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Thorpacolypse
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#412

Postby Thorpacolypse » Sat Nov 19, 2011 10:32 am

The DYNAMO 5 REDUX SPECIAL continues with this item getting stocked on Aisle 7!

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Beast Boy? Never heard of him...

MENAGERIE
PL: 9 (141 pts) - OPL: 9 ; DPL: 9

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

SKILLS: Acrobatics 6 (+10), Athletics 5 (+7), Deception 3 (+5/+7) [Attractive], Expertise [Journalism] 2 (+5), Insight 4 (+7), Intimidation (+2), Investigation 3 (+6), Perception 4 (+7), Persuasion 5 (+7/+9) [Attractive], Stealth 2 (+6), Technology 2 (+5)

ADVANTAGES: Attractive (1), Defensive Roll (2), Equipment (1), Improved Initiative (1), Set-Up (2), Takedown (1), Teamwork

POWERS:
Shapeshift: Variable 8 (40 pts traits, Animal Forms; Extra: Action [Move Action], Limited to Animals); 56 pts

EQUIPMENT:
(5ep)
Dynamo 5 Watch: Senses 1 (Communication Link [Radio, Dynamo 5]), PDA, Feature 1 (Quick Change); 3ep

OFFENSE:
Initiative +8
Close Attack +5
Ranged Attack +2

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +4, Fortitude +6, Will +8

COMPLICATIONS:
Daddy Issues: All the members of the Dynamo 5 struggle with the fact that they are illegitimate children of Captain Dynamo
Enemy: Synergy, Widowmaker
Motivation: She is driven to be the best at everything she does and sometimes she takes too much on herself
Relationships: Her father
Responsibility: Protecting Tower City as a member of the Dynamo 5
Secret Identity: All of the Dynamo 5 try to maintain their secret identities from the public, but most importantly, their parents…

Abilities 46 + Skills 18 (36 ranks) + Advantages 9 + Powers 56 + Defenses 12 = 141 / 141

Comments: Here is Menagerie, the former Slingshot in the Dynamo 5. Her powers switched from Flight, to shapeshifting. However, unlike Spencer, she can’t morph into people, she can only shapeshift into animals. She definitely came out with a better power this time.
Last edited by Thorpacolypse on Wed Nov 28, 2012 9:16 pm, edited 2 times in total.
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#413

Postby Thorpacolypse » Sat Nov 19, 2011 7:28 pm

More DYNAMO 5 REDUX goodness is hitting the Aisle 6 shelves!

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Ramjet...oh, the jokes that I must contain...

RAMJET
PL: 9 (119 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 2, DEXTERITY 1, FIGHTING 6, INTELLECT 0, AWARENESS 1, PRESENCE 3

SKILLS: Acrobatics 3 (+5), Athletics 7 (+10), Deception 5 (+8) [Taunt], Expertise [Football] 5 (+5), Insight 4 (+5), Intimidation 2 (+5), Perception 4 (+5), Persuasion (+3), Stealth (+2), Vehicles 4 (+5)

ADVANTAGES: All-Out Attack, Equipment (1), Defensive Roll (1), Favored Environment (Flying), Improved Hold, Improved Initiative (1), Taunt, Teamwork

POWERS:
Dynamic Flight: Flight 10 (2000 mph); 20 pts
Flying Mastery: Enhanced Dodge 3, Enhanced Parry 3, Enhanced Advantages 1 (Evasion), Movement 1 (Environmental Adaptation [High Altitude]), Enhanced Strength 1 (800 lbs.; Flaw: Limited to Lifting); (Flaw: All Limited [only when flying]); 5 pts
Ramjet Costume: 10 pts traits, Removable (-2 pts); 8 pts
Body Armor: Protection 2, Impervious 3 (Flaw: Limited to physical damage), Immunity 5 (Own Slam Damage); 10 pts

EQUIPMENT:
(5ep)
Dynamo 5 Watch: Senses 1 (Communication Link [Radio, Dynamo 5]), PDA, Feature 1 (Quick Change); 3ep

OFFENSE:
Initiative +6
Close Attack +8 [Unarmed +3; Ramjet Slam +10/+11]
Ranged Attack +1

DEFENSES:
Dodge +8 (+11 when Flying) [DC18/21] Parry +8 (+11 when Flying) [DC18/21]
Toughness +7 (+3 Impervious against Physical Damage), Fortitude +8, Will +8

COMPLICATIONS:
Accident: While he is very comfortable in the air, he struggles with landing and has a tendency to crash into things
Daddy Issues: All the members of the Dynamo 5 struggle with the fact that they are illegitimate children of Captain Dynamo
Ego: As a BMOC in high school, he thinks pretty highly of himself most of the time
Enemy: Synergy, Widowmaker
Relationships: His family in Texas
Responsibility: Protecting Tower City as a member of the Dynamo 5
Secret Identity: All of the Dynamo 5 try to maintain their secret identities from the public, but most importantly, their parents…

Abilities 40 + Skills 17 (34 ranks) + Advantages 10 + Powers 33 + Defenses 19 = 119 / 119

Comments: This Gage as Ramjet where he took over Slingshot’s flight powers and lost his telepathy. I like him better in this persona, actually, even though I generally don’t like power switch stuff. The scenes of him crashing into stuff while trying to land was pretty funny and him ramming into people like Cannonball seems to fit his personality more.
Last edited by Thorpacolypse on Wed Nov 28, 2012 9:18 pm, edited 2 times in total.
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#414

Postby Thorpacolypse » Sat Nov 19, 2011 7:31 pm

Our last DYNAMO 5 REDUX SPECIAL item hits the Aisle 6 shelves!

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Eat your heart out, Cyclops!

SUPERVISION
PL: 9 (132 pts) - OPL: 9 ; DPL: 9

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

SKILLS: Acrobatics 5 (+8), Athletics (+1), Close Combat [Unarmed] 2 (+7), Deception 4 (+7/+9) [Attractive], Expertise [Popular Culture] 5 (+7), Insight 6 (+9), Intimidation (+3), Perception 8 (+11), Persuasion 4 (+7/+9) [Attractive], Ranged Combat [Blast] 4 (+6/+8), Stealth 2 (+5)

ADVANTAGES: Attractive (1), Defensive Attack, Defensive Roll (2), Equipment (1), Extraordinary Effort, Improved Initiative (1), Inspire (1), Leadership, Teamwork

ENHANCED ADVANTAGES (VISOR): Improved Aim, Improved Disarm, Precise Attack (1) (Ranged, Cover)

POWERS:
Super Vision: Senses 5 (Normal Vision [Extended 2, Penetrates Concealment], Infravision, Ultravision); 5 pts
Laser Vision: Ranged Damage 10; 20 pts
Visor: 14 pts traits, Removable (-3 pts); 11 pts
Vision Focus: Enhanced Skills 1 (Ranged Combat: Laser Vision 2 ranks), Enhanced Advantages 3 (see Advantages); 4 pts
Laser Focus: Adds Extra: Penetrating 10 to Laser Vision; 10 pts[/1]

EQUIPMENT:
[i](5ep)

Dynamo 5 Watch: Senses 1 (Communication Link [Radio, Dynamo 5]), PDA, Feature 1 (Quick Change); 3ep

OFFENSE:
Initiative +7
Close Attack +5
Unarmed +7 [Unarmed +1]
Ranged Attack +2
Laser Vision +8 [Laser Vision +10]

DEFENSES:
Dodge +12 [DC22] Parry +10 [DC20]
Toughness +4, Fortitude +6, Will +9

COMPLICATIONS:
Daddy Issues: All the members of the Dynamo 5 struggle with the fact that they are illegitimate children of Captain Dynamo
Enemy: Synergy, Widowmaker
Relationships: Her father
Responsibility: Protecting Tower City as a member of the Dynamo 5
Secret Identity: All of the Dynamo 5 try to maintain their secret identities from the public, but most importantly, their parents…

Abilities 42 + Skills 20 (40 ranks) + Advantages 14 + Powers 32 + Defenses 24 = 132 / 132

Comments: Last, and certainly not least is the team leader, the former Scrap (I did so love that name), Supervision, who got Hector’s, um, super vision. She has really grown in the leadership role and has shown to be a great early Cyclops analogue, as the reluctant, but gifted leader.
Last edited by Thorpacolypse on Wed Jun 20, 2012 7:50 pm, edited 1 time in total.
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#415

Postby Thorpacolypse » Sat Nov 19, 2011 7:36 pm

More imports from our currently closed Thorpacoverse location are moving to J-Mart and these next two are INDIGO LIGHT SPECIAL IMPORTS!

