J-Mart: Kung Lao, Ken Masters, Captain Carter, John Preston

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Thorpocalypse
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Bizarro: Earth-???

Post by Thorpocalypse »

Mayhaps
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Donna Troy: Earth-T1

Post by Thorpocalypse »

Image
I'm Donna Troy, bitch. - Donna Troy

DONNA TROY
PL12


OPL: 12; SPL: 3; DPL: 12; SWPL: 9; HP: 1
Real Name: Donna Troy
Age: 25
Height: 5-9
Weight: 135
Eyes: Blue
Hair: Black
Skin: Fair
Race: Amazonian
Identity: Public
Alignment: Hero
Status: Active
Occupation: Adventurer; Teacher; Model
Base of Operations: Los Angeles, CA, USA
Team Affiliations: Titans; The Outsiders

ABILITIES: STRENGTH 12, STAMINA 10, AGILITY 6, DEXTERITY 5, FIGHTING 12, INTELLECT 3, AWARENESS 5, PRESENCE 4

SKILLS: Acrobatics 7 (+13), Athletics 1 (+13), Deception (+4/+6) [Attractive], Expertise [Mythology] 4 (+7), Expertise [Photography] 3 (+6), Insight 6 (+11), Intimidation (+4), Perception 6 (+11), Persuasion 7 (+11/+13) [Attractive, Connected], Ranged Combat [Lasso] 4 (+12), Stealth (+5)

ADVANTAGES: All-Out Attack, Attractive (1), Connected, Improved Defense, Defensive Attack, Defensive Roll (1), Languages (1) (Themiscyran, French, Base: English), Power Attack (1) (Unarmed), Ranged Attack (3), Takedown (1), Teamwork, Weapon Break

POWERS:
Amazonian Physique: Protection 1, Senses 2 (Normal Vision [Extended], Normal Hearing [Extended]), Immunity 2 (Disease [Limited], Poison [Limited]); 4 pts
Strength of the Titans: Enhanced Strength 4 (800 Tons, Flaw: Limited to Lifting); 4 pts
Wondrous Movement: 14 pt Array; 15 pts
Wind Riding: Flight 7 (250 mph/1/2 mpr); 14 pts
Speed of Hermes: Speed 7 (250 mph/1/2 mpr), Leaping 6 (500 ft); 1 pt

Amazonian Bracers: 11 pts Traits, Removable (-2 pts); 9 pts
Enhanced Defenses: Enhanced Advantages 2 (Improved Defense, Weapon Break), Impervious Toughness 9 (Flaw: Sustained); 11 pts
Lasso of Persuasion: 36 pts Traits, Easily Removable (–14 points); 21 pts
Lasso Snare: Move Object 12 (Extra: Linked [Affliction),
Persuasion: Ranged Affliction 12 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Linked [Move Object], Flaws: Instant Recovery); 36 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +12 [Unarmed +12]
Ranged Attack +8
Lasso +12 [Lasso Move Object +12; Persuasion Affliction +12]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +12 (+12 without Defensive Roll, +5 Impervious with Bracers), Fortitude +10, Will +7

COMPLICATIONS:
Muddled Past: Sometimes Donna’s past is unclear even to her.
Paradox Bridge: Troy is a bridge between different worlds, which often pulls her into the middle of important, world-changing conflicts.
Relationships: Her sister Diana, her sister Cassie Sandsmark, her close friends Nightwing, Arsenal, Raven, Starfire and Garth.
Temper: Troy is a trained warrior and directs her fury into combat. Sometimes that fury, caused by the traumatic events in her life her, allow her temper to get away from her.

Abilities 114 + Skills 19 (38 ranks) + Advantages 12 + Powers 54 + Defenses 8 = 207 / 207

Build Comments: I had to rebuild Donna to be more in line with my Diana for my setting so here she is. I always liked Donna Troy, even if it never seemed like the DC writers had any clue what to do with her sometimes. I guess that’s true of her sister Diana sometimes, too. Her DCU background is more muddled than Hawkman’s, which is saying something.

I had to use that quote from her from Countdown when she Jason Todd, Kyle Rayner and one of the Monitors were trying to find Ray Palmer to save the Multiverse. I can't remember who she was fighting, but I laughed out all loud 'cause all I could think about was a shot of her knocking Juggernaut out and saying that line.

Secret Origins: Donna was orphaned by her birth mother Dorothy Hinckley, a dying unwed teen who had given her up for adoption. After Donna's adoptive father Carl Stacey was killed in a work-related accident, her adoptive mother Fay Stacey gave her up for adoption again, unable to raise the toddler because of mounting expenses.

When she was 13, Donna came into contact with Diana Prince, the secret identity of Wonder Woman, and the two formed a bond. Donna had become a troubled youth, but with Diana’s guidance she turned things around. While coming home from school one day, she came upon a burning building and raced inside when she heard cries for help. She rescued two small children, but was badly burned and injured by falling debris just before Wonder Woman arrived.

Diana quickly flew her to Themiscrya where she gave Donna her blood and prayed to the gods to save her. Donna recovered and remained on Themiscrya for a couple of years, recovering, and then training as an Amazon. She was adopted as a daughter by Hippolyta, officially becoming Diana’s little sister and the second princess of Paradise Island. She soon began to exhibit superhuman powers and abilities similar to Diana and decided to return to the US and took up the identity of Wonder Girl.

