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Thorpacolypse
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Post by Thorpacolypse »

In honor of the Canadian national hockey team's defeat of the US a couple of weeks ago (BOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!), I decided to help bridge the gap between our nations and do a short OH, CANADA, EH! special! Then I got distracted by other things, so now the entire special is one build, at least for now. Check it out on Aisle 2!

Image
This scene happened in Las Vegas. After going to Vegas a couple of times, I am kind of amazing that people seem troubled by this. I saw FAR scarier things than this, believe me...

WENDIGO
PL: 12 (145 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 12, STAMINA 12, AGILITY 3, DEXTERITY 0, FIGHTING 10, INTELLECT -3, AWARENESS 2, PRESENCE -2

SKILLS: Athletics 3 (+15), Deception (-2), Expertise [Survival] 8 (+5), Insight (+2), Intimidation 13 (+11/+13), Perception (+2), Persuasion (-2), Ranged Combat [Throwing] 5 (+5), Stealth 5 (+8/+4)

ADVANTAGES: All-Out Attack, Diehard, Fearless, Improved Critical (1), Power Attack

POWERS:
Wendigo Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Wendigo Hide: Protection 3, Impervious 5, Feature 1 (Insulating Fur); 14 pts
Wendigo Physiology: Immunity 2 (Aging, Disease), Speed 2 (8 mph/120 fpr), Leaping 3 (60 ft), Regeneration 8 (8/every 10 rounds), Immortality 3 (1 week, Quirk: Cannot return from dead if decapitated or if heart is removed); 20 pts
Wendigo Senses: Senses 7 (Normal Vision [Extended], Normal Hearing [Extended], Low-light Vision, Scent [Acute, Extended, Ranged, Tracking]); 7 pts
Creature of the Tundra: Movement 3 (Environmental Adaptation [Icy/Snowy conditions], Sure-footed 2 [Flaw: Limited to icy/snowy conditions]); 4 pts
Claws: Slashing Strength-based Damage 2 (Extra: Split); 3 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +10 [Unarmed +12; Claws +14, Critical 19-20]
Ranged Attack +0
Throwing +5

DEFENSES:
Dodge +7 [DC17] Parry +9 [DC19]
Toughness +15 (+5 Impervious), Fortitude +14, Will +7

COMPLICATIONS:
Disability: The Wendigo cannot speak other than it's own name, WEN-DI-GO!
Motivation: Killing and feeding on human flesh.
Normal Identity: If the curse is somehow lifted, the Wendigo can revert back to the form of it's human host.

Abilities 52 + Skills 17 (34 ranks) + Advantages 5 + Powers 57 + Defenses 14 = 145 / 145

Build Comments: Can’t believe I hadn’t gotten to the Wendigo yet. Wendigos are some of my favorite fantasy creatures and I have always dug the Marvel take on them.

At first it was just one that was a recurring foe of The Hulk, even though it was different people that were stricken with the curse. Recently, it’s been discovered that there are whole tribes of Wendigos roaming the Canadian wilderness and occasionally they make their way south to hassle us peaceful American types.

Secret Origins: The curse of the Wendigo is regional to the woods of Northern Canada and takes place, under the right conditions, when a person in the forests of Canada feeds on human flesh. This "Curse of the Wendigo" was created by the Northern Gods (also known as "the Inua") in an effort to deter human cannibalism. The cannibal transforms into a superhumanly strong, nearly indestructible, fur-covered monster: the Wendigo. He or she then roams the woods eating human beings.

The Story so Far: Several people have been afflicted with the curse of the Wendigo, including Paul Cartier, Georges Baptiste, Francois Lartigue, Lorenzo, Mauvais and others.
The Wendigo has frequently fought the Hulk, Wolverine, and Alpha Flight. Paul Cartier transformed into the Wendigo, battled the Hulk, and escaped. He battled the Hulk again and encountered Wolverine and then battled the Hulk and Wolverine. Cartier was cured as college professor Georges Baptiste became the Wendigo. He later terrorized a snowbound group. He battled Wolverine, Nightcrawler, and members of Alpha Flight; the Baptiste Wendigo was captured and cured by Shaman. Fur trapper Francois Lartrigue later transformed into the Wendigo, battled the Hulk when Bruce Banner stumbled across a cabin belonging to him, and Sasquatch, and was taken to be cured by Shaman.

One Wendigo battled the Werewolf by Night and one battled Sabretooth, who was hired to kill one, ultimately succeeding. A few years later, a new Wendigo emerges, leading to a fight with Wolverine and She-Hulk. A local Canadian super-hero, Talisman, arrives and claimws to have a magical cure for the Wendigo's condition, but S.H.I.E.L.D. agents won't let her pass until they finally confirm her identity. After a long battle, the Wendigo is defeated by a combined attack from his two opponents, and placed into SHIELD custody.

It is revealed that a pack of Wendigo exist in the Bering Strait after Red Hulk is attacked by a Wendigo, attracted by his camp fire while cooking a meal. A Wendigo bit the Red Hulk on the shoulder and he shot the Wendigo in chest a few times with a rifle and wounds the creature, but it used its long tail to damage his gun's sight scope. Angered, the Red Hulk revealed he gets hotter the madder he gets and then kills one Wendigo; the others come to claim the body and eat it.

The Wendigos later began their invasion on Las Vegas. Bruce Banner, on the trail of the Red Hulk, witnesses the Wendigo pack hunting the Casino area's big gaming room, all crouched about a water fountain with statues. Excited near a terrified girl, he transformed into the Grey Hulk. The Grey Hulk got help in the fight against them from Moon Knight, Ms. Marvel, Sentry and Brother Voodoo. Knocked into some debris, later on the Green Hulk appeared. However, the Wendigos infected Hulk turning him into the "Wendihulk" who ended up attacking his fellow heroes. The heroes managed to cure Hulk and drive away the Wendigos. The Justice League encountered the same herd, that were apparently tracking the Red Hulk, when he challenged Superman. They ended up cornering Red Hulk, but he escaped and the Wendigos were transformed back to their human state due to the combined efforts of Doctor Fate and Zatanna.

When the Avengers Academy students have an encounter with former Norman Osborn subject Jeremy Biggs, it was mentioned that Biggs' company had bought a Wendigo which killed Steve (another former Osborn subject with ice-based powers). During the Fear Itself event, a Wendigo was among the Alpha Flight villains gathered by Vindicator and Department H to spread the Master of the World's "Unity" program and to take down Alpha Flight. Another Wendigo appeared as a member of Department H's Omega Flight. Wendigo and the rest of Omega Flight was sent in by Department H to investigate one of the Origin Bomb sites left by Ex Nihilo in Regina, Canada. Wendigo was killed in action. A Wendigo was later recruited by Kade Kilgore to join the faculty of the Hellfire Club's Hellfire Academy.

Characterization: Wendigos are feral creatures that live only the eat the flesh of humans.

Friends and Foes: Wendigos have been known to work in packs, but if one dies, they will not hesitate to consume it.
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Re: J-Mart: Happy Chuck Norris' Birthday!!!

Post by Thorpacolypse »

No builds tonite but I would be remiss if I let this most special of days pass without wishing all the J-Mart customers a hearty Happy Chuck Norris' Birthday! On this day, I hope you took the time to grow your beards out, eat some nails and roundhouse kick your loved ones.

And now some selections from my favorite Chuck Norris facts:

There are no streets named after Chuck Norris. Because no one crosses Chuck Norris and lives.

There is no chin under Chuck Norris' beard. Only another fist.

Kids wear Superman pajamas. Superman wears Chuck Norris pajamas.

Chuck Norris does not recognize the periodic table of elements. The only element he recognizes is the element of surprise.

Chuck Norris does not need Twitter. He was already following everyone.

When Chuck Norris does a pushup, he doesn't push up...he pushed the Earth DOWN.

When Chuck Norris jumps in a pool, he doesn't get wet; the water gets Chuck Norris.

Death once had a near-Chuck Norris experience.

Chuck Norris doesn't wear a watch. HE decides what time it is.

When the Boogeyman goes to sleep at night, he checks under his bed and his closet for Chuck Norris.