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Nok

INDIGO TRIBE (IROQUE)
PL: 14 (266 pts) - OPL: 14 ; DPL: 13

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

SKILLS: Acrobatics 6 (+9), Athletics 6 (+8), Deception (+5), Expertise [Criminal] 5 (+7), Expertise [Theology and Philosophy] 7 (+9), Insight 7 (+15) [Assessment], Intimidation (+5), Perception 3 (+11), Persuasion 6 (+11), Ranged Combat [Power Ring/Staff] 8 (+11), Stealth 4 (+7)

ADVANTAGES: Assessment, Defensive Roll (2), Extraordinary Effort, Fearless, Inspire (1), Languages (1) (Indigo Tribe Language, 1 other, Base: Native Tongue), Leadership, Trance, Ultimate Effort (1) (Ultimate Will), Withstand Damage*

POWERS:
Indigo Power Ring: 146 pts traits, Removable (-29 pts); 117 pts
Attention Indigo Tribesmen...: Features 2 (A.I. and Indigo Tribe Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Quick Change: Features 1 (Quick Change); 1 pt
Clarity of Compassion: Feature 1 (See Indigo Tribe sidebar in Indigo Tribe Standard build), Enhanced Awareness 6; 13 pts
Aura Reading: Senses 3 (Detect Emotional and Physical State [Visual, Mental; Ranged]); 3 pts
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
Indigo 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 9 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support), Enhanced Advantage 1 (Withstand Damage); 32 pts
Indigo Light of Compassion: 35 pt Array; 38 pts
Force Blast: Ranged Force Energy Damage 17, Feature 1 (Extraordinary Effort for +2 ranks); 35 pts
Interstellar Transport: Burst Area Movement 3 (Space Travel 3 [Any star system]; Extras: Accurate [able to precisely pick arrival point even on the surface of other planets], Affects Others, Burst Area 2 [60 ft radius], Instantaneous (occurs instantly each time used), Selective, Flaw: Tiring); 1 pt
Healing Light: Ranged Healing 17 (Flaw: Limited [cannot heal those who do not feel great compassion]); 1 pt
Empathic Attack: Ranged Affliction 17 (Resisted by Will; 1st Degree: Dazed, 2nd Degree: Stunned, 3rd: Incapacitated; Flaw: Limited [Only useable against those who have caused great pain or lack empathy]); 1 pt


Indigo Power Staff: 45 pts traits, Easily Removable (-18 pts); 27 pts
Power Battery: Features 1 (Can recharge Indigo Power Rings); 1 pt
Staff Bash: Bludgeoning Strength-based Damage 2; 2 pts
Power Channeling: Variable 7 (35 pts traits; Extra: Action [Move Action], Flaw: Limited [only the powers of other Lantern Corps], Limited [Requires proximity to subject]); 42 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +10 [Unarmed +2; Staff Strike +4]
Ranged Attack +3
Power Ring/Power Staff +11 [Force Blast +17; Empathic Attack Affliction +17]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +5 (+3 without Defensive Roll, +14 with Force Field, +6 Impervious with Force Field), Fortitude +9, Will +17 (Ultimate Will)

COMPLICATIONS:
Power Loss: Indigo Power Rings exhaust their power with time and use. It needs to be recharged using an Indigo Lantern Staff. Using the ring’s Space Travel power drains its charge substantially.
Secret: Indigo-1 is cautious with the secrets of her Tribe. She will often not share the full details of events and plans that concern her people even with trusted allies. Only Hal Jordan, Sinestro and Black Hand know the truth of their origins.
Weakness: Indigo Lantern power rings depend on the ability of the wielders to feel compassion. The maximum rank of the ring’s effects is equal to the user’s Will Rank to reflect the ability to control and summon up these feelings, but thoughts of cruelty or callousness can cause the ring to fail.

Abilities 60 + Skills 26 (52 ranks) + Advantages 10 + Powers 144 + Defenses 26 = 266 / 266

Build Comments: So here is Indigo-1 for my setting. I’m not sold on that Indigo Ring/Staff setup that I took from the core build, so that might change. But I am keeping her as a big hitter because she laid out some people during the War of Light.

Secret Origins: Not much is known about Iroque, except that she once was very conceited, very similar to Sinestro. She is known to have been friends with Abin Sur but was also stated to have killed his daughter. At one point, she was a prisoner, held by Abin Sur, and eventually she was forced to feel compassion for crimes by being inducted into the Indigo Tribe.

The Story so Far: Iroque first appears when she witnesses a battle between a Green Lantern corpsman, and a Sinestro lantern corpsman. When the Green Lantern is wounded, Iroque mercy-kills him. The Sinestro corpsman attacks her, but is eventually stopped.

During the Blackest Night, Indigo and her tribe remain in hiding, until Hal Jordan, Barry Allen, Mera, and Firestorm are attacked by Black Lanterns. By the powers of her compassion, and Hal Jordan's willpower, Iroque is able to destroy Ralph and Sue.

Iroque and her friend and fellow Indigo Lantern, Munk, then teleport their group to the Hall of Justice, and explain things to the heroes there. They say that the only way the Black Lanterns can be stopped is if all seven corps can unite. She also states that it will be a tough journey, but if they can combine the light of all seven different colored lantern corps, a white light will be formed, and the Black Lanterns will all be destroyed.

They transport themselves to Zamaron, homeworld of the Star Sapphire corps. They recruit Carol Ferris, and Sinestro, and teleport to Odym, homeworld of the Blue Lantern Corps. When Saint Walker is recruited into their group, they got to recruit Atrocitus, and Larfleeze, who were battling at the time. After they break up the fight, Atrocitus and Larfleeze are recruited and they join them in the fight to fight Nekron.

Nekron turns the tide of battle against our heroes when he command a gaggle of resurrected heroes to be turned into Black Lanterns. When Ganthet appears, he assists the Lanterns by creating a duplicate of each of their rings, and commanding them to land on the finger of one who is worthy to wield that specific light. Indigo-1's ring lands on the finger of Ray Palmer, the Atom. He aides Indigo-1 in fighting Black Lanterns Hawkman, Hawkgirl, Chay-Ara, and Khufu. While Indigo-1 focuses her energy, Ray fights and severs the connection to his ex-wife Jean Loring's black power ring, and she stops being a Black Lantern. Indigo-1 then finds the members of her corps, the Indigo tribe of compassion, to go out and search out all of the wounded corps members of all the other different colored lantern corps, and bring them to fight Nekron with them. Indigo-1 assists her new allies in creating the white light, which Sinestro claims, for a short period of time. After Nekron is destroyed, Indigo-1, Munk, the Indigo Tribe, and Black Hand have vanished. It is revealed that Indigo-1, Munk, and the rest of the Indigo Tribe had taken Black Hand in.

Iroque later travels to Earth along with the rest of her Tribe to find a host for Proselyte. A wounded paramedic named Shane Thompson is found to fill the need. She and her tribe later come to blows with Hal Jordan and Barry Allen over the entities before being interrupted by Krona. Barry is possed by Parallax, although Proselyte is able to rip Parallax out of Barry, before being taken by Krona itself.

Indigo-1 later travels to the ruins of the planet Ryut alongside the New Guardians. There, she is trapped in the Book of the Black by Lyssa Drak. Inside the book, Sinestro encounters Indigo-1 prior to her conversion, as a prisoner of Abin Sur.

Her ring isn't trapped in the book, and is rescued by Hal. John Stewart wears it during the War of the Green Lanterns.

She later appeared with the entire Indigo Tribe seeking to convert Sinestro. When the power battery was destroyed and her ring died she along with the rest of the tribe was released from its influence. But while all the rest of the tribe returned to their murderous ways, Iroque was changed by her ring. She felt the remorse of her killings and wished the power battery to be repaired. Her sadness was the spark of indigo light necessary for Natromo to recreate the power battery, thus restoring control over the remainder of the tribe.

Remaining as leader of the tribe, she showed herself committed to the idea of her tribe - the chance that they might once gain the compassion the ring gives them and change their ways as she has.

Characterization: Iroque was formerly a ruthless killer that has been truly changed by her usage of the Light of Compassion and is now one of the great leaders of all the Lantern Corps.

Friends and Foes: She is loyal to her tribe and with Abin Sur’s return, she has become one of this closest allies in order to atone for killing his daughter many years ago.

Clean Up 2/28/13: Took Iroque up to PL14 to be in line my other Corps leaders.
Last edited by Thorpacolypse on Mon Feb 17, 2014 9:40 pm, edited 5 times in total.
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#416

Postby Thorpacolypse » Sat Nov 19, 2011 7:40 pm

This INDIGO LIGHT SPECIAL IMPORT is getting stocked on Aisle 1!

Image
Tor lorek san, bor nakka mur
Natromo faan tornek wot ur, Ter lantern ker lo Abin Sur
Taan lek lek nok -- Formorrow Sur!