The Story so Far: Donna became one of the founding members of the Teen Titans, even suggesting the name of the group. She was with the team for years until they eventually disbanded. She attended college and married a man named Terry Long, while remaining a superhero part time and has filled in as Wonder Woman on a few occasions. Eventually she and Terry divorced and he was later killed.

Eventually, an android named Indigo appeared, badly damaged and in need of repair. In her attempts to repair herself and call for aid from other androids, she caused a Superman robot to go rogue during a meeting of the Teen Titans and Young Justice; Donna and Omen were killed during the attempts to stop it.

Donna was reborn during the events of the Infinite Crisis and discovered that like every other person after the Crisis on Infinite Earths, she is a merger of every alternate version of Donna Troy in the Multiverse. Unlike everyone else, Donna is the repository of knowledge of every alternate universe version of herself and remembered the original Multiverse.

She later learned that it was the Titans of Myth who answered Diana’s prayer those years ago that saved her. During a gap in time that she could not account for, The Titans of Myth, realizing that she was the child who was destined to save them from some impending threat, brought her to New Cronus and implanted false memories within her mind to make her believe she was the original Goddess of the Moon and wife of Coeus. The Titans of Myth incited war between other worlds near New Cronus in order to gain new worshippers. They would then use the combined power of their collective faith to open a passageway into another reality, where they would be safe from destruction. This was not without casualties, however. Sparta (who was restored to full mental health and stripped of the bulk of her power) had been made an officer in the Titans of Myth's royal military. She was sacrificed by the Titans of Myth in an attempt to lay siege to the planet, Minosyss, which housed a Sun-Eater factory miles beneath its surface. Sparta's death had inadvertently helped trigger Donna's memory restoration. Athyns had also reappeared by this time, and aided the heroes and the Mynossian resistance in battling the Titans of Myth. It was then that Hyperion, the Titan of the Sun, revealed Donna's true origins to her and ordered her to open a passageway into another reality by means of a dimensional nexus that once served as a gateway to the Multiverse itself, within the Sun-Eater factory's core. This turned out to be the Titans of Myth's real target. Donna did so, but fearing they would simply continue with their power-mad ambitions, she banished most of them into Tartarus. However, Hyperion and his wife, Thia, were warned of the deception at the last moment. Enraged, they turned on Donna, intending to kill her for the betrayal, but Coeus activated the Sun-Eater to save her and Arsenal. As the Sun-Eater began absorbing their vast solar energies, Hyperion and Thia tried to escape through the Nexus, but they were both torn apart by the combined forces of the Nexus' dimensional pull and the Sun-Eater's power. Coeus, who had learned humility and compassion from Donna, vowed to guard the gateway to make certain the other Titans of Myth remained imprisoned forever.

During the Blackest Night crossover, Donna has a horrific encounter with her deceased husband Terry, revived as an undead being by the Black Lantern Corps. She is bitten by Terry, becoming "infected" by the Black Lantern's power. Donna, along with Superboy, Kid Flash, Wonder Woman, Green Lantern (Hal Jordan) and several other resurrected heroes, began to be targeted by Nekron, the being responsible for the Black Lanterns. Donna's previous status as a deceased allowed for her to be transformed into a Black Lantern. However, unlike the other heroes, Donna was converted by being infected with the Black Lantern's power rather than having a ring forced on her. She was saved by The Entity and participated in the final battle against Nekron, leading to his defeat.

Since joined the Justice League for a short time after but has since joined with Nightwing and his new incarnation of The Outsiders.

Characterization: Donna is a very well respected hero and has become a living key to the multiverse, even after it’s restoration.

Friends and Foes: Donna is very close to Wonder Woman, with the two snaring a psychic bond. She has also formed a big sister relationship with the new Wonder Girl, Cassandra Sandsmark. She is close to her original Titans teammates as well, with she and Dick being like a brother and sister.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Donna Troy: Earth-PC1/PC2

Post by Thorpocalypse »

Image
Come on, Green Arrow. You should know better than most. Dead's not what it used to be. - Donna Troy

DONNA TROY
PL10


OPL: 10; SPL: 1; DPL: 10; SWPL: 8; HP: 1

ABILITIES: STRENGTH 10, STAMINA 9, AGILITY 4, DEXTERITY 0, FIGHTING 10, INTELLECT 2, AWARENESS 4, PRESENCE 2

SKILLS: Acrobatics 5 (+9), Athletics (+10), Deception (+2/+4) [Attractive], Expertise [Mythology] 3 (+5), Expertise [Photography] 3 (+5), Insight 4 (+8), Intimidation (+2), Perception 4 (+8), Persuasion 5 (+7/+9) [Attractive], Stealth (+4)

ADVANTAGES: Attractive (1), Improved Defense, Languages (1) (Themiscyran, French, Base: English), Power Attack, Takedown (1), Teamwork, Weapon Break

