Announcement

Collapse
No announcement yet.

J-Mart: New Stuff! - Heihachi Mishima, Kazuya Mishima

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • 180 - Electrocutioner

    We're going keep going with the STREETS OF THE THORPOCAVERSE! And our Gotham truck still has a couple more items on it for us to stock on Aisle 1!


    I'm-a kill you! Then I'm-a jumpstart your heart - and kill you again! - Electrocutioner

    ELECTROCUTIONER
    PL: 7 (85 pts) - OPL: 7 ; DPL: 7

    ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 8, INTELLECT 0, AWARENESS 0, PRESENCE 0

    SKILLS: Athletics 5 (+8), Close Combat [Unarmed] 3 (+10), Deception 3 (+3), Expertise [Criminal] 5 (+5), Insight (+0), Intimidation 5 (+5), Perception 2 (+2), Persuasion (+0), Ranged Combat [Electrocution Gauntlets] 1 (+6), Stealth (+2), Technology 3 (+3), Vehicles 3 (+5)

    ADVANTAGES: All-Out Attack, Defensive Roll (1), Ranged Attack (3)

    POWERS:
    Electrocutioner Costume: 21 pts Traits, Removable (-4 pts); 17 pts
    Body Armor: Protection 2, Immunity 1 (Own powers); 3 pts
    Electro Gauntlets: 16 pt Array; 18 pts
    Electrical Blast: Ranged Electrical Damage 8; 16 pts
    Electrocution: Ranged Affliction 8 (Electrical; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
    Electric Punches: Bludgeoning Electrical Strength-based Damage 4 (Extra: Extra Descriptor, Penetrating 5); 1 pt


    EQUIPMENT:
    NONE

    OFFENSE:
    Initiative +2
    Close Attack +7 [Electric Punches +7]
    Unarmed +10 [Unarmed +3]
    Ranged Attack +5
    Electrocution Gauntlets +6 [Electric Blast +8; Electrocution Affliction +8]

    DEFENSES:
    Dodge +8 [DC18] Parry +8 [DC18]
    Toughness +6 (+3 without Defensive Roll), Fortitude +7, Will +4

    COMPLICATIONS:
    Motivation: Greed.
    Reputation: Jobber villain.

    Abilities 34 + Skills 15 (30 ranks) + Advantages 5 + Powers 17 + Defenses 14 = 85 / 85

    Build Comments: Old Lester here has been a DC jobber for a good while until he finally got whacked right before the New 52 by the crazed Arsenal (man, they f’d Roy up good after Cry for Justice, didn’t they?). He always sucked quite a bit but I like his Arkham Origins reboot so I figure he’s worth a stat.

    Secret Origins: Lester Buchinsky's unnamed brother was the first Electrocutioner. The second Electrocutioner used a costume rigged to generate a lethal electrical shock against criminals and ran afoul of Batman, who disapproved of his extreme justice. He was later killed by Vigilante (Adrian Chase). Initially working in the cause of justice just like the first Electrocutioner, Lester Buchinsky became a criminal and mercenary.

    The Story so Far: Overly reliant on his ability to generate electricity, the Electrocutioner has faced, and been defeated by Batman, Robin, and Nightwing, among many other heroes. In at least one scheme, working with the Cluemaster to steal an armored car full of money, Spoiler worked to oppose him. Ironically, Spoiler would prove to be Cluemaster's daughter. The stupidity of Lester's second partner, a hulking brute with delusions of intelligence, would also hamper their plans. For a time, Lester was frequently seen in the employ of Blüdhaven crime boss Blockbuster. He remains at large.

    Characterization: Lester is your basic super-powered thug.

    Friends and Foes: Despite his many defeats at their hands, he seems to continually want to fight the Bat Family, who continue to defeat him.
    Last edited by Thorpacolypse; 11-12-2014, 08:16 PM.
    The Thorpacolypse
    Member of the Guild of Calamitous Intent since 2005
    Co-Chair of the Council of 13
    "Hate you can trust"

    Comment


    • 181 - Calendar Man

      Our last item from our truck from Gotham (for now) is getting stocked on Aisle 1!


      Just so we understand each other. The Calendar Man is being forgotten. I can't have that. - Calendar Man

      CALENDAR MAN
      PL: 6 (97 pts) - OPL: 5 ; DPL: 6

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

      SKILLS: Athletics (+1), Deception 8 (+10) [Daze, Taunt], Expertise [Calendar Dates] 10 (+15), Expertise [Criminal] 2 (+7), Insight 7 (+10), Intimidation 5 (+7), Investigation 5 (+10) [Contacts, Well-Informed], Perception 2 (+5), Persuasion 6 (+8) [Connected], Sleight of Hand 5 (+7), Stealth (+2), Technology 4 (+9) [Inventor]

      ADVANTAGES: Connected, Contacts, Daze (1) (Deception), Inventor, Ranged Attack (3), Set-Up (1), Taunt, Teamwork, Well-Informed

      POWERS:
      Date Sense: Senses 1 (Date Sense); 1 pt

      EQUIPMENT:
      NONE

      OFFENSE:
      Initiative +2
      Close Attack +3 [Unarmed +1]
      Ranged Attack +5

      DEFENSES:
      Dodge +8 [DC18] Parry +8 [DC18]
      Toughness +2, Fortitude +5, Will +7

      COMPLICATIONS:
      Enemy: Batman.
      Obsession: He only commits crimes that correspond to certain dates on the calendar.
      Reputation: Since his crimes are theatrical but generally minor, he is seen is a bit of joke in the supervillain community.

      Abilities 40 + Skills 27 (54 ranks) + Advantages 11 + Powers 1 + Defenses 18 = 97 / 97

      Build Comments: Ah, The Calendar Man. I probably overpowered him, but he’s really only PL7 with his Fort/Will defense and I think that’s warranted based on his scene stealing performances in The Long Halloween and Dark Victory as a Hannibal Lecter homage. Before that, he was a hokey Silver Age villain that committed odd (OK, lame) crimes on certain holidays or special dates and he was generally seen as a joke around the Gotham “freak” community. But Jeff Loeb wrote him brilliantly in those books and he’s gotten more run ever since, although he’s still not much of a threat. But he just might become one in the Thorpacoverse.

      Secret Origins: Calendar Man is fascinated by dates and calendars – even his real name is a pun on the Julian and Gregorian calendars. His crimes always have a relationship to the date that they are committed. The theme may be related to what day of the week it is or to a holiday or to a special anniversary on that date; he will plan his crime around that day. He often wears different costumes which correspond to the significance of the date, though he does have a main costume which has various numbers representing days on a calendar sprouting from the shoulders.

      The Story so Far: On his first documented case, the Calendar Man began committing a string of crimes based on the four seasons. Inevitably, this brought him into conflict with Batman and Robin. Their encounter ended when Batman unmasked Julian who was disguised as an Indian magician representing the "5th Season", Monsoon season.

      Although captured, Calendar eventually returned to plague Gotham City, armed with a new costume and a new gang of henchmen. Batman defeated him on at least two separate occasions before Julian joined the short-lived "Misfits", a group of under-appreciated Batman foes.

      While the Calendar Man was being treated at Arkham Asylum, a serial killer named Holiday began killing Gotham's mob bosses on holidays. Calendar Man agreed to help Batman, but only because he believed that he was "being forgotten". Calendar Man managed to deduce that the killer was Alberto Falcone but hid the information from Batman. After escaping Arkham, Calendar Man tortured Alberto by pretending to be the ghost of his late father Carmine, telling him to take over the Five Families of the Mafia. Calendar Man attempted to kill Alberto, but was attacked by Sofia Gigante. Gigante ruthlessly beat the Calendar Man, and broke his jaw. The Calendar Man was later found by police and taken back to Arkham.

      Characterization: Because his crimes are generally petty and often ridiculous in nature, he is notorious among both heroes and villains alike for being something of a joke. Abbreviations of the months are tattooed around his head in a circle. But his involvement in what was known as The Long Halloween showed that he truly had a vicious criminal mind.

      Friends and Foes: He has been a frequent foe of Batman and his found himself working with several other Gotham villains from time to time.
      Last edited by Thorpacolypse; 09-16-2014, 04:24 PM.
      The Thorpacolypse
      Member of the Guild of Calamitous Intent since 2005
      Co-Chair of the Council of 13
      "Hate you can trust"

      Comment


      • 182 - Midnight's Fire

        We're going to make some additions to our Villains Line starting with this new item for Aisle 2!


        Shouldn't he get a little more run in the Marvel U?

        MIDNIGHT'S FIRE
        PL: 10 (147 pts) - OPL: 10 ; DPL: 10

        ABILITIES: STRENGTH 5, STAMINA 6, AGILITY 6, DEXTERITY 5, FIGHTING 12, INTELLECT 3, AWARENESS 2, PRESENCE 2

        SKILLS: Acrobatics 6 (+12), Athletics 6 (+11), Close Combat [Unarmed] 3 (+15), Deception 6 (+8), Expertise [Streetwise] 7 (+10), Insight 3 (+5), Intimidation 8 (+10), Investigation 4 (+7) [Well-Informed], Perception 3 (+5), Persuasion 6 (+8), Stealth 2 (+8)

        ADVANTAGES: Benefit (3) (Wealth 3 [Millionaire]), Defensive Attack, Defensive Roll (2), Diehard, Great Endurance, Improved Critical (1) (Unarmed), Improved Initiative (1), Improved Trip, Move-by Action, Power Attack, Ranged Attack (2), Takedown (1), Well-Informed

        POWERS:
        Universal Wellspring Physique: Immunity 4 (Aging, Intoxication, Disease, Poisons [Limited]), Enhanced Advantages 2 (Diehard, Great Endurance), Speed 2 (8 mph/120 fpr), Leaping 1 (15 ft), Regeneration 2 (1/every 5 rounds); 10 pts

        EQUIPMENT:
        NONE

        OFFENSE:
        Initiative +10
        Close Attack +12
        Unarmed +15 [Unarmed +5, Critical 19-20]
        Ranged Attack +7

        DEFENSES:
        Dodge +12 [DC22] Parry +12 [DC22]
        Toughness +8 (+6 without Defensive Roll), Fortitude +8, Will +7

        COMPLICATIONS:
        Enemy: Night Thrasher, Nightwing.
        Motivation: Becoming the top gang lord in Chicago.
        Rivalry: With his sister Silhouette and the current top gang lord of Chicago, John Marcone.

