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

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Thorpacolypse
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Re: J-Mart: Black Manta, Andrew Forson, Electrocutioner

Postby Thorpacolypse » Mon Mar 31, 2014 6:56 pm

Crinos wrote:The way I see it, HYDRA are the guys if you want something blown up. AIM are the guys you call if you want to build something that blows something up.

And you call the Sons of the Serpent if you need someone to point and laugh at. Seriously have those guys ever been even a remote threat?


God, I hope not, that would ruin my faith in humanity. 8)

But speaking of minions, prepare for their king...
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1146

Postby Thorpacolypse » Mon Mar 31, 2014 7:03 pm

The JOB SQUAD grows with this new J-Mart Favorite Item for Aisle 2!

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REDSHIRT
PL: 11 (176 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 7, DEXTERITY 4, FIGHTING 15, INTELLECT 2, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 9 (+16) [Accelerated Acrobatics, Agile Feint, Skill Mastery], Athletics 7 (+12), Close Combat [Unarmed] 2 (+17), Deception 5 (+7), Expertise [Criminal] 5 (+7), Insight 13 (+16), Intimidation 7 (+9), Perception 7 (+10), Persuasion 5 (+7), Stealth (+7)

ADVANTAGES: Accelerated Acrobatics*, Accurate Attack, Agile Feint, All-Out Attack, Assessment, Benefit (2), Combat Clarity 2, Defensive Strike, Defensive Attack, Equipment (5), Evasion (1), Follow-Up Strike*, Grabbing Finesse, Improved Critical (3), Improved Defense, Improved Disarm, Improved Initiative (2), Improved Trip, Luck 2 [Instant Counter], Move-by Action, Power Attack, Ranged Attack (3), Redirect, Skill Mastery (1) (Agile Feint), Skill Mastery [Insight], Takedown (2), Ultimate Effort [Insight], Unbalancing Strike*, Uncanny Dodge

POWERS:
Shi'ar Enhanced Physiology: Speed 2 (8 mph/120 fpr), Leaping 2 (30 ft); 4 pts
Gnostic Combat Training: Enhanced Dodge 2, Enhanced Parry 2, Enhanced Advantages 7 (Combat Clarity 2, Defensive Strike, Luck 2 [Instant Counter], Skill Mastery [Insight], Ultimate Effort [Insight], Uncanny Dodge) (Flaw: Resistible by Will [vs. Insight]); 6 pts

EQUIPMENT:
(25 pts)
Sword: Slashing Strength-Based Damage 2, Dangerous; 4 pts
21 pts for HQ, misc. Criminal EQ

OFFENSE:
Initiative +15
Close Attack +15 [Sword +7, Critical 19-20]
Unarmed +17 [Unarmed +5, Critical 17-20]
Ranged Attack +7

DEFENSES:
Dodge +15 (+17 with Gnostic Combat Training) [DC25/27] Parry +15 (+17 with Gnostic Combat Training) [DC25/27]
Toughness +5 (+5 without Defensive Roll), Fortitude +7, Will +9

COMPLICATIONS:
Enemy: Taskmaster and The Org.
Motivation: Making the MILF a premier criminal organization.

Abilities 86 + Skills 30 (60 ranks) + Advantages 34 + Powers 10 + Defenses 16 = 176 / 176

Build Comments: Every now and then, a comic writer decides to have some with what is supposed to be a serious arc. In the Taskmaster mini-series from a few years back, Fred Van Lente did that with some fine pun work with the main villain of the series, Redshirt.

Redshirt claimed to have no idea what the term redshirt meant, nor did he understand why the name of his organization made up of minions from all the major terrorist organizations, the Minions' International Liberation Front (MILF), also elicited giggles from people. This was taking place as Taskmaster was finding out that his short term memory loss kept him from remembering his wife, Mercedes Merced, who had been helping him from behind the scenes for years without him realizing that she was really the love of his life. Kind of a sad background for something as giggly worthy as Redshirt leading the MILF being at the forefront.

Redshirt had some new villain stink where Taskmaster was getting whooped badly because of his style that allowed him to counter any fighting style that Taskmaster could utilize. In Thorpacoverse PL terms, that would probably make him a PL13-ish fighter since my Taskmaster is PL12, but I’m going to keep him at PL11 because he did lose in the end once Taskmaster burned an HP for the win and I think I have enough Advantages and Powers piled on that would make him a really tough out for Taskmaster/Daredevil types and we all know that most villain’s first appearance is turns out to be their best.

Secret Origins: Redshirt received drug treatments from A.I.M. to strengthen an lighten his skeleton to match Shi'ar physiognomy. He also underwent gnostic torture in order to unlock an unused portion of his brain that lets him counter his opponents in unexpected ways. He spent years mastering J'Kramak K'ythri, "The Wings of K'ythri", the fighting style of the alien Shi'ar.

The Story so Far: Claiming to have survived being a member of every major terrorist organization, Redshirt organized an organization made up of minions of these groups; the Minions' International Liberation Front, or MILF for short. Using their combined resources he faked information that claimed Taskmaster was working for Steve Rogers, part of a plot to overthrow the Org (who was secretly Mercedes Merced, Taskmaster’s wife) and replace it with his own MILF.

Confronting Taskmaster in Bolivia, Redshirt and his army attacked. While Taskmaster made short work of Redshirt's men, Redshirt's extraterrestrial combat techniques gave him an edge until, upon threatening Taskmaster's former wife Mercedes Merced, Taskmaster used his abilities to copy Redshirt's moves and seemingly kill him.

However, Redshirt survived and has been gathering new forces and plotting revenge against Taskmaster and The Org.

Characterization: Redshirt is a driven and violent man whose ambition knows no bounds.

Friends and Foes: He has a rivalry with the Taskmaster.
Last edited by Thorpacolypse on Mon Mar 31, 2014 7:24 pm, edited 1 time in total.
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Re: J-Mart: Forson, Electrocutioner, Redshirt

Postby Horsenhero » Mon Mar 31, 2014 7:17 pm

Redshirt and MILF :shock: ....awesome.

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Re: J-Mart: Forson, Electrocutioner, Redshirt

Postby kenmadragon » Mon Mar 31, 2014 7:58 pm

So funny, yet so badass...