POWERS:
Amazonian Physique: Protection 1, Senses 2 (Normal Vision [Extended], Normal Hearing [Extended]), Immunity 2 (Disease [Limited], Poison [Limited]); 4 pts
Strength of the Titans: Enhanced Strength 1 (50 Tons, Flaw: Limited to Lifting); 1 pt
Wondrous Movement: 12 pt Array; 13 pts
Wind Riding: Flight 6 (120 mph/1800 ft pr); 12 pts
Speed of Hermes: Speed 6 (120 mph/1800 ft pr), Leaping 6 (500 ft); 1 pt

Amazonian Bracers: 11 pts Traits, Removable (-2 pts); 9 pts
Enhanced Defenses: Enhanced Advantages 2 (Improved Defense, Weapon Break), Impervious Toughness 9 (Flaw: Sustained); 11 pts
Lasso of Persuasion: 25 pts Traits, Easily Removable (–10 points); 15 pts
Lasso Snare: Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage/Sleight of Hand; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Linked [Affliction], Reach 6 [30 ft], Flaw: Limited [to 2 Degrees]),
Persuasion: Affliction 10 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Linked [Affliction], Flaws: Instant Recovery); 25 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +10; Lasso Afflictions +10/+10]
Ranged Attack +0

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +10 (+10 without Defensive Roll, +5 Impervious with Bracers), Fortitude +9, Will +7

COMPLICATIONS:
Muddled Past: Sometimes Donna’s past is unclear even to her.
Paradox Bridge: Troy is a bridge between different worlds, which often pulls her into the middle of important, world-changing conflicts.
Relationships: Her sister Diana, her sister Cassie Sandsmark, her close friends Nightwing, Arsenal, Raven, Starfire and Garth.
Temper: Troy is a trained warrior and directs her fury into combat. Sometimes that fury, caused by the traumatic events in her life her, allow her temper to get away from her.

Abilities 82 + Skills 12 (24 ranks) + Advantages 5 + Powers 42 + Defenses 9 = 150 / 150

Build Comments: Donna as a PC. Feels pretty accurate to her earlier Teen Titans incarnation.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Donna Troy: Earth-???

Post by Thorpocalypse »

Perhaps
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Donna Troy: Earth-???

Post by Thorpocalypse »

Maybe
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Joined: Fri Nov 04, 2016 8:52 pm

Donna Troy: Earth-???

Post by Thorpocalypse »

Later
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Namor: Earth-T1

Post by Thorpocalypse »

Image
It's kind of you to ask [Xavier]. But if I'm comprehending the real reason you're doing this, it's because you've finally realized that you are not them, and that they will never accept you or love you -- not because you don't deserve it -- but because you they envy you. They hate your superiority. And they always will. It's good that you've finally figured this out... but let me ask you: Do I strike you as someone who's just now realized how much better I am than everyone else? And do you actually think I believe that you fell that way too? Go away little man. And don't come back until you really mean it. - Namor

NAMOR
PL13


OPL: 13; SPL: 5; DPL: 13; FWPL: 11; HP: 1
Real Name: Namor Mckenzie
Age: 100
Height: 6-2
Weight: 278
Eyes: Blue
Hair: Black
Skin: Fair
Race: Mutant
Identity: Public
Alignment: Neutral
Status: Active
Occupation: Adventurer; Criminal; Atlantean Royalty
Base of Operations: Atlantis
Team Affiliations: Atlantean Royal Family; X-Men; Illuminati; The Invaders

ABILITIES: STRENGTH 14 [15], STAMINA 11 [12], AGILITY 4, DEXTERITY 3, FIGHTING 11, INTELLECT 2, AWARENESS 4, PRESENCE 4

SKILLS: Acrobatics 4 (+8/+12), Athletics (+14/+15), Deception 4 (+8/+10 [Attractive]), Expertise [Atlantean Lore] 8 (+10), Expertise [Royalty] 7 (+9), Insight (+4), Intimidation 8 (+12), Perception 3 (+7), Persuasion (+4/+6) [Attractive], Stealth (+4)

ADVANTAGES: All-Out Attack (1) (Unarmed), Attractive (1), Benefit (2) (Status – Atlantean Royalty [may increase when he has the throne]), Favored Environment (Underwater), Languages (1) (English, German, Base: Atlantean), Power Attack (1) (Unarmed), Ranged Attack (4)

POWERS:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-light Vision); 6 pts
Mutant Physiology: Protection 2; 2 pts
Ankle Wings: Flight 8 (500 mph/1 mpr; Extra: Aquatic, Flaw: Winged); 9 pts
Aquatic Mastery: Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited [only underwater]), Enhanced Strength 1 (Flaw: Limited [only underwater]), Enhanced Strength 5 (25,000 Tons; Flaw: Limited [to lifting only], Limited [only underwater]), Enhanced Stamina 1 (Flaw: Limited [only underwater]), Impervious Toughness 9 (Flaw: Limited [only underwater]); 11 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +11 [Unarmed +14; Underwater Unarmed +15]
Ranged Attack +7

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +13 (+13 without Defensive Roll, +14 when Underwater, +14 without Defensive Roll Underwater, +5 Impervious Underwater), Fortitude +12 (+13 when Underwater), Will +9

