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612

Postby Thorpacolypse » Sat Oct 27, 2012 7:54 pm

Got a few imports from my experimental J-Mart II location that I needed to move here, so I'll be dropping a few of those off and on over the next few days. This relocated item is for Aisle 1.

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I don't want to be defined by my past anymore, you know? - Wendy Harris

ORACLE (WENDY KUTTLER [HARRIS])
PL: 6 (93 pts) - OPL: 6 ; DPL: 5

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

SKILLS: Deception 6 (+8), Expertise [Computers] 10 (+16), Expertise [Popular Culture] 1 (+7), Expertise [Science] 6 (+12), Insight 6 (+9), Intimidation (+2), Investigation 9 (+15) [Contacts, Well-Informed], Perception 6 (+9), Persuasion 7 (+9) [Connected], Technology 9 (+15), Treatment 2 (+8)

ADVANTAGES: Benefit 3 (Cipher 3), Connected, Contacts, Equipment (5), Inventor, Teamwork, Well-Informed

POWERS:
NONE

EQUIPMENT:
(25ep)
Justice League Communicard: Senses 2 (Communication Link [Radio, Justice League Members), GPS, Feature 1 (Watchtower/Avengers Mansion Access), Benefit 1 (Justice League Status); 5ep
2ep for additional tech EQ
Headquarters: (18ep)
Clocktower: Size - Small, Toughness - 10, Features - Communications, Masterwork Computer, Concealed, Defense System, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop; 18ep

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +0]
Ranged Attack +3

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +1, Fortitude +5, Will +7

COMPLICATIONS:
Disability: Due to her injuries sustained in their fight with the fake Wonderdog, Wendy is paraplegic
Relationships: He is close to his twin sister, Wendy, and Wonderdog
Responsibility: Becoming the new Oracle and providing support to the superhero community as Barbara did

Abilities 34 + Skills 31 (62 ranks) + Advantages 13 + Powers 0 + Defenses 15 = 93 / 93

Comments: So with Babs going back to be Batgirl, the superhero community lost a valuable resource. The world needs an Oracle. So the Thorpacoverse gets a new one, in Wendy Harris/Kuttler, previously known as Proxy, previous known as annoying kid sidekick Wendy from the Super Friends cartoon.

She and Marvin have been introduced into the main DCU continuity as caretakers of Titans Tower for a while, and both of them were portrayed as highly intelligent kids, even being able to rebuild Cyborg. My Wendy is still very smart and she has been trained by Barbara prior to her going back to being Batgirl. Wendy, who was paralyzed from the waist down in the attack by the fake Wonderdog, feels a bit jealout of Babs' miraculous recovery, but also knows that she can help the world more by taking her place as Oracle than ever could before. So she has moved into a new clocktower and with the help of the her revived/clone brother Marvin and the real Wonderdog, she aids the Bat Family, the Justice League and a new Birds of Prey in fighting crime.

Clean Up 3/14/13: Wendy gets some clean up as she's getting some time in my little Gotham test.
Last edited by Thorpacolypse on Sun Mar 17, 2013 3:22 pm, edited 2 times in total.
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613

Postby Thorpacolypse » Sat Oct 27, 2012 7:58 pm

Another import hits the Aisle 1 shelves.

Image
C'mon Wonderdog! We have crime to fight!

MARVIN KUTTLER [HARRIS]
PL: 4 (63 pts) - OPL: 4 ; DPL: 4

ABILITIES: STRENGTH 0, STAMINA 1, AGILITY 2, DEXTERITY 2, FIGHTING 2, INTELLECT 5, AWARENESS 0, PRESENCE 1

SKILLS: Acrobatics 1 (+3), Athletics 2 (+2), Close Combat [Unarmed] 1 (+3), Deception (+1), Expertise [Popular Culture] 1 (+6), Expertise [Science] 3 (+8), Intimidation (+1), Investigation 1 (+6), Persuasion (+1), Stealth 1 (+3), Technology 7 (+12)

ADVANTAGES: Equipment (1), Minions (3) (Wonderdog), Redirect, Teamwork

POWERS:
SuperHero in Training: Flight 3 (16 mph, Flaw: Uncontrolled), Speed 3 (16 mph, Flaw: Uncontrolled); 5 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 +2
Close Attack +2
Unarmed +3 [Unarmed +0]
Ranged Attack +2

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +1, Fortitude +4, Will +4

COMPLICATIONS:
Accident: Marvin is prone to accidents at the worst possible times
Doing Good: Marvin is a big superhero fanboy and wants to be a hero, too
Relationships: He is close to his twin sister, Wendy, and Wonderdog

Abilities 26 + Skills 9 (17 ranks) + Advantages 6 + Powers 5 + Defenses 17 = 63 / 63

Comments: So here is Marvin. In my setting, he was killed by the fake Wonderdog that injured Wendy but he was cloned and brought back to life by his grieving father, the Calculator. However, he continued to reject his father’s ways and works with Wendy to help the world’s heroes. He and the real Wonderdog (who was actually still alive, just captured during the whole hellhound switch thing) still spend a lot of time at Titans Tower and the Watchtower as sidekicks to the heroes when he’s not in school or helping out Wendy.

I loved Marvin and Wonderdog when the Super Friends started when I was a kid, so I HAD to have them in the Thorpacoverse. I'll work up Wonderdog shortly.
Last edited by Thorpacolypse on Sun Mar 17, 2013 3:22 pm, edited 1 time in total.
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614

Postby Thorpacolypse » Sat Oct 27, 2012 8:12 pm

Another import for Aisle 1.

