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#35

Postby Thorpacolypse » Wed Sep 22, 2010 7:37 pm

Another one of THE BIG GUNS OF THE THORPACOVERSE hits the Aisle 2 shelves and it's a long time JM Favorite item.

Image
Logan,

You're angry now, but I hope in time you'll understand. The school has my best wishes and complete support. I have every faith you will teach the children in the spirit of Xavier and prepare them for the better world to come.

I will keep them alive.

You urged me to be the better man. I'd like to be that. I honestly would.

But when you're being the better man, I don't need to be.

Instead, I can be the man who does what's necessary.

-----------------------------------------------------------------

I see a man. A uniformed man with his hands around the throat of a new mutant just coming into bloom...

I see a man with a gun pointed at the head of a child.

I'm NOT going to have my people treated that way.

I'm NOT going to have it!

And shame on you (Captain America) for not seeing that! - Cyclops


CYCLOPS
PL: 11 (183 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 2, STAMINA 4, AGILITY 3, DEXTERITY 4, FIGHTING 8, INTELLECT 3, AWARENESS 4, PRESENCE 4

SKILLS: Acrobatics 4 (+7), Athletics 5 (+7), Close Combat [Unarmed] 4 (+12), Deception 4 (+8), Expertise [Tactics] 15 (+18), Insight 8 (+12) [Assessment], Intimidation 5 (+9), Perception 7 (+11), Persuasion 6 (+10), Ranged Combat [Blast] 2 (+9), Stealth (+3), Technology 3 (+6), Treatment 2 (+5), Vehicles 9 (+13)

ADVANTAGES: Assessment, Defensive Roll (3), Equipment (1), Improved Critical (1), Improved Initiative (1), Inspire (3), Leadership, Power Attack, Ranged Attack (3), Takedown (1), Teamwork

ENHANCED ADVANTAGES: Accurate Attack, Improved Aim, Improved Disarm, Precise Attack (2) (Ranged, Cover; Ranged, Concealment)

POWERS:
Complex Mathematics: Quickness 3 (Flaw: Mental only, Limited [Complex mathematics only]); 1 pt
Summers Brother: Immunity 2 (Own powers, Havok's powers); 2 pts
Optic Blasts: 27 pt Array; 30 pts
Concentrated Blast: Energy Ranged Damage 13 (Extra: Extended Range [50/100/250]); 27 pts
Force Beam: Move Object 13 (Flaw: Limited to moving away); 1 pt
Wide Area Blast: Cone Area Energy Damage 9 (Extra: Area Cone 2 [250 ft cone]); 1 pt
Rapid Fire Blast: Multiattack Energy Ranged Damage 9; 1 pt

Optic Visor: 5 pts traits, Removable (-1); 4 pts
Targeting Aids: Enhanced Advantages 5 (see Advantages); 5 pts

EQUIPMENT:
(5ep)
X-Men Costume: Protection 1, Feature 1 (Monitors vital signs); 2ep
X-Men Commlink: Senses 2 (Communication Link [Radio, X-Men, X-Mansion]); 2ep

OFFENSE:
Initiative +7
Close Attack +8
Unarmed +12 [Unarmed +2]
Ranged Attack +7
Optic Blasts +9 [Optic Blast +13, Critical 19-20; Rapid Fire Blasts +9, Critical 19-20, Multiattack; Force Beam Move Object +13]
Special Attack [Wide Area Blast +9, Cone Area]

DEFENSES:
Dodge +14 [DC24] Parry +12 [DC22]
Toughness +8, Fortitude +8, Will +12

COMPLICATIONS:
Enemy: Sinister, Magneto, Vulcan
Power Loss: Prolonged absence from sunlight causes his powers to fade
Prejudice: Mutant
Relationships: Jean Grey, Emma Frost, Havok
Responsibility: He's the leader of the X-Men and has a growing role as an overall superhero and world leader
Uncontrolled power: Scott's blasts are permanent and uncontrolled without his visor or Ruby Quartz shades, releasing a continual 11 rank cone area blast. The only way he can turn them off is by closing his eyes.

Abilities 64 + Skills 37 (74 ranks) + Advantages 24 + Powers 31 + Defenses 27 = 183 / 183

Comments: Everyone knows I love Cyclops so it should have been expected that I would include him in this run. I've carried on before on how I feel he's the best leader in comicdom right now, even with the cluster that has been Second Coming.

He was a really easy conversion and I felt pretty good about him after only about 10 minutes, which is scary so I know I missed something. I may change up his blast power at some point but I like the Uncontrolled flaw and the visor removing it.

In the 2E Thorpacoverse he was the new leader of the Justice League, and that's stands for now, but I may change that up. I like him running the mutant end of things and I don't see how he could do both. For now, though, he is leading The League and Charles is back running the X-Men and grooming Cannonball to take over at some point, but he's not ready yet.

Clean Up 4/4/13: Several updates to Cyclops. He was one of the first builds I did in 3E and it showed. Much cleaner now.
Last edited by Thorpacolypse on Thu Apr 04, 2013 3:45 pm, edited 4 times in total.
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#36

Postby Thorpacolypse » Thu Sep 23, 2010 8:05 pm

Our take on THE BIG GUNS OF THE THORPACOVERSE is winding down with just a couple more builds for this special. And this item needs no further introduction.

Image
The man.

BATMAN (BRUCE WAYNE)
PL: 12 (293 pts) - OPL: 12 ; DPL: 11

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 6, DEXTERITY 7, FIGHTING 14, INTELLECT 9, AWARENESS 7, PRESENCE 7

SKILLS: Acrobatics 9 (+15), Athletics 11 (+15), Close Combat [Unarmed] 2 (+20), Deception 7 (+14), Expertise [Criminology] 11 (+20), Expertise [Streetwise] 11 (+20), Insight 9 (+16) [Assessment], Intimidation 15 (+22) [Daze, Skill Mastery, Skill Supremacy, Startle], Investigation 13 (+22) [Contacts, Skill Mastery, Skill Supremacy, Well-Informed], Perception 12 (+19), Persuasion 6 (+13) [Connected], Ranged Combat [Throwing] 2 (+15), Sleight of Hand 12 (+19), Stealth 14 (+20) [Hide in Plain Sight], Technology 6 (+15) [Inventor], Treatment 3 (+12), Vehicles 7 (+14)