        Abilities 82 + Skills 27 (54 ranks) + Advantages 15 + Powers 10 + Defenses 13 = 147 / 147

        Build Comments: So I have never read anything with Midnight’s Fire in it, but from the Wikis, he seemed pretty cool, so he gets some early run here in the Thorpacoverse.

        As I've mentioned before, with a combined universe, New York would be WAY overrun with heroes and villains from all the major companies, TV series, movies, etc. that are set in New York. Talk about East Coast bias! So I am shifting some of the characters to other cities in the Thorpacoverse that need some super love. In this case, I am shifting Midnight's Fire to Harry Dresden's city, Chicago. I figured Harry needed some more to deal with besides all the usual supernatural mayhem there and the current crime king of Chicago, John Marcone (from the Dresden Files books, if you didn't know). And Marcone needs to challenges, too, IMHO.

        Don't worry, Harry and his crew will get some superhero help as well since the First Law of Magic (cannot use magic to kill, again, from the Dresden Files series) will cause countless complications for them with some of the villain crew I'll be bringing in.

        Secret Origins: Years ago, an American recon patrol in Cambodia stumbled upon the ancient, hidden temple of a cult known as the Dragon's Breadth, which had remained hidden for centuries. It had been built upon a well-spring of raw, primal energy called the "Well of All Things”, now known as the Universal Wellspring. The inhabitants decided to breed a superior race that would one day unite with the ways of the west. They believed that this union would produce children capable of harnessing the power of the Well. The members of the recon patrol were to be the fathers of these children, one of these men was Andrew Chord, the man who would become Aaron and Silhouette Chord's father. Their mother would be Miyami, the daughter of Tai.

        Aaron, who took the name Midnight's Fire when he became a vigilante, developed physical attributes at the peak of human possibility, enhanced speed, strength, agility, and sensory perception on par with super soldiers like Captain America.

        The Story so Far: Silhouette and Midnight's Fire were operating as independent vigilantes in the streets of New York City when they met Dwayne Taylor, who would become Night Thrasher and Andrew’s ward, and the three began an organized effort to take down various New York City street gangs. Their partnership ended when Silhouette was shot and paralyzed from the legs down in a sting gone bad. Midnight's Fire blamed Dwayne and snapped. He became a cop killer and a druglord in order to lure Dwayne into a physical confrontation he could not possibly win. Later the partially paralyzed Silhouette reunited with Dwayne, distancing herself from her brother's evil actions.

        Diego Cassias, one of the other members of the recon patrol now calling himself the Left Hand, stole the power of the Well from his own child, then gathered the other children of the pact including Midnight's Fire into a group called the Folding Circle. The Circle attempted to take control of the Well away from Tai. Members of the Circle, together with the New Warriors, managed to defeat Tai, but the Well was sealed, Cassias and Tai were apparently killed, and the surviving members of the Circle escaped. The remaining members of the Folding Circle later turned up in Madripoor and attempted to usurp the role of local druglord, which was then held by Aardwolf, a Mutant crimelord. They succeeded, but were later taken down by Night Thrasher and Silhouette.

        Characterization: Midnight’s Fire is a strange mix of honor, rage, ambition and contrition. Part of him feels great guilt at some of what he’s done, yet he feels driven to succeed now that he has chosen the path of the gang lord.

        He is also an unparalleled martial artist. The combination of these traits made him a deadly threat in combat to normal humans like Night Thrasher. The threat of a physical confrontation with Midnight's Fire was one of the main reasons that Dwayne Taylor created his body armor.

        Friends and Foes: He and his sister Silhouette remain estranged because of the path he’s chosen, but he still loves her dearly. Since Night Thrasher has returned, the two of them have reserved their rivalry. Also, due to his opposition of his advancement, he has a rivalry with John Marcone and has had several run-ins with Nightwing since his move to Chicago.
        Last edited by Thorpacolypse; 09-18-2014, 05:54 PM.
        The Thorpacolypse
        Member of the Guild of Calamitous Intent since 2005
        Co-Chair of the Council of 13
        "Hate you can trust"

        Comment


        • 183 - Mister Hyde

          Check out this new addition to our Villains Line for Aisle 2!


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

          MISTER HYDE
          PL: 10 (134 pts) - OPL: 10 ; DPL: 10

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

          SKILLS: Athletics 2 (+14), Deception 4 (+5), Expertise [Criminal] 2 (+8), Expertise [Science] 7 (+13), Insight (+2), Intimidation 9 (+10/+12) [Startle], Perception (+2), Persuasion (+1), Stealth (+1/-3), Technology 3 (+9), Treatment 7 (+13)

          ADVANTAGES: All-Out Attack, Chokehold, Diehard, Fast Grab, Improved Grab, Last Stand*, Power Attack, Startle

          POWERS:
          Hyde 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
          Hyde Hide: Protection 2, Impervious 5, Immunity 3 (Environmental Heat, Environmental Cold, Pressure); 15 pts
          Hyde Physiology: Regeneration 2 (1/every 5 rounds), Leaping 1 (15 ft); 3 pts
          Alternate Effect of Strength Damage: 1 pt
          Groundstrike: Burst Area Force Damage 10 (Extras: Burst Area 2 [60 ft radius], Flaws: Distracting, Limited [Hyde must be on the ground, targets must be on the ground]); 1 pt

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

          OFFENSE:
          Initiative +1
          Close Attack +6
          Unarmed +8 [Unarmed +12]
          Ranged Attack +2
          Special Attack [Groundstrike +10, Burst Area]

          DEFENSES:
          Dodge +5 [DC16] Parry +6 [DC16]
          Toughness +14 (+5 Impervious), Fortitude +12, Will +6

          COMPLICATIONS:
          Addiction: Calvin Zabo can go into withdrawals if denied access to his Hyde serum for an extended period.
          Monstrous Appearance: With his massive size and disfigured face, he is extremely noticeable in public.
          Motivation: Zabo is driven by the excitement of developing new chemicals and seeing their effects on human subjects.
          Power Loss: When his Hyde serum wears off, he loses his powers and his stats drop to STR 0, STA 0 and FGT 2.

          Abilities 68 + Skills 18 (36 ranks) + Advantages 8 + Powers 28 + Defenses 12 = 134 / 134

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

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

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

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

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

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

          Friends and Foes: He has partnered with many villains over the years but doesn’t have any real relationships to speak of. He has a vendetta against Thor and also become a thorn in the side of the Superman family.
          Last edited by Thorpacolypse; 10-09-2014, 07:50 PM.
          The Thorpacolypse
          Member of the Guild of Calamitous Intent since 2005
          Co-Chair of the Council of 13
          "Hate you can trust"

          Comment


          • 184 - Sportsmaster

            Check out this J-Mart Favorite item for our Villains Line on Aisle 1!


            OK, Young Justice made Sportsmaster, I repeat, SPORTSMASTER cool...and they couldn't do that in comics for like 30 years?!?!?!? Come on, DC writers...

            SPORTSMASTER
            PL: 10 (139 pts) - OPL: 10; DPL: 10; HP: 1

            ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 5, DEXTERITY 5, FIGHTING 12, INTELLECT 1, AWARENESS 2, PRESENCE 1

            SKILLS: Acrobatics 5 (+10) [Agile Feint], Athletics 11 (+15), Close Combat [Unarmed] 2 (+15), Deception 4 (+5), Expertise [Criminal] 5 (+6), Expertise [Sports] 12 (+13), Insight (+2), Intimidation 7 (+8), Perception 5 (+7), Persuasion (+1), Ranged Combat [Throwing] 5 (+13), Sleight of Hand 1 (+6), Stealth 6 (+11), Vehicles 3 (+8)

            ADVANTAGES: Agile Feint, Close Attack (1), Defensive Attack, Defensive Roll (3), Equipment (5), Improved Critical (2) (Sports Equipment [Close, Ranged]), Improved Disarm, Improved Initiative (1), Improved Trip, Move-by Action, Power Attack, Quick Draw, Ranged Attack (3), Takedown (1)

            POWERS:
            NONE

            EQUIPMENT:
            (25 pts)
            Padded Costume: Protection 1; 1 pt
            Baseball Bat: Bludgeoning Strength-Based Damage 2; 2 pts
            Discus: Ranged Bludgeoning Strength-Based Damage 2; 4 pts
            Arsenal: (18 pts)
            Exploding Balls: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 15 pts
            Javelin: Ranged Piercing Strength-Based Damage 2; 1 pt
            Hammer: Bludgeoning Strength-Based Damage 3, Reach [5 ft]; 1 pt
            Vaulting Pole: Leaping 1 (15 ft); 1 pt

            OFFENSE:
            Initiative +9
            Close Attack +13 [Baseball Bat +6, Critical 19-20; Hammer +7, Critical 19-20]
            Unarmed +15 [Unarmed +4]
            Ranged Attack +8
            Throwing +13 [Discus +6, Critical 19-20; Javelin +6, Critical 19-20]
            Special Attack [Exploding Balls +5, Burst Area]

            DEFENSES:
            Dodge +12 [DC22] Parry +12 [DC22]
            Toughness +8 (+5 without Defensive Roll), Fortitude +8, Will +6

            COMPLICATIONS:
            Motivation: Mostly greed, but recognition for his abilities is important to him as well.
            Nemesis: Wildcat.

            Abilities 68 + Skills 33 (66 ranks) + Advantages 23 + Powers 0 + Defenses 15 = 139 / 139

            Build Comments: Sportsmaster was Casey Jones before Casey was Casey, really. And he was kind of a silly concept for ages, but somehow in Young Justice, they made him into a credible bad ass recurring villain for the team and you actually bought him as a real threat. Amazing what you can do with a character with the right writing and opportunity.