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You pray to heaven -- I'm placing my faith in the Suicide Squad. - Amanda Waller

AMANDA WALLER
PL: 10 (165 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 1, STAMINA 1, AGILITY 1, DEXTERITY 2, FIGHTING 5, INTELLECT 5, AWARENESS 6, PRESENCE 6

SKILLS: Athletics 3 (+4), Deception 10 (+16) [Skill Mastery], Expertise [Bureaucracy] 15 (+20) [Skill Mastery], Expertise [Civics] 10 (+15), Expertise [Current Event] 13 (+18), Expertise [Streetwise] 6 (+11), Insight 9 (+15), Intimidation 9 (+15) [Startle], Investigation 8 (+13) [Contacts, Well-Informed], Perception 5 (+11), Persuasion 7 (+13) [Connected], Ranged Combat [Guns] 6 (+11), Stealth 7 (+8), Technology 3 (+8), Vehicles 5 (+7)

ADVANTAGES: Benefit (7) (Diplomatic Immunity, Cipher, Status 5 – Government Contacts and Resources), Close Attack (3), Connected, Contacts, Defensive Roll (2), Equipment (6), Languages (2) (5 others, Base: English), Leadership, Luck (Edit Scene) (1), Ranged Attack (3), Set-Up (1), Skill Mastery (2) (Expertise [Bureaucracy], Deception), Startle, Well-Informed

POWERS:
NONE

EQUIPMENT:
(30ep)
20ep for whatever she needs at the time
Blaster Pistol: Energy Ranged Damage 5; Range 125ft, Small; 10ep

OFFENSE:
Initiative +1
Close Attack +8 [Unarmed +1]
Ranged Attack +5
Guns +11 [Blaster Pistol +5]

DEFENSES:
Dodge +8 [DC18] Parry +6 [DC16]
Toughness +3, Fortitude +7, Will +13

COMPLICATIONS:
Bitch: Amanda tells it like she sees it and if you don't like it, that's your problem
Patriotism: Amanda may have…interesting ways of showing it at times, but she is a diehard American patriot
Prejudice: Some people don't like that a black woman has become one of the most powerful governmental figures in the world
Reputation: Many people don't like going up against The Wall
Responsibility: To serve her country and do her job
Rivalry: Along they have worked together far better than most thought, she still has to keep her eyes on Nick Fury and Cecil Steadman
Secret: I think she has a few

Abilities 54 + Skills 58 (116 ranks) + Advantages 32 + Powers 0 + Defenses 21 = 165 / 165

Comments: I figured it was about time I got the main governmental boogeymen (and woman) done for my setting. Amanda Waller, Nick Fury and Cecil Stedman are all part of the US and World Governmental organizations that have close involvement with metahuman affairs in one fashion or another. Amanda focuses on US issues mainly, and runs Task Force X, the “unofficial” superhuman wetworks team. She also has various other responsibilities and interests as well. Amanda’s strengths are in knowing how the government works, who knows what about what and how to manipulate anyone to get what she wants. She has always had a good relationship with Professor Xavier and has always been a strong supporter of mutant rights, although her reasons remain secretive.

Nick Fury is the head of SHIELD, of course, and he has the best relationship with the superhero community as a whole and is the most likely to go into the field when threats arise. He is the strongest overall combatant of the 3 and the best military mind. He doesn’t have the internal governmental relationships, though, and that can hamstring him when he needs support from The Council. He works closely with The Avengers, The Justice Society Initiative and The Justice League although The League remains a non-government affiliated entity.

Cecil Stedman is more of a combination of his peers. He has a background as a field agent so he has that credibility that Waller lacks but being involved with the secret governmental world longer than the others, he also has a wide network of contacts and resources. His group is more focused on global and extraterrestrial issues, with him being directly involved with Stormwatch and SWORD.

The three of them are considered equals by the president and NATO and three supposedly have a “gentleman’s agreement” of full disclosure, but we all know that ain’t happenin’, however, by and large, they have worked well together, despite some disagreements along the way. Generally, though, if someone in the superhero community wants to know something, or if there is something big going on that affects the superheroic world, one of the 3 of them is involved.
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615

Postby Thorpacolypse » Sat Oct 27, 2012 8:15 pm

RED LIGHT SPECIAL Import for Aisle 1.

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You take another step towards me and your hooded friend gets seriously shafted. Get it? - Arsenal

ARSENAL

PL: 10 (153 pts) - OPL: 10 ; DPL: 9

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 5, DEXTERITY 5, FIGHTING 10, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 6 (+11), Athletics 7 (+9), Deception 7 (+8), Expertise [Streetwise] 6 (+7), Insight 5 (+7), Intimidation (+1), Investigation 7 (+8) [Contacts], Perception 6 (+8), Persuasion 6 (+7), Stealth 6 (+11), Technology 4 (+5), Vehicles 4 (+9)

ADVANTAGES: Accurate Attack, All-Out Attack, Close Attack (2), Contacts, Defensive Attack, Defensive Roll (3), Equipment (8), Evasion (1), Improved Aim, Improved Critical (2) (Bow, Improvised Weapons), Improved Disarm, Improved Initiative (1), Improvised Weapon (1), Languages (1) (Navajo, Japanese, Base: English), Move-by Action, Precise Attack (2) (Ranged, Cover; Ranged, Concealment), Quick Draw, Ranged Attack (8), Takedown (1), Throwing Mastery (2), Uncanny Dodge

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

EQUIPMENT:
(40ep)
Outsiders Commlink: Senses 2 (Communication Link 2 [Radio, Outsiders Members, Outsider Database), GPS; 3ep
Twin Blaster Pistols: Energy Ranged Damage 5; Extra: Split, Range 125ft, Small; 11ep
Throwing Knives: Piercing Ranged Damage 2, Extra: Multiattack; 50 ft range, Small; 6ep
Sword: Slashing Strength-Based Damage 3, Critical 19-20, Medium; 4ep
Red Arrow Bow and Arrows: (16ep)
Standard Arrows: Piercing Ranged Damage 6; 150 ft range; 12ep
Explosive Arrow: Ranged Burst Area Ballistic Damage 5, Flaw: Activation [Move], Inaccurate, Diminished Range (10/25/50); 80 ft range, Large; 1ep
Cutting Torch Arrows: Heat Damage 6 (Extra: Penetrating); 1ep
Bow Bash: Bludgeoning Strength-based Damage 1; 1ep
Grapple Arrow: Movement 1 (Swinging); 1ep

