J-Mart: Vega, The Fantastic Four, Doctor Doom

Where in all of your character write ups will go.
Thorpocalypse
Posts: 585
Joined: Fri Nov 04, 2016 8:52 pm

93 - Signalman

Post by Thorpocalypse » Sat Jan 28, 2017 5:42 pm

Check out this new item in our JOB SQUAD LINE as we continue to unload more items from our Gotham truck!

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That might be the most over the top costume for a crappy villain that has ever existed.

SIGNALMAN
PL: 8 (100 pts) - OPL: 8; DPL: 8; HP: 1

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

SKILLS: Acrobatics 3 (+5), Athletics 4 (+6), Close Combat [Unarmed] 4 (+12), Deception 3 (+4), Expertise [Criminal] 2 (+6), Expertise [Signals] 6 (+10), Insight (+2), Intimidation (+1), Investigation 2 (+6), Perception 3 (+5), Persuasion (+1), Ranged Combat [Bow] 2 (+12), Stealth (+2), Technology 7 (+11)

ADVANTAGES: Defensive Roll (1), Equipment (5), Inventor, Ranged Attack (6)

POWERS:
NONE

EQUIPMENT:
(25 pts)
Signalman Costume: Protection 1, Feature 1 (AWESOMELY BAD); 2 pts
Get the Signals: Variable (5 pts Traits, Extra: Action [Move] Flaw: Limited to Detect Senses); 4 pts
Arsenal: (18 pts)
Signal Flash: Perception Ranged Affliction 8 (Resisted by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Flaw: Limited [one sense]); 16 pts
Signal Control: Perception Ranged Affliction 8 (Resisted/Overcome by Technology skill or Will; 3rd: Controlled, Extra: Range [Perception Ranged], Flaw: Limited Degree [third degree only], Affects Objects Only, Limited [to Technology]); 1 pt
Knockout Gas Gun: Ranged Affliction 6 (Resisted and Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Asleep); 1 pt

OFFENSE:
Initiative +2
Close Attack +8
Unarmed +12 [Unarmed +2]
Ranged Attack +10 [Knockout Gas Gun Affliction +6]
Bow +12
Special Attack [Signal Flash Affliction +8, Perception; Signal Control Affliction +8, Perception]

DEFENSES:
Dodge +11 [DC21] Parry +10 [DC20]
Toughness +5 (+4 without Defensive Roll), Fortitude +6, Will +5

COMPLICATIONS:
Motivation: Money, power and respect.
Reputation: Jobber villain.

Abilities 52 + Skills 18 (36 ranks) + Advantages 13 + Powers 0 + Defenses 17 = 100 / 100

Build Comments: I never knew much about Signalman either until Batman: Eternal. He was one of Cluemaster’s main allies and he was actually pretty useful. He got a few more appearances since the New 52 and he’s actually not been too bad. I don’t have a great grasp on his gear, either, but I figure this is a good start until I can read more about him.

Secret Origins: Phillip "Phil" Cobb was a gangster with big ideas. He came to Gotham City intent on hiring a gang of his own and making it big, but was laughed at when trying to recruit thugs because he had no reputation. Steaming with anger, he vowed to prove himself to Gotham's mobsters, and when he noticed how modern society was regulated by signs, signals and symbols, he found the inspiration for his criminal career.

The Story so Far: Becoming the Signalman, he went on a spectacular crime spree using signs and symbols as his trademark. He was eventually captured by Batman and Robin, although he would return for a rematch a year later.

In jail, he met Green Arrow villain Bulls-Eye, and listening to his tales of the Emerald Archer, Cobb decided to use trick arrows, as Batman would be unfamiliar with fighting against them. He adopted a new identity, The Blue Bowman, but was easily beaten by Batman and Robin. He remained unseen for years until when he resumed the guise of Signalman again to fight Batman. During this new criminal spree, he actually managed to trap Batman inside the Batsignal. However, Batman managed to overcome Signalman's trap and defeated Cobb, who fell to his apparent demise.

Signalman would later become a member of the Ultra-Humanite's Secret Society of Super-Villains, which was defeated by the Justice League of America. Since then, he has become sort of a joke amongst other supervillains, laughed at for his ridiculously flamboyant costume.

Over time he became a drug addict, and one of the many underground informants of Black Lightning for the Justice League of America. With the help of his friends Cluemaster and Firefly, he cleaned up and is back is a low level supervillain in Gotham City.

Characterization: Signalman has no superhuman powers but he is a highly skilled hand-to-hand combatant. He also carries items such as a knockout-gas gun, miniature flares that cause fires, electric "sparks" capable of controlling the signals to the human brain, and a remote-control device in his belt that alters signals of an electronic nature.

Friends and Foes: He longs to defeat the Batman. He has many allies in the C-D List supervillain community of Gotham.
Last edited by Thorpocalypse on Fri Feb 03, 2017 3:32 am, edited 1 time in total.

MacynSnow
Posts: 403
Joined: Tue Dec 20, 2016 2:56 pm

Re: 92 - Cluemaster

Post by MacynSnow » Sat Jan 28, 2017 5:56 pm

Thorpocalypse wrote:
Sat Jan 28, 2017 5:20 pm
We've got the companion piece to our FAMILY AFFAIR SPECIAL that's also kicking off a run of our JOB SQUAD LINE for our Gotham setting!

