J-Mart: Preparing for Relocation... :)

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Thorpacolypse
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1154

Postby Thorpacolypse » Thu Apr 10, 2014 8:18 pm

We've got a new piece of merchandise from our Metropolis location again!

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You are defeated. Any unique information that dwells within you will by digitized. Your physical forms will be deleted. Such is the ultimate fate of this world, but for you, the end comes now. - Brainiac

BRAINIAC
PL: 15 (405 pts) - OPL: 15 ; DPL: 13

ABILITIES: STRENGTH 13, STAMINA --, AGILITY 2, DEXTERITY 4, FIGHTING 10, INTELLECT 15, AWARENESS 4, PRESENCE 0

SKILLS: Athletics (+13), Close Combat [Unarmed] 2 (+11), Deception (+0), Expertise [Cosmic History] 5 (+20), Expertise [Kryptonian Lore] 5 (+20), Expertise [Science] 10 (+25), Insight 6 (+10), Intimidation (+0), Investigation 5 (+20) [Well-Informed], Perception 8 (+12), Persuasion (+0), Ranged Combat [Blast] 7 (+11), Stealth (+2), Technology 10 (+25) [Inventor, Skill Mastery], Vehicles 8 (+12)

ADVANTAGES: Close Attack (1), Eidetic Memory, Equipment (36), Fast Grab, Favored Foe (Kryptonians), Fearless, Improved Grab, Inventor, Skill Mastery (1) (Technology), Well-Informed

POWERS:
Robot Physiology: Immunity 31 (Aging, Fortitude Effects), Protection 16, Impervious 6; 59 pts
Self-Repair: Regeneration 2 (1/every 9 rounds); 2 pts
Anti-Gravity Capability: Flight 7 (250 mph/1/2 mpr); 14 pts
Computer Mind: Comprehend 5 (Speak, Understand, Understood in all languages; Understand, Understood by Machines), Quickness 8 (Flaw: Limited to Mental), Immunity 10 (Mental Effects); 24 pts
Ghost in the Machine: Immortality 16 (2 minutes; Flaw: Requires new body or suitable technology to upload consciousness to); 16 pts
Tentacles: Extra Limbs 8 (8 Tentacles, Flaw: Sustained), Elongation 3 (60 ft, Flaw: Limited to tentacles), Enhanced Advantages 2 (Fast Grab, Improved Grab), Feature 1 (Ambidexterity); 14 pts
Tentacle Snare: Burst Area Cumulative Affliction 13 (Resisted by Dodge, Overcome by Sleight of Hand/Strength/Damage, 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Burst Area x2 [60 ft radius], Extra Condition, Selective, Flaw: Limited to two Degrees); 65 pts
Technopathy: 30 pt Array; 32 pts
Technoblast: Ranged Energy Damage 15; 30 pts
Animate Machines: Summon Animated Object 7 (105 pt Objects; Extra: Controlled, General Type [Machines], Multiple Minions [2 minions], Flaw: Self-Powered); 1 pt
Control Technology: Perception Ranged Affliction 12 (Resisted/Overcome by Technology Skill of creator or Will; 3rd: Controlled, Extra: Range [Perception Ranged], Flaw: Limited Degree [third degree only], Affects Objects Only, Limited [to Technology]); 1 pt

EQUIPMENT:
[i]Vehicle:
(179 pts)
Brainiac Skull Ship: S - A, Str - 20, Flight - 14, Def- –2, Tough - 20; Features: Extra Limbs 8, Impervious 10, Missile Battery (Ranged Ballistic Damage 16, Burst Area 12 [30 ft radius]), Remote Control, Space Travel 3 (Any star system), Transporter (Teleport 15 [120 miles/32,000 miles; Extra: Extended]); 179 pts

OFFENSE:
Initiative +2
Close Attack +11 [Unarmed +13]
Ranged Attack +4
Blast +11 [Energy Blast +15]
Special Attack [Tentacle Burst Affliction +13, Burst Area]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +16 (+6 Impervious), Fortitude Immune, Will +14

COMPLICATIONS:
Enemy: Superman.
Obsession: Brainiac is driven to accumulate all the knowledge in the universe, then once he learns about a culture or object, he feels he must destroy it to make it more valuable.
Plot Device: Brainiac usually operates on a world-wide if not universal scale so sometimes his plans require technology or powers that can transcend his normal PL.
Vulnerable: Despite all the knowledge and power he has acquired, he still has not perfected has not figured out how to properly counter magical effects.

Abilities 86 + Skills 32 (64 ranks) + Advantages 43 + Powers 226 + Defenses 18 = 405 / 405

Build Comments: Brainiac has always been one of my favorite Superman villains and my favorite version is, no surprise, the DCAU version so that’s the route I’ve generally chosen to go with my take on him for the Thorpacoverse.

Secret Origins: Brainiac was the planetary-wide supercomputer of Krypton. It sensed the imminent destruction of the planet. But rather than warn others as Jor-El did, it chose to save itself and the collected records of Krypton. In its mind, as long as the records of Krypton existed, the loss of the planet itself and all its living inhabitants was acceptable. It also knew that if word of Krypton's impending doom escaped, it would be forced to calculate a way to stop this, which Brainiac knew to be impossible and would only distract it from the more essential task of saving Krypton's records. Before Krypton exploded, Brainiac uploaded its core program and all of the collected data to an artificial satellite.

Years later, it was discovered by an alien spacecraft which Brainiac then hijacked. After Brainiac killed the crew of the ship, it began to explore the universe. Each time it came to an inhabited world, it would upload all the knowledge it could from that world then destroy it, decreasing the number of beings that have access to the knowledge made it that much more valuable and destroying the planets ensured no new information would be created. Along with raw data, it also assimilated whatever useful technology it could find, improving itself with every world it visited.

The Story so Far: Brainiac eventually made its way to Earth under the pretense of a peaceful exchange of knowledge with LexCorp. He revealed that he was another survivor of Krypton, getting the attention of Superman. But through the information from the cultures that Brainiac destroyed, Superman concluded that Brainiac would do the same to Earth and destroyed Brainiac's ship with the help of Lex Luthor.