OFFENSE:
Initiative +9
Close Attack +12 [Unarmed +2, Sword +5, Critical 19-20; Cutting Torch Arrows +6; Bow Bash +3, Critical 19-20]
Ranged Attack +13 [Arrows +6, Critical 19-20; Blaster Pistols +5; Throwing Knives +4, Critical 19-20, Multiattack; Explosive Arrows +5, Area Burst]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +5, Fortitude +7, Will +9

COMPLICATIONS:
Addiction: When he was younger, Arsenal was addicted to heroin. While he beat his addiction and has been clean for many years, he still fights the battle every day
Motivation: Proving himself in Ollie's and to a degree, Dick Grayson's, shadow
Relationships: Oliver Queen, his daughter Lian and his Titans teammates

Abilities 58 + Skills 32 (64 ranks) + Advantages 40 + Powers 1 + Defenses 22 = 153 / 153

Comments: I love the way Scott Lobdell writes Roy in Red Hood and the Outlaws. Not a real fan of his take on Kori, but he’s got Jason and Roy rolling right along, with Roy as the bow slinging jokester and Jason as the junior Bat-god straight man. The book started off shaky, but has gotten pretty good. I think it’s a fun book above all else, and sometimes I think both the big companies forget that’s what got us all into comics as kids. There’s a time for your Watchmen stuff, but there’s still room for a little Talky Tawny silliness, too. This book seems to tread between both, and I like that.

In my setting, Arsenal and Dick have (mostly) worked out their differences and Roy works with the Outsiders most of the time, but generally he remains on his own, bridging the gaps between them, the League, the Titans and Waller, who remains fond of him, even though he doesn't trust her.
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616

Postby Thorpacolypse » Sat Oct 27, 2012 8:19 pm

This import is a J-Mart Favorite item.

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I think I lost the horizon... - Catman

CATMAN
PL: 10 (163 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 5, DEXTERITY 4, FIGHTING 12, INTELLECT 1, AWARENESS 4, PRESENCE 4

SKILLS: Acrobatics 6 (+11), Athletics 8 (+12), Close Combat [Short Blades] 1 (+15), Deception 6 (+10), Expertise [Hunter] 13 (+14), Insight 6 (+10) [Assessment], Intimidation 8 (+12), Perception 11 (+15) [Skill Mastery], Persuasion (+4), Ranged Combat [Throwing] 4 (+12), Sleight of Hand 6 (+10), Stealth 8 (+13), Vehicles 3 (+7)

ADVANTAGES: All-Out Attack, Animal Empathy, Assessment, Close Attack (2), Damaging Escape*, Defensive Roll (2), Equipment (2), Improved Critical (1) (Unarmed), Improved Initiative (1), Languages (1) (Swahili, 1 other, Base: English), Leadership, Move-by Action, Power Attack, Precise Attack (1) (Close, Concealment), Ranged Attack (4), Skill Mastery (1) (Perception), Takedown (2), Tough* (2), Tracking, Ultimate Effort (1) (Ultimate Tracking), Uncanny Dodge

POWERS:
Affinity for Cats: Feature 1 (Cats accept Blake as one of their own); 1 pt

EQUIPMENT:
(10ep)
Commlink: Feature 1 (Radio Communication), Miniscule; 1ep
Cat Claw Grapple Gun: Movement 1 (Swinging); 2ep
Arsenal: (6ep)
Catarang: Bludgeoning Strength-Based Ranged Damage 2; 50ft range, Medium; 4ep
Cat Claws: Piercing Strength-Based Damage 1, Critical 19-20, Split, Small; 1ep
Knives: Piercing Strength-Based Damage 1, Critical 19-20, Split, Small; 1ep

OFFENSE:
Initiative +9
Close Attack +14 [Unarmed +4, Critical 19-20; Claws +6, Critical 19-20]
Short Blades +15 [Knives +5, Critical 19-20]
Ranged Attack +8
Throwing +12 [Catarangs +6]

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

COMPLICATIONS:
Conflicted: Catman is often torn between extremes such as hero or villain, leader or follower, loner or team player
Relationships: Catman has a son, Thomas, Jr. with the villainess Cheshire. He is close to his original Secret Six teammates, Deadshot, Scandal Savage and even Ragdoll. He and the Huntress share a mutual attraction
Reputation: Former loser villain

Abilities 76 + Skills 40 (80 ranks) + Advantages 29 + Powers 1 + Defenses 17 = 163 / 163

Comments: Gail Simone is a goddess. I met her briefly at the last comic convention I went to and she was great on the panel and very congenial when I asked her to sign my Bird of Prey #1. But on top of all that, she did such an incredible frickin’ job with the Secret Six, it’s really unbelievable. She took a bunch of C-D list characters and made them compelling and on top of that, most of them were villains and she made them all intriguing and in the end, actually kind of noble, even as they were being taken down by about 20-30 heroes. Huntress’ narration during it was some of the best you will ever read about that thin line between heroes and villains. And considering the fight that the Six gave pretty much the entire Justice League (including Superman, Captain Marvel, both Batmen, and at least 2 GLs) I may have to eat crow for complaining about Deadshot and Catman being PL11s in the DCA book…

Her resurrection of Thomas Blake as Catman has been everything that Bendis’ writing of Luke Cage or Geoff Johns’ re-invention of Sinestro has been and more. She took a total joke, loser character and turned him into a compelling anti-hero that you can actually buy going toe-to-toe with Batman. My take on Blake is an expansion on that where he is really trying to be the hero Huntress thinks he can be albeit a bit more violent one. I am going to have him use the Catarangs regularly, since I could see him doing that in emulation of Batman.
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617

Postby Thorpacolypse » Sat Oct 27, 2012 8:35 pm

GREEN LIGHT SPECIAL import for Aisle 1.

