4, Grapple +10 [Unarmed +2 (Bruise), Strike +12 (Bruise)]; Defense 18 (12 flat-footed); Init +7; Knockback -11 (-3 flat-footed), -1* (0 flat-footed)

SAVES: Toughness +12 (+12 flat-footed), +2* (+2 flat-footed); Fortitude +10, Reflex +8, Will +8

DRAWBACKS: Power Loss - All Powers without a Medium

Abilities 26 + Skills 20 (80 ranks) + Feats 21 + Powers 52 + Combat 16 + Saves 18 – Drawbacks -3 = 150 / 150

*Without Clothes or other coverings.

COMMENTS: Ok, I don't really have a background for this one as I have never played him before. I tend to create a hero's background/personality as I play, it makes for some interesting (and I think) more realistic personality and history. I usually don't do too much before game time. Well, for two reasons really, firstly, it's kinda a throwback to thinking up RP characters on the fly in chat rooms. Secondly, I tend to make up stuff as I go along, I find that, for me, it works better as far as inspiration is concerned. So, Amp is a bit of a blank slate. Usable as whatever you need, hero/villain/whatever.
His powers are something I have tried in 2 other Supers systems to get down (unsuccessfully), and honestly, I am not even sure I really got it the way I want it in MnM. Basically, he can charge inanimate objects with a type of Force Energy, making them practically invulnerable and inflict far more damage then an item of that type/size/hardness normally would. Literally anything he picks up, becomes a weapon. This can probably make for some comical interactions with villains/heroes (depending on how you play him). For example, from his quote: This is a wiffle bat. Imagine the 'intimidation factor' one has when facing down an opponent armed with one of these. Only to have a normally worthless (combat-wise) item render severe beatings. Variable damage descriptor based on the item in hand (Thanks Luke). Anything he wears provides enhanced protection, very much like a sustained Force Feild. Again, this could lead to some interesting situations, as a plastic garbage bag worn like a poncho would be bulletproof. I can only imagine the looks he'd get once bullets stated bouncing off of that... I wanted to place some sort of hinderance so that uncovered areas of his body can suffer damage normally, but was at a bit off a loss as how to simulate that effect. Luke suggested the Weak Point drawback, but after looking at it, it just lacked the right 'feel' for the hindrance I was looking for. I thought about some sort of lessened toughness, but that didn't really seem appropriate either. Any thoughts would be appreciated.

Chrono
Last edited by Chronogoblin on Fri Mar 28, 2008 1:11 pm, edited 1 time in total.
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The Shadow Knows....with a little help.

Postby Tusitala » Thu Mar 27, 2008 10:38 pm

Godfallen wrote:**GIVE IT UP FOR PULP!!!!! The Shadow is probably the best known Pulp Fiction character known to man. Other great Pulp Characters include The Sandman, The Green Hornet, and the Spectre. The Batman can find his roots in ALL of these characters, but leans more towards the Shadow then anyone of them.


As a lifelong Shadow fan of advancing years (ahem), I'd like to point out that The Shadow is the very model of the feat Contacts. His network of agents is ridiculously extensive: Harry Vincent, Shrevvy, Margo Lane, Burbank, Jericho Druke, Myra Reldon, Hawkeye (these are from memory folks...). Quite frequently, The Shadow would pick up the phone and have info in minutes.

While I won't debate the great pulp characters, I believe you left a few notables off that list: Doc Savage, G-8, Phantom Detective, The Spider, The Avenger, Operator 5, Agent X. Those guys, along with the Shadow, are the cream of the pulp era. I'm not knocking your build (Libra already warned me about challenging a builder in his own thread. Even though the guy admitted he only wiki'ed the character and made up the rest. Don't whip me, Libra.), as the build is very fine, but as a diehard pulp fan I thought it worth pointing out that Green Hornet wasn't even in a magazine until the late forties, being mainly a radio character (yes I know the Shadow started out in radio, but that was only as the name of a creepy announcer's voice, not the Walter Gidson character that we all know and love who appeared a year later), and the Spectre and Sandman occupy that hazy area around 1940 when comics were most influenced by the pulps that came before them. They are still purely comic characters inhabiting the DCU (yay, golden age!). You should dig into the background of some of these pulp greats, and give them a write-up. I'd love to see you try Doc Savage and the Spider.