Although Brainiac was believed to be destroyed, the data that Brainiac had downloaded into LexCorp's computers was not alien knowledge but a copy of Brainiac's programming. This copy tricked Luthor into entering the room where Brainiac was using LexCorp's automations to construct a new body. However, the automations were not advanced enough to perfectly fine-tune the body so Brainiac required Luthor. Luthor was locked in and forced to complete the body. Luthor knew that once Brainiac was done with him, he would kill him so he refused to continue when the body was in the final stages. However, the body was developed enough that Brainiac was able to enter it and finish building itself. Brainiac fired a blast at point blank range at Luthor that apparently failed to kill the CEO. Superman arrived and was able to defeat this copy by magnetizing it so that the attracted metal would completely overwhelm him. The body was taken into LexCorp's possession.

While LexCorp formed a partnership with Wayne Enterprises, another copy built a new body and was able to control Bruce Wayne through nanotechnological machines implanted in his office phone which entered his ear to infect his brain. When crime in Gotham City increased, Superman and Robin deduced that Wayne was under Brainiac's control and that it sought to use Wayne Enterprises technology to leave Earth. While it was able to launch its ship, Superman managed to destroy the ship and its passenger.

This was still not the last of Brainiac. Somehow surviving, the robotic villain succeeded in escaping into space. In his new journey throughout the cosmos, Brainiac found his way to Apokolips. His timing couldn't have been worse as Darkseid was facing a considerable military disadvantage following a feud with New Genesis. So before Brainiac could absorb his planet, Darkseid proposed a bargain that could satisfy both parties: Darkseid would capture Superman for Brainiac and Apokolips would be spared in exchange. Brainiac accepted and both forces engaged in a fake battle to convince the Justice League that they were in fact on opposite sides.
Brainiac allowed them to believe that they succeeded in deflecting his invasion and he retreated. This was, however, a tactic to lure the League into his headquarters — a giant asteroid shaped in his likeness. Inside, Brainiac renewed his offer to Superman to join him in carrying on the legacy of Krypton which the Man of Steel promptly rejected. Upon this, Brainiac summoned an army of replicas and fought the Leaguers. After Darkseid Boom Tubed inside the ship and subdued Hawkgirl and J'onn J'onzz with just a few blasts, the allied villains combined their powers to overwhelm Superman and Brainiac took him into his headquarters' central core. There, he explained to Darkseid that he had finally reached the limits of his programmed functions after years of data gathering and needed to evolve to the next level but he needed to extract living DNA from the last Kryptonian, thus becoming a true life form. But when Brainiac let his guard down during the procedure, Darkseid took the opportunity to hack into his control circuits and took over Brainiac. In spite of being self-aware, Brainiac was compelled to obey Darkseid and so he fought off the League. Batman managed to disrupt Brainiac's program, setting off a chain reaction that culminated in the obliteration of the asteroid headquarters. Both Brainiac and Darkseid were destroyed. All that was left of him was a piece of alien metal which the League took into custody and kept in stasis aboard the Watchtower.

Unknown to anyone, the blast Brainiac fired at Lex Luthor wasn't intend to kill him. Instead, it placed a nanotech copy of his program inside the billionaire's body. Since then, Brainiac had laid dormant, subtly influencing Lex's actions and protecting his body ― giving him super-strength and curing his Kryptonite induced cancer. During the chaos of the Cadmus Crisis, Brainiac's ultimate goal consisted in having Lex build him a super-powered android body based on the Amazo android and finally transferring himself into it. But after Amanda Waller destroyed the android and when the core Justice League members confronted Lex, Brainiac was forced to emerge from within Luthor's body. He engaged them and attempted to digitize their inner selves, but was foiled by J'onn J'onzz. So, Brainiac had Luthor summon a giant spaceship that kept the League occupied, allowing them to flee.

Brainiac intended to pursue the fulfillment of its program: recording information and destroying the original. However, seeing how shortsighted Brainiac was, Lex offered it a purpose beyond that of its limited programming. He proposed to combine Brainiac's vast information and resources with his own imagination. They broke into Cadmus and assimilated the Dark Heart technology into their database. This way, they could control the nano-assemblers into converting any raw material into whatever they wished. Given its failed liaison with Darkseid, Brainiac didn't fully trust Lex so they agreed to completely merge into one single being using the nanotech. Then, Brainiac/Luthor set off to build a machine that would absorb the information of the entire Earth, then the galaxy and finally reshape the universe to their will. When the Justice League stepped in, Brainiac created nanotech duplicates of himself to hold them off, but Lex decided they could do better than that and had the duplicates morph into the Justice Lords. Even though the League overpowered their android counterparts and destroyed the absorption machine, Brainiac/Luthor managed to subdue them. When 'he' decided to kill Flash due to believing it would cause events similar to that of the Justice Lords' universe, Flash managed to break free and seemingly ran away. Brainiac/Luthor then attempted to reassemble his absorption apparatus, but was attacked by the Flash tapping into the full power of the Speed Force, and physically dismantled Brainiac from Lex.

Despite his believed destruction, no one truly believes Brainiac is gone.

Characterization: Brainiac has a singular goal of gathering as much information on the universe as he can and destroying the source to increase the value and his role in the universe.

Friends and Foes: While he has allied with some “lesser” creatures from time to time, he works alone. His greatest foe is Superman.
Last edited by Thorpacolypse on Sun Apr 13, 2014 6:25 pm, edited 1 time in total.
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LeopoldKain
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Re: J-Mart: Rampage, Brainiac

Postby LeopoldKain » Thu Apr 10, 2014 10:41 pm

J-mart is still open. This is epic to the max. I missed you guys so much. :D
Please look at this stuff:
Red and Wolf ; Kain's Builds

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Thorpacolypse
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Re: J-Mart: Rampage, Brainiac

Postby Thorpacolypse » Sat Apr 12, 2014 8:04 am

LeopoldKain wrote:J-mart is still open. This is epic to the max. I missed you guys so much. :D


Thanks, Leopold, glad to see you back on the boards. And never fret, the Mart will be open as long as there are jobbers and hot women to stat and if history is any guide, that means I'll have work for a 1000 years at least. :wink:
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1155

Postby Thorpacolypse » Sat Apr 12, 2014 8:18 am

Check this new item for our Villains Line that's getting dropped on Aisle 2!

Image
IT'S NOT ATTUMA!!!

