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

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Re: J-Mart I: Management Leave of Absence...:(

Postby Xarathos » Thu Jun 24, 2010 9:28 pm

SplendidTuesday wrote:Okay, I can't resist; when your wife broke her leg in two places, did you tell her to stop going to those places? :D :(

I'm so sorry for that joke. :(


I lol'd. :lol:

Glad to hear that she's doing a little better, and that the in-laws are proving useful! Three cheers for the In-law-pacolypse's! Or something. . .

I swear it made sense in my head, it really did. :shock:
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Re: J-Mart I: Management Leave of Absence...:(

Postby Thorpacolypse » Sat Jun 26, 2010 4:17 pm

SplendidTuesday wrote:Okay, I can't resist; when your wife broke her leg in two places, did you tell her to stop going to those places? :D :(

I'm so sorry for that joke. :(


No apologies needed, my good Tuesday. Actually, it was the doctor that said that. And then I asked him "Doc, I don't know what's wrong with me. Every morning I get up, go to the bathroom, look in the mirror and then I get nauseous and throw up. What do I do?"

And he said, "well, I don't know what's wrong with you, but one thing's for sure, your eyesight is PERFECT."

BADA-BING! :mrgreen:
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Re: J-Mart I: Management Leave of Absence...:(

Postby JoshuaDunlow » Sat Jun 26, 2010 4:58 pm

That was classic. :lol:
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Re: J-Mart I: Management Leave of Absence...:(

Postby Thorpacolypse » Sat Jul 10, 2010 4:53 pm

Well, family leave time is over (for the most part, anyway). The wife, who I am thinking of renaming X-24 since apparently she has some Logan genes, is like 3 weeks ahead of the initial recovery time and is back to work part time and requires far less care, so we've been blessed. So right now, she's napping off some Percocet, the kids are playing outside, the house is generally clean and it's too hot to work in the yard, so it's back to what I do best.

MEDIOCRE 2E BUILDS AT ROCK BOTTOM PRICES! And I'm emptying the hard drive of 2E stuff in preparation for DCA/3E and bringing all the new builds from J-Mart II back over here to the original store so we can go out with the full inventory and be ready to start fresh with the new system next month! So without further ado, it's back to work for the mighty J-Mart team!

Ah, crap, I was just starting Girls Gone Wild XXXIII!

Well, put it on pause, buddy, we got merchandise to stock!

Better idea, let's get Dante to stock it and you can come watch it with me.

Randal, I am a married man. A responsible businessman. I bastion of...

They shot this next part at Comic Con last year...there's a chick in a Power Girl costume that...

DANTE, GET THESE BUILDS ON THE SHELF!!! RANDAL AND I HAVE TO GO DO INVENTORY IN THE BACK ROOM!!!

But...damn it, I'm not even supposed to be here today!

But you are. So let's have the folks check out this new special on our Marvel aisle.

Image
HULK SMASH EVERY FREAKIN'-BODY!!!

THE HULK (GREEN SCAR/WORLDBREAKER)
PL:
17 (265 pp) – OPL: 17; DPL: 16.5

ABILITIES: STR: 54 [10] (+22/0) DEX: 14 (+2) CON: 50 [10] (+20/0) INT: 20 (+5) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Bluff (+2), Climb (+18), Concentration (+2), Diplomacy (+2), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate 13 (+15) [Startle], Knowledge [Tactics] 4 (+9), Notice 7 (+9), Search 4 (+9), Sense Motive 8 (+10), Stealth (+2), Survival (+2), Swim (+18)

FEATS: All-out Attack, Attack Focus (Melee) (1), Beginner's Luck, Chokehold, Crushing Pin, Dodge Focus (1), Fearsome Presence (8), Finishing Blow, Improved Grab, Improved Grapple, Improved Initiative (2), Power Attack, Takedown Attack (1), Startle, Ultimate Effort (3) [Ultimate Strength Check, Ultimate Toughness Saves, Ultimate Will Save], Withstand Damage

