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Thorpacolypse
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#378

Post by Thorpacolypse » Sun Nov 13, 2011 11:02 am

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

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Bang...

THE BULLETEER
PL: 9 (141 pts) - OPL: 9 ; DPL: 9

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

SKILLS: Athletics (+11), Close Combat [Unarmed] 1 (+7), Deception (+2/+4) [Attractive], Expertise [Teacher] 5 (+7), Insight 3 (+5), Intimidation (+2), Perception 3 (+5), Persuasion 3 (+5/+7) [Attractive], Ranged Combat [Throwing] 3 (+4), Stealth (+2)

ADVANTAGES: All-Out Attack, Close Attack (2), Attractive (1), Teamwork, Ultimate Effort (1) [Ultimate Toughness Check]

POWERS:
Smartskin: Protection 6, Impervious 7, Immunity 13 (Environmental Heat, Environmental Cold, Pressure, Slam Attack Damage [Flaw: Limited to own slam attacks, half effect from opponent's slam attacks]), Enhanced Advantages 1 (Ultimate Effort [Ultimate Toughness Check]); 32 pts
The Spear that Was Never Thrown: Flight 11 (4000 mph/8 mpr); 22 pts

EQUIPMENT:
NONE

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

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +14 (+7 Impervious), Fortitude +10, Will +7

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

Abilities 64 + Skills 9 (18 ranks) + Advantages 5 + Powers 54 + Defenses 9 = 141 / 141

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

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

Secret Origins: While all 27-year-old Alix Harrower wanted was a relatively normal life, her husband Lance hoped for bigger things. A research scientist, he had developed a thin metal skin that could bond with collagen, turning tissue indestructibly hard. When this "smartskin" was applied to a living being the subject becomes super-humanly strong. Though the potential military applications were obvious, Lance dreamed of using it on himself, modeling a superhero career after the WWII superheroes Bulletman and Bulletgirl. He wanted to be famous, to rub elbows with people like Green Lantern, and most importantly, to use Smartskin to keep himself and his wife eternally young. Unfortunately, after he tested it on himself, he began to suffocate. When he touched Alix, the Smartskin bonded to her. Rushed to the hospital, she was saved thanks to medics gaining access to bare skin covered by her wedding ring. Lance was not wearing his, and so died of asphyxiation. Alix spiraled into depression as her new status as a freak forced her to quit her teaching job. Another emotional blow came at the discovery that her deceased husband's superhero dreams stemmed from a fixation on an internet "superteen" porn star named Super Sally Sonic. Distraught, Alix attempted suicide. While trying to find a structure hard enough to kill her on impact, she came across a burning building, and saved the people still inside. After those she saved called her a superhero, she decided to live up to the name, taking the alias Lance had hoped to use for himself: Bulleteer.

The Story so Far: Alix was involved in a few adventures with mixed success. She later served as a bodyguard to Mermaid Stellamaris, and was involved in a fracas with some Sheeda soldiers along with Vigilante. Upon her return home, Alix was crushed with a refrigerator by the indestructible Sally Sonic, who was posing as a boarder.

Sally Sonic, the woman who coerced Lance into applying the smartskin to himself, gloated over Alix. Alix managed to successfully triumph over Sally in battle despite a broken arm. Alix tried to bring Sally to the hospital when the Sheeda began to launch an invasion on Manhattan. After Sally woke up, she tried to kill Alix yet again, until the car collided with with the fallen Sheeda queen, Gloriana Tenebrae, and burst into flames. Alix survived, but Sally didn't.

It was revealed that Alix was The Spear that Was Never Thrown, the ultimate downfall of the Sheeda race. This Spear was thrown by Aurakles, the very first superhero from 42,000 years ago, and Alix's ancestor.

Alix initially decided to cease her superhero career, but at the urging of her new friend Donna Troy, she decided to continue and she is now a member of The Birds of Prey.

Characterization: Alix is a rookie hero with a big heart to match her strength, but her inexperience and desire to believe the best in people sometimes causes problems.

Friends and Foes: She has become friends with Donna Troy and is learning to work with her new teammates.

Clean Up 12/6/13: Alix gets an the Superior Thorpacoverse update.
Last edited by Thorpacolypse on Wed Apr 02, 2014 8:29 pm, edited 3 times in total.
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#379

Post by Thorpacolypse » Sun Nov 13, 2011 11:06 am

New item in our Villains Line for Aisle 1.

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

GORILLA GRODD
PL: 12 (230 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 10, STAMINA 8, AGILITY 4, DEXTERITY 4, FIGHTING 10, INTELLECT 9, AWARENESS 7, PRESENCE 5

SKILLS: Acrobatics 5 (+9), Athletics 3 (+13), Close Combat [Unarmed] 2 (+12), Deception 6 (+11), Expertise [Gorilla City] 6 (+15), Expertise [Science] 7 (+16), Insight 6 (+13), Intimidation 6 (+11), Investigation 3 (+12), Perception 4 (+11), Persuasion (+5), Ranged Combat [Firearms] 6 (+10), Stealth (+4/+0), Technology 7 (+16) [Inventor], Treatment 2 (+11), Vehicles 3 (+7)

ADVANTAGES: All-Out Attack, Chokehold, Equipment (6), Fast Grab, Improved Hold, Inventor, Languages (2) (English, French, 3 others, Base: Gorilla), Speed of Thought*, Tough* (2)

POWERS:
Large Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Ape Physiology: Senses 4 (Low Light Vision, Scent [Extended, Acute]), Feature 1 (Prehensile Feet); 5 pts
Telekinesis: Perception Ranged Move Object 4 (Extra: Subtle); 13 pts
Telepathy: 37 pt Array; 40 pts
Telepathy: Mind Reading 12, Communication 3 (Mental, Statewide/Small Nation; Extra: Subtle); 37 pts
Mind Control: Perception Range Cumulative Affliction 9 (Resisted by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Subtle); 1 pt
Group Mind Control: Burst Area Cumulative Affliction 9 (Resisted by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Burst Area 2 [60 ft radius], Flaw: Distracting); 1 pt
Pain: Perception Range Cumulative Affliction 9 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +10
Unarmed +12 [Unarmed +10]
Ranged Attack +4
Firearms +10
Special Attack [Mind Control Affliction +9, Perception Range; Pain Affliction +9, Perception Range; Group Mind Control Affliction +9, Burst Area]

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

COMPLICATIONS:
Arrogance: He seems himself, and simians in general as superior to humans.
Enemy: The Flashes, but mainly Barry Allen and Nnamadi.
Naturally Poor Swimmers: Because of their density, gorillas cannot swim very well. They suffer a -5 penalty to all Swimming checks, and must spend Extra Effort to keep their heads above water.
Obsession: Spreading his influence over the world.
Revenge: He has vowed revenge on Gorilla City for casting him out and not submitting to his rule.

Abilities 98 + Skills 33 (66 ranks) + Advantages 10 + Powers 66 + Defenses 23 = 230 / 230

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

Secret Origins: Gorilla Grodd is a hyper-intelligent telepathic gorilla with the power to control the minds of others. At one time, he was nothing more than an average ape, but after an alien spacecraft crashed in his African home, Grodd and his troupe were imbued with super intelligence by the ship's pilot. Grodd and fellow gorilla Solovar also develop telepathic and telekinetic powers.

The Story so Far: Taking the alien as their leader, the gorillas constructed a super advanced home named Gorilla City. The gorillas lived in peace until their home was discovered by prying explorers. Grodd forces one of the explorers to kill the alien and takes over Gorilla City, planning to conquer the world next. Solovar telepathically contacts Barry Allen to warn him of the evil gorilla's plans, and Grodd is defeated.

The villain manages to return again and again to plague the Flash and his allies. He caused the first assembling of the Flash's Rogues Gallery, breaking them out of jail to distract the Flash so that he could escape confinement.