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Still nothing? That's just perfect, Batman... because you see... that's the whole damn point. The beauty of it all. You never did consider every option, did you? When all you needed to do from the beginning... was just follow the clues. - Cluemaster

CLUEMASTER
PL: 8 (118 pts) - OPL: 8; DPL: 8; HP: 1

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

SKILLS: Acrobatics 6 (+10), Athletics 5 (+7), Close Combat [Unarmed] 4 (+12), Deception 4 (+7), Expertise [Trivia] 8 (+14), Insight (+2), Intimidation 2 (+5), Investigation 3 (+9) [Contacts, Well-Informed], Perception 5 (+7), Persuasion (+3), Ranged Combat [Throwing] 4 (+10), Stealth 3 (+7), Technology 4 (+10)

ADVANTAGES: Contacts, Eidetic Memory, Equipment (5), Favored Foe (Costumed Adventurers), Languages (2) (French, 4 others, Base: English), Ranged Attack (2), Set-Up (1), Well-Informed

POWERS:
NONE

EQUIPMENT:
(25 pts)
Cluemaster Costume: Protection 2; 2 pts
Pellets: (19 pts)
Pellet Array: 19 pts
Paralyzing Pellets: Ranged Burst Area Affliction 6 (Resisted by Fortitude; 1st: Impaired, 2nd: Immobile, 3rd: Paralyzed, Extra: Burst Area [30 ft radius], Flaw: Diminished Range 2 [15 ft radius; 10/25/50]); 16 pts
Smoke Grenade: Ranged Cloud Area Concealment 4 (Visual, Extra: Attack [Resisted by Dodge], Cloud Area [15 ft radius], Flaw: Diminished Range [10/25/50]); 1 pt
Incendiary Flare Pellets: Ranged Burst Area Affliction 6 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visual Unaware, Extra: Burst Area [30 ft radius], Flaw: Diminished Range 2 [15 ft radius; 10/25/50]); 1 pt
Explosive Pellets: Ranged Burst Area Ballistic Damage 6 (Extra: Burst Area [30 ft radius], Flaw: Diminished Range 2 [15 ft radius; 10/25/50]); 1 pt

OFFENSE:
Initiative +4
Close Attack +8
Unarmed +12 [Unarmed +2]
Ranged Attack +6
Throwing +10
Special Attack [Explosive Pellets +6, Burst Area; Incendiary Flare Pellets Affliction +6, Burst Area; Paralyzing Pellets Afflictions +6, Burst Area]

DEFENSES:
Dodge +11 [DC21] Parry +10 [DC20]
Toughness +5 (+5 without Defensive Roll), Fortitude +6, Will +6

COMPLICATIONS:
Follow the Clues: Arthur is compelled to leave to clues at the scene of his crimes.
Motivation: Proving his mental superiority over others and gaining money and power in the process.
Relationships: Despite her constant "spoiling" of his plan, he does still love his daughter, Stephanie.
Rivalry: The Riddler doesn't like him as he feels he is a knock-off version of him and he has constant issues with Spoiler and Batman.

Abilities 64 + Skills 24 (48 ranks) + Advantages 14 + Powers 0 + Defenses 16 = 118 / 118

Build Comments: The write up is coming, I think I left it on my old computer that I'm having problems with. If not, I'll redo it soon. But in short, he's Steph's dad, he's a villain, he's a jobber and he had a great story in Batman: Eternal.

Secret Origins: WORK IN PROGRESS


The Story so Far: WORK IN PROGRESS


Characterization: WORK IN PROGRESS


Friends and Foes: WORK IN PROGRESS
This is one of my Favorite Bat-Villians.Not because of the "Riddler"-lite feel,but because HE HAS A BETTER PERSONALITY...

Thorpocalypse
Posts: 585
Joined: Fri Nov 04, 2016 8:52 pm

94 - Amygdala

Post by Thorpocalypse » Sat Jan 28, 2017 6:15 pm

Another item for our JOB SQUAD LINE is hitting the Aisle 1 shelves!

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NEVER HURT ME AGAIN! - Amygdala

AMYGDALA
PL: 8 (65 pts) - OPL: 8; DPL: 8; HP: 1

ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 1, DEXTERITY 0, FIGHTING 5, INTELLECT -2, AWARENESS 0, PRESENCE -1

SKILLS: Athletics 4 (+11), Close Combat [Unarmed] 4 (+9), Deception (-1), Intimidation 9 (+8), Perception 2 (+2), Persuasion (-1), Ranged Combat [Throwing] 5 (+5), Stealth (+1)

ADVANTAGES: All-Out Attack, Chokehold, Crushing Pin*, Fast Grab, Power Attack, Tough* (3)

POWERS:
NONE

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +5
Unarmed +9 [Unarmed +7]
Ranged Attack +0
Throwing +5

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +11, Fortitude +11, Will +3

COMPLICATIONS:
Mental Instability: Because of the removal of his amygdala, Aaron is prone to wild mood swings and has the emotional maturity of a young child
Temper: Because of his condition, Aaron's temper can be set off by stimuli that do not normally cause anger in normal people

Abilities 36 + Skills 12 (24 ranks) + Advantages 8 + Powers 0 + Defenses 9 = 65 / 65

Build Comments: A fun obscure Batman and Nightwing foe, Amygdala. He’s a former violent criminal that some doctors tried to cure by removing his amygdala but it only made him more unstable, childlike and prone to rages that were triggered by odd stimuli. Throw that in with superhuman strength and you’ve got a good “pawn” jobber for the criminal minds of Gotham.

Secret Origins: Aaron Helzinger, a violent criminal in Gotham, was attempting to have his homicidal rages removed, but the doctor who did it didn't know the difference between the amygdala and the hypothalamus. When his amygdala was removed, his rages grew even stronger.

The Story so Far: Batman and Amygdala first fought when he was being manipulated by Jeremiah Arkham, however Batman was able to beat him despite his size. He was also one of the inmates released by Bane during his initial confrontation with Batman and was controlled by the Ventriloquist for a bit. However Batman was able to beat Amygdala again. Amygdala was set free while under his medication and soon became a friend of Nightwing in Bludhaven. He was also a guard for Lockhaven Prison for short time.

Amygdala was living in the apartment that Blockbuster destroyed in his attack on Nightwing. Amygdala was able to survive, but took the death of his friends death hard, causing him to go off his meds requiring Nightwing to take him down again.

After the destruction of Bludhaven he returned to Gotham..He was last seen in Penguin's Iceberg Lounge working as a bouncer.

Characterization: Amygdala has a very childlike personality and is often used by many villians, but Amygdala has medication for his conditon which helps him stay calm and peaceful most of the time.

Friends and Foes: When on his meds, he is an ally of The Bat family. But when not, he’s a dangerous foe.

