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Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

123 - Doc Seismic

Post by Thorpocalypse »

We're still asking IS THERE A DOCTOR IN THE HOUSE? with this new item for our Image Aisle!

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There will be a time when the superheroes of THIS generation tremble again--that THEY begin to fear the name Doc Seismic! THAT TIME IS NOW! - Doc Seismic

DOC SEISMIC
PL10


OPL: 10; SPL: 2; DPL: 6; FWPL: 6; HP: 1
Real Name: Unknown
Age: 60
Height: 5-10
Weight: 155
Eyes: Orange
Hair: Black
Skin: Fair
Race: Human
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Criminal; Scientist
Base of Operations: Mobile
Team Affiliations: None

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

SKILLS: Athletics 3 (+2), Deception 4 (+6), Expertise [Criminal] 2 (+6), Expertise [Science] 6 (+10), Insight 4 (+7), Intimidation (+2), Perception (+3), Persuasion 6 (+8), Stealth (+1), Technology 8 (+12) [Inventor], Vehicles 3 (+6)

ADVANTAGES: Defensive Roll (2), Equipment (1), Inventor, Seize Initiative

POWERS:
Seismic Gauntlets: 34 pts Traits, Removable (-7 pts); 27 pts
Seismic Burst: Burst Area Vibration Damage 10 (Extra: Burst Area x2 [60 ft radius]); 30 pts
Seismic Shockwave: Burst Area Affliction 10 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Burst Area x2 [60 ft radius], Extra Condition, Flaw: Limited to two degrees); 1 pt
Shockwave: Burst Area Affliction 10 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Burst Area [30 ft radius], Extra Condition, Flaw: Limited to two degrees, Limited [Doc Seismic must be on the ground, targets must be on the ground]); 10 pts
Destructive Blast: Cone Area Weakness Toughness 10 (Extra: Cone Area x2 [120 ft radius], Flaw: Affects Object only); 1 pt
Burrowing: Burrowing 7 (8 mph/120 fpr); 1 pt


EQUIPMENT:
(5 pts)
Lab Coat/Costume: Protection 1, Subtle; 2 pts

OFFENSE:
Initiative +1 (Seize Initiative)
Close Attack +2 [Unarmed -1]
Ranged Attack +3
Special Attack [Seismic Burst +10, Burst Area; Seismic Shockwave Affliction +10, Burst Area; Destructive Blast +10, Cone Area]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +3 (+2 without Defensive Roll), Fortitude +5, Will +7

COMPLICATIONS:
Hatred: Invincible.
Motivation: Money and power, mostly power.
Power Loss: He has to be able to put his hands together for his gloves to work so restraining his hands will render him powerless.
Reputation: Washed up loser villain.

Abilities 30 + Skills 18 (36 ranks) + Advantages 4 + Powers 27 + Defenses 21 = 100 / 100

Comments: I've been filling up the DC and Marvel Aisles as usual, so I think it's time for some items from other areas. Doc Seismic is an Invincible villain that has gotten some decent exposure over the years. He’s a one note villain, but it’s a pretty decent note. I even gave him a 60 ft burst to make him a bit more dangerous, especially with his Seize Initiative so he can get a quick KO if need be, but he’s still not that big of a threat to a decent hero.

Secret Origins: Doc Seismic, real name unknown, was a genius inventor with a fondness for geology. He invented his seismic gloves originally to help him work in the Earth, but when he was short of funding, he decided to use them to rob a bank. With his success, he decided to become a supervillain on a regular basis. Doc was an early opponent of the first superheroes in the modern age, taking on such luminaries as Omni-Man, Green Arrow and Superman. And losing to them all. Eventually, after another escape from prison, he ran into Invincible, who took him in again.

The Story so Far: Initially he was a one note jobber villain with his Seimsic Gauntlets giving Invincible just a little trouble. Then it looked like he fell to his death, but he ended up in the underground world of the Magmanites and became their ruler. He ended up going back to prison again and the Magmanites broke him out, so it's believed think he’s still on the loose.

Characterization: Doc a is your basic scorned genius who wants to prove his superiority over others.

Friends and Foes: He generally works alone, but still has allies in the Magmanites. And he really doesn't like Invincible.
Last edited by Thorpocalypse on Mon Nov 04, 2019 4:08 am, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

The Mauler Twins: Earth-T1

Post by Thorpocalypse »

We've got another new item for our Villains Line that's hitting the Aisle 3 shelves!

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Mauler 1 (or 2): Excellent work. For a clone.
Mauler 2 (or 1): I'm not the clone, YOU are.


THE MAULER TWINS
PL10


OPL: 9; SPL: 10; DPL: 9; FWPL: 9; HP: 1
Real Name: Unknown
Age: Unknown
Height: 7-6
Weight: 525
Eyes: Black
Hair: None
Skin: Blue
Race: Human Mutate (Clone?)
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Criminal; Scientist
Base of Operations: Mobile
Team Affiliations: None

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 2, DEXTERITY 2, FIGHTING 8, INTELLECT 9, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 3 (+12), Deception 6 (+7), Expertise [Science] 11 (+20), Insight (+2), Intimidation 6 (+7/+9) [Intimidation], Perception (+2), Persuasion (+1), Ranged Combat [Gun] 6 (+8), Stealth (+2/+0), Technology 11 (+20) [Inventor], Treatment 4 (+13)

ADVANTAGES: Close Combat (1), Eidetic Memory, Equipment (6), Inventor, Speed of Thought*, Teamwork

POWERS:
Mauler Size: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
Mauler Physiology: Protection 2, Impervious Toughness 5, Immunity 3 (Environment Heat, Environmental Cold, Pressure); 10 pts
Mauler Mind: Quickness 2 (Flaw: Mental only); 1 pt

EQUIPMENT:
(30 pts)
Flash Goggles: Feature 1 (+5 Visual Dazzle Resistance); 1 pt
Blaster Gun: Ranged Multiattack Energy Damage 8; 24 pts
5 pts for Tools, Science EQ

OFFENSE:
Initiative +5
Close Attack +9 [Unarmed +9]
Ranged Attack +2
Guns +8 [Blaster Gun +8, Multiattack]

DEFENSES:
Dodge +7 [DC17] Parry +8 [DC18]
Toughness +11 (+3 Impervious), Fortitude +10, Will +7

COMPLICATIONS:
Motivation: Varies from time to time, but they are always driven to work on some super science project.
Power Loss: If one of the Maulers dies, the other remaining Mauler's Int drops to 6 and he loses his Mauler Mind power until another clone is created.
Rivalry: With each other. One of them is the original and the other a clone and neither of them knows, or is willing to admit that the other is the clone.

Abilities 76 + Skills 22 (44 ranks) + Advantages 11 + Powers 16 + Defenses 13 = 138 / 138

Build Comments: The Mauler Twins are a couple of Invincible's jobbers but overall, some of Robert Kirkman’s better creations for the series. They are a combination of the powerhouse and mad scientist archetypes but the best twist is that they are not actually twins, one of them is a clone. And he's so complete, that he believes he is the original, so they constantly fight and try to convince the other that they are the clone. And over the course of the Invincible series, one of them, if not both, have been killed off and brought back enough that there IS no original anymore. But that doesn’t keep them from arguing about it. Funny stuff.

Secret Origins: The original (whichever one that was) was a brilliant scientist that created a cloning machine and tried it out on himself. This produced his clone that thought he himself was the original. A lot of their actions seem to be based off of their desire to conduct experiments and gain political power. They do however seem to be respectful creatures with a genuine love for science.

Invincible's first encounter with the twins involved them stealing video game systems to harvest their parts for an army of Robots they where building. He and the Teen Titans haulted their actions.

The Story so Far: The Maulers were killed by Kid Omni-Man at one point and it was believed their threat was finally ended, but apparently another clone existed and he cloned another so the Maulers live again to vex the heroes of the Thorpacoverse.