ADVANTAGES: Assessment, Benefit (5) (Wealth 5 [Billionaire]), Close Attack (4), Connected, Contacts, Daze (1) (Intimidation), Defensive Attack, Defensive Roll (3), Equipment (28), Evasion (1), Extraordinary Effort, Hide in Plain Sight, Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Improvised Tools, Inspire (2), Inventor, Languages (3) (Spanish, Japanese, Mandarin, French, Arabic, 5 others, Base: English), Luck (Inspiration) (1), Move-by Action, Power Attack, Precise Attack (2) (Close, Concealment; Ranged, Cover), Quick Draw, Ranged Attack (6), Redirect, Seize Initiative, Set-Up (1), Skill Mastery (2) (Intimidation, Investigation), Skill Supremacy (2) (Intimidation, Investigation) Startle, Takedown (1), Tracking, Trance, Uncanny Dodge, Well-Informed

POWERS:
NONE

EQUIPMENT:
(140ep)
The Batsuit: Protection 1, Immunity 2 (Critical Hits, Flaw: Limited [Ballistics only]); 2ep
The Cape and Cowl: Senses 2 (Low Light Vision, Infravision), Movement 1 (Safe Fall, Flaw: Uncontrolled), Commlink (Communication 3 [Statewide/Small Nation, Extra: Subtle, Flaw: Limited to Bat Family]); 12ep
Grapple Gun: Move Object 4 (Extra: Accurate), AE: Movement 1 (Swinging); 10ep
Lockpicks: Feature 1 (tools, Technololgy), Concealable; 2ep
Utility Belt: (36ep)
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: Area Burst [30 ft radius], Extra Condition), Range 25 ft; 20ep
Batarang: Bludgeoning Strength-Based Ranged Damage 2; 1ep
Exploding Batarangs: Ranged Burst Area Ballistic Damage 5, Extra: Area Burst [30 ft radius], Flaw: Unreliable [5 uses]; 1ep
Stun Grenade: Ranged Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst [30 ft radius], Flaw: Unreliable [5 uses]); 1ep
Bat Bolo: Ranged Grabbing 4; 1ep
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: Area Cloud [15 ft radius], Extra Condition); 1ep
Bat Shuriken: Piercing Ranged Damage 1, Extra: Multiattack, Flaw: Unreliable [5 uses]; 1ep
Smoke Grenade: Cloud Area Concealment 4 (Visual, Resisted by Dodge; Extra: Cloud Area [15 ft radius]; 1ep
Mini-Tracer: Senses 1 (Tracking [Radio], 5 Mile range); 1ep
Antitoxin: Feature (+5 bonus on resistance checks against toxins); 1ep
Gas Mask: Immunity 2 (Gases/Eye and Lung Irritants [12 hour limit]); 1 ep
Rebreather: Immunity 2 (Suffocation); 1ep
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1ep
Flashlight: Feature 1 (Illumination); 1ep
Binoculars: +5 Perception [Visual at Distance]; 1ep
First Aid Kit: Feature 1 (Tools, Treatment); 1ep
Evidence Kit: Feature 2 (tools, Analyze Evidence, Investigation); 1ep
Vehicles: (55ep)
The Batplane: Size - H, Strength - 10, Speed - 12, Def - 8, Tough - 10, Air-to-Air Missiles (Ballistic Ranged Damage 11, Extra: Area Burst 8, Homing 6], Extra: Multiattack), Features 2 (Cloaking, Remote Control); 52ep
The Batmobile: Size - H, Strength - 9, Speed - 6, Def - 6, Tough - 10, Features 21 (Alarm 4 [DC35], Caltrops, Hidden Compartments 2 [DC25], Navigation System, Oil Slick, Remote Control, Smokescreen, Impervious 5); 1ep
The Batboat: Size - L, Strength - 9, Speed - 6, Def - 6, Tough - 10, Features 20 (Alarm 4 [DC35], Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 5); 1ep
The Batpod: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8, Features 20 (Alarm 4 [DC35], Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 4, Effects (Machine Guns [Ballistic Ranged Damage 6, Extra: Multiattack]);
Headquarters: (20ep)
Size - Huge; TOU 10; Features: Communications, Computer, Concealed, Defense System, Dock, Garage, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop; 20ep

OFFENSE:
Initiative +9
Close Attack +18
Unarmed +20 [Unarmed +4, Critical 19-20]
Ranged Attack +13
Throwing +15 [Batarangs +6; Bat Shuriken +1, Multiattack; Exploding Batarangs +5, Area Burst; Bat Bolo Snare +5; Tear Gas Affliction +5, Area Cloud; Flash Bang Affliction +5, Area Burst; Stun Grenade Affliction +5, Area Burst]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +8, Fortitude +9, Will +13

COMPLICATIONS:
Enemy: The Joker, Hush, Penguin, Riddler, Two-Face, Catwoman (sometimes)
Flashbacks: Batman is sometimes stunned by traumatic flashbacks to the night his parents were murdered, especially in connection to Crime Alley, where the killings took place
b]Obsession:[/b] Batman is driven to fight crime by the murder of his parents
Relationships: He has strong relationships with Tim Drake-Wayne, Dick Grayson-Wayne, Damian Wayne, Cassandra Cain-Wayne, Alfred, Commissioner Gordon, Lucious Fox, Barbara Gordon, Superman and Wonder Woman. And sometimes Catwoman
Responsibility: Batman sees Gotham as "his city" and protects it fiercely
Rivalry: It’s more Ollie’s side than his, but he has a bit of a rivalry with Green Arrow. And he and Hal Jordan don’t see eye to eye often, either
Secret Identity: He has a secret identity of Bruce Wayne

Abilities 116 + Skills 75 (150 ranks) + Advantages 83 + Powers 0 + Defenses 19 = 293 / 293

Comments: I’ve raved about Kenson’s Batman before and I do love the build. I just felt it need a liiiiiiiittle Thorpacoverse tweak. All I did was give the Batsuit some love, upped the ranks of damage on some of his Utility Belt effects and tweaked some Skills, really.

I’m going to be doing some similar tweaks for other DCA builds as I see things, but for the most part, they are all very well done and I continue to wait with bated breath for the rest.

