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  • 202 - Apocalypse

    We've got another new item our X-Villains Line hitting the Aisle 2 shelves!


    En Sabah Nur...En Sabah Nur...En Sabah Nur...

    APOCALYPSE
    PL: 15 (333 pts) - OPL: 15 ; DPL: 15

    ABILITIES: STRENGTH 15, STAMINA 14, AGILITY 2, DEXTERITY 2, FIGHTING 10, INTELLECT 10, AWARENESS 8, PRESENCE 7

    SKILLS: Athletics (+15), Close Combat [Unarmed] 1 (+11), Deception 3 (+10), Expertise [Genetics] 12 (+22), Expertise [History] 10 (+20), Insight (+8), Intimidation 8 (+15) [Daze], Perception 2 (+10), Persuasion (+7), Ranged Combat [Blast] 6 (+12), Stealth (+2), Technology 13 (+23) [Inventor], Treatment 3 (+13), Vehicles 8 (+10)

    ADVANTAGES: Benefit (7) (Status, Resources, Wealth – Leader of Clan Akkaba), Daze (1) (Intimidation), Eidetic Memory, Equipment (5), Inventor, Leadership, Power Attack, Ranged Attack (4)

    POWERS:
    Invulnerability: Immunity 11 (Aging, Life Support), Protection 4, Impervious 8, Regeneration 2 (1/every 5 rounds); 33 pts
    Celestial Energy Control: 33 pt Array; 35 pts
    Teleportation: Teleport 10 (4 miles/1000 miles; Extra: Extended, Increased Mass 3 [400 lbs]); 33 pts
    Energy Blast: Ranged Energy Damage 16; 1 pt
    Telekinesis: Perception Range Move Object 10; 1 pt
    Telepathy: Mind Reading 10, Communication 3 (Mental, Statewide/Small Nation); 1 pt

    Shapeshifting: Morph 4 (Any form), Variable 5 (25 pts traits; Physical Descriptor); 60 pts

    EQUIPMENT:
    (25 pts)
    Celestial Ship: (25 pts)
    Celestial Ship: Size - L; Tough - 20, Features - Communications, Computer, Defense System, Infirmary, Laboratory, Living Space, Power System, Workshop, Healing Chamber (Regeneration 10), Space Flight (Flight 10; Movement 3 (Space Travel 3); 25 pts

    OFFENSE:
    Initiative +2
    Close Attack +10
    Unarmed +11 [Unarmed +15]
    Ranged Attack +6
    Blast +12 [Energy Blast +16]

    DEFENSES:
    Dodge +8 [DC18] Parry +10 [DC20]
    Toughness +18 (+8 Impervious), Fortitude +15, Will +15

    COMPLICATIONS:
    Arrogance: Apocalypse has been one of the most powerful beings on the planet for over 5000 years. Needless to say, he doesn't really think anyone else is his equal
    Enemy: Cable, X-Force and the X-Men
    Obsession: Making sure that the strong survive by testing humanity, mutantkind and superhumans

    Abilities 136 + Skills 33 (66 ranks) + Advantages 21 + Powers 129 + Defenses 14 = 333 / 333

    Build Comments: Can’t believe I haven’t gotten to Big A before now. Especially since almost every “see which superhero/supervillain you are most like” online quiz that I take puts me the most like him, which is part of why I chose my online moniker.

    I really think they’ve done a good job of keeping him relevant over the years, even though some of the incarnations and arcs have missed, the newest with Genesis is a hit for sure.

    Secret Origins: Apocalypse is a mutant born 5000 years ago in Akkaba, and was abandoned as an infant due to his unnatural appearance. He was rescued by Baal of the Sandstormers who saw the child's potential power and decided to raise him as his own, naming him En Sabah Nur. Throughout his life, Baal taught Nur survival of the fittest, the philosophy that the tribe lives and dies by. At the same time, the time-traveler Kang the Conqueror had arrived in Egypt and became the Pharaoh Rama-Tut, intending to recruit the young Apocalypse. Rama-Tut learned that Nur had been raised by Baal and sent General Ozymandias with his army to destroy the Sandstormers and find Nur. Nur and Baal avoided the battle, having found refuge in a sacred cave before it collapsed. Both were severely injured, and Baal eventually died. Nur survived and vowed to take revenge on Rama-Tut. He traveled to Tut's city where he posed as a slave and drew the attention of Ozymandias's sister, Nephri, who became attracted to the mysterious slave. However Nephri rejected Nur upon seeing his inhuman appearance, and turned to her brother for protection in her panic. Heartbroken by this final rejection, En Sabah Nur's prodigious mutant abilities fully emerged in his enraged state, and he renamed himself Apocalypse. Rama-Tut fled the former slave's rampage, while Nur used his advanced technology to enslave and transform his former tormentor, Ozymandias, into a blind seer made of living stone to forever chronicle Apocalypse's future destinies. Fifty years later, Nur revisited Nephri, now an elderly Egyptian Queen on her deathbed, and mocked the loss of her beauty and vitality, in contrast to his own unchanged appearance, despite the passage of time.

    The Story so Far: As the millennia pass, Apocalypse travels around the world to determine if his time of testing has come. He appears throughout history, encouraging civilizations to worship him as a god from several ancient mythologies and testing their strength by manipulating them into fighting wars of conquest, and claiming to have brought "growth, judgment, and destruction." Apocalypse begins to beget progeny, who faithfully followed him as the Clan Akkaba. At some point, Apocalypse discovers advanced alien technology, which he uses to transform and enhance himself. Apocalypse enters states of suspended animation, while he waits for mutants to become more common, leaving Clan Akkaba and Ozymandias to act in his stead while he sleeps. Apocalypse has some history of having fought the race of godlike immortals known as Eternals, primarily the members Ikaris and Sersi, having been referred to as their "Ancient Nemesis".

    In the year 1013 A.D., Apocalypse seeks to destroy Thor, an enemy who will cause him trouble in the future according to information given by his former master, the time-traveling Rama-Tut (Kang the Conqueror). Apocalypse fights the Norse god into retreat in Scandinavia, only to suffer a devastating injury during their next encounter in the skies of London, as Thor attacks with his axe "Jarnbjorn" that has been enchanted to break Apocalypse's armor. Apocalypse retreats as Rama-Tut escapes with Jarnbjorn in hand. Odin identifies Apocalypse as "evolutionary caretaker of the Celestials", who granted Apocalypse his armor.

    In the 12th century, Apocalypse would encounter the Eternal Sersi again, when he came across the crusader Bennet du Paris and awakened his latent mutant powers, transforming him into Exodus.

    In Victorian London, 1859, Apocalypse encountered Nathaniel Essex, a British scientist, and through him, learns the scientific term for beings like himself – mutant. Coercing Essex and members of the Hellfire Club into working for him, Apocalypse plots the first steps in his quest for global conflict on an unprecedented scale. He uses his advanced technology to transform Nathaniel into Mister Sinister, and commands him to create a plague to ravage and transmute the population of the world. At the same time, the mutant heroes Cyclops and Jean Grey (as Phoenix) had been sent back through time to stop Apocalypse. Close to slaying the British Royal Family, Apocalypse is suddenly greatly weakened, and Cyclops and Phoenix manage to defeat him. It is revealed that Sinister had betrayed Apocalypse, seeing his vision of the future as madness, and had instead created a plague that attacked only Apocalypse, forcing the ancient mutant into his hibernation sanctuary.

    In 1897, Apocalypse is awakened by his followers, in order to deal with Dracula, who is turning members of Clan Akkaba into vampires to battle Apocalypse, as revenge for his earlier defeat centuries ago as Vlad Tepes (Vlad the Impaler). Apocalypse, with some assistance from Abraham Van Helsing, kills Dracula.
    .
    Apocalypse spends many years hidden, but awakes from his slumber due to the arrival of the mysterious time-traveling mutant Cable, who ironically, had come to the present to prevent the ancient mutant's awakening. Awakened almost a century earlier than he had planned, Apocalypse decides to examine the world and determine its conditions for testing. He grants superhuman powers to the terrorist known as Moses Magnum, who does his bidding by testing the strong and winnowing the weak, battling the X-Men and the Avengers. Apocalypse first crossed paths with the original X-Men team who were then organized as the mutant hunting group, X-Factor, when he briefly employs the Alliance of Evil, and orders them to capture the mutant Michael Nowlan. Apocalypse plans to use Nowlan's power-boosting mutation to provide mutantkind with unlimited power. This plan was foiled by X-Factor team.

    Apocalypse later recruited mutants to serve as his Four Horsemen. Among them was Angel, whom Apocalypse saved from an exploding plane, granting him artificial wings after he had lost his own natural wings when they were damaged and had to be amputated in exchange for his servitude. The X-Factor member is reborn as Death, and is made the leader of the Four Horsemen. Apocalypse summoned the X-Factor team to his cloaked ship, which floats invisibly above the city. Apocalypse was interested in this group of mutants and had studied them, monitored their activities, and researched their origins and motives after learning of Professor Xavier and the X-Men. Apocalypse explained his scheme to unleash his Horsemen and destroy New York, and offers X-Factor a place at his side. In the end, the Horsemen are defeated by X-Factor, thanks to the help of both the reformed Angel after Iceman faked his death to bring Angel to his senses, as well as Power Pack. Apocalypse left his Celestial Ship for them and in return, takes the willing Morlock Caliban.

    Apocalypse has been involved in many battles with X-Force, the X-Men, the Justice League, Avengers and Stormwatch over the years. He has had several incarnations of his Four Horsemen, with Wolverine, Hulk, Flash, Midnighter, Gambit, Bonechill and several other superhumans having heen served in different roles. Recently, In a massive assault on Washington, D.C., he was confronted by X-Force and Stormwatch Black and he was killed by a combined assault from Cable and Midnighter.