            This version is mostly based on his animated incarnation in the series. I was going to do a more iconic version, but as stated before, he kinda sucked in the comics. There was another Sportsmaster that was a rip-off of the Taskmaster but I stayed away from that version for now.

            Secret Origins: Little is known about Sportsmaster’s past other than that he was a great high school athlete, with the last name of Crock, that got in trouble and eventually became a mercenary with a penchant for using sports themed weaponry.

            The Story so Far: Sportsmaster and his wife, Paula once worked together as assassins; He used to do freelance work for the League of Shadows. During one mission, Paula took the fall for both of them. She ended up in prison, and in a wheelchair. He raised his two daughters, but they were eventually taken away because he was emotionally and verbally abusive. After a bought with the bottle, he eventually got himself back together and became one of the top mercenaries in the world. But he still wants his daughters back and even though he’s been searching for them or years, he hasn’t found them yet.

            Characterization: Sportsmaster's large stature is a clear indicator of his personality. He is arrogant, cocky, and blunt. Supported by his size, he is very aggressive when in battle.
            Despite his arrogance, he will compliment someone should they surpass his expectations and he rarely loses his cool in dire situations.

            Friends and Foes: Sportsmaster generally worked alone but he does still feel he owes Paula and has paid for a lot of her care once she got our prison despite them getting divorced during her time away.
            Last edited by Thorpacolypse; 03-04-2016, 09:45 PM.
            The Thorpacolypse
            Member of the Guild of Calamitous Intent since 2005
            Co-Chair of the Council of 13
            "Hate you can trust"

            Comment


            • Re: 182 - Midnight's Fire

              Originally posted by Thorpacolypse View Post
              Build Comments: So I have never read anything with Midnight’s Fire in it, but from the Wikis, he seemed pretty cool
              Unfortunately he wasn't: He was actually a pretty lame character in the source material.... His sister Sil was the more interesting character of the two.

              Originally posted by Thorpacolypse View Post
              Check out this J-Mart Favorite item for our Villains Line on Aisle 1!


              OK, Young Justice made Sportsmaster, I repeat, SPORTSMASTER cool...and they couldn't do that in comics for like 30 years?!?!?!? Come on, DC writers...
              An this is how I feel whenever I see DC & Marvel bring out lame arse characters, knowing that all it would have taken to make them interesting was a little talent & foresight. Same goes for the jobbers Green Ronin is giving us at the moment.
              “The very powerful and the very stupid have one thing in common. Instead of altering their views to fit the facts, they alter the facts to fit their views...which can be very uncomfortable if you happen to be one of the facts that needs altering.”

              -Doctor Who

              Comment


              • 185 - Karl Ruprecht Kroenen

                Check out this new item for our Villains Line!


                I generally hate evil ninja Nazis, but dang, he's wicked cool looking...

                KARL RUPRECHT KROENEN
                PL: 9 (152 pts) - OPL: 9 ; DPL: 9

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

                SKILLS: Acrobatics 7 (+12) [Agile Feint], Athletics 7 (+10), Deception (-1), Expertise [Magic] 1 (+5), Expertise [Science] 8 (+12), Insight (+3), Intimidation 6 (+5), Perception (+3), Persuasion (-1), Ranged Combat [Firearms] 3 (+10), Stealth 8 (+13) [Hide in Plain Sight], Technology 4 (+7), Treatment 4 (+7)

                ADVANTAGES: Agile Feint, Close Attack (2), Defensive Attack, Diehard, Equipment (2), Fearless, Hide in Plain Sight, Improved Critical (1) (Short Blades), Improved Defense, Improved Initiative (1), Languages (1) (English, Base: German), Move-by Action, Power Attack, Precise Attack (1) (Close, Concealment), Ranged Attack (3), Takedown (1), Trance, Uncanny Dodge

                POWERS:
                Clockwork Body: Immunity 4 (Need to Sleep, Aging, Critical Hits), Enhanced Advantages 3 (Diehard, Great Endurance, Last Stand*), Protection 3, Impervious 3, Immortality 5 (1/day, Flaw: Body must be intact for windup); 21 pts
                Kroenen Blades: 13 pts traits, Easily Removable (-6 pts); 7 pts
                Bladed Tonfa: Slashing Strength-based Damage 3, Enhanced Advantage 1 (Improved Defense) (Extra: Breaking, Dangerous, Penetrating 6); 12 pts
                Twin Katar: Slashing Strength-based Damage 3 (Extra: Breaking, Split, Subtle); 1 pt


                EQUIPMENT:
                (10 pts)
                Gas Mask: Immunity 2 (Gases/Eye and Lung Irritants [12 hour limit]); 1 pt
                Heavy Pistol: Ranged Ballistic Damage 4; 8 pts

                OFFENSE:
                Initiative +9
                Close Attack +12 [Unarmed +3; Bladed Tonfa +6, Critical 18-20; Twin Katar +6, Critical 19-20]
                Ranged Attack +7
                Firearms +10 [Heavy Pistol +4]

                DEFENSES:
                Dodge +11 [DC21] Parry +11 [DC21]
                Toughness +7, Fortitude +9, Will +7

                COMPLICATIONS:
                Disability: Mute, mostly by choice but the enhancements to his body have made it difficult for him to speak.
                Enemy: Hellboy.
                Patriotism: Kroenen remains loyal to the ideal of Nazism and is committed to the cause of creating a new Reich.

                Abilities 64 + Skills 24 (48 ranks) + Advantages 20 + Powers 28 + Defenses 16 = 152 / 152

                Build Comments: Karl Kroenen, my favorite undead Nazi assassin from the Hellboy-verse. He was one of the highlights of the first Hellboy movie and I hope (if they ever get around to it) he shows up again in the 3rd one.

                Secret Origins: Karl Ruprecht Kroenen was born in Munich, Germany in 1897. A musical prodigy with angelic features and blonde hair, young Kroenen toured the capitals of Europe singing opera until his voice deepened with the onset of puberty, thereby ending his career. From a very early age, he demonstrated symptoms of masochism, whipping himself with a fresh branch of oak each day, and finding pleasure in the pain.

                As a teenager, he loathed his awkwardness and developed an extreme form of body dysmorphic disorder. In his obsession with physical perfection, he conducted brutal experiments on his own body, including surgically removing his own eyelids, lips, and his toe- and finger nails. He also designed a tight-fitting gas mask to filter out germs, which he wore almost permanently.

                He also became quite adept with mechanical devices, believing that fusing mechanical constructs with living bodies would help create perfection. One of his early inventions was a clockwork nightingale that sang a Mozart aria perfectly.

                The Story so Far: In 1930, he met the resurrected Rasputin for the first time. Obsessed with purity, Kroenen quickly became Rasputin’s most loyal disciple. He subsequently joined the Nazi Party, and rose quickly through the ranks, joining the Schutzstaffel in 1933 and achieving the rank of Obersturmbannführer (Lieutenant Colonel). He was awarded the Iron Cross for services to the Third Reich, including a tour of duty as commandant of Auschwitz concentration camp, where he served with distinction. Kroenen became head of the Thule Society, a group of German aristocrats obsessed with the occult. He helped them to spearhead Project Ragna Rok, engineering the portal generator that would conjure the Scarlet Beast, Hellboy, in October 1944.
                A masterful fencer, he also became renowned for his swordsmanship and created his own signature swords.

                When Allied Forces stormed the island off the coast of Scotland where Project Ragna Rok took place, Kroenen killed several of the American soldiers attacking the base, but was distracted by a grenade thrown under the portal device by a young Professor Trevor Bruttenholm. Kroenen tried to retrieve the grenade, but his left hand was blown off, and a length of concrete reinforcing rod impaled him through the chest, severing his spine. Shortly thereafter, he disappeared.
                After his disappearance, in 1956, an unmarked grave in Romania was found. Dental records identified the remains as those of Kroenen.

                However, Kroenen reappeared approximately 8 years ago. Thanks to the inexplicable powers of science and black magic, Kroenen "repaired" himself with a prosthetic mechanical hand, a steel rod replacing the broken part of his spine and a clockwork heart, operated by a wind-up key implanted in his chest. By cranking the key, he was able to increase his speed and reflexes. After long decades, the blood in his veins dried up completely, leaving only dust, and rendering him virtually invulnerable to gunshot wounds. He could also turn the key to "switch off" his body (literally), remaining in a dormant state and appearing dead, until he was reanimated. He used this deceptive technique to infiltrate the BPRD headquarters. After critically wounding BPRD Agent Clay, he faked his own death and lay beside Clay, and they were both taken into the headquarters. Once inside, Kroenen drew Rasputin there, and personally killed the now elderly Professor Broom, before disappearing with Rasputin.

                The BPRD tracked Rasputin to his own mausoleum beneath Moscow. Hellboy seemingly avenged Bruttenholm's death by throwing Kroenen into an impalement trap — a spiked pit hidden beneath a trapdoor. Skewered on the stakes, Kroenen was crushed when Hellboy dropped a giant cog on top of him.

                But again, this was not the end of Kroenen. His body was recovered by agents of the Red Skull and Armin Zola was able to rebuild him again. Kroenen has since been an ally of the Schmidt and has also worked with other living members of the Nazi regime while he awaits Rasputin’s eventual return. He has also recruited and trained other Nazi loyalists to train and experiment on, creating his own personal squad known as the Kroenen Corps, that share most of his physical/mechanical makeup as well as being deadly swordsmen.

                Friends and Foes: Kroenen is most loyal to Rasputin, although he remains dead for the time being. Until his master’s return, Kroenen works with other Nazi villains like The Red Skull, Baron Blood and Overshadow.
                Last edited by Thorpacolypse; 07-19-2014, 11:17 AM.
                The Thorpacolypse
                Member of the Guild of Calamitous Intent since 2005
                Co-Chair of the Council of 13
                "Hate you can trust"

                Comment


                • 186-187 - Otto Skorzeny and Werwolves

                  We've finally got some semi-original items that are our first items on Aisle 13!