As far as the Thorpacoverse goes, he’s...well, Batman. As stated earlier, he and some of the other big guns are continuing to work with the Justice League and Avengers but are not full time members of either. He is focusing on the growing gang tension in Gotham while keeping an eye on the full scale gang war in New York that Spidey, DD and others are dealing with thanks to the Kingpin, Hood and Mister Negative.

Clean Up 3/31/12: I had done a couple of other tweaks to Bruce that I hadn't noted, but I went over this one with a fine tooth comb, so I thought I would note it.

Clean Up 5/15/13: Made some changes to Bruce's equipment thanks to the Gadget Guides.
Last edited by Thorpacolypse on Wed May 15, 2013 7:13 pm, edited 16 times in total.
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#37

Postby Thorpacolypse » Sat Sep 25, 2010 12:41 pm

We're sticking with THE BIG GUNS OF THE THORPACOVERSE with this new build for Aisle 6!

Image
Beware the comb-over Supreme!

SUPREME
PL: 15 (302 pts) - OPL: 15 ; DPL: 15

ABILITIES: STRENGTH 19, STAMINA 15, AGILITY 3, DEXTERITY 2, FIGHTING 9, INTELLECT 7, AWARENESS 4, PRESENCE 5

SKILLS: Acrobatics (+3), Athletics (+19), Close Combat [Unarmed] 2 (+11), Deception (+5), Expertise [Art] 3 (+10), Expertise [Science] 6 (+13), Insight 4 (+8), Intimidation (+5), Investigation (+7), Perception 8 (+12), Persuasion 7 (+12), Ranged Combat [Heat Vision] 3 (+10), Sleight of Hand (+2), Stealth (+3), Technology 11 (+18) [Inventor], Treatment (+7), Vehicles (+2)

ADVANTAGES: Beginner's Luck, Benefit (1) (Status – He’s Supreme), Diehard, Eidetic Memory, Equipment (6), Extraordinary Effort, Inspire (2), Interpose, Inventor, Power Attack, Ranged Attack (5)

POWERS:
Strength Supreme: Enhanced Strength 4 (200,000 Tons; Flaw: Limited to Lifting); 4 pts
Supreme Invulnerability: Protection 4, Impervious Toughness 9, Immunity 11 (Aging, Life Support), Regeneration 1 (1/every 5 rounds; Extra: Persistent); 35 pts
Movement Supreme: 35 pt Dynamic Array; 37 pts
Supreme Flight: Flight 15 (64,000 mph), Movement 2 (Space Travel 2) (Extra: Dynamic); 35 pts
Speed Supreme: Speed 15 (64,000 mph), Quickness 8 (Extra: Dynamic); 2 pts
The Supremacy: Movement 2 (Dimensional [Earth/Supremacy], Extra: Dynamic); 2 pts

Powers Supreme: 31 pt Dynamic Array; 37 pts
Stare Supreme: Ranged Damage 15 (Extra: Dynamic); 31 pts
Exhalation Supreme: Cone Area Move Object 10 (Extra: Area Cone [60 ft], Dynamic, Flaw: Range [Close], Limited Direction [towards or away]); 2 pts
Freeze Supreme: Cone Area Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Area Cone [60 ft], Cumulative, Dynamic, Extra Condition, Flaw: Limited to two Degrees); 2 pts
Senses Supreme: Senses 17 (Normal Hearing [Acute and Extended 3], Normal Vision [Extended 3], Infravision [Extended], Microscopic Vision 4, Ultra-Hearing [Extended], Vision Penetrates Concealment [Extended, Flaw: Cannot see through lead]; Extra: Dynamic); 2 pts


EQUIPMENT:
(30ep)
Headquarters: (30ep)
Citadel Supreme: 30ep (I'll get to it…)

OFFENSE:
Initiative +3
Close Attack +9
Unarmed +11 [Unarmed +19]
Ranged Attack +7
Stare Supreme +10 [Stare Supreme +15]
Special Attack [Exhalation Supreme +10, Area Cone; Freeze Supreme Affliction +10, Area Cone]

DEFENSES:
Dodge +9 [DC19] Parry +11 [DC21]
Toughness +19 (+9 Impervious), Fortitude +15, Will +15

COMPLICATIONS:
Enemy: His arch nemesis is Darius Dax
Fame: As the world's greatest superhero in the 60's, Supreme is well known across the world
Honor: Supreme has the values of an early America and always conducts himself with the highest morals, even to his detriment
Man out of Time: Having left Earth in 1968 and returned only recently, he sometimes be out of touch with the modern world
Mental Instability: His mind-wipe at the hands of Jack O'Lantern leaves him with memory gaps and flashbacks to events he cannot initially recall
Motivation: Justice and protecting the world
Relationships: He is close to his adopted sister, Suprema, his dog Radar and his long time love Dana Dane
Rivalry: He has a friendly rivalry with the other top paragons, Superman, Omn-Man, Captain Dynamo, The High and The Samaritan
Vulnerable: Supreme is vulnerable to White Supremium, and can be affected in other ways by other colors of Supremium much like Kryptonians are affected by Kryptonite

Abilities 128 + Skills 22 (44 ranks) + Advantages 21 + Powers 112 + Defenses 19 = 302 / 302

Comments: Supreme is a Superman analogue from Image that was created by the much-maligned Rob Liefeld. He wasn’t originally meant to be more than a cameo character but he got so much love, they kept him around and Alan Moore took over and wrote his usual super dense version of the character that has become a classic. I read that Moore really took him Silver Age and made him a very pure character as pretty much an apology for ushering in the Iron Age with Watchmen and his deconstruction of the superhero genre. Pretty cool.

Supreme is pretty much Silver Age Superman, although I kept him at DCA Superman levels. However, I gave him Eidetic Memory, Beginner’s Luck and Jack-of-All-Trades to allow him to do pretty much anything he wants skill-wise and I made him Supremely Intelligent so that he could invent whatever he wanted, too. He’s definitely an NPC, but one that could scare the crap of any Iron Agey heroes your players would want to come up with or be a beacon for those pure at heart.
Last edited by Thorpacolypse on Thu May 10, 2012 8:07 pm, edited 5 times in total.
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#38

Postby Thorpacolypse » Sat Sep 25, 2010 12:50 pm

LADIES' NIGHT keeps on rolling with this GREEN LIGHT SPECIAL on Aisle 2.

Image
Green skin giggity...