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Re: J-Mart: Forson, Electrocutioner, Redshirt

Postby BlindPugh » Tue Apr 01, 2014 7:51 am

Very glad to see Redshirt! There were so many things I like about that series, just, the Taskmaster retcon wasn't among them.
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Re: J-Mart: Forson, Electrocutioner, Redshirt

Postby Thorpacolypse » Tue Apr 01, 2014 3:08 pm

BlindPugh wrote:Very glad to see Redshirt! There were so many things I like about that series, just, the Taskmaster retcon wasn't among them.


I haven't read it but isn't that the one where the introduce his short term memory loss because of his ability to retain all the fighting styles? Or was it before that? Regardless, it seemed like a bummer that he forgot his wife again but if it gave us Redshirt and The MILF, it was worth it. :)
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1147

Postby Thorpacolypse » Tue Apr 01, 2014 3:17 pm

Check out this CAN'T MISS SPECIAL on Aisle 1!

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If I don't get a freakin' cell signal in 10 seconds, someone is going to get it...

ALPHA
PL: 9 (148 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 5, DEXTERITY 5, FIGHTING 13, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 7 (+12), Athletics 6 (+8), Deception 8 (+10), Expertise [Criminal] 6 (+7), Insight (+2), Intimidation 6 (+8), Investigation 4 (+5), Perception 6 (+8), Persuasion (+2), Ranged Combat [Guns] 4 (+13), Sleight of Hand 3 (+8), Stealth 4 (+9)

ADVANTAGES: Accurate Attack, Benefit (1) (Ambidexterity), Defensive Attack, Defensive Roll (2), Equipment (2), Grabbing Finesse, Improved Aim, Improved Critical (2) (Unarmed 2), Improved Defense, Improved Disarm, Improved Initiative (2), Martial Strike (1), Move-by Action, Precise Attack (2) (Close, Cover; Ranged, Cover), Quick Draw, Ranged Attack (4), Redirect, Takedown (2)

POWERS:
Gunbunny Style: Feature 1 (Can switch between unarmed attack and Gun Fu when using Takedown on minions); 1 pt
Gun Fu: 10 pts Traits, Removable (-2 pts); 8 pts
Gun Fu Blasts: Ranged Multiattack Ballistic Damage 5; 10 pts

EQUIPMENT:
(10 pts)
Twin Desert Eagles: Ranged Ballistic Damage 4, Split; 9 pts

OFFENSE:
Initiative +13
Close Attack +13 [Unarmed +2; Martial Strike Unarmed +3, Critical 18-20]
Ranged Attack +9
Guns +13 [Desert Eagle +4; Gun Fu +5, Multiattack]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +5 (+3 without Defensive Roll), Fortitude +8, Will +8

COMPLICATIONS:
Conflicted: Alpha was a killer for years until he had a bout of amnesia and Cassandra Cain was able to convince him he was a secret agent. After recovering his memories, he is now conflicted about which path he should take.
Motivation: Greed.
Responsibility: He still has ties to the League of Assassins.

Abilities 66 + Skills 27 (54 ranks) + Advantages 27 + Powers 9 + Defenses 19 = 148 / 148

Build Comments: Someone who I would LOVE to see make a return in the DCnU (I wonder how long we have to call it that?...) is Alpha. He made a few appearances in the Cassandra Cain Batgirl book and he was cool as hell. They apparently were fans of Equilibrium much as I am since his style was obviously an homage to the Gun Kata style popularized by Kurt Wimmer in that movie and Ultraviolet.

Secret Origins: Little to nothing is known of Alpha’s early life and past before joining the League of Assassins.

The Story so Far: An extraordinarily skilled martial artist, Alpha was one of the instructors hired by assassin David Cain to train his young daughter Cassandra. Years later, once Cassandra had become Batgirl, she encountered Alpha again. Working as an international terrorist-for-hire, Alpha had planted a fusion bomb in Gotham City, only to be struck with amnesia before he could leave the city. Once she tracked him down, Batgirl saved Alpha from mob members that he had betrayed. She convinced Alpha that he was a heroic Secret Agent named Michael Sommers (explaining his skills and equipment), and enlisted his help in locating the nuclear device.

Alpha was able to remember that the bomb was at city limits, but as he arrived at the location with Batgirl, Alpha remembered his true identity and turned on her. Although he had found happiness in his brief time believing himself a hero, ultimately he felt that people could not change who they were. Batgirl then revealed to him that she was Cain's daughter, and that she had become a hero despite being trained by Cain, Alpha, and others to become an assassin, proving that people can change. Although Alpha locked her in his base with the bomb and escaped, he had a last-second change of heart and deactivated the weapon remotely.

Sometime later, Alpha reappeared as a member of the new League of Assassins formed by Nyssa Raatko, the daughter of Ra's al Ghul. Lady Shiva, Cassandra's mother and the sensei of Nyssa's League, had Alpha instruct David Cain's other student, the insane "Mad Dog". Due to the conflict between their loyalty to Shiva and Nyssa and their near-worship of Batgirl, the League split at that point, with several members pledging themselves to Cassandra. Several more members of the League (including all the defectors except one) died when The Mad Dog went on a killing spree. Alpha then revealed that his true loyalties lay with Cassandra, and he attempted to kill The Mad Dog in order to save her. This went against Cassandra's code against killing, and she prevented him from doing so. The Mad Dog was successful in killing Batgirl (who gave her life to protect the last of the defected assassins), although she was able to knock The Mad Dog unconscious before perishing. Cassandra was quickly restored to life in a Lazarus Pit by Shiva. Alpha's fate is unknown.

Characterization: Alpha is a life-long killer that is questioning his life, but is nonetheless a dangerous foe.

Friends and Foes: Alpha’s loyalty to the League of Assassins remains in doubt, but he does seem to be loyal to Cassandra Cain.
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1148

Postby Thorpacolypse » Tue Apr 01, 2014 7:47 pm

We've got another new item for our Villains Line hitting the Aisle 1 shelves!

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Ah, yell all you want, you're gonna job to Grayson.