                  War is inevitable, and this time, it will be truly world wide. It will unravel everywhere and there will be no limit to its battlefields. The condemnations of Nuremberg will be one of the main reasons, which will cause this war to be a conflict whose horror will be unparalleled. These condemnations gave birth, in fact, to a new conception which makes the victor a hero and the vanquished an odious criminal. By this fact, each leader will wage war like a demon in order not to be the loser and become, consequently, a criminal. All the atrocities that can be imagined by man, will be committed during this next war, in order to prevent the enemy from acquiring victory. What I have just said, I have repeated to the American representatives and I have warned them that all of the mothers of the entire world will one day curse America. - Otto Skorzeny

                  OTTO SKORZENY
                  PL: 11 (188 pts) - OPL: 11 ; DPL: 11

                  ABILITIES: STRENGTH 6, STAMINA 5, AGILITY 5, DEXTERITY 7, FIGHTING 13, INTELLECT 3, AWARENESS 4, PRESENCE 4

                  SKILLS: Athletics 6 (+12), Deception 8 (+12), Expertise [Military] 18 (+21), Insight 8 (+12) [Assessment, Combat Clarity], Intimidation 8 (+12), Investigation 4 (+7) [Well-Informed], Perception 7 (+11), Persuasion 3 (+7), Ranged Combat [Guns] 3 (+13), Stealth 4 (+9), Vehicles 1 (+8)

                  ADVANTAGES: Assessment, Benefit (3) (Status – Military Legend, Wealth 2 [Independently Wealthy]), Combat Clarity* (1), Combat Leader*, Defensive Roll (2), Diehard, Equipment (3), Favored Foe (Captain America), Improved Aim, Improved Critical (1) (Guns), Improved Initiative (1), Improvised Tools, Improvised Weapon (1), Languages (2) (French, Spanish, English, 2 others, Base: German), Leadership, Power Attack, Quick Draw, Ranged Attack (3), Takedown (1), Well-Informed

                  POWERS:
                  Cyborg Enhancements: Protection 2, Regeneration 2 (1/every 5 rounds), Speed 1 (4 mph/60 fpr), Leaping 2 (30 ft), Immunity 2 (Aging, Disease), Senses 3 (Normal Vision [Extended], Normal Hearing [Extended], Infravision); 12 pts

                  EQUIPMENT:
                  (15 pts)
                  Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
                  Sword: Slashing Strength-Based Damage 3, Dangerous; 4 pts
                  Heavy Pistol: Ranged Ballistic Damage 4; 8 pts

                  OFFENSE:
                  Initiative +9
                  Close Attack +13 [Unarmed +6; Sword +9, Critical 19-20; Knife +7, Critical 19-20]
                  Ranged Attack +10
                  Guns +13 [Heavy Pistol +4, Critical 19-20]

                  DEFENSES:
                  Dodge +13 [DC23] Parry +13 [DC23]
                  Toughness +9, Fortitude +10, Will +10

                  COMPLICATIONS:
                  Enemy: Captain America, The Winter Soldier, Uncle Sam.
                  Honor: Skorzeny is a man of his word and will not break it if he gives it.
                  Motivation: Money, power and his legacy.
                  Responsibility: To his men and to whoever he is serving at that time.

                  Abilities 94 + Skills 35 (70 ranks) + Advantages 28 + Powers 12 + Defenses 19 = 188 / 188

                  Build Comments: I didn’t know much about Otto until a few years back when Minister was posting his Weird War stuff for 2E. Looking him up, the dude was practically a real life action hero (or villain). The guy was a one of best Black Ops minds in the world during the early part of the 20th century. He led the liberation mission of Mussolini which was something out of a movie. Then when he was being held for war crimes after World War II, dude escaped from prison in another movie worthy moment. Check out his Wikipedia page, it’s impressive.

                  So he seemed like a good choice for a good old modern Nazi resurrection and to side with Red Skull in his constant campaign against Captain America. I made him a cyborg to be able to physically hang with Cap but even if I didn’t, I don’t think a PL8 would be out of the question for his real-life self.

                  Secret Origins: Otto Skorzeny was an Austrian SS-Obersturmbannführer (Lieutenant Colonel) in the German Waffen-SS during World War II. His legendary exploits have made him one of the most recognized military figures of the 20th century.

                  Skorzeny was born in Vienna into a middle class Austrian family with Polish roots that had a long history of military service. In addition to his native German, he spoke excellent French.
                  He was a noted fencer as member of a German-national Burschenschaft as a university student in Vienna. He engaged in thirteen personal combats, with the tenth resulted in a wound that left a dramatic dueling scar—known in academic fencing as a Schmiss (German for "smite" or "hit")—on his cheek.

                  The Story so Far: In 1931 Skorzeny joined the Austrian Nazi Party and soon became a member of the Nazi SA. A charismatic figure, Skorzeny played a minor role in the Anschluss on 12 March 1938, when he saved the Austrian President Wilhelm Miklas from being shot by Austrian Nazis.

                  After fighting on the Eastern Front, he was chosen as the field commander to carry out the rescue mission that freed the deposed Italian dictator Benito Mussolini from captivity. Skorzeny was also the leader of Operation Greif, in which German soldiers were to infiltrate through enemy lines, using their opponents' language, uniforms, and customs. At the end of the war, Skorzeny was involved with the Werwolf guerrilla movement and the ODESSA network where he would serve as Spanish coordinator.

                  Although he was charged with breaching the 1907 Hague Convention in relation with Operation Greif, the Dachau Military Tribunal acquitted Skorzeny after the war. Skorzeny fled from his holding prison in 1948, first to France, and then to Spain.

                  In his later years, he went underground and became a military trainer and consultant to a number of countries. It was believed that after years of health problems, he finally succumbed to lung cancer on 5 July 1975 in Madrid. However, that was simply a cover story. In reality, after Skorzeny’s battle with cancerous tumors on his spine in 1970, he began to research methods of extending his life and returning to his physical prime. It’s not currently known who assisted him, but during 1974-1975, he underwent a series of treatments and cyberization that allowed him to become essentially immortal and enhanced his physiology to the levels of his old foe, Captain America.

                  He became a soldier of fortune and began recruiting an elite group of soliders to serve as his personal squad, the Werwolves. Around 10 years ago, he was able to negotiate with the rogue wizard only known as Cowl for a dozen Hexenwolf belts that allowed his squad to turn into true werewolves, making them even more formidable.

                  Characterization: Skorzeny is one of the great military minds of all time, a master of guerilla warfare and a skilled combatant. He also possesses a great will as he showed in 1970, when a cancerous tumor was discovered on his spine. Two tumors were removed in Hamburg, but the surgery left him paralyzed from the waist down. Vowing to walk again, Skorzeny spent long hours with a physical therapist, and within six months was back on his feet.

                  He is a master motivator and leader of men, and his Werwolves are fiercely loyal to him and would die for him without question.

                  Friends and Foes: Over the years, his dedication to the Nazi ideals have waned and he has become more of a opportunist with regards to who he and his Werwolves work with. He still maintains ties with the Red Skull and Overshadow, having worked for both, but he has also worked for groups in the Middle East, Romania, Latveria and other countries.

                  --

                  And here are his elite soldiers, the Werwolves.



                  WERWOLVES
                  PL: 8 (105 pts) - OPL: 8 ; DPL: 8

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

                  SKILLS: Acrobatics 1 (+3/+6), Athletics 4 (+6/+9), Deception (+1), Expertise [Military] 5 (+6), Insight (+2), Intimidation 3 (+4/+8), Perception 3 (+5), Persuasion (+1), Ranged Combat [Guns] 4 (+9), Stealth 4 (+6/+9), Vehicles 2 (+5)

                  ADVANTAGES: Close Attack (1 [3]), Equipment (6), Improved Aim, Improved Critical (1) (Guns), Improved Initiative, Languages (1) (French, English, Base: German), Ranged Attack (2), Takedown (1), Teamwork

                  POWERS:
                  Hexenwolf Belts: 33 pts traits, Removable (-7 pts), Flaw: Activation (Move Action); 26 pts
                  Werwolf Physiology: Enhanced Strength 3, Enhanced Stamina 3, Enhanced Agility 3, Enhanced Advantages 3 (Close Attack 2, improved Initiative), Enhanced Skills 2 (Intimidation 4 ranks), Speed 2 (8 mph/120 fpr), Leaping 1 (15 mph), Senses 6 (Low-light Vision, Normal Hearing [Extended], Scent [Acute, Ranged, Tracking], Ultrahearing), Immunity 1 (Environmental Cold); 33 pts

                  EQUIPMENT:
                  (30 pts)
                  Tactical Vest: Protection 3, Limited to Ballistic Damage, Subtle; 3 pts
                  Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
                  Heavy Pistol: Ranged Ballistic Damage 4; 8 pts
                  Arsenal: (17 pts)
                  Assault Rifle: Ranged Ballistic Multiattack Damage 5; 15 pts
                  Sniper Rifle: Ranged Ballistic Damage 5, Dangerous, Extended Range (50/100/200); 1 pt
                  Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 1 pt

                  OFFENSE:
                  Initiative +2 (+6 in Werwolf form)
                  Close Attack +8 [Unarmed +2; Knives +3, Critical 19-20]
                  Werwolf Form Close Attack +10 [Unarmed +5; Knives +6, Critical 19-20]
                  Ranged Attack +5
                  Guns +9 [Heavy Pistol +4, Critical 19-20; Assault Rifle +5, Critical 19-20, Multiattack; Sniper Rifle +5, Critical 18-20]
                  Special Attack [Fragmentation Grenades +5, Burst Area]

                  DEFENSES:
                  Dodge +7 [DC17] Parry +7 [DC17]
                  Toughness +3 (+6 against ballistics, +6 in Werwolf form, +9 against ballistics in Werwolf form), Fortitude +5 (+8 in Werwolf form), Will +5

                  COMPLICATIONS:
                  Addiction: The Werwolves must continually fight against the over-usage of their belts, lest the beast overtake them for good.
                  Responsibility: To their teammates and mostly to their leader, Otto Skorzeny.