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That's why the Justice Society is so important to me. To Jay and Ted and Carter. Jay and his wife couldn't have children of their own. Ted lost his son. Carter neglected his. And I... I was never even there for mine. WE FAILED OUR CHILDREN. But we won't fail again. I won't fail you again. Or any of the children of the Justice Society. That is is my oath. - Alan Scott

GREEN LANTERN (ALAN SCOTT)
PL: 13 (215 pts) - OPL: 13 ; DPL: 13

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

SKILLS: Athletics (+2), Deception (+2), Expertise [Business] 6 (+8), Expertise [Engineering] 8 (+10), Insight 6 (+10), Intimidation (+2), Investigation 3 (+5) [Contacts], Perception 4 (+8), Persuasion 5 (+7) [Connected], Ranged Combat [Power Ring] 7 (+10), Stealth (+2), Technology 3 (+5)

ADVANTAGES: Benefit (1) (Checkmate Clearance), Connected, Contacts, Diehard, Extraordinary Effort

POWERS:
Living Embodiment of the Starheart: Immunity 11 (Aging, Life Support); 11 pts
Starheart Power Ring: 121 pts traits, Removable (-24 pts); 97 pts
Quick Change: Features 1 (Quick Change); 1 pt
Universal Translator: Comprehend 4 (Speak, Read, Understand, Write, All Languages); 8 pts
Scanning Beam: Variable 1 (5 pts traits, Flaw: Limited to Senses); 6 pts
Green Lantern's Light: Environment 2 (60 ft; Light); 2 pts
Ring Flight: Flight 14 (32,000 mph), Movement 4 (Environment Adaptation [Zero G], Space Travel 3); 36 pts
Force Field: Protection 13 (Flaw: Sustained), Impervious 6 (Flaw: Sustained); 25 pts
Green Flame Manipulation: 33 pt Dynamic Array; 43 pts
Green Flame Blast: Ranged Damage 16 (Extra: Dynamic); 35 pts
Green Flame Constructs: Create 16 (Extra: Dynamic); 2 pts
Movable Constructs: Create 10 (Extra: Dynamic, Movable); 2 pts
Force Bubble: Immunity 10 (Life Support, Extra: Dynamic, Affects Others Only, Area Burst, Ranged); 2 pts
Force Lifting: Move Object 16 (Extra: Dynamic); 2 pts
Fourth-Dimensional Shift: Insubstantial 4 (Quirk: Vulnerable to wood); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +8 [Unarmed +2]
Ranged Attack +3
Power Ring +10 [Flame Blast +16; Flame Objects +16, Force Lifting +16]

DEFENSES:
Dodge +11 [DC21] Parry +10 [DC20]
Toughness +2 (+15 with Force Field, +6 Impervious with Force Field), Fortitude +10, Will +16

COMPLICATIONS:
Incarnation of the Flame: Alan Scott is no longer entirely mortal, being the vessel for the Starheart. This can cause mystical concerns for him that do not threaten ordinary people
Power Loss: Alan's Starheart powers are completely useless and nullified against wood, and he also takes an extra degree of damage against wood based damage
Relationships: His daughter, Jade, his son Obsidian, and his wife Molly
Responsibility: To protect the world and train the heroes of tomorrow
Weakness: Much like the standard Green Lantern power rings, his powers depend on his willpower. The maximum rank of his powers' effects are equal to his Will rank, and moments of self-doubt or hesitation can cause his powers to fail

Abilities 50 + Skills 21 (42 ranks) + Advantages 5 + Powers 108 + Defenses 31 = 215 / 215

Comments: Alan Scott’s power ring works pretty much the same as the main GL corps, but his is powered by the Starheart, which is contained within him. So he never has to charge the ring and the Starheart has given him extended lifespan and total life support. The big flaw with that ring is the weakness to wood, which also can make him lose his other Starheart gifts, in addition to the fact that his ring doesn’t work on it at all.

I had no problem putting him at Hal Jordan level because he was the original GL and Mr. Terrific and others think that with him basically BEING the Starheart, he could be at Superman level.
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Re: #80

Postby Thorpacolypse » Sat Oct 27, 2012 8:47 pm

Thorpacolypse wrote:A new item in our Minions Line hits the Aisle 2 shelves.

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The evil of ancient times combined with today's tech. This should really help their recruitment.

THE HAND
PL: 5 (72 pts) - OPL: 5 ; DPL: 5

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 3, DEXTERITY 3, FIGHTING 5, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Acrobatics 4 (+7), Athletics 5 (+7), Close Combat [Unarmed] 2 (+7), Expertise [Ninja] 7 (+7), Insight 2 (+3), Intimidation 5 (+5), Perception 3 (+4), Sleight of Hand 3 (+6), Stealth 5 (+8)

ADVANTAGES: Defensive Roll (1), Equipment (3), Hide in Plain Sight, Interpose, Ranged Attack (3)

POWERS:
Mystic Ninjas: Feature 1 (Bodies of the slain/incapacitated always disappear at end of scene); 1 pt

EQUIPMENT:
(15ep)
Hand Robes: Feature 1 (Camouflage [Darkness]); 1ep
Shuriken: Piercing Ranged Damage 1, Extra: Multiattack; 25ft range, Small; 3ep
Arsenal: (6ep)
Chain: Bludgeoning Strength-Based Damage 2, Reach 2 [10ft.], Improved Trip, Improved Grab; Medium; 6ep
Katana: Slashing Strength-Based Damage 3, Critical 19-20, Medium; 1ep
Nunchakus: Bludgeoning Strength-Based Damage 2, Critical 19-20, Small; 1ep

OFFENSE:
Initiative +3
Close Attack +5 [Katanas +5, Critical 19-20; Nunchakus +4; Chain +4]
Unarmed +7 [Unarmed +2]
Ranged Attack +6 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +3, Fortitude +4, Will +5

COMPLICATIONS:
Enemy: The Chaste, Wolverine, Elektra (sometimes), Daredevil (sometimes), many others
Responsibility: To the code of The Hand and to their leaders at the time

Abilities 32 + Skills 18 (36 ranks) + Advantages 9 + Powers 1 + Defenses 12 = 72 / 72

Comments: I’m a self diagnosed ninja-holic so it was a only matter of time until I whipped up The Hand.

