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

136 - Sentinels (Mark X)

Post by Thorpocalypse » Mon Feb 20, 2017 4:28 am

We've got more Sentinels for our Marvel Aisle!

Image
I wonder if it would get through bag check at the airport?

SENTINELS (MARK X - SUITCASE SENTINEL)
PL7


OPL: 7; DPL: 7; HP: 0

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

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

ADVANTAGES: Assessment, Favored Foe (Mutants), Teamwork

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


EQUIPMENT:
NONE

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

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

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

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

Build Comments: The Mark X Sentinel, developed by the second (?) most recent version of the Hellfire Club (coming soon, I love those brats). Your standard suitcase model Sentinel for the business focused mutant hater on the go!
SENTINEL (MARK X) MASS COMBAT

CORPS (20,000-50,000): ATTACK 22, DAMAGE 22, DEFENSE -2, TOUGHNESS 23, INITIATIVE 0, MORALE 0
DIVISION (9,000-15,000): ATTACK 21, DAMAGE 21, DEFENSE -2, TOUGHNESS 22, INITIATIVE 0, MORALE 0
BRIGADE (6,000-8,000): ATTACK 20, DAMAGE 20, DEFENSE -2, TOUGHNESS 21, INITIATIVE 0, MORALE 0
REGIMENT 1 (3,000-4,000): ATTACK 19, DAMAGE 19, DEFENSE -2, TOUGHNESS 20, INITIATIVE 0, MORALE 0
REGIMENT 2 (1,250-2,750): ATTACK 18, DAMAGE 18, DEFENSE -2, TOUGHNESS 19, INITIATIVE 0, MORALE 0
BATALLION 1 (500-1,000): ATTACK 17, DAMAGE 17, DEFENSE -2, TOUGHNESS 18, INITIATIVE 0, MORALE 0
BATALLION 2 (150-450): ATTACK 16, DAMAGE 16, DEFENSE -2, TOUGHNESS 17, INITIATIVE 0, MORALE 0
COMPANY 1 (140): ATTACK 15, DAMAGE 15, DEFENSE -2, TOUGHNESS 16, INITIATIVE 0, MORALE 0
COMPANY 2 (55-125): ATTACK 14, DAMAGE 14, DEFENSE -2, TOUGHNESS 15, INITIATIVE 0, MORALE 0
PLATOON 1 (30-50): ATTACK 13, DAMAGE 13, DEFENSE -2, TOUGHNESS 14, INITIATIVE 0, MORALE 0
PLATOON 2 (15-40): ATTACK 12, DAMAGE 12, DEFENSE -2, TOUGHNESS 13, INITIATIVE 0, MORALE 0
SQUAD (8-10): ATTACK 11, DAMAGE 11, DEFENSE -2, TOUGHNESS 12, INITIATIVE 0, MORALE 0
SQUAD (4-6): ATTACK 10, DAMAGE 10, DEFENSE -2, TOUGHNESS 11, INITIATIVE 0, MORALE 0
BASE (2-3): ATTACK 8, DAMAGE 8, DEFENSE -2, TOUGHNESS 9, INITIATIVE 0, MORALE 0
Last edited by Thorpocalypse on Mon May 29, 2017 8:19 pm, edited 2 times in total.

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

137 - Sentinels (Mark XII)

Post by Thorpocalypse » Mon Feb 20, 2017 4:32 am

We've got another shipment of Sentinels for Aisle 2! Make sure to look close or you might not see them!

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

SENTINELS (MARK XII - NANOBOTS)
PL8


OPL: 8; DPL: 8; HP: 0

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

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

ADVANTAGES: Assessment, Favored Foe (Mutants), Teamwork

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


EQUIPMENT:
NONE

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

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

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

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

Build Comments: A swarm of nanobot Sentinels could be something fun to throw at your X-players. Certainly a big change from the 20 ft giant robots. I may go back and lower their PL since I might have made them too tough.
Last edited by Thorpocalypse on Mon May 29, 2017 8:22 pm, edited 1 time in total.

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

138 - Sentinels (Mark XIII)

Post by Thorpocalypse » Mon Feb 20, 2017 4:46 am

We're keeping the Sentinels coming with another new item for Aisle 2!

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

SENTINELS (MARK XIII - TRI-SENTINEL)
PL12


OPL: 12; DPL: 12; HP: 0

ABILITIES: STRENGTH 16, STAMINA --, AGILITY -1, DEXTERITY 2, FIGHTING 4, INTELLECT 2, AWARENESS 2, PRESENCE -2

SKILLS: Athletics (+18), Close Combat [Unarmed] 2 (+6), Deception (-2), Expertise [Mutants] 8 (+10), Insight 8 (+10) [Assessment], Intimidation (-2/+7), Perception 3 (+5), Persuasion (-2), Ranged Combat [Weapon Array] 6 (+8), Stealth (-1/-19)

ADVANTAGES: Assessment, Favored Foe (Mutants), Teamwork

POWERS:
Tri-Sentinel Size: Growth 18 (+18 Str, +18 Protection, -9 Dodge/Parry, -18 Stealth, +9 Intimidation, Speed +2, +18 Mass, Reach 4 [20 ft], Extra: Innate, Flaw: Permanent); 37 pts
Robot Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Impervious Toughness 17; 57 pts
Mutant Sensors: Senses 4 (Detect Mutants [Ranged, Extended, Accurate]); 4 pts
Tri-Face: Senses 2 (Normal Vision [Extended, Radius]); 2 pts
6 Armed Sentinel: Extra Limbs 4 (4 extra arms); 4 pts
Boot Rockets: Flight 6 (120 mph/1800 fpr); 12 pts
Search Lights: Environment 3 (120 ft radius; Light [reduce total concealment to partial and partial concealment to none]); 3 pts
Weapon Array: 32 pt Array; 37 pts
Plasma Blast: Ranged Plasma Energy Damage 16; 32 pts
Stun Beam: Ranged Affliction 16 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Disintegration Beam: Ranged Weaken 16 (Flaw: Limited to objects only); 1 pt
Blinding Flash: Burst Area Cumulative Affliction 12 (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 10 (Resisted by Dodge, Overcome by Strength/Damage, 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Flaw: Limited to two Degrees); 1 pt
Giant Robot Stomping: Burst Area Bludgeoning Damage 12 (Extra: Burst Area [30 ft radius]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative -1
Close Attack +4
Unarmed +6 [Unarmed +16]
Ranged Attack +2
Weapon Array +8 [Plasma Blast +16; Stun Blast Affliction +16; Disintegration Beam Weaken +16; Capture Cable Affliction +10]
Special Attack [Giant Robot Stomps +12, Burst Area; Blinding Flash Affliction +12, Burst Area]

DEFENSES:
Dodge +0 [DC10] Parry +4 [DC14]
Toughness +18 (+9 Impervious), Fortitude Immune], Will +2

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

Abilities 0 + Skills 14 (27 ranks) + Advantages 3 + Powers 156 + Defenses 19 = 192 / 192

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

When nothing less than genocide will do…what a tag line...
Last edited by Thorpocalypse on Wed Sep 20, 2017 2:19 am, edited 2 times in total.

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

139 - Master Mold

Post by Thorpocalypse » Mon Feb 20, 2017 4:52 am

The Sentinels keep coming as we add another new item to Aisle 2!

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All systems on-line and fully functional. Master Mold once more restored... to full operational capability. - Master Mold

MASTER MOLD
PL13


OPL: 13; DPL: 13; HP: 0

ABILITIES: STRENGTH 17, STAMINA --, AGILITY -1, DEXTERITY 3, FIGHTING 7, INTELLECT 7, AWARENESS 4, PRESENCE 3

SKILLS: Athletics (+17), Close Combat [Unarmed] 2 (+9), Deception (+3), Expertise [Mutants] 5 (+12), Expertise [Rodents] 8 (+15), Insight 8 (+12) [Assessment], Intimidation 4 (+7/+15), Investigation 3 (+10), Perception 6 (+10), Persuasion (+3), Ranged Combat [Weapon Array] 7 (+10), Stealth (-1/-17), Technology 7 (+14) [Inventor]

ADVANTAGES: Assessment, Favored Foe (Mutants), Improved Grab, Inventor

POWERS:
Giant Robot Size: Growth 16 (+16 Str, +16 Protection, -8 Dodge/Parry, -16 Stealth, +8 Intimidation, Speed +2, +16 Mass, Reach 4 [20 ft]; Extra: Innate, Flaw: Permanent); 33 pts
Robot Physiology: Immunity 40 (Fortitude Effects, Mental Effects), Impervious Protection 4, Impervious Toughness 13; 61 pts
Electronic Consciousness: Immortality 2 (2 weeks, Flaw; Requires compatible technology to transfer into); 2 pts
Boot Rockets: Flight 6 (120 mph/1800 fpr); 12 pts
Mutant Sensors: Senses 12 (Detect Mutants [Ranged, Accurate, Acute, Analytical, Penetrates concealment, Radius, Tracking]); 12 pts
Radio Communication: Communication 3 (Radio, Statewide/Small Nation); 12 pts
Comprehend: Comprehend 4 (Speak, Understand All languages, Machines); 8 pts
Walking Sentinel Factory: Summon 10 (Mark I Sentinels [150 pts]; Extra: Active, Controlled, Multiple Minions 2 [4 minions], Mental Link, Sacrifice); 82 pts
Weapon Array: 41 pt Array; 45 pts
Mind Control: Perception Ranged Affliction 10 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Cumulative, Subtle); 41 pts
Plasma Blast: Ranged Plasma Energy Damage 16; 1 pt
Stun Beam: Ranged Affliction 16 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Disintegration Beam: Ranged Weaken 16 (Flaw: Limited to objects only); 1 pt
Missiles: Ranged Burst Area Ballistic Damage 12 (Extra: Burst Area [30 ft radius], Homing 2); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative -1
Close Attack +7
Unarmed +9 [Unarmed +17]
Ranged Attack +3
Weapon Array +10 [Plasma Blast +16; Stun Blast Affliction +16; Disintegration Beam Weaken +16; Missiles +12 Burst Area]
Special Attack [Mind Control Ray +12, Perception]

DEFENSES:
Dodge +2 [DC12] Parry +6 [DC16]
Toughness +20 (+9 Impervious), Fortitude Immune, Will +10

COMPLICATIONS:
Mental Instability: Imprinted with both base Sentinel programming and human emotional brain patterns, Master Mold must constantly work to reconcile the two or risk going insane and being a threat to both mutantkind and humanity.
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 38 + Skills 25 (50 ranks) + Advantages 4 + Powers 267 + Defenses 24 = 358 / 358

Build Comments: Master Mold was a pretty good concept at first. A giant Sentinel that made other Sentinels. Pretty much guaranteed to create plenty of conflict there.