Awesome Phantom build, btw. If only there were some way for the Mark of Friend to convey a benefit to the person he marks. The kind of benefit that would scare off Bangallan criminals. Not sure how you'd stat that though. Any ideas?

Keep up the great work.

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Postby Mike5000us » Fri Mar 28, 2008 12:55 am

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Annihilus PL: 25.5 (445pp)

Abilities: STR: 36 (+13), DEX: 32 (+11), CON: 40 (+15), INT: 28 (+9), WIS: 26 ( +8 ), CHA: 18 (+4)
Saves: Toughness +40 (Impervious 25); Fortitude +25; Reflex +11; Will +8
Combat: Attack +11; Damage +39 (Cosmic Energy Control) / +13 (Unarmed); Defense +11; Initiative +11
Feats: Benefit 6 (Wealth 6), Inventor, Minions 30
Skills: Craft [Mechanical] 16 (+25), Intimidate 12 (+16), Knowledge [Technology] 16 (+25)

Powers:
Device 17 “Cosmic Control Rod” (Easy to Lose)
*Cosmic Energy Control 25 (Power Feat: Dynamic)
**DAP: Animate Objects
**DAP: Boost (Any Trait)
**DAP: Flight
**DAP: Transform (Non-living Matter; Extra: Continuous)
*Enhanced Fortitude 10
*Immunity 10 (Aging, Life Support)
*Space Travel 6
Device 20 “Quantum Bands” (Hard to Lose; Drawbacks: Power Loss [Against Magical Effects; Common, Minor; -2pp])
*Immunity 19 (Life Support, Psionic effects)
*Dazzle 15 (Dynamic; Visual)
**DAP: Cosmic Energy Control 14 (Variable Descriptor [Electromagnetic])
**DAP: Create Object 14 (Extra: Continuous; Flaw: Distracting; Power Feat: Stationary)
**DAP: Drain 15 (Any One Energy Power)
**DAP: Flight 15
**DAP: Light Control 14 (Power Feat: Affects Insubstantial)
**DAP: Super-Movement 2 (Dimensional Movement 2)
**DAP: Teleport 15
**Protection 15 (Extra: Impervious)
*Space Travel 3
*Super-Senses 3 (Detect Energy 3 [Mental, Ranged, Tracking])
Duplication 21 (Extras: Horde, Survival; Flaw: Immature clones; Power Feats: Progression 3 [10 duplicates], Triggered [upon death])
Flight 4
Protection 10 (Extras: Impervious 10)
Super-Strength 5

Drawbacks: Weakness (when deprived of Cosmic Control Rod; Uncommon, Major, -1 to all ability scores each day, lethal; -1pp)

Abilities 120 + Combat 44 + Saves 0 + Skills 11 + Feats 37 + Powers 234 – Drawback 1 = 445pp

Designer’s notes
:arrow: Thanks to Taliesin for this build, it is basically a modified very of his build. Annihilus is capable of self-propelled flight and can withstand the vacuum of space. He wears "armor"—actually an insectoid exoskeleton with some armored components—that grants him resistance to most forms of injury (extreme temperatures, ballistic force, bullets, etc.) He is also superhumanly strong. Annihilus has knowledge and mastery of technology centuries beyond what is known on Earth, his intelligence is only above average compared to normal humans; his sole motivation is to conquer and he is not an original thinker.

:arrow: Annihilus wields the Cosmic Control Rod, a weapon of great power. It allows him to manipulate cosmic energy in order to manipulate the molecular structure of matter. The rod is capable of projecting vast amounts of destructive energy and concussive force. Continuous exposure to the cosmic energies of the rod has also retarded the aging process of its wielder, making Annihilus virtually immortal. Though not always engaging himself in direct combat, Annihilus has proved to be a formidable opponent, and was able to easily defeat the Thing and Blastaar in individual fights. Annihilus also sometimes wields energy pistols based on Tyannan technology that he has modified.