He has made no fewer than eighteen attempts to eliminate all traces of humanity from the face of the earth. One of Grodd’s widest ranging schemes was to arrange Solovar's assassination and manipulate Gorilla City into war against humanity, with the aid of a "shadow cabinet" of prominent gorillas called Simian Scarlet. In the course of this, Grodd absorbs too much neural energy from his fellow apes, leaving him with the intelligence of a normal gorilla. He has since recovered, and a failed attempt to set up a base in Florida leads to his capture and incarceration in Iron Heights.

Grodd has since escaped and is rumored to be working on a new plan for world domination.

Characterization: Grodd is a brilliant creature, but his obsession for being seen as the great genius he is and plan on ruling Gorilla City and then the world hinder his thinking at times.

Friends and Foes: His greatest rivals are follow gorilla Solovar and The Flash.

Clean Up 12/6/13: Grodd gets the Superior Thorpacoverse review.
Last edited by Thorpacolypse on Sat Apr 12, 2014 4:48 pm, edited 4 times in total.
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#380

Post by Thorpacolypse » Sun Nov 13, 2011 11:07 am

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

Image

THE CY-GORS
PL: 9 (141 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 6 [10], STAMINA 5 [9], AGILITY 4, DEXTERITY 1, FIGHTING 6, INTELLECT -2 [1], AWARENESS 2, PRESENCE -1

SKILLS: Acrobatics 6 (+10), Athletics 3 (+13), Close Combat [Unarmed] 2 (+8), Deception (-1), Insight (+2), Intimidation (-1), Perception (+2/+8), Persuasion (-1), Stealth 5 (+7/+5), Technology (+1/+7)

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

POWERS:
Large Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Ape Physiology: Senses 4 (Low Light Vision, Scent [Extended, Acute]), Feature 1 (Prehensile Feet); 5 pts
Cybernetic Enhancements: Enhanced Strength 4, Enhanced Stamina 4, Enhanced Intellect 3, Leaping 1 (15 ft), Speed 1 (4 [8 mph/120 fpr]); 24 pts
Self-Repair Systems: Protection 2, Impervious 3, Regeneration 2 (1/every 5 rounds); 10 pts
Cybernetic Senses: Senses 10 (Communication Link 2 [Mental, Gorilla Grodd/Cy-Gors], Darkvision, Normal Vision [Extended], Normal Hearing [Extended], Infravision, Radio, Ultra-Hearing, Ultravision), Enhanced Skills 6 (Perception 6 ranks, Technology 6); 16 pts
Datalink: Comprehend 2 (Speak, Understand Machines); 4 pts
Weapon Systems: 22 pt Array; 23 pts
Blaster: Ranged Ballistic Damage 9 (Extra: Accurate 4); 22 pts
Machine Gun: Ranged Multiattack Ballistic Damage 6 (Extra: Accurate 4); 1 pt


EQUIPMENT:
NONE

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

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +11 (+3 Impervious), Fortitude +11, Will +5

COMPLICATIONS:
Flashbacks: All the Cy-Gors are prone to flashbacks from their former human lives if their particular triggers occur
Naturally Poor Swimmers: Because of their density, gorillas cannot swim very well. They suffer a -5 penalty to all Swimming checks, and must spend Extra Effort to keep their heads above water.
Power Loss: If their cybernetics are nullified or removed, they lose all powers except their Growth and Ape Physiology
Responsibility: To serve Gorilla Grodd

Abilities 26 + Skills 8 (16 ranks) + Advantages 5 + Powers 91 + Defenses 11 = 141 / 141

Build Comments: Cy-Gor was a character in the Spawn-verse that had a good short run, but eventually died out. I always liked the Cy-Gor concept and I thought that someone like Grodd, or another super genius would try to do something like that, so I whipped these lower level Cy-Gors as minions for Grodd in preparation for usage in a test. A main Cy-Gor build would be probably a full PL10, if not PL11. These PL9 versions under Grodd’s control should make for a fun test for one of my super teams.

Secret Origins: During The Agency’s quest to develop the ultimate controllable supersoldier, Jason Wynn and his overseas military allies discovered that a Taiwanese cartel was at least three years ahead of them on a similar project. Wynn sent in his best soldier, Al Simmons, to steal the data and eliminate the competition under the guise that they were a terrorist organization whose project would threaten the safety of the United States. Simmons infiltrated the lab, hacked into their computer systems and retrieved the data. He then destroyed the lab and all records contained in it, save those now in his possession. He returned to the United States and gave the data to Wynn. This data was combined with The Agency’s own research and a new project was initiated, codenamed Project: SIM, also known as Project: SIMIAN.

Shortly afterwards Simmons had been killed on the order of Wynn, and one of the younger agents was ready to blow the whistle on the assassination. Konieczni had trained under Simmons and was a close personal friend. Before he could go public he was captured by The Agency and became the test subject of Project: SIM.

The intel data from the project called for a half-man, half-gorilla monster, fused and augmented with cybernetic enhancements. Data acquired from the mafia attempts to make a similar soldier indicated that human nature would need to be subverted with more cybernetics. The combination of the ape, man and metal was theorized to be the best alternative. The ape could be fused with more bionic enhancements because of its pain threshold, making it far stronger than OvertKill however less strong than Tremor, meanwhile the human component would give the beast rational capabilities and the ability to follow orders. An 1:9 ape to man ratio was what would be idea for this project. This was not what actually happened. The Agency scientist, Dr. Wilhelm, had been distracted throughout the project with trying to adapt the process to save his wife, whose brain he was keeping alive after her body died from a sudden onset of a debilitation illness. Wilhelm fused Konieczni’s brain to the ape, but was never able to get the ape to man ratio lower than 50:50 leaving the beast controllable unless enraged enough that the dominant ape reverted to its own savage nature.

However, it escaped its restraints before the process was completed, and killed an agent sent to retrieve it and the doctor.

The Story so Far: Cy-Gor escaped Wilhelm’s compound and was headed for New York. It recognized Al Simmon’s soul and keyed into his necroplasmic aura. Cy-Gor blamed Al for its creation and sought to kill him for his part in Project: SIM. It found him in the alleys and attacked him, speaking at times as the parts that were Mike came alive and began to remember the horrors it had been through. After being defeated by Spawn, Cy-Gor was left in the alleys and retrieved by one of Wynn’s handling teams. He was presumed dead but awoke in transport and killed yet another squad of handlers before escaping.

Someone the notes on the process were retrieved and got on the black market. Grodd acquired them and created his own Cy-Gor minions to aid him in his plans for world domination.
Last edited by Thorpacolypse on Sat Apr 12, 2014 4:41 pm, edited 3 times in total.
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#381

Post by Thorpacolypse » Sun Nov 13, 2011 11:11 am

GREEN LIGHT SPECIAL on Aisle 1!