In order to shave, Chuck Norris has roundhouse kick himself in the face. Because only Chuck Norris is tough enough to cut Chuck Norris.

Chuck Norris is the new black.
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Re: J-Mart: Happy Chuck Norris' Birthday!!!

Post by kenmadragon »

Fun Fact: In real life, as a child I used to a student of Tang Soo Do (a martial art Chuck Norris practiced and used to build his own style).

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Re: J-Mart: Happy Chuck Norris' Birthday!!!

Post by Bladewind »

You know that Volvo commercial a few months back with Jean Claude Van Damme and his "Epic Splits?"

Search it on YouYube... you`ll find the truth. JCVD may have been impressive with his splits, but Norris was behind the wheel of the trucks. That`s right. Both trucks at the same time.

Now that`s epic ! 8)

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FIGHT! Catwoman vs. Pink Pearl

Post by Thorpacolypse »

Playtest – CATWOMAN vs. PINK PEARL

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

Intro: This should be an interesting contrast. Selina’s quickness and guile vs. Pearl’s power and strength. And at least this time Selina is facing someone as hot as she is. 8)

--

Pink Pearl’s Cloisters chain is becoming very successful along the east coast so it was only natural that she open up a bar in Gotham. After visiting the club as Selina Kyle, Catwoman scopes out a couple of cat themed items of Pearl’s that she really thinks would be better off with her. Selina gives the place a good once over so she can plan out her return visit. The next night after closing, of course.
Let’s do a little burglary stuff. First some Investigate to check out the security system. A 24 gets her all she needs. There’s a window on the 2nd floor that she can get in that doesn’t have camera coverage and once in, she can disable the rest of the system from there. She’ll use her Up the Wall to get up there with her Acrobatics and it’s easy peasy, 14+16=30. She’s in.

Now the security system. I’ll say it’s good, DC20. Selina obliterates it with her Technology skill against security systems being +15, 17+15=32.


Selina has the run of the place now, so she’ll saunter around and see what else she would like. She doesn’t find much so she grabs the couple of things she came for and gets ready to leave Pearl’s office, but…

Pink Pearl is still in da house!
OK, there’s probably no way a check from Pearl could beat Selina’s Perception or Insight, so we’ll go with dramatic flair here and just give Selina an HP so that Pearl can appear, seemingly out of nowhere.
“Hello, Catwoman,” Pink Pearl says from behind Selina.

Selina tried to not act surprised, even though that was actually untrue. “Hiya, Pearl,” she said turning around. “I gotta say, nice place you have here.”

“Let’s skip the bullsh*t, girl,” Pearl replied. “I hate cats. I only put those damn things out BECAUSE of you, hoping it might lure you in. Turns out the Penguin’s intel was good...”

Fat bastard, Selina thought. I’m gonna use that pointy nose of his for a scratching post the next time I see him. “I’m sure he charged you plenty for it,” Catwoman interrupted, “So I’m glad it worked out for you.”

“True,” Pearl mildly chuckled. “Anyway, I wanted you here to talk to business. I want you to work for me.”

“Well, thank you for the offer, Pearl. But despite how this looks, I’m really trying to make a life change so unless it’s some sort of charity work, I’m afraid I’ll have to decline.”

“So you’ll steal FROM me, but not FOR me?” Pearl snapped, her rosy cheeks getting rosier.

“Well, when you put it that way…” Selina replied coyly. “…yeah, I guess that’s about right.”

Pearl cracked her knuckles. “Then I guess I better make sure it’s the LAST time you do it…” And with that she lunged at the cat burglar.
Round 1: Initiative: Selina – 24, Pearl – 19. So it’s on. Selina will go full defense this round to feel Pearl out. Pearl move in 10 ft or so to get in range and will go AA2 to try and hit Selina with a punch and rolls well, 18+11=29. Selina’s going to have to roll real well to beat that and she doesn’t, even with her Improved Defense, 11+15=26. She now has to make a DC20 Toughness check and she gets it dead on.

Round 2: Now that she knows that Pearl has game, Selina will strike back. She’ll go PA3 with her claws, 4+11=15 and that hits since Pearl’s defense was down to 14. Pearl’s toughness check is DC22 and she makes it easily with a natural 20. Go Pearl!

Pearl again goes AA2, but she gets a natural 1 (to balance things out, I suppose) and misses Selina badly with another sweeping haymaker.

Round 3: Catwoman decides to try and throw Pearl off with some fancy footwork, she’ll try to Agile Feint her with a move action and since she has Accelerated Acrobatics, that will eliminate the -5 penalty. She gets a 2+16=18. Pearl will oppose with Insight and she almost got it 15+2=17. However, she’ll be vulnerable so Selina will go PA5 with her claws. Thanks to her feint, her claws find their mark, 6+9=15. Pearl only gets a 16 on her Toughness check against DC24 to take a 2nd degree failure. Seeing her new pink dress torn and the fresh wound pisses Pearl off. She’ll take another AA2 swipe at Selina and misses, 5+11=16. Being pissed, she’ll use Extra Effort for another action and this time her AA2 hits, 19+11=30. Selina has to make a DC20 check again, she only gets a 12 for 2nd degree failure. Pearl’s meaty fists rock Selina’s world, slowing her enough for Pearl to use her Fast Grab to start a grab, although she only gets a 4+5=9 on opposed check. Selina has Grabbing Finesse so she opposes with her Agility, she also gets a 9, 2+7. Since Selina’s Agility is higher than Pearl’s strength, though, she gets away..

Status – Catwoman (-1 Toughness, dazed, 2 hp), Pink Pearl (-1Toughness, fatigued, 1 hp)
Round 4: Catwoman will start fighting smarter. She’ll use her lone action to move out of the office to the stairway. Pearl is fatigued so burns her HP to shake it off, she charges after Selina going AA2 but she misses 3+11-2=12.
Holy crap, the big girl can MOVE for her size! Selina thought as she lept out of the way of the lunging Pink Pearl. Stick and move, Selina…stick and move…
Round 5: Catwoman will take a quick shot at Pearl again with her claws, again PA5 and her sweeping slash cuts again, 14+9=23. Pearl has to make a DC24 check, again she doesn’t do so hot with a 4+8=12. 2nd degree failure again. Her claws again dig into Pearl’s massive midsection, making her scream out in pain. Now Selina will use her Move Action to get clear. She’ll use Athletics to double her speed, 17+11=28, easily done. This will get her the rest of the way down the stairs and into the bar area where she will use her Accelerated Stealth and Hide in Plain Sight to blend into the shadows of the darkened bar. I’m going to roll for her Stealth just for the fun of it, knowing that Pearl would be hard pressed to get to her Skill Mastery check of 25. How about that? Rolled a 20. So Selina has a 35 Stealth that Pearl has to try and get. Not a chance. Anyway, Pearl being dazed limits her to only a chance to move. She too, will use Athletics to double her speed, gets it with a 19+5=24. She will not see Selina at all, 9+4=13.

Status – Catwoman (-1 Toughness, 2 hp), Pink Pearl (-2 Toughness, 0 hp)
Round 6: I’m going to say that Pearl is just a few feet away from Selina since their move rates were similar. Since she has no idea where Catwoman is, it looks like she’ll be vulnerable for a surprise attack. Selina switches to her whip and again goes PA5 and hits 19+9=28. Pearl has to make a DC24 check, she barely stays in the game with a 10. Selina’s whip is Grabbing, which works like Fast Grab so she’ll go with that. She gets a 24 on her opposed check, Pearl only gets a 9. That’s over 2 degrees of success so Pearl is defenseless, immobile and impaired. Selina will use Extra Effort to press her advantage going PA5 again to deal strength based damage per the grab rules. Pearl has to make a DC22 check, she gets a 15 for another 2nd degree failure. Pearl tries to break the grab with her lone action, no good, 3+5=8.