:arrow: In Annihilation: Nova, Annihilus killed Quasar, and gained his Quantum Bands, adding to Annihilus' power. At present, he can to withstand a simultaneous assault by Nova (now the sole recipient of the energies once dispersed throughout the entire Nova Corps and hundreds if not thousands of times more powerful than ever before), and Quasar, whose quantum bands once allowed him to (momentarily) take on Thanos and the Infinity Gauntlet. In fact, as was previously mentioned, he overpowered and killed Quasar with very little apparent effort.

History
Untold millennia ago, the Tyannans, a technologically-advanced semi-humanoid/leonine species of the anti-matter universe the Negative Zone, seeded barren worlds with life spores. A freak meteor collision hurled one of their ships into the volcanic planet Arthros, where the crew released their spores before starving to death. Many generations later, one of those spores evolved into a weak insectoid creature. Significantly intelligent due to a mutation, the creature found the Tyannan starship wreckage and used a knowledge transference helmet to master the advanced Tyannan technology. This enhanced his intelligence and strength, creating a "Cosmic Control Rod" and body armaments. Obsessed with survival, the paranoid creature, which came to be known as Annihilus, set out to destroy any other living being he viewed as a possible threat to his existence. Annihilus used his newly acquired power to dominate other life-forms that had arisen from the spores on Arthros, and plotted to either conquer or destroy the neighboring worlds in the Negative Zone. He transformed many prisoners via the Tyannans' Gene Transmuter into his servile Scavengers.

Annihilus first encountered the Fantastic Four when Reed, Ben, and Johnny entered the Negative Zone seeking anti-particles needed to treat Sue's cosmic ray-related pregnancy complications. Annihilus' minions captured the heroes, but they escaped, stealing his Control Rod. They returned it after siphoning off the needed anti-particles and returned to Earth. Annihilus next invaded the Microverse, a dimension accessed via the energies of shrinking, sending his Insectivorid drones to conquer worlds in his name. Psycho-Man tried to control the dimensional interface leading to the Microverse, but the Insectovorids, emotionless and immune to his power, overran the entire Sub-Atomica System and forced him to retreat to his worldship. Psycho-Man captured the Silver Surfer and Spider-Man to power his weapons and drive off the invaders, but the heroes escaped, leaving Annihilus and Psycho-Man to battle for control of the worldship. Annihilus' Microverse invasion was presumably repelled.

Shortly thereafter, Doctor Doom stole Annihilus' Rod in a complex scheme to steal Galactus's cosmic power. Almost immediately, Annihilus captured the human Rick Jones, who was often stranded in the Negative Zone through a bond he shared with Kree soldier Captain Mar-Vell. Annihilus released Jones when the Fantastic Four retrieved his Control Rod from Dr. Doom. Later, Annihilus was challenged by Janus the Nega-Man, a research scientist and contemporary of Reed who developed a module capable of harnessing anti-matter energy, within the Negative Zone. Annihilus defeated Janus, forcing the Nega-Man to lead him to Earth, but Janus was instead seemingly killed in the exploding atmosphere where matter meets anti-matter. When Mar-Vell used Reed's technology to free Rick Jones from the Negative Zone—thus meaning that Mar-Vell would no longer be forced to return to the Zone—Annihilus nearly crossed over to Earth along with Jones, but was driven back by the Avengers, the Vision turning intangible and tricking Annihilus into falling back into the portal to Negative Zone. Jones later returned to the Negative Zone, but his ability to access the Destiny Force—a near-infinite power source inherent in all humanity—protected him from Annihilus. Annihilus battled the Frightful Four, and once again attempted to escape the Negative Zone, but was foiled by Spider-Man and the Human Torch.

Sensing great power within Franklin Richards, Annihilus once abducted him, along with the Fantastic Four, Medusa, Wyatt Wingfoot, and Agatha Harkness into the Negative Zone. He attempted to tap the unknown power of Franklin, amplifying his powers out of control. The Four defeated Annihilus and escaped back to Earth, but Reed was forced to temporarily shut down Franklin's mind to protect Earth's Solar System.