SHRIKE (BOONE)
PL: 10 (128 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 5, DEXTERITY 3, FIGHTING 12, INTELLECT 1, AWARENESS 3, PRESENCE 0

SKILLS: Acrobatics 7 (+12) [Agile Feint], Athletics 8 (+11), Deception 6 (+6), Expertise [Assassin] 6 (+7), Insight 3 (+5), Intimidation 8 (+8), Perception 4 (+7), Persuasion (+0), Ranged Combat [Throwing] 2 (+12), Sleight of Hand 4 (+7), Stealth 7 (+12), Vehicles 2 (+5)

ADVANTAGES: Agile Feint, All-Out Attack, Close Attack (2), Defensive Roll (3), Equipment (3), Improved Initiative (1), Languages (2) (Japanese, Mandarin, Cantonese, 2 more, Base: English), Move-by Action, Quick Draw, Ranged Attack (7), Takedown (1)

POWERS:
NONE

EQUIPMENT:
(15 pts)
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (12 pts)
Twin Bladed Tonfa: Slashing Strength-Based Damage 6, Dangerous, Defensive, Disarming, Split; 10 pts
Twin Katana: Slashing Strength-Based Damage 6, Dangerous, Split; 1 pt
Shuriken: Ranged Multiattack Piercing Damage 1; 1 pts

OFFENSE:
Initiative +9
Close Attack +14 [Unarmed +3; Twin Bladed Tonfa +6, Critical 19-20; Twin Katanas +6, Critical 19-21]
Ranged Attack +10
Throwing +12 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +12 (+23 with Bladed Tonfa) [DC22/23] Parry +12 [DC22]
Toughness +6 (+3 without Defensive Roll), Fortitude +8, Will +8

COMPLICATIONS:
Hatred: Nightwing.
Motivation: Greed and keeping his rep as a world class assassin.

Abilities 60 + Skills 28 (56 ranks) + Advantages 23 + Powers 0 + Defenses 17 = 128 / 128

Build Comments: Shrike is a Nightwing enemy that gave Dick a lot of trouble, hence the PL10, even though it’s only on offense. When they were trying to build him up as a bad ass, he took on a lot of Blockbuster’s top guns, like Brutale, Stallion and Lady Vic. Lady Vic was the only one to touch him (I am building her at 8.5-ish, I think), so the PL feels about right, even though Batgirl III pwned him pretty well and so did Dick most of the time, and I have them at the same PL, technically. But he also pwned Tim as Robin, so this works for now. Again, you can’t cound on comics to be consistent in their portrayals any more than you can count on not rolling crappy, so it’s all subjective in the end.

Secret Origins: Boone was a student at the original Shrike. The original Shrike was a member of Ra's al Ghul's League of Assassins, and he operated a school for killers which he called the Vengeance Academy, teaching young children how to be assassins. After a disastrous encounter with the villain Two-Face forced Dick Grayson to give up his Robin identity, Dick infiltrated Shrike's school, to earn back Batman's trust. Shrike was apparently the one to teach Dick the art of Escrima stick-fighting, as he was first seen using these weapons after training at the Vengeance Academy. When Shrike took out an assassination contract on Two-Face, he sent a number of his students to carry out the assassination, including Dick and Shrike's top student, a boy named Boone. Dick saved both Boone and Two-Face in the ensuing battle, confirming Shrike's suspicions that Dick was a spy. Batman arrived to save Dick, only to be badly wounded by Shrike. Two-Face himself arrived in the middle of this battle, wishing to kill his would-be assassins and accidentally killed Shrike just as the assassin was preparing to kill Dick. Two-Face escaped, and Shrike's school fled, with Boone greatly upset by the death of his master.

The Story so Far: In time, he returned to America to have his revenge on Grayson for the death of his master. He was able to defeat an injured and exhausted Grayson before he was rescued by Black Canary. He clashed with Grayson again this time as the hero tried to save innocents, despite Shrike's best efforts he was easily defeated by an enraged Grayson. He soon escaped from Lockhaven, defeating three armed guards during a prison break organized by Torque and Nite-Wing.

Later when Robin and Batgirl were left to defend Bludhaven he soundly defeated the less experienced Robin before being defeated casually by Batgirl. Following his defeat, he was then recruited into Nyssa al Ghul's new League of Assassins, alongside Lady Shiva and many of the world’s top assassins.

After the dissolution of Nyssa's League, Shrike went back to his assassin work, clashing with Nightwing and the Bat Family on several occasions since.

Characterization: Shrike is a skilled assassin and martial artist with a vendetta against Nightwing. His preferred weapons include shuriken and steel-reinforced tonfa, which Shrike has customized with retractable hooked blades.

Friends and Foes: His greatest foe is Nightwing, who he blames for the death of his master.
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1149

Postby Thorpacolypse » Tue Apr 01, 2014 8:03 pm

Another new item for our Villains Line is hitting Aisle 4!

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Attila, eat your heart out.

THE HUN
PL: 9 (122 pts) - OPL: 9 ; DPL: 9

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

SKILLS: Athletics 6 (+12), Close Combat [Unarmed] 2 (+12), Deception (+3), Expertise [Criminal] 6 (+7), Insight (+2), Intimidation 9 (+12) [Startle], Perception 3 (+5), Persuasion 4 (+7), Stealth (+3), Vehicles 2 (+5)

ADVANTAGES: All-Out Attack, Benefit (2) (Status 2 – Leader of the Purple Dragons), Chokehold, Close Attack (3), Defensive Roll (1), Diehard, Fast Grab, Improved Initiative (1), Last Stand*, Leadership, Power Attack, Ranged Attack (2), Startle, Takedown (1), Ultimate Effort (1) (Ultimate Toughness Check)

POWERS:
Mutagen Enhanced Physique: Protection 3, Impervious 3, Speed 1 (4 mph/60 fpr); 10 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +10
Unarmed +12 [Unarmed +6]
Ranged Attack +5

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +11 (+10 without Defensive Roll, +3 Impervious, Ultimate Effort), Fortitude +11, Will +7

COMPLICATIONS:
Addiction: The Hun is a recovering alcoholic.
Motivation: Money and power.
Relationships: Despite their disputes, The Hun wants to do right by his son, Casey Jones.