Secret Origins: Master Mold was created by Bolivar Trask to build an army of MK I Sentinels to control the mutant population. However, this version was damaged when the Sentinel Headquarters was destroyed by the X-Men.

The Story so Far: After Trask's death, the government of the United States put the Sentinel operation under the command of a Stephen Lang, a mutant-hating bigot who began reconstructing Sentinels with Trask's notes for his own goals. The Inner Circle of the Hellfire Club provided him with funds, not knowing that he wanted to kill all the mutants Lang rebuilt the Master Mold, but did not use it.

During a battle against the X-Men, they destroyed the space station where Lang and the Sentinels were. Lang was lobotomized, but his memory-engrams were printed in Master Mold's computers. Thus, Master Mold suddenly believed that it was Lang himself.

The X-Men have encountered Master Mold several times since and each time it is seemingly destroyed but somehow returns to vex mutantkind again and again.
Last edited by Thorpocalypse on Mon May 29, 2017 8:28 pm, edited 1 time in total.

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

140 - Nimrod

Post by Thorpocalypse » Mon Feb 20, 2017 4:57 am

Just a couple more items to go as we continue to add more Sentinels to Aisle 2!

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

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

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

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

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

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


EQUIPMENT:
NONE

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

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

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

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

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

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

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

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

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

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

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

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

During the events of the Second Coming event, he personally confronts Hope Summers, Rogue and Nightcrawler, leading to the death of the latter. Bastion appears to be reverting more and more to fully becoming Nimrod. Some time later, Bastion unleashes an endless horde of Nimrods from an unknown future to destroy the X-Men. However X-Force, Cypher and Cable go to that future and destroy the Master Mold controlling them. At the end of the crossover the original Nimrod (Bastion) takes his original form but is destroyed by Hope. Later, the chest and head of Nimrod are exhibited in X-Force Headquarters. Deathlok identifies it as version 32.1 and the possibility for its future to come to be is 1.34%.

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

141- Bastion

Post by Thorpocalypse » Mon Feb 20, 2017 5:08 am

Our last Sentinel is the top of the heap and he's getting stocked on Aisle 2!

Image
I wanted you to see this, Charles. But more than that... I wanted you to understand. Your goal? Your crusade? Your sacred dream? It's over. - Bastion

BASTION
PL: 13 (336 pts) - OPL: 13; DPL: 13; HP: 1

ABILITIES: STRENGTH 12, STAMINA 10, AGILITY 4, DEXTERITY 4, FIGHTING 10, INTELLECT 7, AWARENESS 5, PRESENCE 2

SKILLS: Athletics (+12), Deception 8 (+10), Expertise [Mutants] 7 (+14), Insight 7 (+12) [Assessment], Intimidation 8 (+10), Investigation 3 (+10) [Well-Informed], Perception 6 (+11), Persuasion 8 (+10), Ranged Combat [Weapon Array] 7 (+11), Stealth (+4), Technology 6 (+13) [Inventor]

ADVANTAGES: Assessment, Close Attack (2), Eidetic Memory, Favored Foe (Mutants), Inventor, Luck (Edit Scene) (1), Speed of Thought*, Well-Informed

POWERS:
Celestial Tech Cyborg Physiology: Immunity 21 (Life Support, Aging, Mental Effects), Regeneration 10 (1/every 2 rounds), Impervious Protection 6, Impervious Toughness 5; 48 pts
Flight: Flight 9 (1,000 mph/2 mpr); 18 pts
Mutant Sensors: Senses 13 (Detect Mutants [Ranged, Accurate, Acute, Analytical, Extended, Penetrates concealment, Radius, Tracking]); 13 pts
Adaptation: Variable 6 (30 pts Traits; Extra: Action [Move Action], Flaw: Limited to abilities of mutant engaged); 42 pts
Radio Communication: Communication 3 (Radio, Statewide/Small Nation); 12 pts
Technopathic Polyglot: Comprehend 4 (Speak, Understand All languages, Machines); 8 pts
Weapon Array: 32 pt Array; 35 pts
Energy Blast: Ranged Damage 15 (Extra: Split, Variable Descriptor 2 [Any technological]); 32 pts
Energy Burst: Burst Area Damage 13 (Extra: Burst Area [30 ft radius], Variable Descriptor 2 [Any technological]); 1 pt
Stun Beam: Ranged Affliction 15 (Force Energy; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Split); 1 pt
Prime Sentinel Infection: Progressive Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Transformed); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +12 [Unarmed +14; Prime Sentinel Infection Affliction +10]
Ranged Attack +4
Weapon Array +11 [Plasma Blast +15; Stun Blast Affliction +15]
Special Attack [Energy Burst +13, Burst Area]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +16 (+6 Impervious), Fortitude +12, Will +10

COMPLICATIONS:
Hatred: Bastion has evolved from his initial programming to truly come to hate mutantkind.
Vulnerable: While not as vulnerable to electrical and magnetic effects as "regular" Sentinels, he can still be affected by them more than a normal human and can be affected by effects that target technology.

Abilities 108 + Skills 30 (60 ranks) + Advantages 9 + Powers 176 + Defenses 13 = 336 / 336

Build Comments: I never read any of the earlier stuff with Bastion but I read some of Second Coming and he was pretty wicked there, so that’s the version I went with this time. He’s normally more like a PL12, I would think, but with his Celestrial and Technarchy upgrades he’s a beast of a PL14.

I’m going to hold off on the Prime Sentinels for a while to move on to other things, but I don’t seem them being much different than the Suitcase Sentinels I posted earlier, just with stamina since they are human-based and different complications.

Secret Origins: Bastion started life out as two separate beings: the Sentinel Master Mold, and Nimrod, a highly advanced Sentinel from an alternate future. While posing as a human construction worker, Nimrod unearthed a module from Master Mold. As soon as Nimrod made physical contact with the module, Master Mold's programming began to co-opt Nimrod's. Shortly after, during a conflict with the X-Men, the two of them, along with the X-Man Rogue, were blasted through the Siege Perilous, a mystical crystal capable of judging any who pass through it and reincarnating them into a new life commensurate in quality with their previous life. It was the Siege Perilous that was responsible for merging Nimrod and Master Mold into a single man of flesh with no memory of his past. Bastion was taken in by a woman named Rose Gilberti. Living with Rose, Bastion began to hear about America's mutant problem. At some point, Bastion fell in with anti-mutant groups, like Graydon Creed's Friends of Humanity.

The Story so Far: In time, Bastion worked his way "up the ladder" in the U.S. Government. Unwittingly, Bastion was able to develop a new type of Sentinel, the Prime Sentinels.

Two events, the fallout of Onslaught and the death of Graydon Creed, were the ammunition needed to initiate Bastion's Operation: Zero Tolerance, which attacked mutants everywhere. The operation succeeded in capturing Jubilee and some members of the X-Men, taking direct control over the Xavier Institute for Higher Learning, and gaining possession of the Xavier Protocols, a list of files containing information on killing the X-Men.

The President was convinced by Senator Robert Kelly and Henry Peter Gyrich to suspend Bastion's operations. Bastion was captured by S.H.I.E.L.D., with help from Iceman. While in government custody, Bastion regained his memories, and he then escaped. He attempted to lead another crusade against mutants, but he was stopped by Machine Man and Cable. He was returned to government custody, only later to be beheaded by a brainwashed Wolverine, who served as Apocalypse's Horseman of Death.

A former S.H.I.E.L.D. agent named Mainspring headed a project called the Gatekeepers, whose goal is to study and destroy Phalanx technology. They found the remains of Bastion and rebuilt him, but they then lost control of him. Some time later, Carol Danvers contacted the X-Men about the current whereabouts of the remains of Bastion. The X-Men sent Shadowcat, Wolverine, and Gambit to break into the government facility, intending to reclaim their stolen computer files. While there, Bastion showed the three X-Men false holograms of events and lies about their teammates. The X-Men eventually got their files, but they were left with doubts and fears about their teammates.

Following the events of the Messiah Complex event, the fundamentalist Purifiers assaulted a heavily-defended SHIELD installation, breaching the tight security with the aid of several double agents within the organization and recovering Bastion's head. At one of their churches, the Purifiers attached the head to the body of the Nimrod unit recovered from Forge's Aerie, returning Bastion to life. Immediately after his activation, the mutant-hunting robot alerts the Purifiers to the presence of the new X-Force. After accessing Nimrod's database, Bastion concludes that the X-Men are the greatest mutant threat to the Purifiers' objectives in this timeline or any other and that there is no terrestrial force in existence that could guarantee the elimination of the X-Men. However, he reveals that he has found something that could: Magus.

It was later revealed that what Bastion discovered at the bottom of the ocean was not the real Magus, but one of his offspring in a mindless state. Bastion rewrote its programming and infected Donald Pierce and the Leper Queen, the recovered techno-organic remains of Cameron Hodge and Steven Lang, as well as the corpses of Bolivar Trask, Graydon Creed and Reverend William Stryker with the Technarch transmode virus, declaring them to be the future of humanity and the end of mutantkind.

His first move was to capture several mutants and inject on them a strain of the Legacy Virus to cause their powers to go berserk and kill themselves and thousands of humans. Current known mutants to have been injected with the virus are Beautiful Dreamer, Fever Pitch, Boom Boom, Hellion and Surge. This would compel the United Nations to form a Mutant Response Division, which is successful, despite X-Force's efforts.

Bastion also had Pierce act as his mole inside the X-Men's headquarters, all the while building several structures that surround Utopia.

Bastion is seen with Stephen Lang, Bolivar Trask, William Stryker, Graydon Creed, and Cameron Hodge stating that their forces are assembled and at his disposal. Bastion tells them that the Mutant Messiah has returned and gives them orders to kill her. Later, Bastion attempts to kill Hope on his own, but he is confronted by Rogue and then severely damaged when Nightcrawler sacrifices himself. When rebooting, Bastion takes on much of Nimrod's old appearance, but is finally destroyed when Hope manifests a variety of the current X-Men's mutant powers and seemingly obliterates him.

Characterization: Bastion has evolved beyond his initial programming in many ways, mostly instead of seeing his job in hunting mutant as a responsibility, he has truly begun to hate mutantkind.
Last edited by Thorpocalypse on Tue Feb 21, 2017 3:01 am, edited 1 time in total.