Characterization: Two Maulers never agree who came first, as the clones are born with complete memories of the original, thats why they diferentiate themselves with piercings or other accoutrements, but that does nothing to stop "who came first" debate. Other then debating about their origins, they are constantly thorn in the side of the world`s hero population.

Friends and Foes: While they have worked with several villains over the years, their only real relationship is with each other. However, they have recently been working with A.I.M. although it is unclear whether they part of the new High Council, or simply contractors. They both have a hatred for Invincible and any of his allies.
Last edited by Thorpocalypse on Tue May 05, 2020 1:07 am, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

125 - Gamma the Atom Smasher

Post by Thorpocalypse »

More items for our Villains Line are hitting the Aisle 12 shelves!

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GAMMA THE ATOM SMASHER
PL12


OPL: 12; SPL: 4; DPL: 12; FWPL: 7; HP: 1
Real Name: Adam Ward
Age: 19
Height: 6-5
Weight: 325
Eyes: White
Hair: None
Skin: Blue
Race: Human Mutate
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Criminal
Base of Operations: New York, New York, USA
Team Affiliations: The Crime Society

ABILITIES: STRENGTH 14, STAMINA 8, AGILITY 1, DEXTERITY 2, FIGHTING 6, INTELLECT 1, AWARENESS 0, PRESENCE 0

SKILLS: Athletics (+14), Close Combat [Unarmed] 4 (+10), Expertise [Physical Sciences] 2 (+3), Insight 3 (+3), Perception 5 (+5), Ranged Combat [Radiation Control] 8 (+10), Stealth (+1), Technology 2 (+3)

ADVANTAGES: Improved Grab, Improved Hold, Power Attack (2) (Radiation Blast, Unarmed)

POWERS:
Mutate Physique: Protection 7, Impervious Toughness 11, Immunity 20 (Life Support, Radiation Effects); 38 pts
Radioactive Flight: Flight 10 (2000 mph/4 mpr); 20 pts
Radiation Sickness: Weaken Constitution 1 (Extra: Reaction [being touched], Progressive, Permanent, Flaw: Uncontrolled); 5 pts
Radiation Control: 24 pt Array; 25 pts
Radiation Blast: Ranged Radiation Damage 12; 24 pts
Radiation Burst: Burst Area Radiation Damage 12 (Extra: Burst Area [30 ft radius]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +6 [Radiation Sickness Weaken +1, Reaction]
Unarmed +10 [Unarmed +14]
Ranged Attack +2
Radiation Control +10 [Radiation Blast +12]
Special Attack [Radiation Burst +12, Burst Area]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +15 (+15 without Defensive Roll, +6 Impervious), Fortitude +12, Will +4

COMPLICATIONS:
Emotionally Stunted: Due to his isolation as a child, Adam is not very emotionally adjusted
Enemy: The Fantastic Four
Hatred: All scientists, because of his lack of understanding about why his father did what he did and his believed connection of The Fantastic Four to his father's death

Abilities 64 + Skills 12 (24 ranks) + Advantages 4 + Powers 88 + Defenses 17 = 185 / 185

Comments: Gamma is one of my favorite characters from the Freedom City book. The classic superpowerful man with the emotional control of a child. This was mostly a straight conversion, but I modified him a bit for my setting, changing his Strike to an Area Burst and pumping up his Immunity to include all radiation effects.

Secret Origins: Dr. Frank Ward was a brilliant nuclear physicist and research scientist who took too many risks in his pursuit of knowledge. Those risks came back to haunt him when his son Adam was born a mutant with severe mental retardation and a hard-radiation aura that resulted in his mother’s death. Dr, Ward kept his son in isolation, shielding everyone from Adam’s uncontrolled radiation bursts, and spent the next 16 years seeking a cure for his condition. His search became more urgent when Dr. Ward discovered he was dying of cancer, most likely from exposure to Adam’s radioactive emissions over the years, despite his best precautions.

The Story so Far: Ward developed an experimental treatment he believed would leech off Adam’s excess radioactivity and also grant him a measure of normalcy. Unfortunately, his plan required the theft of a large amount of radioactive material, which drew the attention of the Fantastic Four. Tracking the thefts, they discovered Dr. Ward’s secret laboratory and fought the mercenaries he hired. Damage to the lab forced Dr. Ward to make the final onnections for his device manually. His last act was to place a device over his son’s unshielded head—only the second time in 16 years that he was able to touch his child directly. Ward collapsed near his son. Adam finally gained a measure of control over his power and his intellect was awakened, but at the cost of his father’s life. The FF fought past the mercenaries and found a large blue man cradling the doctor’s corpse and sobbing over it. It got up and came toward them, its radioactive arms wide. Assuming this “monster” had killed the doctor, The Thing attacked before it got its massive hands on them. Finally aware for the first time in his life and aching for contact, Adam’s first real contact with strangers was a violent attack. Shocked and confused, he responded in kind until Reed Richards realized the truth of the situation. The Invisible Woman finally calmed him down and the team turned the child-like Adam over to STAR Labs.

At STAR, Adam’s intellect soared as a result of his father’s final treatments and the mental stimulation he received from staff doctors and nurses who attended him around the clock. Adam learned to speak articulate English within days, learned to read and write in weeks, and absorbed knowledge so swiftly that he learned the equivalent of a high school education inside of four months—though by the end of that period, his mental acuity plateaued and he now learned and understood things only slightly faster than any other teenager. Unfortunately, even though he could see and hear people and talk with them, he was still trapped in isolation and unable to touch or be touched. Overhearing some of the doctors talking, he learned the details of his father’s death, and the stress of his constant imprisonment and now having some understanding of what he’d lost drove Adam over the edge. Adam broke out of STAR and swore revenge against the Fantastic Four for causing his father’s death by interfering with his experiments. He also vowed unending hatred at all scientists, since none ever saw him as anything more than a test subject. Adam Ward took on the name “Gamma, the Atom-Smasher” and has made several attempts to destroy the FF. Each has ended in failure and only further embittered the atomic mutant, now a true renegade from human society. His bitterness has grown to encompass most of humanity, which he blames for his outcast state.

Over the years, he has been a pawn of several mastermind villains, including Doctor Doom, The Leader, Prometheus and The Wizard.

Characterization: Adam is a bitter and lonely young man. His father’s final treatments awakened a keen intellect, but Adam had neither the emotional stability nor the life-experience to handle all the conflicts and complexities of modern life. In many ways, Adam is a vengeful child lashing out at the people he considers responsible for his pain. Denied human contact all his life, he’s intensely lonely, but denies that he needs anyone or anything.

Friends and Foes: He has few friends but he still harbors instense hatred for the Fantastic Four, especialy The Thing.
Last edited by Thorpocalypse on Thu Nov 28, 2019 8:27 pm, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

White Knight: Earth-T1

Post by Thorpocalypse »

This item is a J-Mart Favorite (to HATE) Item for Aisle 12!

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White makes Right...

WHITE KNIGHT
PL10


OPL: 10; SPL: 1; DPL: 10; FWPL: 7; HP: 1
Real Name: Daniel Foreman
Age: 29
Height: 6-2
Weight: 200
Eyes: Brown
Hair: Red
Skin: Fair
Race: Human Mutate
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Criminal
Base of Operations: Mobile
Team Affiliations: The Red Reich; The Sons of America

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

SKILLS: Athletics 3 (+11), Deception (+2), Expertise [Survival] 5 (+5), Insight 6 (+7), Intimidation 8 (+10), Perception (+1), Persuasion (+2), Ranged Combat [Fire Control] 6 (+8), Stealth (+2)

ADVANTAGES: All-Out Attack, Power Attack (2) (Fire Blast, Unarmed)

POWERS:
Protected by Purity: Protection 8; 8 pts
Fire Flight: Flight 6 (125 mph/1800 fpr); 12 pts
Flames of Hate: 24 pt Array; 27 pts
Fire Blast: Ranged Fire Damage 12; 24 pts
Flame Strike: Fire Strength-based Damage 4 (Extra: Penetrating 8); 1 pt
Flame Flash: Perception Ranged Cumulative Affliction 8 (Resisted/Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Flaw: Limited [one sense]); 1 pt
Flame Aura: Fire Damage 6 (Extra: Action [Reaction to being touched]); 1 pt
Flame Burst: Burst Area Fire Damage 8 (Extra: Burst Area 2 [60 ft burst]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +8 [Unarmed +8; Flame Strike +12; Flame Aura +6, Reaction]
Ranged Attack +2
Fire Control +8 [Flame Blast +12]
Special Attack [Flame Flash +8, Perception; Flame Burst +8, Burst Area]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +11, Fortitude +8, Will +5

COMPLICATIONS:
Hatred: Just about anyone who's not a white, heterosexual protestant that is not a liberal that sympathizes with the mongrel races.
Reputation: The White Knight is well known bigot and many villains don't like working with him and many heroes want to take him down just because of what's done and said.