                  Abilities 42 + Skills 13 (26 ranks) + Advantages 14 + Powers 26 + Defenses 10 = 105 / 105

                  Build Comments: The Werwolves.
                  Last edited by Thorpacolypse; 01-21-2015, 08:46 PM.
                  The Thorpacolypse
                  Member of the Guild of Calamitous Intent since 2005
                  Co-Chair of the Council of 13
                  "Hate you can trust"

                  Comment


                  • Re: 107 - Arcade

                    Originally posted by Thorpacolypse View Post
                    We've got a new addition to our Villains Line getting stocked on Aisle 2!


                    I promise... I've given up games of murder. I'm done with death traps. Okay... maybe a tiny little death trap. - Arcade

                    ARCADE
                    PL: 10 (100 pts) - OPL: 10 ; DPL: 10

                    ABILITIES: STRENGTH 0, STAMINA 2, AGILITY 1, DEXTERITY 3, FIGHTING 2, INTELLECT 8, AWARENESS 3, PRESENCE 4

                    SKILLS: Close Combat [Cane] 3 (+5), Deception 8 (+12) [Taunt], Expertise [Assassin] 5 (+13), Expertise [Robotics] 12 (+20), Insight 5 (+8), Intimidation 2 (+6), Investigation 2 (+10), Perception 4 (+7), Persuasion (+4), Stealth (+1), Technology 11 (+19) [Inventor]

                    ADVANTAGES: Benefit (2) (If the heroes get to him, it’s usually a robot duplicate of him instead), Equipment (4), Favored Environment (Murderworld), Inventor, Luck (Edit Scene) (1), Speed of Thought*, Taunt

                    POWERS:
                    NONE

                    EQUIPMENT:
                    (20 pts)
                    Cane: Bludgeoning Strength-based Damage 1; 1 pt
                    Murderworld: (17 pts)
                    Size - H, Tough - 12, Features 10 - Communications, Concealed, Defense Systems, Deathtraps 5, Holding Cells, Power System, Secret; 17 pts

                    OFFENSE:
                    Initiative +8
                    Close Attack +2 [Unarmed +0]
                    Cane +5 [Cane +1; Special Close Attack +0]
                    Ranged Attack +3

                    DEFENSES:
                    Dodge +5 [DC15] Parry +5 [DC15]
                    Toughness +2, Fortitude +6, Will +9

                    COMPLICATIONS:
                    Arrogance: Despite his lack of success against "a-list" heroes, he's very confident in his reputation as a master assassin
                    Obsession: Gamesmanship. He loves his job of killing, but it always has to be a game for him to truly enjoy it

                    Abilities 46 + Skills 26 (52 ranks) + Advantages 11 + Powers 0 + Defenses 17 = 100 / 100

                    Build Comments: Never was a huge fan of Arcade, but BARON has a love for him that is so strong, it actually made me a fan. He’s used him in several of his fights and stories and it’s always entertaining, moreso than he usually is in main continuity. Maybe Marvel should hire BARON to write JUST Arcade stories. Well, I guess he could write Batman for DC, too… :wink:

                    The Murderworld I built for him is just a sample, he’s one of those characters that you should use your imagination with and tailor his Murderworld for the players. You can also throw in a Miss Locke for some “muscle” for him and he usually has a few robot duplicates of the heroes to throw at them as well.

                    Secret Origins: Arcade gave differing accounts of his past life, and as yet there is no evidence to substantiate any of those accounts. Apparently Arcade told falsehoods about his past to mislead and confuse his opponents for his own amusement.

                    One of Arcade's accounts stated that he was the spoiled son of a millionaire living in Beverley Hills, California, and killed his own father to acquire his vast sums of money on his 21th birthday, possibly also because he had treated him of being worthless. In killing his father, Arcade discovered that he had a talent and liking for murder. He therefore became an assassin, but was soon bored with killing by ordinary means, and used his great wealth to construct hidden complexes of high-tech death traps designed in the manner of an amusement park.

                    The Story so Far: Arcade killed victims by trapping them within his "Murderworld" for whomever would pay the millions he charged. To him, the game itself was more important than the expense or even the winning. He was also contracted to kill various super heroes, from common foes like Spider-Man and the X-Men, to other targets like Puck and Northstar of Alpha Flight, and Ghost Rider, but these attempts always resulted in failure. Occasionally, Arcade held personal grudges against heroes, trying to kill them for free, such as Captain Britain or Batman.

                    Arcade killed his long-time assistant Miss Locke and mutilated his own face during a plot to frame Wolverine in a complex "Jack the Ripper"-like series of murders. His plot was defeated by Wolverine, Gambit, and his former ally Mastermind (Martinique Jason), the daughter of the original Mastermind, who left Arcade in a state of delusion.

                    At some point, Arcade recovered, and returned to his usual modus operandi, capturing heroes such as Spider-Man and the Black Cat but escaping capture.

                    Characterization: Arcade is a highly sought after assassin, even though his record against name superheroes isn’t sterling. He enjoys the game more than the actual kill most of the time and loves to change the rules up to keep things interesting. But most of the time, once the rules are in place, he will abide by them, at least until he has time to change them up.

                    Friends and Foes: He had a relationship with his former assistant Miss Locke, but apparently killed her. He often creates androids with her visage. Other than that, he generally works alone, but has teamed up with other villains when it helps his game. He generally doesn’t get personal with his foes, but he seems to have a particular desire to kill Wolverine, Spider-Man and Batman above everyone else.
                    My first replacement item is Arcade, who I am putting in my original Sentinel build spot because I am going to do a Sentinel run after seeing Days of Future Past and I want them all together.
                    The Thorpacolypse
                    Member of the Guild of Calamitous Intent since 2005
                    Co-Chair of the Council of 13
                    "Hate you can trust"

                    Comment


                    • 188 - Sentinels (Mark I)

                      We've got a new addition to our Villains Line getting stocked on Aisle 2!


                      Target acquired. - Sentinels

                      SENTINELS
                      PL: 9 (145 pts) - OPL: 9; DPL: 9

                      ABILITIES: STRENGTH 11, STAMINA --, AGILITY -1, DEXTERITY 2, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE -2

                      SKILLS: Athletics (+11), Close Combat [Unarmed] 3 (+7), Expertise [Mutants] 8 (+10), Intimidation (-2/+2), Insight (+2), Perception 3 (+5), Ranged Combat [Weapon Array] 4 (+6), Stealth (-1/-9)

                      ADVANTAGES: Favored Foe (Mutants), Teamwork

                      POWERS:
                      Sentinel Size 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 Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Impervious Protection 5, Impervious Toughness 5; 55 pts
                      Mutant Sensors: Senses 4 (Detect Mutants [Ranged, Extended, Accurate]); 4 pts
                      Boot Rockets: Flight 6 (120 mph/1800 fpr); 12 pts
                      Weapon Array: 24 pt Array; 26 pts
                      Plasma Blast: Ranged Plasma Energy Damage 12; 24 pts
                      Stun Beam: Ranged Affliction 12 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
                      Disintegration Beam: Ranged Weaken 12 (Flaw: Limited to objects only); 1 pt


                      EQUIPMENT:
                      NONE

                      OFFENSE:
                      Initiative -1
                      Close Attack +4
                      Unarmed +7 [Unarmed +11]
                      Ranged Attack +2
                      Weapon Systems +6 [Plasma Blast +12; Stun Beam Affliction +12; Disintegration Beam Weaken +12]

                      DEFENSES:
                      Dodge +0 [DC10] Parry +5 [DC15]
                      Toughness +13 (+6 Impervious), Fortitude Immune, Will +2

                      COMPLICATIONS:
                      Responsibility: Capture, kill or scare the hell of mutants.
                      Vulnerable: Sentinels are vulnerable to magnetic effects and electrical effects, taking an extra degree of failure against them.

                      Abilities 10 + Skills 9 (18 ranks) + Advantages 2 + Powers 114 + Defenses 10 = 145 / 145

                      Comments: Good old Sentinels, the X-Men's long time tormentors. There have been many versions of them so I decided after just posting the Mark I-ish before, I'd take some time and work up several models as well as Master Mold, Nimrod, etc. As such I moved this one from an earlier post, updated it a bit and have the rest ready to go as again, I try to work on keeping more like builds together.

                      Secret Origins: The Sentinels were first created by Dr. Bolivar Trask, who intended to use them to save humanity from what he saw as a threat to the species' existence in the form of mutants.

                      In a television debate between Trask and Professor Charles Xavier, Trask revealed and then activated the Sentinels, who promptly decided that the best way to protect humanity was to rule over it themselves. The Sentinels kidnapped Xavier and brought him and Trask to the primary Sentinel, Master Mold, only for Xavier's students, the X-Men, to find them. When Trask realized the error in his ways and that not all mutants were a threat to the world at large, he aided the X-Men by sabotaging the machinery in the Sentinel base, destroying Master Mold and the Sentinels in the explosion, but he died in the process. However, numerous Sentinels and several Master Molds were built after the destruction of the original models.

                      Trask had a son, Larry, who was also a mutant. Trask gave his son a control medallion which blocked the Sentinels' mutant-sensing equipment. Not aware that he was a mutant, Larry built the next batch of Sentinels, only to be slain by them when he removed the control medallion. Larry's "Mark II" Sentinels were later persuaded by Cyclops to fly into the sun, as he was able to convince them that they needed to destroy the sun in order to completely prevent mutation.

                      Sentinels of several varieties have been used to hunt mutants and other superhumans over the years. Rumor has it that Lex Luthor has acquired Trask's Sentinel and Master Mold specs via black market auction and has been "playing" with some in his spare time.