Ken
Posts: 788
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Location: DeKamore, IL, Earth-Two
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Re: J-Mart: Graviton, Dr. Light, Destroyer, Loki, Sentinels

Post by Ken » Mon Feb 20, 2017 7:08 pm

Bugs Bunny wrote:Poor little Nimrod....
Zack Snyder in the 1940s: Hope vs Crosby, Road to Justice

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

142 - Unicorn

Post by Thorpocalypse » Sun Feb 26, 2017 5:52 pm

Another new item in our Villains Line is hitting the shelves!

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No one makes mockery of my mighty horn! - The Unicorn

UNICORN
PL9


OPL: 9; DPL: 9; HP: 1

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 3, DEXTERITY 3, FIGHTING 7, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 3 (+12), Close Combat [Unarmed] 2 (+9), Deception 4 (+5), Expertise [Military] 5 (+6), Insight (+2), Intimidation 6 (+7), Perception 3 (+5), Persuasion (+1), Ranged Combat [Blast] 2 (+7), Stealth 4 (+7), Technology 4 (+5, Vehicles 3 (+6)

ADVANTAGES: All-Out Attack, Improved Aim, Languages (1) (English, 1 other, Base: Russian), Ranged Attack (1)

POWERS:
Enhanced Physiology: Speed 2 (8 mph/120 fpr), Leaping 2 (30 ft); 4 pts
Unicorn Armor: 35 pts Traits, Removable (-7 pts); 28 pts
Body Armor: Impervious Protection 2, Impervious Toughness 9; 11 pts
Unicorn Blast: Ranged Plasma Damage 12; 24 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +6
Unarmed +9 [Unarmed +9]
Ranged Attack +5
Blast +6 [Plasma Blast +12]

DEFENSES:
Dodge +6 [DC16] Parry +7 [DC18]
Toughness +11 (+5 Impervious), Fortitude +9, Will +4

COMPLICATIONS:
Enemy: Iron Man.
Mental Instability: The experiments that gave him his powers, and Stark's attempts at curing his rapid aging and cellular degeneration have caused him to have bouts of insanity.

Abilities 70 + Skills 18 (36 ranks) + Advantages 4 + Powers 32 + Defenses 5 = 129 / 129

Build Comments: I was torn about Unicorn’s PL but the more I thought about it, I really don’t want him to be much a of threat to Tony without some help so PL8 it is. If I decide to bump Iron Man up a PL, I’ll move him, too.

Secret Origins: Milos Masaryk was a Soviet intelligence agent assigned to track down the original Crimson Dynamo, who defected to America after being tricked by Iron Man. Wearing technology designed by the Dynamo, Masaryk gave himself the alias the "Unicorn".


The Story so Far: Unicorn battled Iron Man after Iron Man catches him spying on Stark Industries. Although Iron Man crashes the Unicorn's plane, the villain manages to escape. The Unicorn was among the villains affected by Doctor Doom's high-frequency emotion charger. As a result, the Unicorn went to the Baxter Building to attack the Fantastic Four at the wedding of Reed Richards and Susan Storm. He teamed with Beetle, Electro, Mandarin, and the Melter against Cyclops and Iceman, but the resultant combination of their power blasts knocked them all out, and they were sent back to the immediate past by Reed Richards with no memory of attack.

The Unicorn later allied himself with Count Nefaria for financial reasons, and participated in Nefaria's attack on Washington, D.C., where Nefaria trapped the city in a force field. He again battled Cyclops and succeeded in capturing him with help from the Eel, but he was stopped by the X-Men. He then underwent experimental conditioning to augment his powers. With increased strength, he battled Iron Man once more after attempting to extort money from the U.S. Congress, but he is again defeated. The process left the Unicorn with "accelerated cellular deterioration", and he was taunted with a cure by the Red Ghost in exchange for help against Iron Man. However, once it becomes evident that the Red Ghost has lied, the Unicorn aided Iron Man and later escaped.

The master villain, the Mandarin, made a similar promise to the Unicorn and deployed him against Iron Man again. On two more separate occasions, Unicorn's battle with Iron Man ended in Unicorn's defeat. Using the alias "The Other", the Titanium Man used the Unicorn against Iron Man who is finally able to capture Masaryk. In a dramatic turn, the very moment of his capture sees Masaryk slip into a life-threatening coma. Iron Man takes Masaryk to the Avengers Mansion where teammate Yellowjacket woke Masaryk and cured him of his debilitating disease. However, the process had the result of driving Masaryk insane, and a disorientated Unicorn inadvertently activates the hidden robot Arsenal. The Unicorn is stunned by the robot — which Iron Man drives off — and then placed in stasis pending a cure for his mental illness.

Months later, Masaryk is freed when a fire broke out at Stark Enterprises. He resumed the identity of the Unicorn and found and attacked Iron Man once again. He found himself on the losing end again, but managed to escape.

Characterization: Unicorn still has a love for his home country, but otherwise he has basically become a thug for hire.

Friends and Foes: He still bears a great grudge against Iron Man and generally allies himself with however will pay him for supervillain work.
Last edited by Thorpocalypse on Wed Jul 05, 2017 10:14 pm, edited 2 times in total.

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

143 - Vermin

Post by Thorpocalypse » Sun Feb 26, 2017 6:00 pm

We've got a J-Mart Favorite Item hitting the Aisle 2 shelves!

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This one's going to take one heck of an exterminator.

VERMIN
PL: 9 (125 pts) - OPL: 9 ; DPL: 9; HP: 1

ABILITIES: STRENGTH 6, STAMINA 8, AGILITY 6, DEXTERITY 2, FIGHTING 9, INTELLECT -2, AWARENESS 1, PRESENCE -2

SKILLS: Acrobatics 2 (+8), Athletics 5 (+11), Deception (-2), Expertise [Survival] 8 (+6), Insight (+1), Intimidation 7 (-2/+5), Perception 6 (+7), Persuasion (-2), Stealth 4 (+10)

ADVANTAGES: All-Out Attack, Animal Empathy, Close Attack (2), Improved Critical (1) (Claws/Bite), Power Attack

POWERS:
Rat Like Body: Protection 1, Senses 8 (Darkvision, Ultrahearing, Scent [Acute, Extended, Ranged, Tracking]), Leaping 2 (30 ft), Speed 3 (16 mph/250 fpr), Movement 1 (Wall-Crawling 1 [Speed rank -1]), Feature 2 (Insulating Fur, Iron Stomach); 18 pts
Claws and Fangs: Slashing Strength-based Damage 1 (Extra: Split); 2 pts
Vermin Control: 28 pt Array; 29 pts
Vermin Communication: Comprehend 2 (Understand, Understood by Animals, Flaw: Limited [Rats, Mice, Dogs]), Burst Cumulative Area Affliction 6 (Resisted/Overcome by Will, 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Burst Area 2 [60 ft radius], Flaw: Limited [Rats, Mice, Dogs]); 20 pts
Rat Summoning: Summon 3 (45 pt minion [Rat Swarm], Extra: Active, Controlled, Mental Link, Sacrifice, Flaw: Self Powered); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +11 [Unarmed +6; Claws/Bite +7, Critical 19-20]
Ranged Attack +2
Special Attack [Vermin Control Affliction +6, Burst Area]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +9, Fortitude +9, Will +3

COMPLICATIONS:
NONE: He’s a rat guy for Pete’s sake, how uncomplicated can you get? (I suppose you could throw in an unsettling appearance complication, or Motivation: Hunger, but no, he gets no chance for HP because I hate mice/rats of any kind...)

Abilities 56 + Skills 16 (32 ranks) + Advantages 6 + Powers 41 + Defenses 6 = 125 / 125

Build Comments: I love Vermin as a jobber villain. Creepy looking…he probably smells bad… but can put up a decent fight against street level heroes and go down in the end like he's supposed to. He had a great moment recently in Avengers: Academy where he went at it with Tigra and after Pym asked her how she was, she said "cat vs. mouse...what do you think?"

But he did give Spidey a good run once to where Cap had to come and save his bacon. But he's still a rat man and I hate rodents so he will get another beatdown soon.

Secret Origins: As a child, Edward Whelan was regularly molested by his father; a wealthy and influential judge. As a protective measure, Edward would shut himself down and suppress these memories, burying deep and festering feelings of hatred, rage, shame, and loathing for his father and for himself. They lay dormant into Edward's adult years, when he became a successful geneticist.

While searching for Arnim Zola, Edward found himself in the employ of Baron Zemo, only to discover that Zemo had been transforming human beings into hideously deformed mutates. When Edward objected, he found himself becoming Zemo's newest test subject, undergoing torture and experiments which unleashed the hidden ugliness within. The years of abuse left Edward feeling so low and ashamed that he was virtually sub-human, a worthless thing, nothing more than vermin. Transformed into a rat-like creature, Vermin's intelligence was that of angry child, and he loyally served Zemo until they were both defeated by Captain America.

The Story so Far: Fleeing into the sewers of New York City, Vermin reemerged with an army of rats at his command, but was again defeated by Captain America with the help of Spider-Man, who inadvertently triggered lifelong and severe arachnophobia within Vermin. Escaping to the sewers, Vermin cowered from Spider-Man, emerging only at night to murder and cannibalize innocent citizens. He found himself targeted by Kraven the Hunter, in disguise as Spider-Man, who defeated Vermin and held him captive as bait for the true Spider-Man, who was in a severely weakened state. Vermin defeated and nearly killed the hero, but was stopped by Kraven who released Vermin back to the sewers as a distraction for Spider-Man while Kraven committed suicide. Spider-Man defeated Vermin by tricking him to flee outside during the daytime, which confused and terrified the man-rat, whom Spider-Man then left in the care of Reed Richards.

Discovering that Vermin's mutation was more rooted in psychology than biology, Richards handed Vermin over to the care of Dr. Ashley Kafka at Ravencroft Sanitarium, the first person who was able to get through Vermin and reach the Edward Whelan within. After feeling abandoned and betrayed when Dr. Kafka took a day off, Vermin flew into a rage, killing several guards and cops in his escape. After encountering a hallucination of himself as a little boy, he took the "child" under his protection, and sought out their home to kill his/their father. He nearly succeeded, but the love he still had for his father kept him from acting on his hatred, and he tried to commit suicide by provoking the police outside to open fire. He was saved by Spider-Man, and returned to the care of Dr. Kafka, where he became more violent and desperate between transformations back to his original human state.