SHE-HULK
PL: 12 (192 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 15, STAMINA 12, AGILITY 3, DEXTERITY 2, FIGHTING 8, INTELLECT 3, AWARENESS 3, PRESENCE 4

SKILLS: Acrobatics 2 (+5), Athletics (+15), Close Combat [Unarmed] 1 (+9), Deception 4 (+8), Expertise [Lawyer] 9 (+12), Insight 5 (+8), Intimidation 5 (+9), Investigation 5 (+8), Perception 4 (+7), Persuasion 7 (+11), Ranged Combat [Throwing] 5 (+7), Stealth (+3), Vehicles 3 (+5)

ADVANTAGES: All-Out Attack, Contacts, Equipment (1), Power Attack

ENHANCED ADVANTAGES (SHE-HULK SIZE): Attractive (1)

ENHANCED ADVANTAGES (HEALING FACTOR): Diehard, Great Endurance

POWERS:
She-Hulk Size: Enhanced Advantages 1 (see Advantages), Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Permanent, Innate); 6 pts
Healing Factor: Immunity 6 (Aging, Disease, Poisons [Limited], Need to Sleep, Thirst, Pressure, Heat, Cold), Enhanced Advantages 2 (see Advantages), Regeneration 3 (1/every 3 rounds; Extra: Persistent); 12 pts
She-Hulk Hide: Protection 2, Impervious Toughness 6; 14 pts
Incredible Leg Strength: Leaping 10 (1 Mile), Speed 4 (30 mph); 14 pts
She-Hulk Strength: Enhanced Strength 5 (25,000 Tons, Flaw: Limited to lifting]; 5 pts
Incredible Senses: Feature 1 (Fourth Wall Knowledge); 1 pt
Super Strength Stunts: Alternate Effect Array of Strength; 2 pts
Sonic Slam: Cone Area Affliction 12 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, Extra: Area Cone, Flaw: Limited to Two Degrees); 1 pt
Groundstrike: Line Area Force Damage 12 (Extras: Line Area 2 [60 ft], Flaws: Distracting, Limited [She-Hulk must be on the ground, targets must be on the ground]); 1 pt


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

OFFENSE:
Initiative +3
Close Attack +8
Unarmed +9 [Unarmed +15]
Ranged Attack +2
Throwing +7
Special Attack [Groundstrike +12, Line Area; Sonic Slam Affliction +12, Area Burst]

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

COMPLICATIONS:
Enemy: Mongal, The Female Furies, Titania
Responsibility: As a high profile lawyer for both normal and super powered clients, she has a responsibility to them and the law
Rivalry: She-Dragon and Red She-Hulk
Secret Identity: She can revert back to her Jennifer Walters form when she wants or if she has her radiation drained from her body. If so, her stats drop to STR 0, STA 1, FGT 6, PRE 1

Abilities 94 + Skills 25 (50 ranks) + Advantages 9 + Powers 49 + Defenses 15 = 192 / 192


Comments: She’s here on LADIES' NIGHT, but I suppose she and Power Girl could be on THE BIG GUNS list, too….BADA BING!

Anyway, loves some She-Hulk. No Mind Switch thing, even though I spent time figuring out how to work it as an Affliction but I read where she’s only done it a couple of times so that smells more like power stunt to me. In my setting, she is part of the new Justice League, filling in the female brick role while Diana attends to other matters and as stated in her build, coming to assist on a part time basis.

Clean Up 2/17/11: Jen goes up to PL12 as my review winds down.
Last edited by Thorpacolypse on Mon Mar 05, 2012 11:27 am, edited 5 times in total.
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#39

Postby Thorpacolypse » Sat Sep 25, 2010 1:06 pm

Check out this new item on Aisle 2 that's part of our LADIES' NIGHT special.

Image
Hate on her all you want, she's still bad ass...

X-23
PL: 10 (175 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 8, AGILITY 5, DEXTERITY 4, FIGHTING 10, INTELLECT 2, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 6 (+11), Athletics 7 (+10), Deception 7 (+7), Expertise [Assassin] 6 (+8), Insight (+2), Intimidation 9 (+9), Investigation 3 (+5), Perception 9 (+11), Ranged Combat [Firearms] 5 (+10), Stealth 8 (+13), Technology 3 (+5), Vehicles 3 (+7)

ADVANTAGES: All-Out Attack, Beginner's Luck, Close Attack (3), Equipment (1), Improved Critical (1) (Claws), Improved Initiative (1), Languages (3) (French, Spanish, two others, Base: English), Power Attack, Ranged Attack (1), Takedown (2), Uncanny Dodge

ENHANCED ADVANTAGES: Diehard, Great Endurance

POWERS:
Healing Factor: Immunity 2 (Aging, Disease [Limited], Poisons [Limited]), Enhanced Advantages 2 (see Advantages), Regeneration 10 (1/every round; Extra: Persistent); 24 pts
Enhanced Senses: Senses 8 (Normal Sight [Extended], Normal Hearing [Extended]; Scent [Extended, Accurate, Acute, Tracking], Low-Light Vision); 8 pts
Adamantium Claws: Slashing/Piercing Strength-Based Damage 4 (Extra: Penetrating 5); 9 pts

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

OFFENSE:
Initiative +9
Close Attack +13 [Unarmed +3; Claws +7, Critical 19-20]
Ranged Attack +5
Firearms +10

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +8, Fortitude +9, Will +9

COMPLICATIONS:
Enemy: Kimura, The Facility
Prejudice: Mutant
Relationships: She is protective of her teammates in the New X-Men, especially Hellion, and has grown fond of her new teammates (in my setting) in Young Justice, particularly Ravager and Red Robin. She is also very close to Wolverine Reputation: She has been a trained killer for years and even though she is trying to live a better life, many people will not let her forget what she's done Vulnerable: She was encoded with trigger scents and possibly phrases that can turn her into a berserker
Vulnerable: Due to the Adamantium on her claws, she is slightly more vulnerable to magnetic attacks

Abilities 68 + Skills 33 (66 ranks) + Advantages 19 + Powers 38 + Defenses 17 = 175 / 175

Comments: I know there are still a lot of Wolvie haters out there and as such, there are a lot of X-23 haters out there. But be that as it may, I still like what they've done with Laura's character over the years.