COMPLICATIONS:
Arrogance: Namor has a massive ego that has caused him to underestimate his opponents and also makes him very unapproachable by those he deems "unworthy".
Honor: Despite some of his questionable acts, he is an honorable man and will always keep his word.
Mental Instability: When he spends too much time underwater or on land, it affects his chemical balance and can make him irrational and moody.
Prejudice: Mutant.
Relationships: He has had feelings for Sue Richards since the first time he laid eyes on her.
Reputation: He has flip-flopped from hero to villain many times and neither side trusts him completely.
Rivalry: He and Aquaman have had a long rivalry as each believes he is the rightful ruler of Atlantis. Currently Aquaman has the throne, but Namor has had it before and plans to have it again. However, they will put their differences aside for the greater good when situations are dire
Weakness: He becomes dehydrated when out of water for too long and can become impaired, disabled and eventually dying.

Abilities 106 + Skills 17 (34 ranks) + Advantages 11 + Powers 28 + Defenses 15 = 177 / 177

Build Comments: I’m becoming more and more of a Namor fan as time goes on. He is a good fit with the X-Men and he has been good in his recent appearances in Avengers and other books. And I cannot wait to see him in Wakanda Forever.

In my setting, he and Aquaman have a long rivalry over who should rule Atlantis and they have had several battles. Namor has done some pretty backhanded things to get his way. But currently Aquaman is ruler, Namor is with the X-Men and is currently letting things go there, for now. When big things come up, though, they have worked together well, but neither really trusts the other and both of them keep an eye on Attuma and Orm, who also covet the throne.

Secret Origins: Captain Leonard McKenzie was on an expedition in 1920 to Antarctica, looking for the mystical Helmet of Power. His ship, The Oracle, was stuck in ice floes so McKenzie used explosive charges to break them up. Unknown to McKenzie, the ancient city of Atlantis was directly below. The city was severely damaged and the Atlantean ruler, Emperor Tha-Korr, commanded his daughter to send warriors to investigate the source of the deadly blasts. Not wanting to endanger anyone else, Princess Fen made the journey alone. On reaching the ship, Fen was immediately captured by one of the crew but not speaking each other’s languages, she was unable to communicate with anyone. Nonetheless having remained on board for a number of days, Princess Fen and Captain McKenzie fell in love and were married by the ship’s Chaplain. Weeks later Tha-korr sent a war party in search of his missing daughter. Thinking they held Fen captive, the Atlanteans attacked and killed all the humans on the ship including Leonard McKenzie. Fen was brought back to Atlantis and from that tragic marriage was born the first hybrid between a human and an Atlantean- Prince Namor, the Sub-Mariner.

The Story so Far: Namor grew up with hatred for the surface world. He met Jim Hammond, the original Human Torch when he finally visited the surface world. But when Nazis attacked Atlantis, he joined Captain America against them. Namor was also allied with his cousin Namora who was also half human half Atlantean and shared many of the same powers. One fateful day after the war, a series of earthquakes rocked Atlantis, nearly destroying it. Thus destined to repeat his mother’s feat, Namor is ordered by his grandfather Emperor Tha-Korr to investigate. Namor tracked down the source of the attack to a cave in Antarctica where he found a man called Destiny who told him he is the one who attacked Atlantis with his Helmet of Power. Destiny used his mental powers to hold the Sub-Mariner still and show him Atlantis crumbling and his mother and grandfather crushed to death beneath the debris. Destiny then used his mental powers to give Namor amnesia and send him away to New York, where he wandered around as a hobo for a number of years. During this absence, Namora was thought to have been killed.

Eventually Johnny Storm of The Fantastic Four found Namor in a homeless shelter and recognising him, dropped him in New York harbour deciding water may cure the Atlanteans amnesia. Namor instantly recovered most of his memory and returned to where Atlantis had stood before his absence. However finding it abandoned and in ruins, assumed humans had destroyed it and went about warring with the surface world. He awakened the giant whale like monster Giganto and unleashed it on New York City. Namor also tried to claim the Invisible Woman as his own despite her relationship with Mister Fantastic. Namor and Giganto were both defeated by the Fantastic Four and he eventually found the new Atlantis, becoming monarch of the sub-sea empire. However Namor is constantly drawn back into surface world affairs and often finds himself battling both Earth’s super heroes and villains.

Characterization: Namor is the original "hotheaded" character in the Marvel cast of characters. He has been shown to act very impulsively with a short temper. Other times he can be quite civil. Caleb Alexander hypothesized in Namor, the Sub-Mariner that Namor's mood swings might be due to his hybrid nature, and more specifically an oxygen imbalance in his blood, that could be remedied by spending equal time above and below the waves. However, there is evidence to suggest Alexander's theory is not completely sound, and seems to ignore the Namor's upbringing and social status in Atlantis.

Friends and Foes: Recently he has allied himself with the X-Men, since he is considered a mutant. He remains close to his cousin Namora, and her daughter/clone, Namorita.