Characterization: Vermin utilizes bestial ferocity, animal cunning, and instincts which make him a very formidable hand-to-hand combatant. He once bested Spider-Man in a physical struggle, but Kraven the Hunter prevented Vermin from killing Spider-Man. Before being altered by Zola, Whelan was an accomplished geneticist. As Vermin, his intellect is reduced to a childlike (yet cunning) level and he suffers from paranoid delusions.

Friends and Foes: Although he has gone up against Spider-Man and several other heroes, his greatest foe is himself.
RAT SWARM
PL: 6 (32 pts) - OPL: 6 ; DPL: 6; HP: 0

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

SKILLS: Close Combat [Bite] 10 (+10), Deception (-3), Insight (+0) , Intimidation (-3), Perception (0), Persuasion (-3), Stealth (+2)

ADVANTAGES: NONE

POWERS:
Swarm Form: Insubstantial 2 (Extra: Permanent, Innate, Quirk: Limited by size of individual components), Movement 2 (Slithering, Wall-Crawling); 12 pts
Rat Attacks: 12 pt Array; 14 pts
Mass Distraction: Burst Area Affliction 6 (Resisted/Overcome by Fortitude; 1st: Impaired, 2nd: Disabled, Extra: Burst Area [30 ft radius], Duration [Concentration], Flaw: Limited to two degrees); 12 pts
Focused Bite: Multiattack Piercing Damage 2 (Extra: Duration [Concentration]); 1 pt
Mass Biting: Burst Area Piercing Damage 2 (Extra: Burst Area [30 ft radius], Duration [Concentration]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +0 [Unarmed --]
Bite +10 [Focused Bite +2, Multiattack]
Ranged Attack +0
Special Attack [Mass Distraction Affliction +6, Burst Area; Mass Biting +6, Burst Area]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +3, Fortitude +4, Will Immune

COMPLICATIONS:
NONE

Abilities -16 + Skills 5 (10 ranks) + Advantages 0 + Powers 26 + Defenses 17 = 32 / 32

Build Comments: Just a swarm of regular rats, but still as icky as the big ones you can run into in a fantasy setting.

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

144, 145, 146, 147 - The Wrecking Crew

Post by Thorpocalypse » Sun Feb 26, 2017 6:27 pm

We've got a J-Mart Favorite Item that has always held to the true principles of the J-Mart Franchise (over the top, pointless violence) hitting the Aisle 2 shelves as we add to our JOB SQUAD LINE!

Image
Aren't they beautiful?

THE WRECKER
PL: 10 (126 pts) - OPL: 10; DPL: 10; HP: 1

ABILITIES: STRENGTH 11, STAMINA 11, AGILITY 1, DEXTERITY 2, FIGHTING 7, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics (+11), Deception 4 (+5), Expertise [Criminal] 5 (+5), Expertise [Demolitions] 8 (+8), Insight (+1), Intimidation 8 (+9), Perception (+1), Persuasion (+1), Ranged Combat [Thrown Crowbar] 4 (+6), Stealth (+1)

ADVANTAGES: All-Out Attack, Diehard, Great Endurance, Power Attack, Takedown (1)

POWERS:
Mystical Enhancements: Impervious Protection 2, Impervious Toughness 5, Enhanced Advantages 2 (Diehard, Great Endurance), Features 2 (Increased Mass, Longevity), Immunity 5 (Environment Heat, Environmental Cold, Pressure, Poison, Disease); 19 pts
The Mystical Crowbar 23 pts Traits, Easily Removable (-10 pts); 13 pts
Teleport: Teleport 4 (500 ft/16 miles; Extra: Affects Others, Extended, Increased Mass 6 [3200 lbs], Flaw: Extended only); 18 pts
Crowbar Smash: Mystical Bludgeoning Strength-Based Damage 2 (Extra: Penetrating 10); 1 pt
Thrown Crowbar: Ranged Mystical Bludgeoning Strength-Based Damage 2; 1 pt
Mind Control: Perception Ranged Cumulative Affliction 6 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Flaw: Limited [someone other than The Wrecker holding Crowbar]); 1 pt
Groundstrike: Line Area Force Damage 10 (Extras: Line Area x2 [60 ft line], Flaws: Distracting, Limited [Wrecker must be on the ground, targets must be on the ground]); 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 [Wrecker must be on the ground, targets must be on the ground]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +11; Crowbar Smash +13]
Ranged Attack +4
Thrown Crowbar +6 [Thrown Crowbar +13]
Special Attack [Groundstrike +10, Burst Area]

DEFENSES:
Dodge +6 [DC16] Parry +7 [DC17]
Toughness +13 (+5 Impervious), Fortitude +12, Will +4

COMPLICATIONS:
Enemy: Thor.
Motivation: The Wrecker likes money, power and breaking stuff.
Power Loss: Without his crowbar, The Wrecker loses his powers and his base stats go to STR 4, STA 4, FGT 5.
Sharin’ Ain’t Carin’: The Wrecker also shares his power with the rest of the Wrecking Crew, so is at "one quarter strength" when fighting with da Crew.

Abilities 68 + Skills 14 (28 ranks) + Advantages 3 + Powers 32 + Defenses 9 = 126 / 126

Build Comments: Really, if you need a real introduction to these guys, you're on the wrooooooong board.

The Wrecking Crew. Big, dumb, powerhouses, led by a man with a MYSTIC CROWBAR...One of the greatest things Marvel has ever done, hands down. No need to expound on my building philosophy or what you're getting with these guys. They hit hard, they get hit hard and that's that.

And that's why I love them.

Secret Origins: The Wrecking Crew were formed when Dirk Garthwaite (Wrecker) was approached by Dr. Elliot Franklin with the task of retrieving a gamma bomb Elliot (Thunderball) had designed, with the intent of ransoming New York for millions of dollars. Dirk manages to retrieve his enchanted crowbar, and during a lightning storm he tells Elliot and his fellow prisoners Henry Camp (Bulldozer) and Brian Calusky (Piledriver) to grip the crowbar simultaneously. A lightning bolt strikes the bar, thus transforming the group into the Wrecking Crew.

The Story so Far: Over the years the Crew have had a very familiar cycle - break out of jail, fight enemies, are defeated, then thrown back into jail. The Crew have fought Captain America, Iron Fist, Namor, Spider-Man, the Thing, The Avengers, Superman, The Authority and their greatest foe Thor.

In their first encounter with Thor they are sure of victory but he defeats them as well as every time they come into conflict. At one point Wrecker becomes injured by Thor after killing an innocent bystander. As a result of this, Thunderball takes the crowbar and is made the leader of the crew for a short time before being defeated by Spider-Man.

The Wrecking Crew's most notorious act was to participate in the near-fatal beating of the hero Hercules during a siege of Avengers Mansion by the supervillain team the Masters of Evil. With Thor's assistance, Hercules eventually confronts the Wrecking Crew and defeats them, restoring his confidence in himself.

Characterization: The Crew is about destruction and getting paid, period.

Friends and Foes: The Wrecking Crew have come into conflict with dozens of heroes over the years but their greatest foe is Thor.
THE WRECKER
PL: 12 (141 pts) - OPL: 12; DPL: 12; HP: 1

ABILITIES: STRENGTH 13, STAMINA 12, AGILITY 1, DEXTERITY 2, FIGHTING 9, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Athletics (+13), Deception 4 (+5), Expertise [Criminal] 5 (+5), Expertise [Demolitions] 8 (+8), Insight (+1), Intimidation 9 (+10), Perception (+1), Persuasion (+1), Ranged Combat [Thrown Crowbar] 5 (+7), Stealth (+1)

ADVANTAGES: All-Out Attack, Diehard, Great Endurance, Power Attack, Takedown (1)

POWERS:
Mystical Enhancements: Impervious Protection 3, Impervious 3, Enhanced Advantages 2 (Diehard, Great Endurance), Features 2 (Increased Mass, Longevity), Immunity 5 (Environment Heat, Environmental Cold, Pressure, Poison, Disease); 21 pts
The Mystical Crowbar 23 pts Traits, Easily Removable (-10 pts); 13 pts
Teleport: Teleport 4 (500 ft/16 miles; Extra: Affects Others, Extended, Increased Mass 6 [3200 lbs], Flaw: Extended only); 18 pts
Crowbar Smash: Mystical Bludgeoning Strength-Based Damage 2 (Extra: Penetrating 10); 1 pt
Thrown Crowbar: Ranged Mystical Bludgeoning Strength-Based Damage 2; 1 pt
Mind Control: Perception Ranged Cumulative Affliction 6 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Flaw: Limited [someone other than The Wrecker holding Crowbar]); 1 pt
Groundstrike: Line Area Force Damage 11 (Extras: Line Area x2 [60 ft line], Flaws: Distracting, Limited [Wrecker must be on the ground, targets must be on the ground]); 1 pt
Shockwave: Burst Area Affliction 11 (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 [Wrecker must be on the ground, targets must be on the ground]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +9 [Unarmed +13; Crowbar Smash +15]
Ranged Attack +2
Thrown Crowbar +7 [Thrown Crowbar +15]
Special Attack [Groundstrike +11, Burst Area]

DEFENSES:
Dodge +7 [DC17] Parry +9 [DC19]
Toughness +15 (+5 Impervious), Fortitude +13, Will +5

COMPLICATIONS:
Enemy: Thor.
Motivation: The Wrecker likes money, power and breaking stuff.
Power Loss: Without his crowbar, The Wrecker loses his powers and his base stats go to STR 4, STA 4, FGT 5.
Sharin’ Ain’t Carin’: The Wrecker also shares his power with the rest of the Wrecking Crew, so is at "one quarter strength" when fighting with da Crew.