Abilities 64 + Skills 16 (32 ranks) + Advantages 19 + Powers 10 + Defenses 13 = 122 / 122

Build Comments: The Hun is a long-time member of the TMNT-verse in various incarnations. The current version is Casey’s dad, who had left his original Purple Dragon gang ties but fell back into it big time, taking some mutant steroid derivative, making him super strong and tough. He had a pretty awesome showing in his throwdown with Casey and Angel, so I might bump him to PL10, at least on defense if I test him and he doesn't hold up.

Secret Origins: When Arnold was a wild young kid he got his first tattoo and formed the Purple Dragon gang. Life was good for Arnold “Attila The Hun” until he met a young woman, got married, and settled down. he quit his more outwardly violent gang lifestyle, but when his wife got sick, Arnold fell into alcoholism, becoming abusive toward his son, Casey Jones, after the passing of his wife.

The Story so Far: Once he'd seen Casey in the hospital following Shredder's assault on him, and overheard Angel saying some disparaging things about him, Arnold tore off his shirt and punched a mirror in the hospital bathroom, vowing to never drink again.

On his way home, Arnold attacked a brainwashed Leonardo who defeated him and brought him before The Shredder. The Shredder convinces Arnold to retake control of the Purple Dragons and work under him. He also coerced Arnold into taking a derivative of mutagen that would make him a better man than he was before.

Bulked up from the effects of the mutagen and his hair bleached back to blond, Arnold, now back to being The Hun, defeated a number of the Dragons that were sent to attack him by their current leader, Angel. After that, he retook control of the Purple Dragons and went right to work settling debts and doing the Shredder's bidding.

Arnold went back to visit a sleeping Casey in the hospital. He told him he's quit drinking and got a job, and that things are going to be different now. He told Casey that he may be able to come to work with him one day. He gave him a gift and left. Casey opens it to find a brand new hockey mask.

Arnold tells the AA group that he still thinks about having a drink every now and then. But then he thinks about his new job, and how good he is at it and how much he enjoys it. He thinks about his son and how now he'll be able to provide for him and he's able to resist that temptation. "One day at a time" he said.

Characterization: The Hun is a ruthless foe that wants as money and power as he can get. With his mutated physique and years of street fighting skill, he is a powerhouse that is more than a match for Casey and The TMNT.

Friends and Foes: Despite their differences, The Hun does seem to still love his son Casey and has a strong sense of responsibility to the Purple Dragons.
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1150

Postby Thorpacolypse » Wed Apr 02, 2014 5:00 pm

It's been a while so I think it's time for the return of the greatest J-Mart tradition...LADIES' NIGHT! And we're starting it off with a new item for Aisle 1!

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Alright Rhonda, check ya self before ya wreck ya self. This is it. This is it. This is the big time. This is the Justice League. - Atomica

ATOMICA
PL: 10 (143 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 4 (+7), Athletics (+1), Close Combat [Unarmed] 3 (+7), Deception 4 (+5), Expertise [Nanotechnology] 6 (+10), Expertise [Popular Culture] 1 (+5), Insight 5 (+8), Intimidation (+1), Perception 4 (+7), Persuasion 6 (+7), Stealth 2 (+5/+20) [Hide in Plain Sight], Technology 6 (+10), Treatment 1 (+5)

ADVANTAGES: Beginner's Luck, Defensive Roll (1), Hide in Plain Sight, Languages (1) (Spanish, 1 other, Base: English), Luck (Improve Roll) (1), Teamwork

POWERS:
White Dwarf Costume: 63 pts Traits, Removable (-13 pts); 50 pts
Quick Change: Feature 1 (Can change into Atom costume as a free action and vice versa); 1 pt
Atomic Size: Shrinking 20 (-5 Str, +10 Dodge/Parry, +20 Stealth, -10 Intimidation, Speed -5, -5 Mass; Extra: Atomic, Continuous, Normal Strength Quirk: Limited to +15 Stealth); 60 pts
Atomic Stunts: 10 pt Array; 12 pts
Ride the WIFI: Teleport 20 (4000 miles; Flaw: Limited to while using full Shrinking, Medium [open electromagnetic connection]); 10 pts
White Dwarf Punch: Bludgeoning Strength-based Damage 8 (Flaw: Activation [Move Action], Limited [Must start turn shrunk and end it full size]); 1 pt
Riding Air Currents: Flight 4 (32 mph/500 fpr; Flaw: Gliding, Limited to when using full Shrinking); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +4
Unarmed +7 [Unarmed +1; White Dwarf Punch +9]
Ranged Attack +2

DEFENSES:
Dodge +6 (+16 with Full Shrinking) [DC16/26] Parry +6 (+16 with Full Shrinking) [DC16/26]
Toughness +3 (+2 without Defensive Roll), Fortitude +7, Will +9

COMPLICATIONS:
Inexperienced: As a new hero, Rhonda is just learning the superhero game and how to best use her powers.
Motivation: Using her new abilities for the benefit of all.
Secret Identity: She tries to maintain her secret identity as Rhonda Pineda, college student, and stay involved in her families' lives, but juggling school, family and superheroing is not easy.

Abilities 40 + Skills 21 (42 ranks) + Advantages 6 + Powers 60 + Defenses 16 = 143 / 143

Build Comments: So not long after the New 52 started, it looked like The Atom role was going to be filled by Rhonda Pineda, a seemingly shy, yet heroic young woman. Then when the whole Trinity War started, it looked like she was going to betray the Justice League to Amanda Waller’s team. Then the real twist kicked in and it was found that she was a spy for the Crime Syndicate of Earth-3. It was very well handled, actually, and I hate to admit that I did not see it coming for a long time.

However, I liked the role she was playing at first and as much as I am a Silver Age DC fan, I’m going with her as my Atom for the Superior Thorpacoverse. I used to love the bromance between Ray Palmer, Ralph Dibny, Barry Allen and Carter Hall and even liked Ryan Choi as the successor Atom. But the role of Atom hasn’t really aged well and I thought she added a genuine (which turned out to be fake) pluckiness that had been missing.

Secret Origins: Rhonda Pineda was a student of Professor Ray Palmer at Ivy University, who has been operating as the superhero The Atom for years. She was one of his more gifted students and began working as an intern for him. The supervillain Dwarfstar learned The Atom’s secret identity and staged an attack on him at the school. Rhonda was able to utilize one of Palmer’s spare suits to assist him in defeating the villain, but not before Professor Palmer suffered some serious injuries. He decided to pass the mantle of The Atom on to Rhonda who reluctantly accepted.