Status – Catwoman (-1 Toughness, fatigued, 2 hp), Pink Pearl (-4 Toughness, dazed, defenseless, immobile, impaired, 0 hp)
Round 7: Selina has Pearl at the quite the disadvantage now. She will maintain the grab and give Pearl a chance to surrender. She goes for Persuasion, oops…3+12=15. HP to re-roll, 13+12=25. That’s 3 degrees, moving Pearl from Hostile to Indifferent. She’ll say uncle for now.
Although there was barely enough whip left for Selina to grab the end of, she managed to do so and tighten her grip around Pink Pearl’s upper torso. Pearl’s face was beet red and her already heavy breathing became even more labored as she struggled to free herself, to no avail. “Alright, joychunks,” Catwoman said from behind her foe through gritted teeth, “either I can keep this going until your big ass passes out, or you can give; and MEAN IT, and I let you go.”

“I…I…” Pearl stammered as Selina put her foot on the small of Pearl’s back and tensed, ready to pull the whip tighter. “I…give!” she blurted. “It’s done! Now let me go!”

Selina released the end of the whip and with a couple of flicks or her wrist, uncoiled it from around her pink-tressed opponent’s body. Pearl immediately slumped down in front of the bar, grimacing from her cuts and trying to catch her breath. Catwoman hopped up on a table in front of her and rubbed her neck where Pearl had connected with her punch earlier. “Look, Pearl,” she said, “let me give you some advice, woman to woman. It ain’t easy for a woman to make it here, but you seem like you might have what it takes. You’re tough, for sure, but if you go around picking fights with people like me, you’re going to end up heading back to Canada with your tail between your thick-ass legs faster than you can say ‘Two-Face’. Or worse…especially if someone like Two-Face IS involved. Capisce?”

“Yeah…yeah…” Pearl replied breathlessly. “Sorry…sometimes…I get…carried away. No…hard feelings?”

“Nah,” Catwoman replied smiling. “Some of my best relationships started off with a fight.”

Pearl laughed weakly. “Good. Just…don’t steal from me no more, alright?”

“No promises,” Selina chuckled. “But I won’t make a habit of it.” And with that, she backflipped off the table and after a series of cartwheels and flips was at the front door. She nodded to Pearl, opened it and disappeared into the Gotham night.
Final Status – Catwoman (-1 Toughness, fatigued, 2 hp), Pink Pearl (-4 Toughness, dazed, defenseless, immobile, impaired, 0 hp)
Comments: That was a fun fight! Their contrast in styles was evident. Pearl probably could have held out longer, but I wanted to move onto to something else. Got a LOT of testing to do. I’m not sure about all the Advantages I gave Selina. They really tipped the scales in her favor once I decided to have her pull out of direct melee, but then again, that’s what I’m hoping they do when she fights higher caliber foes.

Working on a few tests, one with TMNT, more with the Bat family and one with Cap vs. Crossbones. We'll see if any of them see the thread. :wink:
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Re: #100!

Post by Thorpacolypse »

Thorpacolypse wrote:It seemed like a long time coming, but J-Mart 3E has finally gotten to BUILD #100! Only 2300 more to catch Kreuzritter! :wink:

And with this milestone build, I wanted a big name and sans the Caps, Supes, and Bats of the comic world that I have already posted, I couldn't think of a better build to get the honor. Check out this J-Mart Favorite item that continues our MORE POWER SPECIAL!

Image
The man.

MAGNETO
PL: 15 (302 pts) - OPL: 15 ; DPL: 14

ABILITIES: STRENGTH 2, STAMINA 4, AGILITY 2, DEXTERITY 3, FIGHTING 8, INTELLECT 7, AWARENESS 4, PRESENCE 7

SKILLS: Athletics 3 (+5), Deception 6 (+13), Expertise [Genetics] 8 (+15), Expertise [Science] 8 (+15), Insight 8 (+12), Intimidation 6 (+13) [Daze, Startle], Perception 4 (+8), Persuasion 6 (+13), Ranged Combat [Magnetic Control] 5 (+12), Stealth (+2), Technology 8 (+15) [Inventor], Treatment 2 (+9)

ADVANTAGES: Benefit (3) (Status – He’s Magneto, Wealth 2 [Independently Wealthy]), Daze (1) (Intimidation), Diehard, Equipment (1), Extraordinary Effort, Inspire (3), Inventor, Languages (1) (English, Russian, Base: German), Leadership, Lionheart*, Ranged Attack (4), Speed of Thought*, Startle

POWERS:
Mind Shielding Helmet: 10 pts traits, Easily Removable (-4 pts); 6 pts
Mental Shield: Immunity 10 (Mental Effects); 10 pts
Minor Ferrokinesis: Feature 1 (You can generate a strong enough magnetic field to move small (mass rank –5 or less) ferrous objects within about an arm’s reach); 1 pt
Minor Magnetism: Feature 1 (You can magnetize a small [hand-sized] ferrous object of mass rank –5 or less by holding it and taking a standard action to do so. The object remains magnetized until degaussed); 1 pt
Magnetic Manipulation: Feature 1 (You can use magnetic fields to turn or operate small metal fasteners [screws, bolts, nails, etc.] within arm’s reach as if you had the proper tools); 1 pt
True North: Feature 1 (You have an “internal compass” — always able to sense magnetic north on a planet with magnetic poles, equivalent to the Direction Sense effect and know if an object is magnetized by touching it.); 1 pt
Magnetic Flight: Flight 10 (2000 mph/4 mpr), Movement 1 (Space Travel); 22 pts
Magnetic Senses: Senses 10 (Direction Sense, Magnetic Awareness, Detect Metals [Mental, Accurate, Extended 2, Ranged, Radius, Penetrates Concealment]); 10 pts
Magnetic Repulsion: 42 pt Dynamic Array; 44 pts
Magnetic Force Field: Protection 12, Impervious 9, Immunity 10 (Life Support); (Flaw: Duration [Sustained]), (Extra: Dynamic); 41 pts
Magnetic Deflection: Deflect 15 (Extra: Dynamic, Redirect, Reflect, Flaw: Limited Materials [Metallic]); 2 pts

Master of Magnetism: 54 pt Dynamic Array; 68 pts
Magnetic Control: Perception Range Move Object 15 (Extra: Range [Perception], Damaging, Precise, Dynamic, Increased Mass 7 [100K Tons], Flaw: Limited [Metallic objects]); 54 pts
Magnetic Blast: Ranged Damage 18 (Extra: Dynamic, Variable Descriptor [Electromagnetic/Magnetic]); 2 pts
Magnetic Burst: Burst Area Move Object 15 (Extra: Burst Area [30 ft radius], Damaging, Dynamic, Selective, Flaw: Limited [Metallic objects], Range [Close]); 2 pts
Metallic Explosion: Ranged Shapeable Area Projectile Damage 11 (Extra: Dynamic, Shapeable Area x2 [60 ft volume], Quirk: Requires metal objects); 2 pts
Magnetic Snare: Ranged Affliction 18 (1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Alternate Resistance [Resisted by Dodge], Cumulative, Dynamic, Extra Condition, Flaw: Limited to two Degrees, Limited to toughness of metal objects used); 2 pts
Fatal Attractions: Ranged Affliction 18 (Magnetic; Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Dynamic, Cumulative, Reversible); 2 pts
EMP: Ranged Burst Area Nullify 10 (Electronic Effects, Extra: Broad, Burst Area [30 ft], Simultaneous); 2 pts
Metal Manipulation: Perception Ranged Transform 8 (200 lbs., assemble/disassemble/shape metal objects; Extra: Range [Perception], Duration [Continuous]); 2 pts


EQUIPMENT:
(5 pts)
Armored Costume: Protection 2; 2 pts
Costume Pockets: Features 2 (Magneto carries metal shavings, tiny metal balls and other little metallic objects for usage for some of his effects and power stunts); 2 pts

OFFENSE:
Initiative +7
Close Attack +8 [Unarmed +2]
Ranged Attack +7
Magnetic Control +12 [Magnetic Blast +18; Magnetic Snare Affliction Object +18; Fatal Attractions Affliction +18]
Special Attack [Magnetic Lifting +15 (+22 Lifting Strength), Perception; Magnetic Burst +15, Burst Area; Metallic Explosion +11, Shapeable Area]

DEFENSES:
Dodge +10 [DC20] Parry +9 [DC19]
Toughness +6 (+18 with Force Field, +9 Impervious with Force Field), Fortitude +9, Will +13 (+15 against fear effects)

COMPLICATIONS:
Hatred: He loathes the Nazis for what they did to his family.
Power Loss: He can lose his powers when he has no access to the magnetic charges of Earth or when he overexerts himself.
Prejudice: Mutant.
Relationships: His children Quicksilver, Scarlet Witch and he is beginning to accept Polaris. He also remains close to Professor X, now more than ever.
Reputation: He's Magneto…even when he tries to do right, no one trusts him.
Responsibility: He feels it is his duty to protect the mutant race from what happened to his family in the Holocaust and as such, he has (mostly) sided with Xavier again (for now).
Rivalry: He doesn't like Doctor Polaris at all, and he and Sebastian Shaw have never seen eye to eye.
Temper: He's been known to lose his temper from time to time and make rash, and usually fatal, decisions.