Abilities 78 + Skills 15 (30 ranks) + Advantages 3 + Powers 34 + Defenses 11 = 141 / 141

Comments: This The Wrecker when he's not sharing his power. He's more of a beast, but still no match for Thor one one one.
----------------------------------------------------------------------------------------------------------------------

THUNDERBALL
PL: 9 (125 pts) - OPL: 9; DPL: 9; HP: 1

ABILITIES: STRENGTH 9, STAMINA 8, AGILITY 1, DEXTERITY 1, FIGHTING 6, INTELLECT 4, AWARENESS 2, PRESENCE 1

SKILLS: Athletics (+9), Deception (+1), Expertise [Criminal] 1 (+5), Expertise [Science] 8 (+12), Insight (+2), Intimidation 6 (+7), Perception 1 (+3), Persuasion (+1), Ranged Combat [Throwing] 6 (+7), Stealth (+1), Technology 8 (+12) [Inventor]

ADVANTAGES: All-Out Attack, Close Attack (1), Diehard, Great Endurance, Inventor, Power Attack

POWERS:
Mystical Enhancements: Impervious Protection 2, Impervious Toughness 5, Enhanced Advantages 2 (Diehard, Great Endurance), Features 2 (Increased Mass, Longevity), Immunity 5 (Environment Heat, Environmental Cold, Pressure, Poison, Disease); 18 pts
Thunderball: 24 pts Traits, Easy Removable (-10 pts); 14 pts
Thunderball Swinging: Enhanced Dodge 2 (Flaw: Sustained), Enhanced Parry 2 (Flaw: Sustained); 4 pts
Thunderball Bashing: 18 pt Array; 20 pts
Thunderball Smash: Mystical Bludgeoning Strength-based Damage 2 (Extras: Breaking, Defensive, Disarming, Penetrating 10, Reach 3 [15 ft]); 18 pts
Thunderball Thrown: Mystical Bludgeoning Strength-based Ranged Damage 2; 1 pt
Groundstrike: Line Area Force Damage 9 (Extras: Line Area x2 [60 ft line], Flaws: Distracting, Limited [Thunderball must be on the ground, targets must be on the ground]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +9; Thunderball Strike +11]
Ranged Attack +1
Thrown Thunderball +7 [Thunderball Thrown +11]

DEFENSES:
Dodge +5 (+7 with Thunderball) [DC15/17] Parry +6 (+8 with Thunderball) [DC16/18]
Toughness +10 (+4 Impervious), Fortitude +10, Will +6

COMPLICATIONS:
Arrogance: Eliot freaks out if not given proper due for his genius, and believes that he should be the leader of the Wrecking Crew. This, despite being notably less powerful than his boss, The Wrecker and Dirk's Crowbar being the source of the group's power.
Obsession: While not quite as destructive as the other members, he does love destroying things.
Power Loss: The Wrecking Crew must touch The Wrecker's mystical Crowbar from time to time for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. When this occurs, he loses his powers and his abilities drop to STR 3, STA 4, FGT 4.
Reputation: Well known jobber as part of the Wrecking Crew.

Abilities 64 + Skills 15 (30 ranks) + Advantages 4 + Powers 32 + Defenses 10 = 125 / 125

Build Comments: Thunderball is the smart one in the group, yet he still generally comes off the same destructive mook as the rest. In a fair world, he'd be the leader, but instead he just does damage like the rest.

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BULLDOZER
PL: 9 (107 pts) - OPL: 9; DPL: 8; HP: 1

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 1, DEXTERITY 0, FIGHTING 5, INTELLECT 0, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 2 (+11), Deception (+0), Expertise [Criminal] 4 (+4), Expertise [Military] 4 (+4), Insight (+0), Intimidation 7 (+7), Perception (+0), Persuasion (+0), Stealth (+1), Vehicles 3 (+3)

ADVANTAGES: All-Out Attack, Close Attack (2), Diehard, Great Endurance, Improved Trip, Power Attack

POWERS:
Mystical Enhancements: Impervious Protection 2, Impervious Toughness 5, Enhanced Advantages 2 (Diehard, Great Endurance), Features 2 (Increased Mass, Longevity), Immunity 5 (Environment Heat, Environmental Cold, Pressure, Poison, Disease); 18 pts
Bulldozer Physiology: Enhanced Strength 2 (50 Tons; Flaw: Limited to Lifting), Enhanced Strength 4 (Flaw: Limited to Resisting Movement), Speed 2 (8 mph/120 fpr); 8 pts
Bulldozer Helmet: 10 pts traits, Removable (-2 pts); 8 pts
Enhanced Durability: Immunity 4 (Critical Hits, Flaw: Limited to Head/Neck Area, Own Slam Attack Damage), Impervious 1; 7 pts
Bulldozer Charge: Bludgeoning Strength-Based Damage 2 (Extra: Penetrating 9, Flaw: Limited [only when charging]); 6 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +9; Bulldozer Charge +11]
Ranged Attack +0

DEFENSES:
Dodge +3 [DC13] Parry +5 [DC15]
Toughness +11 (+5 Impervious), Fortitude +11, Will +3

COMPLICATIONS:
Motivation: He does love destroying things and he likes money.
Power Loss: The Wrecking Crew must touch The Wrecker's mystical Crowbar from time to time for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. When this occurs, he loses his powers and his abilities drop to STR 4, STA 4, FGT 4.
Reputation: Well known jobber as part of the Wrecking Crew.

Abilities 48 + Skills 10 (20 ranks) + Advantages 5 + Powers 37 + Defenses 7 = 107 / 107

Build Comments: 4th verse, same as the first. Bulldozer is a great powerhouse mook. He rams stuff with his head. There you have it.

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

PILEDRIVER
PL: 9 (97 pts) - OPL: 9; DPL: 9; HP: 1

ABILITIES: STRENGTH 9, STAMINA 8, AGILITY 1, DEXTERITY 1, FIGHTING 6, INTELLECT 0, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 1 (+10), Deception (+0), Expertise [Construction] 4 (+4), Expertise [Criminal] 4 (+4), Insight (+0), Intimidation 8 (+8), Perception 1 (+1), Persuasion (+0), Stealth (+1)

ADVANTAGES: All-Out Attack, Close Attack (1), Chokehold, Diehard, Great Endurance, Improved Grab, Power Attack, Tough (3)

ENHANCED ADVANTAGES:

POWERS:
Mystical Enhancements: Impervious Protection 2, Impervious Toughness 5, Enhanced Advantages 2 (Diehard, Great Endurance), Features 2 (Increased Mass, Longevity), Immunity 5 (Environment Heat, Environmental Cold, Pressure, Poison, Disease); 18 pts
Oversize Mitts: Enhanced Advantages 2 (Chokehold, Improved Grab), Bludgeoning Strength-Based Damage 2 (Extra: Grabbing, Smashing, Split); 7 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +9; Oversize Mitt Strike +11]
Ranged Attack +2

DEFENSES:
Dodge +5 [DC15] Parry +6 [DC16]
Toughness +10 (+4 Impervious), Fortitude +10, Will +4

COMPLICATIONS:
Motivation: He does love destroying things and he likes money.
Power Loss: The Wrecking Crew must touch The Wrecker's mystical Crowbar from time to time for it's magic to infuse them with powers. The Wrecker may take all this power for himself otherwise, leaving the rest de-powered. When this occurs, he loses his powers and his abilities drop to STR 4, STA 4, FGT 4.
Reputation: Well known jobber as part of the Wrecking Crew.

Abilities 50 + Skills 9 (18 ranks) + Advantages 3 + Powers 25 + Defenses 10 = 97 / 97

Build Comments: Piledriver is the member of the crew with big hands that he can hit harder with. That’s it. Next…

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

148 - Black Widow

Post by Thorpocalypse » Sun Feb 26, 2017 9:11 pm

Now that we have a number of villains on the shelves, time for some heroes to oppose them! Check out this BLACK LIGHT SPECIAL for Aisle 2 as we kick off a Heroic LADIES' NIGHT!

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How many more jobs... How long will it take... I don't know if I can do it... Even if I could forgive myself... This is what I am now. And you'll never know who I was before. - Black Widow

BLACK WIDOW (NATASHA ROMANOV)
PL10


OPL: 10; DPL: 10; HP: 1
Real Name: Natasha Romanov
Age: 93
Height: 5-7
Weight: 125
Eyes: Green
Hair: Red
Race: Human
Identity: Secret
Alignment: Hero
Status: Active
Occupation: Spy; Adventurer
Base of Operations: Washington, DC, USA
Team Affiliations: Avengers; SHIELD; JLAXI

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 6, DEXTERITY 6, FIGHTING 12, INTELLECT 3, AWARENESS 4, PRESENCE 4

SKILLS: Acrobatics 9 (+15) [Agile Feint], Athletics 7 (+10), Deception 9 (+13/+15) [Attractive, Daze, Skill Mastery, Ultimate Effort], Expertise [Dance] 4 (+7), Expertise [Spy] 10 (+13), Insight 6 (+10), Intimidation 5 (+9), Investigation 10 (+13), Perception 7 (+11), Persuasion 7 (+11/+13) [Attractive], Sleight of Hand 4 (+10) [Conceal Efforts], Stealth 7 (+13) [Accelerated Stealth, Skill Mastery], Technology 7 (+10), Treatment (+3), Vehicles 4 (+10)

ADVANTAGES: Accelerated Stealth*, Agile Feint, Attractive (1), Benefit (3) (SHIELD Status 3 - Next highest rank to Steve Rogers and Nick Fury), Close Attack (2), Conceal Efforts*, Daze (1) (Deception), Defensive Roll (1), Equipment (6), Evasion (1), Grabbing Finesse, Improved Aim, Improved Initiative (1), Jack-of-all-Trades, Languages (3) (English, Spanish, French, Japanese, Arabic, 5 others, Base: Russian), Move-by Action, Power Attack (1) (Unarmed), Ranged Attack (8), Set-Up (1), Skill Mastery (2) (Deception, Stealth), Takedown (1), Teamwork, Ultimate Effort (1) (Ultimate Deception), Uncanny Dodge

POWERS:
Red Room Treatments: Immunity 1 (Aging, Disease), Speed 1 (4 mph/60 fpr); 3 pts
Widow's Bite: 21 pts Traits, Removable (-4 pts); 17 pts
Widow's Sting: Ranged Multiattack Electrical Damage 6 (Flaw: Diminished Range [10/25/50]); 17 pts
Widow's Stun: Ranged Multiattack Affliction 6 (Electrical; Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Flaw: Diminished Range [10/25/50]); 1 pt
Widow's Line: Movement 1 (Swinging), Feature 1 (Can make Trip attacks at range); 3 pts


EQUIPMENT:
(30 pts)
Leather Costume: Protection 1, Movement 1 (Wall Crawling [Speed rank -1]); 3 pts
Binoculars: Feature 1 (+5 Perception [Visual at Distance]); 1 pt
Rebreather: Immunity 2 (Suffocation, Flaw: Limited -20 Rounds of Oxygen); 1 pt
Lockpicks: Feature 1 (Tools, Technology); 1 pt
Arsenal: (23 pts)
Twin Light Machine Pistols: Ranged Multiattack Ballistic Damage 6, Split; 19 pts
Light Pistol: Ranged Ballistic Damage 3, Concealable; 1 pts
Tear Gas Grenades: Ranged Cloud Area Affliction 4 (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, Flaw: Diminished Range [10/25/50]); 1 pt
Assault Rifle: Ranged Multiattack Ballistic Damage 5; 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 1 pt

OFFENSE:
Initiative +10
Close Attack +14 [Unarmed +3; Knife +4, Critical 19-20]
Ranged Attack +14 [Widow's Bite +6, Multiattack; Assault Rifle +5, Multiattack; Twin Light Machine Pistols +6, Multiattack; Light Pistol +3]
Special Attack [Tear Gas Affliction +4, Burst Area]

DEFENSES:
Dodge +14 [DC24] Parry +13 [DC23]
Toughness +6 (+5 without Defensive Roll), Fortitude +6, Will +7

COMPLICATIONS:
Enemy: The second Black Widow, Yelena Belova, some members of the former Soviet Union, especially those involved with the Red Room experiments.
Motivation: Removing as much red from her ledger as she can.
Relationships: Bucky Barnes, Daredevil and her "work husband" Hawkeye. Other past relationships often come back to haunt her as well.
Reputation: She's a Russian super-spy who has betrayed others several times…for some reason, that causes others to mistrust her.