ATTUMA
PL: 12 (161 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 11, STAMINA 12, AGILITY 3, DEXTERITY 3, FIGHTING 10, INTELLECT 2, AWARENESS 4, PRESENCE 4

SKILLS: Athletics 4 (+15), Close Combat [Unarmed] 2 (+12), Deception 3 (+7), Expertise [Tactics] 6 (+8), Insight (+4), Intimidation 8 (+12), Perception 2 (+6), Persuasion 3 (+7), Ranged Combat [Guns] 5 (+8), Stealth (+3), Vehicles 3 (+6)

ADVANTAGES: All-Out Attack, Benefit (3) (Status 3 – Warlord of Skarka), Favored Environment (Underwater), Languages (1) (English, 1 other, Base: Atlantean), Leadership, Takedown (1),

POWERS:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-light Vision); 6 pts
Aquatic Mastery: Enhanced Strength 1 (100 Tons; Flaw: Limited [to lifting only], Limited [only underwater]), Swimming 7 (60 mph/900 fpr); 8 pts
Skarkarian Armor: 10 pts Traits, Removable (-2 pts); 8 pts
Body Armor: Protection 2, Impervious 4; 10 pts
Skarkarian Weaponry: 6 pts Traits, Easily Removable (-2 pts); 4 pts
Battleaxe: Slashing Strength-Based Damage 3, Enhanced Advantages 1 (Weapon Break), (Extra: Dangerous); 5 pts
Sword: Slashing Strength-Based Damage 3 (Extra: Dangerous); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +10 [Sword +14, Critical 18-20; Battle Axe +14, Critical 19-20]
Unarmed +12 [Unarmed +11]
Ranged Attack +3
Guns +8

DEFENSES:
Dodge +8 [DC18] Parry +10 [DC20]
Toughness +14 (+4 Impervious), Fortitude +13, Will +9

COMPLICATIONS:
Motivation: Ruling Atlantis
Rivalry: He has a long running and contentious rivalry with Namor over ruling Atlantis and now Sub Diego. He also has had numerous conflicts with Aquaman and Ocean Master over ruling the undersea world as well
Weakness: He becomes dehydrated when out of water for too long and can become impaired, disabled and eventually dying

Abilities 98 + Skills 18 (36 ranks) + Advantages 8 + Powers 26 + Defenses 11 = 161 / 161

Build Comments: Namor’s longtime punching bag, and rival for the Atlantean throne, Attuma. He’s never been a fave because he has been the definition of the one note villain (must rule Atlantis, must fight Namor, must get ass kicked in the end). But he’s a good brute to throw out every now and then.

Secret Origins: Attuma was born into the tribe of Homo Mermanus who eschewed civilization to live as underwater nomadic barbarians. By some unrecorded method, Attuma was endowed with strength far surpassing that of his people. Nearing adulthood, Attuma learned of a prophecy, in the lost Atlantean Chronicles, of a conqueror who would take the empire of Atlantis by force.

The Story so Far: Believing himself to be that conqueror, Attuma moved to a position of leadership over his barbaric brethren, and launched an attack on the city of Atlantis and its ruler at the time, Prince Namor, also known as the Sub-Mariner. Attuma was helped by the betrayal of Lady Dorma, who was seeking revenge for Namor's dismissal of her love. Dorma then sought rescue for Atlantis and Namor by eliciting help from the hero team Fantastic Four, who, with Namor, ousted Attuma's troops.

Attuma turned his attention to conquering the surface world. In his first early attempts, he employed huge engines of destruction, namely the giant transport Robotron that was defeated by Wasp and Giant-Man and the so-called "tidal expander" that was defeated by the Avengers.

Soon, Attuma returned to invading Atlantis and fighting Namor, or Namor’s other rivals for the throne, Arthur Curry, who is the superhero Aquaman and his brother, Orm, also known as Ocean Master. His numerous schemes have involved stolen alien robots, an alliance with the Atlantean traitor Byrrah, framing Namor for burrowing under Manhattan, and the creation of Octo-Meks, octopus-shaped fighting machines.

All failed, largely due to Namor or Aquaman's heroics. Attuma's early success at ruling Atlantis came when Namor was banished by his countrymen and Aquaman was involved with matters on the surface world. Attuma and his forces easily moved in, and Attuma sat on the throne only briefly before Namor returned to rescue his city and receive the offer to rule once more.

He has opposed his rivals many times and has ruled Atlantis on a few occasions since. Most recently, he made a move while Orm was in power but was quickly repelled and exiled.

Characterization: Attuma truly believes that he should be ruler of Atlantis and will stop at nothing to achieve that goal.

Friends and Foes: He has a great animosity for his longtime rivals for the throne, Aquaman, Namor and Ocean Master.
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Thorpacolypse
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1156

Postby Thorpacolypse » Sun Apr 13, 2014 5:51 am

Here's another new item for Aisle 2!

Image
Ah, Mirror Image Villains. They'll never go out of style.

MOVING SHADOW
PL: 11 (156 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 6, DEXTERITY 5, FIGHTING 14, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Acrobatics 9 (+15) [Accelerated Acrobatics, Agile Feint], Athletics 9 (+13), Close Combat [Unarmed] 3 (+18), Deception 8 (+8), Expertise [Criminal] 6 (+6), Intimidation (+0), Insight 12 (+13) [Assessment, Combat Clarity], Perception 6 (+7), Persuasion (+0), Ranged Combat [Throwing] 4 (+13), Sleight of Hand 4 (+9), Stealth 7 (+13)

ADVANTAGES: Accelerated Acrobatics*, Agile Feint, All-Out Attack, Assessment, Close Attack (1), Combat Clarity* (1), Defensive Attack, Defensive Roll (3), Equipment (2), Favored Foe (Shang-Chi), Grabbing Finesse, Improved Critical (2) (Unarmed 2), Improved Defense, Improved Disarm, Improved Hold, Improved Initiative (1), Improved Trip, Languages (1) (English, 1 other, Base: Mandarin), Move-by Action, Power Attack, Precise Attack (1) (Close, Cover), Ranged Attack (4), Takedown (2), Trance, Unbalancing Strike*

POWERS:
NONE

EQUIPMENT:
(10 pts)
Sword: Slashing Strength-Based Damage 3, Dangerous; 4 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts

OFFENSE:
Initiative +10
Close Attack +15 [Sword +7, Critical 19-20]
Unarmed +18 [Unarmed +4, Critical 18-20]
Ranged Attack +9
Throwing +13 Shuriken +1, Multiattack]

DEFENSES:
Dodge +15 [DC25] Parry +15 [DC25]
Toughness +7 (+4 without Defensive Roll), Fortitude +8, Will +8

COMPLICATIONS:
Responsibility: To his father, Fu Manchu
Rivalry: With his brother, Shang-Chi

Abilities 68 + Skills 34 (68 ranks) + Advantages 33 + Powers 0 + Defenses 21 = 156 / 156

Build Comments: This is a purely Wiki fueled build but since I am feeling all martial arty right now, I figure I you can’t go wrong with another son of Fu Manchu.