Thorpocalypse
Posts: 585
Joined: Fri Nov 04, 2016 8:52 pm

95 - KGBeast

Post by Thorpocalypse » Sat Jan 28, 2017 6:27 pm

Despite his capabilities, this character is firmly entrenched as a member of our JOB SQUAD LINE! Check it out on Aisle 1!

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Yeah...how'd that work out for you, Anatoli?

KGBEAST
PL: 10 (177 pts) - OPL: 10; DPL: 10; HP: 1

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

SKILLS: Acrobatics 5 (+10), Athletics 8 (+13), Close Combat [Unarmed] 2 (+15), Deception 6 (+8), Expertise [Tactics] 8 (+10), Insight 8 (+12) [Combat Clarity], Intimidation 9 (+11), Investigation 8 (+10), Perception 8 (+12), Persuasion (+2), Sleight of Hand 4 (+9), Stealth 8 (+13) [Hide in Plain Sight], Technology 6 (+8/+12), Vehicles 2 (+7)

ADVANTAGES: All-Out Attack, Close Attack (1), Combat Clarity* (1), Defensive Roll (3), Equipment (4), Fearless, Hide in Plain Sight, Improved Aim, Improved Initiative (1), Languages (2) (English, 4 others, Base: Russian), Power Attack, Ranged Attack (8), Takedown (1)

POWERS:
Assassin Training: Enhanced Skills 2 (Technology 4 ranks, Flaw: Limited to demolitions and security); 1 pt
Left Hand Gun: 20 pt Traits, Removable (-4 pts); 16 pts
Tear Gas Attachment: Cloud Area Affliction 6 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually Disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition); 18 pts
Machine Gun Attachment: Ranged Multiattack Ballistic Damage 6; 1 pt
Hand Blade Attachment: Piercing Strength-based Damage 2 (Extra: Dangerous); 1 pt


EQUIPMENT:
(20 pts)
Spiked Knuckles: Bludgeoning Strength-Based Damage 1, Dangerous; 2 pts
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Steel Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts
Arsenal: (9 pts)
Heavy Pistol: Ranged Ballistic Damage 4; 8 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 1 pt

OFFENSE:
Initiative +9
Close Attack +13 [Spiked Knucks +6, Critical 19-20; Hand Blade +7, Critical 19-20; Knife +6, Critical 19-20; Steel Nunchakus +7]
Unarmed +15 [Unarmed +5]
Ranged Attack +13 [Heavy Pistol +4; Machine Gun Hand +6, Multiattack; Shuriken +1, Multiattack; Tear Gas +5, Burst Area]

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

COMPLICATIONS:
Disability: KGBeast cut off his left hand to escape a trap from Batman.
Hatred: Batman, who has defeated him many times.
Obsession: KGBeast will always do whatever it takes complete a mission.

Abilities 80 + Skills 41 (82 ranks) + Advantages 26 + Powers 17 + Defenses 13 = 177 / 177

Build Comments: OK, so even Batman has gotten some clunker storylines over the years. Behold the awesomeness that is KGBeast, a 1980’s creation that Batman had to stop from killing Ronald Reagan. I had a smart ass comment about that, but I don’t want to get into a political debate…

The Beast had a boffo debut, then fell to crap quickly, but he did have a pretty good Iron Age run for a bit, so I figure he’s due to get beat up by heroes again. In his original appearances, he went toe to toe with Batman, making me initially peg him at PL11. But I’ll write that off to new villain stink and keep him at PL10, where he can beat Batman with luck, but still be beatable by the other members of the Bat family. I modernized his background for my setting since I am trying to keep everything within a 10-15 year timeline for the superheroic world.

Secret Origins: Anatoli Knyazev, code-named "The Beast", and known to the C.I.A. as the "KGBeast" was trained as an assassin by "The Hammer," a top secret cell of the KGB and a sister project to the Red Room. In addition to being the master of several martial arts, his strength was cybernetically enhanced, and he had also mastered the use of every deadly weapon known. He was rumored to have killed at least 200 people, including Anwar El Sadat.

Similar to the Winter Soldier, Knyazev was often put in cold storage after missions. Due to a mistake during the shutdown of his project, he was sealed away for over 20 years.

The Story so Far: Discovered years later, he was released and in his confusion, he killed several Russian scientists and soldiers and escaped. However, before he left the facility, he found the last mission by his commanding officer. The KGBeast was to eliminate nine people necessary to America's "Strategic Defense Initiative" (the "Star Wars" program).

Despite learning of all the changes in the world over the years, the mentally unbalanced KGBeast was determined to fulfill his mission. The Beast was able to kill all but two of his still living targets, a senator, and President Ronald Reagan. Seeing that Reagan was left a shell of himself at age 92, he decided to kill the current president at the time, George W. Bush. Conveniently for him, the senator and the President were both going to be in Gotham at the same 10 day period.

Learning of the Beast’s arrival in Gotham through a tip from SHIELD, the Batman set out to stop KGBeast before he could follow through with his plan. Despite Batman's best efforts, the Beast showcased his ruthlessness by poisoning an entire banquet, killing over 100 people, just to ensure that his target would die.

When Batman finally faced the Beast in hand to hand combat, the Beast quickly gained the upper hand, fleeing only because he thought Batman had back-up. During the rematch between the two, Batman snared the Beast's left wrist with his grappling gun. Rather than be captured, the Beast grabbed a nearby axe and chopped off the restrained hand. The Beast quickly had the limb replaced with a cybernetic gun, made by one of Gotham's top weapons dealers.

Before the final confrontation between Batman and the Beast, SHIELD Agent Ralph Bundy reminded Batman that if the Beast were to be captured alive, he would have to be handed over to the Soviets, and likely escape justice. Knowing this, after thwarting the Beast's assassination attempt on the President, destroyed the Beast's gun-arm, lured him into the sewers, and then cornered him in an underground room. The Beast invited Batman to fight him to the death, but instead Batman locked the room, effectively burying the assassin alive. Batman later contacted the police to pick up the subdued villain.