He has had a long rivalry with Aquaman, Ocean Master and Attuma as each has laid claim to the Throne of Atlantis over the years. With Aquaman currently being ruler, he has decided to support him for the time being while ruling Sub Diego, but he will never truly accept anyone but himself being ruler of Atlantis.
Last edited by Thorpocalypse on Wed Mar 08, 2023 7:59 pm, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
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Joined: Fri Nov 04, 2016 8:52 pm

Namor: Earth-PC1

Post by Thorpocalypse »

Image
Imperius Rex! - Namor

NAMOR
PL10[/b]


OPL: 10; SPL: 2; DPL: 10; FWPL: 9; HP: 1

ABILITIES: STRENGTH 11 [12], STAMINA 9 [10], AGILITY 4, DEXTERITY 3, FIGHTING 8, INTELLECT 2, AWARENESS 4, PRESENCE 4

SKILLS: Acrobatics 4 (+8/+12), Athletics (+11/+12), Deception 4 (+8/+10 [Attractive]), Expertise [Atlantean Lore] 8 (+10), Expertise [Royalty] 5 (+7), Insight (+4), Intimidation 6 (+10), Perception 3 (+7), Persuasion (+4/+6) [Attractive], Stealth (+4)

ADVANTAGES: All-Out Attack, Attractive (1), Benefit (2) (Status – Atlantean Royalty [may increase when he has the throne]), Favored Environment (Underwater), Languages (1) (English, German, Base: Atlantean), Power Attack, Ranged Attack (2)

POWERS:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-light Vision); 6 pts
Mutant Physiology: Protection 2; 2 pts
Ankle Wings: Flight 8 (500 mph/1 mpr; Extra: Aquatic, Flaw: Winged); 9 pts
Aquatic Mastery: Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited [only underwater]), Enhanced Strength 1 (Flaw: Limited [only underwater]), Enhanced Strength 5 (3,200 Tons; Flaw: Limited [to lifting only], Limited [only underwater]), Enhanced Stamina 1 (Flaw: Limited [only underwater]), Impervious Toughness 9 (Flaw: Limited [only underwater]); 11 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +8 [Unarmed +11; Underwater Unarmed +12]
Ranged Attack +5

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +11 (+11 without Defensive Roll, +12 when Underwater, +12 without Defensive Roll Underwater, +5 Impervious Underwater), Fortitude +10 (+11 when Underwater), Will +7

COMPLICATIONS:
Arrogance: Namor has a massive ego that has caused him to underestimate his opponents and also makes him very unapproachable by those he deems "unworthy".
Honor: Despite some of his questionable acts, he is an honorable man and will always keep his word.
Mental Instability: When he spends too much time underwater or on land, it affects his chemical balance and can make him irrational and moody.
Prejudice: Mutant.
Relationships: He has had feelings for Sue Richards since the first time he laid eyes on her.
Reputation: He has flip-flopped from hero to villain many times and neither side trusts him completely.
Rivalry: He and Aquaman have had a long rivalry as each believes he is the rightful ruler of Atlantis. Currently Aquaman has the throne, but Namor has had it before and plans to have it again. However, they will put their differences aside for the greater good when situations are dire
Weakness: He becomes dehydrated when out of water for too long and can become impaired, disabled and eventually dying.

Abilities 90 + Skills 15 (30 ranks) + Advantages 9 + Powers 28 + Defenses 8 = 150 / 150

Build Comments: PC Namor.
Last edited by Thorpocalypse on Wed Nov 09, 2022 9:34 pm, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
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Namor: Earth-PC2

Post by Thorpocalypse »

Later
Me fail English? That's unpossible. - Ralph Wiggum
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Namor: Earth-???

Post by Thorpocalypse »

Maybe
Me fail English? That's unpossible. - Ralph Wiggum
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Namor: Earth-???

Post by Thorpocalypse »

Perhaps
Me fail English? That's unpossible. - Ralph Wiggum
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Ken
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Re: J-Mart: Donna Troy, Namor

Post by Ken »

I would have simply expected Namor to be king of a different Atlantean City-State.
My Amazing Woman: a super-hero romantic comedy podcast.

When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
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Jace Beleren: Earth-T1

Post by Thorpocalypse »

Image
To break another's mind is a fate worse than death. It is a terrifying power. - Jace Beleren

Art by Steve Whitehead

JACE BELEREN
PL11


OPL: 11; SPL: 3; DPL: 6; FWPL: 8; HP: 1
Real Name: Jace Beleren
Age: 25
Height: 5-9
Weight: 165
Eyes: Blue
Hair: Brown
Skin: Fair
Race: Human Planeswalker
Identity: Secret
Alignment: Hero
Status: Active
Occupation: Adventurer; Arbiter; Living Guildpact
Base of Operations: Ravnica
Team Affiliations: The Gatewatch; The JLAXI

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 2, DEXTERITY 3, FIGHTING 6, INTELLECT 4, AWARENESS 5, PRESENCE 4

SKILLS: Athletics 3 (+4), Deception 7 (+11) [Fascinate, Taunt], Expertise [Arbiter] 4 (+8), Expertise [Magic] 7 (+11) [Artificer, Ritualist], Expertise [Multiverse] 6 (+10), Insight 8 (+13), Intimidation (+4), Investigation 6 (+10), Perception 5 (+10), Persuasion (+4), Sleight of Hand 2 (+5), Stealth 6 (+8)