INDIGO TRIBE (MUNK)
PL: 13 (237 pts) - OPL: 13 ; DPL: 13

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 2, DEXTERITY 3, FIGHTING 10, INTELLECT 1, AWARENESS 0 [6], PRESENCE 2

SKILLS: Athletics 4 (+7), Deception (+2), Insight 9 (+13) [Assessment], Intimidation (+2), Perception 4 (+10), Persuasion 8 (+10), Ranged Combat [Power Ring/Staff] 7 (+10), Stealth (+2)

ADVANTAGES: Assessment, Defensive Roll (1), Improved Disarm, Inspire (1), Languages (1) (Indigo Tribe Language, 1 other, Base: Native tongue), Leadership, Teamwork

POWERS:
Indigo Power Ring: 144 pts traits, Removable (-29 pts); 115 pts
Attention Indigo Tribesmen...: Features 2 (A.I. and Indigo Tribe Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Quick Change: Features 1 (Quick Change); 1 pt
Clarity of Compassion: Feature 1 (See Indigo Tribe sidebar in Indigo Tribe Standard build), Enhanced Awareness 6; 13 pts
Aura Reading: Senses 3 (Detect Emotional and Physical State [Visual, Mental; Ranged]); 3 pts
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
Indigo 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 11 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 33 pts
Indigo Light of Compassion: 32 pt Array; 35 pts
Force Blast: Ranged Force Energy Damage 16; 32 pts
Interstellar Transport: Burst Area Movement 3 (Space Travel 3 [Any star system]; Extras: Accurate [able to precisely pick arrival point even on the surface of other planets], Affects Others, Burst Area 2 [60 ft radius], Instantaneous (occurs instantly each time used), Selective, Flaw: Tiring); 1 pt
Healing Light: Healing 16 (Flaw: Limited [cannot heal those who do not feel great compassion]); 1 pt
Empathic Attack: Ranged Affliction 16 (Resisted by Will; 1st Degree: Dazed, 2nd Degree: Stunned, 3rd: Incapacitated; Flaw: Limited [Only useable against those who have caused great pain or lack empathy]); 1 pt[/1]

Indigo Power Staff: 45 pts traits, Easily Removable (-18 pts); 27 pts
[i]Power Battery: Features 1 (Can recharge Indigo Power Rings); 1 pt
Staff Bash: Bludgeoning Strength-based Damage 2; 2 pts
Power Channeling: Variable 7 (35 pts traits; Extra: Action [Move Action], Flaw: Limited [only the powers of other Lantern Corps], Limited [Requires proximity to subject]); 42 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +10 [Unarmed +3; Staff Strike +5]
Ranged Attack +3
Power Ring +10 [Force Blast +16; Empathic Attack Affliction +16]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +4 (+3 without Defensive Roll, +15 with Force Field, +6 Impervious with Force Field), Fortitude +10, Will +16

COMPLICATIONS:
Power Loss: Indigo Power Rings exhaust their power with time and use. It needs to be recharged using an Indigo Lantern Staff. Using the ring’s Space Travel power drains its charge substantially
Secret: Munk is cautious with the secrets of his Tribe. He will often not share the full details of events and plans that concern his people even with trusted allies
Weakness: Indigo Lantern power rings depend on the ability of the wielders to feel compassion. The maximum rank of the ring’s effects is equal to the user’s Will Rank to reflect the ability to control and summon up these feelings, but thoughts of cruelty or callousness can cause the ring to fail

Abilities 48 + Skills 15 (30 ranks) + Advantages 7 + Powers 142 + Defenses 25 = 237 / 237

Build Comments:
Munk is the only other member of the Indigo Tribe to have been given any characterization at all so he gets some Earth-217 run.

Secret Origins: Munk, also known as Indigo-2, at some point became a member of the Indigo Tribe where he became the second in command of the Indigo Tribe.

The Story so Far: As the prophecy of The Blackest Night came to pass, the Indigo Tribe began to act. Their leader Indigo-1 travelled to Earth at Coast City in order to recruit Hal Jordan in her attempt at bringing back The White Light in order to combat the Black Lantern Corps. Accompanying her to both Earth and Zamaron was Munk but once she had spirited Jordan, Sinestro and Carol Ferris away; Munk departed to Oa in order to assist the Green Lantern Corps who were being assault by the Black Lanterns. Once there, Munk aided Vath Sarn and Isamot Kol who were defending their position from Black Lanterns. Through his manipulation of the light of compassion, Munk managed to sever the Black Lanterns connections to their Power Rings. He later assisted Soranik Natu in preventing Black Lantern Power Rings from claiming the recently deceased Kyle Rayner.

Munk has also recently been a member of the New Guardians until they disbanded.

Characterization: Munk is a stoic and powerful member of the Indigo Tribe.

Friends and Foes: He is loyal to his tribe and has seemed to form a bond with Saint Walker.

Clean Up 2/28/13: Munk goes up a PL.
Last edited by Thorpacolypse on Mon Feb 17, 2014 9:42 pm, edited 3 times in total.
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#417

Postby Thorpacolypse » Sat Nov 19, 2011 8:00 pm

This RED LIGHT SPECIAL IMPORT is a 5 DEX STARR J-MART FAVORITE!!!

Image
Meow, bitch...

RED LANTERN (DEX-STARR)

PL: 13 (209 pts) - OPL: 13 ; DPL: 13

ABILITIES: STRENGTH -3 [0], STAMINA -2 [0], AGILITY 3 [4], DEXTERITY 0, FIGHTING 4 [8], INTELLECT -3, AWARENESS 2, PRESENCE -2

SKILLS: Acrobatics 4 (+8), Athletics (+0/+12), Close Combat [Nastiest Hairballs in the Universe] 2 (+10), Deception (-2/+12) [Taunt], Insight 3 (+5), Intimidation (-2/-6), Perception 5 (+7), Persuasion (-2), Ranged Combat [Power Ring] 10 (+10), Stealth (+4/+12)

ADVANTAGES: All-Out Attack, Evasion (1), Grabbing Finesse, Improved Initiative (1), Improved Trip, Power Attack, Prone Fighting, Taunt

POWERS:
Cute Little Angry Blue Cat Size: Shrinking 8 (-2 Str, +4 Dodge/Parry, +8 Stealth, -4 Intimidation, Speed -2, -2 Mass; Extra: Innate); 17 pts
Cat Senses: Senses 4 (Normal Hearing [Extended], Scent [Acute], Low-Light Vision, Ultra-Hearing); 4 pts
Aw…isn't he cute? Wait a minute…is he coughing up something…? AAAAAAAHHHHHH!!!!!: Enhanced Skills 7 (Deception 14 ranks), Enhanced Advantages 1 (Taunt), (Flaw: Sense-Dependent [Visual]); 4 pts
Cat class and cat style: Enhanced Skills 6 (Athletics 12 ranks, Flaw: Limited [climb checks only]), Speed 3 (4 [16] mph), Movement 1 (Slow Fall, Flaw: Limited [half-effect]); 7 pts
Red Lantern Power Ring: 160 pts traits, Removable (-33 pts); 127 pts
Attention Red Lantern...: Features 2 (A.I. and Red Lantern Corps Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Understood in All Languages); 8 pts
Red Lantern's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Ring Flight: Flight 14 (32,000 mph/60 mpr), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Fortitude [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 12 (Flaw: Sustained), Impervious 5 (Flaw: Sustained), Immunity 10 (Life Support); 32 pts
Heartless: Feature 1 (Heart and other vital organs not critical to survival), Regeneration 1 (1/every 5 rounds); 2 pts
Mindless Rage: Immunity 15 (Mental Effects, Flaw: Limited [half-effect], Interaction Effects); 10 pts
Power of Rage: Enhanced Strength 2, Enhanced Stamina 2, Enhanced Agility 1, Enhanced Fighting 4, Senses 4 (Detect Rage [Mental; Ranged, Acute, Extended], Feature 3 (all power rings except Blue Rings lose charge faster when defending against Red Power Ring effects); 25 pts
Red Light of Rage: 39 pt Array; 40 pts
Nastiest Hairballs in the Universe: Acid Damage 12 (Extras: Reach 3 [15 ft], Duration [Sustained, extinguished by a cessation of rage or the Blue Light of Hope]); 39 pts
Rage Constructs: Create 16 (Force Objects); 1 pt[/1]
Fires of Rage: Ranged Fire Damage 16; 1 pt[/1]


EQUIPMENT:
[i]NONE


OFFENSE:
Initiative +8
Close Attack +8 [Unarmed +0]
Nastiest Hairballs in the Universe +10 [Nastiest Hairballs in the Universe +12]
Ranged Attack +0
Power Ring +10 [Fires of Kitty Rage +16; Rage Constructs +16]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +0 (+12 with Force Field, +5 Impervious with Force Field), Fortitude +16, Will +6

COMPLICATIONS:
Disability: Dex-Starr cannot speak nor use his paws for fine manipulation of objects.
Enemy: Krypto HATES him and Lockjaw isn't real fond of him either.
Motivation: Finding and killing the murderer of his owner.
Power Loss: The power ring needs periodic recharging and issues a warning when its power runs low.
Reputation: Nobody really trusts cats…
Responsibility: To shine the Red Light of Rage throughout Sector 2814.
Servant of Rage: Red Lanterns cannot remove their ring without risking death. The ring also inspires mindless rage in its bearer. The light of a Blue Lantern ring can help counteract these effects.
Weakness: Red Lantern Corps power rings depend on the ability of the wielders to feel rage. The maximum rank of the ring’s effects is equal to the user’s Fortitude Rank to reflect the being’s capacity for raw fury. Calming thoughts and hopeful feelings, such as those inspired by the Blue Lanterns, can cause the ring to fail.