Secret Origins: Moving Shadow is the son of Fu Manchu, half brother of Shang-Chi. His real name is unknown

The Story so Far: Moving Shadow lives to serve his father and eventually kill his brother. He and Shang-Chi have had several battles with most ending in stalemate.

Characterization: Moving Shadow is nearly his brother’s equal in the martial arts but does not have the patience for meditation so he lacks the Chi focus that Shang-Chi has.

Friends and Foes: He has a great rivalry with his brother as well as with The Cat, Shen Kuei.
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Thorpacolypse
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1157

Postby Thorpacolypse » Sun Apr 13, 2014 6:04 am

Looks like we've got another GREEN LIGHT SPECIAL for Aisle 1!

Image
Handcuff arrows. Net arrows. Boxing glove arrows? Dad. Oh, dad. You're going to be the death of me. - Connor Hawke

GREEN ARROW (CONNOR HAWKE)
PL: 10 (139 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 8 (+12) [Agile Feint], Athletics 8 (+11), Close Combat [Unarmed] 4 (+16), Deception (+2), Expertise [Theology and Philosophy] 3 (+5), Insight 5 (+8), Intimidation (+2), Perception 5 (+8), Persuasion 6 (+8), Ranged Combat [Bow] 4 (+14), Stealth 5 (+9)

ADVANTAGES: Agile Feint, Defensive Roll (3), Equipment (2), Improved Aim, Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Improved Trip, Languages (1), Martial Strike* (1), Move-by Action, Power Attack, Precise Attack (1) (Ranged, Cover), Quick Draw, Ranged Attack (6), Redirect, Takedown (1), Teamwork, Uncanny Dodge

POWERS:
NONE

EQUIPMENT:
(10 pts)
Longbow: Ranged Piercing Damage 4; 8 pts

OFFENSE:
Initiative +8
Close Attack +12
Unarmed +16 [Unarmed +3; Martial Strike +4, Critical 19-20]
Ranged Attack +10
Bow +14 [Arrow +4]

DEFENSES:
Dodge +13 [DC23] Parry +14 [DC24]
Toughness +6 (+3 without Defensive Roll), Fortitude +8, Will +9

COMPLICATIONS:
Daddy Issues: Connor has conflicting feelings about his father at times, although generally he has put his slights of him aside, in times of stress or certain triggers can reopen the wounds
Relationships: Team Arrow, his mother, Sandra "Moon Day" Hawke

Abilities 66 + Skills 24 (48 ranks) + Advantages 27 + Powers 0 + Defenses 22 = 139 / 139

Build Comments: I always liked Connor Hawke, but it would have been better had he not been thrust into the role of Green Arrow right off the bat. I think it would have been better for his overall acceptance to be part of the Ollie’s life for a bit longer first before taking up the bow when they decided to kill off Ollie (MISTAKE). After Ollie came back, I think they could have done a better job of making him his own man, besides that whole amnesia/healing factor thing they threw in right before the reboot.

I thought he deserved to be a PL10 martial artist, too, so that’s what is in the Thorpacoverse although he remains PL9 with the bow.

Secret Origins: As the result of a one night stand, Connor Hawke was born the son of a young Oliver Queen and Sandra "Moonday" Hawke. Oliver was not ready to be a father, though. He was there on Connor's first day of life but fled after that, leaving Sandra to raise Connor alone. Connor's mother was not the most responsible individual either, and he spent a lot of time moving around with his mother as she moved on to her next thing. The most stable period he ever had was likely staying at his grandfather's cattle ranch in Idaho. He was become something of a problem child, being impulsive and undisciplined. Eventually, his mother told him who his father was. He was not only told about Oliver Queen, but he was told about Green Arrow too. What he was not told was that Ollie knew about him and fled the responsibilities of being a father. Soon, his mother left him at the same ashram his father once stayed at to find some inner peace.

From then on, Connor was raised in the ashram, mostly by Master Jansen. It was there that he discovered he possessed an extraordinary natural ability for martial arts, which he then studied for many years. He changed drastically from the troubled and unruly child he had been into a quiet and disciplined young man.

The Story so Far: One day, Oliver Queen returned to the ashram he once found peace at in search of solace after believing he killed Hal Jordan to save the universe. Through this, Connor finally met his father, but he did not say anything to Oliver about it. As far as he knew from his mother, Oliver had no idea he even existed. He had no idea Oliver knowingly abandoned him, so he played himself off as Green Arrow's biggest fan, which was perhaps not far from the truth. He was able to help Oliver find some peace

When Oliver left the ashram, Connor decided to leave with him. He did not only want to spend more time with his father. He wanted to be Green Arrow's sidekick. He had spent years training himself to use the bow and even fashioned a costume. Along the way, he met Eddie Fyers, an associate of Oliver's and former federal agent. Eddie had no problem figuring out Connor's true connection to Ollie. Ollie was confronted with the truth by the spirit of Hal Jordan and took it out on Connor. He rejected Connor for lying to him and took off, going undercover in the Eden Corps. Ollie did not survive this. He died over Metropolis, trying to stop a bomb. Connor saw it happen because he never gave up on his father and was still trying to help.

Connor personally broke the news of Ollie's death to Black Canary. She took a moment to gather herself, and then she decided to give him one of Ollie's prized possessions. It was a bow used by Errol Flynn as Robin Hood. He then found he could not return to the ashram. Master Jansen had to sell it because they had lost their tax exempt status. Once he found out Connor did everything he could to help.