At this point in my setting, they are still just The Hand, without DD's leadership. For now... :twisted:

Clean Up 10/27/12: Took The Hand up a PL.


Since I've had a little time recently, I've done a few updates as I decide on my next area of focus, which will probably be the X-verse. Anyway, I tweaked The Hand a bit. I tended to agree with Gazman's thoughts which is that they should be a bit tougher than the average ninja and definitely able to take AIM and HYDRA goons in a gang fight.
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Re: #106

Postby Thorpacolypse » Sat Oct 27, 2012 8:49 pm

Thorpacolypse wrote:Our last item in our MORE POWER! run is a J-Mart Favorite. And how can you have a special about power and not have THE PRINCE OF POWER?!?!?

Image
Um, Herc...?

Image
Come on, Herc...

Image
OK, I figure THAT oughta get him moving...

Come on, Herc, there's serious heroing to be done...

Image
Now, THAT'S what I'm talking about!

HERCULES
PL: 14 (220 pts) - OPL: 14 ; DPL: 14

ABILITIES: STRENGTH 17, STAMINA 14, AGILITY 3, DEXTERITY 4, FIGHTING 9, INTELLECT 0, AWARENESS 3, PRESENCE 5

SKILLS: Acrobatics 2 (+5), Athletics 6 (+23), Close Combat [Unarmed] 2 (+11), Deception 2 (+7/+9) [Attractive], Expertise [Mythology] 7 (+7), Insight 4 (+7), Intimidation 8 (+13), Perception 2 (+5), Persuasion 2 (+7/+9) [Attractive, Connected], Ranged Combat [Bow] 6 (+13), Stealth (+3), Vehicles 3 (+7)

ADVANTAGES: All-Out Attack, Attractive (1), Benefit (3) (Status – Son of Zeus, Prince of Power), Connected, Diehard, Equipment (1), Great Endurance, Improved Grab, Improved Hold, Interpose, Languages (1) (English, Base: Ancient Greek), Leadership, Power Attack, Ranged Attack (3), Takedown (1), Ultimate Effort (1) (Ultimate Strength Check)

POWERS:
Alternate Effects of Strength Array: 2 pts
Groundstrike: Burst Area Force Damage 14 (Extras: Burst Area 2 [60 ft], Flaws: Distracting, Limited [Herc must be on the ground, targets must be on the ground]); 1 pt
Shockwave: Burst Area Affliction 14 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Area Burst [30 ft radius], Extra Condition, Flaw: Limited to two degrees, Limited [Herc must be on the ground, targets must be on the ground]); 1 pt

Olympian Physiology: Feature 1 (Increased Mass), Immunity 5 (Aging, Cold, Disease, Heat, Pressure); 6 pts
Herculean Stamina: Protection 2, Impervious 4; 10 pts
Olympian Athleticism: Speed 5 (60 mph), Leaping 6 (250 ft); 11 pts
Prince of Power: Enhanced Strength 8 (200,000 Tons; Flaw: Limited to Lifting); 8 pts
Bow of Hercules: 18 pts traits, Easily Removable (-8 pts), (Extra: Restricted [10 or greater strength to wield]); 11 pts
Olympian Arrows: Piercing Ranged Damage 9; 18 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 +3
Close Attack +9
Unarmed +11 [Unarmed +17]
Ranged Attack +7
Bow +13 [Bow +9]

DEFENSES:
Dodge +11 [DC21] Parry +12 [DC22]
Toughness +16 (+4 Impervious), Fortitude +17, Will +9

COMPLICATIONS:
Arrogance: He can get a bit full of himself sometimes and not take mortal threats seriously enough
Enemy: Ares, The Olympus Group, Amato-Mikaboshi
Guilt: He great guilt over his madness from a millennia ago and the acts he perpetrated then, such as the death of his family and the raid on Themiscrya
Man out of Time: Being an immortal, he sometimes struggles with the modern world, especially tech
Obsession: Herc likes the ladies a lot and is constantly fighting his urge to prove his manhood again, again and again…
Relationships: Amadeus Cho, Wonder Woman
Responsibility: To protect humanity
Rivalry: He has a big rivalry with Thor
Temper: He has been known to go into uncontrollable rages if provoked

Abilities 110 + Skills 22 (44 ranks) + Advantages 20 + Powers 48 + Defenses 20 = 220 / 220

Comments: I wasn’t real thrilled with Herc back in my early comic days, but he grew on me once I got back into them. Then I decided to pick up The Incredible Hercules. One of the best moves I ever made. I loved that book. He and Amadeus Cho just rocked the house with Greg Pak writing them to start and then other writers picking up from there. They made him into a funny, charming, arrogant, flawed but truly heroic character and not the Thor-lite he had been for years. I am loving him leading the Chaos War and I cannot wait to pick up the trade.