POWERS:
Growth 4 (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate [13pp]) [4]
Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Enhanced Strength 36 (36pp) [36]
Enhanced Constitution 36 (36pp) [36]
Protection 5 (Extra: Impervious [10pp]) [5]
Impervious Toughness 7 (7pp) [7]
Super-Strength 9 (11, 486 Tons; PF: Bracing, Groundstrike, Shockwave [21pp]) [9]
Leaping 9 (9pp) [9]
Speed 1 (1pp) [1]
Super Senses 2 (Astral Form Awareness, Direction Sense [Flaw: Limited to Location of Creation]; 2pp) [2]
Immunity 7 (Aging [Limited], Environmental Cold, Environmental Heat, High Pressure, Radiation, Starvation/Thirst, Sleep [6pp]) [7]
Mind Shield 5 (5pp) [5]
Regeneration 25 (Recovery Rate 25 [25pp])

Bruised 1/round no rest [3]
Injured 1/round [4]
Disabled 1/1 minute [5]
Staggered 1/minute [3]
Ability 1/minute [4]
PF: Diehard, Persistent

Big Ass Sword 1 (Device 1, Easy to Lose [5pp traits]; 3pp) [1]
Slashing Strike 2 (PF: Mighty, Improved Critical, Extended Reach [5pp]) [2] - DC:39:tough

COMBAT: Base Attack +10, Melee +10, Ranged +9, Grapple +41 [Unarmed +22 (Bruise); Big Ass Sword +24, 19-20 Critical (Lethal)]; Defense 18 (13 flat-footed); Init +10; Knockback -18

SAVES: Toughness +25 (+25 flat-footed, +12 Impervious, Ultimate Save), Fortitude +22, Reflex +5, Will +12 (+17 against Mental Effects, Ultimate Save)

DRAWBACKS: Involuntary Transform - Into Bruce Banner when unconscious (common, major; -4), Normal Identity - Bruce Banner, full round (common, major; -4)

Abilities 22 + Skills 9 (36 ranks) + Feats 26 + Powers 165 + Combat 36 + Saves 15 – Drawbacks -8 = 265 / 265

Comments: Since so many people seemed to be excited about that little Thorpacolypse Hulk thing I posted almost two years ago, I feel I owe it to everyone to at least MAYBE try roll out a couple of fights from that before 3E. No promises, but if things continue to go well at Thorpe's Deep, there's a chance.

Of course, if you are going to do a takeoff on World War Hulk, you have to have the lead character in place, which was part of my hold up. So I finally got around to building a Green Scar Hulk that I am happy with. He’s a total nightmare and I love it. +25 Toughness, +17 against Mental Effects, +22 melee damage, +45 grapple…brutal. It should be noted that I plan on playing him as NPC, but if I decide to play him a PC at some point, I’m going to add about 5 ranks of Luck. I mean, the dude broke Dr. Strange’s hands on the Astral Plane by changing back to Banner just to sucker Strange in and then quick changing back into the Green Scar before Doc could counter. That’s some serious power stunting there!

The Thorpacoverse is in for a world of hurt. If I decide to actually follow through, there needs to be a couple of minor rewrites to the intro. Too much powerhouse backup for Hulk, I need some variation in my version of the Warbound. Black Adam and Juggy will stay, but I’m thinking I need to add a blaster anti-hero type and maybe a telepath. We'll see if I can pull it together before I close up shop with 3E.
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Re: J-Mart I: Management Leave of Absence...:(

Postby JoshuaDunlow » Sat Jul 10, 2010 5:07 pm

Welcome back to the think tank!
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Re: J-Mart I: Back to work! Green Scar Hulk

Postby Thorpacolypse » Sat Jul 10, 2010 8:28 pm

Thanks, JD!

Now, we start moving our imports from the now closed for 3E J-Mart II back to the original One Stop Shop that is J-Mart I! Check out this addition to our Villains Line that is getting stocked on our Marvel Aisle.

Image
The Terminator? Never heard of him...