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

GREEN ARROW (OLIVER QUEEN)
PL: 10 (157 pts) - OPL: 10 ; DPL: 9

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

SKILLS: Acrobatics 7 (+11), Athletics 7 (+10), Close Combat [Swords] 3 (+12), Deception 7 (+10) [Taunt], Expertise [Business] 7 (+8), Expertise [Fletchery] 6 (+7), Expertise [Politics] 6 (+7), Expertise [Streetwise] 6 (+7), Expertise [Survival] 4 (+5), Insight (+2), Intimidation 4 (+7), Investigation 6 (+7), Perception 8 (+10), Persuasion (+3), Ranged Combat [Bow] 6 (+16) [Skill Mastery], Stealth 7 (+11), Vehicles 2 (+7)

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

POWERS:
Eagle Eyes: Senses 1 (Normal Vision [Extended]); 1 pt

EQUIPMENT:
(25 pts)
Sword: Slashing/Piercing Strength-Based Damage 3, Critical 19-20; 3 pts
Bow and Arrows: (20 pts)
Flare Arrows: Ranged Burst Area Affliction 4 (Resisted by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Burst Area [30 ft radius], Limited to one sense [visual]); 12 pts
Standard Arrow: Ranged Piercing Damage 4 (Extra: Penetrating 4); 1 pt
Rapid Fire Arrows: Ranged Multiattack Piercing Damage 4; 1 pt
Boxing Glove Arrow: Ranged Bludgeoning Affliction 6 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Flaw: Inaccurate); 1 pt
Net Arrows: Ranged Affliction 4 (Resisted by Dodge; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Alternate Resistance [Resisted by Dodge], Cumulative, Extra Condition, Flaw: Limited to two Degrees); 1 pt
Cutting Torch Arrows: Heat Damage 6 (Extra: Penetrating); 1 pt
Knockout Gas Arrows: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep; Extra: Area Cloud [15 ft radius]); 1 pt
Bow Bash: Bludgeoning Strength-based Damage 1; 1 pt
Grapple Arrow: Movement 1 (Swinging); 1 pt

OFFENSE:
Initiative +8
Close Attack +9 [Unarmed +3; Bow Bash +4; Cutting Torch Arrow +6]
Swords +12 [Sword +6, Critical 19-20]
Ranged Attack +10
Bow +16 [Arrow +4, Critical 19-20; Rapid Fire Arrows +4, Multiattack; Net Arrow Affliction +4; Flare Arrow Affliction +4, Area Burst; Knockout Gas Arrow Affliction +4, Area Cloud]
Boxing Glove Arrow +14 [Boxing Glove Arrow Affliction +6, Critical 19-20]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6, Fortitude +8, Will +9

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

Abilities 60 + Skills 43 (86 ranks) + Advantages 30 + Powers 1 + Defenses 23 = 157 / 157

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

As a build, I built him and Clint to have the same attack bonus with the bow, although my Clint is better overall in combat. But Ollie is far more varied in his skills and much better with interaction skills. I really think a team up with them is in order…

Secret Origins: A playboy who inherited millions of dollars when his parents died, Oliver Queen never gave much back to society and lived his life how he wanted; of course he made many rivals and enemies. After being pushed overboard by one of his own employees on his boat, Oliver was presumed dead and lost at sea, but, unknown to the world, he had survived and was lost in a deserted island. Oliver had a talent for archery and using his own initiative built a bow made out of spare parts of a broken generator; using his makeshift bow Oliver began hunting in order to eat.

Spending weeks alone on the island, Oliver began to search and found a small settlement with no people. He soon tried to retrieve water from the well but found that the people of this village had been killed and their remains thrown in. Oliver was shocked by the horror of this action and knew that those responsible needed to be brought to justice. Later a plane came towards the island and Ollie began to signal it; they opened fire. Using his bow Ollie managed to gain the upper hand and downed the plane. He was able to get off the island when some drug smugglers mutinied and took over a cargo ship. Dressed in a leafy disguise he had made his way on the island, and covering his eyes with a mask of grease from the anchor chain, he managed to capture the mutineers and save the crew. It turned out that they were the drug smugglers who had killed the islanders, picking up his bow Ollie began fighting back and overpowered them. His first taste for crime fighting came when he handed the drug smugglers over to the police and returned to a world he was set on changing for the better.

Using his vast fortune, he began to create various trick arrows to use under his new mantle of Green Arrow.

The Story so Far: Green Arrow was joined by a younger counterpart named Roy "Speedy" Harper. Speedy was also a skilled archer and the two were a formidable team and worked together for quite awhile. Green Arrow became a much darker character after he lost his fortune and became more in tune with the streets he protected, even growing a goatee that is now famous; it was during this time that Ollie became openly left-wing in his political views.

Ollie has had numerous adventures over the years on his own and with the Justice League.

More to come…

Characterization: Oliver Queen has a very dynamic personality. His passion and intensity make him strong, although he has always had difficulty finding direction in life. His experience on Starfish Island taught him self-reliance and showed him there was more to existence, giving him an outlet. He has a strong social conscience, and outspoken left-wing political viewpoints. This has made him much less egotistical in the way he deals with problems.

And he makes a mean chili that made Martian Manhunter state that he hadn’t tasted anything that hot on any planet he’d ever visited.

Friends and Foes: He has had a long, on and off relationship with Dinah Laurel Lance, Black Canary. He and Roy Harper remain close, and he continues to build on his relationship with his son Conner Hawke. He continues to be Mia Dearden’s guardian and mentor and he and Hal Jordan remain close friends. He is actively searching for his son with Shado to forge a relationship with him as well. He also has a friendly rivalry with Hawkeye and Shaft in regards to who is the better archer.

He has a number of enemies, including Star City crimelord Brick, the mercenary archer Merlyn, the martial artist/assassin Constantin Drakon, his ocassional ally Shado and he’s run afoul of Deathstroke the Terminator many times as well.

Clean Up 8/30/13: Trying to finish up my Justice League and I HAD to have Ollie so he gets the Superior Thorpacoverse update.
Last edited by Thorpacolypse on Sun Feb 23, 2014 8:10 am, edited 5 times in total.
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#382

Post by Thorpacolypse » Sun Nov 13, 2011 11:21 am

New item from our Gotham location for Aisle 1.

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

BANE
PL: 12 (216 pts) - OPL: 12 ; DPL: 12

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

SKILLS: Acrobatics 6 (+11), Athletics 10 (+16), Close Combat [Unarmed] 3 (+18), Deception 5 (+13), Expertise [Criminal] 5 (+13), Expertise [Magic] 2 (+10) [Ritualist], Expertise [Tactics] 7 (+15), Insight 7 (+13) [Insight], Intimidation 8 (+16) [Startle], Investigation 5 (+13) [Well-Informed], Perception 4 (+10), Persuasion 4 (+12), Sleight of Hand 8 (+13), Stealth 5 (+10), Technology (+8), Treatment (+8), Vehicles 3 (+8)

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

POWERS:
NONE

EQUIPMENT:
NONE

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

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

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

Abilities 118 + Skills 41 (82 ranks) + Advantages 37 + Powers 0 + Defenses 20 = 216 / 216

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

Secret Origins: Born into a life sentence for the crimes of his father, he was raised from birth within the harsh prison known as Peña Dura (“Hard Rock”), in the Caribbean Republic of Santa Prisca. He was named Bane by the warden after his first murder as an adolescent, and as he grew to adulthood he became the most feared and respected inmate, the "king" of Pena Duro. Gifted with physical prowess and natural intelligence, he used his time in study, meditation and exercise to hone his body and mind to the peak of human potential.

The Story so Far: It would be the stories from another inmate, Bird, about a monster with Gotham City known as the Batman, that would inspire Bane to escape and look for new "prisons" to conquer. Meanwhile, the Warden attempted to rid himself of Bane, and nominated him to participate in an experiment to create a super powered soldier with a steroid like drug known as Venom. They injected the Venom into Bane, almost killing him, as had happened to numerous subjects before him. Believing him to be dead, Bane was tossed into the sea, where he freed himself. Returning to the prison, Bane held the Warden hostage while escaping by means of a helicopter. With his inmate friends, Trogg, Zombie and Bird escaping alongside with him, Bane traveled to Gotham to set about his destiny to be the king. His first step was hunting down this Batman breaking him. Gotham fascinates Bane because, like Peña Dura, fear rules Gotham - but it is the fear of the Batman. Bane is convinced that Batman is the demonic bat which haunted his dreams since childhood. Therefore, Bane believes fate placed Batman on a collision course with him

Aware that a direct assault on Batman would be foolish, Bane instead destroys the walls of Arkham Asylum—allowing its deranged inmates (including the Joker, Two-Face, the Riddler, the Scarecrow, the Mad Hatter, the Ventriloquist, Firefly, Poison Ivy, Cornelius Stirk, Film Freak and Victor Zsasz) to escape into Gotham City. Consequently, Batman is forced to recapture the escapees, a mission that takes him three months. Having run himself to exhaustion in the process of completing this mission, Batman returns to Wayne Manor where he finds Bane waiting for him, having previously determined his secret identity. After a brief explanation of his obsession to destroy him, Bane attacks Batman, first in the manor and soon the two tumble into the Batcave below where Bane continues his assault on the detective, toying with him throughout. Bane delivers the final blow by raising the Batman up and throwing him down upon his knee, breaking his back and leaving him a paraplegic. Bane thus becomes the only man to have "Broken the Bat".