Abilities 52 + Skills 14 (28 ranks) + Advantages 3 + Powers 48 + Defenses 17 = 134 / 134

Build Comments: You gotta love the White Knight as a villain that you have absolutely no compunction about batting the crap out of. I'm actually surprised there aren't more white supremacist villain types in mainstream comics, considering how left they tend to lean.

Secret Origins: Daniel Foreman loved and honored his family. They raised him right and taught him the truth that the government, the schools, and the liberal media refused to show. His family taught Daniel about the destiny of the white race and how the bleeding hearts wanted to convince everyone that all people are equal, even when that obviously wasn’t true. Weren’t the slums full of blacks and Hispanics? Why would they be there if they weren’t as stupid as his father said? Wasn’t AIDS killing the queers? Why would they be dying if not because they were so hopelessly perverted? The Jews controlled the banks and influenced the media, making it look like Hitler was the villain when trying to exterminate the mongrel races was about the only thing he did right. Dan grew up hating everyone who wasn’t like him. He particularly learned to hate the supers, most of whom were dupes of the Zionist-run liberal government. Worse yet, some were even from the mongrel races and probably thought their powers made them better than decent white folk. Where were the real heroes to show people the truth? Where was the true hero of the white race? Dan wondered that all throughout his childhood, but the hero he hoped for didn’t appear. As an adult, Dan ended up working as a security guard for a department store in New York City until his boss fired him when Dan rousted and threatened a black patron. Dan proceeded to go out and get drunk, ignorant of what was going on around him. It was clear to him that the Big Apple was just like everywhere else—run by the mongrel races and with no place for a real man. That’s when the stranger approached Dan and offered him his card. He had an offer, one Dan didn’t believe, so why refuse? He said Daniel Foreman could become the true hero of the white race, if he really wanted it. Dan isn’t sure what happened, only that he found his way home and passed out.

He woke up to find his bedroom in flames! He panicked for a moment, but realized the fire didn’t hurt him or the new clothes he was wearing. In fact, the flames made him feel purer and stronger than ever. He realized the vision he had was real. He had the power and then he knew. The purifying fire of God had touched him, and made him into the hero the world needed. He was the chosen one who would purify the Earth with fire—the White Knight.

The Story so Far: The White Knight has become a thorn in the side of several minority heroes over the years, particularly Black Lightning, Luke Cage and the Black Panther.

Characterization: White Knight is a twisted and sociopathic personality who considers everyone his inferior, particularly anyone who isn’t white, male, heterosexual, and doesn’t fit his extremely narrow view of a “good” Protestant Christian. He’s a classic bully—overbearing and threatening towards those weaker than him, but outwardly subservient to those more powerful while secretly plotting revenge against them too. Dan dropped out of high school “since they weren’t teaching me anything I needed to know,” but considers himself very intelligent although he’s woefully ignorant or misinformed on many issues. He’s a complete fanatic about his cause, and considers all efforts to sway him from it trickery and deception.

Friends and Foes: He has occasionally allied himself with villains that share some of his views, like the Red Skull, although he doesn’t like working with “them damn kraut Nazi’s” anymore than he has to. He has a big rivalry with Black Lightning, who Dan would consider his arch-nemesis. But he has gone up against several heroes, and villains that are minorities as well, that would love to clean his clock, given the chance.
Last edited by Thorpocalypse on Sat Nov 16, 2019 7:53 pm, edited 3 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

127 - Warden

Post by Thorpocalypse »

More new items for Villains Line are hitting the Aisle 12 shelves!

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WARDEN
PL: 9 (158 pts) - OPL: 9; DPL: 9; HP: 1

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

SKILLS: Athletics 4 (+7), Close Deception (+1), Expertise [Jailer] 11 (+15), Expertise [Psychology] 6 (+10), Expertise [Science] 7 (+11), Insight 8 (+11) [Assessment], Intimidation 7 (+8), Investigation 12 (+16), Perception 8 (+11), Persuasion (+1), Sleight of Hand 17 (+19) [Conceal Efforts , Hide Tampering, Skill Mastery, Ultimate Effort], Stealth 7 (+10), Technology 15 (+19) [Inventor, Skill Mastery], Vehicles 6 (+8)

ADVANTAGES: Assessment, Chokehold, Close Attack (3), Conceal Efforts*, Defensive Attack, Defensive Roll (3), Equipment (7), Favored Environment (Prisons), Hide Tampering*, Improved Hold, Improved Initiative (1), Improved Trip, Improvised Tools, Inventor, Quick Draw, Seize Initiative, Skill Mastery (2) (Sleight of Hand, Technology), Ultimate Effort (1) (Ultimate Sleight of Hand)

POWERS:
NONE

EQUIPMENT:
(30 pts)
Body Armor: Protection 2; 2 pts
Night Vision Goggles: Senses 1 (Darkvision, -2 Perception); 1 pt
Commlink: Feature 1 (Radio Communication); 1 pt
Tonfa, Medium: Bludgeoning Strength-Based Damage 2; 2 pts
24 pts for EQ, HQ as needed

OFFENSE:
Initiative +7 (Seize Initiative)
Close Attack +13 [Unarmed +3; Tonfa +5]
Ranged Attack +2

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +8 (+5 without Defensive Roll), Fortitude +7, Will +7

COMPLICATIONS:
Obsession: HIS brand of justice.
Revenge: He wants revenge on those that failed to see his genius.

Abilities 58 + Skills 54 (108 ranks) + Advantages 31 + Powers 0 + Defenses 15 = 158 / 158

Comments: Warden here was my first Green Ronin conversion from 2E to 3E. I built him because he was one of my favorites from Freedom City, and I have a plan for him to build a trap or two for a couple of enterprising villains.

If you’re not familiar, John Warden is your basic “they don’t see my genius so they must pay” type villain. He was a former jailor who felt the system was too corrupt so he plans on taking out the criminal and the alleged heroes that stand in his way of dispensing his proper justice.

Secret Origins: John Warden used to believe in the criminal justice system and was proud to be a part of it. He developed the cutting-edge technology used by prisons like Blackgate to hold super-powered criminals and other threats to society. Nobody was better at designing prisons, but the problem didn’t lie in the technology or the system—it was the people behind it. John believed if the bureaucrats and the bleeding hearts would only let him do his job, there wouldn’t be any prison escapes. But they continued to hobble him with regulations, rules, and concerns about the “rights” of the prisoner that he felt they gave when they became criminals.

Warden became obsessed with creating the perfect prison, not for rehabilitation or even fair treatment, but solely for containment and even punishment of prisoners. He was dismissed following an investigation into his experimental technologies. It wasn’t long thereafter that he realized where the real dangers to society lay—in the bureaucrats and even the so-called heroes who kept people like him from maintaining order. Warden donned a mask and used his devices to capture and imprison Gotham City’s mayor, the district attorney, and several city judges before Batgirl and Nightwing tracked him down and put a stop to his “new system of justice.” Warden found himself, for the first time, on the other side of the bars.