HAMMERHEAD
PL:
8 (137 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 24 [20] (+7/+5) DEX: 12 (+1) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Bluff 5 (+8), Climb (+5), Concentration (+2), Diplomacy 4 (+7) [Connected], Disable Device 3 (+5), Disguise (+3), Drive 4 (+5), Escape Artist (+1), Gather Info 6 (+9) [Contacts], Handle Animal (+3), Intimidate 6 (+9) [Forceful Intimidation], Knowledge [Streetwise] 6 (+8), Notice 3 (+5), Search 2 (+4), Sense Motive 5 (+7), Stealth (+1), Survival (+2), Swim (+5)

FEATS: All-out Attack, Attack Specialization (1) [Tommy Gun], Attack Specialization (1) [Unarmed], Connected, Contacts, Dirty Fighting, Dodge Focus (2), Equipment (8), Improved Initiative (1), Improved Pin, Forceful Intimidation, Minions (5) [10 Thugs], Power Attack, Tough (1)

POWERS:
Adamantium Spinal Reinforcements 4 (Passive Container 4; [20pp traits]; 20pp) [4]

Density 2 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [7pp]) [2]
Str +4, Protection +1, Mass x1.5
Immunity 2 (Critical Hits, Flaw: Limited [Waist to Head only]; 1pp) [2]
Protection 2 (2pp) [2]
Super-Strength 5 (16 Tons [10pp]) [5]

Head Smash 2 (Bludgeoning Strike 2, Extra: Penetrating [8], Flaw: Limited [Only when Charging], PF: Mighty, Improved Critical x2 [10pp]) [2] - DC:24:tough

EQUIPMENT:
(40ep)

Cell Phone (1ep)
Tommy Gun (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [15ep]) [5] - DC:20:tough, 24ep for HQ, Vehicles, etc.,

COMBAT: Base Attack +7, Melee +7, Ranged +7, Tommy Gun +9, Unarmed +9, Grapple +19 [Unarmed +7 (Bruise); Tommy Gun +5, Auto-Fire (Lethal)]; Defense 18 (13 flat-footed); Init +5; Knockback -5

SAVES: Toughness +8 (+8 flat-footed), Fortitude +7, Reflex +4, Will +5

DRAWBACKS:

Abilities 34 + Skills 11 (44 ranks) + Feats 26 + Powers 31 + Combat 26 + Saves 9 – Drawbacks 0 = 137 / 137

Comments: Hammerhead was always a pretty lame villain in the main Marvel U, but the Ultimate Hammerhead was handled pretty well and he really rocked in the Spectacular Spider Man show, so I was compelled to add him to my New York gangland setting. Initially he was just a goon who got a flat steel skull thanks to Jonas Harrow, but as time has gone on, he has gotten more upgrades and apparently most of his upper body has been reinforeced with steel thanks to Mr. Negative.

And actually, even though he is based in New York, he has been trolling around Bludhaven and Gotham just to see what the situation is and if it's worth making a move there...
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Re: J-Mart I: Back to work! Green Scar Hulk

Postby Thorpacolypse » Sat Jul 10, 2010 8:31 pm

The imports continue with another addition to our JOB SQUAD line.

Image
..And after that, get me bananas. An assload of bananas.

MANDRILL
PL:
10 (148 pp) – OPL: 10; DPL: 8

ABILITIES: STR: 22 (+6) DEX: 22 (+6) CON: 22 (+6) INT: 14 (+2) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 6 (+12), Bluff 6 (+7), Climb 5 (+11), Concentration (+1), Diplomacy (+1), Disguise (+1), Escape Artist (+6), Gather Info (+1), Handle Animal 6 (+7), Intimidate 8 (+9), Knowledge [Tactics] 5 (+7), Knowledge [Technology] 5 (+7), Notice 4 (+5), Search 4 (+6), Sense Motive (+1), Stealth 3 (+9), Survival (+1), Swim (+6)

FEATS: All-out Attack, Attack Focus (Melee) (4), Dodge Focus (1), Improved Grab, Improved Pin, Power Attack, Tough (1)