As a build goes, she's Wolvie lite, with some better assassin skills. In the Thorpacoverse she is still with the X-Men, but has been relieved her duties with X-Force because both Scott and Logan thought she was heading down a path of no return with her killing. As such, Logan begged Cyborg and Red Robin to take her into the Teen Titans so that she sould see superheroing from a better light. Her teammates have been slow to take to her overall, but she has started to form bonds with Ravager, Superboy and Tim, who has she has a serious crush on.
Last edited by Thorpacolypse on Sat Nov 12, 2011 4:26 pm, edited 3 times in total.
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#40

Postby Thorpacolypse » Sat Sep 25, 2010 3:47 pm

LADIES' NIGHT continues with our first, and hopefully far from the last, item in our 3E Bleach line.

Image
Dance, Sode no Shirayuki!

RUKIA KUCHIKI
PL: 9 (179 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 5, DEXTERITY 4, FIGHTING 8, INTELLECT 3, AWARENESS 3, PRESENCE 3

SKILLS: Acrobatics 5 (+10) [Agile Feint], Athletics 3 (+6), Close Combat [Zanpakuto] 2 (+10), Deception 2 (+5), Expertise [Kido] 9 (+12) [Ritualist], Expertise [Shinigami] 2 (+5), Insight 6 (+9), Intimidation (+3), Investigation 1 (+4), Perception 4 (+7), Persuasion 4 (+7), Ranged Combat [Kido] 4 (+11), Stealth 2 (+7)

ADVANTAGES: Agile Feint, Defensive Roll (3), Equipment (2), Evasion (1), Improved Initiative (1), Move-by Action, Ranged Attack (3), Ritualist, Teamwork

POWERS:
Shinigami Physiology: Immunity 1 (Aging); 1 pt
Spirit Form: Concealment 10 (All Senses, Flaw: Limited [Only in human world], Permanent); 5 pts
Reiryuko (Spiritual Energy): 16 pt array; 19 pts
Kido - Bakudo: Ranged Affliction 8 (Resisted by Dodge; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, Extras: Cumulative, Extra Condition, Flaw: Limited to Two Degrees, Distracting); 14 pts
Kido - Hado: Spirit Energy Ranged Damage 7; 1 pt
Reiatsu Release: Burst Area Affliction 6 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst [30 ft radius], Extra: Subtle, Flaw: Activation [Move Action]); 1 pt
Spiritual Awareness: Senses 7 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Accurate, Acute, Ranged, Extended], Enhanced Advantages 1 (Assessment); 1 pt

Hoho: 8 pt Array; 9 pts
Air Walking: Flight 4 (32 mph); 8 pts
Shunpo (Flash Steps): Speed 4 (32 mph), Leaping 4 (120 ft); 1 pt

Zanpakuto: 100 pts traits, Extra: Restricted 2 [Rukia only], Easily Removable (-40 pts); 62 pts
Konso/Hollow Cleansing: Feature 1 (Konso allows pluses to move on to the Soul Society), Feature 1 (When destroying a Hollow, it allows them to move on to the Soul Society or Hell, depending on the life they lived); 2 pts
Sode No Shirayuki! Slashing Strength-Based Damage 3, Enhanced Advantages 2 (Improved Critical, Weapon Break); 5 pts
Dance, Sode No Shirayuki! 16 pt Array, Feature 1 (Light Wind and Snow Appear around Rukia); 19 pts
Some no mai, Tsukishiro! (First Dance, White Moon): Cylinder Area Affliction 9 (Resisted/Overcome by Fortitude; 1st: Impaired, 2nd: Immobile, 3rd: Paralyzed, Extra: Cumulative, Linked [Damage], Flaw: Activation [Move Action], Distracting, Quirk [Must Say Attack Name]; Ice Cylinder Area Damage 9 (Extra: Cylinder Area [30 ft radius/height], Linked [Affliction], Flaw: Distracting); 16 pts
Tsugi no mai, Hakuren! (Next Dance, White Ripple): Line Area Affliction 9 (Resisted/Overcome by Fortitude; 1st: Impaired, 2nd: Immobile, 3rd: Paralyzed, Extra: Cumulative, Linked [Damage], Flaw: Activation [Move Action], Distracting, Quirk [Must Say Attack Name]; Ice Line Area Damage 9 (Extra: Cylinder Area [30 ft radius/height], Linked [Affliction], Flaw: Distracting); 1 pt
San No Mai Shirafune! (Third Dance, White Sword): Ice Damage 8, Enhanced Advantages 2 (Improved Critical 2), (Extra: Penetrating 8, Multiattack, Flaw: Activation [Move Action], Tiring, Quirk [Must Say Attack Name]); 1 pt

EQUIPMENT:
[i](10ep)

Denreishinki (Soul Phone): Cell Phone (Senses 1 [Communication Link - Radio, Soul Society, Extra: Dimensional]), GPS, Senses 4 (Detect Hollows [Mental, Ranged, Extended 2, Accurate]); 8ep

OFFENSE:
Initiative +9
Close Attack +8 [Unarmed +3]
Zanpakuto +10 [Sode No Sirayuki +6, Critical 19-20; San No Mai Shirafune! +8, Multiattack]
Ranged Attack +7
Kido +11 [Special Ranged Attack +0; Special Ranged Attack +0, Multiattack]
Special Attack [Reiatsu Release +6, Area Burst; Some no mai, Tsukishiro! +9, Area Cylinder Tsugi no mai, Hakuren! +9, Area Line]

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

COMPLICATIONS:
Acceptance: As an adopted member of the Kuchiki clan, she works to proved herself worthy
Guilt: She has great guilt about having to kill her mentor, Kaien Shiba, even though she had no other option as he was possessed by a powerful Hollow
Power Loss: Rukia must be able to speak and gesture to use her Kido array
Relationships: Ichigo, Orihime, Chad, Uryu, Renji and her adopted brother, Byakuya
Responsibility: As a Shinigami, she has the responsibility to purify hollows, lead pluses to the Soul Society and upload the laws of the Gotei 13 as the 3rd seat of Squad 13

Abilities 64 + Skills 22 (44 ranks) + Advantages 14 + Powers 58 + Defenses 21 = 179 / 179

Comments: Here’s my first 3E Bleach build, Rukia Kuchiki. While her role has diminished a bit as the series has progressed, Rukia Kuchiki is the player that got the whole game started by having to give Ichigo her Soul Reaper powers when she was injured fighting a Hollow that was after Ichigo Kurasaki’s family. Since that was against the laws of the Soul Society, she was brought back to be executed, leading to the rescue attempt by Ichigo and his friends, who stormed the Soul Society to free her. After that was all cleared up, she stayed in the Soul Society for a while but showed up in the human world again to help Ichigo and the crew with the Bounts and has now become a main character again in the Arrancar/Hueco Mundo arc.