Abilities 74 + Skills 32 (64 ranks) + Advantages 20 + Powers 153 + Defenses 23 = 302 / 302

Comments: For a landmark build like #100, you need a landmark character and Magneto is the man this time. I love Magneto. Love him as a villain, love him as an anti-hero, love him as a hero. He is one of the most sympathetic villains you can find and even though he’s done some unspeakably evil things, you can’t help being intrigued and even pull for the man. As some writers have said, he and Professor X are like Martin Luther King and Malcolm X, each fighting for the same cause but going about it differently. And considering some of the decisions that Professor X and even Cyclops have made recently, their differences seem to be getting fewer and fewer.

My 3E Magneto is one bad dude. Again, I followed Taliesin’s lead and went with a sustained Move Object since I didn’t want to make him a PL18-20 for a perception range Move Object. This allows him to pick up more than one thing at once and his dynamic array allows him to pick up a semi and still hit someone with a 10 rank blast. And I like the Fatal Attractions power, an Affliction that goes after the metal in your system to take you out, which is bad enough for somenone like Storm, but can be really, really bad for someone like Wolverine or Colossus.

I'm going to do a big X-verse run in a little while after I get some more other varied builds under my belt here, but I couldn't wait any more for Magnus. I may even whip up Joseph and let them go at it after I build Ben Reilly and let him and Pete go at it. :wink:

Secret Origins: Magneto was born Max Eisenhardt sometime in the late 1920s to a middle class German Jewish family whose father, Jakob Eisenhardt, was a highly decorated World War I veteran. Surviving discrimination and hardship during the Nazi rise to power, Kristallnacht, and the passing of the Nuremberg Laws, in 1939 Max and his family fled to Poland where they were captured during the German invasion of Poland and sent to the Warsaw Ghetto. Max and his family escaped the Ghetto, only to be betrayed and captured again. His mother, father, and sister were executed and buried in a mass grave, but Max survived, possibly due to the manifestation of his powers. Escaping from the mass grave, he was ultimately captured yet again and sent to Auschwitz, where he eventually became a Sonderkommando.

While at Auschwitz, Eisenhardt reunited with a Roma girl named Magda, with whom he had fallen in love when he was younger, and with whom he escaped the prison camp during the October 7th 1944 revolt. Following the war, he and Magda moved to the Ukrainian city of Vinnytsia, and Max adopted the name "Magnus". Magda and Magnus had a daughter named Anya, and lived uneventfully until one night when an angry mob, spurred on by a first manifestation of Magnus' powers, burned down their home with Anya still inside. Enraged at the mob for preventing him from rescuing Anya, the young Magnus's powers manifested uncontrollably, killing the mob and destroying a part of the city. Magda, terrified at Magnus' power, left him and later gave birth to the mutant twins Pietro and Wanda before walking away to die. Wanted by the authorities for the deaths and destruction in Vinnytsia, while searching for Magda, Magnus paid a Romanian forger, George Odekirk, to create the cover identity of "Erik Lehnsherr, the Sinte gypsy".

"Erik" relocated to Israel, where he met and befriended Charles Xavier while working at a psychiatric hospital near Haifa. There, debates were held by the two regarding the consequences humanity faces with the rise of mutants, though neither revealed to the other that they were mutants. However, they were forced to reveal their inherent abilities to one another while facing Baron Strucker and HYDRA. Following the battle, Erik, realizing that his and Xavier's views were incompatible, left with a cache of hidden Nazi gold, which provided him with the finances to pursue his goals

The Story so Far: Magneto's experiences surviving Nazi Germany, Auschwitz, and Vinnytsia would shape his outlook on the situation that mutants face in the world. Determined to keep such atrocities from ever being committed against mutantkind, he is willing to use deadly force to protect mutants. He would believe that "Homo superior" will become the dominant life form on the planet and would set about either creating a homeland on Earth where mutants could live peacefully, or conquering and enslaving humanity in the name of mutantkind.

Magneto's first villainous act is attacking a United States military base called Cape Citadel after bringing down missiles. He is driven off by Charles Xavier's mutant students, the X-Men, in their first mission. He creates Asteroid M, an orbital base of operations in a hollowed out asteroid. Over the years, he has several conflicts with the X-Men, The Avengers, Wonder Woman and Stormwatch, making him one of the most notorious supervillains in the world.

Magneto's first steps towards a change in character begin during an encounter with the X-Men, when he lashes out in anger and nearly kills Kitty Pryde, stopping short when he sees that the X-Man that he attacked is a child--one of the young mutants that he claimed he was fighting to make a better world for. Realizing that he has come to regard the lives of those who oppose him to be as worthless as the Nazis considered his people to be, Magneto stands down and leaves the scene; though most of the X-Men are dismayed that he escaped, Xavier expresses hope that the encounter might prove a turning point for his former friend.

Magneto later discovers that former Brotherhood members the Scarlet Witch and Quicksilver are actually his children, simultaneously learning about their recent marriages to the Vision and Crystal. He reveals to Quicksilver and the Scarlet Witch that he is their father. He also discovers his granddaughter, Quicksilver's human child Luna Maximoff. Seeing Luna as a bond to the human race he has rejected, Magneto tries to reach out to his children. Angered by his rejection of them and their mother, they push him away and refuse to forgive him.

After assisting several heroes and the X-Men battle the Beyonder, his association with the teams softens his views on humanity, and Magneto surrenders himself to the law to stand trial for his crimes. A special tribunal dismisses all charges against Magneto from prior to his "rebirth," deeming that this had constituted a figurative death of the old Magneto. However, the tribunal is interrupted by an attack from Fenris, the twin children of Baron Wolfgang von Strucker. Professor X, brought to near-death due to the strain of the battle and previously sustained injuries, asks Magneto to take over his school and the X-Men. Magneto agrees and chooses not to return to the courtroom. Instead, he takes over Xavier's school under the assumed identity of Michael Xavier, Charles Xavier's cousin. Seeing him try to reform, the Scarlet Witch and Quicksilver begin accepting him as their father.
Though Magneto makes a substantial effort as the headmaster of the New Mutants and an ally to the X-Men, his tenure is disastrous. The Beyonder plagues him yet again, slaying Xavier's current students, the New Mutants, and bringing them back to life soon after. This deeply traumatizes the entire group. Magneto is then manipulated by Emma Frost into battling sanctioned heroes the Avengers and the Supreme Soviets. Magneto submits to a trial once again, but uses mind-control circuitry he salvaged from the wreckage of Asteroid M to alter the opinions of the head justice in charge of the trial. As a result, Magneto is finally absolved of his past crimes but finds that this only fuels hostility towards mutants.

Seeing conditions for mutants grow progressively more perilous, Magneto begins seeking allies to protect mutants from humanity. He participates in the Acts of Vengeance alongside such established villains as Doctor Doom, the Wizard, the Mandarin, and the Red Skull. His temporary alliance with the Red Skull — an unrepentant Nazi war criminal — is a highly uneasy one. After confirming that the Skull was the original one who had worked with Hitler, Magneto takes revenge upon him by entombing him alive.

The witch Zaladane is able to appropriate the magnetic powers of Polaris, and the scientist Moira MacTaggert confirmed during testing that the only way Zaladane could have taken Polaris's powers away was by being a biological relative. Magneto works alongside Rogue, Ka-Zar, and Nick Fury as well as a number of Russian operatives in order to reestablish peace in the Savage Land. The conflict ends with Magneto executing Zaladane himself. With her death, Magneto renounces his previous efforts to act as a mentor to the New Mutants and to follow Xavier's beliefs in peaceful co-existence between mutants and normal humans.