                      Here's some Mass Combat specs for the Mark-I. Quite dangerous in larger numbers.

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

                      SENTINEL (MARK I) MASS COMBAT

                      CORPS (20,000-50,000): ATTACK 20, DAMAGE 25, DEFENSE -2, TOUGHNESS 27, INITIATIVE 0, MORALE 0
                      DIVISION (9,000-15,000): ATTACK 19, DAMAGE 24, DEFENSE -2, TOUGHNESS 26, INITIATIVE 0, MORALE 0
                      BRIGADE (6,000-8,000): ATTACK 18, DAMAGE 23, DEFENSE -2, TOUGHNESS 25, INITIATIVE 0, MORALE 0
                      REGIMENT 1 (3,000-4,000): ATTACK 17, DAMAGE 22, DEFENSE -2, TOUGHNESS 24, INITIATIVE 0, MORALE 0
                      REGIMENT 2 (1,250-2,750): ATTACK 16, DAMAGE 21, DEFENSE -2, TOUGHNESS 23, INITIATIVE 0, MORALE 0
                      BATALLION 1 (500-1,000): ATTACK 15, DAMAGE 20, DEFENSE -2, TOUGHNESS 22, INITIATIVE 0, MORALE 0
                      BATALLION 2 (150-450): ATTACK 14, DAMAGE 19, DEFENSE -2, TOUGHNESS 21, INITIATIVE 0, MORALE 0
                      COMPANY 1 (140): ATTACK 13, DAMAGE 18, DEFENSE -2, TOUGHNESS 20, INITIATIVE 0, MORALE 0
                      COMPANY 2 (55-125): ATTACK 12, DAMAGE 17, DEFENSE -2, TOUGHNESS 19, INITIATIVE 0, MORALE 0
                      PLATOON 1 (30-50): ATTACK 11, DAMAGE 16, DEFENSE -2, TOUGHNESS 18, INITIATIVE 0, MORALE 0
                      PLATOON 2 (15-40): ATTACK 10, DAMAGE 15, DEFENSE -2, TOUGHNESS 17, INITIATIVE 0, MORALE 0
                      SQUAD (8-10): ATTACK 9, DAMAGE 14, DEFENSE -2, TOUGHNESS 16, INITIATIVE 0, MORALE 0
                      SQUAD (4-6): ATTACK 8, DAMAGE 13, DEFENSE -2, TOUGHNESS 15, INITIATIVE 0, MORALE 0
                      BASE (2-3): ATTACK 6, DAMAGE 11, DEFENSE -2, TOUGHNESS 13, INITIATIVE 0, MORALE 0
                      Last edited by Thorpacolypse; 10-28-2016, 07:11 PM.
                      The Thorpacolypse
                      Member of the Guild of Calamitous Intent since 2005
                      Co-Chair of the Council of 13
                      "Hate you can trust"

                      Comment


                      • 189 - Sentinels (Mark V)

                        Our next item in our Villains Line is companion item to our last new item!


                        Target acquired...

                        SENTINELS (MARK V)
                        PL: 10 (159 pts) - OPL: 10; DPL: 9

                        ABILITIES: STRENGTH 12, STAMINA --, AGILITY -1, DEXTERITY 2, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE -2

                        SKILLS: Athletics (+12), Close Combat [Unarmed] 4 (+8), Expertise [Mutants] 9 (+11), Intimidation (-2/+2), Insight 8 (+10) [Assessment], Perception 4 (+6), Ranged Combat [Weapon Array] 6 (+8), Stealth (-1/-11)

                        ADVANTAGES: Assessment, Favored Foe (Mutants), Teamwork

                        POWERS:
                        Sentinel Size: Growth 10 (+10 Str, +10 Protection, -5 Dodge/Parry, -10 Stealth, +5 Intimidation, Speed +1, +10 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 21 pts
                        Robot Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Impervious Protection 3, Impervious Toughness 7; 53 pts
                        Mutant Sensors: Senses 4 (Detect Mutants [Ranged, Extended, Accurate]); 4 pts
                        Boot Rockets: Flight 6 (120 mph/1800 fpr); 12 pts
                        Search Lights: Environment 3 (120 ft radius; Light [reduce total concealment to partial and partial concealment to none]); 3 pts
                        Weapon Array: 24 pt Array; 29 pts
                        Plasma Blast: Ranged Plasma Energy Damage 12; 24 pts
                        Stun Beam: Ranged Affliction 12 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
                        Disintegration Beam: Ranged Weaken 12 (Flaw: Limited to objects only); 1 pt
                        Blinding Flash: Burst Area Cumulative Affliction 10 (Resisted by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Burst Area [30 ft radius], Flaw: Limited [one sense]); 1 pt
                        Capture Cables: Ranged Cumulative Affliction 8 (Resisted by Dodge, Overcome by Strength/Damage, 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Flaw: Limited to two Degrees); 1 pt
                        Liquid Nitrogen Blast: Ranged Cumulative Affliction 8 (Resisted by Dodge, Overcome by Fortitude; 1st: Hindered, 2nd: Immobilized, 3rd: Paralyzed); 1 pt


                        EQUIPMENT:
                        NONE

                        OFFENSE:
                        Initiative -1
                        Close Attack +4
                        Unarmed +8 [Unarmed +12]
                        Ranged Attack +2
                        Weapon Systems +8 [Plasma Blast +12; Stun Beam Affliction +12; Disintegration Beam Weaken +12; Capture Cables Affliction +8; Liquid Nitrogen Affliction +8]
                        Special Attack [Blinding Flash Affliction +10, Burst Area]

                        DEFENSES:
                        Dodge -1 [DC9] Parry +5 [DC15]
                        Toughness +13 (+6 Impervious), Fortitude Immune, Will +2

                        COMPLICATIONS:
                        Responsibility: Capture, kill or scare the hell of mutants.
                        Vulnerable: Sentinels are vulnerable to magnetic effects and electrical effects, taking an extra degree of failure against them.

                        Abilities 8 + Skills 15 (30 ranks) + Advantages 3 + Powers 122 + Defenses 11 = 159 / 159

                        Build Comments: This is the upgraded Mark V-ish version of the Sentinels. A little bit more effective and a few more options in combat. Still not too big of a threat in small numbers for an experienced X-person.

                        Some Mass Combat stats for them. Pretty similar to the Mark I

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

                        SENTINEL (MARK V) MASS COMBAT

                        CORPS (20,000-50,000): ATTACK 21, DAMAGE 26, DEFENSE -2, TOUGHNESS 27, INITIATIVE 0, MORALE 0
                        DIVISION (9,000-15,000): ATTACK 20, DAMAGE 25, DEFENSE -2, TOUGHNESS 26, INITIATIVE 0, MORALE 0
                        BRIGADE (6,000-8,000): ATTACK 19, DAMAGE 24, DEFENSE -2, TOUGHNESS 25, INITIATIVE 0, MORALE 0
                        REGIMENT 1 (3,000-4,000): ATTACK 18, DAMAGE 23, DEFENSE -2, TOUGHNESS 24, INITIATIVE 0, MORALE 0
                        REGIMENT 2 (1,250-2,750): ATTACK 17, DAMAGE 22, DEFENSE -2, TOUGHNESS 23, INITIATIVE 0, MORALE 0
                        BATALLION 1 (500-1,000): ATTACK 16, DAMAGE 21, DEFENSE -2, TOUGHNESS 22, INITIATIVE 0, MORALE 0
                        BATALLION 2 (150-450): ATTACK 15, DAMAGE 20, DEFENSE -2, TOUGHNESS 21, INITIATIVE 0, MORALE 0
                        COMPANY 1 (140): ATTACK 14, DAMAGE 19, DEFENSE -2, TOUGHNESS 20, INITIATIVE 0, MORALE 0
                        COMPANY 2 (55-125): ATTACK 13, DAMAGE 18, DEFENSE -2, TOUGHNESS 19, INITIATIVE 0, MORALE 0
                        PLATOON 1 (30-50): ATTACK 12, DAMAGE 17, DEFENSE -2, TOUGHNESS 18, INITIATIVE 0, MORALE 0
                        PLATOON 2 (15-40): ATTACK 11, DAMAGE 16, DEFENSE -2, TOUGHNESS 17, INITIATIVE 0, MORALE 0
                        SQUAD (8-10): ATTACK 10, DAMAGE 15, DEFENSE -2, TOUGHNESS 16, INITIATIVE 0, MORALE 0
                        SQUAD (4-6): ATTACK 9, DAMAGE 14, DEFENSE -2, TOUGHNESS 15, INITIATIVE 0, MORALE 0
                        BASE (2-3): ATTACK 7, DAMAGE 12, DEFENSE -2, TOUGHNESS 13, INITIATIVE 0, MORALE 0
                        Last edited by Thorpacolypse; 10-28-2016, 07:15 PM.
                        The Thorpacolypse
                        Member of the Guild of Calamitous Intent since 2005
                        Co-Chair of the Council of 13
                        "Hate you can trust"

                        Comment


                        • 190 - Sentinels (Mark X)

                          Check out this new item for Aisle 2 that keeps our latest run moving right along!


                          They should have worked on a deal with QVC. I bet they'd sell a ton.