Abilities 2 + Skills 12 (24 ranks) + Advantages 7 + Powers 160 + Defenses 28 = 209 / 209

Build Comments: Perhaps…no, I take that back, there is no perhaps to this...THE most awesome Lantern creation that Geoff Johns produced in his epic Green Lantern run, Dex-Starr, the most vicious of all the Red Lanterns and one of the most feared creatures in the entire Thorpacoverse.

He was so much fun to build, I may go back and do it again just for the fun of it. He was apparently originally drawn as a joke by Shane Davis for one of the big War of Light splash panels that Johns wanted but after the good laugh, Johns decided to run with him and a legend was born. Those panels that show him all Puss in Boots cute, then puking that acid blood on people are some of the funniest things in comic history. Love him.

Secret Origins: Dex-Starr's real name is Dexter and he was just an ordinary house cat from Earth. He was abandoned at and later adopted from the Brooklyn Animal Shelter. His new owner loved Dexter because he was always there to keep her company. One night someone broke into their home and Dexter scratched the burglar. As he screamed in pain, Dexter's owner woke up and called for help, but unfortunately help never arrived. The next day, two cops outside the apartment talked about how it was a burglary that went bad as Dexter sat outside the door and the fate of Dexter's owner is unknown.

Just then the cops kicked Dexter out saying that the cat could contaminate the scene (apparently unknowing that Dexter was a resident of the apartment). Dexter was left homeless for an unknown amount of time, living in a box on the street when two thugs called him out and bag him. To their amusement, they decided to throw Dexter (while still inside the bag) off the Brooklyn Bridge to see him drown. Just as they throw him to the river and discuss whether or not he will die on impact, a Red Power Ring flies in detecting the rage in his heart and turned him into a Red Lantern and thus embraced his new identity as Dex-Starr.

To this day he remembers his owner’s last kind words to him" "You make my life better you silly cat, and I know if you could talk, you would tell me the same thing." Dexter, having the red ring express his rage in coherent thoughts, vowed to find the person who hurt his owner and then killed him because he is a good kitty.

The Story so Far: As a member of the Red Lantern Corps, Dex-Starr has accompanied the Corps on many missions and has become one of the most feared members of their, or any Lantern Corps.

Characterization: Dex-Starr is one of the most malicious Red Lanterns.Dex-Starr's favorite tactic is to fly up, looking deceptively innocent and cute. With his opponent off-guard, he then spews energized blood.

Friends and Foes: He is one of Atrocitus’ closest confidants.

Clean Up 3/3/13: The most dangerous creature in the universe gets even more dangerous.
Last edited by Thorpacolypse on Fri Apr 18, 2014 8:12 pm, edited 3 times in total.
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#418

Postby Thorpacolypse » Sat Nov 19, 2011 8:11 pm

One more RED LIGHT SPECIAL IMPORT is getting stocked on Aisle 1!

Image
With blood and rage of crimson red,
Ripped from a corpse so freshly dead,
Together with our hellish hate,
We'll burn you all, that is your Fate!


RED LANTERN (VICE)

PL: 12 (210 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 5 [8], STAMINA 6 [8], AGILITY 1 [3], DEXTERITY 2, FIGHTING 5 [9], INTELLECT -2, AWARENESS 1, PRESENCE -2

SKILLS: Athletics 2 (+10), Deception (-2), Expertise [Survival] 7 (+5), Insight (+1), Intimidation 14 (+12), Perception 2 (+3), Persuasion (-2), Ranged Combat [Power Ring] 6 (+8), Stealth 3 (+5)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (5), Fast Grab, Fearless, Improved Critical (2) (Head Vise 2), Last Stand*, Power Attack, Takedown (1), Withstand Damage* (1)

POWERS:
Head Vise: Piercing Strength-based Damage 2 (Flaw: Grab-based); 1 pt
Red Lantern Power Ring: 155 pts traits, Removable (-31 pts); 124 pts
Attention Red Lantern...: Features 2 (A.I. and Red Lantern Corps Database); 2 pts
Communication: Senses 1 (Communication Link to Central Power Battery); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Understood in All Languages); 8 pts
Red Lantern's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Fortitude [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 7 (Flaw: Sustained), Impervious 7 (Flaw: Sustained), Immunity 10 (Life Support); 31 pts
Heartless: Feature 1 (Heart and other vital organs not critical to survival), Regeneration 1 (1/every 9 rounds); 2 pts
Mindless Rage: Immunity 15 (Mental Effects, Flaw: Limited to half-effect, Interaction Effects); 10 pts
Power of Rage: Enhanced Strength 3, Enhanced Stamina 2, Enhanced Agility 2, Enhanced Fighting 4, Senses 4 (Detect Rage [Mental; Ranged, Acute, Extended], Feature 3 (All power rings except Blue Rings lose charge faster when defending against Red Power Ring effects); 29 pts
Red Light of Rage: 32 pt Array; 33 pts
Burning Blood: Acid Damage 10 (Extras: Reach 2 [10 ft], Duration [Sustained, extinguished by a cessation of rage or the Blue Light of Hope]); 32 pts
Fires of Rage: Ranged Fire Damage 16; 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +14 [Unarmed +8; Head Vise +10, Critical 18-20; Burning Blood +10]
Ranged Attack +2
Power Ring +8 [Fires of Rage +16]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +8 (+15 with Force Field, +6 Impervious with Force Field), Fortitude +16, Will +8

COMPLICATIONS:
Disability: While under the influence of the Red Power Ring, wielders barely speak and generally engines of mindless rage
Hatred: The Sinestro Corps, and particularly Arkillo for killing his mate
Power Loss: The power ring needs periodic recharging and issues a warning when its power runs low
Responsibility: To shine the Red Light of Rage throughout Sector 0013
Servant of Rage: Red Lanterns cannot remove their ring without risking death. The ring also inspires mindless rage in its bearer. The light of a Blue Lantern ring can help counteract these effects
Weakness: Red Lantern Corps power rings depend on the ability of the wielders to feel rage. The maximum rank of the ring’s effects is equal to the user’s Fortitude Rank to reflect the being’s capacity for raw fury. Calming thoughts and hopeful feelings, such as those inspired by the Blue Lanterns, can cause the ring to fail

Abilities 32 + Skills 17 (34 ranks) + Advantages 15 + Powers 125 + Defenses 21 = 210 / 210

Build Comments:
Another visually cool Lantern concept, Vice. A big bad alien with a head vice that can crush people's heads and/or rip them off their bodies. Wicked. I debated on his PL, but since he ran roughshod through the Science Cells on Oa and it took a lot to take him down, he gets a hard hittin’ PL12 in case he ever gets his shot at Arkillo he has a shot.

Secret Origins: During the Sinestro Corps War, the Sinestro Corps slaughtered many in their campaign of terror. Among the most ruthless of the Sinestro Corps was Arkillo, who murdered the mate of the being known as Vice. Filled with rage against Arkillo and the Sinestro Corps, Vice was inducted into the Red Lantern Corps.

The Story so Far: The most ruthless member of the Red Lantern Corps, Vice was among the strike force that ambushed the members Green Lanterns transporting Sinestro back to Korugar for execution.

Following the Red Lantern Corps defeat at Ysmault, Vice was eventually captured by Guy Gardner and Kilowog, placing a green muzzle construct on him to prevent him from spewing his blood and escaping. Observing his entry, Scar remotely used her powers to remove Vice's muzzle and allow him to escape his sciencell. He managed to subdue Voz, Warden of the Sciencells, in short order, to the cheers of the other inmates. Their cheers turned to cries of horror when Vice began attack the Sinestro Corps members also housed in the sciencells. Eventually, the riot was quelled, and the incident led to many executions at the hands of the Alpha Lantern Corps.

Vice survived and escaped during the Wrath of the First Lantern event. He was one of the group of Red Lanterns that came to Atrocitus' aid when he is attacked by the Abysmorphs. Vice also stayed behind with the Red Lantern on Ysmault when it appeared the Red Battery may have been destroyed.

Characterization: Vice is one of the most vicious and powerful Red Lanterns, not only because of his rage but because of the natural weapon of a head “vise” that he uses on his foes.