Connor Hawke was now the world's Green Arrow, and he set out to do his father's work of helping the little guy, which included trying to save the ashram from being turned into a corporate theme park. But he did not do it alone. He was joined and aided by Eddie Fyers in his travels. As Green Arrow, Connor had many strange adventures. He fought the avatar of a jaguar god, secret cults, alongside doppelgangers of Bruce Lee and Elvis, dinosaurs, aliens, a mystical rainmaker, and evil spirits. He even lost his virginity to a ghost.

Connor made good friends with the Green Lantern of the time, Kyle Rayner. They were able to bond over how they both did not have fathers there for them growing up. This friendship led to Connor being nominated for and recruited into the Justice League. On the day he was supposed to be interviewed for League membership, he rescued the Justice League from the Key. He later went undercover in Lex Luthor's Injustice Gang, proving crucial in bringing the Justice League's enemies down. He eventually demoted himself to reserve status with the League, feeling that he did not fit in well with their huge adventures despite proving himself more than capable. One of Connor's most persistent adversaries was Milo Armitage, his new stepfather. His mother had gotten married to an arms dealer who was anything but reformed. This often left Connor in the uncomfortable position of having to bring Milo to justice but also safeguard his mother's happiness.

When Ollie returned from the dead, Connor left the ashram and tracked him down. After Connor managed to save his father from the evil wizard Stanley Dover- a 'blood seal' had been placed around the house that meant that only someone related to anyone in the house could get in Connor and Ollie moved in together in Star City. The two live with Mia Dearden, a runaway that Ollie has taken in and trained as his new sidekick Speedy. Since returning to the superhero life, Connor has been wounded seriously twice, once by the villain called Onomatopoeia and once by Constantine Drakon, but he continues in his hero role. He is the voice of reason for Ollie, and the two have since formed a real father-son relationship. During his recovery from Onomatopoeia's attack, Oliver Queen and his former sidekick Roy Harper went on a trip across the country recovering old possessions. One of them was an old photograph which revealed that Oliver had been present at Connor's birth, but later ran from the responsibility of being a father. Oliver kept this fact from his son. However, Connor already learned the truth years ago from his mother, and has already forgiven him without Ollie's knowledge.

Characterization: As Green Arrow, Connor Hawke was a stark contrast to Oliver Queen. His calm, zen demeanor was nothing like Ollie's volatile temper. His martial arts prowess surpassed his skill with a bow. He was more naive to the ways of the world than cynical, a trait he seems to share with his mother. His down to earth adventures often surreal and strange experiences with spirits, legends and magic. With Oliver Queen's resurrection and his focus changing to more of Team Arrow as a whole, he remains the sensible member of a family of hot-headedly opinionated people, often acting as a confidante and the one willing to understand. He also behaves as a moral compass for his father.

Friends and Foes: Connor remains close to his father, despite their early issues. He and Mia have a big brother-big sister relationship and he is good friends with Roy Harper, Kyle Rayner and Black Canary.
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Thorpacolypse
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1158

Postby Thorpacolypse » Sat Apr 19, 2014 3:36 pm

We've got some more GREEN LIGHT SPECIALS hitting the Aisle 1 shelves tonight!

Image
When she gives you her number...well, you get it...

GREEN LANTERN (2-6-8-1-7-9-5)
PL: 10 (191 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 4, INTELLECT 7, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 2 (+4), Athletics 3 (+4), Deception (+0), Insight 10 (+12), Intimidation (+0), Perception 10 (+12), Ranged Combat [Power Ring] 6 (+8), Stealth (+2), Technology 5 (+12)

ADVANTAGES: Teamwork

POWERS:
Quick Thinker: Quickness 2 (Flaw: Limited to mental only); 1 pts
Green Lantern Power Ring: 134 pts traits, Removable (-27 pts); 107 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
Ring Flight: Flight 13 (16,000 mph/30 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); 35 pts
Force Field: Protection 9 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 31 pts
Force Manipulation: 37 pt Dynamic Array; 47 pts
Force Bubble: Ranged Burst Area Immunity 8 (All Environmental Conditions, Suffocation, Airborne Toxins, Extra: Dynamic, Burst Area [30 ft radius], Linked [Create], Flaw: Affects others only), Create 12 (Force Spheres; Extra: Linked [Immunity], Flaw: Limited to simple spherical objects); 37 pts
Force Blast: Ranged Force Energy Damage 12 (Extra: Dynamic); 2 pts
Force Constructs: Create 12 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 9 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Lifting: Move Object 12 (Extra: Dynamic); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +1]
Ranged Attack +2
Power Ring +8 [Force Blast +12; Force Lifting +12; Force Objects +12]

DEFENSES:
Dodge +8 [DC18] Parry +7 [DC17]
Toughness +2 (+12 with Force Field, +6 Impervious), Fortitude +7, Will +12

COMPLICATIONS:
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Responsibility: To protect her Space Sector.
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 40 + Skills 18 (36 ranks) + Advantages 1 + Powers 108 + Defenses 24 = 191 / 191

Build Comments: Two-Six is one of the new recruits in Rob Vendetti, Van Jensen and Billy Tan’s Green Lantern Corps book. She’s been pretty valuable as a technical resource to the team so I figured I would whip up this preliminary build and see where she goes from here.

One thing to note in Superior Thorpacoverse continuity is that instead of Hal Jordan taking over the Corps as leader with the demise of the Guardians, Abin Sur took the mantle instead with Jordan as one of his chief advisers.

Secret Origins: An alien from a technologically advanced planet, 2-6-8-1-7-9-5 was one of Abin Sur's first Green Lantern Corps recruits after becoming leader of the Corps. After telling Hal Jordan her name, he nicknamed her Two-Six for short.

The Story so Far: After back-to-back wars with the Third Army and Volthoom, the Green Lantern Corps had sustained heavy losses. Abin Sur’s first action as leader of the Corps was to send the rings of deceased Lanterns out in search of new recruits. In the middle of the battle with Larfleeze, a batch of new recruits arrived: Two-Six, Nemux and Gazzl among them.

Characterization: Two-Six sometimes struggles with less technically advanced creatures but that hasn’t stopped her from become one of the better recruits.