After escaping custody, The Beast became more of a traditional supervillain, engaging in a counterfeiting scheme and having additional cybernetic implants inserted into his body. He fought Robin (Tim Drake) and the Huntress, but was ultimately defeated by King Snake. He later acquired a nuclear bomb the size and shape of a baseball, which he used to threaten Gotham City. He was defeated by Robin and ultimately locked up in Blackgate Penitentiary.

He became a henchmen of Lock-Up’s during the No Man’s Land events and since has turned up from time to time working for other villains in Gotham.

Characterization: The KGBeast was one of the fiercest combatants of his time, but his mental instability and loss of confidence have robbed of him of some of this ability.

Friends and Foes: He has a great enmity for the Bat family and the Russian system that he believes has betrayed him.

Thorpocalypse
Posts: 585
Joined: Fri Nov 04, 2016 8:52 pm

96 - Kite-Man

Post by Thorpocalypse » Sat Jan 28, 2017 7:30 pm

Get ready for a key member of our JOB SQUAD with this J-Mart Favorite Item on Aisle!

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Damn right, hell yeah! Bow before the awesomeness of his suckiness!

KITE MAN
PL7


OPL: 7; DPL: 7; HP: 1
Real Name: Charles Brown
Age: 31
Height: 5-10
Weight: 175
Eyes: Brown
Hair: Brown
Race: Human
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Criminal
Base of Operations: Gotham City, NJ, USA
Team Affiliations: None

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

SKILLS: Acrobatics 3 (+5), Athletics (+2), Deception 5 (+5), Expertise [Criminal] 3 (+5), Insight (+1), Perception 4 (+5), Ranged Combat [Guns] 4 (+6), Sleight of Hand 2 (+4), Stealth (+2), Technology 3 (+5), Vehicles 8 (+10)

ADVANTAGES: Defensive Roll (2), Equipment (19), Favored Environment (Flying)

POWERS:
Born to Fly: Enhanced Dodge 2 (Flaw: Limited to when flying), Enhanced Parry 2 (Flaw: Limited to when flying), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to when flying); 3 pts
Jet Powered Kite: 10 pts Traits, Removable (-2 pts); 8 pts
Kite Flight: Flight 5 (60 mph/900 fpr); 10 pts

EQUIPMENT:
(95 pts)
Helmet and Costume: Protection 1; 1 pt
Kite Arsenal: (19 pts)
Mini Kite Blaster: Ranged Multiattack Piercing Damage 6, Flaw: Diminished Range (10/25/50); 17 pts
Kite Blades: Slashing Strength-based Damage 2, Split, Enhanced Advantage (Improved Defense); 1 pt
Kite Storm: Cloud Area Affliction 7 (Resisted by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Cloud Area [15 ft radius], Cumulative, Flaw: Limited to one sense [Visual]); 1 pt
Vehicles: (72 pts)
Kite Drones (6): Size - T, Str - -3, Flight - 3, Def - 10, Tough - 1, Features - Camera, Microphone, Remote Control, Taser (Ranged Damage 3, Flaw: Diminished Range 2 [5/10/25]); 12 pts; 72 pts

OFFENSE:
Initiative +2
Close Attack +4 [Unarmed +2; Kite Blades +4]
Ranged Attack +2
Kite Gun +6 [Mini Kites +6, Multiattack]
Special Attack [Kite Storm Affliction +7, Burst Area]

DEFENSES:
Dodge +7 (+9 when flying) [DC17/19] Parry +7 (+9 when flying) [DC17/19]
Toughness +5 (+2 without Defensive Roll), Fortitude +5, Will +4

COMPLICATIONS:
Enemy: Batman.
Honor: Kite-Man took his motif and his "hell yeah" catchphrase in honor of his son, who he flew kites with and who he flew kites with and who was killed during the War of Jokes and Riddles.
Ludicrous: He's Kite Man…
Motivation: Greed.

Abilities 30 + Skills 16 (32 ranks) + Advantages 22 + Powers 11 + Defenses 14 = 93 / 93

Build Comments: Is there anything more MANLY being a world class jobber? I don’t think so. Behold the suckiness that is Kite-Man!

I probably WAY overpowered him at PL7, but he’s really only PL6 on offense but can go to around PL8 on defense with his Favored Environment. I’m good with that because he’s the type of sucky villain that should escape a lot and live to get pwned another day. My favorite thing about his most recent incarnation is that he seems really psyched and proud of himself that he came up

I was torn on how to do the Kite Drones. He certainly doesn’t deserve a Summon power, or Minions really so I just overpaid a bit for Vehicles and called it good.

Secret Origins: Charles “Chuck” Brown, the man who would become Kite-Man began his life as young boy who was fascinated by kites, so much that they influenced his future alter ego.

The Story so Far: He originally came into conflict with Batman and Robin, as he was helping criminals escape prison, with the use of his jet powered hang glider, before being defeated by Batman who utilized his own kites to defeat his foe. Following this defeat he battled Batman once again when he attempted to betray the thugs he had hired, only once again to be defeated by The Dark Knight.

Following his battles with Batman and Robin, Kite-Man attempted to steal the Golden Eagle, an invaluable treasure, only to be confronted by Hawkman, Hawkgirl. and Zatanna, before he was defeated by crash landing into a nearby tree. Following this Kite-Man wasn't seen until he showed up in the villain friendly country of Zandia, even becoming a part of a sports team, and ultimately battling the superhero forces that attempted to invade the country.

During the Infinite Crisis, Kite-Man was thrown off of Wayne Tower by Deathstroke without his kite glider following his refusal to join the Secret Society. But miraculously Kite-Man survived the fall and recently turned up in Dallas where he was beaten (severely) by Deadpool, even though Deadpool was mostly doubled over in hysterical laughter the entire time.

Characterization: He’s Kite-Man..

Friends and Foes: Kite-Man is seen as a joke even amongst jobber villains, but that hasn’t stopped him from tangling with The Batman on a number of occasions. With no success, of course.
Last edited by Thorpocalypse on Tue Aug 22, 2017 12:12 am, edited 1 time in total.