Friends and Foes: Vice is loyal to Atrocitus and keeps his rage because of the rage he felt at the loss of his mate.

Clean Up 3/2/13: Vice gets a quick update during this Lantern Corps review.
Last edited by Thorpacolypse on Sun Feb 23, 2014 10:30 am, edited 2 times in total.
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#419

Postby Thorpacolypse » Sat Nov 19, 2011 8:26 pm

We've got a couple of YELLOW LIGHT SPECIAL IMPORTS before we close up shop for the night.

Image
Your rabble is out of control, Lantern. In my Corps, no one dares defy orders. That is why we will always win. - Arkillo

SINESTRO CORPS (ARKILLO)
PL: 13 (234 pts) - OPL: 13 ; DPL: 13

ABILITIES: STRENGTH 10, STAMINA 10, AGILITY 1, DEXTERITY 1, FIGHTING 10, INTELLECT 0, AWARENESS 3, PRESENCE 3

SKILLS: Athletics 2 (+12), Deception (+3), Expertise [Drill Sergeant] 10 (+10), Insight (+3), Intimidation 11 (+14/+15) [Startle], Perception 2 (+5), Persuasion (+3), Ranged Combat [Power Ring] 9 (+10), Stealth (+1)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (2), Fearless, Power Attack, Startle

POWERS:
Vornian Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate); 5 pts
Vornian Physiology: Senses 3 (Scent [Acute, Extended]), Features 2 (Longevity, Iron Stomach); 5 pts
Yellow Power Ring: 136 pts traits, Removable (-27 pts); 109 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/60 fpr), 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 5 (Flaw: Sustained), Impervious 7 (Flaw: Sustained), Immunity 10 (Life Support); 29 pts
Force Manipulation: 37 pt Dynamic Array; 47 pts
Force Bubble: Ranged Burst Area Immunity 8 (All Environmental Conditions, Suffocation, Airborne Toxins, Extra: Dynamic, Burst Area [30 ft radius], Linked [Create], Flaw: Affects others only), Create 12 (Force Spheres; Extra: Linked [Immunity], Flaw: Limited to simple spherical objects); 37 pts
Force Blast: Ranged Force Energy Damage 16 (Extra: Dynamic); 33 pts
Force Constructs: Create 16 (Hard Light Constructs; Extra: Dynamic); 2 pts
Force Weapons: Strength-based Damage 3 (Extra: Dynamic, Variable Descriptor [Bludgeoning/Piercing/Slashing]); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection, Any Distance, Extra: Dynamic, Selective); 2 pts
Force Lifting: Move Object 16 (Extra: Dynamic); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +12 [Unarmed +10; Ring Weapons +13]
Ranged Attack +1
Power Ring +10 [Force Blast +16; Force Lifting +16; Force Constructs +16]

DEFENSES:
Dodge +8 [DC18] Parry +10 [DC10]
Toughness +10 (+15 with Force Field, +7 Impervious with Force Field), Fortitude +12, Will +14

COMPLICATIONS:
Enemy: The Green Lanterns, especially Kilowog. And Mongul. Man, does he hate Mongul…
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 68 + Skills 17 (34 ranks) + Advantages 8 + Powers 119 + Defenses 22 = 234 / 234

Build Comments: Kilowog’s opposite number in The Sinestro Corps, Arkillo. I am keeping the canon aspect of him having his tongue ripped out by Mongul because that was just a wicked battle. But he doesn't need to talk to get his point across, he's better with his hands and his ring.

Secret Origins: Arkillo lived in Space Sector 674, the same sector as Green Lantern Kilowog, which may be the reason they look somewhat similar. He was also a powerful warrior on his planet and feared throughout the sector. A Qwardian ring came to him and recruited him into the Sinestro Corps. As one of Sinestro's first members, he became the drill sergeant for the Sinestro Corps, training the new recruits. He also oversaw the Qwardian Weaponers crafting more rings for the Corps. He killed those who didn't work fast enough to make examples of them.

The Story so Far: When the war between the Sinestro and Green Lantern Corps began, Arkillo was the commanding officer who led a large group of Sinestro Corps members in the battle between Mogo and Ranx, the Sentinent city. During the battle, he confronted his Green Lantern counterpart and rival, Kilowog. Their battle was not concluded, however, with Kilowog going off to help his comrades. Arkillo next took part in the attack on Earth. When the GLC arrived, Arkillo went straight back to fighting his GL counterpart, Kilowog. He then preached that Kilowog would lose due to the fear of killing his opponents. Their battle raged across the San Diego area before finally Kilowog defeated Arkillo by dropping an aircraft carrier on him, trapping him. Adding to his humiliation, Kilowog then cut off the unconscious Arkillo's ring finger and took his ring.

Arkillo survived his fight with Kilowog, and somehow attained a new power ring. He then journeyed to the planet Daxam after recieving a signal for all Sinestro Corps members to converge there that was sent by Mongul. On Daxam, Mongul declared that he was the new leader of the Sinestro Corps. Arkillo protested this and challenged Mongul to a brawl to the death over who should lead the Sinestro Corps. During the fight, Arkillo managed to land a few good hits on Mongul, including impaling him. Mongul though, proved to be too powerful and came out on top, tearing out Arkillo's tongue, leaving him mute so he could never to speak out against him again. Arkillo later found his tongue and tied it to his neck with a piece of rope. Later, Arkillo was with a patrol of Sinestro Corps members on Daxam where it was revealed that he was enraged over his defeat to Mongul to the point where he would kill anyone who mentioned Mongul's name.

Arkillo continued to grudgingly serve under Mongul's rule when the corps fled from Daxam, whose residents had gained superpowers when Sodam Yat turned their sun yellow. The Sinestro Corps fled to Korugar, Sinestro's homeworld and immediately took over. Sinestro arrived and dispatched Mongul, reclaiming his place as rightful leader, which Arkillo was overjoyed by. Faced with the threat of the Black Lantern Corps, Arkillo and his fellow corpsmen decided to unite with the other members of the emotional spectrum against the Black Lanterns. Arkillo went to Earth where a great battle between life and death was taking place. He later remained on Korugar after the end of The Blackest Night where he held the truce with the Green Lantern Corps as per Sinestro's orders.

Arkillo pursued a Yellow Power Ring that left its Sinestro Corps member and flew off on its' own, eventually reaching Kyle Rayner of Earth. Calling Rayner a "ring thief", Arikillo tried to kill Kyle Rayner, as did many other members of each Corps that came to find out who had "stolen" a ring from each of their Corps. Arkillo was using his Power Ring to verbally communicate with others at this time. Rayner then fled with Saint Walker of the Blue Lanterns to Oa. Arkillo pursued with Fatality, Munk, and Bleez where they broke into Rayner’s meeting with the Guardians. This led to a fight between the lanterns and the Guardians, which was ended by the apprearence of Larfleeze. The Lanterns escaped to Okaara where Saint Walker of the Blue Lantern Corps healed Arkillo, regenerating his missing tongue.

Characterization: Arkillo is a vicious and proud warrior that has little patience for those that are not willing to use their power.

Friends and Foes: Arkillo has made many enemies across the universe. He is completely loyal to Sinestro.

Clean Up 3/2/13: Minor tweaks to Arkillo during my Lantern Corps review.

Clean Up 12/20/13: Arkillo gets a Superior Thorpacoverse review.
Last edited by Thorpacolypse on Fri Apr 18, 2014 8:14 pm, edited 6 times in total.
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#420

Postby Thorpacolypse » Sat Nov 19, 2011 8:42 pm

Another YELLOW LIGHT SPECIAL hits the Aisle 1 shelves.

Image
He don't need no @#$#@$ flying squirrel...