While Bane establishes himself as the new ruler of Gotham's criminal underworld, Bruce Wayne passes the mantle of Batman to Jean-Paul Valley, also known as Azrael. As the "new" Batman, however, Jean-Paul grows increasingly violent, ruthless and has little to no regard for innocent bystanders. Believing that Bruce Wayne's way of crime fighting is now obsolete, he vows to fight on the villains' level to defeat them. Valley also refuses to recognize Robin as his partner. Despite Bruce Wayne's strict orders that Valley avoid Bane, he disregards those commands and boldly attempts to confront Bane in his home; with the villain now living in luxury high above Gotham in a penthouse suite. With a set of high-tech, heavy metal gauntlets that Valley added to the Batsuit, he uses them to shoot sharp projectiles at Bane, leaving him bleeding and hurt. But Bane is able to get the upper hand in the fight after using Venom and taunting Valley, making him angry enough to foolishly rush him. Despite besting Valley, Bane sustained deep lacerations in the battle and lost much blood. Hunted by law enforcement, it was impossible for Bane to admit himself to a hospital despite his worsening condition. Thus, Bane's solution was to increase his Venom intake to temporarily block the pain and buy himself time to defeat this new Batman. Humiliated, Valley returned to the Batcave where he built an advanced combat suit of metal, in place of the traditional Batman uniform, with many chambers within the suit that fired razor-sharp weapons. Reduced to little more than a wounded animal fleeing for survival, Bane is no match against the "new" Batman and is overwhelmed by him. Weakened and desperate, Bane's defeat is ensured when Valley severs the tubes that pump Venom into his bloodstream, causing severe withdrawal. With Commissioner Jim Gordon, Harvey Bullock, and Robin watching in horror as this new Batman tortures a defeated Bane; Bane asks for mercy at the hands of Valley when he asks to be killed. Despite his programming as the assassin Azrael, the "Knightfall" arc ends as Valley denies his innate urge to kill Bane.

Further following the events of Knightfall, Bane recovers from his Venom addiction while serving time in Blackgate Prison. He eventually escaped from prison and returns to Gotham, where he fights alongside Batman to take out a criminal ring that is distributing a Venom derivative to street-level thugs. Following a victory over the criminals, and the revelation that behind it is the same doctor that performed the surgery on Bane years earlier in Santa Prisca, Bane proclaims that he is "innocent" of his past crimes and urges Batman to stop hunting him. He then leaves Gotham to begin a search for his father.

Bane's search brings him back to Santa Prisca. In search of leads, he questions the Jesuit priest who had taught him while he was in Peña Dura. The priest explains that there were four men who could possibly have been his father: a Santa Priscan revolutionary, an American doctor, an English mercenary, and a Swiss banker. While searching for the Swiss man in Rome, Bane encounters Talia al Ghul and the League of Assassins and eventually impresses Ra's al Ghul so much that he chooses Bane to marry Talia and become his heir, an "honor" he had previously bestowed on Batman. Ra's then launches a plague attack on Gotham in the "Legacy" storyline, with Bane at his side, who is posing as Ubu. Bruce Wayne, again costumed as Batman, gets his rematch with Bane and finally defeats him in single combat. The defeat causes Ra's to call off the engagement to Talia and disown Bane.

According to the Jesuit priest, with whom Bane speaks, there is a possibility that Bane's biological father is an American doctor. In researching this issue, Bane comes to the conclusion that he and Batman share Dr. Thomas Wayne as their biological father, with Dr. Wayne allegedly becoming close to Bane's mother during his time in Santa Prisca. Bane alerts Batman to this possibility and during the time that the DNA tests are being performed, stays at Wayne Manor and fights alongside Batman on the streets of Gotham. Ultimately, it is revealed that Dr. Wayne is not Bane's father, and Bane leaves Gotham peacefully, with Batman's blessing and financial backing, to pursue leads in the snowy mountains of Kangchenjunga.
Bane eventually finds his father, who turns out to be the unscrupulous King Snake and not El Jefe del País de Santa Prisca. Bane, with Batman looking on, helps foil King Snake's plans to unleash a powerful weapon upon the world. Bane saves Batman from being shot by King Snake, but is mortally wounded in the process. Batman then saves Bane by bathing him in a Lazarus Pit, and leaves him with a clean slate.

More recently, Bane has joined the Secret Six, and has sought to rid himself of any temptation to use Venom again by employing tactical combat techniques instead of relying on crushing strength. He has also adopted a more peaceful demeanor. Since joining the team, he became very attached to Scandal Savage, though not in a romantic way. He views her as his pseudo daughter and grew to love her, even becoming furious when someone hurts her or calls her derogatory words. In some lighter moments, he chastises her for using foul language, shows concern over what foods she should eat to have proper nutrition, and even tried to send her to her room when he was angry with her.

Though Scandal has bonded closely with him and proven she cares for him very much, he does not believe she loves him, saying "No woman will ever love me". However, this belief does not keep him from loving Scandal as a daughter, going so far as trying to conquer another world in an attempt to give her a safe place to call home where they could be family and free of enemies.

He has also assumed a role of leadership in the Secret Six by his own executive decision, believing the team was too disorganized and needed someone to keep them in line. While the team initially protested, saying they weren't blind followers, he has become leader none the less. Though admittedly, the team does not always listen to his orders, but despite this, he's still determined to shape them into an organized and disciplined team..

He has also been re-training himself, even beyond the peak human levels he had, in preparation for something big that he refuses to discuss. Along the way, it's been brought to Nick Fury and Amanda Waller's attention that he has been spotted in locations across the globe, dispensing his own brand of justice. He has also vehemently turned down an offer from Luthor to join a new Injustice League and he has gotten word to Batman of Luthor's recruiting visits, as a gesture of goodwill.

Characterization: Bane his a highly disciplined and intelligent man who is self-taught within the fields of strategy, philosophy, languages, math, grammar, and more. Ra's al Ghul says that Bane "has a mind equal to the greatest he has known". In prison, he tought himself various scientific disciplines equal to the level of understanding of leading experts in those fields, making him a genius, as well as one of Batman's most intelligent foes. And he is at the peak of human physical strength and endurance, perhaps slightly beyond even without the use of Venom.

Friends and Foes: While he initially was obsessed with defeating Batman, he has since developed an unwavering respect for him, despite their occasional confrontations.

Clean Up 11/2/13: Bane gets a Superior Thorpacoverse update.
Last edited by Thorpacolypse on Sun Feb 09, 2014 12:33 pm, edited 3 times in total.
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#383

Post by Thorpacolypse » Sun Nov 13, 2011 11:23 am

Another item for our Villains Line on Aisle 1.