    Ozymandias and Clan Akkaba have once again resurrected Apocalypse, but this time in the form of a child. In this form, Apocalypse seemed to have no memory of his past or his previous disregard for life. Ozymandias and the Celestial Ship took to tutoring and indoctrinating the child. To protect this young En Sabah Nur, The Final Horsemen, mutants collected over centuries, were activated. War, Pestilence, Famine, Death battled X-Force on the Blue Area of the Moon and nearly defeated them. However, due largely to Fantomex's illusions, the team apparently killed the Horsemen and Ozymandias. When they discovered the young Apocalypse, the team fought over what to do with him. The issue was rendered moot when Fantomex shot the boy in the head leading to Archangel taking his place as the instrument of the Celestials.

    Apocalypse was cloned and raised by Fantomex as a hero, named Evan Sabah Nur. He tried his best to defeat the mad Archangel, providing the opportunity for Psylocke to attack him with the Seed of Life. After the battle, Fantomex decided to send Evan to Jean Grey School for Higher Learning.

    Genesis' first day in school wasn't very good, as everyone could see that he looked like Apocalypse. When Deathlok came to the school to give a guest lecture, he told the students their possible futures. When he looked at Genesis, Deathlok saw a devastated world where Genesis became Apocalypse and destroyed the Jean Grey school and killed Krakoa and him. Deathlok ended the lecture and left. Evan was worried and followed him to ask Deathlok what he sees in his future. Deathlok answered that Evan is in the school to find out by himself. Later Deathlok tells Logan that Evan has great potential and may become their greatest savior or that he may trod upon their graves.

    Later, after being called Kid Apocalypse, Evan started to read about Apocalypse. When Husk saw this, Evan told her that he knew the other kids think he looks like Apocalypse and he admits that there is a resemblance between them but that he will never be like Apocalypse. After saving Warren, who was trying to prove he was a real Angel by flying to heaven, Evan learns that Warren can see the essence of other people. Evan asks Angel what he sees when he looks at him. Warren told him that he can see only goodness inside him which made Evan happy, but the truth was Warren could only see the image of Apocalypse.

    Characterization: Apocalypse has a simple philosophy that the strong survive and is constantly testing humanity and mutantkind to determine which will be the dominant species. He is a genius, a level of which humanity cannot comprehend and has knowledge of certain areas of biology, primarily genetic engineering and mutation, and technology that are far in advance of contemporary science and technology. This was not merely a result of his exposure to alien technology, as he was able to make significant new advances beyond the alien materials to which he was exposed to.

    Friends and Foes: He has hundreds, if not thousands, of loyal followers in Clan Akkaba. While he has battled many of Earth’s heroes (and villains) over the years, his greatest foe is Cable.
    The Thorpacolypse
    Member of the Guild of Calamitous Intent since 2005
    Co-Chair of the Council of 13
    "Hate you can trust"

    Comment


    • 203 - Ozymandias

      We've got a companion piece to our last item getting stocked on Aisle 2!


      For all my days I have served you, lord, since my death so long ago, and my transformation by your hands. You are lost to me, though it is ever your purpose to rise. - Ozymandias

      OZYMANDIAS
      PL: 10 (175 pts) - OPL: 10 ; DPL: 8

      ABILITIES: STRENGTH 6, STAMINA 8, AGILITY 2, DEXTERITY 3, FIGHTING 4, INTELLECT 4, AWARENESS 3, PRESENCE 3

      SKILLS: Athletics (+6), Deception 5 (+8), Expertise [Magic] 7 (+11) [Artificer, Ritualist], Expertise [Military] 3 (+7), Insight 4 (+7), Intimidation 5 (+8), Perception 2 (+5), Persuasion 4 (+7), Stealth (+2), Technology 4 (+8)

      ADVANTAGES: All-Out Attack, Artificer, Benefit (2) (Status 2 – Second in Command of Clan Akkaba), Close Attack (3), Diehard, Languages (2) (English, 4 others, Base: Egyptian), Power Attack, Ritualist

      POWERS:
      Heal the Earth: Feature 1 (You can “heal” damage or upheaval to the ground or earthen construction, simply by smoothing over the damaged surface with your hands); 1 pt
      Natural Geologist: Feature 1 (You can determine the type of any stone you encounter simply by touching [or perhaps even tasting] it); 1 pt
      Stonework Knowledge: Feature 1 (You can tell if a stone surface is natural or worked with tools [or even shaped by earth powers] simply by touching or looking at it); 1 pt
      Living Stone: Protection 4, Impervious 5, Immunity 11 (Aging, Life Support); 25 pts
      Possible Futures: Senses 4 (Precognition, Flaw: Medium [stone sculptures]); 3 pts
      Stone Mastery: 40 pt Array; 41 pts
      Stone Shape: Perception Ranged Transform 10 (800 lbs mass; Earth and stone from one shape to another); 40 pts
      Stone Constructs: Ranged Summon Construct 5 (75 pt Minions, Extra: Broad Type, Controlled, Multiple Minions [2]); 1 pt


      EQUIPMENT:
      (5 pts)
      Scimitar: Slashing Strength-Based Damage 2, Dangerous 2; 4 pts

      OFFENSE:
      Initiative +2
      Close Attack +8 [Unarmed +6; Scimitar +8, Critical 18-20]
      Ranged Attack +3
      Special Attack [Stone Shape Transform +10, Perception]

      DEFENSES:
      Dodge +4 [DC14] Parry +4 [DC14]
      Toughness +12 (+5 Impervious), Fortitude +8, Will +8

      COMPLICATIONS:
      Responsibility: To Apocalypse.
      Rivalry: Despite his years of servitude, he wishes to rule Clan Akkaba himself and often plots against Apocalypse.

      Abilities 66 + Skills 17 (34 ranks) + Advantages 13 + Powers 72 + Defenses 7 = 175 / 175

      Build Comments: The lesser known Ozymandias from Marvel. He’s Apocalypse’s sometimes traitorous, right-hand man.

      Secret Origins: Ozymandias originally was a warlord in Ancient Egypt under the service of Rama-Tut (Kang the Conqueror). He kept plotting against Rama-Tut, who disposed him of his royal right to be pharaoh. In a moment of turmoil, he entered the Sphinx, which was actually Tut's time traveling ship, and seized the opportunity to unlock its secrets to dominate the nation. However, Apocalypse intercepted him and turned him into his slave. His body was altered and his mind overwhelmed by the recorded history contained in the memory banks.

      Although Rama-Tut fled, Ozymandias remained, now acting as a historian for En Sabah Nur. He has been a servant of Apocalypse since.

      The Story so Far: Ozymandias would for centuries remain behind the scenes and chronicle his master's journeys and battles, including other future events.

      The relationship between Apocalypse and Ozymandias was always reluctant, with Ozymandias prone to try deceptions against Apocalypse. His plan almost succeeded when Apocalypse, willing to reform his Four Horsemen, pitted Gazer against an archaeologist for the right of being the Horseman of War. Ozymandias saved his life in exchange for his loyalty, but a brainwashed Gazer sided with Apocalypse, forcing him to flee. Ozymandias managed to avoid the wrath of Apocalypse, who had vanished with the Celestials.

      Ozymandias returned to the Clan Akkaba, a clan of superpowered descendants of the supervillain. After Apocalypse’s death, he and the Clan resurrect En Sabah Nur in the form of an innocent child, who begins his indoctrination by Ozymandias and the Clan.

      Characterization: Ozymandias is a self-serving individual who fears and respects his master, but still often has thoughts of overthrowing him Being the leader of Clan Akkaba has quelled some of his desire for the moment.

      Friends and Foes: He is bound to serve Apocalypse and Clan Akkaba.
      Last edited by Thorpacolypse; 10-12-2014, 12:02 PM.
      The Thorpacolypse
      Member of the Guild of Calamitous Intent since 2005
      Co-Chair of the Council of 13
      "Hate you can trust"

      Comment


      • 204 - Solomon Grundy (Gotham)

        Happy Monday! It feels like it's time for a BORN ON A MONDAY SPECIAL or two! Check this one out on Aisle 1!


        Solomon Grundy. One of Gotham's lost souls... - Batman

        SOLOMON GRUNDY
        PL: 9 (95 pts) - OPL: 9 ; DPL: 9

        ABILITIES: STRENGTH 10, STAMINA 13, AGILITY 0, DEXTERITY 0, FIGHTING 5, INTELLECT -2, AWARENESS 0, PRESENCE -1

        SKILLS: Athletics (+10), Close Combat [Unarmed] 3 (+8), Deception (-1), Intimidation 11 (+10), Persuasion (-1)

        ADVANTAGES: All-Out Attack, Chokehold, Crushing Pin*, Fearless, Great Endurance, Improved Grab, Improved Hold, Power Attack

        POWERS:
        Grundy Size: Feature 1 (Increased Mass); 1 pt
        Soulless: Immunity 10 (Control Effects, Interaction Skills); 10 pts
        Impervious Hide: Impervious 3; 6 pts
        Buried on Sunday…Born on a Monday…: Immortality 1 (One Month, Flaw: Uncontrolled); 1 pt

        EQUIPMENT:
        NONE

        OFFENSE:
        Close Attack +5
        Unarmed +8 [Unarmed +10]
        Ranged Attack +0

        DEFENSES:
        Dodge +3 [DC13] Parry +5 [DC15]
        Toughness +13 (+3 Impervious), Fortitude +13, Will +5

        COMPLICATIONS:
        Naïve: Grundy is often fooled into helping out a new “friend.”
        Relationships: He is very protective of Two-Face

        Abilities 50 + Skills 7 (14 ranks) + Advantages 8 + Powers 18 + Defenses 12 = 95 / 95

        Build Comments: Solomon Grundy, born on a Monday…

        After reading Dark Victory again (love, love, LOVE that TBP) I thought I would post a take on Grundy from that series where he is more of a street level powerhouse. Batman beat him without a whole lot of trouble the second time they fought, and Bruce wasn’t that experienced in that series so PL9 for Grundy felt about right.