Tired of the constant strife, Magneto rebuilds his orbital base and retires to a life of quiet seclusion. He is, by this point, a figurehead for the cause of mutantkind and is sought out by a group of mutants calling themselves the Acolytes, who pledge their service and allegiance to him. Under the influence of one of them, Fabian Cortez, he declares Asteroid M a homeland for mutantkind, obtaining nuclear missiles from a Soviet submarine he had previously destroyed and placing them around the Asteroid pointed towards Earth.

Magneto discovers how Moira MacTaggert altered his genetic structure when he was de-aged. Enraged, he kidnaps Moira and subjects her to torture. While the X-Men attack Asteroid M to rescue Moira and stop Magneto's plans, the Soviets launch a particle beam satellite which destroys Asteroid M. Betrayed and abandoned by Cortez, Magneto refuses Xavier's pleas to escape with the X-Men back to Earth. Instead, the Acolyte Chrome encases him in a protective shell, saving him from the subsequent explosion. However, Chrome and the other Acolytes die, albeit temporarily.

The United Nations Security Council, in response to a resurgent Magneto, votes to activate the "Magneto Protocols" — a satellite network, in slightly lower orbit than Avalon, which skews the Earth's magnetic field enough to prevent Magneto from using his powers within, preventing him from returning to the planet's surface. In response, Magneto generates an electromagnetic pulse not only destroying the satellites, but deactivating every electric device on Earth within minutes. The X-Men respond by hacking into Avalon's own computer systems to teleport a small team to the station with the aid of Colossus, who had joined Magneto's Acolytes moments after his younger sister Illyana's funeral. Magneto, during the battle with the X-Men, rips the adamantium from Wolverine's bones, which enrages Xavier to the point that he wipes his former friend's mind, leaving him in a coma.

This action later leads to the creation of Onslaught an omnipotent being formed with the combination of Xavier's and Magneto's powers. Magneto remained comatose on Avalon, worshiped by his Acolytes under the leadership of the ancient mutant Exodus, until Avalon itself is destroyed by the arrival of Holocaust from the Age of Apocalypse Earth. During the destruction, Colossus places Magneto in an escape pod sending him back to Earth. This pod is intercepted by Astra, a former ally who now desires his death.

After cloning Magneto, Astra restores Magneto's memories and powers before attempting to kill him. Instead, Magneto, now fully revived, battles both Astra and his clone. Magneto triumphs over the clone, sending him crashing into a South American barn. However, too weak to continue the battle, the real Magneto goes into hiding, while the now-amnesiac clone becomes known as Joseph and eventually joins the X-Men. Since the world believes Joseph to be the real Magneto, Magneto takes his time to plan.

Following this, Magneto constructed a machine to amplify his powers and blackmail the world into creating a mutant nation. The X-Men and Joseph, who had fallen under Astra's control again, oppose him. Magneto's powers are severely depleted from battling Joseph, who sacrifices his life to restore the Earth to normal. However, the United Nations, manipulated by its mutant affairs officer Alda Huxley, cedes to Magneto the island nation of Genosha, which had no recognized government. He rules Genosha for some time with the aid of many who had previously opposed him, including Quicksilver, Polaris, and Fabian Cortez, and engages in a brutal civil war with the island's former human rulers.

Despite the UN's hopes that Genosha's civil war between humans and mutants would destroy or at least occupy him, Magneto crushes all opposition to his rule and rebuilds the nation by forming an army of mutants dedicated to his cause, including mutants coming from all over the world seeking sanctuary. Eventually, Magneto uses the Genegineer's equipment to fully restore his power. Intending to declare war on humanity, he captures Professor X to use as a symbol with which to rally his troops. Jean Grey recruits a new group of X-Men to help Cyclops and Wolverine rescue Xavier; they defeat Magneto when Xavier psychically cuts off his access to his powers. Taking the opportunity for revenge, Wolverine attacks the depowered Magneto, crippling him with serious injuries.

While Magneto recovers from his injuries, Genosha is attacked by an army of Sentinels sent by Xavier's long lost twin sister Cassandra Nova Xavier. Over 16 million mutants and humans die. The attack comes just after Polaris discovered the truth about her biological relationship as Magneto's daughter. Magneto's supposedly last moments are spent revealing to Genosha Polaris's status as his daughter.

Charles Xavier is met on Genosha by Magneto, who apparently survived Cassandra Nova's attack and lived unnoticed within the ruins. Xavier and Magneto put aside their differences to rebuild the island nation, rekindling their friendship in the process.

Magneto appears, apparently at the behest of Exodus and claiming to be powerless, to help restore the broken psyche of Professor Xavier. Together they revive Xavier before being attacked by Frenzy. Magneto wounds Frenzy by firing a medical laser into one of her eyes. Seeing the injury of a mutant as a crime, Exodus attacks Magneto. Xavier challenges Exodus on the astral plane. After Xavier defeats Exodus, he leaves Magneto and Omega Sentinel to try and rebuild his lost memories.

Magneto, his powers artificially simulated by a suit designed by the High Evolutionary, reactivates Sentinels to attack the X-Men, who had recently relocated to San Francisco. Though he is defeated, Magneto's attack serves its purpose as a distraction so the High Evolutionary can gain an unknown object from the Dreaming Celestial. After extensively examining the Dreaming Celestial, the High Evolutionary subjects Magneto to a dangerous technological procedure, restoring his powers.

Impressed with the X-Men's recent efforts in defending and helping mutantkind, Magneto offers to work with them on Utopia, the new mutant homeland created by the X-Men using the remnants of Asteroid M. He aids the X-Men in defending Utopia Island from an attack of Predator X monsters. Now considered a member of the X-Men, Magneto assists them in stabilizing the asteroid from sinking into the Pacific. Despite Xavier being apologetic and appreciative for what he'd done, Magneto leaves Utopia for nearby Mount Tamalpais in Marin County. In a final bid to gain their trust, Magneto enters a deep meditative catatonic state to focus his powers at an interstellar distance and reverse the path of Breakworld's "Earth-destroyer" Metal Bullet that Kitty Pryde is trapped in. Magneto had encountered the bullet earlier while working to regain his powers with the High Evolutionary, and surmised that Kitty was inside. He had chosen to focus on ways to restore the powers of mutants, but memorized the metals of the bullet allowing him to keep a trace on it. Magneto brings the bullet back to Earth, drawing Kitty out of it and levitating her safely to the ground. However, the strain of using his power at such intensity and duration leaves him comatose.

Magneto comes out of his coma right after Hope is teleported into Utopia by a dying Nightcrawler. With the Nimrods laying siege to Utopia, Magneto stops Hank McCoy from leaving his patients as he prepares to enter battle himself. Magneto holds off a squad of Nimrods, dismembering the robots by pulling shards of iron from the core of Utopia through them.

With his reputation around the world as a well-known mutant revolutionary/terrorist, Magneto is talked into finding a solution to the problem by Cyclops before it goes public that he is established in Utopia. With an earthquake inbound for San Francisco, Magneto uses his powers to stabilize the city's buildings, structures and metal vehicles, and to smooth the earth movements themselves, thus preventing any major damage and saving many lives. As a result, some of the city favors him, while others are reminded of how potentially dangerous he can be and has been.

Magneto later joins the Avengers, the X-Men, and Hulk in confronting the Phoenix Force-powered Cyclops. Scarlet Witch uses her abilities to keep Magneto from being harmed. Following the defeat of Cyclops, Magneto and the other former members are reported to have gone on the run. Magneto eventually joined Cyclops and his X-Men team until Cyclops and Wolverine reconciled and along with the returned Professor X he is currently helping run the new Jean Grey School.

Characterization: Magneto has long been the face of mutant separatism, in opposition to Charles Xavier's ideal of coexistence with humanity. Believing that mutants are the next stage in human evolution, he sought to assert their dominance over the planet and its inhabitants. This was Magneto's means of assuring the survival of his people in a world that hates and fears them for their very existence. Though not a hero, Magneto is charismatic, noble, and wise. His long and turbulent friendship with Charles Xavier has been a cornerstone for both men's lives, as a rivalry that has lasted decades.