SINESTRO CORPS (MOOSE)

PL: 11 (170 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 11, STAMINA 9, AGILITY 0, DEXTERITY 0, FIGHTING 6, INTELLECT -2, AWARENESS 1, PRESENCE -2

SKILLS: Athletics (+11), Deception (-2), Insight (+1), Intimidation 9 (+7/+10), Perception (+1), Persuasion (-2), Ranged Combat [Power Ring] 5 (+5), Stealth (-6),

ADVANTAGES: All-Out Attack, Animal Empathy, Close Attack (2), Improved Trip, Takedown (2)

POWERS:
Trogkian Mammoth Size Growth 6 (+6 Str, +6 Sta, -3 Dodge/Parry, -6 Stealth, +3 Intimidation, Speed +0, +6 Mass; Extra: Innate); 13 pts
Trogkian Mammoth Physiology: Immunity 1 (Environmental Cold), Protection 2, Senses 3 (Scent [Extended], Direction Sense, Low Light Vision); 6 pts
Gore: Piercing Strength-based Damage 2; 2 pts
Yellow Power Ring: 123 pts traits, Removable (-25 pts); 98 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
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 4 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 26 pts
Force Manipulation: 27 pt Dynamic Array; 31 pts
Force Blast: Ranged Force Energy Damage 13 (Extra: Dynamic); 31 pts
Force Constructs: Create 13 (Hard Light Constructs; Extra: Dynamic); 2 pts
Force Lifting: Move Object 13 (Extra: Dynamic); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +8 [Unarmed +11; Gore +13]
Ranged Attack +0
Power Ring +5 [Force Blast +13; Force Constructs +13; Force Lifting Move Objects +13]

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +11 (+15 with Force Field, +6 Impervious), Fortitude +13, Will +7

COMPLICATIONS:
Disability: Moose cannot speak and has no hands
Enemy: The Green Lantern Corps, Red Lantern Corps
Power Loss: The power ring needs periodic recharging and issues a warning when its power runs low
Responsibility: To Sinestro and the Sinestro Corps and to spread fear throughout Sector 3333
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 22 + Skills 7 (14 ranks) + Advantages 7 + Powers 114 + Defenses 20 = 170 / 170

Build Comments:
So Moose is a Trogkian mammoth who loved to tramble people and other animals so much, a Sinestro Corps ring sought him out. He's a great background image character that I really should use to kill some of Jab's jobbers.

Characters like him that aren't very intelligent and really rely more on their inherent abilities are difficult Lanterns to build because you're not sure if they really have any ring mastery since they never show it. But I put some stuff in there anyways because I suppose they at least have the potential to use it.

Secret Origins: The creature called Moose resembles an Earth elephant, with tusks on either end of its body, but not attached to a discernible head or heads. Its real name unpronounceable, the Sinestro Corps ring chose “Moose” as the closest approximation. Moose is a Trogkian mammoth, once part of a massive pack. Their stampedes would terrorize the primitive world of Trogk, much to his delight The specifics behind Moose’s induction, and the fate of his pack, have yet to be revealed.

The Story so Far: Moose participated in the massive Sinestro Corps invasion of Earth and, later, was part of a team which attempted to free a captive Sinestro from a security escort of Green Lanterns, a mission which failed due to an ambush by a group of Red Lanterns. Moose remains an active part of the Sinestro Corps.
Last edited by Thorpacolypse on Sun Feb 23, 2014 10:35 am, edited 2 times in total.
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#421

Postby Thorpacolypse » Sat Nov 19, 2011 8:52 pm

The last YELLOW LIGHT SPECIAL for the night is getting stocked on Aisle 1.

Image
Hannu...? Never heard of him...

SINESTRO CORPS (HORKU)
PL: 11 (203 pts) - OPL: 11 ; DPL: 10

ABILITIES: STRENGTH 12, STAMINA 9, AGILITY 0, DEXTERITY 1, FIGHTING 6, INTELLECT 0, AWARENESS 2, PRESENCE 0

SKILLS: Athletics (+12), Deception 3 (+3), Expertise [Survival] 4 (+4), Insight (+2), Intimidation 10 (+10/+11), Perception (+2), Ranged Combat [Power Ring] 7 (+8)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (2), Fast Grab, Improved Smash, Power Attack

POWERS:
Ovacronian Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass, Extra: Innate); 5 pts
Ovacronian Physiology: Immunity 5 (All environmental conditions), Protection 2, Impervious 4; 15 pts
Yellow Power Ring: 119 pts traits, Removable (-24 pts); 95 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 2 (Flaw: Sustained), Impervious 4 (Flaw: Sustained), Immunity 10 (Life Support); 20 pts
Force Manipulation: 31 pt Dynamic Array; 39 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 14 (Extra: Dynamic); 2 pts
Force Constructs: Create 14 (Hard Light Constructs; Extra: Dynamic); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection, Any Distance, Extra: Dynamic, Selective); 2 pts
Force Lifting: Move Object 14 (Extra: Dynamic); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +8 [Unarmed +12]
Ranged Attack +1
Power Ring +8 [Force Blast +14; Force Constructs +14; Force Lifting +14]

DEFENSES:
Dodge +6 [DC16] Parry +7 [DC17]
Toughness +11 (+4 Impervious, +13 with Force Field, +8 Impervious with Force Field), Fortitude +12, Will +7

COMPLICATIONS:
Enemy: Green Lantern Corps, Red Lantern Corps
Honor: His people believe using weapons in combat is dishonorable so only uses the combat capabilities of his ring in dire circumstances
Power Loss: The power ring needs periodic recharging and issues a warning when its power runs low
Responsibility: To Sinestro and the Sinestro Corps and to spread fear throughout Sector 0002
Rivalry: Honnu of the Green Lantern 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 52 + Skills 12 (24 ranks) + Advantages 7 + Powers 115 + Defenses 17 = 203 / 203

Build Comments:
Honnu’s opposite number in the Sinestro Corps, Horku.

Secret Origins: Horku comes from Ovacron Six in Sector 2, the same homeworld as Green Lantern Hannu. As a matter of honor, their species relies on their brute strength, rather than using weaponry.

The Story so Far: Horku took part in the Sinestro Corps’ massive assault on Earth. He saw a lone Green Lantern above Mount Rushmore an easy target, and led the charge against Honor Lantern Guy Gardner. Horku’s was quickly defeated by Hannu, as the Green Lantern’s fist went right through Horku. Somehow he recovered and is still a member of the Corps.

Friends and Foes: He seeks revenge on Hannu for his defeat.
Last edited by Thorpacolypse on Sun Feb 23, 2014 10:36 am, edited 2 times in total.
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Re: J-Mart: Imports, Nightrunner, Saiko, Drakon, Hannu

Postby Blitz » Tue Nov 22, 2011 4:31 am

Spotted some gender confusion in Honnu's Complications, Thorp!

I'm not trying to be a proofreader. Honest! It just sort of happens that way.

Love the builds you've put up since my last visit.

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#422

Postby Thorpacolypse » Tue Nov 22, 2011 6:48 am

We've got a new item for our Cosmic Thorpacoverse line for Aisle 2.

Image
He did it!

He did it!

No, he did it!...

Such is the life of an Accuser...


RONAN THE ACCUSER
PL: 13 (218 pts) - OPL: 13 ; DPL: 13

ABILITIES: STRENGTH 9 [12], STAMINA 9, AGILITY 3, DEXTERITY 2, FIGHTING 11, INTELLECT 3, AWARENESS 3, PRESENCE 3

SKILLS: Athletics 3 (+15), Deception (+3), Expertise [Law Enforcement] 10 (+13), Expertise [Military] 10 (+13), Insight 7 (+10) [Assessment], Intimidation 10 (+13), Perception 4 (+7), Persuasion (+3), Stealth (+3), Technology 2 (+5), Vehicles 6 (+8)

ADVANTAGES: All-Out Attack, Assessment, Benefit (2) (Status – Kree Accuser), Favored Foe (Skrulls), Improved Initiative (1), Power Attack, Ranged Attack (9), Takedown (1), Tough (1)

POWERS:
Accuser Armor: 69 pts traits, Removable (-14 pts); 55 pts
Accuser Restricted: Feature 1 (Restricted [Kree Accusers]); 1 pt
Body Armor: Protection 5, Immunity 7 (All Environmental Conditions, Suffocation); 12 pts
Strength Enhancement: Enhanced Strength 3; 6 pts
Universal Weapon Endowment: Negates Side-Effect on Universal Weapon 10; 20 pts
Language Translation: Comprehend 2 (Understand, Understood in All Languages); 4 pts
Armor Visor: 24 pt array; 26 pts
Eye Beams: Ranged Energy Damage 12; 24 pts
Cloaking: Concealment 4 (All Visual); 1 pt
Sensor Array: Variable 1 (5 pts traits, Extra: Action [Move Action], Flaw: Limited to Senses); 1 pt

Universal Weapon: 55 pts traits, Easily Removable (-22 pts), Flaw: (-20 pts); 13 pts
Weapon Restriction: (Flaw: Side Effect [Damage 10 whenever weapon is used]); -20 pts
Flight: Flight 10 (2000 mph/1/2 mpr); 20 pts
Cosmic Energy Control: 30 pt array; 35 pts
Cosmic Energy Blast: Ranged Cosmic Energy Damage 15; 30 pts
Hammer Strike: Bludgeoning Strength-based Damage 3; 1 pt
Matter Manipulation: Transform 7 (100 lbs; Any Inanimate to Any Inanimate); 1 pt
Force Field: Impervious 8; 1 pt
Gravity Control: Burst Area Move Object 13 (Extra: Burst Area 2 [60 ft radius], Flaw: Limited Direction (Up or Down); 1 pt
Teleportation: Teleport 13 (30 miles/8000 miles; Extra: Easy, Increased Mass 4 [800 lbs], Flaw: Extended Only); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +11 [Unarmed +12; Universal Weapon Strike +15]
Ranged Attack +11 [Eye Blast +12; Universal Weapon Blast +15]
Special Attack [Gravity Control Move Object +13, Burst Area]

DEFENSES:
Dodge +11 [DC21] Parry +11 [DC21]
Toughness +15 (+8 Impervious with Force Field), Fortitude +11, Will +13

COMPLICATIONS:
Arrogance: Ronan has the ultimate confidence in himself and the superiority of The Kree which can cause him to underestimate some opponents
Enemy: The Skrulls, The Red Lantern Corps, The Viltumite Empire
Relationships: He is betrothed to Crystal of the Inhuman empire
Responsibility: He is fiercely loyal to the Kree empire

Abilities 86 + Skills 26 (52 ranks) + Advantages 18 + Powers 68 + Defenses 20 = 218 / 218

Build Comments: Really had been focusing on my Cosmic Thorpacoverse stuff at my other thread, so here is a slightly tweaked version of Ronan for J-Mart I.