She came in at 161 pts, which is not much higher than my 2E version of her which was 155 pts. Her cost comes not from her power but her versatility. Rukia has not achieved her Bankai yet and is not that powerful, really, outside of her Shikai and Kido abilities. She’s at best a PL7-ish with her sword, but with her Kido spells and the cool abilities of her Shikai array, she can handle pretty powerful foes if need be, but she needs to take them out quick or they’ll lay her out quick with her +6 Toughness, which is nothing compared to most of the characters she goes up against. And she’s a PL8 in melee, but does hit her defensive caps against ranged attacks, so that does give her a fighting chance most of the time.

Her main value to the group is her Teamwork and Inspire, helping other big hitters like Ichigo, Chad or Uryu be more accurate while Power Attacking. She is also an expert in Kido, the Shinigami mystic arts, which she is about a PL8 or so with. She can also power stunt Healing off of it, since I didn’t want her to be able to use it all the time like the members of the Kido Corps. I might add it in later, since, as any of us that have ever played any type of RPG know, you can NEVER have enough healing!

Her Shikai array is pretty cool looking. She, and Toshiro Hitsugaya have ice effects with their Shikai, although Rukia’s is not nearly as powerful as Hitsugaya’s. I didn't want to use up all the bandwith for all three dances, but here's the First Dance, White Moon where she creates a big cylinder of ice that freezes and normally kills her opponent.

Image

Clean Up 6/23/12: While I was working on more Bleach builds, I figured I would fix up Rukia now that I have a better grasp on the system and how I want my Shinigami to work. She came out more expensive, but a better overall character. She's still generally at low Lieutenant level PL-wise, but she's versatile and with enough HP and good power stunting, she could beat an Espada, as she did the series.
Last edited by Thorpacolypse on Sat Jun 23, 2012 10:19 am, edited 2 times in total.
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Re: The JM: LADIES' NIGHT! Wonder Woman, She-Hulk, X-23

Postby catsi563 » Sat Sep 25, 2010 5:46 pm

nice ladies.

just as an aside on Rukia, she was shown to be incredibly skilled with kido as shown in her flashback before she became a soul reaper.
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Re: The JM: LADIES' NIGHT! Wonder Woman, She-Hulk, X-23

Postby Thorpacolypse » Sat Sep 25, 2010 7:34 pm

catsi563 wrote:nice ladies.

just as an aside on Rukia, she was shown to be incredibly skilled with kido as shown in her flashback before she became a soul reaper.


I tried to capture that while keeping her PL in line with where I see the Bleach characters at. She has 13 ranks in Expertise: Kido which I guess I could raise a bit to make sure she gets her full ranks off more often. But her Kido blasts and snare are 8 ranks, which I should be very effective against hollows, bounts and lower level arrancar, based on where I see them.

Someone like Byakuya will be considerably more powerful with that, more like 12 ranks and Aizen would be around 15, ballpark.
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#41

Postby Thorpacolypse » Sat Sep 25, 2010 8:00 pm

Let's keep the LADIES' NIGHT run going with this new item for our Watchmen aisle.

Image
John sees a lot of things...but he doesn't see me.

SILK SPECTRE II
PL: 6 (90 pp) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 3, DEXTERITY 2, FIGHTING 6, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 7 (+10), Athletics 3 (+5), Close Combat [Unarmed] 2 (+10), Deception 3 (+4/+6) [Attractive], Expertise [Streetwise] 4 (+5), Insight 3 (+5), Intimidation (+1), Investigation 3 (+4), Perception 5 (+7), Persuasion (+1/+3) [Attractive], Stealth 5 (+8), Vehicles 3 (+5)

ADVANTAGES: Attractive (1), Close Attack (2), Defensive Attack, Equipment (1), Evasion (1), Follow-Up Strike *, Improved Critical (2) (Unarmed), Improved Disarm, Improved Initiative (1), Ranged Attack (3), Set-Up, Teamwork

POWERS:
NONE

EQUIPMENT:
(5ep)
Costume: Protection 1; 1ep

OFFENSE:
Initiative +7
Close Attack +8
Special Close Attack +10 [Unarmed +2, Critical 18-20]
Ranged Attack +5

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +3, Fortitude +5, Will +5

COMPLICATIONS:
Acceptance: She still feels the need to prove herself to her mother and other heroes
Relationships: Nite Owl, Dr. Manhattan and her mother, Sally Jupiter
Responsibility: She feels a responsibility to live up to the Silk Spectre legacy

Abilities 38 + Skills 19 (38 ranks) + Advantages 18 + Powers 0 + Defenses 15 = 90 / 90

Comments: OK, there are dissenting opinions on the Watchmen movie and I really don’t want to get into that whole argument again. I do know there is one thing everyone has to agree on, though:

Malin Akerman is completely off the chain HOT. She's heroine hot in this movie, mompie hot in Couples Retreat and goofy hot in Children's Hospital. She's on my Exceptions List for sure, which recent additions Christina Hendricks and Felicia Day. Sorry Janet Jackson and Morgan Webb, you've been bumped. For now...

Anyway, for this LADIES’ NIGHT I felt that need to add to the Watchmen line and start with my take on her from the movie as Silk Spectre. I leaned more towards the movie than the book as I will on all these for now, since even though Zack Snyder took some liberties, he was very faithful to the characters overall, just gave them a little more pop to appeal to the movie audiences and to showcase his fighting style that he showed off in 300. With that, I saw her comic version and this version as about PL6, but I gave him a few extra feats and that Improved Crit to emulate some of the wicked shots she landed in the movie.