This is Herc in his usual power set up, not the mega-godlike powers he currently has, which we know will not last. And no mace. Don't dig the mace, really, but it did come in handy when he was imitating Thor and it was enchanted to look like Mjolnir (see pic below). That was a funny arc, especially when Herc had messed things up and Thor had to come back to Asgard dressed as Herc to battle him and set everything straight. And don't fret, Amadeus Cho is coming soon.

Image

AND A HAPPY THANKSGIVING DAY FROM J-MART!

Clean Up 2/17/11: Herc goes up to PL14 as I continue to move my builds up to DCA style power levels.

Clean Up 11/12/11: Really happy with this Herc update. I got his Bow and his Mace in to where they are not unbalancing or take away from him being a grappler above all else.

Clean Up 10/27/12: Another tweak to Herc, taking him back up to PL14...again...


Another tweak to Herc.
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Postby Thorpacolypse » Sat Oct 27, 2012 8:57 pm

Another RED LIGHT SPECIAL Import for Aisle 1.

Image
You know what is really emasculating? Getting killed. Get over yourself, Harper. - Jason Todd

RED HOOD (JASON TODD)
PL: 10 (206 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 5, DEXTERITY 7, FIGHTING 11, INTELLECT 3, AWARENESS 5, PRESENCE 3

SKILLS: Acrobatics 8 (+13), Athletics 10 (+13), Close Combat [Unarmed] 2 (+16), Deception 10 (+13) [Fascinate, Skill Mastery, Taunt], Expertise [Streetwise] 10 (+13), Insight 2 (+7) [Assessment], Intimidation 10 (+13) [Startle], Investigation 9 (+12) [Contacts, Well-Informed], Perception 8 (+13), Persuasion 5 (+8), Ranged Combat [Pistols] 3 (+15), Ranged Combat [Throwing] 3 (+15), Sleight of Hand 6 (+13), Stealth 10 (+15) [Hide in Plain Sight, Skill Mastery], Technology 5 (+8), Treatment 2 (+5), Vehicles 3 (+10), Variable

ADVANTAGES: All-Out Attack, Assessment, Benefit (3) (Wealth 2 [Independently Wealthy], Safe Houses), Chokehold, Close Attack (3), Contacts, Defensive Attack, Defensive Roll (3), Equipment (7), Evasion (1), Fascinate (1) (Deception), Favored Foe (Bat Family), Hide in Plain Sight, Improved Aim, Improved Critical (2) (Firearms, Unarmed), Improved Initiative (1), Improvised Tools, Languages (3) (French, Spanish, Japanese, Mandarin, 6 others, Base: English), Lionheart*, Power Attack, Precise Attack (1) (Ranged, Cover), Quick Draw, Ranged Attack (5), Set-Up (1), Skill Mastery (2) (Deception, Stealth), Startle, Takedown (2), Taunt, Uncanny Dodge, Well-Informed

POWERS:
NONE

EQUIPMENT:
(35ep)
Red Hood Costume: Protection 1, Immunity 12 (Critical Hits [Flaw: Limited to head], Ballistic Damage [Flaw: Limited to half effect]), Senses 2 (Low Light Vision, Infravision); 10ep
Mini-Tracer: Feature 1 (Tracking, 2 Mile range), Miniscule; 1ep
Rebreather: Immunity 2 (Flaw: Limited -20 Rounds of Oxygen), Tiny; 1ep
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology), Tiny; 1ep
Kris Knife: Piercing Strength-Based Damage 1, Critical 18-20; Small; 3ep
3ep as needed for situation
Arsenal: (16ep)
Heavy Machine Pistol: Ballistic Ranged Damage 4, Extra: Multiattack; 100 ft range, Medium; 12ep
Batarang: Bludgeoning Strength-Based Ranged Damage 2; 50ft range, Medium; 1ep
Smoke Grenade: Cloud Area Concealment 4 (Visual, Resisted by Dodge; Extra: Attack, Cloud Area [30 ft area]; 1ep
1ep as needed for situation

OFFENSE:
Initiative +9
Close Attack +14 [Kris Knife +4, Critical 18-20; Katanas +6, Critical 19-20]
Unarmed +16 [Unarmed +3, Critical 19-20]
Ranged Attack +12
Firearms +15 [Machine Pistols +4, Critical 19-20, Multiattack
Throwing +15 [Batarangs +5]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7, Fortitude +8, Will +12

COMPLICATIONS:
Conflicted: Despite his outward resolution, he is torn between his current path and need for acceptance by the Bat family
Hatred: The Joker
Motivation: To clean up Gotham City…his way…
Pain In The Ass: Even when his intentions are good, even when he's playing by the rules, his arrogance makes him difficult to deal with
Sibling Rivalry: He feels that Batman has always seen him as less than Dick Grayson as well as Tim Drake. And probably Damian, now, too, and this drives him crazy
Temper: Because of his childhood issues, and possible mental tampering by the Al Ghul's, he can just lose it at times

Abilities 80 + Skills 53 (106 ranks) + Advantages 51 + Powers 0 + Defenses 22 = 206 / 206

Comments: Loves me some Jason Todd and his new book is not that bad. The first issue was "eh" but the last two have been pretty good and are giving more insight about where they want to take Roy, Kori and Jason.

In my setting, Jason is pretty much...Jason. Still wanting to fight crime, but doing it his way. He's generally reconciled with the Bat family, but none of them trust him outside of Bruce, even though he's saved all of their bacon at one time or another recently. He did promise Bruce he was lose the guns, but he can't quite bring himself do it completely, mainly because he still has an inclination to rebel.

Note: When I originally posted Jason at J-Mart II, the New 52 was just starting. Now it is one of my faves. I still don't like the Kori changes much, but I LOVE Roy and Jason's chemistry. Lobdell has really taken them both in the directions I always thought they could be. And they have the best DC Bromance outside of Deadshot and Catman IMHO.
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Postby Thorpacolypse » Sat Oct 27, 2012 9:19 pm

Another import for Aisle 1.