The Story so Far: Rhonda began to assist the Justice League during Throne of Atlantis event, when the Atlanteans invaded the surface world, led by Aquaman's brother Orm, known as Ocean Master. Rhonda was one of the many heroes to answer the call for assistance, though no one noticed her initially due to her size. She played a key role in disarming the bombs that would have sunk Boston into the Atlantic Ocean. She came to the League's attention and received an invitation to their satellite to join other would-be candidates for an expanded League. She made her power known after assisting in disabling a malfunctioning Platinum and capturing her value resonmeter.

Characterization: Rhonda is a shy, but heroic, young girl. She has been shown to use her powers for the purpose of going into video games.

Friends and Foes: She has struck up a friendship with Element Woman.
Last edited by Thorpacolypse on Wed Apr 02, 2014 9:31 pm, edited 1 time in total.
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1151

Postby Thorpacolypse » Wed Apr 02, 2014 5:11 pm

We've got another item for LADIES NIGHT that is rapidly becoming a J-Mart Favorite! Check it out on Aisle 1!

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Batman: I've worked with most of you...
Element Woman: Not me, Batman. I'm Element Woman. And you are THE AWESOME...


ELEMENT WOMAN
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 3, DEXTERITY 3, FIGHTING 6, INTELLECT 0, AWARENESS 0, PRESENCE 1

SKILLS: Athletics (+8), Deception (+1), Insight 4 (+4), Intimidation (+1), Perception 3 (+3), Persuasion 5 (+6), Stealth (+3)

ADVANTAGES: Close Attack (2), Diehard, Great Endurance, Ranged Attack (2), Teamwork

POWERS:
Elemental Physiology: Immunity 8 (Aging, Environmental Cold, Critical Hits, Disease, Environmental Heat, Poison, Pressure), Protection 2, Impervious Toughness 4; Senses 2 (Detect Chemical Composition [Touch, Analytical]); 20 points
Hand Weapons: Strength-based Damage 4 (Extra: Variable Descriptor 2 [Bludgeoning/Piercing/Slashing]); 6 pts
Shapeshifting: Variable 6 (30 pts Traits, Elemental Descriptor); 42 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +8 [Unarmed +8; Hand Weapons +12]
Ranged Attack +5

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +10 (+4 Impervious), Fortitude +11, Will +5

COMPLICATIONS:
Ditzy: Element Woman is very nice and seems pretty intelligent but a lot of times she's just kinda…out there..
Naïve: Element Woman is not very world-wise and her sweet nature can be exploited.
Relationships: She has forged a fast friendship with Atomica.

Abilities 58 + Skills 6 (12 ranks) + Advantages 7 + Powers 68 + Defenses 11 = 150 / 150

Build Comments: Even though she hasn’t gotten a ton of run in the New 52 so far, I’ve taken a liking to Element Woman. Her goofiness has been a welcome thing in the heaviness that led up to the Trinity War.

Maybe we don’t need any more Woozy Winks and such in the mainstream, but every now and then, it’s nice to see characters that are just kinda silly and remind us that we’re reading “comics”.

The Story so Far: Emily Sung, who goes by Element Woman, is called in to help the Justice League by Cyborg after Ocean Master has captured Batman, Superman and Wonder Woman. She is invited by the Justice League to become a member. She makes reference to knowing Rex, known as Metamorpho.

Characterization: Emily is socially awkward, and talks with an unusual speech pattern. Overall her demeanor can be called childish; for example, offering juice boxes to heroes in the middle of battle.
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1152

Postby Thorpacolypse » Wed Apr 02, 2014 7:22 pm

LADIES NIGHT rolls on with this new item for Aisle 1!

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Talks like Jane Seymour, fights like Bruce Lee - Nightwing regarding Lady Vic

LADY VIC
PL: 9 (142 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 5, DEXTERITY 4, FIGHTING 12, INTELLECT 3, AWARENESS 4, PRESENCE 2

SKILLS: Acrobatics 6 (+11), Athletics 6 (+8), Close Combat [Unarmed] 2 (+14), Deception 8 (+10/+12) [Attractive, Taunt], Expertise [Assassin] 5 (+8), Expertise [Streetwise] 2 (+5), Insight 5 (+9), Intimidation 7 (+9), Perception 4 (+8), Persuasion 5 (+7/+9) [Attractive], Sleight of Hand 3 (+7), Stealth 6 (+11), Vehicles 3 (+7), Variable

ADVANTAGES: Attractive (1), Defensive Roll (2), Equipment (5), Evasion (1), Grabbing Finesse, Improved Aim, Improved Initiative (1), Improvised Weapon (1), Languages (1) (French, 1 other, Base: English), Move-by Action, Power Attack, Ranged Attack (7), Takedown (1), Taunt,

POWERS:
NONE

EQUIPMENT:
(25 pts)
Twin Katar: Slashing/Piercing Strength-based Damage 4, Penetrating 2, Split; 7 pts
Bundi Daggers: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Thuggee Strangling Cord: Grabbing 0, Chokehold; 1 pt
Arsenal: (15 pts)
Twin Wembley Revolvers: Ranged Ballistic Damage 6, Split; 13 pts
Masai Javelin: Ranged Piercing Damage 2, Dangerous; 1 pt
Katana: Slashing Strength-Based Damage 3, Dangerous; 1 pt

OFFENSE:
Initiative +9
Close Attack +12 [Twin Katars +6; Katana +5, Critical 19-20; Bundi Daggers +3, Critical 19-20]
Unarmed +14 [Unarmed +2]
Ranged Attack +11 [Massai Javelin +2, Critical 19-20; Webley Revolver +6]

DEFENSES:
Dodge +12 [DC22] Parry +13 [DC23]
Toughness +5 (+3 without Defensive Roll), Fortitude +7, Will +8

COMPLICATIONS:
Elitist: Lady Vic can certainly come off as arrogant and snooty at times, if not downright condescending.
Motivation: Money and her rep.
Secret: Lady Vic's real reason for her constant work is to continue to pay the mortgage on her family estate to keep it from foreclosure, which would be a devastating blow to the family legacy.