Secret Origins: Upon the completion of his formal education, Ronan was enrolled in the Kree Public Accuser Corps, the main law enforcement body for the empire. Ronan did well and was steadily promoted. In a border incident, he stopped a fleet of Skrull ships from entering Kree space. As a result, he was made Supreme Accuser of the Kree Empire, making him responsible for enforcing the laws and decrees of the Kree, and second only to the Supreme Intelligence, and the Imperial Minister.

The Story so Far: As a proud member of the Kree aristocracy, initially he was not happy taking orders from the Supreme Intelligence. His attempt to cause a civil war was quickly halted, and he quickly returned to service.

Ronan's first encounter with Earth heroes was when the Fantastic Four defeated Kree Sentry #459. Later, Ronan attempted to press the Inhumans into service, as they had been created by the Kree. Although Black Bolt defeated Ronan in a contest, many Inhumans chose to stay on Hala regardless.

Just prior to the Annihilation event, Ronan was framed and stripped of his Accuser Rank by House Fiyero. He sought out the only witness, Tana Nile, who was part of Gamora's Graces.
Unfortunately, Tana Nile was killed by the Annihilation Wave commanded by Annihilus. The ruling Kree seemed ignorant of the threat the Wave posed.

Ronan later joined with the United Front along with Nova on the front lines against the Annihilation Wave. Many rank and file Kree trusted him over the commanders appointed by Fiyero, in the war against Annihilus.

Ronan eventually returned to Hala with his sworn enemy Kl'rt the Super-Skrull and Praxagora to dethrone the House Fiyero who were planning to side with Ravenous and Annihilus. After knocking Ravenous unconscious and killing the House Fiyero, Ronan attempted to locate the Supreme Intelligence, only to find that Fiyero had lobotomized it. Mercifully killing it, Ronan exited its chamber to thunderous cheers of the Kree people, who unanimously called on him to become their new emperor.

When Ravenous later came back to Hala with a stronger force, Ronan led a violent attack on Ravenous' fleet; in which entire building complexes were rocket propelled at Ravenous' forces and decimated the Annihilation forces. After the massive destruction of the Annihilation Wave by Galactus, Ronan was part of the participants in forging a treaty between the United Front and Ravenous that ceded certain Kree territories and all of the former Skrull Empire in order to end the hostilities.

When the Phalanx invaded and assimilated the Kree, Ronan was forced to serve them to protect the Empire. He was freed by the Wraith, whose Exolon symbiotes could drive fear into the Phalanx. Along with Kl'rt, Praxagora and Ra-Venn, Ronan made his way to Kree-Lar, the ceded Kree capital, now under the control of the N-Zone bugs, who were putting up quite a fight with the Phalanx. Ronan called to make an alliance, when he was actually looking to activate the 15,000 Kree Sentries beneath the palace. Originally meant for an eventual strike to take back their territories from the bugs, Ronan was going to use them to annihilate Hala, as a means to free his people from servitude. To that end, he had Praxagora and Wraith render the Sentries immune to the Transmode Virus.

As the Sentries approached Hala, Ra-Venn informed Ronan that Nova, Quasar and Star-Lord have gone head-to-head with the Phalanx and asked that he call off the strike. However, Ronan refused to. Unfortunately, Ultron, who had taken over Praxagora, took control of the sentries to form a new body. Kl'rt barely managed to shield them all before Praxagora self-destructed. Descending to the surface, they helped Quasar defeat Ultron, by having Wraith use his Exolons to trap Ultron. With the Phalanx defeated, Ronan was left to pick up the pieces of the Kree Empire.

When the Inhumans left Earth's Moon to search for and rescue Black Bolt from the Skrulls following their invasion of Earth, Medusa tried to establish an alliance between the Inhumans and the Kree to help find Black Bolt and free him from his Skrull captors. Ronan agreed, but only on the condition that Medusa's sister Crystal become his bride. He provided them with information regarding the Skrull communications network, which the Kree have been trying for years to crack.

Shortly after the Skrull invasion, the Inhumans arrived at the Kree homeland, and after subduing his bodyguards, confronted the Kree ruler, Ronan. Defeated, Ronan kneeled before Black Bolt as the new ruler of the Kree Empire. To bring their two races closer together, Ronan and Crystal's marriage proceeded. However, Crystal saw the marriage as a political affair, to Ronan's disappointment (he had brought her flowers, ostensibly to try and woo her). On the wedding day, he was severely beaten by the Shi'ar Imperial Guard and was hospitalized. He does not fully recover until after the War of Kings is over.

During the war with the cancerverse, Ronan is a member of Nova's main attack force. In an effort to prevent further massive conflicts, Ronan joins the Annihilators. They protected Galador from the Dire Wraiths and opposed the Universal Church of Truth's attempt to revive the Magus.

Ronan is later separated from his wife Crystal under the orders of Black Bolt. This separation is part of a truce that was made between Black Bolt and the revived Supreme Intelligence to ensure peace between Inhumans and the Kree Empire. Crystal and Ronan are deeply saddened by this decision, their at first arranged marriage turning into a truly loving and committed relationship.

Characterization: Ronan is a highly skilled soldier and a military genius, having received Kree military combat training, and possesses extensive knowledge of the legal code of the Kree Empire. He can be curt and hard to talk to at times, but he has a strict code of honor and a dry wit which he rarely reveals but has endeared him to several of his close comrades.

Friends and Foes: Ronan is committed to the Kree and values his code of honor and responsibility to the Kree empire above all else. He is close to his currently estranged wife Crystal.

Clean Up 12/12/13: Ronan gets some tweaks during a Superior Thorpacoverse review. Man, has he been turned into a great character over the past 5 years or so. He was one note for so long, but that have made him a compelling individual.
Last edited by Thorpacolypse on Mon Feb 10, 2014 9:50 pm, edited 3 times in total.
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#423

Postby Thorpacolypse » Tue Nov 22, 2011 6:54 am

A new item for our Villains Line hits the Aisle 2 shelves.

Image
I am Hyde. I've fought the likes of Thor, Hercules, and the Hulk -- do you expect me to believe that a motorcycle riding freak could hurt me more than they could? - Mister Hyde

MISTER HYDE
PL: 11 (149 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 12, STAMINA 12, AGILITY 1, DEXTERITY 2, FIGHTING 7, INTELLECT 6, AWARENESS 2, PRESENCE 1

SKILLS: Athletics (+12), Deception 6 (+7), Expertise [Chemistry] 7 (+13), Expertise [Criminal] 2 (+8), Expertise [Science] 7 (+13), Insight (+2), Intimidation 9 (+10/+11) [Startle], Perception 3 (+5), Persuasion (+1), Stealth (+1), Technology 5 (+11), Treatment 9 (+15)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (1), Diehard, Equipment (4), Fast Grab, Improved Grab, Last Stand*, Power Attack, Skill Mastery (1) (Expertise [Chemistry]), Startle

POWERS:
Hyde Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass, Extra: Innate); 5 pts
Hyde Hide: Protection 2, Impervious 3, Immunity 3 (Environmental Heat, Environmental Cold, Pressure); 11 pts
Alternate Effect of Strength Damage: 1 pt
Groundstrike: Line Area Force Damage 11 (Extras: Line Area 2 [60 ft], Flaws: Distracting, Limited [Hyde must be on the ground, targets must be on the ground]); 1 pt

EQUIPMENT:
(20 pts)
20 pts for hideout, secret lab, science stuff, etc.