The Story so Far: Within days, he was free, for what prison could really hold him, the master jailer? He has clashed with the Bat-family, and even taken commissions from SHADOW, A.I.M and other villains to capture heroes, including a commission from SHADOW to imprison the entire Justice League, which he succeeded in doing briefly, until they were freed by The Atom. He sells work to clients in need of various sorts of traps (deadly and otherwise) while continuing to plot his revenge against the system that wronged him.

Characterization: Warden is a control freak of tremendous proportions. Two things drive him: the challenge of creating the perfect trap to hold any target, and a desire for revenge. He considers “the system” corrupt and soft. The real criminals are the people in charge and the “heroes” backing them. Warden wants to bring them down, to make them suffer as he as suffered. Once they’re out of the way, he’ll be able to institute “law and order” the way he envisions it. Warden doesn’t consider himself a criminal; he’s a rebel against a corrupt system that’s afraid of him. The truth is Warden enjoys the challenge of creating his traps and the power of having others at his mercy.

Friends and Foes: He prefers to work alone but he will hire out assistance for certain jobs if he really needs it.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

128 - Malador the Mystic

Post by Thorpocalypse »

We've got another new item for Aisle 12 as we continue to add to our Villains Line!

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MALADOR THE MYSTIC
PL: 14 (252 pts) - OPL: 14; DPL: 14; HP: 2

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

SKILLS: Athletics (+1), Deception 6 (+8), Expertise [History] 6 (+10), Expertise [Magic] 16 (+20) [Ritualist], Insight 3 (+13), Intimidation 8 (+10), Perception (+10), Persuasion 5 (+7), Ranged Combat [Magic] 10 (+12), Stealth (+2)

ADVANTAGES: Diehard, Fearless, Ritualist

POWERS:
Undead Sorcerer: Immunity 31 (Fortitude Effects, Aging); 31 pts
Master of Many Tongues: Comprehend 3 (Speak, Read, Understand All Languages); 6 pts
Levitation: Flight 5 (60 mph/900 fpr); 10 pts
Mystic Shield: Enhanced Dodge 6 (Flaw: Sustained), Enhanced Parry 6 (Flaw: Sustained), Impervious Protection 11 (Flaw: Sustained); 34 pts
Mystic Array: 60 pt Array; 71 pts
Miasma of Malador: Ranged Cloud Area Acid Damage 10 (Extra: Cloud Area [15 ft radius], Linked [Affliction]), Ranged Cloud Area Affliction 10 (Resisted and Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Cloud Area [15 ft radius], Linked [Damage], Flaw: Limited to one sense); 60 pts
Eldritch Blast: Ranged Mystic Damage 16 (Extra: Affects Insubstantial 2); 1 pt
Mystic Burst: Burst Area Mystic Burst 14 (Extra: Burst Area [30 ft radius], Selective); 1 pt
Illusions: Illusion 11 (Visual, Auditory, Scent; Extra: Selective, Flaw: Resistible [Will]); 1 pt
Animation: Perception Range Summon Animated Object 8 (120 pt minion; Extra: Multiple Minions [2 minions], Range [Ranged Perception], Flaw: Limited [to Available Objects]); 1 pt
Telekinesis: Move Object 16; 1 pt
Teleportation: Teleport 15 (120 miles/32,000 miles; Extra: Extended, Portal); 1 pt
Scrying: Remote Sensing 15 (Visual, Auditory, Mental; 120 Miles); 1 pt
Baleful Bindings: Ranged Cumulative Affliction 16 (Mystic tendrils; Resisted by Dodge, Overcome by Will; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, Extra: Affects Insubstantial 2, Extra Condition, Subtle, Flaw: Limited [to two degrees]); 1 pt
Somnambulant Spell: Cloud Area Cumulative Affliction 14 (Resisted and Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Asleep, Extra: Cloud Area [30 ft radius]); 1 pt
Mind Control: Perception Ranged Cumulative Affliction 12 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Subtle); 1 pt
Polymorph: Perception Ranged Affliction 14 (Resisted/Overcome by Fortitude; 1st: Entranced, 2nd: Compelled, 3rd: Transformed); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +1]
Ranged Attack +2
Magic +12 [Mystic Blast +16; Telekinesis +16; Baleful Bindings Affliction +16]
Special Attack [Mystic Burst +14, Burst Area; Somnambulant Spell Affliction +14, Cloud Area; Miasma of Malador Affliction/Damage +10, Cloud Area; Mind Control Affliction +12, Perception; Polymorph Affliction +14, Perception]

DEFENSES:
Dodge +6 (+12 with Mystic Shield) [DC16/22] Parry +6 (+12 with Mystic Shield) [DC16/22]
Toughness +5 (+16 with Force Field, +6 Impervious with Force Field), Fortitude Immune, Will +13

COMPLICATIONS:
Arrogance: Malador has the ultimate confidence in his abilities and plans and can easily be bluffed into gloating instead of acting.
Enemy: Doctor Strange and Doctor Fate.
Motivation: Reclaiming his lost power and taking over the world to rule it in his image.

Abilities 62 + Skills 27 (54 ranks) + Advantages 3 + Powers 152 + Defenses 8 = 252 / 252

Build Comments: You can never have enough wicked sorcerers in my book, so I figured I might as well convert Malador for the Superior Thorpacoverse.

Secret Origins: Malador was born millennia ago in the ancient civilization of Atlantis.
He became a promising student, and later accomplished master, of the mystic arts. It is believed he earned the mantle of Sorceror Supreme, but also became the first to betray his oath and his duty to humanity. Malador bargained with unspeakable evil beings from other dimensions, bound in eternal slumber in realms beyond the ken of mankind. He sought power and knowledge above all else, and would have gladly surrendered the whole world to his dark patrons. The sorcerers of Atlantis united against Malador and were able to overcome him. They stripped him of his power and bound him in a tomb for all time. Malador cursed all of Atlantis with his final breaths, and it was not long thereafter that the island civilization sank in a terrible cataclysm.

Archeologists uncovered Malador’s tomb in the 1930s and unwittingly awakened the ancient mage.

The Story so Far: Malador has clashed various heroes a number of times over the years, most frequently Doctor Strange, Doctor Fate and Aquaman. All the while, the ancient sorcerer seeks to recover the power he has lost and to reclaim the mantle of Sorcerer Supreme, to reshape the universe in his image, and rule over a new netherworld as its Dark Lord.

Malador is no longer a living being, having become more of an undead creature sustained by his powerful magic. He no longer suffers from mortal concerns like aging or needing to eat or breathe, and is immune to most harmful environmental conditions. In fact, Malador’s life force is bound into the golden mask he wears. Should his physical body be destroyed, Malador’s life force enters the mask and waits there until a suitable host-body comes into contact with it. Malador can then possess that person and magically transform their body into a duplicate of his own. More than once, heroes have believed the threat of Malador the Mystic was ended, only to have him return, as powerful as ever.

Characterization: Once a noble protector of humanity and a scholar of mystical lore, Malador has become mad with power-lust. He wants nothing more than to wield ultimate power and be acknowledged as the supreme master of the mystic arts. Anything in his way must be eliminated, preferably in a manner that demonstrates Malador’s power to any other fools that might dare to challenge him. Malador is supremely confident and assured of his own power and abilities. Minions who question him end up transformed into slavering monsters or simply destroyed, depending on Malador’s mood. He cannot resist an opportunity to gloat once he has a foe in his clutches.

Friends and Foes: Malador’s ego keeps him from forging alliances. His greatest foe is Doctor Strange, but he has come into conflict with many heroes and super teams over the years.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

129, 130 - Overshadow (Shadow Agents)

Post by Thorpocalypse »

Check out this new item for Aisle 12!

Image
This time, we win.