Image
Oliver Queen... I'm doing this whether you want me to or not... I'm telling you... this is the life I'm choosing. I want to fight by your side. Please...let me do it at your side. - Mia Dearden

SPEEDY (MIA DEARDEN)
PL: 8 (111 pts) - OPL: 8 ; DPL: 8

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

SKILLS: Acrobatics 5 (+8) [Agile Feint], Athletics 6 (+7), Deception 6 (+8/+10) [Attractive], Expertise [Streetwise] 3 (+5), Insight (+2), Intimidation (+2), Investigation 7 (+9) [Contacts], Perception 3 (+5), Persuasion (+2/+4) [Attractive], Ranged Combat [Bow] 3 (+11), Sleight of Hand 3 (+7), Stealth 5 (+8), Technology 3 (+5), Vehicles 2 (+6)

ADVANTAGES: Agile Feint, Attractive (1), Contacts, Defensive Roll (2), Equipment (7), Improved Aim, Improved Disarm, Improved Initiative (1), Quick Draw, Ranged Attack (4), Takedown (1), Teamwork

POWERS:
NONE

EQUIPMENT:
(35ep)
Young Justice Communicard: Senses 2 (Communication Link [Radio, Young Justice Members), GPS, Feature 1 (Watchtower/Avengers Mansion Access/Titans Trench access), Benefit 1 (Young Justice Status); 5ep
Bow and Arrows: (18ep)
Flare Arrows: Ranged Burst Area Affliction 4 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Area Burst [30 ft radius]); 12ep
Standard Arrow: Piercing Ranged Damage 5; 1ep
Net Arrows: Ranged Affliction 4 (Resisted by Dodge; Overcome by Strength/Damage/Sleight of Hand; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Cumulative, Extra Condition, Flaw: Limited to two Degrees); 1ep
Cutting Torch Arrows: Heat Damage 5 (Extra: Penetrating); 1ep
Knockout Gas Arrows: Ranged Area Burst Affliction 4 (Resisted/Overcome by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Area Burst [30 ft radius]); 1ep
Bow Bash: Bludgeoning Strength-based Damage 1; 1ep
Grapple Arrow: Movement 1 (Swinging); 1ep
Vehicle: (11ep)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 7, Feature 2 (GPS, Hidden Compartments); 11ep

OFFENSE:
Initiative +8
Close Attack +6 [Unarmed +1; Bow Bash +2; Cutting Torch Arrows +5]
Ranged Attack +8
Bow +11 [Arrow +5; Flare Arrow Affliction +4, Area Burst; Knockout Gas Arrow Affliction +4, Area Burst]

DEFENSES:
Dodge +12 [DC22] Parry +10 [DC20]
Toughness +4, Fortitude +6, Will +7

COMPLICATIONS:
Disability: Mia is HIV positive and must take several anti-retro viral drugs, which can have side effects. She must be careful to avoid open wounds and to not let her blood get on anyone else
Enemy: Constantine Drakon
Guilt: She still has a lot of guilt about her life on the streets before Ollie took her in
Relationships: Oliver Queen, Conner Hawke, Roy Harper, Dinah Laurel Lance
Responsibility: To protect Star City

Abilities 44 + Skills 23 (46 ranks) + Advantages 22 + Powers 0 + Defenses 22 = 111 / 111

Comments: While I love Kevin Smith overall, I find his comic writing style a bit uneven. Sometimes it works well, sometimes it’s just a bit too wordy (but that’s him). His introduction of Mia Dearden during his run on Green Arrow was something I really liked, though. She’s been a pretty decent character since and I’m hoping she shows up again in the New 52. For Earth-217, she is still GA’s sidekick and a member of Young Justice West.

While I am jumping around a bit and not sticking to one theme right now, I do plan on posting several teen heroes over the next couple of weeks amongst other odds and ends before we wrap up this move and I am sans internet for a few days. I can handle no TV for a couple of days, but no WIFI? Barbaric.
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Re: J-Mart: Turtleman, J-Mart II Imports

Postby Batgirl III » Sat Oct 27, 2012 9:28 pm

Aw, man, I love Speedy II... even if I did loose a bet with a freind that she'd be the one to get the Refrigerator and Stephanine Brown (Robin IV) would be the female legacy sidekickthat stuck around. That, ah, didn't work out. :cry:

Any particular reason she's under-pointed for her PL?
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Re: J-Mart: Turtleman, J-Mart II Imports

Postby Thorpacolypse » Sun Oct 28, 2012 7:24 am

Batgirl III wrote:Any particular reason she's under-pointed for her PL?


Not really. I just didn't see spending all the points on her at the time. The DC official build is 90-something points, I think, so I almost thought I overdid it. I do see some things I'd like to change, though, and I plan on doing several updates over the next few weeks to several builds as I continue to collect the Power Profiles and peruse the Supernatural Handbook, which, on initial flip through, is great.

And of course, I have to take advantage of the Cape Rules. :wink:
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Re: J-Mart: Turtleman, J-Mart II Imports

Postby Batgirl III » Sun Oct 28, 2012 7:51 am

Thorpacolypse wrote:And of course, I have to take advantage of the Cape Rules. :wink:


See, that might be why I love Speedy so much... she's the only member of Team Arrow to rock a cape. :wink:
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Postby Thorpacolypse » Mon Oct 29, 2012 4:53 pm

We're bringing in more imports, and this one comes from our Gotham store as we kick off a little GOTHAM LADIES' NIGHT!

Image
I had this under control Bat-dorks! And don't think I'm cutting you guys in on the reward, either!