Not quite sure how I am going to deal with the Watchmen characters in the Thorpacoverse, but they're still in New York in modern day, just not quite sure how to incorporate them yet.
Last edited by Thorpacolypse on Fri Nov 11, 2011 8:54 pm, edited 1 time in total.
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Re: The JM: LADIES' NIGHT! She-Hulk, X-23, Rukia, Silk Spectre

Postby rtrimmer » Sat Sep 25, 2010 11:51 pm

The mass o' scars Bruce Wayne pic is cool but if he looks like that then he can't be much of a playboy. Even a little make out action and word is out that he's covered with knife and gun wounds. And he's Batman's size, has Batman's jaw, could buy Batman's toys...

Unless it's common knowledge that he's gay, ashamed of it and that the girls are well-compensated beards. That explains his penchant for handsome young wards to to society as well.
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Re: The JM: LADIES' NIGHT! She-Hulk, X-23, Rukia, Silk Spectre

Postby Xarathos » Sun Sep 26, 2010 8:26 am

Image

Batman is straight as an arrow! An arrow, I tell you! :D

In all seriousness, though, I'm sure that Bruce Wayne is smart enough to come up with a perfectly logical (and billionaire playboy-esque) explanation for all those injuries.

Like water polo. :P

Alternatively, I'd make a joke about women with whips here, but this is still a family friendly website.

Of course, he also has reason enough to not sleep with very many of the women he dates; hella intimacy issues stemming from having his parents killed in front of him.
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Re: The JM: LADIES' NIGHT! She-Hulk, X-23, Rukia, Silk Spectre

Postby prodigyduck » Sun Sep 26, 2010 11:50 am

Huzzah for Shulkie Fourth Wall Breach!
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#42

Postby Thorpacolypse » Sun Sep 26, 2010 5:58 pm

We're extending LADIES' NIGHT for a couple more days at least as we try to clear the warehouse before a short management retreat. And this item is one of the J-Mart Franchise's best sellers and a total JM Favorite!

I'll stock this one, boss!

Randal, you've tried to stock this item before and...

I know, I know, I still have the heat vision burns on my crotch, but this time will be different!

Riiiiight...Dante, go get the burn kit out of my office, please.

Already on the way, boss...

Image
Keep looking down like that and you'll miss the fist heading towards your head...

POWER GIRL
PL: 12 (248 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 14, STAMINA 13, AGILITY 2, DEXTERITY 2, FIGHTING 8, INTELLECT 2, AWARENESS 2, PRESENCE 3

SKILLS: Acrobatics 3 (+5), Athletics 3 (+17), Close Combat [Unarmed] 2 (+10), Deception (+3/+5) [Attractive], Expertise [Business] 6 (+8), Insight 5 (+7), Intimidation 5 (+8), Investigation 3 (+5), Perception 6 (+8), Persuasion 2 (+5/+7) [Attractive], Ranged Combat [Heat Vision] 7 (+9), Stealth (+2), Technology 8 (+10)

ADVANTAGES: All-Out Attack, Attractive (1), Equipment (1), Extraordinary Effort, Languages (1) (English, French, Base: Kryptonian), Leadership, Power Attack

ENHANCED ADVANTAGES (INVULNERABILITY): Diehard, Great Endurance

POWERS:
More Powerful Than a Locomotive: Enhanced Strength 7 (50,000 Tons; Flaw: Limited to Lifting); 7 pts
Invulnerability: Protection 2, Impervious Toughness 8, Enhanced Advantages 2 (see Advantages), Feature 1 (Longevity), Immunity 10 (Life Support), Regeneration 3 (1/every 3 rounds; Extra: Persistent, Flaw: Limited [Requires exposure to yellow sunlight]); 34 pts
Faster Than a Speeding Bullet: 33 pt array; 35 pts
Able to Leap Tall Buildings: Flight 14 (32,000 mph), Movement 2 (Space Travel 2) (Extra: Dynamic); 33 pts
Super Speed: Speed 14 (32,000 mph), Quickness 8 (Extra: Dynamic); 2 pts

Powers Far Beyond Those of Mortal Women: 27 pt Dynamic Array; 33 pts
Heat Vision: Heat Ranged Damage 13 (Extra: Dynamic); 27 pts
[Super-Breath: Cone Area Move Object 9 (Extra: Area Cone [60 ft], Dynamic, Flaw: Range [Close], Limited Direction [towards or away]); 2 pts
Freezing Breath: Cone Area Affliction 8 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Area Cone [60 ft], Cumulative, Dynamic, Extra Condition, Flaw: Limited to two Degrees); 2 pts
Super Senses: Senses 17 (Normal Hearing [Acute and Extended 3], Normal Vision [Extended 3], Infravision [Extended], Microscopic Vision 4, Ultra-Hearing [Extended], Vision Penetrates Concealment [Extended, Flaw: Cannot see through lead]; Extra: Dynamic); 1 pt


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

OFFENSE:
Initiative +2
Close Attack +8
Unarmed +10 [Unarmed +14]
Ranged Attack +2
Heat Vision +9 [Heat Vision +13]
Special Attack [Super Breath +9, Area Cone; Freeze Breath Affliction +8, Area Cone]

DEFENSES:
Dodge +8 [DC18] Parry +9 [DC19];
Toughness +15 (+8 Impervious), Fortitude +14, Will +10

COMPLICATIONS:
Demeaning Perception: Power Girl is not afraid to flaunt her female attributes, which sometimes causes unwanted distraction and allows others to make ill-informed judgments of her character.
Power Loss: Power Girl loses her powers and her Str and Sta are reduced to 1 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive her of her powers.
Relationships: She is close with the Superman family especially Kal-L and Lois Lane of Earth-218
Responsibility: Power Girl feels a strong sense of responsibility to use her powers for the benefit of all and try to live up the standards her cousin has set
Secret Identity: She has a secret identity of Karen Starr
Temper:
Vulnerable: Power Girl is as vulnerable to magic as anyone else. She loses her ranks of Protection and her Toughness is not Impervious against magical attacks
Weakness: Earth-218 Kryptonite...Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death

Abilities 92 + Skills 25 (50 ranks) + Advantages 10 + Powers 105 + Defenses 16 = 248 / 248

Comments: I mean, come on, did you really think I could ever resist building Power Girl?!?!? She is a J-Mart Franchise staple!

Still not quite set on my Kryptonian mechanic, but it's a good start. For this version of Karen, I put her at PL12 and my upcoming Kara build is at PL11. The main reason is Power Girl's experience, but I also have a thing about the Earth-2 Kryptonians not being quite as powerful as the Earth -1/Prime Kryptonians. My Supergirl is stronger but is less accurate and easier to hit. When I get around to Kal-L, he will be similar, probably having a higher attack bonus than Kal-El, but not quite as strong.