When the Mad Thinker regained control of his "most powerful android," which Annihilus had previously transmuted into one of his Scavenger servants, it stole Annihilus' Control Rod, morphing into monster form. Annihilus was forced to team up with Reed, who had been stranded in the Negative Zone by the Brute (Reed Richards of the High Evolutionary's Counter-Earth), to foil the Mad Thinker's plan to conquer both the Negative Zone and Earth. The monster android was ultimately defeated, and Annihilus regained his Rod.

Annihilus next forged the first of many uneasy alliances with Blastaar, another Negative Zone warlord who ruled the planet Baluur. When his monarchy was overthrown, Blastaar offered to serve Annihilus in exchange for assistance in regaining control of Baluur. Although Annihilus viewed Blastaar as emotional and weak, he agreed to Blastaar's proposal, secretly planning to betray his newfound ally. Annihilus showed Blastaar his new weapon, the Super-Adaptoid—a powerful Advanced Idea Mechanics android which Annihilus "found" and reprogrammed, but when Nyglar, Blastaar's mate, grew suspicious of Annihilus and sent out a distress signal, the Thing and Avengers responded and defeated the villains. Annihilus slew Nyglar, after which Blastaar stole the Control Rod and left Annihilus to weaken and deteriorate rapidly.[8] Dying and desperate, Annihilus slipped through the portal to Earth while the Fantastic Four explored the Negative Zone. He created an impenetrable barrier around the Baxter Building, taking Franklin and Alicia Masters hostage. He attempted to merge the Earth universe with the Negative Zone, nearly destroying both in the process. He battled the Avengers and was defeated by the Fantastic Four as they returned to Earth. Narrowly surviving the ensuing conflict, Annihilus returned to the Negative Zone.[9] He was revived by Blastaar and regained his Control Rod, battling the Fantastic Four yet again.

Annihilus next attacked the dimension of Asgard, home of the Norse Gods, which had partially drifted into the Negative Zone for a time after the Rainbow Bridge was shattered. Annihilus slew several of Asgard's elite guard, the Crimson Hawks, and was almost defeated by the mighty Thor and Balder before finally falling in battle to Odin, King of Asgard. Later, when Odin entered a week-long "Odinsleep" to renew his godly energies, Annihilus kidnapped his dormant body and transported it to the Negative Zone to try to tap into the Odinpower. Annihilus was soon located by the god Heimdall and defeated by Eric Masterson (as Thor), with Balder, and Sif. Masterson seemingly destroyed Annihilus, and returned Odin to Asgard. Shortly thereafter, the extra-dimensional energy vampire Rune was defeated and cast into the Negative Zone. The weakened Rune attempted to steal the Control Rod, but was defeated by Annihilus and held prisoner within a cosmic singularity until eventually escaping through a portal.

After investigating a strong energy pulse within the Negative Zone, Annihilus and Blastaar were imprisoned alongside the Fantastic Four by the Brute, who had enslaved the Tyannans as his personal army. Annihilus and his fellow captives eventually escaped and defeated the Brute, but Reed helped the Tyannans seal themselves off from the rest of the Negative Zone before a vengeful Annihilus and Blastaar were able to conquer them. Soon after, Annihilus and Blastaar joined forces with fellow Negative Zone warlord Syphonn, who created the Conqueror Wheel to access the Earth universe. During a confrontation with Adam Warlock, Annihilus and Blastaar realized that Syphonn planned to betray them-so they betrayed him first, forcing Syphonn to retreat as his Conqueror Wheel was destroyed by Warlock's allies.