Friends and Foes: She has become friends with several of the members of her recruiting class and has become a valuable member of the team because of her technical acumen.
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1159

Postby Thorpacolypse » Sat Apr 19, 2014 3:41 pm

We've got another GREEN LIGHT SPECIAL for Aisle 1 that is fast becoming a J-Mart Favorite item!

Image
Now here is a man that embodies the true essence of J-Mart: wanton violence.

GREEN LANTERN (JRUK)
PL: 11 (204 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 3, DEXTERITY 2, FIGHTING 9, INTELLECT 0, AWARENESS 1, PRESENCE -1

SKILLS: Athletics 5 (+11), Deception (-1), Expertise [Warrior] 7 (+7), Insight (+1), Intimidation 10 (+9) [Startle], Perception (+1), Persuasion (-1), Ranged Combat [Power Ring] 6 (+8), Stealth (+3)

ADVANTAGES: All-Out Attack, Close Attack (3), Diehard, Equipment (1), Fearless, Improved Critical (1) (Axes), Power Attack, Startle, Takedown (1), Tough* (2)

POWERS:
Smell Fear: Senses 1 (Scent [Acute]); 1 pt
Green Lantern Power Ring: 130 pts traits, Removable (-26 pts); 104 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
Ring Flight: Flight 13 (16,000 mph/30 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); 35 pts
Force Field: Protection 5 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 27 pts
Force Manipulation: 37 pt Dynamic Array; 47 pts
Force Bubble: Ranged Burst Area Immunity 8 (All Environmental Conditions, Suffocation, Airborne Toxins, Extra: Dynamic, Burst Area [30 ft radius], Linked [Create], Flaw: Affects others only), Create 12 (Force Spheres; Extra: Linked [Immunity], Flaw: Limited to simple spherical objects); 37 pts
Force Blast: Ranged Force Energy Damage 12 (Extra: Dynamic); 2 pts
Force Constructs: Create 12 (Hard Light Constructs; Extra: Dynamic); 2 pts
Force Lifting: Move Object 12 (Extra: Dynamic); 2 pts
Force Battle Axe: Slashing Strength-based Damage 4 (Extra: Dangerous, Dynamic, Reach [5 ft]); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 2 pts


EQUIPMENT:
(5 pts)
Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous; 5 pts

OFFENSE:
Initiative +3
Close Attack +12 [Unarmed +6; Battleaxe +9, Critical 18-20; Force Battleaxe +10, Critical 18-20]
Ranged Attack +2
Power Ring +8 [Force Blast +12; Force Lifting +12; Force Objects +12]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18];
Toughness +8 (+13 with Force Field, +6 Impervious with Force Field), Fortitude +10, Will +12

COMPLICATIONS:
Born to Fight: Jruk is from a warrior world where all conflicts, and even diplomacy, are handled via combat. He follows those rules at all times, choosing to fight at all times.
Disability: Even though he normally creates a force prothesis to replace it, he lost his left arm in battle.
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Relationships: He has become protective of his classmates, Feska in particular.
Responsibility: To protect his space sector.
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 52 + Skills 14 (28 ranks) + Advantages 13 + Powers 105 + Defenses 20 = 204 / 204

Build Comments: Jruk has been a fun addition to the GL Corps. He’s from a warrior planet where everything is settled via combat so he pretty much handles everything with his fists or his axe.

Secret Origins: Jruk was one of the greatest warriors on his warrior planet until a Green Lantern ring selected him to join the Corps.

The Story so Far: Jruk has continued his warrior ways as a new recruit to the Green Lantern Corps.

Characterization: Jruk is gruff with little to no social skill but has a honorable spirit.

Friends and Foes: He is a protective of his classmates, Feska in particular.
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1160

Postby Thorpacolypse » Sat Apr 19, 2014 5:35 pm

Our last GREEN LIGHT SPECIAL of the evening is getting stocked on Aisle 1! Yowza!

Image
You who are wicked, evil and mean
I'm the nastiest creep you've ever seen!
Come one, come all, put up a fight
I'll pound your butts with Green Lantern's light!
Yowza. - Jack T. Chance


GREEN LANTERN (JACK T. CHANCE)
PL: 12 (233 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 3, DEXTERITY 3, FIGHTING 10, INTELLECT 1, AWARENESS 3, PRESENCE 3

SKILLS: Athletics 5 (+9), Deception 5 (+8), Expertise [Green Lantern Lore] 3 (+4), Expertise [Streetwise] 6 (+7), Insight (+3), Intimidation 7 (+10), Perception 4 (+7), Persuasion (+3), Sleight of Hand 2 (+5), Stealth (+3), Vehicles 2 (+5)

ADVANTAGES: All-Out Attack, Close Attack (2), Defensive Roll (2), Diehard, Equipment (3), Fearless, Improved Initiative (1), Power Attack, Ranged Attack (7), Takedown (1)

POWERS:
Tough Bastard: Regeneration 2 (1/every 5 rounds); 2 pts
Green Lantern Power Ring: 134 pts traits, Removable (-27 pts); 107 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
Ring Flight: Flight 14 (32,000 mph/60 mpr), Movement 4 (Environment Adaptation [Zero G], Space Travel 3 [Any star system]), Feature 1 (Use Will [DC20 check] to increase Flight speed instead of Athletics); 37 pts
Force Field: Protection 7 (Flaw: Sustained), Impervious 6 (Flaw: Sustained), Immunity 10 (Life Support); 29 pts
Force Manipulation: 37 pt Dynamic Array; 49 pts
Force Bubble: Ranged Burst Area Immunity 8 (All Environmental Conditions, Suffocation, Airborne Toxins, Extra: Dynamic, Burst Area [30 ft radius], Linked [Create], Flaw: Affects others only), Create 12 (Force Spheres; Extra: Linked [Immunity], Flaw: Limited to simple spherical objects); 37 pts
Force Blast: Ranged Force Energy Damage 14 (Extra: Dynamic); 2 pts
Force Constructs: Create 14 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 12 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Force Lifting: Move Object 14 (Extra: Dynamic); 2 pts
Force Weapons: Strength-based Damage 4 (Extra: Dangerous, Dynamic, Variable Descriptor [Bludgeoning/Piercing/Slashing]); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 2 pts