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

MONGAL
PL: 12 (198 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 13, STAMINA 13, AGILITY 4, DEXTERITY 3, FIGHTING 9, INTELLECT 4, AWARENESS 3, PRESENCE 3

SKILLS: Athletics 5 (+18), Close Combat [Unarmed] 2 (+11), Deception 5 (+8), Expertise [Military] 3 (+7), Insight (+3), Intimidation 8 (+11), Perception (+3), Persuasion (+3), Stealth (+4), Technology 3 (+7), Vehicles 4 (+7)

ADVANTAGES: All-Out Attack, Benefit (4) (Status, Resources 4 – Princess of New Warworld), Chokehold, Fast Grab, Improved Grab, Power Attack, Ranged Attack (5)

POWERS:
Big Girl: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; PF: Innate); 5 pts
Mongul Family Constitution: Protection 2, Impervious 6, Immunity 5 (All Environmental conditions); 19 pts
Great Leaps: Leaping 6 (500 ft); 6 pts
Disintegration Beam: Ranged Energy Damage 14 (Extra: Accurate, Quirk: Cannot use Power Attack); 28 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +9
Unarmed +11 [Unarmed +13]
Ranged Attack +8
Disintegration Beam +10 [Disintegration Beam +13]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +15 (+6 Impervious), Fortitude +13, Will +11

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

Abilities 96 + Skills 15 (30 ranks) + Advantages 14 + Powers 58 + Defenses 15 = 198 / 198

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

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

Secret Origins: Mongal is the daughter of galactic warlord Mongul, and sister to Mongul II.

The Story so Far: After seeing Superman defeat on father on multiple occasions, she and her brother lured The Man of Steel into a battle that spanned Metropolis. This resulted in the near death of Mongul II. at the teeth of Krypto. Mongal escaped the battle relatively unscathed and returned to Earth later to attempt to destroy New York City where she was stopped by Wonder Woman.

Mongal would later team up with several cosmic heroes and villains, including Maxima and the remaining Almerac natives to face the threat known as Imperiex. After his defeat, Mongal revealed that she had taken the Crown of Almerac from Maxima who had perished in the battle with Imperiex. As such, the small band of Almeracian survivors respected her for her valiant performance during the war, and willingly appointed her their new warrior queen.

She has ruled Almerac ever since and has come into conflict with several galactic heroes over the years and has battled Wonder Woman on numerous occasions.

Characterization: Mongal, like her brother and father, lives for battle and conquest and has little regard for life other than to end it.

Friends and Foes: She has had her run-ins with Superman, The Guardians of the Galaxy and the Green Lantern Corps but her biggest rivalry is with Wonder Woman, who has foiled her world domination plans on multiple occasions.
Last edited by Thorpacolypse on Sun Feb 23, 2014 8:13 am, edited 3 times in total.
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#384

Post by Thorpacolypse » Sun Nov 13, 2011 11:26 am

Another new item for our Villains Line on Aisle 2.

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

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

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

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

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

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


EQUIPMENT:
NONE

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

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

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

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

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

Post by Thorpacolypse » Sun Nov 13, 2011 11:29 am

YELLOW LIGHT SPECIAL on Aisle 1!

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

SINESTRO CORPS (AMON SUR)
PL: 12 (198 pts) - OPL: 12 ; DPL: 12

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

SKILLS: Athletics 3 (+5), Deception 9 (+11) [Taunt], Insight (+3), Intimidation 9 (+11), Investigation 3 (+5), Perception (+3), Persuasion (+2), Ranged Combat [Power Ring] 7 (+9), Stealth 3 (+5)

ADVANTAGES: Set-Up (1), Taunt

POWERS:
Ungaran Physiology: Immunity 1 (Aging); 1 pt
Yellow Power Ring: 137 pts traits, Removable (-27 pts); 110 pts
Attention Sinestro Corpsman...: Features 2 (A.I. and Sinestro Corps Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Quick Change: Features 1 (Quick Change); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Understood in All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Extra: Action [Move], Flaw: Limited to Senses); 7 pts
Show Me Your Fear: Senses 3 (Detect Emotions [Mental; Acute, Ranged], Flaw: Limited to Fear); 2 pts
Sinestro's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Intimidate [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 12 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 34 pts
Force Manipulation: 31 pt Dynamic Array; 43 pts
Force Bubble: Ranged Burst Area Immunity 10 (Life Support, Extra: Affect Others, Burst Area [30 ft radius], Flaw: Affects Others Only); 31 pts
Force Blast: Ranged Force Energy Damage 15 (Extra: Dynamic); 2 pts
Force Constructs: Create 15 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 9 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection, Any Distance, Extra: Dynamic, Selective); 2 pts
Force Lifting: Move Object 15 (Extra: Dynamic); 2 pts
Force Minions: Summon 4 (45 pt minions; Extra: Dynamic, Multiple Minions 2 [4 minions], Variable Type 2 [Broad, Hard Light Constructs]); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +2]
Ranged Attack +2
Power Ring +9 [Force Blast +15; Force Constructs +15; Force Lifting +15]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +2 (+14 with Force Field, +6 with Force Field), Fortitude +7, Will +13

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

Abilities 40 + Skills 17 (34 ranks) + Advantages 2 + Powers 111 + Defenses 28 = 198 / 198

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

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

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

Now that he has returned, his desire to be seen as the greatest ring wielder of them all has been redoubled, and he has been cutting a path of destruction across the universe, which he knows and hopes, will lead to final confrontation with his father, to show him the depth of his error in not choosing him to succeed him.

Secret Origins: Amon Sur is the son of the legendary Green Lantern, Abin Sur. Abin’s tale is well known, but Amon suffered in silence for years as he watched his father become one the universe’s greatest heroes, while he bided his time on Ungara and waited his turn. When his father was slain, he was prepared to take his place as the Green Lantern of Sector 2814. But when Hal Jordan was chosen instead, and then more Earth Green Lanterns were chosen after Hal, his sanity slipped further and further away. He blamed the Green Lantern Corps for taking his father away from him and on top of that, they did not see fit to see his potential greatness and he hated them for it. One day, he finally snapped and decided to become the greatest villain in the universe to teach the Guardians, and everyone that they should have seen his greatness.

The Story so Far: Amon tried to pull away from his father's shadow by becoming a criminal. Amon Sur grew up to become the man in charge of the Black Circle crime syndicate. Amon is eventually stopped by Kyle Rayner and a second-generation Guardian of the Universe named Lianna.

Years later, Amon searched for and had a confrontation with Hal Jordan, who had returned to his Green Lantern role after being freed from the influence of Parallax. Hal defeated the insane youth, but Amon received a duplicate of Sinestro's ring from the Qwardians and vanishes. After Hal finally takes Abin's body home and buries it, a mysterious yellow light appears in the sky after Hal leaves, presumably Amon arriving to visit his father's grave.

Amon Sur is soon recruited by the Sinestro Corps and was chosen to represent Space Sector 2814. When the Sinestro Corps invaded Earth, Amon Sur is at first delighted. However, upon learning and witnessing that the Green Lantern Corps had now been authorized to use lethal force, he became fearful and fled. After the war, Amon is found by a contingent of Green Lanterns on the planet Varva, having murdered deceased Lantern Ke'Haan's family. Amon declared he would surrender peacefully and elaborates that his motive is that other Yellow Lanterns, still on the run, will then learn what he did and murder the families of other fallen Lanterns. To prevent this, Ke'Haan's close friend, Green Lantern Laira executed him.

During the Blackest Night storyline, Amon is reanimated as a Black Lantern. He and other reanimated Sinestro Corpsmen accost Sinestro at the home of the Star Sapphires. The acidic Sinestro Corpsman Slushh is briefly able to stop him, engulfing him in Slushh's goo which causes Amon's ring to come off. However, another ring quickly flies onto the finger of his skeletal remains. Only the combined attack of Hal Jordan and members of the Indigo Tribe is able to cripple and destroy him.

At the end of the events of Blackest Night, The Entity chose exactly 1,666,217 souls universe-wide that were in Nekron’s realm of the dead to be brought back to life to fulfill their roles in The Brightest Day. Some had small roles to play on the cosmic stage, each of them fulfilling their given destiny that would keep the universe’s true plan (unrevealed and if it was, it is beyond our comprehension) intact. Abin Sur, and his son, Amon Sur, were two of those beings.

Now that he has returned, his desire to be seen as the greatest ring wielder of them all has been redoubled, and he has been cutting a path of destruction across the universe, which he knows will lead to final confrontation with his father, to show him the depth of his error in not choosing him to succeed him.