OVERSHADOW
PL: 15 (250 pts) - OPL: 15; DPL: 14; HP: 1

ABILITIES: STRENGTH 2 [12], STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 10, INTELLECT 11, AWARENESS 7, PRESENCE 7

SKILLS: Athletics (+2/+12), Deception (+7), Expertise [Computers] 9 (+20), Expertise [Magic] 11 (+22) [Ritualist], Expertise [Science] 11 (+22), Insight 8 (+15) [Assessment], Intimidation 8 (+15), Investigation 7 (+18) [Skill Mastery, Well-Informed], Perception 8 (+15), Persuasion 8 (+15), Ranged Combat [Blast] 5 (+13), Stealth (+2), Technology 11 (+22) [Inventor, Skill Mastery], Vehicles 6 (+8)

ADVANTAGES: Assessment, Benefit (6) (Several cloned bodies to replace him should he perish, Status and Resource 5 – Leader of Shadow), Close Attack (2), Equipment (7), Improvised Tools, Inventor, Languages (2) (English, French, Sumerian, 2 others, Base: German), Ranged Attack (6), Ritualist, Second Chance (1) (Will Saves vs. Mental Effects), Skill Mastery (2) (Investigation, Technology), Well-Informed

POWERS:
Overshadow Battlesuit: 87 pts Traits; Removable (-17 pts); 70 pts
Body Armor: Protection 5; 5 pts
Force Shields: Enhanced Dodge 3 (Flaw: Sustained), Enhanced Parry 3 (Flaw: Sustained); 6 pts
Force Field: Impervious Protection 8 (Flaw: Sustained), Impervious Toughness 7 (Flaw: Sustained); 23 pts
Mind Shield: Enhanced Will 4 (Flaw: Limited [Mental Powers only], Sustained); 2 pts
Self Contained Environment: Immunity 10 (Life Support); 10 pts
Sensor Array: Senses 10 (Normal Vision [Counters Concealment], Darkvision, Direction Sense, Distance Sense, Infravision, Radio [Extended], Time Sense); 10 pts
Weapon Systems: 30 pt Array; 31 pts
Blasters: Ranged Energy Damage 15; 30 pts
Energy Burst: Burst Area Energy Damage 15 (Extra: Burst Area x2 [60 ft radius], Flaw: Tiring); 1 pt


EQUIPMENT:
(35 pts)
Headquarters: (35 pts)
Nifelheim: Size - A, Tough - 20, Features - Combat Simulator, Communications, Computer, Concealed 3, Defense System, Fire Prevention System, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Living Space, Personnel, Power System, Security System 2, Workshop Powers Teleport: Teleport 12 (16 miles in a move action, carrying 50 lbs.; Affects Others Only, Easy, Extended: 4000 miles in 2 move actions; 34 pts

OFFENSE:
Initiative +2
Close Attack +12 [Unarmed +2; Armor Unarmed +12]
Ranged Attack +8
Blast +13 [Energy Blast +15]
Special Attack [Energy Burst +15, Burst Area]

DEFENSES:
Dodge +10 (+13 with Force Shields) [DC20/23] Parry +10 (+13 with Force Shields) [DC20/23]
Toughness +7 (+15 with Force Field, +8 Impervious with Force Field), Fortitude +9, Will +9 (+13 against Mental Effects, Second Chance)

COMPLICATIONS:
Motivation: Ruling the world.
Rivalry: Superior, Red Skull and any others who believe they should be the superior ruler of the world.

Abilities 86 + Skills 46 (92 ranks) + Advantages 31 + Powers 70 + Defenses 17 = 250 / 250

Build Comments: Overshadow from Freedom City 2E, one of the bigger bads in the book. With his arcane and technical knowledge, along with his resources, he can present a serious challenge to a large group of heroes.

Secret Origins: Wilhelm Kantor was born in Germany in the early 1900s. A dashing, athletic, and intellectual young man, he found his way into certain esoteric circles around the same time the National Socialist Party was gaining prominence in his homeland. Eventually,
Kantor was initiated into the Thule Society, a secretive lodge of mystics who embraced the ideal
of an Aryan past, and wielded ancient Teutonic magic.

Kantor’s experiences in the Thule Society awakened him to numerous past lives, in particular a previous incarnation in ancient Egypt when he was the sorcerer Tan-Aktor, who betrayed and attempted to overthrow the Prince Heru-Ra. He learned that his soul, his ka, and that of Heru-Ra had reincarnated throughout history to carry out their age-old conflict. The awakening of his ka made Kantor a formidable magician, quickly exceeding his mentors and rising to prominence within the Society. Coupled with his perfect Aryan looks and cold ambition, Kantor earned the favor of the Nazis and the Füehrer himself. He became a key occult advisor to Hitler and was placed in charge of various secret Nazi programs to create übersoldaten: super-soldiers for the Fatherland. Kantor used the opportunity to ensure many of these Nazi super-agents were loyal
to him, foreseeing the day when he would topple Hitler and claim the Third Reich for himself.

During the Second World War, Kantor was a shadowy mastermind behind numerous Nazi schemes. His rituals granted Nacht-Krieger, Master Man, Warrior Woman and others their powers, and he maintained something of a rivalry with Übermensch, Hitler’s favored champion, as they both plotted to eliminate the Füehrer for their own reasons. Kantor knew Übermensch was a rogue Ultiman, but was never able to use the information to his advantage. He also had a bit of a rivalry with Johann Schmidt, another of Hitler’s favored, who would eventually become the supervillain known as The Red Skull.
.
When the Third Reich collapsed in defeat, Kantor fled Germany, along with a cache of gold and occult artifacts. For years, he schemed to regain the power he’d lost. Eventually, he used a combination of occult lore and Nazi-aquired alien technology to clone himself; replacing his aging body with a young, healthy, physically perfect form. He also created clones in his own image as ideal followers: programmed for loyalty and obedience. From this grew the organization known as SHADOW, with Kantor as its supreme leader, the Overshadow.

The Story so Far: Since then, the Overshadow has largely abandoned pretenses of Aryan superiority and focuses solely on his superiority. He wants nothing less than complete world domination and he’s come close to getting it on a number of occasions. Kantor has reclaimed the services of Nacht-Krieger and other loyal Nazi villains and has come to a truce with The Red Skull for the time being. Still, neither wants one to succeed where the other has failed.

Characterization: Overshadow is one of the most dangerous men on Earth. With vast resources, a huge army of Shadow soldiers created from his own DNA and contacts in seemingly every major government, he feels it is only a matter of time before the world bows to him as its master.

Friends and Foes: Overshadow has opposed both The Avengers and Justice League at times, and owns several temporary victories over both. He and Captain America have also had numerous conflicts with neither being able to end their conflict permanently. He and the Ubermensch, now known as Superior, still do not see eye to eye, but rumor has it Overshadow has been working to repair their relationship to acquire his services for one of his epic plans.
SHADOW AGENTS
PL5


OPL: 5; DPL: 4; HP: 0

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

SKILLS: Athletics 2 (+4), Expertise [Soldier] 4 (+4), Intimidation 2 (+2), Perception 3 (+3), Ranged Combat [Guns] 3 (+4), Stealth (+1), Vehicles 2 (+3)

ADVANTAGES: Equipment (3)

POWERS:
NONE

EQUIPMENT:
(15 pts)
Shadow Costume: Protection 2; 2 pts
Commlink: Feature 1 (Communication Link); 1 pt
Blaster Pistol: Ranged Energy Damage 5; 10 pts

OFFENSE:
Initiative +1
Close Attack +4 [Unarmed +2]
Ranged Attack +1
Guns +4 [Blaster Pistol +5]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +4, Fortitude +2, Will +2

COMPLICATIONS:
Responsibility: To Overshadow.

Abilities 20 + Skills 8 (16 ranks) + Advantages 3 + Powers 0 + Defenses 5 = 36 / 36
Last edited by Thorpocalypse on Mon May 29, 2017 9:22 pm, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

131 - Superior

Post by Thorpocalypse »

Our last new item for Aisle 12 for now is hitting the shelves!