        I am posting several versions of Grundy for use here and at J-Mart II so I'm only posting the Thorpocaverse history on this one and a few comments on the others.

        Secret Origins: Cyrus Gold was born some time around the early to middle 19th Century. Although accounts of his origins differ from source to source, the tale is fairly consistent that he was a Gotham City gentleman of ill repute who came to his death in Slaughter Swamp, and resurrected some years later as a horrible creature.

        The Story so Far: For years, Solomon Grundy consistently haunted Gotham City, and has been known to take residence in the Gotham sewer system. During The Long Halloween, he struck up an odd kinship with Harvey Dent, as Dent was on the path to becoming Two-Face. Grundy even joined Dent's team of "costumed freaks" that was responsible for the deaths of Gotham city crime lords such as Carmine Falcone.

        Grundy's appearances were not limited to Gotham, however. He fought Superman several times in Metropolis, Green Lantern Hal Jordan in Coast City, Green Lantern Kyle Rayner in San Francisco and he has been part of several incarnations of the Injustice Society and the Secret Society of Supervillains.

        Characterization: Grundy’s characterization depends on the state of his resurrected form. Sometimes he’s barely stronger than a normal human, sometimes he is stronger than Superman. Sometimes he’s a gentle behemoth, sometimes he’s a murderous monster. Sometimes he’s got the intelligence of a small child, sometimes he’s a genius. Such is his curse of death of rebirth.

        Friends and Foes: Again, it depends on his form but he doesn’t have any friends other than those who often use him for their own ends. He has clashed with Batman, Superman and Green Lantern on many occasions but sometimes has aided them when needed.
        The Thorpacolypse
        Member of the Guild of Calamitous Intent since 2005
        Co-Chair of the Council of 13
        "Hate you can trust"

        Comment


        • 205 - Solomon Grundy

          Our BORN ON A MONDAY SPECIALS continue with this item for Aisle 1!


          Little red cape man thinks he can stop Grundy! Grundy kill little red cape man! - Solomon Grundy

          SOLOMON GRUNDY
          PL: 12 (148 pts) - OPL: 12 ; DPL: 12

          ABILITIES: STRENGTH 16, STAMINA 18, AGILITY 0, DEXTERITY 0, FIGHTING 5, INTELLECT -2, AWARENESS 0, PRESENCE -1

          SKILLS: Athletics 4 (+20), Close Combat [Unarmed] 3 (+8), Deception (-1), Intimidation 11 (+10/+12), Persuasion (-1), Stealth (0/-4)

          ADVANTAGES: All-Out Attack, Chokehold, Fast Grab, Fearless, Improved Grab, Power Attack, Withstand Damage (1)*

          POWERS:
          Grundy Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; PF: Innate); 5 pts
          Undead Physiology: Immunity 40 (Fortitude Effects, Mental Effects [Flaw: Half Effect]); 35 pts
          Impervious Hide: Impervious 7; 14 pts
          Buried on Sunday…Born on a Monday…: Immortality 1 (One Month, Flaw: Uncontrolled); 1 pt

          EQUIPMENT:
          NONE

          OFFENSE:
          Initiative +0
          Close Attack +5
          Unarmed +8 [Unarmed +16]
          Ranged Attack +0

          DEFENSES:
          Dodge +4 [DC14] Parry +6 [DC16]
          Toughness +18 (+7 Impervious), Fortitude +18, Will +6

          COMPLICATIONS:
          Naïve: Grundy is often fooled into helping out a new “friend.”
          Obsession: Ending his cycle of death and rebirth

          Abilities 64 + Skills 9 (18 ranks) + Advantages 7 + Powers 55 + Defenses 13 = 148 / 148

          Build Comments: This is a Grundy that will job to Superman but give lower powered teams a real problem.
          The Thorpacolypse
          Member of the Guild of Calamitous Intent since 2005
          Co-Chair of the Council of 13
          "Hate you can trust"

          Comment


          • 206 - Solomon Grundy (Intelligent)

            Another BORN ON A MONDAY SPECIAL is hitting the Aisle 1 shelves!


            My name is Solomon Grundy. And I'm sick and tired of dying. - Solomon Grundy

            SOLOMON GRUNDY
            PL: 12 (168 pts) - OPL: 12 ; DPL: 12

            ABILITIES: STRENGTH 16, STAMINA 15, AGILITY 1, DEXTERITY 0, FIGHTING 6, INTELLECT 3, AWARENESS 2, PRESENCE 2

            SKILLS: Athletics (+16), Close Combat [Unarmed] 2 (+8), Deception 5 (+7), Expertise [Streetwise] 4 (+7), Insight (+2), Intimidation 9 (+11/+13), Investigation 5 (+8), Perception 3 (+5), Persuasion (+2), Stealth (+1/-3), Technology 2 (+5)

            ADVANTAGES: All-Out Attack, Benefit (3) (Wealth 3 [Millionaire]), Chokehold, Crushing Pin*, Fearless, Improved Grab, Improved Hold, Power Attack

            POWERS:
            Large Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +1, +4 Mass; PF: Innate); 9 pts
            Undead Physiology: Immunity 30 (Fortitude Effects), Protection 1; 31 pts
            Impervious Hide: Impervious 7; 14 pts
            Buried on Sunday…Born on a Monday…: Immortality 1 (One Month, Flaw: Uncontrolled); 1 pt

            EQUIPMENT:
            NONE

            OFFENSE:
            Initiative +1
            Close Attack +6
            Unarmed +8 [Unarmed +16]
            Ranged Attack +0

            DEFENSES:
            Dodge +4 [DC14] Parry +6 [DC16]
            Toughness +16 (+7 Impervious), Fortitude +15, Will +9

            COMPLICATIONS:
            Obsession: Ending his cycle of death and rebirth

            Abilities 74 + Skills 15 (30 ranks) + Advantages 10 + Powers 55 + Defenses 14 = 168 / 168

            Build Comments: This is Solomon Grundy from the Tornado’s Path arc of the previous volume of Justice League before the New 52. In that arc, some mysterious things start to happen and Red Tornado is tricked into abandoning his android body for a real one mainly so that Ivo (I think, or was it Morrow?) could use it to make Grundy immortal so he wouldn't have to die anymore. This Grundy was intelligent but not quite as strong as he has been shown to be at times, since Reddy was able to take him down solo at the end. But he was still as vicious as ever, ripping Reddy's arm off and...well, doing something pretty gross, even for a jaded old dude like me.
            The Thorpacolypse
            Member of the Guild of Calamitous Intent since 2005
            Co-Chair of the Council of 13
            "Hate you can trust"

            Comment


            • 207 - Solomon Grundy

              Our last BORN ON A MONDAY SPECIAL for now is getting stocked on Aisle 1!


              Born on a Monday. Christened on Tuesday. Married on Wednesday. Took ill on Thursday. Worse on Friday. Died on Saturday. Buried on Sunday. Is this the end of Solomon Grundy?

              SOLOMON GRUNDY
              PL: 13 (160 pts) - OPL: 13 ; DPL: 13

              ABILITIES: STRENGTH 17, STAMINA 19, AGILITY 0, DEXTERITY 0, FIGHTING 6, INTELLECT -2, AWARENESS 0, PRESENCE -1

              SKILLS: Athletics (+17), Close Combat [Unarmed] 3 (+9), Deception (-1), Intimidation 11 (+10/+12), Persuasion (-1), Stealth (0/-4)

              ADVANTAGES: All-Out Attack, Chokehold, Crushing Pin*, Fast Grab, Fearless, Improved Grab, Improved Hold, Power Attack, Withstand Damage (1)*

              POWERS:
              Grundy Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; PF: Innate); 5 pts
              Undead Physiology: Immunity 40 (Fortitude Effects, Mental Effects [Flaw: Half Effect]); 35 pts
              Impervious Hide: Impervious 8; 16 pts
              Buried on Sunday…Born on a Monday…: Immortality 1 (One Month, Flaw: Uncontrolled); 1 pt
              Alternate Effects of Strength Damage: 2 pts
              Sonic Slam: Cone Area Affliction 13 (Sonic Force; Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Cone Area [60 ft cone], Extra Condition, Flaw: Distracting, Limited to two degrees); 1 pt
              Groundstrike: Line Area Force Damage 13 (Extras: Line Area 2 [60 ft line], Flaws: Distracting, Limited [Grundy must be on the ground, targets must be on the ground]); 1 pt


              EQUIPMENT:
              NONE

              OFFENSE:
              Initiative +0
              Close Attack +6
              Unarmed +9 [Unarmed +17]
              Ranged Attack +0
              Special Attack [Sonic Slam Affliction +13, Cone Area, Groundstrike +13, Line Area]

              DEFENSES:
              Dodge +5 [DC15] Parry +7 [DC17]
              Toughness +19 (+8 Impervious), Fortitude +19, Will +7

              COMPLICATIONS:
              Naïve: Grundy is often fooled into helping out a new “friend.”
              Obsession: Ending his cycle of death and rebirth.

              Abilities 70 + Skills 7 (14 ranks) + Advantages 9 + Powers 59 + Defenses 15 = 160 / 160

              Build Comments: Another take on Solomon Grundy for the Thorpacoverse. Not as powerful as the DCA version, but a few more tricks and a little personal flavor for one of my all-time favorite tanks. I'll probably one more take on him later based on the JLU episode Wake the Dead where he is powered by dark magic and pretty pwns Superman, Green Lantern, Doctor Fate, Aquaman and Vixen until Hawkgirl brings the pain with her Nth metal mace.
              The Thorpacolypse
              Member of the Guild of Calamitous Intent since 2005
              Co-Chair of the Council of 13
              "Hate you can trust"

              Comment


              • 208 - Graviton

                Check out this TEAM WRECKER SPECIAL for Aisle 2!