Abilities 84 + Skills 48 (96 ranks) + Advantages 42 + Powers 20 + Defenses 14 = 208 / 208

Build Comments: Natasha comes in as a PL10 full, goon sweeping machine. I tried to get her where she can be a great assistance to the Avengers big hitters in a team environment, but she really excels where you think she would, espionage and street level settings.

Secret Origins: Not much is known about Black Widow's history prior to World War II other than she was born as Natalia Romanova in Stalingrad, Russia to unknown parents. Nazi's set fire to the building that Natasha and her parents were living in and her mother threw Natasha out of the window into the arms of a Russian soldier named Ivan Petrovitch, who was serving in the army at the time. Ivan took care of Natasha while she was growing up and later became her chauffeur.

After a youth spent travelling through war-torn Europe with Ivan and his company of troops, Natasha was recruited by the Red Room. Her masters there arranged a marriage with the hero pilot Alexei Shostakov, and soon with the help of Red Room brainwashing, Natasha became convinced she was an ordinary Russian housewife. When Alexei was seemingly killed, Natasha found she had a deep-rooted desire to serve her country, and demanded the government let her serve in his place. She became the KGB's top agent.

The Story so Far: One of her early assignments was to infiltrate Stark Industries with her partner Boris Turgenov in the assassination of Anton Vanko. The Black Widow, however, had her plans foiled by Iron Man. Natasha decided to stay in America and act as an undercover spy in order to regain the favor of the K.G.B. She remained close to Stark in order to steal some of his tech. Natasha would be successful in stealing what she was after and used it to cause destruction. Eventually Iron Man would be able to destroy the anti-gravity device but was unable to apprehend Natasha.

Natasha would soon run into Hawkeye, who was a wanted man by mistake. She would sometimes use Hawkeye as he was attracted to her, and he would help her in some of her missions. Natasha was able to trick Hawkeye into stealing plans from Tony Stark. Hawkeye agreed to her plan and would eventually run into Iron Man. The two fought each other while Natasha watched from far away. However, one of Hawkeye’s arrows was reflected by Iron Man and it flew off and hit Natasha, knocking her unconscious. After she woke up, the K.G.B. gave her orders to stop attacking Stark Industries and gave her a new target, Williams Innovations. Natasha would again convince Hawkeye somehow into attacking the company. Natasha would also convince Hawkeye again into stealing from Stark again. While Hawkeye was on that mission, the K.G.B. came and kidnapped Natasha, bringing her back to Russia. They designed a new costume for Natasha and new equipment. Natasha then returned to join Hawkeye in a battle against Iron Man. However, Iron Man would defeat them.

However, her attraction towards Hawkeye made her question her loyalty to Russia. Hawkeye refused to work with Black Widow anymore, and joined the Avengers. The K.G.B. once again kidnapped Natasha, and brainwashed her into serving for them again. They ordered her to attack the Avengers, but she freed herself from their brainwashing, and reunited with Hawkeye. She became an ally of the Avengers, aiding them in many missions. However, she was not a full time member as she did not respect the Avenger’s oath of non-killing.

Natasha later decided to join SHIELD to be their double agent and operative against the K.G.B. During a mission for S.H.I.E.L.D., Natasha discovered that Alexei Shostakov was in fact still alive and had become the Red Guardian. She and the Avengers fought Red Guardian and he died in battle. Distraught, she declined the Avengers' offer to make her an official member, and abandoned her Black Widow alias for a while.

She worked as a solo vigilante for a while and began a relationship with Daredevil. After she and DD helped the Avengers defeat Magneto, they were offered membership on the team. She accepted and has been a member of the team on a regular basis ever since.

Characterization: Natasha is a mystery to most people, even herself. With the tampering of her memories over the years by the KGB and Red Room group, she often struggles with who she really is. Most of the time, she is a loyal teammate and friend and very passionate about everything she does.

Friends and Foes: She has many enemies in the former Soviet Union and has a great rivalry with her replacement for the KGB, the second Black Widow, Yelena Belova. Belova was believed dead on several occasions, but it’s verified that she is still alive and continuing her covert work.

She is very close to Clint Barton. At one point they were romantically involved, but that was many years ago and since, the two of them have been more like brother and sister, or as Hawkeye calls her, “his work wife”. She was recently involved with the Winter Soldier again, but they mutually called it off as not interfere with their work anymore. But they still harbor feelings for each other.
Last edited by Thorpocalypse on Tue Jul 11, 2017 2:00 am, edited 2 times in total.

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

149 - Captain Marvel (Carol Danvers)

Post by Thorpocalypse » Sun Feb 26, 2017 9:25 pm

We've got another new item for this Heroic LADIES' NIGHT hitting the Aisle 2 shelves!

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He was everything I remembered. More. Not a moment's hesitation. Once he knew what it would take to save his people -- he gave it willingly. His unrivaled nobility and courage. How we need him. How we need that pure valor. How much different things would be if he were still with us. And how much I miss my dear friend. The image of a lone man willing to sacrifice his opportunity for life...for a world, and people, that forsook him. Inspired by the very notion such nobility is possible. Captain Marvel. The name will always define the best of us. Perhaps it should live on. - Captain Marvel

CAPTAIN MARVEL (CAROL DANVERS)
PL12


OPL: 12; DPL: 12; HP: 1
Real Name: Carol Danvers
Age: 34
Height: 5-11
Weight: 139
Eyes: Blue
Hair: Blonde
Race: Human Kree Mutate
Identity: Public
Alignment: Hero
Status: Active
Occupation: Government Agent; Adventurer
Base of Operations: Washington, DC, USA
Team Affiliations: Avengers; SHIELD; SWORD; Alpha Flight

ABILITIES: STRENGTH 12 [14], STAMINA 10, AGILITY 3, DEXTERITY 4, FIGHTING 8, INTELLECT 2, AWARENESS 3, PRESENCE 3

SKILLS: Acrobatics (+3), Athletics (+13), Close Combat [Unarmed] 2 (+10), Deception 2 (+5/+7) [Attractive], Expertise [Journalism] 4 (+6), Expertise [Military] 7 (+9), Insight 5 (+8), Intimidation (+3), Investigation 3 (+5), Perception 5 (+8), Persuasion (+3/+5) [Attractive], Stealth (+3), Technology (+2), Treatment (+2), Vehicles 8 (+12)

ADVANTAGES: Attractive (1), Benefit (1) (Status - Government Clearance), Interpose, Jack-of-all-Trades, Languages 3 (Kree, Shi’ar, Russian, 7 others, Base: English), Leadership, Power Attack (1) (Unarmed), Ranged Attack (6), Second Chance (Toughness checks against energy damage), Takedown (1), Teamwork, Ultimate Effort (Ultimate Toughness Check)

POWERS:
Flight: Flight 12 (8000 mph/16 mpr); 24 pts
Space Flight: Movement 1 (Space Travel 1 [Other Planets in Solar System]); 2 pts
Seventh Sense: Senses 1 (Danger Sense); 1 pt
Quick Change: Feature 1 (Quick Change from Carol to Ms. Marvel and vice versa); 1 pt
Invulnerability: Protection 4, Impervious Toughness 9, Immunity 7 (All Environmental Condition, Suffocation); 20 pts
Energy Absorption: Immunity 20 (Energy Damage, Flaw: Limited to half effect), Impervious Toughness 4 (Flaw: Limited to Energy Attacks), Enhanced Strength 2 (Flaw: Fades), Enhanced Photonic Energy Control 2 (Flaw: Fades), Enhanced Advantages 2 (Second Chance [Toughness Checks against Energy Damage], Ultimate Effort [Ultimate Toughness Check], Flaw: Limited to Toughness Checks against Energy Damage), Healing 10 (Flaw: Limited [when hit with Energy effect], Self-only); 21 pts
Photonic Energy Control: 24 pt Array; 26 pts
Photonic Blasts: Ranged Photonic Energy Damage 12; 24 pts
Photonic Burst: Burst Area Photonic Energy Damage 8 (Extra: Burst Area x2 [60 ft radius]); 1 pt
Photonic Dazzle: Burst Area Cumulative Affliction 11 (Resisted by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Burst Area [30 ft radius], Flaw: Limited to one sense [Visual]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +8
Unarmed +10 [Unarmed +12; Energy Absorption Unarmed +14]
Ranged Attack +10 [Photonic Blast +12; Absorption Photonic Blast +14]
Special Attacks [Photonic Energy Burst +8, Burst Area; Absorption Photonic Burst +9, Burst Area; Photonic Dazzle Affliction +11, Burst Area; Absorption Photonic Dazzle Affliction +12, Burst Area]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +14 (+5 Impervious, +7 Impervious against Energy, Ultimate Effort against Energy), Fortitude +11, Will +7

COMPLICATIONS:
Patriotism: As a military brat, she has always had a strong sense of patriotism.
Power Loss: Her Energy Absorption doesn't work against magic and other alien energies, at the GM's discretion.
Relationships: She is great friends with Jessica Jones-Cage and Spider Woman, Jessica Drew.
Responsibility: To carry on and honor the name of Captain Marvel.
Thrills: Carol has always been a thrill seeker.