Image

SUPERIOR
PL: 14 (280 pts) - OPL: 14; DPL: 14; HP: 1

ABILITIES: STRENGTH 17, STAMINA 14, AGILITY 2, DEXTERITY 2, FIGHTING 10, INTELLECT 2, AWARENESS 2, PRESENCE 3

SKILLS: Athletics (+18), Close Combat [Unarmed] 1 (+11), Deception (+3), Expertise [Art] 8 (+10), Expertise [History] 12 (+14), Expertise [Tactics] 8 (+10), Expertise [Religion] 6 (+8), Insight 10 (+12), Intimidation 10 (+13), Perception 10 (+12), Persuasion 6 (+9), Ranged Combat [Cosmic Energy Control] 1 (+11), Stealth (+2)

ADVANTAGES: Chokehold, Diehard, Improved Grab, Ranged Attack (8)

POWERS:
Telepathy: Mind Reading 2, Communication 2 (Mental, 1 Mile); 12 pts
Invulnerability: Impervious Protection 2, Impervious Toughness 9, Immunity 11 (Aging, Life Support); 24 pts
Polyglot: Comprehend 2 (Speak, Understand all languages); 4 pts
Healing Factor: Regeneration 3 (1/every 3 rounds), Immortality 6 (1 day); 15 pts
Flight: Flight 12 (8000 mph/16 mpr); 24 pts
Cosmic Energy Blast: Ranged Cosmic Energy Damage 15; 30 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +10
Unarmed +11 [Unarmed +17]
Ranged Attack +10
Cosmic Energy Control +11 [Cosmic Energy Blast +15]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +16 (+6 Impervious), Fortitude +14, Will +10

COMPLICATIONS:
Arrogance: When you decide to call yourself Superior, it's pretty much guaranteed that you feel you are above everyone else.
Motivation: World domination.

Abilities 104 + Skills 36 (72 ranks) + Advantages 11 + Powers 109 + Defenses 20 = 280 / 280

Build Comments: Another Superman-level paragon to throw at the heroes, Superior is Kal-Zed from the hidden world of Ultima Thule in the World of Freedom. When they were visited by members of the Nazi society during the late 1930’s, he became fascinated with them and fled Ultima Thule to join up with them. Being immortal, he survived their downfall, but still clings to their ideals, waiting for his time to lead the new master race to greatness.

I forgot how handy some of those archetypes from Freedom City could be. The Ultimen have a nice template for paragons that can rumble with Viltrumites or Kryptonians. I almost changed Superior to one of those races, but I think a race of high level paragons living unknown under the noses of mankind for centuries is kind of a cool concept.

b]Secret Origins:[/b] Zed knew he was born a wolf among sheep, a giant among those content to while away their immortal lives with trivialities. He was one of the rare births among the Ultima, celebrated by the immortals as the continuation of their race and culture. With only a few centuries of life, he lacked the perspective to understand his people’s tradition of isolation and non-interference with less evolved cultures. He was obsessed with ancient lore about the time
when the Ultima strode the world like gods, and were often worshipped as such. They were giants in the Earth then, not existing like monks in their hidden city.

So it was no surprise that Kal-Zed was intrigued when outsiders visited Ultima Thule for the first time in many years. They spoke of ancient human legends about the city and about the origin of their race, the Aryan race. The Ultima found their folk-beliefs amusing, but had no interest in their primitive doctrines of racial purity or their political ambitions. So they mindwiped the intruders and sent them on their way, with nothing more than vague memories of being lost in a snowstorm. However, the seed these visitors planted festered in Kal-Zed’s mind. He believed the strangers were right, after all. The Ultima were superior! Why should they not assume control of less evolved cultures and guide them? It would be child’s play to do so; the primitive technology and even the crude psychic abilities displayed by humans would be no match for the cosmic power of one who was like a god to them. So, one fateful night, Kal-Zed stole away from Ultima Thule. He traveled to the Fatherland of the visitors and presented himself as a true example of the Aryan ideal, der Übermensch. Upon meeting Adolf Hitler, Kal-Zed was unprepared for the power, the sheer charisma, of the man, along with the subtle aid of his occult advisors. Rather than simply seizing control of the Reich, the newly named Übermensch thought it in his best interests to use the Nazis to his advantage. Once they had conquered, he would conquer them
in turn.

The Story so Far: Übermensch was one of the few Nazi super-soldiers to escape death or capture at the end of the war. Exiled from Ultima Thule, his ambitions dashed, he went into years of seclusion, wondering where his plans went awry. However, he found what he thought was a kindered spirit when The High returned from his seclusion and announced that he and his group, The Changers, were going to remake the world for the better. He regathered his strength only in time to see The High and The Changers taken down by Stormwatch. However, The High did not perish as many thought and returned shortly thereafter to help save the world and again become the hero that he has been in the early part of the 20th century. Superior attempted to sway him to his way of thinking, but The High rebuffed him and the two had an epic fight, leading to Superior’s capture and The High becoming Superior’s archenemy.

The two of them clashed many times over the years as Superior sought revenge and conquest. Eventually, The High, along with Superman, decisively defeated him and exiled his foe to The Phantom Zone. Superior remained there for years until he was able to escape when General Zod sent his son’s ship to Earth. He has laid low since, waiting for the perfect moment to strike against his hated rival.

Characterization: Superior is quite arrogant and sure that he will eventually become the dominant being on the planet.

Friends and Foes: Superior sees himself above everyone else so he has few long term allies. He has a great enmity toward The High and Superman for his imprisonment, and Captain America, The original Human Torch and Namor for their defeats of him during WWII. He is still not fond of Overshadow, although there are rumors that Overshadow, at least, is trying to mend their relationship, promising him assistance in his revenge against his foes.
Me fail English? That's unpossible. - Ralph Wiggum
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Re: J-Mart: Ultron, Grodd, Silverback, Cy-Gors, Graviton, Dr. Light

Post by Jabroniville »

Man- early Invincible builds. That brings me back- such a fun little book back then, when he still had Earth-based menaces.
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Ares
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Re: 122 - Doctor Light

Post by Ares »

Thorpocalypse wrote: Sat Feb 18, 2017 6:33 pm I'm not feeling so feel, so I think it's time for a IS THERE A DOCTOR IN THE HOUSE? Special! Check out this one on Aisle 1!

Image
You will suffer Titans. You will die. And the Justice League will weep. - Doctor Light

DOCTOR LIGHT (ARTHUR LIGHT)
You know, Linkara did a "15 Things Wrong With Identity Crisis" episode, and I have to fully support him. Identity Crisis is a beautifully drawn book that fails on a lot of levels, and while it had some decent character work, it fails as a locked door mystery, it casts this uncomfortable shadow over the Satellite Era League, and several other things. The retcon with Dr. Light was just bad, and afterwards he was basically transformed into "Dr. Rape".

I
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Ken
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Location: Sycalb, Madiganistan

Re: 122 - Doctor Light

Post by Ken »

Ares wrote: Sun Feb 19, 2017 4:52 am
Thorpocalypse wrote: Sat Feb 18, 2017 6:33 pm I'm not feeling so feel, so I think it's time for a IS THERE A DOCTOR IN THE HOUSE? Special! Check out this one on Aisle 1!

Image
You will suffer Titans. You will die. And the Justice League will weep. - Doctor Light

DOCTOR LIGHT (ARTHUR LIGHT)
You know, Linkara did a "15 Things Wrong With Identity Crisis" episode, and I have to fully support him. Identity Crisis is a beautifully drawn book that fails on a lot of levels, and while it had some decent character work, it fails as a locked door mystery, it casts this uncomfortable shadow over the Satellite Era League, and several other things. The retcon with Dr. Light was just bad, and afterwards he was basically transformed into "Dr. Rape".
It was intended to cast an uncomfortable shadow over the Satellite Era League. Didio wanted that era tainted. He wants us to let it go. And, well, Dido can go have relations with himself.

"Identity Crisis" is beautifully drawn. Otherwise, it's total shit.
My Amazing Woman: a super-hero romantic comedy podcast.

When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

The Destroyer: Earth-T1

Post by Thorpocalypse »

Since this ended up pretty much being a Villains Weekend, we're going to keep it going with a few more builds to challenge the heroes of the Thorpocaverse! Check out this new item for Aisle 2!