ADVANTAGES: Defensive Roll (1), Extraordinary Effort, Fascinate (1) (Deception), Favored Foe (Telepaths), Improved Defense, Luck (Improve Roll) (1), Ritualist, Second Chance (1) (Opposed Will checks vs. Mental Effects), Speed of Thought*, Taunt

POWERS:
Illusory Guise: Feature 1 (You can project an illusion that you are wearing a costume or uniform, allowing you to “change” instantly [as a free action] without any need to carry other clothing); 1 pt
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Planeswalking: Movement 2 (Dimensional Travel 2 [Magical Multiverse]); 4 pts
Mind Shield: Enhanced Impervious Will 3 (Flaw: Limited [Mental Powers only], Sustained); 3 pts
Predictive Defenses: Enhanced Dodge 2, Enhanced Parry 2, Enhanced Advantages 1 (Improved Defense), (Quirk: not against opponents immune to mental powers); 4 pts
Aura Reading: Senses 3 (Detect Emotional and Physical State [Visual, Mental], Ranged); 4 pts
Mental Awareness: Senses 1 (Awareness [Mental]); 1 pts
Telepath Unbound: 46 pt Dynamic Array; 60 pts
Mental Blast: Perception Ranged Psychic Damage 11 (Extra: Alternate Resistance [Will], Dynamic, Subtle); 46 pts
Mind Control: Perception Ranged Cumulative Affliction 11 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Dynamic, Subtle); 2 pts
Hallucinations: Illusion 10 (All Senses, Extra: Dynamic, Selective, Flaw: Limited [one subject], Resistible [Will]); 2 pts
Telepathy: Mind Reading 11, Communication 3 (Mental, Statewide/Small Nation); 2 pts
Mind Sculpting: Perception Ranged Cumulative Affliction 8 (Mental; Resisted/Overcome by Will; 1st: Dazed and Vulnerable; 2nd: Defenseless and Stunned; 3rd: Transformed [Mentally/Memories], Extra: Dynamic, Extra Condition); 2 pts
Send to Sleep: Cloud Area Cumulative Affliction 11 (Resisted and Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Asleep, Extra: Cloud Area x2 [30 ft radius], Dynamic); 2 pts
Mental Detection: Senses 5 (Detect Minds [Mental], Accurate, Acute, Ranged, Extra: Dynamic); 2 pts
Which One Is the Real Jace?: Concealment 4 (All Visual Senses, Extra: Dynamic, Flaw: Limited to Decoy Images); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +6 [Unarmed +1]
Ranged Attack +3
Special Attack [Mental Blast +11, Perception; Mind Control Affliction +11, Perception; Send to Sleep Affliction +11, Cloud Area; Mind Sculpting Affliction +9, Perception]

DEFENSES:
Dodge +7 (+9 with Predictive Defenses) [DC17/19] Parry +7 (+9 with Predictive Defenses) [DC17/19]
Toughness +3 (+2 without Defensive Roll), Fortitude +6, Will +10 (+12 against Mental Effects)

COMPLICATIONS:
Enemy: Some of Jace's bad decisions have made him enemies across the Multiverse, including Tezzeret and Nicol Bolas.
Guilt: Jace has great guilt over using his powers to destroy the mind of his master even though it was justified. He has gone so far as to mindwipe himself to avoid the guilt. But it hasn't always worked.
Lead Him Not Into Temptation: While he does have a good heart, Jace is easily swayed by temptations and has made a number of bad decisions because of it.
Motivation: Despite his constant battles to resist temptations of power, Jace does want to do what's right and keep the greater forces of evil in the Multiverse at bay.
Power Loss: Planeswalker magic relies on ambient mana to an extent, and without a source of the mana of their specialty, their magic weakens. Jace requires blue mana (generally found in is;ands and watery regions) to maintain his magic.
[Relationships: Despite their confrontations, he does seem to care for Liliana Vess and Garruk along with his allies in the Gatewatch.
Responsibility: Jace is the Living Guildpact of Ravnica, which is a larger responsibility than he really wants but one that could threaten to lead to a plane-wide Guild War.

Abilities 54 + Skills 27 (54 ranks) + Advantages 9 + Powers 78 + Defenses 12 = 180 / 180

Build Comments: If Magic the Gathering has a main character, it’s Jace Beleren. I will give MTG quite a bit of credit for the past couple of years, not so much for their card development (but it has greatly improved this year since they decided to *shocker* have people who play a lot be involved in development!), but for their new commitment to the story of their new card sets, and fleshing out the characters of their multiverse. Here’s a link to the Archives of their Uncharted Realms and Magic Story links on their sites in case you’re interested.

Magic Stories

Jace is an interesting character, one of the signature Planeswalkers in the series. He’s got a good “weird kid makes good then becomes snarky antihero” backstory that seems tailormade to appeal to the young male audience Wizards of the Coast wants to reach. I’ve always thought Wizards has done a poor job of creating “THE character” for their merchandise. Jace could be their Mickey Mouse if they really pushed him and I think that’s finally starting to happen. They just need to avoid overdoing it.