Abilities 90 + Skills 18 (36 ranks) + Advantages 17 + Powers 95 + Defenses 14 = 234 / 234

Build Comments: Man, Marvel is seriously pushing Carol as A List these days. Don't get me wrong, I like her a lot and I hope her solo movie is good, but I just don't see her as top tier overall. But hey, Iron Man wasn't either and it finally happened so who knows, maybe they'll win me over.

Secret Origins: Carol Danvers is a highly capable young woman who had managed to overcome gender-typing and excel in challenging military occupations normally dominated by men. She was already an ace fighter pilot, a former officer in the U.S. Air Force, and a former CIA agent when she was hired as the head of security of NASA headquarters at Cape Canaveral. One of Carol's co-workers at NASA was a Dr. Phillip Lawson, who was secretly the alien Kree super-agent named Mar-Vell.

When a dormant Kree Sentry robot that NASA had been studying activated and went berserk, Mar-Vell defeated the rampaging robot and saved Carol's life in the process, with the press dubbing the mysterious new superhero "Captain Marvel." Carol became drawn to Mar-Vell and a romance developed between the two. A Kree enemy of Mar-Vell's named Yon-Rogg soon learned of the relationship and kidnapped Carol as bait to lure Mar-Vell into a trap. When Mar-Vell came to the rescue, Yon-Rogg deployed forbidden Kree technology called the Psyche-Magnitron in an attempt to destroy his enemy. During the battle the Psyche-Magnitron, which had the power to turn thoughts into reality, exploded and Captain Marvel shielded Carol from its radiation with his own body, causing Carol to absorb much of his own genetic template. Carol's wish to stand with Mar-Vell as an equal rather than a helpless victim completed the process, and her DNA became a perfect synthesis of Kree and human genes.

After Carol recovered from the explosion, she had gained superhuman powers much like those of Captain Marvel and her alter-ego even wore a costume patterned after that of the Kree hero. She became known as Ms. Marvel, and soon established herself as a powerful superhero in her own right.

The Story so Far: Carol had several adventures as Ms. Marvel and joined the Avengers where she has been a frequent member. In a battle with the power-absorbing mutant Rogue, who had been sent to kill her by her adopted mother, Mystique, Danvers lost virtually all of her Ms. Marvel abilities, leaving her with only her augmented genetic structure. Rogue attempted to murder her afterwards, but Carol survived floating unconscious on top of the water under the Golden Gate Bridge. Spider-Woman rescued her and alerted the Avengers and X-Men to Carol's plight. Rogue had drained her memories, most of which were restored by mutant mentor Charles Xavier, who along the way helped Rogue to reform. However, Professor X could not return the emotional bonds linked to those memories. During this period, Carol was a frequent ally of the X-Men -- Xavier's team of masked, mutant heroes.

Later, Carol was abducted by the alien Brood and subjected to an evolutionary ray that triggered the latent potential of her augmented genes and returned her powers at a higher level than before. She also worked through her emotional issues, including a battle with alcoholism to return to the Avengers and become the hero she was always meant to be.

During a battle with the Absorbing Man, Captain America urged Carol to take on the mantle of Captain Marvel. Hesitant, she decided to initially decline his offer. Whilst pondering her life on the fringes of the Earth's atmosphere, Carol remembered Helen Cobb; a late friend, mentor and fellow pilot who had recently passed away. Helen had emphasized the idea of being the best you could be, and not allowing anything to hold you back. With this in mind, Carol chose to take the mantle of Captain Marvel.

Characterization: Carol is a brilliant and fiercely independent woman with a strong personality and indomitable willpower. She pursues her goals and dreams to the fullest, battling her way through any adversity and allowing nothing to get in her way. Going against gender typing as well as the wishes of her domineering father, she dreamed of becoming an ace fighter pilot, and quickly achieved this goal through sheer determination and hard work, learning an unusual degree of self-reliance in the process. This lead to remarkable success in many other professions, including becoming a top CIA agent, an editor-in-chief of a well-known New York magazine, and a successful novelist. From being editor-in-chief, she has proven to become successful in the male dominated industry of journalism and through this, has proven to be able to manage a newspaper team. In this sense, she is a feminist and has challenged many men, including Captain America in his views and is quite confrontational if someone crosses her line. Through this ability of hers to achieve, she is strong willed and this is why she has been able to achieve her career as a pilot and an editor, even though she has had many tragedies that could easily break down someone without a will like hers. She will fight to the end and has a warrior’s will and because of tragedies, she has proven to be quite resistant to mental domination. However, she has resorted to alcohol when her life had gone down the drain. Events like Captain Mar-vell’s death and losing her powers to Rogue have turned her to become an alcoholic.

Friends and Foes: She is close friends with the Jessica’s, Jessica Drew, Spider-Woman and Jessica Jones-Cage. She is co-godmother of Jessica J-C’s baby, Dani Cage as well. She has had a handful of fairly serious relationships, including a fairly serious one with Wonder Man, but he broke it off due to his changing stance on superheroes. Since he has become anti-Avengers/Justice League, they have come into conflict many times since, their former passion leading to some intense battles.

She has had a long running rivalry with Mystique and Rogue, for obvious reasons.
Last edited by Thorpocalypse on Tue Sep 19, 2017 3:22 am, edited 4 times in total.

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

150 - Power Girl

Post by Thorpocalypse » Sun Feb 26, 2017 9:45 pm

We're keeping LADIES' NIGHT going with one of our best sellers on Aisle 1!

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As long as I can juggle semi-trucks and leap over buildings, I'm fine. - Power Girl

POWER GIRL
PL: 13 (248 pts) - OPL: 13; DPL: 13; HP: 1

ABILITIES: STRENGTH 16, STAMINA 13, AGILITY 2, DEXTERITY 2, FIGHTING 7, INTELLECT 2, AWARENESS 2, PRESENCE 3

SKILLS: Acrobatics 3 (+5), Athletics (+17), Close Combat [Unarmed] 2 (+10), Deception (+3/+8) [Attractive], Expertise [Business] 5 (+7), Insight 5 (+7), Intimidation 5 (+8), Perception 5 (+7), Persuasion 3 (+6/+11) [Attractive], Ranged Combat [Heat Vision] 8 (+10), Stealth (+2), Technology 8 (+10)

ADVANTAGES: Attractive (2), Beginner’s Luck, Diehard, Eidetic Memory, Great Endurance, Improved Initiative (5), Interpose, Languages (3) (English, French, Swahili, 7 others, Base: Kryptonian), Leadership, Power Attack

POWERS:
More Powerful Than a Locomotive: Enhanced Strength 6 (100,000 Tons; Flaw: Limited to Lifting); 6 pts
Invulnerability: Protection 3, Impervious Toughness 15, Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 11 (Aging, Life Support), Regeneration 3 (1/every 3 rounds; Extra: Persistent, Flaw: Limited [Requires exposure to yellow sunlight]); 34 pts
Faster Than a Speeding Bullet: 29 pt Array; 33 pts
Able to Leap Tall Buildings: Flight 14 (32,000 mph/60 mpr; Extra: Dynamic); 29 pts
Super Speed: Speed 14 (32,000 mph/60 mpr), Quickness 8, Enhanced Advantages 5 (Improved Initiative 5), (Extra: Dynamic); 2 pts
Space Travel: Movement 2 (Space Travel 2 [Other star systems], Extra: Dynamic); 2 pts

Powers Far Beyond Those of Mortal Women: 28 pt Array; 31 pts
Heat Vision: Ranged Heat Energy Damage 14; 1 pt
Freezing Breath: Cone Area Cumulative Affliction 9 (Ice; Resisted by Dodge, Overcome by Fortitude; 1st: Hindered, 2nd: Immobilized, 3rd: Paralyzed; Extra: Cone Area [60 ft cone]); 1 pt
Super-Breath: Cone Area Move Object 9 (Air; Extra: Cone Area [60 ft cone], Flaw: Range [Close], Limited Direction [towards or away]); 1 pt
Super Senses: Senses 19 (Normal Hearing [Acute, Extended 3, Penetrates Concealment, Flaw: Cannot see through lead], Normal Vision [Extended 3], Infravision [Extended], Microscopic Vision 4 [Atomic], Ultra-Hearing [Extended]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2 (+22 with Super Speed)
Close Attack +8
Unarmed +10 [Unarmed +16]
Ranged Attack +2
Heat Vision +10 [Heat Vision +14]
Special Attack [Super Breath +9, Cone Area; Freeze Breath Affliction +9, Cone Area]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20];
Toughness +16 (+8 Impervious), Fortitude +13, Will +8

COMPLICATIONS:
How I am supposed to distract…? Oh…: Power Girl is not afraid to flaunt her female attributes, which sometimes causes unwanted distraction and allows others to make ill-informed judgments of her character.
Power Loss: Power Girl loses her powers and her Str and Sta are reduced to 2 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive her of her powers.
Relationships: She is close with the Superman family especially Kal-L and Lois Lane of Earth-2.
Responsibility: Power Girl feels a strong sense of responsibility to use her powers for the benefit of all and try to live up the standards her cousin has set.
Secret Identity: She has a secret identity of Karen Starr.
Temper: Power Girl has a short fuse. Especially with chauvinists…
Vulnerable: Power Girl is as vulnerable to magic as anyone else. Her Toughness is not Impervious against magical attacks and she loses her ranks of Protection against magical attacks.
Weakness: Earth-2 Kryptonite...Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death.

Abilities 96 + Skills 22 (44 ranks) + Advantages 10 + Powers 104 + Defenses 16 = 248 / 248

Build Comments: And of course, here is Power Girl. It’s hard to have a LADIES’ NIGHT without her. She is a J-Mart Franchise staple!

In the Thorpacoverse, Power Girl is still part of the JSA, who are now the main leaders of The Initiative. As the caretakers of the superhero legacy, they felt they should have been involved in the training of the young heroes from day one, but considering the shambles that the superhuman community was in after the Civil War it didn't work that way. Now, after the clusters that Iron Man and Norman Osborn left The Initiative in, they, along with Hank Pym, Beast and Steve Rogers have helped turn it into what Reed Richards originally envisioned.

Secret Origins: In the dimension of Earth-218, Kara's father discovers that Krypton is about to explode, and places her in a spacecraft directed towards the Earth. Although this occurs at the same time that Kal-L's ship is launched, Kara's ship travels more slowly, and she arrives on Earth decades after her cousin has landed. Kara’s Symbioship is designed to keep her in stasis during the journey and provide her with life experiences and education in the form of virtual reality. The Symbioship allowed her to interact with virtual copies of her parents and fellow Kryptonians. By the time she arrives on Earth, Kara was about eighteen years old developmentally.