Thorpocalypse
Posts: 585
Joined: Fri Nov 04, 2016 8:52 pm

97 - Captain Stingaree

Post by Thorpocalypse » Sat Jan 28, 2017 7:52 pm

Our JOB SQUAD LINE get another top member with this new item for Aisle 1!

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Avast, me hearties! Sure'n he be a jobber of epic proportions!

CAPTAIN STINGAREE
PL: 8 (85 pts) - OPL: 8; DPL: 7; HP: 1

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

SKILLS: Acrobatics 2 (+6), Athletics 5 (+7), Close Combat [Swords] 4 (+11), Deception 4 (+5), Expertise [Criminal] 4 (+5), Insight (+1), Intimidation 3 (+4), Perception 3 (+4), Persuasion 3 (+4), Stealth 2 (+6), Vehicles 2 (+4)

ADVANTAGES: Defensive Attack, Defensive Roll (2), Equipment (1), Improved Critical (1) (Swords), Improved Disarm, Move-by Action, Precise Attack (1) (Precise, Cover), Quick Draw, Ranged Attack (3), Takedown (1)

POWERS:
NONE

EQUIPMENT:
(5 pts)
Cutlass: Slashing Strength-Based Damage 3, Dangerous; 4 pts

OFFENSE:
Initiative +4
Close Attack +7 [Unarmed +2]
Swords +11 [Cutlass +5, Critical 18-20]
Ranged Attack +5

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +4 (+2 without Defensive Roll), Fortitude +6, Will +4

COMPLICATIONS:
Mental Instability: Carl has suffered from delusions at times and sometimes loses touch with the real world.
Prejudice: Sadly, he and The Cavalier had to hide their homosexual relationship for fear of harassment by the supervillain community.
Relationships: He is a relationship with The Cavalier.
Rivalry: Batman.

Abilities 40 + Skills 16 (32 ranks) + Advantages 13 + Powers 0 + Defenses 16 = 85 / 85

Build Comments: When you’re working up jobber villains, it’s hard to pass up Captain Stingaree. I can’t believe the Green Ronin guys passed up a chance to build someone that sucky!

Secret Origins: Born one of a set of quadruplets, Karl Courtney was always the black sheep of the family. Donning a cutlass and pirate outfit, Karl becomes Captain Stingaree. In his first outing, Stingaree attempted to uncover Batman's secret identity. Somehow he had become convinced that his three brothers are actually Batman. Batman approached the Courtney brothers to pose as Batman and act as bait for Stingaree. This allowed the real Batman to capture Karl.

The Story so Far: He later joined the Secret Society of Super-Villains. Teaming up with Captain Cold and Captain Boomerang, the three captains went on a crime spree kidnapping other captains to show supremacy over air, land and sea, before they are taken down by Captain America.

Captain Stingaree is later revealed to be gay, and in a relationship with The Cavalier.

Characterization: Courtney is a bit unhinged, but is a dangerous foe with his blade.

Friends and Foes: He is a relationship with The Cavalier and still has a great desire to defeat the Batman.
Last edited by Thorpocalypse on Sat Feb 18, 2017 5:45 pm, edited 1 time in total.

Thorpocalypse
Posts: 585
Joined: Fri Nov 04, 2016 8:52 pm

98 - The Cavalier

Post by Thorpocalypse » Sat Jan 28, 2017 8:00 pm

The new members of our JOB SQUAD LINE just keep coming as we drop this new item on Aisle 1!

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En Garde! - The Cavalier

THE CAVALIER
PL: 8 (93 pts) - OPL: 8 ; DPL: 8

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

SKILLS: Acrobatics 4 (+7), Athletics 5 (+7), Close Combat [Swords] 4 (+12), Deception 6 (+7), Expertise [Chivalry] 5 (+6), Expertise [Criminal] 4 (+5), Insight (+2), Intimidation (+1), Perception 3 (+5), Persuasion 3 (+4), Ranged Combat [Rapier Taser] 2 (+8), Stealth 2 (+5)

ADVANTAGES: Defensive Attack, Defensive Roll (1), Equipment (3), Improved Disarm, Luck (Edit Scene) (1), Move-by Action, Quick Draw, Ranged Attack (3), Redirect, Takedown (1)

POWERS:
NONE

EQUIPMENT:
(15 pts)
Plume of Doom: Ranged Piercing Damage 2, Subtle; 3 pts
Rapier Taser: Ranged Affliction 6 (Electrical; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Flaw: Diminished Range [10/25/50]); 11 pts
Rapier Strike: Piercing Strength-Based Damage 2, Dangerous 2; 1 pt

OFFENSE:
Initiative +3
Close Attack +8 [Unarmed +2]
Swords +12 [Rapier Strike +4, Critical 18-20]
Ranged Attack +6 [Plume of Doom +2]
Blast +8 [Rapier Taser Affliction +6]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +4 (+3 without Defensive Roll), Fortitude +5, Will +5

COMPLICATIONS:
Goofy: The Cavalier is a bit…eccentric, speaking in a Victorian manner and dressing rather flamboyantly.
Prejudice: Sadly, he and the good Captain Stingaree had to hide their homosexual relationship for fear of harassment by the supervillain community.
Relationships: He is a relationship with Captain Stingaree.
Rivalry: The Dynamic Duo.

Abilities 46 + Skills 19 (38 ranks) + Advantages 14 + Powers 0 + Defenses 14 = 93 / 93

Build Comments: I don’t care how Golden Agey he is, you gotta love The Cavalier. Especially considering the fact that while he never beat Batman, he escaped him several times. Never happen now, but that’s fun stuff.

Secret Origins: Mortimer Drake was a man of exotic and idiosyncratic taste. When he found himself unable to purchase more exotic valuables for his collection legally, he resorted to theft. Donning a costume resembling that of a Musketeer, he called himself the Cavalier. His course of actions ultimately brought him into conflict with Batman and Robin. Drake matched wits against Batman and Robin several times, and escaped them in each encounter, but Batman was able to deduce the Cavalier's identity, leading to Drake's eventual imprisonment.