                          SENTINELS (MARK X - SUITCASE SENTINEL)
                          PL: 7 (141 pts) - OPL: 7; DPL: 7

                          ABILITIES: STRENGTH 8, STAMINA -5, AGILITY 0, DEXTERITY 2, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE -2

                          SKILLS: Athletics (+8), Close Combat [Unarmed] 3 (+7), Deception (-2), Expertise [Mutants] 8 (+10), Insight 8 (+10) [Assessment], Intimidation (-2), Perception 4 (+6), Persuasion (-2), Ranged Combat [Weapon Array] 5 (+7), Stealth (+0)

                          ADVANTAGES: Assessment, Favored Foe (Mutants), Teamwork

                          POWERS:
                          Collapsible: Feature 1 (Can fold up be stored in suitcase when not activated, requires standard action to activate when collapsed); 1 pt
                          Robot Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Protection 1, Impervious Protection 8; 57 pts
                          Mutant Sensors: Senses 4 (Detect Mutants [Ranged, Extended, Accurate]); 4 pts
                          Boot Rockets: Flight 5 (60 mph/900 fpr); 10 pts
                          Weapon Array: 15 pt Array; 18 pts
                          Capture Cables: Ranged Cumulative Affliction 5 (Resisted by Dodge, Overcome by Strength/Damage, 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Flaw: Limited to two Degrees); 15 pts
                          Plasma Blast: Ranged Plasma Energy Damage 7; 14 pts
                          Stun Beam: Ranged Affliction 7 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
                          Disintegration Beam: Ranged Weaken 7 (Flaw: Limited to objects only); 1 pt


                          EQUIPMENT:
                          NONE

                          OFFENSE:
                          Initiative +0
                          Close Attack +4
                          Unarmed +7 [Unarmed +7]
                          Ranged Attack +2
                          Weapon Array +7 [Plasma Blast +7; Stun Blast Affliction +7; Disintegration Beam Weaken +7; Capture Cable Affliction +5]

                          DEFENSES:
                          Dodge +3 [DC13] Parry +5 [DC15]
                          Toughness +9 (+4 Impervious), Fortitude Immune, Will +2

                          COMPLICATIONS:
                          Responsibility: Capture, kill or scare the hell of mutants.
                          Vulnerable: Sentinels are vulnerable to magnetic effects and electrical effects, taking an extra degree of failure against them.

                          Abilities 20 + Skills 14 (28 ranks) + Advantages 3 + Powers 100 + Defenses 4 = 141 / 141

                          Build Comments: The Mark X Sentinel, developed by the new Hellfire Club (coming soon, I love those brats). Your standard suitcase model Sentinel for the business focused mutant hater on the go!

                          Mass Combat stats for them, since some people have a LOT of suitcases.

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

                          SENTINEL (MARK X) MASS COMBAT

                          CORPS (20,000-50,000): ATTACK 22, DAMAGE 22, DEFENSE -2, TOUGHNESS 23, INITIATIVE 0, MORALE 0
                          DIVISION (9,000-15,000): ATTACK 21, DAMAGE 21, DEFENSE -2, TOUGHNESS 22, INITIATIVE 0, MORALE 0
                          BRIGADE (6,000-8,000): ATTACK 20, DAMAGE 20, DEFENSE -2, TOUGHNESS 21, INITIATIVE 0, MORALE 0
                          REGIMENT 1 (3,000-4,000): ATTACK 19, DAMAGE 19, DEFENSE -2, TOUGHNESS 20, INITIATIVE 0, MORALE 0
                          REGIMENT 2 (1,250-2,750): ATTACK 18, DAMAGE 18, DEFENSE -2, TOUGHNESS 19, INITIATIVE 0, MORALE 0
                          BATALLION 1 (500-1,000): ATTACK 17, DAMAGE 17, DEFENSE -2, TOUGHNESS 18, INITIATIVE 0, MORALE 0
                          BATALLION 2 (150-450): ATTACK 16, DAMAGE 16, DEFENSE -2, TOUGHNESS 17, INITIATIVE 0, MORALE 0
                          COMPANY 1 (140): ATTACK 15, DAMAGE 15, DEFENSE -2, TOUGHNESS 16, INITIATIVE 0, MORALE 0
                          COMPANY 2 (55-125): ATTACK 14, DAMAGE 14, DEFENSE -2, TOUGHNESS 15, INITIATIVE 0, MORALE 0
                          PLATOON 1 (30-50): ATTACK 13, DAMAGE 13, DEFENSE -2, TOUGHNESS 14, INITIATIVE 0, MORALE 0
                          PLATOON 2 (15-40): ATTACK 12, DAMAGE 12, DEFENSE -2, TOUGHNESS 13, INITIATIVE 0, MORALE 0
                          SQUAD (8-10): ATTACK 11, DAMAGE 11, DEFENSE -2, TOUGHNESS 12, INITIATIVE 0, MORALE 0
                          SQUAD (4-6): ATTACK 10, DAMAGE 10, DEFENSE -2, TOUGHNESS 11, INITIATIVE 0, MORALE 0
                          BASE (2-3): ATTACK 8, DAMAGE 8, DEFENSE -2, TOUGHNESS 9, INITIATIVE 0, MORALE 0
                          Last edited by Thorpacolypse; 10-28-2016, 07:20 PM.
                          The Thorpacolypse
                          Member of the Guild of Calamitous Intent since 2005
                          Co-Chair of the Council of 13
                          "Hate you can trust"

                          Comment


                          • 191 - Sentinels (Mark XII)

                            Our run on Sentinels continues with these new items for Aisle 2! But look closely, or you'll miss them!


                            Now imagine what these could do to the annual Xavier School picnic!

                            SENTINELS (MARK XII - NANOBOTS)
                            PL: 8 (125 pts) - OPL: 8; DPL: 8

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

                            SKILLS: Athletics (-5), Close Combat [Weapon Array] 8 (+8), Deception (-2), Expertise [Mutants] 8 (+10), Insight 8 (+10) [Assessment], Intimidation (-2), Perception 4 (+6), Persuasion (-2), Stealth (+2)

                            ADVANTAGES: Assessment, Favored Foe (Mutants), Teamwork

                            POWERS:
                            Swarm Form: Insubstantial 2 (Gaseous consistency; Extra: Permanent, Innate, Quirk: Limited by size of individual components), Flight 2 (8 mph/120 fpr); 12 pts
                            Robot Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Impervious Protection 6; 52 pts
                            Mutant Sensors: Senses 4 (Detect Mutants [Ranged, Extended, Accurate]); 4 pts
                            Boot Rockets: Flight 6 (120 mph/1800 fpr); 12 pts
                            Weapon Array: 14 pt Array; 18 pts
                            Plasma Blasts: Multiattack Plasma Energy Damage 6 (Extra: Reach 2 [10 ft]); 14 pts
                            Plasma Blast Swarm: Burst Area Plasma Energy Damage 6 (Extra: Burst Area [30 ft radius]); 1 pt
                            Stun Beams: Multiattack Affliction 6 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Reach 2 [10 ft]); 1 pt
                            Disintegration Beam: Weaken 8 (Extra: Reach 2 [10 ft], Flaw: Limited to objects only); 1 pt
                            Mass Distraction: Burst Area Affliction 6 (Resisted/Overcome by Fortitude; 1st: Impaired, 2nd: Disabled, Extra: Burst Area [30 ft radius], Duration [Concentration], Flaw: Limited to two degrees); 1 pt


                            EQUIPMENT:
                            NONE

                            OFFENSE:
                            Initiative +2
                            Close Attack +0 [Unarmed --]
                            Weapon Array +8 [Plasma Blast +6, Multiattack; Stun Blast Affliction +6, Multiattack; Disintegration Beam Weaken +8]
                            Ranged Attack +2
                            Special Attack [Plasma Blast Swarm +6, Burst Area; Mass Distraction Affliction +6, Burst Area]

                            DEFENSES:
                            Dodge +10 [DC20] Parry +10 [DC20]
                            Toughness +6 (+3 Impervious), Fortitude Immune, Will +2

                            COMPLICATIONS:
                            Responsibility: Capture, kill or scare the hell of mutants.
                            Vulnerable: Sentinels are vulnerable to magnetic effects and electrical effects, taking an extra degree of failure against them.

                            Abilities -8 + Skills 14 (28 ranks) + Advantages 3 + Powers 98 + Defenses 18 = 125 / 125

                            Build Comments: A swarm of nanobot Sentinels could be something fun to throw at your X-players. Certainly a big change from the 20 ft giant robots. I may go back and lower their PL since I might have made them too tough.
                            Last edited by Thorpacolypse; 10-28-2016, 07:25 PM.
                            The Thorpacolypse
                            Member of the Guild of Calamitous Intent since 2005
                            Co-Chair of the Council of 13
                            "Hate you can trust"

                            Comment


                            • 192 - Sentinels (Mark XIII)

                              Check out this TRIPLE THREAT SPECIAL for Aisle 2!


                              When the hell did these Hellfire Club kids have time to build all these freakin' Sentinels AND harass Wolverine and the X-Men?

                              SENTINELS (MARK XIII - TRI-SENTINEL)
                              PL: 13 (202 pts) - OPL: 13; DPL: 13

                              ABILITIES: STRENGTH 18, STAMINA --, AGILITY -1, DEXTERITY 2, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE -2

                              SKILLS: Athletics (+18), Close Combat [Unarmed] 4 (+8), Deception (-2), Expertise [Mutants] 8 (+10), Insight 8 (+10) [Assessment], Intimidation (-2/+7), Perception 3 (+5), Persuasion (-2), Ranged Combat [Weapon Array] 7 (+9), Stealth (-1/-19)

                              ADVANTAGES: Assessment, Favored Foe (Mutants), Teamwork

                              POWERS:
                              Tri-Sentinel Size: Growth 18 (+18 Str, +18 Protection, -9 Dodge/Parry, -18 Stealth, +9 Intimidation, Speed +2, +18 Mass, Reach 4 [20 ft], Extra: Innate, Flaw: Permanent); 37 pts
                              Robot Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Protection 1, Impervious Toughness 9; 59 pts
                              Mutant Sensors: Senses 4 (Detect Mutants [Ranged, Extended, Accurate]); 4 pts
                              Tri-Face: Senses 2 (Normal Vision [Extended, Radius]); 2 pts
                              6 Armed Sentinel: Extra Limbs 4 (4 extra arms); 4 pts
                              Boot Rockets: Flight 6 (120 mph/1800 fpr); 12 pts
                              Search Lights: Environment 3 (120 ft radius; Light [reduce total concealment to partial and partial concealment to none]); 3 pts
                              Weapon Array: 34 pt Array; 39 pts
                              Plasma Blast: Ranged Plasma Energy Damage 17; 34 pts
                              Stun Beam: Ranged Affliction 17 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
                              Disintegration Beam: Ranged Weaken 17 (Flaw: Limited to objects only); 1 pt
                              Blinding Flash: Burst Area Cumulative Affliction 13 (Resisted by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Burst Area [30 ft radius], Flaw: Limited [one sense]); 1 pt
                              Capture Cables: Ranged Cumulative Affliction 11 (Resisted by Dodge, Overcome by Strength/Damage, 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Flaw: Limited to two Degrees); 1 pt
                              Giant Robot Stomping: Burst Area Bludgeoning Damage 13 (Extra: Burst Area [30 ft radius]); 1 pt