POWERS:
Super-Strength 1 (1000 lbs [2pp]) [1]
Leaping 1 (1pp) [1]
Speed 1 (1pp) [1]
Super Senses 2 (Scent [Extended], Low Light Vision [2pp]) [2]
Pheromones 10 (Extra: Conscious, Flaw: Limited [Women only], PF: Mental Link, Progression x2 [25ft per rank]; 43pp) [10]


COMBAT: Base Attack +5, Melee +9, Ranged +5, Grapple +16 [Unarmed +6 (Bruise)]; Defense 19 (14 flat-footed); Init +6; Knockback -3

SAVES: Toughness +7 (+7 flat-footed), Fortitude +7, Reflex +7, Will +5

DRAWBACKS:

Abilities 44 + Skills 13 (52 ranks) + Feats 10 + Powers 49 + Combat 26 + Saves 6 – Drawbacks 0 = 148 / 148

Comments:
You all know me, I always have to give some love to my favorite group of characters in comicdom, the jobbers.

Mandrill is a long time Marvel jobber who actually has a pretty useful power in that he constantly secretes pheromones that make women attracted to him and put them under his control, despite his gibbon-like appearance. He’s used it to bed some hotties in the Marvel U, wrong as it is, but really, considering what most of us piggish men would do with that type of ability, it’s probably pretty realistic. Don't get me wrong, I don't condone it, I'm just being real.

Anyway, outside of that, he’s got great ape strength and agility and is a decent fighter, although most decent male heroes will put him down straight away. But like recently in New Avengers where he controlled Spider Woman and had her fight Spider Man for him, he can cause trouble if there’s women heroes around.
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Re: J-Mart I: Back to work! Green Scar Hulk, Mandrill, Nekra

Postby Thorpacolypse » Sat Jul 10, 2010 8:39 pm

And this new item is proof that jobbing isn't just man's work. Check out this equal opportunity addition to the JOB SQUAD Line.

Image
Her real super power is making that costume stay in place for the past 20 years.

NEKRA
PL:
9 (126 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 26 [10] (+8/0) DEX: 18 [12] (+4/+1) CON: 24 [12] (+7/+1) INT: 13 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 3 (+7), Bluff 5 (+6), Climb (+8), Concentration 7 (+9), Diplomacy (+1), Disable Device 5 (+6), Disguise (+1), Escape Artist 3 (+7), Gather Info (+1), Handle Animal (+1), Intimidate 7 (+8), Knowledge [Arcane Lore] 7 (+8) [Ritualist], Knowledge [Streetwise] 5 (+6), Notice 3 (+5), Search 4 (+5), Sense Motive (+2), Sleight of Hand 3 (+7), Stealth (+4), Survival (+2), Swim (+8)

FEATS: Attack Focus (Melee) (4), Chokehold, Dodge Focus (2), Improved Initiative (1), Power Attack, Rage (1), Ritualist, Takedown Attack (1)

POWERS:
Immunity 1 (Mandrill's powers [1pp]) [1]
Emotionally Enhanced Abilities 12 (Active Container 12, Drawback: Power Loss [when unable to generate rage/hate; uncommon, major; -3]; [60pp traits]; 57pp) [12]

Enhanced Strength 16 (16pp) [16]
Enhanced Dexterity 6 (6pp) [6]
Enhanced Constitution 12 (12pp) [12]
Super-Strength 5 (15 Tons [10pp]) [5]
Protection 3 (3pp) [3]
Impervious Toughness 6 (6pp) [6]
Immunity 3 (Environmental Cold and Heat, Pressure [3pp]) [3]
Leaping 2 (2pp) [2]
Claw/Fang Strike 1 (Piercing Strike 1, PF: Mighty [2pp]) [1] - DC:24:tough


COMBAT: Base Attack +5, Melee +9, Ranged +5, Grapple +22 [Unarmed +8 (Bruise); Claw/Fang Strike +9 (Lethal/Bruise)]; Defense 18 (13 flat-footed); Init +8; Knockback -8

SAVES: Toughness +10 (+10 flat-footed, +6 Impervious), Fortitude +9, Reflex +7, Will +5

DRAWBACKS:

Abilities 13 + Skills 13 (52 ranks) + Feats 12 + Powers 58 + Combat 22 + Saves 8 – Drawbacks 0 = 126 / 126

Comments: As mentioned earlier in Mandrill's build, here is Nekra, Mandrill’s long time partner and/or his common law wife or sister figure, depending on the writer. She's a mutant with that is able to increase her strength and toughness with her anger. I thought about going with a straight Rage Feat setup, but that didn't seem right so I put everything into a Container.