Stranded on the Negative Zone world of Argor by a glitch in Reed's Fold Space Transceptor prototype, the Fantastic Four stowed aboard Annihilus' monstrous spacecraft, but were soon detected and fought a heated battle with Annihilus inside a cargo hold. Seizing the Control Rod, Reed combined its technology with his Fold Space Transceptor and opened an access portal that allowed the Fantastic Four to escape Annihilus' spacecraft. Later, Annihilus faced a major setback when the N-Explorers, a team funded by the Gideon Trust to explore and loot the Negative Zone, stole his Control Rod. While fighting the N-Explorers for possession of his Rod, Annihilus was decapitated and slain by Hellscout, a descendant of 17th-century Puritan settlers who had been stranded in the Negative Zone for centuries. Upon Annihilus' death, his body released a pod containing a nymph-like clone possessing his memories. After his new body's maturation, Annihilus awoke from his rebirth, but found the Control Rod missing and his empire in ruins.

When Reed planned a new superhuman prison in the Negative Zone, the Fantastic Four were assaulted by Annihilus, who believed they had stolen his Control Rod. After a brief skirmish, the Fantastic Four subdued him, only to be attacked by a second Annihilus who had apparently also been spawned upon the death of his predecessor. Each believing himself to be the true Annihilus and the other the thief, the two Annihili fought each other, allowing the Fantastic Four to escape.

The conflict between the two Annihilus spawn, however, seems to have been resolved, as it appears one of them—the other presumably deceased—is now leading the Annihilation Wave, an enormous fleet of Negative Zone battleships, ostensibly claimed to have the goal of conquering the universe. He claims that the universe is expanding into areas of the Negative Zone, making the universe now rightfully his territory. His forces have already destroyed the Kyln, an intergalactic power station and maximum security prison, and the planet Xandar, headquarters of the Nova Corps. He has since gained the aid of Thanos, and two beings that were trapped in the Kyln by Galactus, Tenebrous and Aegis. Tenebrous and Aegis then managed to defeat Galactus and the Silver Surfer, and the two are connected to a giant mechanism in Thanos' starship. It has now been revealed that Annihilus' goal is actually creating a massive Power Cosmic bomb with which to destroy the Universe and the Negative zone, leaving Annihilus the only survivor. Drax, however, with the help of the Silver Surfer, manages to free Galactus, who then nearly annihilates the Annihilation Wave, with Galactus, The Silver Surfer, Nova, Phyla-Vell, and Star-Lord, and the surviving Annihilus the only beings still alive in the area. Nova then has a final battle against Annihilus, in which Phyla manages to steal away the Quantum Bands, and Nova then finally kills Annihilus, by shoving his fist down his throat and ripping out his internal organs.

In the epilogue, however, Annihilus' surviving general of his armies, Ravenous, is seen taking a newborn egg for one of the last surviving queen insects, and holding a fetal looking bug in it, proclaiming "THE LORD ANNIHILUS LIVES!"

He also leads an elite personal guard, The Centurions, 100 super-powered aliens, each from a different Negative Zone world. They are extremely loyal to him and form a devastatingly effective army.
"Ah man, I guess I'm just going to have to kill you now!"
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Re: The Shadow Knows....with a little help.

Postby Godfallen » Fri Mar 28, 2008 4:39 am

Tusitala wrote:
Godfallen wrote:**GIVE IT UP FOR PULP!!!!! The Shadow is probably the best known Pulp Fiction character known to man. Other great Pulp Characters include The Sandman, The Green Hornet, and the Spectre. The Batman can find his roots in ALL of these characters, but leans more towards the Shadow then anyone of them.


As a lifelong Shadow fan of advancing years (ahem), I'd like to point out that The Shadow is the very model of the feat Contacts. His network of agents is ridiculously extensive: Harry Vincent, Shrevvy, Margo Lane, Burbank, Jericho Druke, Myra Reldon, Hawkeye (these are from memory folks...). Quite frequently, The Shadow would pick up the phone and have info in minutes.

While I won't debate the great pulp characters, I believe you left a few notables off that list: Doc Savage, G-8, Phantom Detective, The Spider, The Avenger, Operator 5, Agent X. Those guys, along with the Shadow, are the cream of the pulp era. I'm not knocking your build (Libra already warned me about challenging a builder in his own thread. Even though the guy admitted he only wiki'ed the character and made up the rest. Don't whip me, Libra.), as the build is very fine, but as a diehard pulp fan I thought it worth pointing out that Green Hornet wasn't even in a magazine until the late forties, being mainly a radio character (yes I know the Shadow started out in radio, but that was only as the name of a creepy announcer's voice, not the Walter Gidson character that we all know and love who appeared a year later), and the Spectre and Sandman occupy that hazy area around 1940 when comics were most influenced by the pulps that came before them. They are still purely comic characters inhabiting the DCU (yay, golden age!). You should dig into the background of some of these pulp greats, and give them a write-up. I'd love to see you try Doc Savage and the Spider.