In the Thorpacoverse, Power Girl is still part of the JSA, who are now the main leaders of The Initiative. As the caretakers of the superhero legacy, they felt they should have been involved in the training of the young heroes from day one, but considering the shambles that the superhuman community was in after the Civil War it didn't work that way. Now, after the clusters that Iron Man and Norman Osborn left The Initiative in, they, along with Hank Pym, Beast and Steve Rogers have helped turn it into what Reed Richards originally envisioned.

Clean Up 1/13/10: Like I said, I am not going to keep posting non-PC DC builds here so my original Karen gets replaced with this PC version. She was a tough one to squeeze into the format but it works. No Impervious, which I don’t like in 3E, but really, even in 2E, it was way too easy to get around and even more so in 3E if I read Penetrating correctly so I guess it’s not that big a loss.

Clean Up 2/17/11: OK, this time I took PG up another PL and went back on word again and re-built her as a PC. I love my wishy-washiness!

Clean Up 4/4/12: Back to a PL12 NPC-ish version for Karen this time.
Last edited by Thorpacolypse on Tue Nov 13, 2012 1:25 pm, edited 8 times in total.
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#43

Postby Thorpacolypse » Sun Sep 26, 2010 6:06 pm

We have another item from our Metropolis location that is getting stocked on Aisle 1 here on this extended edition of LADIES' NIGHT!

Image
*Sigh*...I really miss Michael Turner...

SUPERGIRL (KARA ZOR-EL)
PL: 12 (248 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 16, STAMINA 13, AGILITY 3, DEXTERITY 2, FIGHTING 7, INTELLECT 2, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 2 (+5), Athletics 3 (+18), Deception 3 (+5), Expertise [Kryptonian Lore] 8 (+10), Insight 5 (+7), Intimidation 3 (+5), Perception 5 (+7), Persuasion 5 (+7), Ranged Combat [Heat Vision] 5 (+7), Stealth (+3), Technology 4 (+6)

ADVANTAGES: All-Out Attack, Beginner's Luck, Equipment (1), Languages (1) (English, 1 other, Base: Kryptonian), Luck (Heroic Feat) (1), Power Attack

ENHANCED ADVANTAGES (INVULNERABILITY): Diehard, Great Endurance

POWERS:
More Powerful Than a Locomotive: Enhanced Strength 6 (100,000 Tons; Flaw: Limited to Lifting); 6 pts
Invulnerability: Protection 2, Impervious Toughness 8, Enhanced Advantages 2 (see Advantages), Feature 1 (Longevity), Immunity 10 (Life Support), Regeneration 3 (1/every 3 rounds; Extra: Persistent, Flaw: Limited [Requires exposure to yellow sunlight]); 34 pts
Faster Than a Speeding Bullet: 33 pt array; 35 pts
Able to Leap Tall Buildings: Flight 14 (32,000 mph), Movement 2 (Space Travel 2) (Extra: Dynamic); 33 pts
Super Speed: Speed 14 (32,000 mph), Quickness 8 (Extra: Dynamic); 2 pts

Powers Far Beyond Those of Mortal Women: 29 pt Dynamic Array; 35 pts
Heat Vision: Heat Ranged Damage 14 (Extra: Dynamic); 29 pts
[Super-Breath: Cone Area Move Object 9 (Extra: Area Cone [60 ft], Dynamic, Flaw: Range [Close], Limited Direction [towards or away]); 2 pts
Freezing Breath: Cone Area Affliction 8 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Area Cone [60 ft], Cumulative, Dynamic, Extra Condition, Flaw: Limited to two Degrees); 2 pts
Super Senses: Senses 17 (Normal Hearing [Acute and Extended 3], Normal Vision [Extended 3], Infravision [Extended], Microscopic Vision 4, Ultra-Hearing [Extended], Vision Penetrates Concealment [Extended, Flaw: Cannot see through lead]; Extra: Dynamic); 1 pt


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

OFFENSE:
Initiative +3
Close Attack +7
Unarmed +8 [Unarmed +16]
Ranged Attack +2
Heat Vision +8 [Heat Vision +14]
Special Attack [Super Breath Move Object +9, Area Cone; Freeze Breath Affliction +8, Area Cone]

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

COMPLICATIONS:
Power Loss: Supergirl loses her powers and her Str and Sta are reduced to 1 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive her of her powers
Relationships: She is close with her cousin Clark Kent (Superman), Conner Kent (Superboy), Lois Lane-Kent and Martha Kent
Responsibility: Supergirl feels a strong sense of responsibility to use his powers for the benefit of all and try to live up the standards her cousin has set
Secret Identity: She sometimes goes by Claire Connors
Vulnerable: Supergirl is as vulnerable to magic as anyone else. She loses her ranks of Impervious and her ranks of Protection against magical attacks
Weakness: Kryptonite...Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death

Abilities 94 + Skills 22 (44 ranks) + Advantages 9 + Powers 106 + Defenses 17 = 248 / 248

Comments: Since I built Power Girl, I felt the need to build Supergirl, too since I basically copied their power sets for each other.

Not a lot to say about Kara that I didn't cover in the Power Girl build, really. I didn't that whole crystal thing she did for a while since I didn't read anything with it and I didn't really care for it anyway. In my setting, she is part of the Justice League, filling in Clark's shoes as team paragon.

Clean Up 1/13/11: As stated in the Power Girl build, I'm replacing my original Kara build with a PC version. She was pretty easy to fit into the format since she is not as skilled as her cousin or Earth-2 counterpart.

Clean Up 2/17/11: Much like PG above, I took Kara up a PL and I'm still keeping the PL12 version.

Clean Up 4/4/12: Updated Kara to PL12 again.
Last edited by Thorpacolypse on Tue Nov 13, 2012 2:11 pm, edited 9 times in total.
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Re: The JM: MO' LADIES: Silk Spectre, Power Girl, Supergirl

Postby catsi563 » Sun Sep 26, 2010 7:05 pm

found an oops on Rukia. its in hakuren the seocnd dance. its listed as a cyliner AOE like the first one when in fact its more a line or cone aoe.

Oh and Power Girl Giggity :mrgreen:
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