                Call me Graviton! And soon the world will fear that name! - Graviton

                GRAVITON
                PL: 15 (247 pts) - OPL: 15; DPL: 14; HPL 1

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

                SKILLS: Athletics (+2), Deception 5 (+7), Expertise [Physical Sciences] 11 (+16), Insight (+2), Intimidation 7 (+9) [Startle], Perception 3 (+5), Persuasion (+2), Ranged Combat [Gravity Control] 10 (+12), Stealth (+2), Technology 8 (+13) [Inventor]

                ADVANTAGES: Inventor, Power Attack, Speed of Thought*, Startle

                POWERS:
                Floating Objects: Feature 1 (You can reduce gravity on relatively small masses [rank –5 or less], making them float weightlessly so long as you maintain the effect); 1 pt
                Gravitic Immunity: Immunity 2 (Gravity Effects); 2 pts
                Gravimetric Flight: Flight 10 (2000 mph/4 mpr, Extra: Subtle); 21 pts
                Gravimetric Force Field: Impervious Protection 17 (Flaw: Sustained), Immunity 8 (All Environmental Conditions, Suffocation, Disease, Flaw: Sustained); 42 pts
                Gravitational Adaption: Movement 2 (Environmental Adaptation [High Gravity, Low Gravity]); 4 pts
                Master of Gravity: 70 pt Dynamic Array; 86 pts
                Gravity Burst: Burst Area Move Object 15 (Extra: Burst Area x3 [250 ft radius], Dynamic, Increased Mass 9 (800,000 Tons), Flaw: Limited Direction [Up or Down], Flaw: Range [Close]); 70 pts
                Gravity Control: Move Object 18 (Extra: Duration [Sustained], Dynamic); 2 pts
                Gravity Force Blast: Ranged Force Damage 18 (Extra: Penetrating 10, Dynamic); 2 pts
                Gravity Force Explosion: Burst Area Force Damage 15 (Extra: Burst Area x2 [60 ft radius], Dynamic); 2 pts
                Gravity Field: Burst Area Move Object 15 (Extra: Dynamic, Flaw: Limited to Pulling Downwards); 2 pts
                Null-G Field: Burst Area Move Object 15 (Extra: Burst Area x2 [60 ft radius], Dynamic, Flaw: Limited to Lifting Upwards); 2 pts
                Crushing Gravity: Burst Area Cumulative Affliction 13 (Resisted by Dodge, Overcome by Fortitude/Strength; 1st: Dazed and Impaired, 2nd: Stunned and Immobile, 3rd degree: Paralyzed, Extra: Burst Area x2 [60 ft radius], Dynamic, Extra Condition); 2 pts
                High Gravity: Environment 8 (1/2 Mile radius; Impede Movement [reduce movement by 2 ranks, -5 Acrobatics/Athetics], Extra: Selective, Dynamic); 2 pts
                Matter Manipulation: Perception Ranged Transform 12 (1 Ton, Shape inorganic objects; Extra: Duration [Continuous], Dynamic); 2 pts


                EQUIPMENT:
                NONE

                OFFENSE:
                Initiative +5
                Close Attack +4 [Unarmed +2]
                Ranged Attack +2
                Gravity Control +12 [Gravity Blast +18; Gravity Control Move Object +18]
                Special Attacks [Gravity Burst/Gravity Field/Null-G Field Move Object +15, Burst Area; Gravity Explosion +15, Burst Area; Crushing Gravity Affliction +15, Burst Area]

                DEFENSES:
                Dodge +8 [DC18] Parry +8 [DC18]
                Toughness +3 (+20 with Force Field, +9 Impervious with Force Field), Fortitude +8, Will +8

                COMPLICATIONS:
                Arrogance: Because of his great power and intelligence, he can become overconfident at times, leading to his downfall.
                Enemy: The Avengers, Thor.
                Mental Instability: Franklin has had bouts with depression and other psychological issues over the years.

                Abilities 44 + Skills 22 (44 ranks) + Advantages 4 + Powers 157 + Defenses 21 = 247 / 247

                Build Comments: Graviton is one of those villains that should be bigger than he is, but he just can’t quite seem to break into the full time big leagues. I actually have the issue where he debuted against the Avengers and he kicked some ass. But that lame 70’s “scientist gone MAD” angle was played and he gets bounced around a lot now. But he was kickin’ in the new Avengers:Earth's Mightiest Heroes cartoon so I thought I would add him to the list of villains I might test my Justice League of Avengers against.

                And he is wicked bad. And 18 rank blast and sustained Move Object mechanic that I borrowed from Taliesin's Magneto, which allows him to lift a cruise ship and then throw Thor into the atmosphere at the same time. He's a bad, bad man, it's a good thing for the heroes that he's a flake.

                And I continue to hold out hope that we'll see him in Agents of SHIELD next season.

                Secret Origins: Franklin Hall is a physicist involved in an experiment in a private research facility in the Canadian Rockies. A mistake in Hall's calculations causes graviton particles to merge with his own molecules, and Hall later discovers that he can mentally control gravity. Hall at first tries to hide his newfound ability, but becomes tempted by the potential power, and donning a costume adopts the alias "Graviton."

                The Story so Far: When Graviton takes over the research facility and forbids all communications with the outside world, a fellow scientist sends a distress signal to the superhero team the Avengers. A furious Graviton then lifts the facility several thousands of feet into the sky and threatens to kill the scientist. The Avengers then arrive and attack, but with the exception of the Black Panther are all defeated when trapped in a gravity field. The Panther escapes and summons the thunder god Thor, who battles Graviton to a standstill until Graviton is tricked into thinking a fellow scientist he cares for has committed suicide. Graviton then panics and causes the entire facility to collapse on him, forming a giant stone sphere that is dropped into a river by the Avengers.

                Hall has faced off against the Avengers and Thor many times, but has never been able to gain a permanent victory of them.

                Characterization: Hall is one of the most powerful people on the planet, but his biggest weakness is that he very emotionally and mentally disturbed, making him much less of a threat than he could be.

                Friends and Foes: Hall is currently a member of the High Council of A.I.M. since they went public.
                Last edited by Thorpacolypse; 10-16-2016, 05:53 PM.
                The Thorpacolypse
                Member of the Guild of Calamitous Intent since 2005
                Co-Chair of the Council of 13
                "Hate you can trust"

                Comment


                • 209 - El Jaguar

                  Enough with those real villains, it's time to add to our JOB SQUAD LINE! Check out this new item for Aisle 2!


                  Fear El Jobber-guar!

                  EL JAGUAR
                  PL: 8 (115 pts) - OPL: 8; DPL: 8; HP: 1

                  ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 5, DEXTERITY 3, FIGHTING 10, INTELLECT 1, AWARENESS 2, PRESENCE 2

                  SKILLS: Acrobatics 4 (+9), Athletics 6 (+10), Deception 3 (+5), Expertise [Military] 4 (+5), Insight (+2), Intimidation 5 (+7), Investigation 3 (+4), Perception 4 (+6), Persuasion (+2), Stealth 3 (+8), Vehicles 2 (+5)

                  ADVANTAGES: All-Out Attack, Close Attack (1), Defensive Attack, Defensive Roll (1), Improved Defense, Improved Initiative (1), Improved Trip, Languages (1) (English, 1 other, Base: Spanish), Leadership, Move-by Action, Power Attack, Takedown (1), Tracking

                  POWERS:
                  Enhanced Physique: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft), Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Low-light Vision, Scent [Acute]); 6 pts
                  Clawed Gloves: 5 pts Traits, Removable (-1 pt); 4 pts
                  Claw Strike: Slashing Strength-based Damage 1 (Extra: Dangerous, Split); 3 pts
                  Climb Like a Cat: Movement 1 (Wall-Crawling 1 [Speed rank -1]); 2 pts


                  EQUIPMENT:
                  NONE

                  OFFENSE:
                  Initiative +9
                  Close Attack +11 [Unarmed +4; Claws +5, Critical 19-20]
                  Ranged Attack +3

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

                  COMPLICATIONS:
                  Enemy: He has a rivalry with Daredevil and The Black Widow.
                  Hatred: He hates the US and wants to help bring down the "American Empire”.

                  Abilities 64 + Skills 17 (34 ranks) + Advantages 13 + Powers 10 + Defenses 11 = 115 / 115

                  Build Comments: You know I can’t get enough jobbers so I have to drop this dude, El Jaguar, who received the highest of Marvel Jobber honors: he was offed by The Scourge and NOT resurrected. I mean, Turner D. Century comes back, but this guy, who actually beat Black Widow one on one in his first appearance stays dead? Now that is jobbery.

                  But fear not, true believers, El Jaguar is still alive and getting beat up on a regular basis in the Superior Thorpacoverse!

                  Secret Origins: El Jaguar's origin, or even his native country, are unknown - although his name and alias suggests some place in Latin America. As of today, the origin of his powers is still unclear. He was probably a mutant, or an altered human, and terrorist organization HYDRA might be responsible of his alterations. No one seems to know or care that much…

                  The Story so Far: El Jaguar was the leader of an elite commando unit of HYDRA, alternatively known as Bravos Commandos and Commando Division. One of those commandos was famous assassin Horst Eisele. HYDRA's enemy organization S.H.I.E.L.D. publicly contacted with district attorney Foggy Nelson to join its board of directors. HYDRA marked Nelson as a target, and ordered Jaguar to murder him.