Characterization: Amon is a mentally unstable and violent person. He can be cowardly at times, but he is now driven to prove his greatness and defeat his father to prove it.

Friends and Foes: He remains part of Sinestro’s Corps for now, although he is not in Sinestro’s good graces at the moment and privately resents him for not helping him earlier, as the child of his best friend. His greatest rivals are his father and Hal Jordan.
Last edited by Thorpacolypse on Sat Feb 22, 2014 12:30 pm, edited 7 times in total.
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#386

Post by Thorpacolypse » Sun Nov 13, 2011 11:32 am

VIOLET LIGHT SPECIAL on Aisle 1!

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

STAR SAPPHIRE (CAROL FERRIS)
PL: 13 (229 pts) - OPL: 13 ; DPL: 13

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

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

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

POWERS:
Star Sapphire Power Ring: 161 pts traits, Removable (-32 pts); 129 pts
Attention Star Sapphire...: Features 2 (A.I. and Star Sapphire Corps Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Quick Change: Features 1 (Quick Change); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Understood in All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Extra: Action [Move], Flaw: Limited to Senses); 7 pts
What do you love?: Senses 3 (Detect Emotions [Mental;, Acute, Ranged], Flaw: Limited to love); 2 pts
Love's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Ring Flight: Flight 14 (32,000 mph/60 mpr), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Will [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 12 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 34 pts
Force Manipulation: 51 pt Dynamic Array; 69 pts
Star Sapphire Crystallization: Ranged Progressive Affliction 10 (Resisted/Overcome by Will; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Transformed; Extra: Dynamic, Progressive, Extra Condition); 51 pts
Force Blast: Ranged Force Energy Damage 16 (Extra: Dynamic); 2 pts
Force Constructs: Create 16 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 10 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection, Any Distance, Extra: Dynamic, Selective); 2 pts
Force Bubble: Ranged Burst Area Immunity 8 (All Environmental Conditions, Suffocation, Airborne Toxins, Extra: Dynamic, Burst Area [30 ft radius], Linked [Create], Flaw: Affects others only), Create 12 (Force Spheres; Extra: Linked [Immunity], Flaw: Limited to simple spherical objects); 2 pts
Force Lifting: Move Object 16 (Extra: Dynamic); 2 pts
Emotional Tether: Senses 25 (Detect Love in Jeopardy, Extra: Ranged, Accurate, Extended 20, Tracking 2); 2 pts
Force Minions: Summon 4 (60 pt minions; Extra: Dynamic, Multiple Minions [2 minions], Variable Type 2 [Broad, Hard Light Constructs]); 2 pts


EQUIPMENT:
NONE

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

DEFENSES:
Dodge +12 [DC22] Parry +11 [DC21]
Toughness +2 (+14 with Force Field, +6 Impervious), Fortitude +8, Will +16

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

Abilities 40 + Skills 20 (40 ranks) + Advantages 4 + Powers 129 + Defenses 36 = 229 / 229

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

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

Secret Origins: Carol Ferris is the boss and on-off love interest of Hal Jordan. Her family owns the Ferris Aircraft company, she acts as an executive, and occasionally as a pilot. She is also Star Sapphire, a once villainous role occupying another part of her personality entirely. In the Star Sapphire Corps, where she fights for love across the universe, she has taken on a more heroic role.

The Story so Far: Carl Ferris, owner of the Ferris Aircraft Company, decided to retire early and travel the world, leaving his daughter Carol president of the company. Carol hired Hal Jordan and quickly found herself attracted to the fearless test pilot, but would not date him because he was her employee. Carol Ferris fell in love with the hero Green Lantern, unaware that he was her test pilot Hal Jordan.

Coincidentally, Ferris was selected to become the queen of an immortal race of extraterrestrial women warriors known as Zamarons, but did not desire to leave Earth because of her love for Green Lantern. Desperate for their queen, the Zamarons hypnotized Ferris into thinking Green Lantern was her enemy. When she was defeated by the emerald gladiator, the Zamarons deemed Ferris unworthy of leadership and removed her memory of being Star Sapphire, although they left behind both the gem and a subconscious knowledge of her powers.

Over the years, Star Sapphire and Green Lantern would duel again and again, but each time Jordan would defeat Ferris and revert her to normal.

When Carol Ferris was cured of her evil Star Sapphire persona, she developed a third subconscious identity, the male "Predator". Deprived of Hal Jordan's love at the time, Carol found everything she wanted from a man in the Predator - masculinity, strength, and care. Physically separated from Carol's body, the Predator repeatedly appeared as a mysterious figure, protecting Carol's beloved company Ferris Aircraft from the threats of Eclipso, the Demolition Team and Jason Bloch. He also established the company Intercontinental Petroleum (Con-Trol) to let her regain control of Ferris Aircraft. Finally, the Predator started to court Carol (who did not know that the Predator was a part of herself) and battled Hal Jordan for her love. Hal defeated the Predator and witnessed him merging with Carol into Star Sapphire.

Later, the Predator reappeared and revealed that he was actually an ancient parasite from the planet Maltus. With Jordan powerless, the Predator transformed Carol into a totally evil incarnation of Star Sapphire (who eventually murdered Katma Tui), and he impregnated Star Sapphire with a demonic entity.

After giving up the Star Sapphire ring for a long while, while she was flying, a Star Sapphire Ring broke through the cockpit and attached itself to her. Carol soon left for Zamaron to be inducted into the Star Sapphire Corps. Although she initially declined to become a member of the Star Sapphire Corps, she later accepted the ring when she was informed about the Blackest Night and that Hal was suppose to die. She was seen battling Sinestro, before joining forces with him, Hal, and Indigo-1. Indigo explain that the combination of lights can destroy the black rings, so they start to recruit of the representative of the other Corps, after Sinestro defeated Mongul. They called themselves the New Guardians. After them recharged their rings them went to Coast City fight Nekron and the black lanterns. After a foiled attempt to combine the light of her Power Ring with the six lights coming from the other Corps-Leaders makes Nekron able to possess resurrected heroes, Ganthet forces a secret protocol in her ring, forcing Carol to seek for a deputy. Eventually, she deputizes Wonder Woman as a temporary Star Sapphire, due to her great ability to feel love, thus undoing Nekron's control on the Amazon. The Lanterns are then attacked by the Black Lantern Spectre. In an attempt to stop the Spectre, Hal releases Parallax's essence, deciding to join with him again to fight back. Carol tries to stop Hal, but he refuses to be swayed. Carol kisses Hal, telling him "I love you", before Hal allows Parallax to possess him. Nekron is defeated afterwards with the help of the Entity.

Characterization: Carol has continued in her role as a the leader of the Star Sapphires throughout several adventures. Even though she and Hal are currently not dating, her love for him continues to power her.

Friends and Foes: She remains in love with Hal Jordan and has grown close to her Star Sapphire teammates. She has no love lost for Sinestro and has a rivalry with Atrocitus.

Clean Up 2/28/13: Some tweaks to Carol. All my Star Sapphire Array points were off.
Last edited by Thorpacolypse on Fri Apr 18, 2014 8:17 pm, edited 5 times in total.
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#387

Post by Thorpacolypse » Sun Nov 13, 2011 11:34 am

Another VIOLET LIGHT SPECIAL Import hits Aisle 1!