The Story so Far: Later, Batgirl came into conflict with the Cavalier. Cavalier couldn't find a way around his code, which prevented hitting females, but after a self-examination he concludes "the devil with gallantry" and hit Batgirl with his fist. She proceeded to beat him unconscious.

Cavalier was later a part of a group of supervillain drinking buddies. They banded together to try and regain their items of power lost in a poker game to Wally Tortolini. He was defeated by Blue Beetle who clotheslined him in an alleyway.

The Cavalier is later revealed to be gay, and in a relationship with Captain Stingaree.

Characterization: Flamboyant, but surprisingly crafty, The Cavalier is one of Batman’s more interesting foes.

Friends and Foes: He is a relationship with Captain Stingaree and remains an occasional thorn in the side of the Bat family.

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Re: J-Mart: Spoiler, Cluemaster, Signalman, Amygdala, KGBeast, Kite Man

Post by Jabroniville » Sun Jan 29, 2017 7:17 am

Haha, great run of some of Batman's greatest Jobbers. It's fascinating, but should be expected, that DC's top-selling hero with multiple books to fill a month, has had one of the greatest sets of Jobbers of all time. It's just a shame that the various supporting materials (games, TV shows, movies) hasn't used more of them. Okay, so you can't really set a Batman movie around Kite-Man, but come on- a montage of these idiots would be fantastic (I always thought one of the Spider-Man movies should have started off this way, making it look like Peter was very active in fighting weirdly-dressed psychos all the time).

scc
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Re: J-Mart: Spoiler, Cluemaster, Signalman, Amygdala, KGBeast, Kite Man

Post by scc » Tue Jan 31, 2017 2:43 am

Jobber overload!!!! I like Signalman's feature for his costume. Always enjoy Batman enemies.

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Ares
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Re: J-Mart: Spoiler, Cluemaster, Signalman, Amygdala, KGBeast, Kite Man

Post by Ares » Tue Jan 31, 2017 5:21 am

I have to admit, I actually kind of liked the original Signalman costume because it looked like a classic over the top supervillain costume. It actually wouldn't be all that hard to make him useful, turn him into the supervillain communications expert, one that utilizes things like lasers and microwaves both for communication and offensive weaponry, etc.

I mean, guys like Signalman, the Shocker and Calendar Man are never going to be Lex Luthor or Dr. Doom, they exist for simple stories and to get beaten up, but they can still actually have a purpose and be effective enough to require a superhero to defeat them.

scc
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Re: J-Mart: Spoiler, Cluemaster, Signalman, Amygdala, KGBeast, Kite Man

Post by scc » Tue Jan 31, 2017 12:27 pm

Is that a recent pic of Kite Man? Where is it from?

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

99 - Zsasz

Post by Thorpocalypse » Fri Feb 03, 2017 3:00 am

Our last new item from our Gotham shipment (for the time being) is getting unloaded and stocked on Aisle 1!

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Man needs no divine assistance. He makes himself! I chose to exterminate the zombies. I chose to kill. But I hurt myself, too -- to remind me that even I am only human! - Victor Zsasz

ZSASZ
PL: 9 (145 pts) - OPL: 9; DPL: 9; HP: 1

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

SKILLS: Acrobatics 6 (+11), Athletics 10 (+13), Deception 9 (+11), Expertise [Business] 8 (+12), Insight (+4), Intimidation 11 (+13), Perception 3 (+7), Persuasion 5 (+7), Ranged Combat [Thrown Blades] 5 (+10), Sleight of Hand 7 (+12), Stealth 8 (+13)

ADVANTAGES: All-Out Attack, Close Attack (4), Defensive Roll (3), Diehard, Equipment (1), Fast Grab, Follow-Up Strike*, Improved Critical (2) (Knives 2), Improved Hold, Improved Initiative (1), Last Stand*, Power Attack, Quick Draw, Seize Initiative, Takedown (1), Trance, Withstand Damage* (1)

POWERS:
NONE

EQUIPMENT:
(5 pts)
Knives: Piercing Strength-Based Damage 1, Dangerous; 2 pts

OFFENSE:
Initiative +9
Close Attack +14 [Unarmed +3; Knives +4, Critical 17-20]
Ranged Attack +5
Thrown Blades +10

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +8 (+5 without Defensive Roll), Fortitude +8, Will +6

COMPLICATIONS:
Kill Count: Victor must carve a notch into his skin for each victim he kills.
Obsession: Zsasz is a serial killer dedicated to “freeing” others from their pointless existence.

Abilities 76 + Skills 36 (72 ranks) + Advantages 23 + Powers 0 + Defenses 10 = 145 / 145

Build Comments: Victor Zsasz is one of the better newer additions to Batman’s rogues gallery. He’s a serial killer that has given Batman some pretty good fights and the disturbing nature of his murders always adds a level of creepiness that doesn’t approach The Joker, but provides that ick factor that Gotham villains are known for.

Secret Origins: Mr. Zsasz lived a privileged existence. He had a loving, wealthy family and graduated top of his class in college, later going on to amass his own fortune of his own through various companies. At the age of 25, his parents tragically died in a boating accident, and while he accepted what had happened, Zsasz could not help but feel depressed at their loss. In an attempt to distract himself from his growing depression, Zsasz became swept up in high stakes gambling. He neglected his companies while gaining, and just as often losing, huge sums of money in card games. It all came to a head in one game, in which Zsasz bet everything to his name in a game against the Penguin and lost. It was then that Zsasz realized that no amount of wealth could change the hollow person he had become or give any meaning to his life, and he fled the casino to attempt suicide at the Gotham Bridge. Before he could jump, a transient threatened him with a knife for whatever he had on him. Zsasz fought back and, upon looking into the homeless man's eyes, realized he was just as empty as he himself was. He killed the man and decided to free 'zombies' of their mortal coils, cutting a notch in himself for each one to remind himself that he too was a human like them.

The Story so Far: Zsasz has had numerous run-ins with Batman that have landed him in Arkham Asylum and Blackgate almost as many times.