In game, he’s a blue mana wielder and he’s had some of the most powerful Planeswalker cards in MTG history. Jace the Mind Sculptor became illegal in Standard play like *snaps fingers* that because it was insane back in the day, and a recent Jace, Vryn’s Prodigy/Telepath Unbound card was a staple in standard play, with most of the top tier decks finding a way to work him in despite the ridiculous (over $100 at one point) cost for the card.

Biggest flaw in the MTG world; He/She/They who has the most cash wins most of the time. The top tier decks in Standard play average about $600 now which is insane for anyone that is not truly committed to be a professional MTG player, IMHO. Especially considering how fast those cards will rotate out of the format.

Fortunately, my hook to the game is the same hook I have here: building. I love building budget decks, playing them a bit, tearing them apart and building new decks. Just like I love building Batman, Spider-Man, Superman, etc. messing around with them, then going back and rebuilding them. I could probably have 3000 builds up here and a truly competive standard deck for MTG if I ever really focused but I never will because I keep spending too much time and resources building and rebuilding everything. And that’s just fine with me. To thine ownself be true, ladies and gentlemen.

As a build, Jace is a strong telepath, not Jean or Prof X level but more than power to be a nightmare to people in the MTG settings, which are fantasy level settings. But I am having him and some other Planeswalkers get stuck in this setting for a while. And I want to have some Legion of Superheroes characters stuck there, too, just to be fair. The meeting of past, present and future…just the way it should be.

Secret Origins: Jace's unique gift of telepathy manifested very early in his life, often to his parent's immense embarrassment. Desperate to curb the young man's precocious nature, his father sought the assistance of the local mage known as Alhammarret. Alhammarret took Jace from his father, and allowed him to apprentice underneath him. Under his tutelage, Jace spent years learning new spells and talents, but most importantly, he began to feel welcome for the first time in memory.

It was not to last though. Jace eventually became strong enough to try his talents against his master, and learned the shocking truth of his own existence. He discovered that his spark had ignited over a year ago, dipping him into the blind eternities only for a moment. Alhammarret had lied to him about what had happened, telling him his illusions had backfired and not to concern himself with it. Alhammeret confided in Jace's father about the event, and they agreed to keep the truth from Jace.

Jace seethed over this news for days, holding his temper close to his heart until finally, during one of their practice sessions, Jace snapped. Jace slipped into his mind and unleashed all of his rage and pain at once, completely destroying Alhammarret's mind. Jace fled, a wanted individual everywhere within a hundred miles of his hometown. Finally, Jace erased his own memories, so that he would never have to see his teacher's face again and feel the weight of what he had done.

The Story so Far: Curiosity has always gotten the better of Jace Beleren. As a magical prodigy, he delved into lessons of sorcery deeper than the other students in mage academies, and succeeded to the point that even his instructors were suspicious of him. As a specialist in mind magic, he uses his abilities to gaze into the minds of others, discovering even closely guarded secrets. This practice has led him into danger more than once. In fact, his mind magic has helped him discover the existence of planeswalkers and of worlds beyond his own, opening his eyes to an even greater scope of secrets.

Now that Jace's own Planeswalker spark has ignited, his curiosity has begun to take him deep into the Blind Eternities, the chaotic void that holds all the planes of the Multiverse. Jace has finally found a milieu vast enough to satisfy his thirst for knowledge.

Jace now faces the same problem of every exceptional being: the temptations of power. His skills in illusion, mind-reading, and even memory modification have flourished during his travels, and they've helped him gain ever broader access to the secrets he craves.

Jace's travels have taken him back to Ravnica, where he once honed his abilities as a mind mage while working for an interplanar organization called the Infinite Consortium. Now that Jace has returned, the ten guilds have returned to prominence, and guild intrigue has reached new heights. After aiding in the defeat of two of the Eldrazi titans on Zendikar, Jace took an oath to keep watch over the planes of the Multiverse as part of the Gatewatch. The Gatewatch offers him the opportunity to think and act on a larger scale, which intrigues him as a mental challenge in addition to appealing to his sense of responsibility. Jace can't walk away from an unsolved mystery. He believes everything that exists can be understood, and he dreams of one day knowing everything there is to know.

During a massive battle with the Gatewatch and other allied Planeswalkers fighting the Elder Dragon Planeswalker Nicol Bolas, Jace and a number of other Planeswalkers were cast across the Multiverse, with he and Jaya Ballard ending up in the modern world of Earth-217. They find themselves unable to planeswalk from the plane so they now find themselves working with the heroes of this world until they are able to find their way back to their home planes.