                  Jaguar and his commandos attacked a New Year's Eve party Nelson was invited to. Nelson's partner Matthew Murdock also was there, along with his then girlfriend Natasha Romanoff - who were also known as costumed superheroes Daredevil (Matt Murdock) and the Black Widow (Natasha Romanoff). Both of them changed to their secret identities and fought the terrorists.

                  El Jaguar was more than a match for any of them: He defeated the Black Widow and fought Daredevil to a stalemate. However, the tables turned due to the opportune arrival of SHIELD agents led by Nick Fury. El Jaguar ordered a complete retreat, and went to explain his failure to his leader.

                  Jaguar then met with HYDRA agent Blackwing in a warehouse near the Shea Stadium. Both were unaware of Daredevil and the Black Widow tracking Blackwing. The Black Widow, still humiliated for her previous defeat, fought El Jaguar while Daredevil battled Blackwing. El Jaguar was nevertheless too strong for the Widow to defeat. In a last-ditch effort, the Widow prepared her widow's bite in killing position, but she only managed to knock El Jaguar down!

                  However, Blackwing defeated Daredevil and, later, the Widow. Another HYDRA agent, Man-Killer, took unconscious Jaguar to the Supreme Hydra in a subterranean base under Shea Stadium. El Jaguar would not recover his consciousness for a while.

                  When he awoke, the heroes had recovered and were launching a counter-attack. SHIELD had also found them and launched their own commandos. Jaguar tried to fight SHIELD agent Dum Dum Dugan, but was defeated by being slammed to a wall. Although the Supreme Hydra and Blackwing managed to escape, Jaguar and the other Hydra agents were arrested by SHIELD.

                  He somehow escaped and years later, Jaguar remains at large. It is believed he has shifted allegiances to other criminal organizations from time to time in addition to doing freelance work.

                  Characterization: El Jaguar is a strong melee fighter.

                  Friends and Foes: El Jaguar longs to gain revenge against Daredevil and Black Widow for his past defeat.
                  Last edited by Thorpacolypse; 05-08-2016, 02:57 PM.
                  The Thorpacolypse
                  Member of the Guild of Calamitous Intent since 2005
                  Co-Chair of the Council of 13
                  "Hate you can trust"

                  Comment


                  • 210 - Black Lotus

                    Let's show that we have equal opportunity in our JOB SQUAD LINE by stocking this item!


                    She's definitely pretty hot for a jobber.

                    BLACK LOTUS
                    PL: 7 (96 pts) - OPL: 7; DPL: 7

                    ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 5, DEXTERITY 2, FIGHTING 10, INTELLECT 0, AWARENESS 2, PRESENCE 1

                    SKILLS: Acrobatics 5 (+10), Athletics 6 (+8), Close Combat [Unarmed] 2 (+12), Deception 5 (+6), Insight (+2), Intimidation 4 (+5), Perception 3 (+5), Persuasion (+1), Ranged Combat [Throwing] 4 (+9), Stealth 4 (+9), Vehicles 3 (+5)

                    ADVANTAGES: All-Out Attack, Chokehold, Close Attack (1), Defensive Roll (2), Equipment (3), Grabbing Finesse, Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Improved Trip, Languages (1) (English, Mandarin, Base: Cantonese), Move-by Action, Quick Draw, Ranged Attack (3), Takedown (1)

                    POWERS:
                    NONE

                    EQUIPMENT:
                    (15 pts)
                    Twin War Fans: Slashing [Open]/Piercing [Closed] Strength-Based Damage 2, Feature 1 [+2 Feint checks] or Enhanced Parry 1, Feature 1 [+2 Sleight of Hand checks to keep hidden], Split); 13 pts

                    OFFENSE:
                    Initiative +9
                    Close Attack +10 [War Fans +4]
                    Unarmed +12 [Unarmed +2, Critical 19-20]
                    Ranged Attack +5
                    Throwing +9

                    DEFENSES:
                    Dodge +10 [DC20] Parry +9 (+10 with War Fan) [DC19/DC20]
                    Toughness +4 (+2 without Defensive Roll), Fortitude +6, Will +5

                    COMPLICATIONS:
                    Motivation: Greed and enhancing her reputation.
                    Reputation: Jobber martial arts villainess.
                    Rivalry: Colleen Wing.

                    Abilities 46 + Skills 18 (36 ranks) + Advantages 20 + Powers 0 + Defenses 12 = 96 / 96

                    Build Comments: I was looking for some more jobber martial artists to throw at my street level folks and I across Black Lotus and she seemed perfect. She was originally part of the Femizons, then took on Black Widow and got pwned, then recently she showed up in Shadowland. I probably overpowered her a bit, but I wanted Colleen Wing and others to have to work a little bit at least.

                    Secret Origins: Her origins are unknown, only that she is a very well trained martial artist and assassin.

                    The Story so Far: Black Lotus' is an assassin of some repute. When she was first seen, Black Lotus had been hired, along with several other assassins, by Damon Dran to capture the Black Widow. Black Lotus helped to initially subdue the Widow with a kick to the head. However, she along with the other assassins, were defeated by the Black Widow after she came to her senses.

                    Later, Black Lotus was one of the costumed "super-women" recruited by Superia to come to Femizonia Island and join her all-female army, the Femizons. While en route to Femizonia, the heroes Captain America and Paladin located them, but were discovered by the Femizons. Black Lotus participated in the en masse assault that resulted in the capture of the two heroes.

                    Characterization: Black Lotus is quite confident in her abilities and does not hesitate to let her opponents know. She strikes quick and hard and always fulfills her contacts.

                    Friends and Foes: While she has worked with other villains, she generally works alone and it is unknown if she has an allies in her profession.
                    Last edited by Thorpacolypse; 03-04-2016, 05:03 PM.
                    The Thorpacolypse
                    Member of the Guild of Calamitous Intent since 2005
                    Co-Chair of the Council of 13
                    "Hate you can trust"

                    Comment


                    • 211 - Man-Bull

                      Our JOB SQUAD LINE keeps getting new additions with this new item for Aisle 2!


                      Take note aspiring jobbers: THIS is how you do it!

                      MAN-BULL
                      PL: 8 (78 pts) - OPL: 8; DPL: 8; HP 1

                      ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 2, DEXTERITY 0, FIGHTING 6, INTELLECT -1, AWARENESS 0, PRESENCE -1

                      SKILLS: Athletics 3 (+11), Deception (-1), Intimidation 9 (+8), Persuasion (-1), Stealth (+2)

                      ADVANTAGES: All-Out Attack, Close Attack (1), Power Attack, Takedown (1)

                      POWERS:
                      [Tough Hide: Protection 2, Impervious 3, Immunity 1 (Environmental Cold); 9 pts
                      Ramming Speed: Speed 2 (8 mph/120 fpr); 2 pts
                      Horns: Piercing Strength-based Damage 0 (Extras: Binding, Dangerous); 2 pts
                      GORE!: Piercing Strength-based Damage 1 (Extra: Dangerous, Penetrating 5, Tripping, Flaw: Limited [only when charging); 4 pts

                      EQUIPMENT:
                      NONE

                      OFFENSE:
                      Initiative +2
                      Close Attack +7 [Unarmed +8; Horns +8, Critical 19-20; Gore +9, Critical 19-20]
                      Ranged Attack +0

                      DEFENSES:
                      Dodge +5 [DC15] Parry +6 [DC16]
                      Toughness +10 (+3 Impervious), Fortitude +9, Will +3

                      COMPLICATIONS:
                      Enemy: Daredevil (or really, any hero wearing red…)
                      Mental Instability: Man-Bull's intelligence is constantly in flux, but generally deteriorating as the long term effects of his transformation come to fruition.
                      Reputation: Jobber villain.

                      Abilities 44 + Skills 6 (12 ranks) + Advantages 4 + Powers 17 + Defenses 7 = 78 / 78

                      Build Comments: Gotta love the jobbers, man. Another of my favorites is the wonderfully lame Man-Bull. Big, dumb brick brutes are a dime a dozen in comics, but he has horns. That makes him better than a lot of others. Plus, I can always do my Joey Styles homage GORE! GORE! GORE!

                      Secret Origins: William "Bill" Taurens was born in Camden, New Jersey. He was hired by a Mister Kline to round up people to test an experimental serum taken from bulls made by his agent The Professor. His attempts were all thwarted by Daredevil. As a result, Bill ended up being a guinea pig for the serum which turned him in to humanoid bull.

                      The Story so Far: With his new powers, Man-Bull attempted to take his revenge on Daredevil and the two have clashed on several different occasions, with Bill generally coming out on the short end of the stick. He did try to go straight for a while, but ended up falling back into his villainous ways to make ends meet.

                      Characterization: Man-Bull is a jobber villain with little intelligence. He’s generally just used a pawn by other mastermind villains.

                      Friends and Foes: He has a rivalry with Daredevil, but it’s pretty one-sided.
                      Last edited by Thorpacolypse; 05-08-2016, 03:03 PM.
                      The Thorpacolypse
                      Member of the Guild of Calamitous Intent since 2005
                      Co-Chair of the Council of 13
                      "Hate you can trust"

                      Comment


                      • 212 - Griffin

                        Proof that you don't have to be weak to be a member of our JOB SQUAD LINE, check out this new item for Aisle 2!


                        Really? Iron Man needed help with HIM?