Awesome Phantom build, btw. If only there were some way for the Mark of Friend to convey a benefit to the person he marks. The kind of benefit that would scare off Bangallan criminals. Not sure how you'd stat that though. Any ideas?

Keep up the great work.

Tusitala


You could very well give him contacts....but i figure I got it covered better with connected then what I would have with contacts.

Never been a fan of Savage's, but I might have to look at the Spider and see what I can do.

I think the "Mark of the Friend" would be reconginzable enough to Bangallan criminals that they wouldn't mess with those that had it....unless you WANT to raise he wrath of the Phantom....such is the Ghost That Walk's legacy.

As for "challenging a builder"...A: This isn't MY thread..It's Thorps...he just happens to be the universal entity of Thread Sharing....B: lol...challenge me....I care not....Every mind helps...and it will only turn someone into a better creator in the end...hell...I was the one with the Metamorph Hulks....a theory that has already turned a few heads and made hem ponder....thats really all I want....to make you think and realize one thing: If you have a concept, no matter how absurd others think it is, you can pull it off with alot of class, and maybe a little cheese, with the MM system!!!
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Postby Godfallen » Fri Mar 28, 2008 6:48 am

Mr. Sandman...bring me a dream

Lester.....

make it the cheesiest I've ever seen

....Lester......

What?....can't you see that I'm getting into my groove

Lester...stop singing please and stock the item....

Yes, oh ye who doest not appreciate mine golden voice..

*slaps forehead*....why me.....


The Sandman
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Sweet Dreams!!

PL: 7
PP: 111

Abilities: Str 13; Dex 16; Con 14; Int 18; Wis 15; Cha 13

Saves: Tough 2 (+1 from coat); Fort 2; Ref 3; Will 1

Atk: 4
Def: 14
Ini: 3

Feats: Assessment; Atk Spcl (1 rank; unarmed); Blind Fight; Defensive Roll (1 rank); Diehard; Dodge Focus (2 ranks); Equipment (3 ranks); Grappling Finesse; Hide in plain Sight; Improved disarm (2 ranks); Improved Grab; Improvised Tools; Inventor; Jack of all Trades; Masterplan; Move-by action; Power atk; Precise Shot; Quick Change; Seize Ini; Sneak atk; Startle;

Powers: Super Senses (5 ranks; Mystical awareness, Pre-cog; Flaws: Uncontrollable {prophetic dreams-Precog}) [3]
Device: Gas Gun (6 ranks; Easy to loose) [18]
-Fatigue (8 rank; Extra: Cloud; Feats: Sedation)
-LINKED: Mind Control (8 ranks; Flaws: Limited {one Command-"tell the truth"}, Sense Dependant {auditory}) [4]


Equipment: Gas Mask (1 EP)
Trench Coat (1 EP; Protection 1)
Sports Car (11 EP; Features: Caltrops, hidden compartment, oil slick)
Grappling Gun (2 EP; Swinging)

Skills: Bluff 6; Concentration 7; Craft (chemical) 9; Disable Device 7; Drive 5; Gather Info 6; Investigate 7; Knowledge (chemical science) 9; Search 7; Sense motive 6; Survival 7

Complications: Obsessed (dreams)
Paranoia

Back Story: The Sandman is one of the more interesting characters in Pulp comics, simply for the fact that he was highly paraniod and smarter then he was wise. Wesley Dodds was able to recieve prophetic dreams of crimes. He would then go out and try to prevent those crimes as THE SANDMAN, a character that was more planning then sudden movement. He sould become obsessed with stopping the crimes that occured in his dreams, and sometimes this would cause Dodds to make a rash descision.