Characterization: Victor Zsasz is the most unrepentant of sociopaths, a serial killer who marks the death of his victims on his skin with tally marks. He believes that human beings are mindless 'robots' who attempt to give themselves purpose and meaning by materialistic and shallow means. He is very intelligent and deceptively cunning, often trying to manipulate or intimidate his victims before killing them and arranging them in lifelike poses for the police and Batman to find.

Friends and Foes: He does want to kill Batman, but other than that, he simply wants to set everyone free from life.

Thorpocalypse
Posts: 585
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100 - Captain America (Steve Rogers)

Post by Thorpocalypse » Fri Feb 03, 2017 3:23 am

We've finally gotten to BUILD #100! And considering the past couple of weeks in my homeland, I felt like there was only one way to go with this build. Check it out on Aisle 2!

Image
We need you more than ever, Steve.

The REAL Steve not Hydra Cap. We pretty much have that going on right now as it is...


CAPTAIN AMERICA (STEVE ROGERS)
PL12


OPL: 12; DPL: 12; HP: 1
Real Name: Steve Rogers
Age: 97
Height: 6-2
Weight: 220
Eyes: Blue
Hair: Blonde
Race: Human
Identity: Public
Alignment: Hero
Status: Active
Occupation: Adventurer
Base of Operations: New York, NY, USA
Team Affiliations: The Avengers; JLAXI; The Invaders; Justice Society Initiative

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 7, DEXTERITY 7, FIGHTING 13, INTELLECT 2, AWARENESS 5, PRESENCE 8

SKILLS: Acrobatics 9 (+16), Athletics 10 (+16), Close Combat [Unarmed] 2 (+16), Deception (+8), Expertise [History] 4 (+6), Expertise [Tactics] 18 (+20), Insight 10 (+15) [Assessment, Combat Clarity], Intimidation (+8), Investigation 5 (+7), Perception 10 (+15), Persuasion 7 (+15) [Connected], Ranged Combat [Thrown Shield] 3 (+15), Stealth 6 (+13), Treatment 1 (+3), Vehicles 3 (+10)

ADVANTAGES: Assessment, Benefit (3) (Status - He’s Captain America, SHIELD Clearance 2), Close Attack (3), Combat Clarity* (1), Combat Leader*, Connected, Cunning Fighter*, Deep Ties* (1) (The Standard), Defensive Attack, Defensive Roll (1), Diehard, Equipment (4), Extraordinary Effort, Great Endurance], Improved Critical (1) (Shield), Improved Defense, Improved Disarm, Inspire (5), Interpose, Languages (2) (German, French, 3 others, Base: English), Leadership, Power Attack (2) (Shield Strike, Shield Toss), Rallying Cry*, Ranged Attack (5), Rousing Speech* (1) (Persuasion), Takedown (2), Teamwork

POWERS:
Super Soldier Enhancements: Immunity 4 (Aging, Intoxication, Disease, Poisons [Limited]), Enhanced Advantages 2 (Diehard, Great Endurance), Speed 2 (8 mph/120 fpr), Leaping 2 (30 ft), Regeneration 2 (1/every 5 rounds); 11 pts
Triangular Shield: 41 pts Traits, Easily Removable (-16 pts); 25 pts
Shielding: Enhanced Dodge 2 (Flaw: Sustained), Enhanced Parry 2 (Flaw: Sustained), Enhanced Advantages 1 (Improved Defense), Impervious Toughness 10 (Flaw: Sustained); 15 pts
Shield Mastery: 24 pt Array; 26 pts
Shield Deflection: Deflect 12; 24 pts
Shield Strike: Bludgeoning Strength-Based Damage 2 (Extra: Breaking, Penetrating 8, Split, Variable Descriptor [Bludgeoning/Slashing]); 1 pt
Shield Toss: Ranged Strength-Based Damage 2 (Extra: Penetrating 8, Ricochet 4, Variable Descriptor [Bludgeoning/Slashing], Flaw: Diminished Range [10/25/50]); 1 pt


EQUIPMENT:
(20 pts)
Chain Mail Costume: Protection 2; 2 pts
Binoculars: Feature 1 (+5 Perception [Visual at Distance]); 1 pt
Mini-Tracer: Feature 1 (Tracking, 2 Mile range); 1 pt
Lockpicks: Feature 1 (Tools, Technology); 1 pt
Vehicle: (12 pts)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8, Features 2 - Navigation System, Secret Compartments; 12 pts

OFFENSE:
Initiative +7
Close Attack +16 [Unarmed +6; Shield Bash +8, Critical 19-20]
Ranged Attack +12 [Shield Deflection +12]
Throwing +15 [Thrown Shield +8, Critical 19-20]

DEFENSES:
Dodge +13 (+15 with Star Spangled Shield) [DC23/25] Parry +13 (+15 with Star Spangled Shield) [DC23/25]
Toughness +9 (+8 without Defensive Roll), Fortitude +9, Will +9

COMPLICATIONS:
Enemy: The Red Skull, Grand Director, Hate Monger, Batroc The Leaper, among others.
Man out of Time: Steve still sometimes has problems coping in the new millennium.
Patriotism: Next to Uncle Sam, he's the closest thing to living embodiment of American Patriotism in the world.
Power Loss: If Cap misses his target badly, or an opponent catches his shield, etc. he will have to retrieve it, losing it’s powers and advantages.
Relationships: Sharon Carter, The Falcon, Iron Man, Thor, Bucky and Superman are among his closest friends. He is also close with the original Avengers and sometimes, Nick Fury.
Responsibility: He feels a strong sense of responsibility for his country and the superhero community at large.
The Standard: Steve Rogers is held in the highest esteem amongst all the world's heroes, even by most villains, for his courage and unwavering moral compass and he feels a strong sense of responsibility to live up to that standard.

Abilities 108 + Skills 43 (85 ranks) + Advantages 42 + Powers 36 + Defenses 13 = 242 / 242

Build Comments: Not much left to say about one of the greatest superheroes ever. I really had concerns about how he would be received on the silver screen when the first Cap movie came out, but Marvel and Chris Evans NAILED it and much like the main Marvel U, he's become the linchpin for the Marvel Cinematic Universe.