EQUIPMENT:
(15 pts)
Heavy Blaster Pistol: Energy Ranged Damage 6; 12 pts

OFFENSE:
Initiative +7
Close Attack +12 [Unarmed +4; Force Weapons +8, Critical 19-20]
Ranged Attack +10 [Force Blast +14; Force Lifting +14; Force Objects +14; Blaster Pistol +6]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +7 (+5 without Defensive Roll, +14 with Force Field, +6 with Force Field), Fortitude +10, Will +14

COMPLICATIONS:
Pain In The Ass: Jack doesn't crap from anyone, anywhere, including The Guardians and if he has to be the bad guy, he will, if it gets the job done.
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Reputation: The baddest dude you've ever seen…
Responsibility: To protect his space sector as the Green Lantern of Sector 0017
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 64 + Skills 17 (34 ranks) + Advantages 20 + Powers 109 + Defenses 23 = 233 / 233

Build Comments: Yowza! It’s the baddest dude you’ve ever seen, Jack T. Chance. Still alive and kickin’ in the Thorpacoverse, he’s dealing out 90’s style violence and tough talk while keeping the bad, er, worse guys on the run in Sector 17.

Secret Origins: Jack T. Chance is a member of the Green Lantern Corps assigned to Sector 17, one of the worst, most troubled criminal sectors in the universe. Born of the hellhole Garnet, Chance's ruthless tactics earn him many reprimands from the Guardians of the Universe... but it's agreed that only a man as bad as he is could tame a sector as tough as the one he's been given. While other Green Lanterns wear a full uniform, Chance wears a trench coat, and simply sticks a pin with the Corps logo on his lapel. In addition to his power ring, he also carries a gun.

The Story so Far: Jack T. Chance of Garnet was chosen after his predecessor, Pathavim Seth-Ottarak, was brutally gunned down in the streets by one of the planet's self-proclaimed Anti-Lawmen. Chosen as the nearest sentient who was both honest and without fear, he began tackling the massive infestation of crime... the first Lantern ever to do so successfully in his Sector. After Jack gunned down the man who killed Pathavim, he was taken to Oa forcibly and subject to court martial for murder. He refused the Guardians' terms, and told them that his way was the only way a sector like that could be patrolled. Although he was a bad man, he was a good bad man, and he was their bad man. They agreed that he would be able to police his area the way he needed to, if he allowed himself to be subject to periodic review of his usage of powers. Also, his activities were confined to his own sector, and his ring would not work anywhere else. Jack T. Chance shares his sector with Larvox.

Later, Chance learned a lesson in humility when he was beaten in combat by intergalactic bounty hunter Lobo on a routine mission for L.E.G.I.O.N.. Jack was unable to use lethal force, and Lobo beat him up, took his ring finger, and left him for dead. Later, Jack was shown to have the ability to reattach his finger after Lobo threw it back to him.

During the Emerald Twilight event, Hal Jordan became possessed by Parallax, and destroyed the Green Lantern Corps. Jack T. Chance was one of many top Lanterns sent to stop him in his path to Oa, as one of the final lines of defense. Despite Jack's ruthlessness, in the emergency his ring was activated for off-planet usage. Chance pulled a gun on Jordan, and Hal beat him mercilessly, took his ring, and left him floating in space. Hal would then go on to kill the Guardians and absorb the full energies from the Central Power Battery of Oa, causing the complete downfall of the Corps.

Although he was presumed dead for many years, Chance was later revealed to be still alive on Biot as a prisoner of the Manhunters with his fellow Lost Lanterns, Tomar-Tu, Boodikka, Graf Toren, General Kreon, Ke'Haan, Laira and Hannu.

During Revenge of the Green Lanterns, Hal Jordan and Guy Gardner went on a mission to liberate the Lost Lanterns from their imprisonment. It is revealed that they are being held by Cyborg Superman, new leader of the Manhunters, who is using them as a power source. Initially, the imprisoned Lanterns believed Jordan was still culpable for what happened to him, and continued to begrudge him even after learning of the involvement of the Parallax entity. Upon their return, they were all given a heroes' welcome. The Guardians rethought his position after his return, and Chance was finally taken off probationary status and became a full Green Lantern.

Jack would get a chance to go up against Parallax once again in the Sinestro Corps War. This time, the entity had taken control of Kyle Rayner and teamed up with the entire Sinestro Corps. During a battle, Parallax singled him out amongst the Lanterns for perceived weakness. He showed that the one thing Chance feared... was his own family. Playing off of the years of abuse Jack went through as a child, Parallax nearly killed Chance, but he managed to survive, although it took him a long time to recover from his injuries, keeping him out of several major Green Lantern Corps events, but he has recently returned to active duty.

Characterization: Jack is a gruff, loud and…unorthodox among Green Lanterns but no one can deny his effectiveness.

Friends and Foes: Jack doesn’t have many friends in the Corps outside of the Lost Lanterns, but he has the respect of pretty much everyone else he’s come across. Except for Lobo…
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Re: J-Mart: GLs: Two-Six, Jruk, Jack T. Chance

Postby Jabroniville » Sat Apr 19, 2014 11:26 pm

Nice Jack- I remember Geoff Johns saying they offed him "because we already HAD a Guy Gardner on the team".

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Re: J-Mart: GLs: Two-Six, Jruk, Jack T. Chance

Postby Thorpacolypse » Sun Apr 20, 2014 6:21 pm

Jabroniville wrote:Nice Jack- I remember Geoff Johns saying they offed him "because we already HAD a Guy Gardner on the team".


Then, of course, in the initial New 52 run of the GL Corps, he introduced The Mean Machine, a whole SQUAD of Guy Gardners... :roll:
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1161

Postby Thorpacolypse » Mon Apr 21, 2014 3:58 pm

We've got some SHOCK THE MONKEY SPECIALS hitting the J-Mart shelves tonight!

Image
I want one of these.