                        GRIFFIN
                        PL: 10 (137 pts) - OPL: 10 ; DPL: 10

                        ABILITIES: STRENGTH 12, STAMINA 12, AGILITY 3, DEXTERITY 1, FIGHTING 8, INTELLECT -1, AWARENESS 1, PRESENCE -1

                        SKILLS: Athletics 2 (+14), Deception (-1), Insight (+1), Intimidation 10 (+9/+10), Perception 2 (+3), Persuasion (-1), Stealth 6 (+9/+5)

                        ADVANTAGES: All-Out Attack, Animal Empathy, Diehard, Fast Grab, Improved Grab, Power Attack

                        POWERS:
                        Griffin 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
                        Wings: Flight 6 (120 mph/1800 fpr; Flaw: Winged); 6 pts
                        Griffin Physiology: Protection 1, Impervious 4, Immunity 1 (Environmental Cold), Senses 6 (Normal Vision [Extended], Scent [Acute, Extended], Normal Hearing [Extended], Ultra-Hearing), Speed 3 (16 mph/250 fpr); 19 pts
                        Spiked Tail: Extra Limbs 1 (Tail), Piercing Strength-based Damage 0, (Extra: Dangerous, Reach [10 ft]); 3 pts
                        Claws/Teeth: Piercing/Slashing Strength-based Damage 0 (Extra: Dangerous, Split); 2 pts
                        Bird Control: Burst Area Cumulative Affliction 6 (Resisted/Overcome by Will; 1st Degree: Dazed, 2nd Degree: Compelled, 3rd Degree: Controlled, Extras: Communication Link, Burst Area 2 [60 ft radius], Linked, Flaws: Limited [to Birds]); Comprehend 2 (Speak, Understand Animals, Flaw: Limited [Birds only]); 19 pts

                        EQUIPMENT:
                        NONE

                        OFFENSE:
                        Initiative +3
                        Close Attack +8 [Unarmed +12; Tail Spike +12, Critical 19-20; Claws/Teeth +12, Critical 19-20]
                        Ranged Attack +1

                        DEFENSES:
                        Dodge +6 [DC15] Parry +7 [DC17]
                        Toughness +13, Fortitude +12, Will +4

                        COMPLICATIONS:
                        Disability: Griffin's physical state is in a constant of evolution/devolution and he sometimes has problems with being coherent.
                        Involuntary Transformation: When expending extra effort or in extremely stressful situations he can devolve into a four-legged, bestial griffin form.
                        Monstrous Appearance: He's an anthropomorphic griffin. He doesn't blend.

                        Abilities 54 + Skills 10 (20 ranks) + Advantages 6 + Powers 58 + Defenses 9 = 137 / 137

                        Build Comments: One of Marvel’s better powerhouse jobbers, The Griffin. He had a pretty good turn recently in his animalistic form as Hercules' mount in the new Herc book and I think that might be his best career turn at this point. But by the end, he was back to his old devolving self. Visually, he's pretty neat and I'd like to see maybe a Dragon Man (super team pet gig) role for him, but it won't happen. He's appears to be a pain to draw, so he won't show up much.

                        Secret Origins: Johnny Horton was a street thug who was known for his big fist, bad temper and small brain. Johnny tried to make a name for himself when he joined a gang in New Orleans but wasn't going anywhere. A guy from Chicago hired Johnny for some local muscle and they were impressed so they introduced him to the Secret Empire.

                        Johnny told them he wanted to be more than a cheap hood and the Empire promised to make him a super villain. Johnny agreed and underwent a dramatic operation where the Secret Empire permanently grafted onto him a mane, wings and replaced his hands with lion's paws. His face turned dead white after the procedure and the Griffin was born.

                        The Story so Far: His first assignment for the Secret Empire was to kill the Beast. After a couple of altercations, Beast is able to defeat Griffin with assistance from Angel. Horton would continue to work for the Empire and still consume the serum that transformed him into the Griffin. The serum drove him insane and he ended up killing the doctor that performed the surgery. This led to a confrontation with Beast and Spider Man where the two heroes barely defeated him. He would later team up with Crimson Dynamo and the Titanium Man to battle the Champions. This group shortly disbanded after they were defeated. The Griffin's facial features would change during a confrontation with Spider Man and Wonder Man. The Griffin evolved once more and his face became more bestial. The Griffin was presumed dead when a burning plane he attempted to lift fell on him during that battle. The Griffin survived when he dug a tunnel with his claws under the burning wreckage.

                        After several altercations with heroes over the years, he was hired on as part of The Hood’s gang. After a robbery and the burning of one of Hood's hide outs, Griffin got drunk with other members of the gang and got arrested for their recklessness. He and the others would later be set free by the Hood. However Griffin was angry that the Hood didn't free them earlier. He tried to kill the Hood but was wounded in the process as the Hood shoots him multiple times in the legs.

                        The Hood had powered up members of his Masters of Evil with the Norn Stones which were given to him by Loki. The Hood wanted to juice up his crew so they could go hunt down some Avengers. The Griffin told Mandrill that they were being used and that he had no interest in the job, but that he's too afraid to run and have a price on his head. Mandrill tried to convince him that this was their opportunity to become part of Osborn's A-list team and taking down the Avengers would be a great chance to bump up their status. Johnny told him that he would rather die and was only doing this for the money. Mandrill would spot Spider Man and Spider Woman with his extended vision and the two engaged the Avengers. Spider Man noticed that the Griffin was more powerful than their previous encounter before he was blasted off the roof by a mind-controlled Spider Woman. Griffin and Mandrill enjoy the assault on Spider Man by the possessed crimson beauty. Spider Man refused to strike Spider Woman as he got bombarded by venom blasts and body blows. Spider Man kept talking to Spider Woman until she told the wall-crawler that she was being controlled by the monkey faced villain. Spider Man replied "I know what to do" as he finally fell from one final venom blast. The two villains approached Spider Woman when Mandrill got webbed in the mouth and Spider Man knocked out the Griffin with one powerful uppercut. Spider Woman blasted the Mandrill in the mouth and Spider Man webbed both villains together. The Griffin was apprehended and sent to the Raft.

                        Characterization: Griffin is a powerful foe, but his condition makes his intelligence fluctuate between dim-witted adult to practically animalistic, making him an unpredictable but easily outwitted.

                        Friends and Foes: He doesn’t have regular allies or enemies, he generally just does the work he’s paid to do.
                        Last edited by Thorpacolypse; 10-12-2014, 11:49 AM.
                        The Thorpacolypse
                        Member of the Guild of Calamitous Intent since 2005
                        Co-Chair of the Council of 13
                        "Hate you can trust"

                        Comment


                        • 213 - Morgan Le Fay

                          We can empty the clip on all the jobbers just yet, so let's go back to our TEAM WRECKER SPECIALS with this new item!


                          Your time on Earth has run out. Now Morgan le Fay rules supreme! - Morgan le Fay

                          MORGAN LE FAY
                          PL: 14 (251 pts) - OPL: 14 ; DPL: 14

                          ABILITIES: STRENGTH 0, STAMINA 2, AGILITY 2, DEXTERITY 4, FIGHTING 6, INTELLECT 6, AWARENESS 7, PRESENCE 6

                          SKILLS: Deception 7 (+13/+15) [Attractive], Expertise [History] 4 (+10), Expertise [Magic] 17 (+23) [Artificer, Ritualist], Insight 6 (+13), Intimidation 3 (+9), Investigation 2 (+8), Perception (+7), Persuasion 7 (+13/+15) [Attractive], Ranged Combat [Magic] 8 (+12), Stealth (+2)

                          ADVANTAGES: Artificer, Attractive (1), Diehard, Languages (2) (French, Gaelic, Several mystical languages, Base: English), Ritualist, Speed of Thought*, Trance

                          POWERS:
                          Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
                          Immortality: Immunity 2 (Aging, Disease), Regeneration 10 (1/every round), Immortality 13 (15 minutes); 38 pts
                          Magic Senses: Senses 5 (Magical Awareness, Detect Magic [Mental; Acute, Ranged, Extended]); 5 pts
                          Mystical Mistress: Variable 10 (50 pts Traits, mystic descriptor, Extra: Action [Move]); 80 pts
                          Sample Allocations:
                          Mind Control: Perception Ranged Affliction 12 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Cumulative, Subtle); 49 pts
                          Mystic Bolt: Ranged Mystic Damage 16; 32 pts
                          Illusory Double: Illusion 10 (Visual and Aural; Flaw: Limited to a Double of Yourself); 20 pts
                          Weather Control: Environment 8 (1 Mile Radius; 3 points of effect [cold, heat, impair movement, and visibility], Extra: Selective); 32 pts
                          [b]Scrying:[b] Remote Sensing 10 (Visual, Auditory, Mental; 4 Miles); 40 pts
                          Hounds of Hell: Summon Dark Hound 5 (75-point minion, Extra: Active, Controlled, Heroic, Multiple Minions 2 [4 hounds]); 50 pts


                          EQUIPMENT:
                          NONE

                          OFFENSE:
                          Initiative +6
                          Close Attack +6 [Unarmed +0]
                          Ranged Attack +4
                          Magic +12

                          DEFENSES:
                          Dodge +10 [DC20] Parry +10 [DC20]
                          Toughness +2, Fortitude +8, Will +15

                          COMPLICATIONS:
                          Conflicted: She and Doctor Doom have had a recent, very complicated relationship. While she is in love with him, she is also furious for his spurning of her, which makes for an interesting dynamic
                          Enemy: Spider-Woman and Zatana
                          Power Loss: Her magic cannot effect iron
                          Vulnerable: Being half fae, she is vulnerable to iron weapons and effects, taking an extra degree of failure against them

                          Abilities 66 + Skills 27 (54 ranks) + Advantages 8 + Powers 124 + Defenses 26 = 251 / 251

                          Build Comments: Morgan Le Fay is a Marvel sorceress based on the Arthurian character who was Arthur’s evil half sister. She popped up from time to time in several books, and was actually the villain who reassembled the Avengers some time back after the first big disassembling. She hung out in limbo for a while, then was brought back as a love interest of Doctor Doom, who was doing some time traveling booty calls to get her help in getting his mother out of hell. Apparently he pissed her off since soon after she was zapping the hell out of him as he returned to power in Latveria in the first Dark Avengers book. One would think he would know the old saying about a woman scorned…

                          This made her the first opponent of Osborn’s Dark Avengers; since Doom is part of Osborn’s Dark Illuminati, Normie wanted to help his buddy out to ensure his support. Coolest moment of the arc so far was when Sentry...well, I'll let the pictures tell the story:





                          When you can get even make Bullseye be taken aback, you've done something. Man, I loved to hate Sentry...but I digress.