The Story so Far: Power Girl's existence is not revealed to the general public until much later; her cousin Clark and his wife Lois Lane provide her a family environment to assist her transition towards real life relationships. In her first recorded adventure, Kara assists Justice Society members Flash and Wildcat with containing an artificially induced volcanic eruption in China. She then joined Robin and Star-Spangled Kid to form a Super Squad to assist the Justice Society in defeating Brainwave and Per Degaton, who were causing disasters around the world. Later, she became a full member of the Society when Superman retired from active membership.

Having been raised by the Symbioship with artificial Kryptonian life experiences, Power Girl found it difficult to adapt to life on Earth. However, with the help of reporter Andrew Vinson, she adopted the secret identity of computer programmer Karen Starr. Her closest friend was the Huntress, the daughter of the Earth-218 Batman and Catwoman.

During the Crisis on Infinite Earths, Power Girl survived and became a resident of Earth-217. She lost her memories of her time on her home Earth, as did many of the beings that came from the alternate dimensions. During the Infinite Crisis, Kal-L himself returned to the post-Crisis DC Universe after breaking down the walls of the paradise dimension in which he, Lois Lane Kent (of Earth-218), Alexander Luthor, Jr. (of Earth-269), and Superboy-Prime (of Earth-Prime) had been living since the end of Crisis on Infinite Earths. Appalled by the rapidly-deteriorating state of affairs on the contemporary Earth, their goal is to replace the post-Crisis Earth with a recreated Earth-218. Kal-L's first order of business was to track down Power Girl and explain the events of the original Crisis to her. Kal-L also reiterates her pre-Crisis history as his cousin. A touch from the ailing Lois of Earth-218 inexplicably restores Power Girl's memories of pre-Crisis Earth-218.

Soon after this revelation, Power Girl was confronted by Superboy-Prime, who rendered her unconscious. She was attached to a “tuning fork,” a device controlled by Alex Luthor whose purpose is to bring back the multiple Earths. Alex Luthor and Psycho Pirate coerce Black Adam into saying "SHAZAM!," and use the now-raw magical energy to power the tower. After the reappearance of the created Earth-217, everyone associated with that Earth is transported onto it.

After being brought to the barren created Earth-218 by Kal-L, Lois Lane Kent collapsed and died. A violent confrontation between the he and Superman of Earth-217 ensued, at the end of which Kal-L comes to the realization that this created Earth-218 had not been a perfect world, since "a perfect earth doesn't need a Superman."

Power Girl was freed by Wonder Girl and Kon-El, and joined them in fighting Superboy-Prime and Alex Luthor. During a savage battle on Mogo, Superboy-Prime nearly beat Kal-L to death and is later subdued by Kal-El. Power Girl is brought to Mogo by the Green Lantern Corps just in time to help save her dying cousin.

Power Girl later rejoined the Justice Society Initiative along with Kal-L and has remained heavily involved in metahuman affairs.

Characterization: Kara remains in a leader in the superhero community and her tenaciousness and power have earned her the respect of superhumans across the galaxy.

Friends and Foes: Karen is close to both Kal-El and Kal-L, along with Kal-El’s wife, Lois Lane-Kent. She and Kara Zor-El, Supergirl, initially had a strange relationship with each being leery of “themselves” but over time, they have gotten to be friends.

She has become a regular foe of the Ultra-Humanite and the Hellqueen. She also has a recurring rivalry with her clone, Divine.
Last edited by Thorpocalypse on Sat Apr 01, 2017 5:04 am, edited 1 time in total.

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

151 - Supergirl

Post by Thorpocalypse » Sun Feb 26, 2017 9:57 pm

One of the hottest new items in our Heroic LADIES' NIGHT that's hitting the Aisle 1 shelves!

Image
Some of us try hard to make the world a better place than it was when we found it. I know that's what I try to do. I won't always be successful. But that's life. I'm Supergirl. This is my life ... and y'know what? I'm pretty happy with it. (For now at least.) - Supergirl

SUPERGIRL (KARA ZOR-EL)
PL11


OPL: 11; DPL: 11; HP: 1
Real Name: Kara Zor-El
Age: 23
Height: 5-6
Weight: 120
Eyes: Blue
Hair: Blonde
Race: Kryptonian
Identity: Secret
Alignment: Hero
Status: Active
Occupation: Journalist; Adventurer
Base of Operations: Metropolis, NY, USA
Team Affiliations: Justice League

ABILITIES: STRENGTH 14, STAMINA 11, AGILITY 3, DEXTERITY 2, FIGHTING 6, INTELLECT 2, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 2 (+5), Athletics (+14), Close Combat [Unarmed] 2 (+8), Deception 3 (+5), Expertise [Kryptonian Lore] 8 (+10), Insight 5 (+7), Intimidation 3 (+5), Perception 5 (+7), Persuasion 5 (+7), Ranged Combat [Heat Vision] 5 (+7), Stealth (+3), Technology 6 (+8)

ADVANTAGES: Beginner's Luck, Diehard, Defensive Attack, Eidetic Memory, Great Endurance, Improved Initiative (5), Interpose, Languages (3) (English, 9 others, Base: Kryptonian), Power Attack (1) (Unarmed)

POWERS:
More Powerful Than a Locomotive: Enhanced Strength 8 (100,000 Tons; Flaw: Limited to Lifting); 8 pts
Invulnerability: Protection 3, Impervious Toughness 13, Enhanced Advantages 2 (Diehard, Great Endurance), Immunity 11 (Aging, Life Support), Regeneration 3 (1/every 3 rounds; Extra: Persistent, Flaw: Limited [Requires exposure to yellow sunlight]); 32 pts
Faster Than a Speeding Bullet: 29 pt Dynamic Array; 33 pts
Able to Leap Tall Buildings: Flight 14 (32,000 mph/60 mpr; Extra: Dynamic); 29 pts
Super Speed: Speed 32,000 mph/60 mpr), Quickness 8, Enhanced Advantages 5 (Improved Initiative 5), (Extra: Dynamic); 2 pts
Space Travel: Movement 2 (Space Travel 2 [Other star systems], Extra: Dynamic); 2 pts

Powers Far Beyond Those of Mortal Women: 27 pt Array; 30 pts
Freezing Breath: Cone Area Cumulative Affliction 9 (Ice; Resisted by Dodge, Overcome by Fortitude; 1st: Hindered, 2nd: Immobilized, 3rd: Paralyzed; Extra: Cone Area [60 ft cone]); 27 pts
Heat Vision: Ranged Heat Energy Damage 13; 1 pt
Super-Breath: Cone Area Move Object 9 (Air; Extra: Cone Area [60 ft cone], Flaw: Range [Close], Limited Direction [towards or away]); 1 pt
Super Senses: Senses 19 (Normal Hearing [Acute, Extended 3, Penetrates Concealment, Flaw: Cannot see through lead], Normal Vision [Extended 3], Infravision [Extended], Microscopic Vision 4 [Atomic], Ultra-Hearing [Extended]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3 (+23 with Super Speed)
Close Attack +6
Unarmed +8 [Unarmed +14]
Ranged Attack +2
Heat Vision +7 [Heat Vision +13]
Special Attack [Super Breath Move Object +9, Cone Area; Freeze Breath Affliction +9, Cone Area]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +14 (+7 Impervious), Fortitude +12, Will +7

COMPLICATIONS:
Power Loss: Supergirl loses her powers and her Str and Sta are reduced to 1 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive her of her powers.
Relationships: She is close with her cousin Clark Kent (Superman), Conner Kent (Superboy), Lois Lane-Kent and Martha Kent.
Responsibility: Supergirl feels a strong sense of responsibility to use his powers for the benefit of all and try to live up the standards her cousin has set.
Secret Identity: She sometimes goes by Claire Connors.
Vulnerable: Supergirl is as vulnerable to magic as anyone else. She loses her ranks of Impervious and her ranks of Protection against magical attacks.
Weakness: Kryptonite...Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death.

Abilities 84 + Skills 22 (44 ranks) + Advantages 8 + Powers 103 + Defenses 13 = 230 / 230

Build Comments: Man, am I surprised that Supergirl has come around as a show. I watched the first two episodes last year and I was NOT impressed and I bailed. Now I hear from most people that the show as gotten pretty good. I'm glad it found its footing and I'm not surprised that it got better on the CW as they have been killing it with the DC properties.

Secret Origins: Kara Zor-El is the daughter of Superman's uncle Zor-El and his wife Alura. Kara is actually older than Kal-El (Superman); she was a teenager when he was a baby. When Krypton was attacked by Brainiac, he took Kandor with him, while Kara and her parents remained in Argo. After Brainiac's attack, her father created a force-field around Argo using a Brainiac Probe. When Brainiac came to consume Argo City, her parents had no choice but to send her in a rocket headed for Earth. However, her rocket was caught in a large kryptonite-encrusted meteor and she arrived on Earth years after her cousin did.

The Story so Far: After some initial confusion, Kara was found by Superman and trained by Wonder Woman. She was captured by Darkseid, and after being brainwashed, attacked her own cousin. Superman defeated her and returned her to Earth, where he faked her death so Darkseid would not come looking for her.

She then assumed the role of Supergirl. However, she felt out of place, not sure where she really belonged. Kara was uncomfortable with her cousin's over-protectiveness, and she could not hang out with her alternate Earth counterpart Power Girl since their powers went haywire whenever they touched. She found kindred spirits in her other "cousin" Superboy and fellow alien Starfire.

She has since been a member of the Teen Titans, Justice League, Avengers, Defenders and Outsiders in addition to having many adventures on her own.

Characterization: Kara is outgoing, energetic and unafraid. She occasionally has trouble assimilating to Earth life due to her formative years being on Krypton, but she’s come a long way in a short time.

Friends and Foes: She is close to all the members of the Superman family, particularly Clark and Lois.
Last edited by Thorpocalypse on Tue Aug 29, 2017 2:30 am, edited 5 times in total.

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Bladewind
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Re: J-Mart: The Wrecking Crew, Black Widow, Captain Marvel, Power Girl, Supergirl

Post by Bladewind » Mon Feb 27, 2017 1:40 am

SG on CW... worth it for Superman...

Love the Moichandice as always!
Enigmatic One wrote:Note to self, get Bruce and his Bat-force to take this one.
Earth 218 - JLA Academy Setting
The Merge: Character List

Bladewind's 3ed M&M Builds

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