**My version of the Sandman, while a level below Talisen's version of the same man, is a bit more Thinker and a little less action.
I see the Sandman as more of a "Masterplan" detective, studying the layout of a building before going there, or doing background checks on criminals to find any weakpoint before busting them.
The sandman is unique for several reasons.
He doesn't have a fancy base of opperations like many of his fellow pulp figures, just a house with a lab.
Dodds has one of the hardest costumes to work in, as a Gas Mask doesn't allow the best visiablity, which I gave Dodds a bit of a leg up on that, with Blind Fight.
The Sandman was one of the first characters to be involved heavily in "mystical matters" aside from The Shadow. He always had a "sixth sense" for mystical events.
He was also one of the first characters to have a severe flaw of character, as Dodds was paranoid because of the Dreams.
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Postby Godfallen » Fri Mar 28, 2008 8:19 am

Keeping up with my crazy obsession this week with pulp and noir characters, here we have an all time favorite Rocketing into the store

Thorp and you need to stop hanging out if your gonna catch his virus of bad jokes

Lester...shuddup before I set out the rat trap

*gasp*.....*glare*....you wouldn't dare.....

try me...

The Rocketeer
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The rocket pack is really just for show....I eat alot of Taco Bell

PL: 8
PP: 115

Abilities: Str 14; Dex 16; Con 15; Int 15; Wis 16; Cha 14

Saves: Tough 3 (+3 from suit*, +4 from helmet{head only}**); Fort 2; Ref 3; Will 3
* 6 toughness save total in flightsuit
** 7 toughness save total vs. damge to head

Atk: 5
Def: 15
Ini: 3

Feats: Acrobatic Bluff; All-out atk; Atk focus (1 rank; melee); Connected; Defensive Roll (2 ranks); Diehard; Dodge focus (2 ranks); Equipment (3 ranks); Evasion (2 ranks); Favored Enviro (2 ranks, In the air); Grappling Finesse; Improved Grab; Improved Grapple; Inventor; Luck (1 rank); Move-by action; Power atk; Second Chance (1 ranks; Falling); Seize Ini; Stunning atk; Takedown atk (3 ranks); Tough (1 ranks); Ultimate Skill: Pilot (1 rank); Uncanny Dodge: visual (2 ranks)

Powers: Device: Rocket Pack (3 ranks, hard to loose) [12]
-Flight (6 ranks, up to 350 mph)
Device: Helmet (2 ranks; hard to loose) [6]
-Protection (4 ranks; Limited: head) [2]
-Enhanced Feat: Enviromental Adaption (1 rank; High alt)
-Immunity (7 ranks; High alt; Dazzle, Suffocation {limited-thin air}, poison {limited-airborne})

Equipment: Light pistol (6 EP)
Flight suit (4 EP, subtle, +3 tough)
Sap Gloves (2 EP, +1 damage)

Skills: Acrobatics (aerial) 8; Concentration 7; Disable Device 6; Notice 7; Pilot 10; Profession (stunt man) 9; Survival 9

Back Story: Cliff Secord was just a stuntman who specialized in aerial acrobatics when he found the protoype jet pack that made him into THE ROCKETEER, a masked flying hero!! The Rocketeer proved to be a little tougher and MUCH faster then any other "mortal" hero of his time.

**Ahhh...how I do love the classics....yeah...like you can't tell right? All week, I been doing pulp/ noir themed characters, and THE ROCKETEER is no exception to that theme.
What I love about the Rocketeer is that he is a HOMAGE character. The Rocketeer isn't exactly old, only going back to 1982, but he does give much homage to the noir/ pulp characters of the 30's and 40's.
I also love that, while he kept that pulp/ noir feel to him, the Rocketeer is greatly different in many ways.
Cliff isn't a millionaire, deboinarre playboy who puts on a mask and a trenchcoat at night to fight crime. He is a stuntman in an aerial stuntshow.
Unlike all of his noir predecessors, he isn't a "great detective", but more of the guy who takes a licking....keeps on ticking...and if he figures out your plot before he beats you...he got a little lucky.
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