Still just can't get past her relationship with Mandrill and that costume, though. Even though they've tried to make her better in the X-Men Utopia arc, she's still just not quite that great a concept.
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Re: J-Mart I: Back to work! Green Scar Hulk, Mandrill, Nekra

Postby Thorpacolypse » Sat Jul 10, 2010 8:44 pm

A new item to our Villains Line gets stocked on the Marvel Aisle.

Image
See, Shen, not sure if you knew this but talking about yourself prior to fighting kinda ruins the whole ninja stealthy thing you had working...

SHEN KUEI (THE CAT)
PL:
10 (137 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 16 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 7 (+12) [Accelerated Acrobatics, Monkey Climber, Perfect Balance], Bluff (+1), Climb 4 (+7), Concentration (+2), Diplomacy (+1), Disable Device 8 (+10), Disguise (+1), Escape Artist 6 (+11), Gather Info (+1), Handle Animal (+1), Intimidate 5 (+6), Knowledge [Streetwise] 5 (+7), Languages 1 (English, Base: Mandarin), Notice 7 (+9), Search 6 (+8), Sense Motive 10 (+12) [Assessment, Combat Clarity], Stealth 9 (+14) [Accelerated Stealth, Slip Between Cover, Vanish], Survival (+2), Swim (+3)

FEATS: Accelerated Acrobatics, Accelerated Stealth, Assessment, Attack Focus (Melee) (2), Attack Specialization (1) [Unarmed], Cat's Feet, Combat Clarity, Defensive Attack, Defensive Roll (2), Dodge Focus (6), Elusive Target, Equipment (2), Evasion (1), Improved Block (1), Improved Critical (2) [Unarmed x2], Improved Initiative (1), Improved Trip, Martial Strike (1), Monkey Climber, Ninja Run (1), Perfect Balance, Power Attack, Slip Between Cover, Sneak Attack (1), Sweeping Strike, Takedown Attack (2), Tough (1), Unarmed Flurry (1), Vanish

POWERS:
None


EQUIPMENT:
(10ep)

Arsenal (6ep):
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [4ep]) [1] - DC:19:tough
Nunchakus (Bludgeoning Strike 2, PF: Mighty; Small [1ep]) [2] - DC:20:tough
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:16:tough
4ep as needed for situation/mission,

COMBAT: Base Attack +11, Melee +13, Ranged +11, Unarmed +15, Grapple +16 [Unarmed +4, 18-20 Critical (Bruise); Shuriken +1, Auto-Fire (Lethal); Knife +4, 19-20 Critical (Lethal); Nunchakus +5 (Bruise)]; Defense 24 (14 flat-footed); Init +9; Knockback -3

SAVES: Toughness +6 (+4 flat-footed), Fortitude +6, Reflex +9 (Evasion), Will +6

DRAWBACKS:

Abilities 32 + Skills 17 (68 ranks) + Feats 39 + Powers 0 + Combat 38 + Saves 11 – Drawbacks 0 = 137 / 137

Comments: I had made a promise to myself when I started J-Mart II that after I built most of the big names, and even during that process, I would really focus building villains for them to fight. I was getting ready for a big martial artist run there with new versions of Iron Fist, Shang-Chi, Richard Dragon and others, and then it hit me that before I could build them, I needed to have people for them to face if I ever actually get around to using these builds (which doesn't look likely with 3E on the horizon and all). As such, I decided to build Shen Kuei, alias The Cat, before those others. The Cat is a long time adversary of Shang-Chi. He’s very, very good, but not as good Shang-Chi, which he hates. But even so, he’s not a total villain, he is more of a mercenary with a mad on for his rival.