In addition to his powers, Magneto has many other skills. He is a genius with competence in various fields of advanced science, especially in genetic manipulation, particle physics, engineering, and other fields of technology. He has engineered advanced weaponry, space stations, superpowered humanoid lifeforms, devices that generate volcanoes and earthquakes, devices that block telepathy, and devices that can nullify all mutant powers except for his own. He has reconstructed computerized devices from memory. He is fluent in many human languages and once single-handedly deciphered the unknown language of a lost civilization. He possesses extraordinary skill in "reading" the microexpressions on others' faces and sensing what they are thinking and feeling, whether they are lying, fearful, etc. a skill which he refers to as "taking your enemy's measure." He also is a master strategist and tactician with extensive combat experience, and has often been successful in single-handed combat against entire groups of superhuman adversaries. He also has some military training in hand-to-hand combat and has been shown to be effective with his fists, but he prefers to use his powers when in combat situations.

Friends and Foes: His longest relationship is with Charles Xavier, which has lasted for decades due to both of their deaths, revivals and body changes that have greatly extended their lives. He has been both an ally and foe of the X-Men and has seemingly worked with and against all members of the superhuman community.

Clean Up 6/6/11: Did a little work on Magneto today, just cleaning up some powers that I had costed wrong and giving him a full Force Field outside of his array, which I used to be loathe to do for energy controller types, but Mags deserves it.

Clean Up 3/12/14: Made a lot of changes to my Magneto and added some Superior Thorpacoverse background.
Fixed up my Magneto with some stuff from the Power Profiles and such. I got the first issue of his new solo book and it was very good. It's not what I expected, and in a good way. I highly recommend it. Cullen Bunn wrote it and he's writing the new Sinestro solo book for DC as well. I hope his take on one my fave DC Anti-Villains is just as strong as this one.
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1122

Post by Thorpacolypse »

We've got a new item from our Metropolis location that's hitting the Aisle 1 shelves!

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It's all fake. A FRAUD! There's the reality! The metal behind the man! It's all I am now! It's who I am... Metallo. - John Corben

METALLO
PL: 11 (151 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 13, STAMINA --, AGILITY 2, DEXTERITY 3, FIGHTING 7, INTELLECT 0, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 3 (+16), Close Combat [Unarmed] 2 (+9), Deception 4 (+5), Expertise [Criminal] 5 (+5), Insight (+2), Intimidation 8 (+9), Perception (+2), Persuasion (+1), Stealth (+2)

ADVANTAGES: All-Out Attack, Chokehold, Power Attack, Ranged Attack (5)

POWERS:
Cyborg Body: Protection 15, Impervious 8, Immunity 30 (Fortitude Effects), Leaping 3 (60 ft), Speed 2 (8 mph); 66 pts
Kryptonite Heart: 15 pts Traits, Removable (-3 pts), Quirk: Become Easily Removable when chest plate is open (-1 pt); 11 pts
Kryptonite Blast: Ranged Kryptonite Energy Damage 14 (Flaw: Limited to 9 ranks against non-Kryptonians); 14 pts
Kryptonite Beam: Cone Area Kryptonite Energy Damage 11 (Extra: Cone Area [60 ft cone], Flaw: Limited to 9 ranks against non-Kryptonians); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +7
Unarmed +9 [Unarmed +13]
Ranged Attack +8 [Kryptonite Blast +14]
Special Attack [Kryptonite Beam +11, Cone Area]

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +15 (+8 Impervious), Fortitude Immune, Will +6

COMPLICATIONS:
Disability: Metallo can smell, taste or really feel anything.
Hatred: He hates Superman and also Lex Luthor for making him what he is.
Mental Instability: The loss of his senses has affected his mental state making him very volatile and unpredictable.
Motivation: Greed and somehow becoming normal again.
Vulnerable: His metal body is very vulnerable to magnetic effects.
Weakness: If his Kryptonite heart is removed or damaged, he becomes paralyzed until the heart is replaced or he can be repaired.

Abilities 46 + Skills 11 (22 ranks) + Advantages 8 + Powers 77 + Defenses 9 = 151 / 151

Build Comments: I always liked Metallo as a Superman foil. I think his best incarnation is his Animated Series version, especially since Malcolm McDowell did his voice and the British accent is SO FREAKIN’ AWESOME FOR VILLAINY. So that’s what this Thorpocaverse version is based on more than his comic canon, or especially the New 52 version.

Secret Origins: John Corben was an English criminal-for-hire, who was involved in a plot by Lex Luthor to sell the LEXO-SKEL SUIT 5000 to Kasnian terrorists. Corben was caught by Superman and jailed, but while in jail he contracted a rare and lethal disease. Luthor offered him a chance at new life, as a cyborg, by having his mind transplanted into a robotic body; a Dr. Vale assisted in the procedure. Corben's new body, made of a revolutionary new metal called Metallo, was powered by a kryptonite "heart", which Corben was eager to use against Superman in revenge for taking him in.

The Story so Far: At first, Corben reveled in his new body, but when he learned it had no sense of touch - no way to sense even a simple kiss or the taste of an apple - the sensory deprivation drove him insane and he took to referring to himself as Metallo. When Superman later revealed to Corben that Luthor himself had arranged for Corben to get ill while in prison, Corben turned on Luthor, but in the battle he was thrown off of Lex's yacht, and his non-buoyant body sank.

Metallo walked across the ocean floor, eventually reaching the shore of a small island that Superman was helping to evacuate due to an impending volcanic eruption. Initially, Metallo had no memory of who he or Superman were, and befriended two children on the island (the son and daughter of one of the seismologists studying the eruption). Metallo did eventually regain his memory and attacked Superman, but was caught in the lava flow. It cooled around him, leaving only part of his head and one arm exposed, the rest trapped in rock. Unable to free himself, he began to recite his name and history to himself, so he would not forget again. Metallo was eventually rescued and repaired by Intergang and he returned to plague Superman once more. In the course of this encounter, he had a battle against Steel (John Henry Irons), who had come to Superman's aid and was defeated by him when Irons' hammer smashed his kryptonite heart.

Metallo has since been repaired continues to return to plague Superman time and again.

Characterization: Corben is a career mercenary and criminal that desires power but has been driven insane by his condition. He will work for anyone (except Lex Luthor, of course) that can get him the resources he needs to become normal again.

Friends and Foes: He has a great hatred for Superman that is only equaled by his hatred for Lex Luthor.
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1123

Post by Thorpacolypse »

We've got a few GREEN LIGHT SPECIALS to drop over the next couple of days, starting with this new item for Aisle 1!

Image
I'd look that cocky, too, if I fought Superboy-Prime to a standstill and got to make out with Arisia.

GREEN LANTERN (SODAM YAT)
PL: 15 (367 pts) - OPL: 15 ; DPL: 15

ABILITIES: STRENGTH 18, STAMINA 13, AGILITY 2, DEXTERITY 2, FIGHTING 8, INTELLECT 2, AWARENESS 3, PRESENCE 2

SKILLS: Athletics 3 (+21), Deception 3 (+5), Expertise [Green Lantern Lore] 4 (+6), Insight (+3), Intimidation 3 (+5), Perception 2 (+5), Persuasion (+2), Ranged Combat [Ion Powers] 6 (+10), Ranged Combat [Power Ring] 6 (+10), Stealth (+2), Technology 7 (+9)

ADVANTAGES: Diehard, Extraordinary Effort, Great Endurance, Power Attack, Ranged Attack (2)

POWERS:
Super Strength: Enhanced Strength 5 (200,000 Tons; Flaw: Limited to Lifting); 5 pts
Invulnerability: Protection 3, Impervious Toughness 8, Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 11 (Aging, Life Support), Regeneration 3 (1/every 3 rounds; Extra: Persistent, Flaw: Limited [Requires exposure to yellow sunlight]); 34 pts
Daxamite Movement: 31 pt Dynamic Array; 35 pts
Flight: Flight 15 (64,000 mph/125 mpr; Extra: Dynamic); 31 pts
Super Speed: Speed 15 (64,000 mph/125 mpr), Quickness 8, Enhanced Advantages 5 (Improved Initiative 5), (Extra: Dynamic); 2 pts
Space Travel: Movement 2 (Space Travel 2 [Other star systems], Extra: Dynamic); 2 pts