Hell, I'm even enjoying Evil Hydra Cap in the comics. He's become like the new Doctor Doom of the Marvel U.

Secret Origins: Steve Rogers was born July 4, 1922, to poor Irish immigrant parents, Sarah and Joseph Rogers. Rogers grew up a frail youth during the Great Depression in America. Little else is known about Rogers' early life other than the fact that a strong sense of duty, honor, and humility was instilled in him. Rogers' father died when he was a child and his mother died from pneumonia when he was in his late teens, leaving him in the care of mother’s sister until he turned 18.

Horrified by newsreel footage of Nazis ransacking Europe and atrocities in Asia that the Empire of Japan committed in China and Korea, Rogers tried to enlist in the Army and was rejected as 4-F because of his frailty and sickness. Rogers tried enlisting under different names at different offices but to no avail. However, his efforts caught the attention of Doctor Abraham Erskine, who had been looking for a volunteer to participate in his top-secret performance-enhancing experiment called Operation Rebirth. He is recruited in the Scientific Strategic Reserve as part of the "super-soldier" experiment under Erskine, Col. Chester Phillips, and British agent Peggy Carter. Phillips is unconvinced by Erskine's claims that Rogers is the right person for the procedure, but relents after seeing Rogers commit an act of self-sacrificing bravery.

After weeks of tests, Rogers was at last administered the Super-Soldier Serum. Given part of the compound intravenously and another part orally, Rogers was then bombarded by vita-rays, a special combination of exotic (in 1941) wavelengths of radiation designed to accelerate and stabilize the serum's effect on his body. Steve Rogers emerged from the vita-ray chamber with a perfect human body. Heinz Kruger, a Nazi spy, who observed the experiment, murdered Dr. Erskine mere minutes after its conclusion. Dr. Erskine died without fully committing the Super-Soldier formula to paper, leaving Rogers the sole beneficiary of his genius.

The Story so Far: During the war, "Cap" served as both a symbol of freedom and America's most effective special operative. In addition to working with his young sidekick Bucky, Cap regularly fought clandestinely alongside other Allied super-powered heroes such as Namor the Sub-Mariner and the android Human Torch, who were the recognized core of the World War II super-team known as the Invaders. Rogers sometimes came into contact with a Canadian paratrooper named Jim Howlett, (the man who would come to be known as Wolverine).

During the final days of the war, on April 18, 1945, Captain America and Bucky were trying to stop a bomb-loaded drone-plane launched by Baron Zemo when the plane exploded, apparently killing Bucky and throwing Rogers into icy Arctic waters of the English Channel. The Super-Soldier Formula prevented crystallization of Rogers' bodily fluid, allowing him to enter a state of suspended animation.

Decades later, Rogers' wartime comrade, the Sub-Mariner, stumbled across his still-frozen form, which was being worshiped by a far-flung Inuit tribe. Enraged, the Sub-Mariner threw the ice block back into the ocean, wanting his old friend to truly rest in peace. While opposing Namor, Superman happened upon Rogers' thawing body and took him to SHIELD headquarters where Nick Fury and Tony Stark soon revived the legendary hero.

The world welcomed the legend’s return and Rogers joined the Justice League soon after. After a confrontation with Batman, he and Iron Man left the team and with Fury’s influence, they founded The Avengers. Cap has been the leader of several incarnations of the team and is considered its most iconic member.

He has also had numerous solo adventurers, including several altercations with his arch-nemesis, The Red Skull, who was also in suspended animation for a time. A few years ago, it was discovered that the Cold War Russian super agent, The Winter Soldier, was actually his old partner Bucky, who had been captured and brainwashed by the KGB. He has since recovered and he and Cap have resumed their friendship.

Characterization: Captain America is traditionally seen as the greatest hero of the Thorpacoverse, rivaled only by Superman. He is a righteous and brave man who always wants to see the good in people. From his origins as a superhero, Cap has always devoted himself to the protection of the weak and the defense of freedom and justice.

In spite of his virtues, however, Cap is often plagued by his status as man out of time. Remembering his days as a soldier in World War II, Cap is worried that his idealism might be considered outdated in the modern world. Furthermore, seeing how idealized his legacy has become throughout the years, Cap sometimes believes that he might be not be able to fulfill the image the world has of him. Regardless, Cap is still seen as the pinnacle of heroism and an example for everyone to follow.

Friends and Foes: His greatest foe has always been Johann Schmidt, the Red Skull. They have waged countless battles over the years, with varying levels of stakes and with each scoring significant victories over the other, with some even leading to the other’s apparent demise. But each time, they return to continue their age-old battle.

His closest friend remains Bucky Barnes and he is also close to Nick Fury and Iron Man. He and Superman are good friends, sharing similar ideology and stature in the superhero community. He has had only a few romantic relationships since his revival. He and Sharon Carter, great-niece of his love, Peggy Carter, have had an off-an-on relationship and are currently not dating but remain close.
Last edited by Thorpocalypse on Fri Jun 23, 2017 3:57 am, edited 5 times in total.

Thorpocalypse
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Re: J-Mart: Spoiler, Cluemaster, Signalman, Amygdala, KGBeast, Kite Man

Post by Thorpocalypse » Fri Feb 03, 2017 3:30 am

scc wrote:
Tue Jan 31, 2017 12:27 pm
Is that a recent pic of Kite Man? Where is it from?
I believe it's from Batman #6, where Gotham Girl is cleaning up Gotham and she apprehends a terrified Kite Man. My favorite thing about this take on him is how freakin' PROUD he seems to be in coming up with that gimmick. And I think that's something we underestimate. He certainly sucks compared to someone like Batman but compared to your average Joe, that's a pretty cool thing to come up with. 8-)

scc
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Re: J-Mart: Amygdala, KGBeast, Kite Man, Zsasz, Captain America

Post by scc » Sat Feb 04, 2017 8:19 pm

I agree Kite Man is awesome.

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