Image
Love conquers all. - Miri Riam

STAR SAPPHIRE (MIRI RIAM)
PL: 13 (220 pts) - OPL: 13 ; DPL: 13

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

SKILLS: Acrobatics 2 (+5), Close Combat [Unarmed] 2 (+5), Deception 5 (+7/+9) [Attractive], Insight 8 (+11), Intimidation (+2), Perception 5 (+8), Persuasion 8 (+10/+12) [Attractive], Ranged Combat [Power Ring] 9 (+11), Stealth (+3), Vehicles 3 (+5)

ADVANTAGES: Attractive (1), Interpose, Lionheart*, Teamwork

POWERS:
Star Sapphire Power Ring: 159 pts traits, Removable (-32 pts); 127 pts
Attention Star Sapphire...: Features 2 (A.I. and Star Sapphire Corps Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Quick Change: Features 1 (Quick Change); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Understood in All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Extra: Action [Move], Flaw: Limited to Senses); 7 pts
What do you love?: Senses 3 (Detect Emotions [Mental;, Acute, Ranged], Flaw: Limited to love); 2 pts
Love's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Will [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 12 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 34 pts
Force Manipulation: 51 pt dynamic array; 65 pts
Star Sapphire Crystallization: Ranged Progressive Affliction 10 (Resisted/Overcome by Will; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Transformed; Extra: Dynamic, Progressive, Extra Condition); 51 pts

Force Blast: Ranged Force Energy Damage 15 (Extra: Dynamic); 2 pts
Force Constructs: Create 15 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 10 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Bubble: Ranged Burst Area Immunity 10 (Life Support, Extra: Affect Others, Burst Area [30 ft radius], Flaw: Affects Others Only); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection, Any Distance, Extra: Dynamic, Selective); 2 pts
Emotional Tether: Senses 25 (Detect Love in Jeopardy, Extra: Ranged, Accurate, Extended 20, Tracking 2); 2 pts
Force Lifting: Move Object 15 (Extra: Dynamic); 2 pts[/i]


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +3
Unarmed +5 [Unarmed +0]
Ranged Attack +2
Power Ring +11 [Force Blast +15; Force Lifting +15; Force Constructs +15; Crystallization Affliction +10]

DEFENSES:
Dodge +13 [DC23] Parry +11 [DC21]
Toughness +1 (+13 with Force Field, +6 Impervious with Force Field), Fortitude +7, Will +15

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

Abilities 32 + Skills 21 (42 ranks) + Advantages 4 + Powers 127 + Defenses 36 = 220 / 220

Build Comments:
Miri Riam is a neat character.. She has been spreading love all over the univers and her recent appearance in the last Green Lantern Corps before the New 52, where she was trying to save Soranik Natu's and Kyle Rayner's relationship was a lot of fun, if futile in the end.

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

Secret Origins: Miri Riam had only just married Kered Riam days before when her life was forever changed. On their way to their honeymoon, Mongul II, having just escaped Ater Clementia, broke into their ship. Although Miri and Kered had managed to put on their lifesupport suits before the hull breach, Mongul was between them and the jetpacks they needed to escape. Kered approached Mongul, offering to let him have the ship and whatever supplies he needed as long as he let them have the jetpacks and enough supplies to make it home. Instead, Mongul absent mindedly flicked Kered away. It was strong enough to break the vizor on Kered's helmet, exposing him to vacuum. Kered died in Miri's arms, using his last breath to tell Miri he loved her.

For two days, Miri held Kered's body. In grief, she tried to commit suicide by bashing the vizor on her helmet. As she struck a blow, a Star Sapphire Ring arrived. It had been drawn by the love Miri had for Kered and the void her heart felt, and told Miri that the light in heart must not go out. The ring offered Miri a choice: join her husband in death, or accept the ring and find a new purpose with the Star Sapphire Corps. Miri accepted the ring, and was immediately cocooned in a crystal, transforming her into the newest Star Sapphire. Miri asked what she was supposed to do now, and the ring told her to do as she had always done: follow her heart.

The Story so Far: Heading to Zamaron, Miri was instructed by the Zamarons in the rules and duties of the Star Sapphires. For her final test, Queen Aga'po took Miri to the Star Sapphire Central Power Battery, where she touched the Star Sapphire gem inside. Miri was overwhelemd by the feelings, and she felt like Kered was with her again. Noting that her love for Kered was strong indeed, Aga'po officially dubbed Miri one of the Star Sapphires, and sent her on her mission to spread love and defend it from attack.

While on patrol, Miri's ring informed her of an eternal love threatened by Kryb of the Sinestro Corps in Sector 1111. Using her ring to locate their position, Miri arrived to help the Green Lanterns Kyle Rayner and KT21 in preventing Kryb from harming Matoo and Amnee Pree, who was giving birth. KT21 was killed when she tried to illegally execute Kryb, but Kyle prevented her from leaving by encasing her in a crib, while Miri neutralized her by encasing her in crystal. Miri then announced that she was taking Kryb back to Zamaron, the Green Lanterns warned her that Kryb was not someone who could be rehabilitated, though Kyle admitted that he was tired of seeing the women he loved die, while Soranik Natu, who had delivered the Pree baby, said that she had no time for love. Miri told them to look in her crystal to see the truth of love: Kyle and Soranik saw each other. Miri ultimately left the choice with the Prees: because the new law of the Book of Oa would force them to resign, they choose to let Miri take Kryb. Miri then departed, saying that the Star Sapphires would not let anyone stand in the way of love

Characterization: Miri is one of the leaders of the Star Sapphire Corps and is totally committed to the cause of love.

Friends and Foes: She cherishes the memory of her lost love, Kered, and is close to the other members of her Corps.

Clean Up 2/28/13: Fixed up Miri's ring array.
Last edited by Thorpacolypse on Wed Feb 19, 2014 8:42 pm, edited 3 times in total.
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#388

Post by Thorpacolypse » Sun Nov 13, 2011 11:36 am

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

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


STAR SAPPHIRE (MISS BLOSS)
PL: 11 (202 pts) - OPL: 11 ; DPL: 11

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

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

ADVANTAGES: Teamwork

POWERS:
Star Sapphire Power Ring: 157 pts traits, Removable (-31 pts); 126 pts
Attention Star Sapphire...: Features 2 (A.I. and Star Sapphire Corps Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Quick Change: Features 1 (Quick Change); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Understood in All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Extra: Action [Move], Flaw: Limited to Senses); 7 pts
What do you love?: Senses 3 (Detect Emotions [Mental;, Acute, Ranged], Flaw: Limited to love); 2 pts
Love's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Will [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 10 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 32 pts
Force Manipulation: 51 pt Dynamic Array; 65 pts
Star Sapphire Crystallization: Ranged Progressive Affliction 10 (Resisted by Dodge/Overcome by Will; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, 3rd: Transformed; Extra: Dynamic, Extra Condition); 51 pts
Force Blast: Ranged Force Energy Damage 14 (Extra: Dynamic); 2 pts
Force Constructs: Create 14 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 10 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection, Any Distance, Extra: Dynamic, Selective); 2 pts
Emotional Tether: Senses 25 (Detect Love in Jeopardy, Extra: Ranged, Accurate, Extended 20, Tracking 2); 2 pts
Force Bubble: Ranged Burst Area Immunity 10 (Life Support, Extra: Affect Others, Burst Area [30 ft radius], Flaw: Affects Others Only); 2 pts
Force Lifting: Move Object 14 (Extra: Dynamic); 2 pts


EQUIPMENT:
NONE

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

DEFENSES:
Dodge +20 [DC20] Parry +9 [DC19]
Toughness +2 (+12 with Force Field, +6 Impervious with Force Field), Fortitude +7, Will +14

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

Abilities 30 + Skills 15 (30 ranks) + Advantages 1 + Powers 126 + Defenses 30 = 202 / 202

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

Clean Up 2/28/13: Miss Bloss gets fixed up as well.
Last edited by Thorpacolypse on Sat Feb 22, 2014 12:09 pm, edited 3 times in total.
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#389

Post by Thorpacolypse » Sun Nov 13, 2011 11:42 am

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

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

TERRA (ATLEE)
PL: 11 (172 pts) - OPL: 11 ; DPL: 11

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

SKILLS: Acrobatics 2 (+5), Athletics 4 (+4), Deception 3 (+5), Expertise [Geology] 7 (+8), Expertise [Popular Culture] 4 (+5), Insight (+1), Intimidation (+2), Perception (+1), Persuasion 3 (+5), Ranged Combat [Earth Control] 5 (+8), Stealth (+3)