                          Build-wise, she’s an immortal sorceress so she was an easy build. I went with Variable Power for ease of use because her incarnations are all across the board. I thought about making her a PL higher, but she should still be a challenge for a Dark Avengers type of PC group with the right minions and magic castle type HQ to help her out.

                          Secret Origins: Morgan Le Fay was born in Tintagel keep, in 6th century England to Duke Gorlois of Cornwall and Lady Igraine of Avalon. Even as a child Morgan had a magical essence about her. Her mother was so beautiful that the High King, Uther Pendragon, started a war with her husband to have her. Morgan's father went off to fight Pendragon but was killed, as Pendragon had planned; then Pendragon demanded the Merlin, Taliesin, magickly cause him to appear to the castle keep's guards as the master of the keep in order to gain entry. Lady Igraine would later comment that even in the Dukes raiment and the Merlin's glamour she was not fooled. Uther and Igraine shared a magical night and were later wed. Igraine gave birth to his son, whom she named Arthur. Morgan despised Uther for murdering her father and claiming her mother, and grew jealous of her half-brother who was clearly favored by everyone but, most painfully, her mother. Igraine was so enamored by her husband that she often neglected her children, leaving Morgan to care for the little brother that she so resented, until Merlin claimed him and covertly transported the lad to be fostered in secrecy by one of Uther's vassals, a common practice of the day. Morgan's mother became increasingly melancholy since Merlin took Arthur away but she managed to forget Morgan very existence, fueling her wrath. Morgan would herself be fostered in safety by her mother's elder sister Vivienne, Lady of the Lake of Avalon, and became a priestess of the Mother Goddess, whom the Celts called Danu.

                          It was on the isle of Avalon where Morgan learned magic. She had an agile mind and studied diligently in preparation of inheriting the role of High Priestess and Lady of Avalon from her aunt Vivienne, quickly outstripping friends and rivals alike. She was trained by the most skilled of the senior priestesses, the Lady of Avalon herself and, eventually, the Merlin of Britannia.

                          In their youth, when Morgan was yet a novice priestess and Arthur a squire, the Merlin arranged for Arthur to partake in the ancient pagan King making ceremony, to ensure his eventual ascension to High King through the acceptance of the varying tribes of Celts. Aware of their familial relationship, the Lady of the Lake nonetheless appointed her chosen successor, Morgan, to fulfill the role of the Virgin Goddess and initiate the young Arthur into manhood. It had by then been several years since they had lain eyes on one another; it was dark and they were each covered in arcane symbols painted in deer blood; she was prepared for the rite, he was ecstatic following the ritual hunt and his killing by hand of the King Stag. They lay together that night as representations of Goddess and God incarnate on Earth; then again, the following morning for pleasure before they recognized one another. He felt shame. She was furious with Vivienne and abandoned Avalon enraged. Soon, she found she had conceived a child whom she bore in secret at the home of Vivienne and Igraine's youngest sister Morgause, wed to King of Lothian, on the sea in the north of England where it seemed constantly cold and dark and with the constant squalling of seagulls. Morgan thought of Lot's kingdom as being at the end of the world. She told no one of the sire of her son Modred, save her young aunt Morgause and even then with the pain of childbirth, who guarded well the secret to use one day against Arthur, as she was plotting to see one of her own sons crowned High King; with Arthur's own son the obvious heir, Morgause manipulated Morgan into fostering the young Mordred as her own, that he would ever see her, rather that Morgan, as his mother.

                          Morgan next elected to keep Arthur close, the better to wield power from behind the throne. In order to gain his trust, she often battled beside him, at times in the shape of a dragon, or a lioness, or her human visage, defeating numerous of his enemies. As time dragged on, Arthur did not grant her a kingdom or any of the rewards that a male knight would be gifted. Further, her hold on him waned as he found a new queen, the lady Guinevere who, incidentally, was madly in love with Arthur's closest friend, his and Morgan's cousin by Vivienne, Lancelot du Lock. This put Morgan and Vivienne at odds, in part because Morgan was also secretly in love with sir Lancelot who, although being intimate with Morgan, had eyes only for Guineverre, his best friend's wife. Morgan manipulated events so that Lancelot would deflower Guinevere's cousin, the Lady Elaine, thinking her Guinevere whom she closely resembled, forcing Lancelot into marriage in order to preserve his and the maiden's honour. In retaliation, Guinevere arranged that Morgan become betrothed to old King Uriens of Wales. Morgan agreed to the hand-fasting only because she was lead to believe that she would be marrying her younger lover Accolon, Uriens' son; when the betrothal was announced publicly, Morgan was herself caught, unable to honorably undo Guinevere's ploy. Thus, Morgan became Dutchess of Wales as well as true heir of Tintagel, a claim contentiously denied by Arthur. Following Uriens's eventual death, Morgan convinced her lover Accolon to kill Arthur in battle, leaving Accolon to be crowned High King as interim before Mordred came of age. Accolon, however, failed in his quest and fell in battle to Excalibur. For her part in the conspiracy of treason, Morgan was shut away in her castle. Mordred later attempted patricide, and was killed by Arthur as well, but not before inflicted mortal wounds on his father. Arthur died in Morgan's arms, without an heir, ending the reign of Camelot.

                          The Story so Far: Sometime in the 7th century, C.E. (Common Era), Morgan procured the Darkhold and bound the indestructible parchments into the leather-wrought Book of Sins. She lead a cult of Darkholders in a dark rite to invoke Chthon but the Elder God proved too powerful to either control or entirely contain, so she bound a portion of Chthon to Mount Wundagore and banished what she could from whence he came. However, her disciple and lover Magnus the Sorcerer absconded with the tome.

                          Morgan projected her astral form from her physical body to the present day. She mentally dominated "Slapper" Struthers, transforming him into the superhuman Excaliber, and directed him to retrieve the Darkhold from Magnus. He failed, and she traveled in astral form to steal the Darkhold from the Werewolf Jack Russell but she was defeated by Spider-Woman and Magnus. Impressed by her battle skills, Morgan attempted to indenture Spider-Woman into servitude, but was again defeated. Seeking revenge, she proceeded to torment Spider-Woman, but Magnus interceded and Morgan's physical body was destroyed in combat with Spider-Woman's astral form. However, she was able to lock out Spider-Woman's astral form from her physical body, and attempted to possess it for herself but was thwarted by the Avengers, Magnus, Doctor Strange, and the Shroud in battle on the astral plane.

                          Sometime later, Doctor Doom and Iron Man were flung back in time by the traitorous Hauptmann to the era of Camelot. During this time, Doom met with Morgan to enlist her in aid in wresting his mother Cynthia von Doom's soul from imprisonment by Mephisto in Hell. Morgan agreed on the provision that Doom become the general of her army of undead warriors those slain by the sword Excalibur against her half-brother, King Arthur. Iron Man defeated Morgan, causing her to flee to another realm. Doom swore vengeance on Iron Man for his interference, vowing to see the hero dead.

                          Doctor Doom is revealed to be in a sexual relationship with Morgan, traveling back to the past in order to carry on romantic liaisons with her. She ordered Doom to bring her back something of value as tribute when next time he comes to her, or to not come back at all. He returned, asking her help in creating an army of loyal inhuman warriors. She asked what she would get in return, and Doom asked what she wanted. Her response is unknown but Doom reappeared in the present era with his army of Mindless Ones. Later, after his inevitable defeat, Morgan is seen gazing longingly out her window for the return of her lover, unaware of his failure at the hands of the Avengers.

                          Morgan became the Dark Avengers first nemesis when she would attempt to kill Doom for his deceit towards her. Doom had offered himself to her in trade for her occult knowledge but had betrayed her by his failures. She used the Second Sight to witness the formation of Osborn’s Cabal and traveled through time with an army of demons to murder Victor von Doom while he was a child, but ultimately decided that Doom should know why she was going to kill him. She chose shortly after the Skrull invasion to engage Doom in magical combat. As he began to lose, a HAMMER soldier informed Osborn and the Dark Avengers were dispatched to rescue Doom. The Sentry forcibly decapitated her but she immediately reappeared in his place, possessing Venom who then attacked Ares. She was killed a second time by Bullseye, but again she reappeared. She and her demonic army continued fighting the Dark Avengers while Doom and Iron Patriot traveled back in time to kill her in the 6th century. As the two men arrived earlier in history, they were met with a magical assault. They were victorious due in large part to the considerable amounts of iron in their armor, as faerie enchantments are weakened by cold iron. In the present, Morgan revealed to Osborn Doom's intent to betray her and that, if successful, her untimely death would adversely will affect Doom's own lifeline, claiming Doom would fall to his nature and betray Osborn. Doom responded by chanting a spell in a language of which even she possessed no knowledge, forcibly sending the sorceress into her own enchanted cauldron. Though Morgan survived, she was sent to 1,000,000 B.C.E., where she could be seen running from a tribe of cavemen fighting a dinosaur, presumably powerless.

                          Characterization: Morgan le Fay possesses a natural affinity for magical forces which is a result of her half-faerie genetic structure. She possesses a gifted intellect, and as a former pupil of Merlin and centuries of study, she is considered one of the greatest sorceresses in Earth's history. She is also well known for her temper and vindictiveness.