Daxamite Powers: 30 pt Array; 35 pts
Heat Vision: Heat Ranged Damage 14 (Extra: Accurate 2); 30 pts
Super-Breath: Cone Area Move Object 10 (Extra: Cone Area [60 ft cone], Flaw: Range [Close], Limited Direction [towards or away]); 1 pt
Freezing Breath: Cone Area Cumulative Affliction 10 (Resisted by Dodge, Overcome by Fortitude; 1st: Hindered, 2nd: Immobilized, 3rd: Paralyzed; Extra: Cone Area [60 ft cone]); 1 pt
Super Senses: Senses 17 (Normal Hearing [Acute, Extended 2, Penetrates Concealment, Flaw: Cannot see through lead], Normal Vision [Extended 2], Infravision [Extended], Microscopic Vision 4 [Atomic], Ultra-Hearing [Extended]); 1 pt


Green Lantern Power Ring: 23 pts traits, Removable (-6 pts); 17 pts
Attention Green Lantern...: Features 2 (A.I. and Green Lantern 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
Green Lantern's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Lead Poisoning Removal: Feature 2 (Eliminates lead poisoning Complication. If removed, Sodam immediately begins to suffer the effects of the lead in system); 2 pts


Ion Avatar: 118 pts Traits
Ion Flight: Flight 15 (64,000 mph/125 mpr), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Will [DC20 check] to increase Flight speed instead of Athletics); 39 pts
Force Field: Protection 2 (Flaw: Sustained), Immunity 10 (Life Support); 12 pts
Force Manipulation: 41 pt Dynamic Array; 53 pts
Force Blast: Ranged Force Energy Damage 20 (Extra: Dynamic); 41 pts
Force Constructs: Create 20 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 13 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Lifting: Move Object 20 (Extra: Dynamic); 2 pts
Force Bubble: Ranged Burst Area Immunity 8 (All Environmental Conditions, Suffocation, Airborne Toxins, Extra: Dynamic, Burst Area [30 ft radius], Linked [Create], Flaw: Affects others only), Create 12 (Force Spheres; Extra: Linked [Immunity], Flaw: Limited to simple spherical objects); 2 pts
Ion Channeling: Variable 6 (30 pts Traits; Cosmic Descriptor); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2 (+22 with Super Speed)
Close Attack +8 [Unarmed +18]
Ranged Attack +4
Heat Vision +8 [Heat Vision +14]
Power Ring +10
Ion Powers +10 [Ion Force Blast +20; Ion Force Constructs +20; Force Lifting +20]
Special Attack [Super Breath Move Object +10, Cone Area; Freeze Breath Affliction +10, Cone Area]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +16 (+8 Impervious, +18 with Force Field), Fortitude +14, Will +15

COMPLICATIONS:
Daddy Issues: Sodam and his parents do not have a great relationship because of their xenophobia, and he especially has issues with his father.
Normal Identity: Sodam Yat loses his Daxamite powers and his Str and Sta are reduced to 2 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Relationships: He has become close to his Sector partner Arisia Rhab.
Responsibility: To protect his space Sector 1760 and protect the Ion entity.
Vulnerable: Sodam is as vulnerable to magic as anyone else. His Toughness is not Impervious against magical attacks and he loses his ranks of Protection.
Weakness: Daxamite have a weakness against Lead that is even more lethal than Kryptonite is to Kryptonians. The effects are the same; its radiation saps the Strength and powers of Daxamites, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death.
Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail.

Abilities 100 + Skills 17 (34 ranks) + Advantages 4 + Powers 223 + Defenses 23 = 367 / 367

Build Comments: Sodam Yat became a problematic character for the GL writers because of his power. As I stated on Jspade’s thread, the constant issue of overpowering characters is proof that no one has learned anything, EVER, and never will. But I digress…

Yat is a Daxamite that for a while was the host of the Ion entity, making him able to go toe-to-toe with Superboy-Prime. That was great and all, but when you’re done with that, what do you do with a hero that powerful? You throw him into Daxam’s red sun to turn it yellow so that the Daxamite all get Superman level powers which allow them to defeat the Sinestro Corps that had taken over their planet. And then you forget about him for a while. At least that’s what DC did.

However, I’m rolling with him. Unlike main continuity where the entities of all the Corps are gone, they’re still around in the Thorpacoverse and Yat is still Ion. For a while, he had to use his ring to combat lead poisoning and relied on his Daxamite and Ion powers for other stuff, so that’s how I have him here. Earlier, I would have probably put him at PL16, but here he’s still really powerful at PL15, but not able to increase his accuracy, so it gives people a decent chance against him. He’s hard as hell to hurt, though and a +20 blast with Power Attack makes him a beast.

Secret Origins: Born and raised on the planet Daxam, the young Sodam Yat was fascinated by the stars and the worlds beyond his own, and rebelled against his xenophobic society when an alien named Tessog crash landed on Daxam. He and Tessog transcended their language barrier to become close friends, and Yat helped to protect and care for the wounded alien, until he was discovered by Yat's parents. They killed Tessog and brainwashed their son, convincing him that Tessog, like all aliens, was a menace to Daxamite society. Several years later, upon encountering Tessog's body stuffed and mounted in a museum, Yat's true memories flood back and he resolves to flee his planet. He manages to repair Tessog's ship, but prior to his departure he is met by a Green Lantern ring, which chooses him as its new bearer. Yat is unaware that he is the subject of a prophecy which heralds him as a great Green Lantern, but also as the sign of the end for the Corps.

The Story so Far: At the onset of the Sinestro Corps War, Sodam Yat was among a group of Lanterns gathered by Kilowog to strike back against Sinestro's forces attacking in Space Sector 2263. The Guardians of the Universe were aware of Sodam Yat's role in Qull's prophecy in which they tasked Lantern Salaak from keeping the prophecy from coming to pass. Salaak singled out Arisia Rrab to keep an eye on the newly graduated Lantern Yat. During the Sinestro Corps' assault on the Green Lantern planet Mogo, Sodam takes command of the team sent to stop Ranx the Sentient City from destroying Mogo. Sodam later destroyed the core of Ranx, ending the battle of Mogo.

Sodam was then chosen as the new host for the Ion Entity by the Guardians, and fought Superboy-Prime on Earth. The two battled each other fiercely, sending them through different areas of New York City. While the two traded blows, Ion was thrown into a nuclear power plant, with its walls lined with lead, this causes him to be weaken and his ring must create a shield and process the lead poisoning to cure him. Superboy-Prime took the opportunity to spear him with several uranium rods, severely weakening him. Ion tried to escape, only to have Prime knock him into a cemetery. They continued to do battle, each drawing blood from their opponent. Although Ion fought courageously, the lead poisoning and loss of blood began to affect him and he was beaten unconscious. Sodam soon recovered at the end of the war.

After the events of the war, the Guardians requested Kyle Rayner to assist Sodam in adjusting to his new role as Ion. While speaking about Sodam's history and attitude as a Lantern, it was revealed that Sodam must now permanently wear a Power Ring (despite his possession of the Ion powers) to prevent the lead in his body from killing him. They are then attacked by Alexander Nero, who had been freed during the initial Sinestro Corps assault on Oa but had not participated in the overall Sinestro Corps War. Kyle fights to less than his abilities to encourage Sodam to embrace his status as Ion. Sodam eventually defeats Nero by taking control of Nero's own constructs - something Kyle stated that he had never attempted.