ADVANTAGES: Defensive Roll (2), Extraordinary Effort, Teamwork

POWERS:
Stratarian Senses: Senses 6 (Darkvision, Tremorsense [Touch, Acute, Extended, Analytical]); 6 pts
Rock Riding: Flight 6 (120 mph/1800 fpr; Flaw: Platform); 6 pts
Dust Resistant: Feature 1 (You can shed dust and dirt [including mud] at will, keeping yourself and your clothing clean under almost any conditions); 1 pt
Human Tiller: Feature 1 (You can till and aerate soil like a mechanical plow or tiller, simply by walking along the path you wish to till); 1 pt
Heal the Earth: Feature 1 (You can “heal” damage or upheaval to the ground or earthen construction, simply by smoothing over the damaged surface with your hands); 1 pt
Natural Geologist: Feature 1 (You can determine the type of any stone you encounter simply by touching [or perhaps even tasting] it); 1 pt
Underground Sense: Feature 1 (You can automatically sense when you are underground, as well as the approximate depth); 1 pt
Rock Shield: Enhanced Dodge 4 (Flaw: Sustained), Enhanced Parry 4 (Flaw: Sustained); 8 pts
Earth Control: 56 pt Dynamic Array; 76 pts
Earthquake: Ranged Burst Area Affliction 11 (Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Stunned and Prone, Extra: Burst Area x3 [120 ft radius], Dynamic, Extra Condition, Secondary Effect, Flaw: Limited [to two degrees], Limited [opponents/objects touching ground]; 120-foot radius); 56 pts
Earth Moving: Perception Ranged Move Object 11, (Extra: Dynamic, Flaw: Limited [to Earth]); 2 pts
Rock Blast: Ranged Bludgeoning Damage 14 (Extra: Dynamic, Flaw: Limited Material [Earth/rock]); 2 pts
Chasm: Line Area Ranged Affliction 11 (Resisted by Dodge; 1st: Dazed, 2nd: Prone, Extra: Dynamic, Line Area [30 ft line], Linked [Borrowing, Damage], Flaw: Instant Recovery, Limited [to two degrees]); Line Area Burrowing Attack 8 (16 mph/250 fpr; Extra: Line Area [30 ft line], Linked [Affliction/Damage], Flaw: Limited [downward only]); Line Area Ranged Damage 11 (Extra: Line Area [30 ft line], Linked, Flaw: Limited [Targets Affected by Second Degree of Affliction]); 2 pts
Earthworks: Create 14 (Earth/Stone Objects, Extra: Dynamic); 2 pts
Burrowing: Burrowing 9 (32 mph/250 fpr; Extra: Affects others); 2 pts
Rock Wall: Shapeable Area Protection 6, Shapeable Area Impervious 6 (Extra: Shapeable Area [30 ft volume], Affects Others, Dynamic, Flaw: Limited Materials [requires earth/rock for shield], Sustained); 2 pts
Stone Shape: Ranged Transform 14 (Earth and stone From one shape to another; Extra: Dynamic); 2 pts
Rock Storm: Environment 3 (120 ft radius; Visibility 2 [-5 modifier to Perception checks], Impeded Movement 2 [reduce movement by 2 ranks, -5 Acrobatics/Athetics], Extra: Dynamic); 2 pts
Earth Spray: Perception Ranged Cumulative Affliction 11 (Resisted/Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Dynamic, Flaw: Limited to one sense); 2 pts
Stone Grip: Ranged Affliction 14 (Resisted by Dodge, Overcome by Damage/Strength; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, Extra: Cumulative, Dynamic, Extra Condition, Limited [to two degrees]); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +3
Ranged Attack +3
Earth Control +8 [Rock Blast +14; Earthworks Create +14; Stone Grip Affliction +14; Stone Shape Transform +14]
Special Attacks [Earthmover +11, Perception; Earth Spray Affliction +11, Perception; Earthquake Affliction +11, Burst Area; Chasm Affliction +11, Line Area]

DEFENSES:
Dodge +8 (+12 with Rock Shield) [DC18/22] Parry +8 (+12 with Rock Shield) [DC18/22]
Toughness +4 (+2 without Defensive Roll, +10 with Rock Wall, +4 Impervious with Rock Wall), Fortitude +7, Will +9

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

Abilities 30 + Skills 14 (28 ranks) + Advantages 4 + Powers 101 + Defenses 23 = 172 / 172

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

Secret Origins: Atlee hails from an intra-terrestrial race of people that live deep below the planet's surface. Her people's culture is intrinsically tied to the sanctity of the Earth, and they occasionally take measures to insure that the ecosystem is protected. To this end, Atlee was given geokinetic powers based upon the genetic template of her predecessor, Tara Markov. Taking human form, she rose to the surface world and began adventuring as a super-hero.

The Story so Far: Taking the name Terra, she hit the streets of New York determined to help out those in need. In one of her first adventures, she teamed up with Supergirl to fight an evolved, talking dinosaur known as an Empathosaur from wreaking havoc near a trendy New York Nightclub.

Terra then popped up in Broomfield, Virginia where she helped a subterranean race known as the Illumi-Mites avoid being crushed by a collapsing tunnel. She then flew to the South Pacific where she encountered a more aggressive subterranean race, the Lavarians. While stopping the Lavarians from terrorizing a nearby village, Terra met Power Girl. After the fight, Power Girl took Terra back to JSA Headquarters, where Doctor Mid-Nite ran a battery of tests on her. He determined that Terra was a genetic match of the original Tara Markov.

Terra then traveled to Markovia to assist Geo-Force against a necromancer known as Deadcoil. Geo-Force was infected by Deadcoil's possessive powers, and Terra was forced to bring him to her homelands so he could recuperate. Terra and Geo-Force then teamed up to stop super-powered Richard Faulkner from destroying all of Strata.

Shortly thereafter, Terra resumed her friendship with Power Girl who helped her to assimilate to life on the surface world. The two teamed up together to tackle Satana and her animal-men cronies and later, they embroiled themselves in a fight with Solomon Grundy.

Atlee played a pivotal role in saving New York when the Ultra-Humanite literally uprooted the entire island of Manhattan and held it suspended miles above the ground. While Power Girl severed the two cables anchoring the island to the Humanite's ship, Terra formed the earth below into a giant catcher's mitt, fielding the displaced city and re-rooting to its proper geological position with minimal casualties.

After a few other adventures, on Power Girl’s recommendation, Nightwing invited her to join his new Outsiders.

Characterization: Atlee is fascinated by the upper world and has a great desire to experience new things and help the people the world she is sworn to protect.

Friends and Foes: She has become friends with Power Girl and Supergirl and she has become like a little sister to Wolverine and Spider-Man since joining The Outsiders.

Clean Up 12/6/13: Updated Terra with stuff from the Earth Powers Power Profile and gave her a background.
Last edited by Thorpacolypse on Wed Apr 02, 2014 8:21 pm, edited 2 times in total.
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Re: #385

Post by JetstreamGW » Sun Nov 13, 2011 1:08 pm

Thorpacolypse wrote:YELLOW LIGHT SPECIAL on Aisle 1!

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

SINESTRO CORPS (AMON SUR)
Might I suggest a slightly less eye-shattering hex code?

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Re: #385

Post by Thorpacolypse » Sun Nov 13, 2011 1:12 pm

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

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

SINESTRO CORPS (AMON SUR)
Might I suggest a slightly less eye-shattering hex code?
Done. All the yellows are just brutal on this board. At least that hue limits it. But the bright yellow is just so EEEEEEEEEEEEVIL, I almost think it fits. :twisted:
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#390

Post by Thorpacolypse » Sun Nov 13, 2011 2:48 pm

A J-Mart Favorite hits the Aisle 7 shelves.

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

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

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

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

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

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

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


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

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

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

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

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

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

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