                              EQUIPMENT:
                              NONE

                              OFFENSE:
                              Initiative -1
                              Close Attack +4
                              Unarmed +8 [Unarmed +18]
                              Ranged Attack +2
                              Weapon Array +9 [Plasma Blast +17; Stun Blast Affliction +17; Disintegration Beam Weaken +17; Capture Cable Affliction +11]
                              Special Attack [Giant Robot Stomps +13, Burst Area; Blinding Flash Affliction +13, Burst Area]

                              DEFENSES:
                              Dodge +0 [DC10] Parry +5 [DC15]
                              Toughness +19 (+9 Impervious), Fortitude Immune], Will +2

                              COMPLICATIONS:
                              Responsibility: Capture, kill or scare the hell of mutants.
                              Vulnerable: Sentinels are vulnerable to magnetic effects and electrical effects, taking an extra degree of failure against them.

                              Abilities 4 + Skills 15 (30 ranks) + Advantages 3 + Powers 160 + Defenses 20 = 202 / 202

                              Build Comments: The original Tri-Sentinel was a creation of Loki’s and seemed to a favorite among X-Men fans. So it was a given that Jason Aaron would have Maximillian create his own version for the Hellfire Club to sell.

                              When nothing less than genocide will do…what a tag line...
                              Last edited by Thorpacolypse; 10-28-2016, 07:36 PM.
                              The Thorpacolypse
                              Member of the Guild of Calamitous Intent since 2005
                              Co-Chair of the Council of 13
                              "Hate you can trust"

                              Comment


                              • 193 - Nimrod

                                Check out this new addition to our X-Villains Line on Aisle 2!


                                I am Nimrod! Your physical nature automatically brands you as felons. The unsanctioned use of those mutant abilities is a capital crime... punishable by death! -Nimrod

                                NIMROD
                                PL: 12 (285 pts) - OPL: 12; DPL: 12; HP: 1

                                ABILITIES: STRENGTH 12, STAMINA --, AGILITY 2, DEXTERITY 2, FIGHTING 7, INTELLECT 4, AWARENESS 4, PRESENCE 0

                                SKILLS: Athletics (+12), Deception (+0), Expertise [Mutants] 8 (+12), Insight 8 (+12) [Assessment], Intimidation 10 (+10), Investigation 6 (+10) [Well-Informed], Perception 6 (+10), Persuasion (+0), Ranged Combat [Weapon Array] 8 (+10), Stealth (+2/-2), Technology 4 (+8)

                                ADVANTAGES: Assessment, Close Attack (3), Eidetic Memory, Favored Foe (Mutants), Well-Informed

                                POWERS:
                                Nimrod Size: Growth 4 (+4 Str, +4 Protection, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
                                Robot Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Impervious Protection 10; 60 pts
                                Self-Repair: Regeneration 3 (1/every 3 rounds), Immortality 3 (1 week); 9 pts
                                Mutant Sensors: Senses 10(Detect Mutants [Visual; Ranged, Extended 2, Accurate, Analytical], Detect Powers [Visual; Ranged, Extended, Analytical]); 10pts
                                Flight: Flight 9 (1,000 mph/2 mpr); 18 pts
                                Camouflage: Morph 3 (Humanoids); 15 pts
                                Adaptation: Variable 6 (30 pts traits; Extra: Action [Move Action], Flaw: Limited to abilities of mutant engaged); 42 pts
                                Weapon Array: 26 pt Array; 30 pts
                                Energy Blast: Ranged Plasma Energy Damage 12 (Extra: Variable Descriptor 2 [Energy]); 26 pts
                                Stun Beam: Ranged Affliction 12 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
                                Neural Scramblers: Burst Area Affliction 12 (Resisted by Will; 1st: Dazed and Impaired, 2nd: Defenseless and Stunned, Extra: Burst Area 2 [30 ft radius], Extra Condition, Flaw: Limited to two degrees); 1 pt
                                Force Fields: Create 8 (Force Objects; Extra: Impervious); 1 pt
                                Teleportation: Teleport 8 (250 miles; Extra: Extended, Flaw: Extended Only); 1 pt


                                EQUIPMENT:
                                NONE

                                OFFENSE:
                                Initiative +2
                                Close Attack +10 [Unarmed +12]
                                Ranged Attack +2
                                Weapon Array +10 [Plasma Blast +12; Stun Blast Affliction +12; Force Field Create +8]
                                Special Attack [Neural Scramblers +8, Affliction]

                                DEFENSES:
                                Dodge +8 [DC18] Parry +8 [DC18]
                                Toughness +14 (+5 Impervious), Fortitude Immune, Will +9

                                COMPLICATIONS:
                                Responsibility: Capture, kill or scare the hell of mutants.

                                Abilities 44 + Skills 25 (50 ranks) + Advantages 7 + Powers 193 + Defenses 16 = 285 / 285

                                Build Comments: I never got how the name of a bad-ass rebel king from the Bible became slang for a doofus. Thank goodness the X-verse took Nimrod back, making it a bad-ass future mutant killing machine.

                                I actually liked the design of the Nimrods in Days of Future Past for the most part, even though a lot of people didn’t seem to. The original pink-faced design wouldn’t have played well with the masses.

                                Secret Origins: Nimrod is a mutant-hunting Sentinel from an alternative future and was created by the Sentinels ruling that timeline. When Rachel Summers travels backwards in time to the present, he follows her. In the process — due to an altered timeline following Kulan Gath's occupation of New York — he saves the life of construction worker Jaime Rodriguez, who in gratitude offers him a job and a home with his family, not realizing who or what the shape-shifting Sentinel truly is.

                                The Story so Far: After gathering information about the timeline in which he finds himself, Nimrod eventually changes his prime directive from the extermination of all mutants, having determined that such widespread destruction is not necessary in this era, to only the extermination of mutants who were regarded as outlaws by the Government, such as the X-Men. He fights the Juggernaut. He hunts Rachel Summers and her new teammates, the X-Men, but is defeated by Rogue when she absorbs the powers of Nightcrawler, Kitty Pryde, and Colossus. Based on a plan that Kitty conceives before she lost consciousness, Rogue uses Nightcrawler's teleportation to teleport part of Nimrod's body away, with her and Colossus' combined invulnerability protecting her from the resulting physical strain in a manner that Nightcrawler could not have handled. Some time after this, Nimrod garners a reputation with the public of New York City as a heroic vigilante, assuming he is simply a man in powered armor. He also adopts a more human personality as part of a cover alias as a construction worker named Nicholas Hunter.

                                Nimrod later faces the combined forces of the X-Men and the Hellfire Club and proves himself as a powerful threat, killing Black Rook Friedrich Von Roehm, causing Harry Leland's fatal heart attack, nearly killing Nightcrawler and badly injuring Rogue and Sebastian Shaw.

                                When Nimrod comes across a piece of the gigantic Sentinel Master Mold while working on a construction site his programming is immediately co-opted; Master Mold merges with Nimrod, using its systems to rebuild Nimrod in its own image. The X-Men are hard pressed to defeat the reborn Master Mold at first, but Nimrod comes to their aid, claiming he has evolved as well, and no longer views them or mutants as a threat. Nimrod asserts enough control over Master Mold to render it immobile, and even convinces it that it has become a mutant as well; thus, to fulfill its prime directive to exterminate mutants, it must self-destruct. The remains of both robots are pushed through the Siege Perilous, a mystical gateway that causes all who passed through it to be reborn with new bodies. Nimrod and Master Mold are merged into one being: Bastion.

                                Reverend William Stryker found a damaged Nimrod as he enters the 616 Marvel timeline from an alternate one. Stryker uses Nimrod's memories to plan an attack on the X-Men and other mutants, but Nimrod alters its memories to facilitate its own escape and Stryker is defeated. During the New X-Men story arc "Nimrod," Nimrod searches for whom it believes is its creator, Forge. Nimrod believes Forge can repair its damaged body, but Forge instead transfers Nimrod's programming into a new body which Forge can control. Believing Forge to be in danger, the New X-Men travel to his apartment to help him. This eventually leads to Nimrod gaining control over his body and attacking Forge and the New X-Men. Nimrod is defeated when Surge overloads Nimrod's temporal unit, blasting Nimrod out of the timestream.

                                The series X-Force reveals that the Purifiers held on to most of Nimrod's body and fuse it with Bastion's head to reform Bastion. He then, using the Technarch transmode virus, revives numerous villains that have destroyed many mutants.

                                During the events of the Second Coming event, he personally confronts Hope Summers, Rogue and Nightcrawler, leading to the death of the latter. Bastion appears to be reverting more and more to fully becoming Nimrod. Some time later, Bastion unleashes an endless horde of Nimrods from an unknown future to destroy the X-Men. However X-Force, Cypher and Cable go to that future and destroy the Master Mold controlling them. At the end of the crossover the original Nimrod (Bastion) takes his original form but is destroyed by Hope. Later, the chest and head of Nimrod are exhibited in X-Force Headquarters. Deathlok identifies it as version 32.1 and the possibility for its future to come to be is 1.34%.
                                Last edited by Thorpacolypse; 10-28-2016, 07:44 PM.
                                The Thorpacolypse
                                Member of the Guild of Calamitous Intent since 2005
                                Co-Chair of the Council of 13
                                "Hate you can trust"

                                Comment

                                Working...
                                X