                          Friends and Foes: She has many enemies in the magical world, but is currently at war with Doctor Doom.
                          Last edited by Thorpacolypse; 06-10-2014, 08:10 PM.
                          The Thorpacolypse
                          Member of the Guild of Calamitous Intent since 2005
                          Co-Chair of the Council of 13
                          "Hate you can trust"

                          Comment


                          • 214 - Demon (Vrock)

                            I think Ms. Le Fay needs some creatures to summon, so get ready for a HELLUVA SPECIAL! Check out this new item for Aisle 11!


                            If ya smeeeeeeeeeeeeeeeeeell, what The VROCK is...cookin'!

                            DEMON (VROCK)
                            PL: 9 (178 pts) - OPL: 9 ; DPL: 9

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

                            SKILLS: Athletics 2 (+8), Close Combat [Claws] 2 (+10), Deception (+3), Expertise [Arcane Lore] 5 (+7), Expertise [Magic] 3 (+5), Insight (+3), Intimidation 6 (+9/+10), Perception 8 (+11), Persuasion (+3), Stealth 4 (+6/+4)

                            ADVANTAGES: Favored Environment (Flying), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Abyssal), Move-by Action, Power Attack, Takedown (1)

                            POWERS:
                            Vrock Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate); 5 pts
                            Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
                            Demonic Toughness: Protection 5, Impervious 5, Regeneration 2 (1/every 5 rounds); 17 pts
                            Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 20 pts
                            Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
                            Wings: Flight 2 (8 mph/120 fpr; Flaw: Wings); 2 pts
                            Claws: Strength-based Damage 2 (Extra: Penetrating 5, Split); 8 pts
                            Flyby Attack: Enhanced Advantages 2 (Favored Environment [Flying], Move-by Action; Flaw: Limited to when flying); 1 pts
                            Stunning Screech: Burst Area Affliction 8 (Resisted/Overcome by Fortitude, 1st: Dazed, 2nd: Stunned, Extra: Burst Area [30 ft radius], Flaw: Limited to two degrees); 8 pts
                            Spores of Madness: Burst Area Reaction Poison Damage 6 (Extra: Burst Area [30 ft radius], Linked [Affliction], Reaction [when Vrock takes 3 1st, 2 2nd or 1 3rd degree damage failures], Flaw: Limited to when Vrock takes 3 1st, 2 2nd or 1 3rd degree damage failures), Burst Area Reaction Affliction 6 (Resisted/Overcome by Fortitude; 1st: Dazed, Extra: Burst Area [30 ft], Reaction [when Vrock takes 3 1st, 2 2nd or 1 3rd degree damage failures], Flaw: Limited to one degree, Limited to when Vrock takes 3 1st, 2 2nd or 1 3rd degree damage failures); 24 pts

                            EQUIPMENT:
                            NONE

                            OFFENSE:
                            Initiative +6
                            Close Attack +8 [Unarmed +6]
                            Claws +10 [Claws +8]
                            Ranged Attack +2
                            Special Attack [Stunning Screech Affliction +8, Burst Area; Spores of Madness +6, Burst Area]

                            DEFENSES:
                            Dodge +7 [DC17] Parry +8 [DC18]
                            Toughness +10 (+5 Impervious), Fortitude +8, Will +8

                            COMPLICATIONS:
                            Enemy: Angels, Holy Warrior, Celestial beings.
                            Obsession: Causing as much death and destruction as they can.
                            Power Loss: Demons lose their Impervious Toughness against Holy attacks.
                            Rivalry: Most other demons.
                            Vulnerable: Demons are vulnerable against holy effects and in holy locations.
                            Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

                            Abilities 54 + Skills 15 (30 ranks) + Advantages 4 + Powers 90 + Defenses 15 = 178 / 178

                            Build Comments: At the old J-Mart, I did a big fantasy run and talked about my gaming history and provided a writeup of my fantasy setting. I'm not feeling the need to repost it so I'm not, I will refer you there if you want more info about Gloriant. But I did update a lot of those builds, so I'm going to add most, if not all of them to the new thread. As I stated there, there are no devils in the Gloriant setting, or rather, all of demons and devils have been combined into one "race" and I'll generally be calling of them demons. Most are inspired by D&D demons/devils, but I plan on working a few of my own over time.

                            I had to start out with Vrocks because they hold a special place in my heart. My original DM threw them at us all the time. He LOVED them. Once we got to be about 5th level in 1st edition, we fought Vrocks all the frickin' time. I hated them then, but as I get older and long for the days of my youth, I now look at them fondly. Go fig.

                            I am trying to stick with a pretty standard format for my demons, keeping the same immunities, senses and such, and just adding their specific powers. I will pump up the higher level demons and demon lords in some areas, but for the most part, their complications will be the same.
                            Last edited by Thorpacolypse; 06-11-2014, 04:27 PM.
                            The Thorpacolypse
                            Member of the Guild of Calamitous Intent since 2005
                            Co-Chair of the Council of 13
                            "Hate you can trust"

                            Comment


                            • 215 - Demon (Carnage)

                              This HELLUVA SPECIAL continues with this new item!


                              Yikes.

                              CARNAGE DEMON
                              PL: 6 (76 pts) - OPL: 6 ; DPL: 6

                              ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 1, DEXTERITY 0, FIGHTING 4, INTELLECT -2, AWARENESS 0, PRESENCE -2

                              SKILLS: Athletics (+5), Deception (-2), Intimidation 6 (+4), Perception 4 (+4), Persuasion (-2), Stealth (+1)

                              ADVANTAGES: All-Out Attack, Close Attack (2), Languages (1) (Common, 1 other, Base: Abyssal)

                              POWERS:
                              Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
                              Demonic Toughness: Protection 2, Impervious 3, Regeneration 2 (1/every 5 rounds); 10 pts
                              Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 20 pts
                              Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
                              Claws: Slashing Strength-based Damage 1 (Extra: Split); 2 pts

                              EQUIPMENT:
                              NONE

                              OFFENSE:
                              Initiative +1
                              Close Attack +6 [Unarmed +5; Claws +6]
                              Ranged Attack +0

                              DEFENSES:
                              Dodge +4 [DC14] Parry +5 [DC15]
                              Toughness +7 (+2 Impervious), Fortitude +7, Will +2

                              COMPLICATIONS:
                              Enemy: Angels, Holy Warrior, Celestial beings
                              Obsession: Causing as much death and destruction as they can
                              Power Loss: Demons lose their Impervious Toughness against Holy attacks
                              Rivalry: Most other demons
                              Vulnerable: Demons are vulnerable against holy effects and in holy locations
                              Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name

                              Abilities 22 + Skills 5 (10 ranks) + Advantages 4 + Powers 37 + Defenses 8 = 76 / 76

                              Build Comments: Carnage demons are exactly as they are named. They attack without hesitation and live to wreak havoc. They pretty unpredictable and hard to control, even occasionally turning on their summoner, or breaking ranks in demon hordes.
                              The Thorpacolypse
                              Member of the Guild of Calamitous Intent since 2005
                              Co-Chair of the Council of 13
                              "Hate you can trust"

                              Comment


                              • 216 - Demon (Assassin)

                                Our HELLUVA SPECIAL continues with this new item for Aisle 11!


                                It's the head hook that makes the look.

                                ASSASSIN DEMON
                                PL: 8 (150 pts) - OPL: 8 ; DPL: 8

                                ABILITIES: STRENGTH 5, STAMINA 4, AGILITY 4, DEXTERITY 2, FIGHTING 9, INTELLECT 2, AWARENESS 3, PRESENCE 3

                                SKILLS: Acrobatics 1 (+5), Athletics 7 (+12), Deception 4 (+7), Expertise [Tactics] 4 (+6), Insight 3 (+6), Intimidation 6 (+9), Investigation 7 (+9), Perception 6 (+9), Persuasion (+3), Stealth 8 (+12) [Skill Mastery]

                                ADVANTAGES: Improved Critical (1) (Claws), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Abyssal), Move-by Action, Skill Mastery (1) (Stealth), Takedown (1)

                                POWERS:
                                Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
                                Demonic Toughness: Protection 3, Impervious 3, Regeneration 2 (1/every 5 rounds); 11 pts
                                Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 20 pts
                                Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
                                Razor Sharp Claws: Slashing Strength-based Damage 2 (Extra: Split); 3 pts
                                Teleporting: Teleport 3 (250 ft/8 miles; Extra: Easy, Extended, Increased Mass 3 [400 lbs]); 15 pts

                                EQUIPMENT:
                                NONE

                                OFFENSE:
                                Initiative +8
                                Close Attack +9 [Unarmed +5; Claws +7, Critical 19-20]
                                Ranged Attack +2

                                DEFENSES:
                                Dodge +9 [DC19] Parry +9 [DC19]
                                Toughness +7 (+3 Impervious), Fortitude +7, Will +7

                                COMPLICATIONS:
                                Enemy: Angels, Holy Warrior, Celestial beings
                                Obsession: Causing as much death and destruction as they can
                                Power Loss: Demons lose their Impervious Toughness against Holy attacks
                                Rivalry: Most other demons
                                Vulnerable: Demons are vulnerable against holy effects and in holy locations
                                Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name

                                Abilities 64 + Skills 23 (46 ranks) + Advantages 6 + Powers 54 + Defenses 12 = 159 / 159

                                Build Comments: This is an Assassin Demon, based on the Babau from D&D, just not as slimy. They are masters of stealth and their main attack is teleporting up close to a foe then going after them with their claws. If they are outnumbered, they are known for grabbing a foe, then teleporting off with them where they can deal with them one on one.
                                The Thorpacolypse
                                Member of the Guild of Calamitous Intent since 2005
                                Co-Chair of the Council of 13
                                "Hate you can trust"

                                Comment

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