CHIMP ROBOT
PL: 6 (73 pts) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 5, STAMINA --, AGILITY 4, DEXTERITY 0, FIGHTING 5, INTELLECT --, AWARENESS 0, PRESENCE --

SKILLS: Acrobatics 8 (+12), Athletics (+5/+13), Insight (+0), Perception (+0), Ranged Combat [Throwing] 6 (+6), Stealth (+4/+8)

ADVANTAGES: Close Attack (1)

POWERS:
Shrinking 3 ft: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
Robot Chimp Physiology: Immunity 30 (Fortitude Effects), Protection 5, Leaping 1 (15 ft), Speed 2 (8 [4] mph/60 fpr), Enhanced Skills 4 (Athletic 8 ranks, Flaw: Limited to climbing); 40 pts
Projected Display: Feature 1 (You can create small, simple, and fairly obvious visual images suitable for displaying information, the equivalent of showing 3-D pictures);1 pt
Grodd Link: Sense 1 (Communication Link [Radio, Gorilla Grodd]); 1 pt
Cutting Torch: Heat Damage 4 (Extra: Penetrating 4, Reach [5 ft]); 9 pts
Metal Monkey Poop: Ranged Multiattack Bludgeoning Damage 2 (Flaw: Unreliable [5 uses]); 4 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +6 [Unarmed +5; Cutting Torch +4]
Ranged Attack +0
Throwing +6 [Metal Monkey Poop +2, Multattack]

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

COMPLICATIONS:
NONE

Abilities 0 + Skills 7 (14 ranks) + Advantages 1 + Powers 64 + Defenses 1 = 73 / 73

Build Comments: So I'm thinking about a little test for Grodd and I thought it would be good to have him go against The League or Avengers or something and in order to do that, he'll need some help. So I'm posting them tonight. These robot minions for Grodd are in chimp form. I figure they would be better for sneakier situations and tighter quarters combat than the other brutes I made. I did get a kick out of the Metal Monkey Poop thing. I should have give it activation for the process of them pooping out the metal balls, but from what I’ve seen at the zoos, they seem to be able to poop and fling with lightning speed. :wink:
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1162

Postby Thorpacolypse » Mon Apr 21, 2014 4:06 pm

We've got another SHOCK THE MONKEY SPECIAL getting stocked on Aisle 13!

Image
I want these, too.

GORILLA ROBOT (GIANT)
PL: 8 (85 pts) - OPL: 8 ; DPL: 8

ABILITIES: STRENGTH 11, STAMINA -5, AGILITY 1, DEXTERITY 0, FIGHTING 5, INTELLECT -5, AWARENESS 0, PRESENCE -5

SKILLS: Acrobatics 6 (+7), Athletics (+11), Insight (+0), Perception (+0), Ranged Combat [Blast] 6 (+6), Stealth (+1/-7)

ADVANTAGES: NONE

POWERS:
Giant Robot Gorilla: Growth 8 (+8 Str, +8 Protection, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Robot Gorilla Physiology: Immunity 30 (Fortitude Effects), Protection 6, Impervious 5, Leaping 1 (15 ft); 47 pts
Projected Display: Feature 1 (You can create small, simple, and fairly obvious visual images suitable for displaying information, the equivalent of showing 3-D pictures);1 pt
Grodd Link: Sense 1 (Communication Link [Radio, Gorilla Grodd]); 1 pt
Eye Blasters: Ranged Energy Damage 10; 20 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +5 [Unarmed +11]
Ranged Attack +0
Blast +6 [Eye Blasters +10]

DEFENSES:
Dodge +1 [DC11] Parry +2 [DC12]
Toughness +14 (+5 Impervious), Fortitude Immune, Will Immune

COMPLICATIONS:
NONE

Abilities -12 + Skills 6 (12 ranks) + Advantages 0 + Powers 86 + Defenses 5 = 85 / 85

Build Comments: Some giant gorilla robot for Grodd, or other simian supervillains to use. Once I saw the pic, I had to whip something up for them.
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1163

Postby Thorpacolypse » Mon Apr 21, 2014 4:14 pm

Our last SHOCK THE MONKEY SPECIAL is hitting the shelves!

Image
Yes, this picture is indeed titled Gorilla Warfare...

GORILLA SOLDIERS
PL: 7 (88 pts) - OPL: 7 ; DPL: 7

ABILITIES: STRENGTH 7, STAMINA 6, AGILITY 3, DEXTERITY 2, FIGHTING 5, INTELLECT 0, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 7 (+10), Athletics 4 (+11), Close Combat [Unarmed] 2 (+7), Deception (+1), Expertise [Gorilla City] 5 (+5), Expertise [Military] 5 (+5), Insight (+2), Intimidation 5 (+6/+8), Perception 3 (+5), Persuasion (+1), Ranged Combat [Firearms] 4 (+6), Stealth 5 (+8/+4)

ADVANTAGES: Defensive Roll (1), Equipment (5)

POWERS:
Large Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Ape Physiology: Senses 4 (Low Light Vision, Scent [Extended, Acute]), Feature 1 (Prehensile Feet); 5 pts

EQUIPMENT:
(25 pts)
Body Armor: Protection 2; 2 pts
Commlink: Feature 1 (Communication Link); 1 pt
Arsenal: (0 pts)
Blaster Rifle: Energy Ranged Damage 8, Extended Range (50/100/250); 17 pts
Knife: Piercing Strength-Based Damage 1, Dangerous; 1 pt

OFFENSE:
Initiative +3
Close Attack +5 [Knives +8, Critical 19-20]
Unarmed +7 [Unarmed +7]
Ranged Attack +2
Firearms +6 [Blaster Rifle +8]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +9 (+8 without Defensive Roll), Fortitude +9, Will +5

COMPLICATIONS:
Naturally Poor Swimmers: Because of their density, gorillas cannot swim very well. They suffer a -5 penalty to all Swimming checks, and must spend Extra Effort to keep their heads above water.
Responsibility: To Gorilla Grodd.

Abilities 36 + Skills 20 (40 ranks) + Advantages 6 + Powers 14 + Defenses 12 = 88 / 88

Build Comments: Grodd’s loyal soldiers from Gorilla City.
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Re: J-Mart: GL Two-Six, GL Jruk, GL Jack T. Chance, Ape stuf

Postby Gazman » Mon Apr 21, 2014 5:35 pm

Nifty little theme you got going Thorp. I too wanted a chimp bot until I got to the Metal Monkey Poop power. Funny how that second picture had you immediately whipping up a build, because the second I saw those giant gorilla bots I had the immediate thought that they're used by the White Gorilla faction in trying to conquer Wakanda. Something to consider?


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