Abilities 70 + Skills 31 (62 ranks) + Advantages 25 + Powers 0 + Defenses 16 = 142 / 142

Build Comments: I like Lady Vic, and apparently I’m not the only once since she made into the New 52 recently to take on Batwing II. She has been a long-time adversary of Nightwing, especially during the Bludhaven years, but she was popular enough to survive its destruction in get into the Secret Society and also pester the Birds of Prey before the DCnU kicked off.

Secret Origins: Lady Elaine Marsh-Morton is a genuine English Aristocrat, descended from a long line of British soldiers and mercenaries. She is an expert martial artist, proficient with many different kinds of firearms and melee weapons, and works as an assassin-for-hire. The money she earns from her secret career helps prevent foreclosure on her impoverished family estate.

The Story so Far: In her first appearance, she was returning to Blüdhaven to collect a fee for an assignment she had performed for Blüdhaven gang boss Antonio "Angel" Marin; she was upset to find Marin missing. She tracked down his lawyer, and threatened to kill the man's young daughter if she wasn’t paid – a threat she definitely would have carried out, if Nightwing had not intervened. Dudley Soames informed her that Marin had been replaced by Blockbuster, and offered to pay her fee, with a retainer to continue working for him. Since then, she clashed repeatedly with Nightwing.

Elaine was one of several of Blockbuster’s hirelings tasked with tracking down Oracle. When Blockbuster was dying of heart failure, Elaine was the one entrusted with locating Gorilla City in Africa, and finding him a replacement heart.

Lady Vic was later sent to eliminate Blockbuster's ally Tarantula when he learned she had disobeyed his orders. Tarantula defeated Lady Vic, and shot her in the stomach.

A year after the Infinite Crisis, Lady Vic was hired by Doctor Psycho and Cheshire to destroy the Secret Six. She and Double Dare attacked Deadshot when he was in the park with his wife and child (who fled upon their arrival). Unarmed, Deadshot was easily defeated by Double Dare, and Lady Vic was about to execute him when his wife threw him a gun, which allowed him to get the upper hand. Deadshot considered killing the all of them, but allowed them to escape for his daughter's sake.

She has since continued her mercenary work, recently clashing with the new Batwing, Luke Fox.

Characterization: Lady Vic sets herself apart from most other supervillains not just by her considerable skill, but by her ruthlessness and determination. She has been shown to be more than willing to kill small children for her paycheck, and once actually jumped out of a plane without a parachute to chase an escaping Black Canary.

Lady Vic has a number of family heirlooms that she considers her most prized possessions, including her weapons of choice, her Bundi Daggers, a Katana, a Thuggee strangling chord, a Maasai spear and a Webley Service Revolver.

Friends and Foes: When not on a job Lady Vic likes to rest easy in the company of her hulking manservant, Bivens, enjoying her drink of choice, Darjeeling tea. Her greatest rival is Nightwing.
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1153

Postby Thorpacolypse » Sun Apr 06, 2014 7:54 pm

We're going to keep LADIES' NIGHT going for just a little while longer since we have a this new item that came in from our Metropolis location!

Image
She-Hulk? Never heard of her...

RAMPAGE
PL: 10 (115 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 13, STAMINA 12, AGILITY 2, DEXTERITY 1, FIGHTING 6, INTELLECT -1, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 2 (+15), Close Combat [Unarmed] 1 (+7), Insight (+1), Intimidation 11 (+11/+12), Perception 3 (+4), Ranged Combat [Throwing] 5 (+6), Stealth (+2/+0)

ADVANTAGES: All-Out Attack, Diehard, Improved Grab, Power Attack

POWERS:
Rampage Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Tough Girl: Protection 2, Impervious 6, Immunity 5 (All Environmental conditions); 19 pts, Great Leaps: Leaping 6 (500 ft); 6 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +6
Unarmed +7 [Unarmed +13]
Ranged Attack +1
Throwing +6

DEFENSES:
Dodge +5 [DC15] Parry +6 [DC16]
Toughness +14 (+6 Impervious), Fortitude +13, Will +5

COMPLICATIONS:
Normal Identity: Rampage can transform back to Kitty Faulker, with no powers, Advantages and stats of STR 0, STA 0, AGL 0, FGT 2, INT 4 and Expertise [Science] 8 skill.
Rivalry: Superman, but she also seems to have a rivalry with Lois Lane as well.
Temper: In her Rampage form, Kitty can completely lose control and be a rampaging beast.

Abilities 60 + Skills 11 (22 ranks) + Advantages 4 + Powers 30 + Defenses 10 = 115 / 115

Build Comments: I only remember seeing Rampage in Justice League Unlimited, never in the comics until a couple of years ago when Mon-El was protecting Metropolis while Superman was on New Krypton. He had to work at first until he realized he could just fly her up high and drop her, which you would think more paragons would do…

But as Guardian noted, they could fall on someone as well as do a ton of property damage, so I guess there’s reasons not to. Anyone, she’s a PL10 brick, able to hang with a John Byrne level Superman or a young Mon-El so she’s a decent enough brick to throw at your heroes.

Secret Origins: Dr. Kitty Faulkner was working on a pollution-free energy source for a competition sponsored by the Daily Planet. Faulkner was exhibiting her installation when Dr. Thomas Moyers, a colleague arguing the potential dangers of the project to reporter Lois Lane, shut off the machine's safety systems. The resulting explosion transformed Faulkner into a huge, incredibly strong orange-skinned Amazon, and nearly killed Moyers and Lane.

The Story so Far: Kitty had gained the ability to absorb solar energy through her skin, which made her grow continually taller and stronger. Disoriented and confused, she began to run amok through the streets of Metropolis. The Daily Planet, not knowing she was actually Kitty Faulkner, quickly dubbed her 'Rampage'. Superman stepped in, but showed restraint in subduing her, mistakenly thinking she was Lois Lane. After Rampage was revealed to be Dr. Faulkner, Superman was able to drain off her excess solar energy and return Kitty to normal.