Being named The Cat, and from the little I have seen of him, he definitely deserves the PL10, but he doesn’t quite hit the points because he’s very martial arts focused and as such, he doesn’t have tons of other skills or feats that I could see him using. But he’s wicked with his stealth and will get the drop on a lot of characters with that, making him a dangerous foe even for superpowered characters.
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Re: J-Mart I: Back to work! Green Scar Hulk, Mandrill, Nekra

Postby Thorpacolypse » Sat Jul 10, 2010 9:22 pm

Don't let the PINK LIGHT SPECIAL fool ya, this is one nasty addition to the Gotham Villains Line...

Image
And so Death comes to Gotham...

FLAMINGO
PL:
10 (145 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 16 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 14 (+2) WIS: 16 (+3) CHA: 12 (+1)

SKILLS: Acrobatics 5 (+9), Bluff (+1), Climb 5 (+8), Concentration (+3), Diplomacy (+1), Disable Device 9 (+11), Disguise 8 (+9), Drive 4 (+8), Escape Artist 8 (+12), Gather Info (+1), Handle Animal (+1), Intimidate 10 (+11) [Startle], Knowledge [Streetwise] 4 (+6), Notice 8 (+11), Search 6 (+8), Sense Motive 8 (+11), Stealth 8 (+12) [Vanish], Survival (+3), Swim (+3)

FEATS: All-out Attack, Attack Specialization (1) [Firearms], Attack Specialization (1) [Whip], Challenges (1) [Vanish], Defensive Roll (1), Dodge Focus (4), Equipment (7), Fearsome Presence (2), Follow-up Strike, Hardy, Improved Critical (4) [Whip, Pistols, Unarmed x2], Improved Disarm (1), Improved Initiative (2), Improved Pin, Improved Trip, Iron Stomach, Last Stand, Lionheart, Power Attack, Rapid Healer, Sneak Attack (1), Startle, Takedown Attack (1), Tough (2), Withstand Damage

POWERS:
None?


EQUIPMENT:
(35ep)

Costume (Protection 1, PF: Subtle [2ep]) [1]
Cell Phone (1ep), 3ep as needed for situation
Arsenal (20ep):
Sniper Rifle (Ballistic Blast 6, PF: Extended Range x4, Improved Critical; 250 ft range, Large [17ep]) [6] - DC:21:tough
Heavy Machine Pistol (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [1ep]) [5] - DC:20:tough
Whip (Bludgeoning Damage 0, PF: Mighty, Extended Reach x2 [15ft], +2 Trip and Disarm Attempts; Small [1ep]) [0] - DC:18:tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:19:tough
Vehicle (9ep):
Motorcycle (Standard Archetype, Extra: Security System),

COMBAT: Base Attack +12, Melee +12, Ranged +12, Whip +14, Firearms +14, Grapple +15 [Unarmed +3, 18-20 Critical (Bruise); Heavy Pistol +5, 19-20 Critical, Auto-Fire (Lethal); Sniper Rifle +6, 19-20 Critical (Lethal); Whip +3, 19-20 Critical (Bruise/Lethal); Knife +4, 19-20 Critical (Lethal)]; Defense 22 (14 flat-footed); Init +12; Knockback -4

SAVES: Toughness +8 (+7 flat-footed), Fortitude +8, Reflex +8, Will +5

DRAWBACKS:

Abilities 34 + Skills 21 (84 ranks) + Feats 40 + Powers 0 + Combat 40 + Saves 10 – Drawbacks 0 = 145 / 145

Comments: Only Grant Morrison could come up with a character with this type of dichotomy. Flamingo is kind of a new character that was recently shown in Morrison’s latest Batman and Robin book. He was actually mentioned (or shown, I can’t recall) in Batman #666 where it was a futuristic look at Damian as Batman, so as usual, Morrison had to have him show up now to set up the future rivalry.

Depsite his pink attire, he is a brutal psychopath, a Mexican serial killer/assassin who is known for eating his victim’s faces and despite his insanity, he is highly sought after because he had, up until messing with Jason, Dick, Damian and Scarlet (Red Hood’s answer to Robin for a bit), a perfect kill record. Even so, he took them all on at once and he managed to kneecap Jason with his gun, throw Dick off of a roof and shoot Damian 5 times in the back before he was taken down with unexpected teamwork from Scarlet, Dick and Jason.