CATGIRL (KRITINA FALCONE)
PL: 7 (107 pts) - OPL: 7 ; DPL: 7

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

SKILLS: Acrobatics 8 (+12), Athletics 6 (+7), Close Combat [Unarmed] 3 (+11), Deception 9 (+10) [Taunt], Expertise [Streetwise] 4 (+6), Insight (+2), Intimidation 2 (+3), Investigation 3 (+5), Perception 3 (+5), Persuasion (+1), Sleight of Hand 7 (+12), Stealth 7 (+11), Technology 2 (+4), Vehicles 2 (+7)

ADVANTAGES: Close Attack (3), Defensive Attack, Defensive Roll (1), Equipment (3), Grabbing Finesse, Improved Initiative (1), Languages (1) (Italian, 1 other, Base: English), Move-by Action, Takedown (1), Taunt

POWERS:
NONE

EQUIPMENT:
(18ep)
Lockpick Kit: Feature 1, Tiny; 1ep
Arsenal: (7ep)
Whip: Bludgeoning Strength-Based Damage 1, Reach 2 (15 ft), Fast Grab, Improved Trip, Improved Grab, Small; 6ep
Handclaws: Piercing/Slashing Strength-Based Damage 2, +3 Climb checks; 1ep
Vehicle: (10ep)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8; 10ep

OFFENSE:
Initiative +8
Close Attack +8 [Whip +2; Handclaws +3]
Unarmed +11 [Unarmed +1]
Ranged Attack +5

DEFENSES:
Dodge +11 [DC21] Parry +11 [DC21]
Toughness +3, Fortitude +5, Will +7

COMPLICATIONS:
Inexperienced: As a new sidekick to Catwoman, she can make rookie mistakes that can cost her or Selina
Relationships: She has become to Selina Kyle
Reputation: As a member of the Falcone family, she carries a lot of baggage

Abilities 44 + Skills 28 (56 ranks) + Advantages 14 + Powers 0 + Defenses 21 = 107 / 107

Comments: Getting back to the Gotham builds after that slight return to the Cosmic Thorpacoverse, here is the new Catgirl. Kitrina Falcone became Catwoman’s sidekick, Catgirl, just before the New 52 started. I liked the concept so she is part of the Thorpacoverse of Gotham.
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Postby Thorpacolypse » Mon Oct 29, 2012 4:59 pm

Our short GOTHAM LADIES' NIGHT continues with this import for Aisle 1!

Image
Maybe I have something to prove--to him or myself or both. Or maybe I care because I've been alone most of my life. Ever since I was a child. Alone in every kind of darkness. Hunting evil or just waiting for the dawn. It must be some kind of comfort to have a partner. Someone to trust at your back. So maybe when I see him with Robin I want to see me. He's like me--a loner--yet he and his partner somehow make a perfect team. - Huntress

HUNTRESS
PL: 9 (159 pts) - OPL: 9 ; DPL: 9

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

SKILLS: Acrobatics 7 (+12), Athletics 7 (+9), Close Attack [Unarmed] 1 (+15), Deception 6 (+8/+10) [Attractive], Expertise [Streetwise] 8 (+10), Insight 4 (+7), Intimidation 10 (+12) [Startle], Investigation 8 (+10) [Well-Informed], Perception 8 (+11), Persuasion 3 (+5/+7) [Attractive], Ranged Combat [Crossbow] 6 (+13), Sleight of Hand 4 (+8), Stealth 7 (+12), Vehicles 5 (+9)

ADVANTAGES: All-Out Attack, Attractive (1), Benefit (2) (Wealth 2 [Independently Wealthy]), Close Attack (4), Defensive Roll (2), Equipment (6), Evasion (1), Favored Foe (Mobsters), Grabbing Finesse, Improved Aim, Improved Critical (2) (Unarmed, Staff), Improved Initiative (1), Improved Trip, Languages (1) (Italian, 1 other, Base: English), Last Stand*, Move-by Action, Power Attack, Quick Draw, Ranged Attack (3), Startle, Takedown (2), Well-Informed

POWERS:
NONE

EQUIPMENT:
(30ep)
Costume Protection 1; 1ep
Commlink: Feature 1 (Radio Communication), Miniscule; 1ep
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology), Tiny; 1ep
GPS Receiver: Feature 1 (+5 Navigation Checks [Outdoors only]), Tiny; 1ep
Night Vision Goggles: Senses 1 (Darkvision, -2 Perception), Small; 1ep
Bo Staff: Bludgeoning Strength-Based Damage 2, Extra: Reach [5 ft]; Large; 3ep
Masterwork Heavy Crossbow: Piercing Ranged Damage 5, Critical 19-20; 100ft range, Medium; 11ep
Vehicle: (11ep)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8, Senses 1 (Communication Link [Oracle Computer]); 11ep

OFFENSE:
Initiative +9
Close Attack +14 [Bo Staff +4, Critical 19-20]
Unarmed +15 [Unarmed +2, Critical 19-20]
Ranged Attack +7
Crossbow +13 [Crossbow +5, Critical 19-20]

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

COMPLICATIONS:
Motivation: She wants to prove herself to Batman
Pain In The Ass: Even when she's trying to be good, she can still drive people away with her abrasive personality
Reputation: As noted in the quote, a lot of people think she's crazy
Revenge: She still seeks revenge for the mobsters that killed her family
Secret Identity: She has a secret identity as Helena Bertinelli

Abilities 62 + Skills 42 (84 ranks) + Advantages 36 + Powers 0 + Defenses 19 = 159 / 159

Comments: My Huntress isn’t far off from the DCA version, but I wanted to give her some personal touches to my her my own. In my setting, she is still roaming Gotham, doling out her vigilant justice and is still part of the new Birds of Prey, taking over as leader for Dinah who is pretty much full time in the Justice League. She and the new Oracle, Wendy, are beginning to develop good chemistry, but it is still a work in progress.

She remains a bit of a mystery to most of the Bat family, but she has developed a bit of a bond with Damian, probably because both of them have a great ability to piss people off.
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