Months later Dr. Faulkner fell ill, finding that her body now needed exposure to a certain amount of solar and cosmic energy or she would die. Dr. Moyers gave her a technological device in the form of a collar that would maintain the proper amount of exposure to keep her alive. Moyers also had a sinister motive; he transformed Faulkner into Rampage and had her sabotage the presidential campaign of Herbert Forrest. Forrest and Moyers were former friends, but Moyers had come to resent the candidate's corrupt morality. After several attacks Superman helped free Rampage from Moyers' control and sent him to jail. After modifying the regulator control collar, Kitty had her powers under control, and accepted a job at S.T.A.R. Labs.

Faulkner proved to be a talented administrator and earned a transfer to new S.T.A.R. Labs in Phoenix. Once there, she befriended the young superhero Starman AKA Will Payton. She helped him on several occasions as Rampage, and the two formed a relationship. Her part-time career of heroics and her romance came to an end when she was sent back to Metropolis to take part in the major re-organization of S.T.A.R. Labs necessitated by the destruction of the corporation's main laboratory. She supervised S.T.A.R. Labs' efforts to reignite the sun in the Final Night crisis.

Mon-El fought an out of control Rampage in Metropolis as his first test as the new guardian of the city while Superman was gone to New Krypton. He carried her high into the air and carelessly dropped her unaware that he might hurt her or someone else.

Characterization: When Kitty is in control, she has often been a heroic powerhouse. When her powers are not properly handled, Rampage is a raging supervillains, with little control of her emotions or libido.

Friends and Foes: She has had a long rivalry with Superman and Lois Lane.
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Re: 1153

Postby danelsan » Mon Apr 07, 2014 10:40 am

Thorpacolypse wrote: Mon-El was protecting Metropolis while Superman was on New Krypton. He had to work at first until he realized he could just fly her up high and drop her, which you would think more paragons would do…

Such a complex tactic is probably fruit of advanced 31st century thinking :P
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Re: #392

Postby Thorpacolypse » Wed Apr 09, 2014 7:59 pm

Thorpacolypse wrote:Another GREEN LIGHT SPECIAL IMPORT hits the Aisle 1 shelves!

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hey say I'm fearless, but actually I'm very afraid. Of getting beat. Of backing down. Of chickening out. That fear just blows all the others away. - Hal Jordan

GREEN LANTERN (HAL JORDAN)
PL: 14 (248 pts) - OPL: 14 ; DPL: 14

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

SKILLS: Acrobatics 3 (+5/+9), Athletics 5 (+7), Deception 5 (+9), Expertise [Green Lantern Lore] 6 (+7), Expertise [Law Enforcement] 6 (+7), Expertise [Military] 4 (+5), Insight 3 (+7), Intimidation 4 (+8), Investigation 6 (+7), Perception 5 (+9), Persuasion 4 (+8), Ranged Combat [Power Ring] 7 (+10), Stealth 3 (+5), Vehicles 11 (+14)

ADVANTAGES: Defensive Roll (1), Extraordinary Effort, Evasion, Fearless, Improved Defense, Improved Initiative (1), Luck (Improve Roll) (1), Teamwork, Ultimate Effort (1) (Ultimate Will Check), Withstand Damage*

POWERS:
Dogfighter: Enhanced Dodge 2 (Flaw: Limited [only when flying]), Enhanced Parry 2 (Flaw: Limited [only when flying]), Enhanced Skills 2 (Acrobatics 4, Flaw: Limited [only when flying]), Enhanced Advantages 2 (Evasion, Improved Defense, Flaw: Limited [only when flying]); 4 pts
Green Lantern Power Ring: 146 pts traits, Removable (-29 pts); 117 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
Green Lantern's Light: Environment 2 (60 ft; Light [reduce partial concealment to none, total concealment to partial]); 2 pts
Scanning Beam: Variable 1 (5 pts traits, Extra: Action [Move] Flaw: Limited to Senses); 7 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 10 (Flaw: Sustained), Impervious 7 (Flaw: Sustained), Immunity 10 (Life Support), Enhanced Advantage 1 (Withstand Damage); 35 pts
Force Manipulation: 37 pt Dynamic Array; 53 pts
Force Blast: Ranged Force Energy Damage 18 (Extra: Dynamic); 37 pts
Force Constructs: Create 18 (Hard Light Constructs; Extra: Dynamic); 2 pts
Movable Constructs: Create 11 (Hard Light Constructs; Extra: Dynamic, Movable); 2 pts
Shapeable Force Blast: Ranged Shapeable Area Force Energy Damage 9 (Extra: Shapeable Area 2 [60 ft volume], Dynamic); 2 pts
Force Lifting: Move Object 18 (Extra: Dynamic); 2 pts
Force Weapons: Strength-based Damage 6, Enhanced Advantage 1 (Power Attack), (Extra: Accurate, Dynamic, Reach [5 ft], Variable Descriptor [Bludgeoning/Piercing/Slashing]); 2 pts
Mass Communication: Communication 5 (Subspace audiovisual projection; Any Distance, Extra: Dynamic, Selective); 2 pts
Force Bubble: Ranged Burst Area Immunity 8 (All Environmental Conditions, Suffocation, Airborne Toxins, Extra: Dynamic, Burst Area [30 ft radius], Linked [Create], Flaw: Affects others only), Create 10 (Force Spheres, Extra: Linked [Immunity], Flaw: Limited to simple spherical objects); 2 pts
Force Minions: Summon 4 (60 pt minions; Extra: Dynamic, Multiple Minions 2 [4 minions], Variable Type 2 [Broad, Hard Light Constructs], Flaw: Concentration); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +9 [Unarmed +2]
Ring Weapons +11 [Ring Weapons +8]
Ranged Attack +3
Power Ring +10 [Force Blast +18; Force Constructs Create +18; Force Lifting Move Object +18; Shapeable Blast +9, Shapeable Area]

DEFENSES:
Dodge +10 (+12 when Flying) [DC20/22] Parry +9 (+11 when Flying) [DC19/21]
Toughness +4 (+3 without Defensive Roll, +14 with Force Field, +7 Impervious with Force Field), Fortitude +9, Will +18

COMPLICATIONS:
Enemy: Sinestro and the Sinestro Corps, Hector Hammond, Black Hand, Evil Star.
Guilt: Hal feels responsible for the terrible acts of Parallax while the fear entity controlled him.
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Relationships: Carol Ferris, Green Arrow (Oliver Queen), Flash (Barry Allen).
Reputation: Hal Jordan is a maverick in nearly all aspects of his life and known for having issues with authority.
Responsibility: To protect his space sector as the Green Lantern of Sector 2814.
Rivalry: Nova Prime (Richard Rider), Batman.
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 56 + Skills 36 (72 ranks) + Advantages 7 + Powers 121 + Defenses 28 = 248 / 248

Build Comments: I love build Lantern Corpsmen (obviously) and this run at Hal gave me a chance to review my power ring power structure and make some very minor tweaks. From a couple of tests with him it works exactly how I wanted to I didn’t figure there was much sense in making many changes.