Image
I thought paranoia was The Destroyer?

THE DESTROYER
PL16


OPL: 16; SPL: 12; DPL: 16; FWPL: -; HP: 1

ABILITIES: STRENGTH 20, STAMINA --, AGILITY 4, DEXTERITY 4, FIGHTING 11, INTELLECT --, AWARENESS 0, PRESENCE --

SKILLS: Athletics (+20), Ranged Combat [Blast] 8 (+12), Stealth (+4/0)

ADVANTAGES: Close Attack (1), Interpose, Power Attack (2) (Blast, Unarmed)

POWERS:
Destroyer Size: Growth 4 (+4 Str, +4 Pro, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Magical Construct: Immunity 33 (Aging, Critical Hits, Fortitude Effects); 33 pts
Invulnerability: Protection 19, Impervious Toughness 23; 42 pts
Self-Repairing: Regeneration 3 (1/every 5 rounds, Extra: Persistent), Immortality 6 (1 day); 18 pts
Unstoppable: Enhanced Strength 4 (400,000 Tons; Flaw: Limited to resisting movement); 4 pts
Visor Blasts: 64 pt Array; 66 pts
Energy Beam: Line Area Cosmic Energy Damage 16 (Extra: Line Area x2 [60 ft line], Concentration); 640 pts
Disintegration Blast: Weaken Toughness 20 (Resisted by Fortitude; Extra: Ranged, Affects Objects, Flaw: Activation [Standard action]); 1 pt
Energy Blast: Ranged Cosmic Energy Damage 20 (Extra: Concentration); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +12 [Unarmed +20]
Ranged Attack +2
Visor Blasts +12 [Energy Blast +20; Disintegration Blast Weaken +20]
Special Attack [Energy Beam +16, Line Area]

DEFENSES:
Dodge +7 [DC17] Parry +9 [DC19]
Toughness +23 (+12 Impervious), Fortitude Immune, Will Immune

COMPLICATIONS:
Disability: Whoever inhabits the Destroyer is incapacitated unless they make a D20 Will check.
Motivation: Duh…destroying. This motivation usually takes over the host as well.
Power Loss: The Destroyers' Regeneration or Immunity to Critical Hits do not work against damage caused by it's own powers or from damage done with Uru objects.

Abilities 40 + Skills 4 (8 ranks) + Advantages 4 + Powers 172 + Defenses 5 = 225 / 225

Build Comments: This run at The Destroyer removes more of the movie elements to get it closer to Marvel canon. Still gets some Regeneration but he’s really more about being really hard to hurt than coming back from damage.

Secret Origins: Odin, Zeus, and Brahma, known as the Skyfathers of their respective god Pantheon, confronted the Celestials on their third visit (or Host) to Earth. The Celestials explained that their next visit would judge whether humanity was fit to continue existing and that the gods should not interfere. They threatened to seal off the dimensional pathways that link Earth to the various realms such as Asgard and Olympus. Not wanting to lose their worshipers, the Skyfathers secretly began plans. Odin created a mystic armor that could contain his and others' powers to battle the Celestials. He used an unknown metal apparently superior to Uru and enchanted it with his magic.

The Story so Far: The armor was stored away in the Temple of Darkness, but it was found by Loki, who sought to use it against Thor]. Seeing how the Destroyer was indiscriminate in what it attacked, and fearing the safety of Asgard (and therefore his own), Loki had Karnilla awaken Odin from his Odinsleep. Odin collapsed the Temple, seemingly burying the Destroyer in the rubble.

Thor later used the Destroyer to threaten Hela into undoing a curse she placed on him. His body was restored and the armor was encased until it was needed.

When the Celestials returned, Odin absorbed the other Asgardians (save for an absent Thor) and then entered the armor. The Eternals formed the Uni-Mind and also sought to fight for humanity. The Celestials determined Earth's fate in an area sealed by a dome. The Destroyer had sliced through and the confrontation ensued. The Destroyer was able to harm the Celestials, but the beings quickly repaired the damage done. Even with its increased powers the Destroyer was not powerful enough to fight eight Celestials at once, and was melted down.

Thor returned to find all the other Asgardians in deathlike comas. Thor was able to convince the other Skyfathers to help him restore Odin, and bravely confronted the Celestials on his own. Gaea and the other Skymothers were successful in recruiting the Young Gods, and presented them to the Host. The Celestials deemed humanity fit and left with the Young Gods.

The Destroyer was restored and has been used by Loki and others several times since in plots against Thor and other heroes. Its current whereabouts are unknown.
Last edited by Thorpocalypse on Mon Apr 06, 2020 2:58 am, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Loki: Earth-T1

Post by Thorpocalypse »

We've got a J-Mart Favorite Item getting stocked on Aisle 2!

Image
Loki: You must be truly desperate to come to me for help. What makes you think you can trust me?
Thor: I don't. Mother did. You should know that when we fought each other in the past, I did so with a glimmer of hope that my brother was still in there somewhere. That hope no longer exists to protect you. You betray me, and I will kill you.

Sif: Betray him and I'll kill you.
Loki: It's good to see you too, Sif.

Volstagg: If you even THINK about betraying him...
Loki: ...You'll kill me? Evidently there will be a line.


LOKI
PL14


OPL: 14; SPL: 12; DPL: 14; FWPL: 10; HP: 1
Real Name: Loki Laufeyson
Age: Unknown
Height: 6-4
Weight: 525
Eyes: Green
Hair: Black
Skin: Fair
Race: Frost Giant - Asgardian
Identity: Public
Alignment: Villain
Status: Active
Occupation: Mystic; Criminal
Base of Operations: Asgard
Team Affiliations: Asgard

ABILITIES: STRENGTH 10, STAMINA 10, AGILITY 3, DEXTERITY 4, FIGHTING 10, INTELLECT 6, AWARENESS 6, PRESENCE 9

SKILLS: Athletics (+10), Deception 13 (+22) [Daze, Durable Lie, Skill Mastery, Taunt], Expertise [Magic] 14 (+20) [Artificer, Ritualist, Skill Mastery], Insight 4 (+10), Intimidation 1 (+10), Investigation 7 (+13) [Contacts, Well-Informed], Perception 4 (+10), Persuasion 4 (+13) [Connected], Ranged Combat [Magic] 5 (+12), Sleight of Hand 6 (+10), Stealth (+3)

ADVANTAGES: Artificer, Benefit (2) (Status 2 – Prince of Asgard), Connected, Contacts, Daze (1) (Deception), Durable Lie*, Favored Foe (Thor), Languages (3) (German, English, 8 others, Base: Ancient Norse), Ranged Attack (3), Ritualist, Skill Mastery (2) (Deception, Expertise [Magic]), Taunt, Well-Informed