Sometime later, Sodam was on shore leave in Sector 2814 until being summoned along with several distinguished Green Lanterns by the Guardians to retrieve a number of Sinestro Corps rings that have plunged into the uncharted Vega System, and fallen off of the radar. Sodam was quick to bring up the ban forbidding Lanterns to enter the Vega System, prompting the Guardians and Lantern Guy Gardner to note that some rules needed to be broken. He also questioned why they do not just target the source of the rings, and keep them from being produced. Although Sodam's reasons have merits the Guardians do not, restating the original plan. Sodam and the rest of the team headed to the Vega system. Upon arrival, Kyle Rayner and Guy Gardner ordered them to split up, giving times for mission updates and a rendezvous point. Sodam was partnered with Arisia again. While they search for the rings he asked for her opinion on how he’s been doing as Ion. It’s revealed that not only was Arisia was considered first choice for Ion, but that she’s also been asked to evaluate Sodam. So he asks her for her opinion on where he can improve, but they are interrupted by a captured Sinestro Corps soldier, and the signature of another ring.

Sodam and Arisia followed the signature down to the planet Sedas, and to a maximum security penal institution for the criminally insane. They find the hospital to be a graveyard, where every inhabitant of the hospital has been murdered. Sodam and Arisia were subsequently attacked and captured by Duel, the Sinestro responsible for the hospital massacre, and Mongul II. Sodam and Arisia are then subjected to the Black Mercy plant, which Mongul have been altered it to show fears. In his fears, Sodam was beset on all sides by darkness, his ring is cut off and being assaulted by different colored rings. Sodam and Arisia are allowed to sink into the planet by Mongul when he leaves. They are eventually found and rescued by the other Green Lanterns, but are attacked by Mother Mercy, the creator of the Black Mercy plants. Fortunately, Sodam awakened and requested in being thrown into the Mother Mercy, which he then unleashed a devastating blast that severely injured Mother Mercy and allowed his companions the chance to recover. In the end, Mother Mercy released her offspring from Sodam and Arisia due to a misunderstanding. Sodam and his companions battled and defeated Mongul which resulted in death of Lantern Bzzd, whose power ring chose Mother Mercy as his successor.

Some time later, Sodam received word of Daxam being invaded by the Sinestro Corps led by Mongul from Sodam's mother Cara Yat, who had escaped using the vessel that her son was going to use to escape Daxam. Initially, Sodam steadfastly refused to save Daxam given his previous reasons for leaving his home planet and believed the Daxamites brought the invasion on themselves and that they are paying for their sins. But Sodam finally agreed to return to Daxam only out of a sense of duty to the Corps, yet on the condition that his mother, out loud, thank Tessog for providing her with a means of escape.

Upon arriving to Daxam with Arisia, they found Diro Yat attempting to promote a mass suicide as an alternative to living as slaves to the Sinestro Corps. Angrily, Sodam confronted his father and rallied his people that they must fight. During a hard fought battle against Mongul, Sodam realized that the only way to save Daxam was to empower the people to fight for themselves. Sodam flew to Daxam's red sun and infused it with the power of the Ion Entity, transforming it from a red star into a yellow star. The yellow ultraviolet radiation gave the Daxamites superior physical capabilities, as well as the ability to fly and project thermal radiation from their eyes. Arisia volunteered to train the Daxamites and forged an underground rebellion to oust Mongul. Although Sodam Yat was believed to had died in Daxam's sun, in fact he was still alive; being kept alive by Ion's power but is constantly self-immolating and unresponsive.

Sodam Yat would later be freed when an unknown villain, who planned on capturing the emotional spectrum beings, exorcised Ion from Yat, who then crashed on Daxam, alive but unconscious. As a result of his restoration, Daxam's sun turns red again which causes several Daxamites to die due to the sudden depowerment.

After Krona’s defeat, the Ion entity chose Sodam to be it’s vessel again and he has returned as a key member of the Green Lantern Corps.

Characterization: Sodam can be full of himself and reckless, but as he has gained experience he has become a leader in the Corps and remains its most powerful member.

Friends and Foes: He has a burgeoning relationship with his partner, Arisia, and also has a mentor-mentee relationship with Salaak.
Last edited by Thorpacolypse on Mon Apr 14, 2014 8:06 pm, edited 2 times in total.
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Re: J-Mart: Catwoman vs. Pink Pearl, Metallo, Sodam Yat

Post by rtrimmer »

Re: Magneto
Increased Mass on Move Object, let alone Perception Ranged Move Object, is legit? Seems like it should apply to using the power at Touch range.

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Re: J-Mart: Catwoman vs. Pink Pearl, Metallo, Sodam Yat

Post by Khakhan »

rtrimmer wrote:Re: Magneto
Increased Mass on Move Object, let alone Perception Ranged Move Object, is legit? Seems like it should apply to using the power at Touch range.
Why not? How is it any different than Lifting Only Strength?

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Re: J-Mart: Catwoman vs. Pink Pearl, Metallo, Sodam Yat

Post by Thorpacolypse »

rtrimmer wrote:Re: Magneto
Increased Mass on Move Object, let alone Perception Ranged Move Object, is legit? Seems like it should apply to using the power at Touch range.
I should probably re-word that power. Basically, I wanted an extra 7 ranks that is limited to lifting only, so that was my initial way of stating it. But technically, it could be 15 full ranks and 7 more that count on for lifting. It technically breaks caps, but as a GM, I would allow it and limited any benefits of lifting something above the 15 rank range to that.
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Re: J-Mart: Catwoman vs. Pink Pearl, Metallo, Sodam Yat

Post by jspade »

Nice take on Yat. Other than the initial good showing against Superboy Prime, though, I don't think Yat is actually more powerful than the rest of the Corps; Green Lanterns are already in that just-shy-of-Superman bracket. He just layers on a complete other set of powers. Guy Gardner generally made more of a difference in a battle than he did.

As for Increased Mass on Move Object, I use it a fair bit to put telekinesis on par with super-strength (I almost always give extra lifting strength). I just don't count it for throwing distance, object movement speed, or damage.
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Re: J-Mart: Catwoman vs. Pink Pearl, Metallo, Sodam Yat

Post by greycrusader »

Loved the Selina Kyle/Pink Pearl battle-especially because you set up the scenario well and the dialogue was in-character for both ladies. Nicely done!
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Re: J-Mart: Catwoman vs. Pink Pearl, Metallo, Sodam Yat

Post by kenmadragon »

greycrusader wrote:Loved the Selina Kyle/Pink Pearl battle-especially because you set up the scenario well and the dialogue was in-character for both ladies. Nicely done!
Seriously, that scenario was just top notch. Kinda goes to show that the dice and tactics can turn the tides to anyone's favor, despite Elric's analysis showing Damage and Toughness focused character's had the edge in straight up combat! Well done to both Catwoman and Pink Pearl! And great job on that battle, Thorp!

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Re: J-Mart: Catwoman vs. Pink Pearl, Metallo, Sodam Yat

Post by Thorpacolypse »

jspade wrote:Nice take on Yat. Other than the initial good showing against Superboy Prime, though, I don't think Yat is actually more powerful than the rest of the Corps; Green Lanterns are already in that just-shy-of-Superman bracket. He just layers on a complete other set of powers. Guy Gardner generally made more of a difference in a battle than he did.

As for Increased Mass on Move Object, I use it a fair bit to put telekinesis on par with super-strength (I almost always give extra lifting strength). I just don't count it for throwing distance, object movement speed, or damage.
I tend to agree, jspade. I went with PL15 because of his potential moreso than what he showed. In that one fight against Mongul that I kinda recall, I think it was him, Arisia, Guy, Kyle and someone else and Mongul handed them their asses. That shouldn't happen to someone that rumbled with Prime, but comics have never been known for consistency in representation.
kenmadragon wrote:
greycrusader wrote:Loved the Selina Kyle/Pink Pearl battle-especially because you set up the scenario well and the dialogue was in-character for both ladies. Nicely done!
Seriously, that scenario was just top notch. Kinda goes to show that the dice and tactics can turn the tides to anyone's favor, despite Elric's analysis showing Damage and Toughness focused character's had the edge in straight up combat! Well done to both Catwoman and Pink Pearl! And great job on that battle, Thorp!
Thanks, guys. It was fun to do and when I was looking to test Selina, Pearl was the first person to pop into my mind because of their contrast in styles. And because Pearl is awesome. 8)

More tests to come after I get a few more builds done. I've done enough solo stuff with martial artist types and powerhouse/paragons, I want to test some telepaths/energy controller types as well as get in some team tests.
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