He was written as a major badass, enough that I hesitated about the PL10, but then most villains are WAY more powerful in their first showings than they end up so I'm sticking with it for now. And if recall from Batman #666, Damian hunted him for years before being able to put him down and that says something since, unlike Bruce, he had no compunctions about killing villains in his run as Batman.
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Re: J-Mart I: Back to work! Green Scar Hulk, Mandrill, Nekra

Postby Sand Fox » Sat Jul 10, 2010 9:32 pm

My Lord Thorpacolypse, it is good to see you again. Tell me, is your Queen fairing well?

Sincerely, Sand Fox
"Wherefore, my beloved brethren, let every man be swift to hear, slow to speak, slow to wrath:
For the wrath of man worketh not the righteousness of God.
"

James 1: 19-20
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Re: J-Mart I: Back to work! Green Scar Hulk, Mandrill, Nekra

Postby Thorpacolypse » Sat Jul 10, 2010 9:52 pm

Sand Fox wrote:My Lord Thorpacolypse, it is good to see you again. Tell me, is your Queen fairing well?

Sincerely, Sand Fox


The Queen of Thorpe's Deep is doing much better, Sand Fox, thanks for asking. She is way ahead of schedule, amazingly enough considering the battles we've had about her following doctor's orders, and she has gone back to work half days, which has been great for her mental state. She still can't put weight on the leg, but she can get around in the wheelchair pretty well and has really cut back on the pain meds. If all goes well, she'll be able to put weight on the leg the first week of August and with some PT she should be back to her abnormal self by the time the kids go back to school on August 19. And if that's the case, I'm putting them on the bus, kissing her good-bye as she drives off to work, walking back in the house and sleeping until they get home! :wink:
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Re: J-Mart I: Back to work! Green Scar Hulk, Mandrill, Nekra

Postby Woodclaw » Sat Jul 10, 2010 10:34 pm

Nice to have you back. About recovery don't worry if your physician is good he would have overestimate the recovery time a little.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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From another dark corner of my mind (my Deviantart page)
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Re: J-Mart I: Back to work! Green Scar Hulk, Mandrill, Nekra

Postby Sand Fox » Sun Jul 11, 2010 12:34 am

Thorpacolypse wrote:
Sand Fox wrote:My Lord Thorpacolypse, it is good to see you again. Tell me, is your Queen fairing well?

Sincerely, Sand Fox


The Queen of Thorpe's Deep is doing much better, Sand Fox, thanks for asking. She is way ahead of schedule, amazingly enough considering the battles we've had about her following doctor's orders, and she has gone back to work half days, which has been great for her mental state. She still can't put weight on the leg, but she can get around in the wheelchair pretty well and has really cut back on the pain meds. If all goes well, she'll be able to put weight on the leg the first week of August and with some PT she should be back to her abnormal self by the time the kids go back to school on August 19. And if that's the case, I'm putting them on the bus, kissing her good-bye as she drives off to work, walking back in the house and sleeping until they get home! :wink:

Why, how marvelous. Do give her our love and we'll keep her in our prayers. And a here-here to your plans, Thorpacolypse. There’s nothing quiet like having a good, long, well earned rest. :wink:

Sincerely, Sand fox
"Wherefore, my beloved brethren, let every man be swift to hear, slow to speak, slow to wrath:
For the wrath of man worketh not the righteousness of God.
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Re: J-Mart I: Back to work! Green Scar Hulk, Mandrill, Nekra

Postby Severance » Sun Jul 11, 2010 2:22 pm

First of all I want to say that I hope for Mrs. Thorpacolypse's quick recovery. I can sort of sympathize with you, as I've been tending to my mother for the past couple months (broken foot and arm). I hope for the best for you folks.

Secondly, I praise you for building the Cat, as he seemed to ooze cool factor in Cable/Deadpool (Plus I think you may be the first to do him justice)
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