OFFENSE:
Initiative +1
Close Attack +8
Unarmed +10 [Unarmed +12]
Ranged Attack +2
Special Attack [Groundstrike +11, Line Area]

DEFENSES:
Dodge +6 [DC16] Parry +7 [DC17]
Toughness +14 (+3 Impervious), Fortitude +13, Will +9

COMPLICATIONS:
Addiction: Calvin Zabo can go into withdrawals if denied access to his Hyde serum for an extended period
Monstrous Appearance: With his massive size and disfigured face, he is extremely noticeable in public
Motivation: Experimenting on humans
Power Loss: When his Hyde serum wears off, he loses his powers and his stats drop to STR 0, STA 0
Reputation: Jobber villain

Abilities 78 + Skills 25 (50 ranks) + Advantages 14 + Powers 17 + Defenses 15 = 149 / 149

Build Comments: I probably overdid him a bit, but I like Mister Hyde. He's good for taking on a team of lower PL heroes like the Young Avengers or Dynamo 5 (hmm....might be a good test) or being a good punching bag for the big time powerhouses but he's not going to threaten a team of decent heroes.

Secret Origins: Calvin Zabo was born in Trenton, New Jersey. He was a morally abject but brilliant medical research scientist who was fascinated by the effect of hormones on human physiology. One of his favorite stories was Stevenson's 1886 classic, Strange Case of Dr. Jekyll and Mr. Hyde. He was convinced that the experiment in the story could actually be performed and became obsessed with the idea of unleashing his full bestial nature in a superhuman form. However, he needed money to do this so he robbed his various employers systematically. Though too intelligent to be caught, the medical community was suspicious of his tendency to always be employed by organizations which were subsequently robbed.

Zabo eventually sought work as a surgeon in a hospital where Donald Blake was a directing physician, yet Blake would not allow him a job due to his history. Zabo was enraged that Blake would not give him the position (even though he did indeed intend to rob the organization) and swore revenge. He was eventually successful in creating his formula, and turned into a huge, Hulk-like creature he called "Mister Hyde", named after the character in the novel. In this new form, he found he had superhuman strength enabling him to crush cars and tear through steel as though it were made of cardboard.

The Story so Far: With his new superhuman powers he sought out Blake, who he tried to kill by throwing him from a window, but Blake transformed into Thor by striking his cane on the wall and survived, claiming he had saved Blake. Thor eventually defeated Hyde but Thor was forced to allow him to escape in order to save Jane Foster.

Hyde went into business as a full-time professional super-criminal and set out to get revenge upon Thor. The two battled several times, with Hyde getting beaten every time. He’s also come up against Daredevil, Invincible, Captain America and the Falcon and others. He eventually decided to relocate to Metropolis, where he is a regular opponent of Superman, Supergirl and Superboy.

Characterization: Zabo is a brilliant but unstable man with an insatiable desire for power and respect.

Friends and Foes: He has partnered with many villains over the years but doesn’t have any real relationships to speak of. He has a vendetta against Thor and also become a thorn in the side of the Superman family.
Last edited by Thorpacolypse on Wed Aug 28, 2013 8:41 pm, edited 2 times in total.
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Playtest #3 - GL Hal vs Huntmaster

Postby Thorpacolypse » Tue Nov 22, 2011 8:24 pm

I figured it was time for a quick playtest with one of my revamped DC builds, so since I am all into the GL-verse at the moment, I figured I'd give my tweaked Hal a run.

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


Playtest/Story – Green Lantern (Hal Jordan) vs. The Huntmaster

Maneuver Legend: AA – All Out Attack, ACA – Accurate Attack, DA – Defensive Attack, PA – Power Attack, RA – Routine Attack

Intro: The Huntmaster, always looking for a challenge, was informed by a Qwardian that a Green Lantern is a great challenge, so he decides to take on the best one, which he hears is Hal Jordan of Earth. After entering the dimension, he takes a couple of days to do some investigating to find out all he can about his quarry. (Yikes, crappy roll, 2+9=11) But the DC for general info is 10 so I’ll say that he finds out Jordan works out of Coast City.

From there, he decides to flush him out. He sets two of his Warhounds loose into rush hour traffic on the east side of the Coast City Bridge, where they start wreaking havoc, causing tons of property damage and a massive traffic jam. The whole thing is caught by the roving traffic copter, which is what The Huntmaster wanted. The Huntmaster himself stays back above the fray in his Sky Chariot.

Sure enough, the Emerald Guardian of Coast City comes flying in to save the day. Seeing the Warhounds chewing on cars and terrorizing the populace, he comes in ready to take them down.

Round 1: Initiative – Huntmaster 6, Warhounds 6, Green Lantern 5. Man, those were some crappy Initiative rolls…

Anyway, the Huntmaster will hold his action and observe this round and let his Warhounds test Jordan. They turn away from the cars and coming charging at GL, but (huh, no leaping…that seems odd) he is too far up in the air for them to get to him. Hal will be Hal and shoot first and ask questions later. He blasts one with a big, green rolled up newspaper looking construct (ACA 2, 12+12=24) and hits. DC31 for the Warhound, he gets a 21 so since he is a minion, he drops.

Status – The Huntmaster (fine, 1 hp), Warhound (fine), GL Hal Jordan (fine, 1 hp), 1 Warhound incapacitated



Round 2: The Huntmaster will begin to move in but that’s it. The Warhound cannot attack Jordan, so he holds and waits for his master. Jordan moves in closer to keep the Warhound’s attention on him and he again brings the big, rolled up newspaper construct to bear on the bad dog, (12+10=22, hit) and swats the dog. DC33 for the cyber-puppy, and this one fails, too and he’s down.

Status – The Huntmaster (fine, 1 hp), GL Hal Jordan (fine, 1 hp), 2 Warhounds incapacitated



Round 3: Now that the Huntmaster has seen Jordan in action, he is ready to fight his prey. He moves into range and shouts out something like “Hal Jordan, Green Lantern of Sector 2814 in the 217th dimension, I am the Huntmaster. I am the greatest hunter in the multiverse and you have been honored to be my latest quarry. I have come to take your ring as a trophy. I know you will resist, so please, at least do me the honor of making this trip worth my time.” And with that, he fires a Plasma Spear at GL (PA2, 11+12=23, hit). Hal has to save at DC30, and he does with a 19+15=34. Hal says something smart ass and fires back (AA2, 15+12=27, hit) and the Huntmaster has to save at DC33, he only gets a 21, he’ll use his HP to re-roll, and this time he gets a 34 to avoid damage.

Status – The Huntmaster (fine, 0 hp), GL Hal Jordan (fine, 1 hp), 2 Warhounds incapacitated



Round 4: This Huntmaster will leap out of his Sky Chariot and make an awesome looking landing on the ground, complete with action hero, spread eagle landing with head down and quick head raise and a nice, loud boom. He will use that help with his Demoralizing check on Hal (I’ll give him +2 for a +14 bonus, and he gets a 27) Hal opposes with Will and gets 19+18=37. Doesn’t work. Hal will blast away at The Huntmaster again, (10+14=24, hit). The Huntmaster has to save DC33, he gets a 24 to take 2nd degree damage.

Status – The Huntmaster (2nd degree damage, 0 hp), GL Hal Jordan (fine, 1 hp), 2 Warhounds incapacitated


Round 5: The Huntsman staggers back a bit after that last shot and shouts “Excellent…finally a worthy challenge!” And fires up another Plasma Spear (PA2, 13+11=24, hit). Hal has to save at DC30 and he gets a 30 on the nose. His Toughness bonus is +15 compared to the base damage bonus of +13 so according to RAW, he takes no damage. I’m still not sure if I like the rule, but I’ll have to play more to see. Hal will PA for 3 this time, and misses..

Status – The Huntmaster (2nd degree damage, 0 hp), GL Hal Jordan (fine, 1 hp), 2 Warhounds incapacitated



Round 6: The Huntmaster PA for 2 with another Plasma Spear, and misses (7+11=18). Hal PA 2 again with another ring blast, POW, he hits with a crit (8+20=28). Huntmaster has to save at DC40…nope, he gets a 22 which is 4th degree damage and he’s out.

Just as Hal is about to slap a force cage around him, a portal opens up and 2 more Warhounds jump out followed by 10 other robots. They quickly gather up their fallen master, the other Warhounds, recall the Sky Chariot and disappear in a flash.

Status – The Huntmaster (2nd degree damage, incapacitated, 0 hp), GL Hal Jordan (fine, 1 hp), 2 Warhounds incapacitated


Comments: Well, that went about as expected. Hal kicked The Huntmaster’s tail pretty good. It will be interesting to see how he does against one of my heralds or a higher powered build. GLs are fun to play, next time I will have to be more adventurous with my power selection, I just had Hal blasting away this time to get a gage of whether I thought he might be overpowered, but I don’t think so.
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Re: J-Mart: Imports, Nightrunner, Saiko, Drakon, Hannu

Postby Thorpacolypse » Wed Nov 23, 2011 10:56 am

Blitz wrote:Spotted some gender confusion in Honnu's Complications, Thorp!

I'm not trying to be a proofreader. Honest! It just sort of happens that way.

Love the builds you've put up since my last visit.


Not a problem, Blitz. I NEED proofreaders! :wink:

Fixed. "His" Sector will be better protected now.
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