Secret Origins: Hal Jordan was born in Coast City on February 20th, to parents Martin Jordan and Jessica Jordan, the middle of three children with older brother Jack and a younger brother Jim. As a young child, he idolized his father, a test pilot who worked for Ferris Aircraft. At a very young age, he had to face his greatest fears when his father died in a plane crash right before his eyes. Despite his family's wishes, he followed in his father's footsteps and eventually joined the United States Air Force on his 18th birthday – turning up that very morning outside the Armed Forces Career Center before it had even opened.

Many years later, a dying alien named Abin Sur, member of the Green Lantern Corps, crash-landed his ship in the Californian desert. His power ring, being programmed to select a worthy replacement for any of their users that die, chose Hal Jordan for his ability to overcome great fear.
The ring automatically transported him to Oa, where and its abilities were explained to him, and he inherited the mantle of Green Lantern of Sector 2814. He would soon learn that there were another 3599 Green Lanterns across the universe, all monitored and empowered by mystical creatures called the Guardians. Hal received training from some of the best the Corps had to offer, including drill sergeant Kilowog, and his mentor, Sinestro.

The Story so Far: During his training, Hal learned that Sinestro has been subjugating his home planet, Korugar, through fear, using his ring. After Hal reported these acts to the Guardians and fellow Corps members, he battled Sinestro, and emerged victorious. Along with the rest of the Corps, he then testified against Sinestro at his trial. Expelled from the Corps and banished by the Guardians to the Antimatter Universe as punishment, Sinestro became a sworn enemy to the Corps and gained a new Qwardian power ring, the start of his revenge.

The Guardians originally only sanctioned one Green Lantern per sector, then allotted two per sector about 7 years ago and Hal was joined by John Stewart and succeeded in role at times by Kyle Rayner and Guy Gardner. Hal had However, due to the events of Blackest Night and the revelation that life indeed started on Earth, and the amount of superhuman and intergalactic disturbances on Earth over the past 7-10 years, the Guardians have made an exception and allotted 5 for Section 2814. The recently resurrected Abin Sur, Jordan, Guy Gardner, John Stewart and Kyle Rayner all share responsibility for the sector and all also rotate as the Green Lantern representative on the Justice League.

Characterization: Hal is a reckless and cocky man that struggles with authority. More than once he has left his emotions cloud his better judgment, something the Guardians berate him for. Despite those attributes, he’s a one of the universe’s greatest hero with a strong willpower and an ability to overcome great fear. Hal is guided by his own conscience rather than the general rules that most of the Green Lanterns follow. One of his best traits is his refusal to admit defeat even in the darkest of situations, which has allowed him to achieve victory when facing even the most difficult odds,

Jordan is seen by many as the greatest Green Lantern of all, but he personally believes that spot belongs to his predecessor, Abin Sur. Sinestro, of course, believes that spot belongs to him and continually tries to prove that by proving his superiority to Jordan and the rest of the Corps by being their biggest nemesis.

Friends and Foes: Hal and his boss at Ferris Aircraft, Carol Ferris, have been romantically involved off and and on for years. They are currently “off” but Hal remains hopeful of reconciliation. Carol, who is the current leader of the Star Sapphire Corps deeply loves Hal, but remains separated from him to keep that bond as she fears their rocky history will lead to the loss of thelove that she needs to wield her power. Hal has also been involved with fellow Green Lantern Arisia Rrab, the superheroine Diva and Jillian Pearlman

Hal is also good friends with Tom Kalmaku, a young Eskimo lad who worked as his mechanic at Ferris Air. His best friend is Oliver Queen, Green Arrow. They two of them became close as member of the Justice League but eventually did a lot of adventuring together, strengthening their bond. He also counts Barry Allen, The Flash, as one of his best friends as well.

He has several enemies, but none with a more complex or personal history than his former friend and mentor, Sinestro. They have clashed several times over the years, but when the threat has loomed large enough, they have been able to put aside their differences and work for the common good of the universe.

Clean Up 4/17/12: Did a little work on Hal. Since I really think he deserves Favored Environment, it allowed me to pump up his power for the sake of accuracy since he will be flying a lot which will give him +2 to hit so he'll really be a PL14 on offense a lot of the time.

Clean Up 2/21/13: A few tweaks to Hal as I look at all my Corps.

Clean Up 8/11/13: Updated Hal for the Superior Thorpacoverse.

Clean Up 4/9/14: Trying a new Force Bubble mechanic that I may have to add to 30+ @#$*@^! Lantern builds if I like it.


Normally I note when I update my builds with a Clean Up Comment, but I've done so many over the past few months that I generally haven't bothered. But since I made several changes to my Power Ring set up, I figured this might be a time to do it. One thing I did was as I looked at the Force Bubble mechanic which I had originally just copied from the DCA GLs, it hit me that while the bubble provided an environment, it did not provide any protection to their people in it, and that didn't seem right. So I linked a Create to it. I had a hard time figuring out how many ranks to make the Create but then I hit Google and figured out the surface area of a 30 ft sphere. At first I was thinking since Create ranks are based on cubic foot volume, I'd need a 14/15 rank Create. But the bubble is not completely filling that 30 ft space, it's only surrounding it so that lessened the ranks significantly.

I am also toying with going back to my 2E mechanic where the GL has a base Force Field but when they want to really hunker down with a full field, they would have to pluck it out of the Dynamic Array. But I don't think the current mechanic that allows the field at full ranks all the time is that off base.
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