POWERS:
Frost Giant Physiology: Impervious Protection 2, Impervious Toughness 3, Immunity 5 (Aging, Disease, Poison, Heat, Cold), Senses 2 (Normal Vision [Extended], Normal Hearing [Extended]), Enhanced Advantages 1 (Diehard), Feature 1 (Increased Mass), Regeneration 2 (1/every 5 rounds); 18 pts
Asgardian Strength: Enhanced Strength 1 (50 Tons; Flaw: Limited to Lifting); 1 pt
Asgardian Halberd: 5 pts traits, Easily Removable (-2 pts); 3 pts
Halberd Strike: Piercing Strength-based Damage 3 (Extra: Dangerous, Reach); 5 pts
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
Magic Array: 76 pt Dynamic Array; 94 pts
God of Mischief: Illusion 12 (All Senses, Extra: Area [60 ft volume], Dynamic, Independent, Dimensional 3 [Any dimension], Flaw: Limited to one subject); 75 pts
Astral Projection: Remote Sensing 20 (Visual, Auditory, 4000 miles; Extra: Dimensional 3 [Any dimension], Dynamic); 2 pts
Eldritch Blast: Ranged Mystic Energy Damage 16 (Extra: Dynamic); 2 pts
Teleportation: Teleport 18 (1000 miles/250,000 miles; Extra: Dynamic, Extended, Increased Mass 6 [3200 lbs], Flaw: Extended Only); 2 pts
Mystic Shield: Deflect 16 (Extra: Dynamic, Reflect, Redirect); 2 pts
Shapeshifting: Morph 4 (Any form, Extra: Dynamic); 2 pts
Reality Shaping: Ranged Transform 12 (Anything into anything else, 3200 lbs.; Extra: Dynamic); 2 pts
Spellcasting: Variable 12 (Mystical Descriptor, Extra: Dynamic, Flaw: Slow); 2 pts
Boon from Loki: Summon Empowered Version 12 (180 pt Minion, Extra: General Type, Flaw: Limited to Available Subjects); 2 pts
Whispers in your Ear...: Perception Range Affliction 12 (Resisted/Overcome by Will; 1st: Entranced, 2nd: Compelled; Extra: Dimensional 3, Dynamic, Insidious, Subtle, Flaw: Limited to Two Degrees, Sense-Dependent [Auditory]); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +10 [Unarmed +10; Halberd +13, Critical 19-20]
Ranged Attack +7
Magic +12 [Magic Blast +16; Transform +12; Deflect +16]
Special Attacks [Whispers Affliction +12, Perception]

DEFENSES:
Dodge +14 [DC24] Parry +12 [DC22]
Toughness +12 (+3 Impervious), Fortitude +10, Will +10

COMPLICATIONS:
Arrogance: He believes himself to be smarter, craftier and generally above anyone, mortal or God.
Motivation: Causing havoc and mischief and making everyone see that is Thor's better.
Reputation: God of lies and mischief.
Rivalry: Thor.

Abilities 116 + Skills 29 (58 ranks) + Advantages 19 + Powers 119 + Defenses 17 = 300 / 300

Build Comments: Man, did Loki steal The Dark World. I heard they did reshoots because the tests for Tom Hiddleston’s masterful performance were through the roof. They’re even talking solo flick for him, which I don’t really want to see, but still, how many villains get THAT?

[Secret Origins: Many years ago, when Bor, ruler of Asgard, was battling frost giants, he followed a wounded giant to a powerful sorcerer that was waiting for him. The sorcerer caught him unaware, turning Bor into snow. Bor's son, Odin, found his father as he was blowing away; Bor begged Odin to find a sorcerer to free him, but Odin made no attempt to save his father. Bor cursed Odin saying that he would take in the son of a fallen king and raise it as his own.

Not a week later, Odin himself led the Asgardians into battle against the Frost Giants and gravely injured Laufey, who was the King of the Frost Giants, in personal combat. After leaving Laufey to die, Odin found a small Asgardian-sized child hidden within the primary stronghold of the Frost Giants. The child was Loki and Laufey had kept him hidden from his people due to his shame over his son's small size. Odin took the boy, out of a combination of pity, to appease his father, and because he was the son of a worthy adversary slain in honorable combat, and raised him as his son alongside his biological son Thor.

The Story so Far: Throughout their childhood and into adolescence, Loki was resentful of the differences in which he and Thor were treated by the citizens of Asgard. The Asgardians valued great strength, tenacity, and bravery in battle above all things, and Loki was clearly inferior to his foster brother Thor in those areas. What he lacked in size and strength, however, he made up for in power and skill, particularly as a sorcerer. As Loki grew to adulthood, his natural talent for causing mischief would make itself manifest and earned him a nickname as the "God of Lies and Mischief"; his mischievousness eventually became malice as his hunger for power and revenge grew stronger. Several times he tried to use tricks to get rid of Thor, like telling him to guard a hole in the wall he had made. In time, his reputation grew from being a playful and mischievous trickster to some calling him the "God of Evil".

Over the centuries, Loki attempted on many occasions to seize rulership of Asgard and to destroy Thor. He even helped the Storm giant Ghan to escape Thor, planning to get a debt from him later, and aided other enemies of Asgard, planning to take over. Loki compiled an extensive criminal record in Asgard, and Odin who had grown weary of Loki's mischief, frequently exiled him.

Loki's schemes eventually came to include Earth itself, and he often fought with Earth's superhuman heroes to take their planet, and often Asgard itself. He first battled Thor on Earth in modern times after escaping from the tree that Odin has magically trapped him in. Loki then manipulated the Hulk into wreaking havoc using an illusion of dynamite on train tracks, while in astral form in an attempt to lure Thor to Earth, which inadvertently led to the formation of the Avengers as several other heroes came to meet the Hulk.

Thor was one of the founding members of this superhuman team, and often led them in battle against his brother. Several times Loki, while not directly battling Thor himself, caused threats for Thor to battle, like increasing the mental powers of a carnival fortune teller Sandu, making him powerful enough to lift buildings with his mind and releasing a Lava man called Molto by accident when he caused a long-dead volcano to explode. Loki even released Mr. Hyde and Cobra by paying their bail, then doubled their powers. Loki told them to kidnap Jane Foster, which he knew would attract Thor's attention, but they were again defeated. Loki finally went after Jane Foster himself, sending her to another dimension. However Doctor Strange was able to protect her, and Thor forced Loki to return her.

Among Loki's better known henchmen was the human criminal Carl "The Crusher" Creel, whom Loki transformed into the superhuman criminal known as the Absorbing Man. Creel would prove to be a formidable adversary to Thor over the years. Loki went so far as to attempt to turn Odin against Thor and to steal Thor's enchanted hammer, Mjolnir in an attempt to free himself, but all his efforts failed. When he convinced Odin to go to Earth and leave him in charge of Asgard with part of the Odinforce, he released Skagg, the largest Storm Giant, and Surtur, the huge Fire Demon, to try to destroy Odin. However Thor and Balder helped defeat the monsters, and Loki was sent to serve the Trolls.

Loki was responsible for the Destroyer being awakened, by leading a Hunter to the Temple where the Destroyer armor resided using his mental abilities while Thor was nearby, causing the Hunter's soul to animate the armor, but Thor forced the Hunter to return to his body, then buried the armor under thousands of tons of rock. The Absorbing Man was brought back to Earth by Loki, and battled Thor, but Loki quickly took him to Asgard when Thor was on the verge of defeating him. The Absorbing Man defeated the Asgardians without too much trouble and absorbed Odin's attacks. However Loki and his ally were exiled into space due to a trick by Odin. He sent his astral form back to Earth and took over the Destroyer armor, attempting to take over Asgard, but Odin sent Balder to discover the location of Loki, then used his powers to send Loki out of the Destroyer armor.

Characterization: Loki is the trickster god and his lived up to that for centuries. He has been one of the greatest villains in Earth’s history and has shown no sign of desiring to end that. At his core, he simply suffers from an inferiority complex to his brother, Thor, and strives to prove to everyone that he is his equal, if not his better.

Friends and Foes: Loki’s greatest rival is Thor, but he has run afoul of dozens of heroes over the years and no one, hero or villain alike, ever really trusts him. Despite all their conflicts over the centuries, Thor continues to love his brother and hopes to truly reform him someday, but that day remains far away, if it ever comes.
Last edited by Thorpocalypse on Thu Jun 25, 2020 10:30 pm, edited 4 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

134 - Sentinels (Mark I)

Post by Thorpocalypse »

Time for some villainous additions to our X-Verse Line! Check out these new items for Aisle 2!

Image
Target acquired. - Sentinels

SENTINELS (MARK I)
PL9

OPL: 9; DPL: 9; HP: 0

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 Pro, -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 Thorpocalypse on Mon May 29, 2017 8:12 pm, edited 3 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

135 - Sentinels (Mark V)

Post by Thorpocalypse »

We've got another version of our last item hitting the Aisle 2 shelves!

Image
Target acquired. - Sentinels

SENTINELS (MARK V)
PL10


OPL: 10; DPL: 9; HP: 0

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.
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 Thorpocalypse on Mon May 29, 2017 8:17 pm, edited 2 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
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