Characterization: Jace Beleren is a human Planeswalker who is incredibly intelligent and adept with blue magic, capable of such talents as clairvoyance and illusion. His specialty, though, is in the art of inborn telepathy which makes him unique within the multiverse. He has a reserved and decadent nature and a troubled conscience for the poor decisions he has made in the past

Friends and Foes: Jace has a rivalry with several other Planeswalkers, including Tezzeret, Garruk and Nicol Bolas. He has allied with Liliana and Chandra at times along with the other members of the Gatewatch.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Jace Beleren: Earth-PC1

Post by Thorpocalypse »

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Why fight the body when you can dominate the mind that wields it? - Jace Beleren

JACE BELEREN
PL10


OPL: 10; SPL: -; DPL: 7; FWPL: 8; HP: 1

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 2, DEXTERITY 3, FIGHTING 7, INTELLECT 4, AWARENESS 5, PRESENCE 3

SKILLS: Athletics (+1), Deception 7 (+10) [Taunt], Expertise [Arbiter] 1 (+5), Expertise [Magic] 6 (+10) [Ritualist], Expertise [Multiverse] 1 (+5), Insight 5 (+10), Intimidation (+3), Investigation 6 (+10), Perception 5 (+10), Persuasion (+3), Stealth 5 (+7)

ADVANTAGES: Defensive Roll (2), Extraordinary Effort, Improved Defense, Luck (Improve Roll) (1), Ritualist, Second Chance (1) (Opposed Will checks vs. Mental Effects), Taunt

POWERS:
Illusory Guise: Feature 1 (You can project an illusion that you are wearing a costume or uniform, allowing you to “change” instantly [as a free action] without any need to carry other clothing); 1 pt
Prestidigitation: Feature 1 (You can create minor illusions as “magic tricks” primarily suitable for entertainment, but potentially good for a circumstance bonus for interaction skills or to distract targets from other happenings); 1 pt
Planeswalking: Movement 2 (Dimensional Travel 2 [Magical Multiverse]); 4 pts
Mind Shield: Enhanced Impervious Will 3 (Flaw: Limited [Mental Powers only], Sustained); 3 pts
Predictive Defenses: Enhanced Dodge 2, Enhanced Parry 2, Enhanced Advantages 1 (Improved Defense), (Quirk: not against opponents immune to mental powers); 4 pts
Aura Reading: Senses 3 (Detect Emotional and Physical State [Visual, Mental], Ranged); 4 pts
Mental Awareness: Senses 1 (Awareness [Mental]); 1 pts
Telepath Unbound: 33 pt Array; 40 pts
Mental Blast: Perception Ranged Psychic Damage 8 (Extra: Alternate Resistance [Will], Subtle); 33 pts
Mind Control: Perception Ranged Cumulative Affliction 8 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Subtle); 1 pt
Hallucinations: Illusion 8 (All Senses, Extra: Selective, Flaw: Limited [one subject], Resistible [Will]); 1 pt
Telepathy: Mind Reading 10, Communication 3 (Mental, Statewide/Small Nation); 1 pt
Mind Sculpting: Perception Ranged Cumulative Affliction 7 (Mental; Resisted/Overcome by Will; 1st: Dazed and Vulnerable; 2nd: Defenseless and Stunned; 3rd: Transformed [Mentally/Memories], Extra: Extra Condition); 2 pts
Send to Sleep: Cloud Area Cumulative Affliction 10 (Resisted and Overcome by Will; 1st: Dazed, 2nd: Stunned, 3rd: Asleep, Extra: Cloud Area [15 ft radius]); 1 pt
Mental Detection: Senses 5 (Detect Minds [Mental], Accurate, Acute, Ranged, Extra: Dynamic); 2 pts
Which One Is the Real Jace?: Concealment 4 (All Visual Senses, Extra: Dynamic, Flaw: Limited to Decoy Images); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +7 [Unarmed +1]
Ranged Attack +3
Special Attack [Mental Blast +8, Perception; Mind Control Affliction +8, Perception; Send to Sleep Affliction +10, Cloud Area; Mind Sculpting Affliction +7, Perception]

DEFENSES:
Dodge +8 (+10 with Predictive Defenses) [DC18/20] Parry +8 (+10 with Predictive Defenses) [DC18/20]
Toughness +4 (+2 without Defensive Roll), Fortitude +6, Will +7 (+10 against Mental Effects)

COMPLICATIONS:
Enemy: Some of Jace's bad decisions have made him enemies across the Multiverse, including Tezzeret and Nicol Bolas.
Guilt: Jace has great guilt over using his powers to destroy the mind of his master even though it was justified. He has gone so far as to mindwipe himself to avoid the guilt. But it hasn't always worked.
Lead Him Not Into Temptation: While he does have a good heart, Jace is easily swayed by temptations and has made a number of bad decisions because of it.
Motivation: Despite his constant battles to resist temptations of power, Jace does want to do what's right and keep the greater forces of evil in the Multiverse at bay.
Power Loss: Planeswalker magic relies on ambient mana to an extent, and without a source of the mana of their specialty, their magic weakens. Jace requires blue mana (generally found in is;ands and watery regions) to maintain his magic.
[Relationships: Despite their confrontations, he does seem to care for Liliana Vess and Garruk along with his allies in the Gatewatch.
Responsibility: Jace is the Living Guildpact of Ravnica, which is a larger responsibility than he really wants but one that could threaten to lead to a plane-wide Guild War.

Abilities 54 + Skills 18 (36 ranks) + Advantages 7 + Powers 58 + Defenses 13 = 150 / 150

Build Comments: Jace as a PC. I may not build out too many versions of planeswalkers for my Earth-T1 setting but I want to do several PC versions.
Last edited by Thorpocalypse on Sat Sep 17, 2022 7:00 pm, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Jace Beleren: Earth-???

Post by Thorpocalypse »

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