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

Batman: Earth-T1

Post by Thorpocalypse »

We're dropping one of our best selling items on Aisle 1 of our main setting! Fresh from our Gotham location, check out this J-Mart Favorite Item!

Image
His parents died when he was so young. Shot. Killed right in front of him. He was raised alone. A kid in a huge mansion. With his memories of his mother and father. He had love, and they took it from him. He should be a killer. He should want to tear the world apart for what it did. And yet he took that pain. That shock of death. And he turned it into hope. - Superman

BATMAN (BRUCE WAYNE)
PL12


OPL: 12; SPL: 12; DPL: 12; FWPL: 10; HP: 1
Real Name: Bruce Wayne
Age: 46
Height: 6-2
Weight: 225
Eyes: Blue
Hair: Black
Skin: Fair
Race: Human
Identity: Secret
Alignment: Hero
Status: Active
Occupation: Billionaire Philanthropist; Adventurer
Base of Operations: Gotham City, USA
Team Affiliations: Justice League; JLAX

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 5, DEXTERITY 7, FIGHTING 14, INTELLECT 10, AWARENESS 7, PRESENCE 7

SKILLS: Acrobatics 10 (+15), Athletics 9 (+13), Close Combat [Unarmed] 2 (+19), Deception 8 (+15), Expertise [Criminology] 5 (+15), Expertise [Streetwise] 5 (+15), Insight 8 (+15) [Assessment], Intimidation 9 (+16/+20) [Skill Mastery, Skill Supremacy, Startle], Investigation 12 (+22) [Contacts, Skill Mastery, Skill Supremacy, Well-Informed], Perception 11 (+18), Persuasion 6 (+13) [Connected], Sleight of Hand 8 (+15) [Conceal Efforts, Hide Tampering], Stealth 14 (+19) [Accelerated Stealth, Hide in Plain Sight, Skill Mastery], Technology 5 (+15) [Inventor], Treatment (+10), Vehicles 7 (+14)

ADVANTAGES: Accelerated Stealth*, Assessment, Beginner's Luck, Benefit (6) (Status – Bat God, Wealth 5 [Billionaire]), Close Attack (3), Conceal Efforts*, Connected, Contacts, Deep Ties* (2) (Obsession, Responsibility), Defensive Attack (1) (Unarmed), Defensive Roll (1), Eidetic Memory, Equipment (27), Evasion (1), Extraordinary Effort, Hide Tampering*, Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Inventor, Jack-of-all-Trades, Languages (4) (Japanese, French, Russian, Spanish, Arabic, American Sign Language, 9 others, Base: English), Leadership, Luck (Inspiration) (1), Master Plan*, Mobility* (1), Move-by Action, Power Attack (3) (Bat Shuriken, Batarang, Unarmed), Precise Attack (2) (Close, Concealment; Ranged, Concealment), Quick Draw, Ranged Attack (7), Skill Mastery (3) (Intimidation, Investigation, Stealth), Skill Supremacy* (2) (Intimidation, Investigation), Startle, Takedown (1), Tracking, Trance, Ultimate Effort (1) (Ultimate Will), Uncanny Dodge, Well-Informed

POWERS:
The Batsuit: 22 pts Traits, Removable (-4 pts); 18 pts
Kevlar Weave: Protection 2, Enhanced Protection 2 (Flaw: Limited to ballistic damage), Immunity 2 (Critical Hits, Flaw: Limited [Ballistics only]); 4 pts
The Cowl: Enhanced Skills 2 (Intimidation 4 ranks), Feature 2 (Batcomputer A.I., Video Recording), Senses 2 (Low Light Vision, Infravision), Commlink (Communication 3 [Radio, Statewide/Small Nation, Extra: Subtle, Flaw: Limited to Bat Family]); 16 pts
The Cape: Flight 4 (30 mph/500 ft pr, Flaw: Gliding, Uncontrolled); 2 pts


EQUIPMENT:
(135 pts)
Grapple Gun: (5 pts)
Grappling: Move Object 4 (Flaw: Limited to pulling towards); 4 pts
Swinging: Movement 1 (Swinging); 1 pt
Lockpicks: Feature 2 (Tools, Sleight of Hand/Technology), Concealable; 3 pts
Utility Belt: (35 pts)
Bat Gadgets: Variable 1 (5 pts traits; Any tool or skill equipment, Free Action, Quirk [Limited to 2 equipment points or less]); 6 pts
Bat Flash Bang Grenade: Burst Area Affliction 6 (Resisted, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware, Extra: Burst Area [30 ft radius], Extra Condition); 18 pts
Bat Tear Gas Grenades: Cloud Area Affliction 6 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually Disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition); 1 pt
Batarang: Ranged Strength-Based Damage 2, Ricochet 2, Variable Descriptor (Bludgeoning, Slashing); 1 pt
Exploding Batarangs: Ranged Burst Area Ballistic Damage 6, Extra: Burst Area (30 ft radius), Flaw: Diminished Range (5/10/25), Unreliable (5 uses); 1 pt
Bat Shuriken: Ranged Multiattack Piercing Damage 2; 1 pt
Thermite: Burst Area Damage 9, Extra: Burst Area (30 ft radius), Triggered, Flaw: Unreliable (5 uses); 1 pt
Smoke Pellet: Enhanced Advantage 1 (Hide in Plain Sight); 1 pt
Bolo: Ranged Grabbing 4, Flaw: Diminished Range (10/25/50); 1 pt
Smoke Grenade: Cloud Area Concealment 4 (Visual, Resisted by Dodge; Extra: Attack, Cloud Area [15 ft radius]); 1 pt
Mini-Tracers: Senses 1 (Tracking [Radio], 5 Mile range); 1 pt
Antitoxin: Feature 1 (+5 bonus on resistance checks against toxins); 1 pt
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Vehicles: (58 pts)
The Batplane: Size - H, Strength - 10, Flight - 11, Def - 8, Tough - 11, Features – Autopilot, Cloaking, Communications 2, Computer, Navigation System 2 [+10], Remote Control, Air-to-Air Missiles: Ranged Burst Area Ballistic Damage 10 (Extra: Burst Area 8 [30 ft radius], Homing 6); 55 pts
The Batmobile: Size - H, Strength - 9, Speed - 6, Def - 6, Tough - 11, Features - Alarm 4 [DC35], Autopilot, Caltrops, Communications 2, Computer, Hidden Compartments 2 [DC25], Impervious Toughness 5, Navigation System 2 [+10], Oil Slick, Remote Control, Smokescreen,; 1 pt
The Batboat: Size - L, Strength - 9, Speed - 6, Def - 6, Tough - 10, Features - Alarm 4 [DC35], Autopilot, Communications, Computer, Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 5); 1 pt
The Batpod: Size - M, Strength - 2, Speed - 6, Def - 10, Tough - 9, Features - Alarm 4 [DC35], Autopilot, Communications, Computer, Hidden Compartments 2 [DC25], Navigation System 2 [+10], Remote Control, Smokescreen, Impervious 5; 1 pt
Headquarters: (32 pts)
The Batcave/Wayne Manor: Size – H, Tough – 12, Features - Combat Simulator, Communications, Bat Computer 2 [+5 Intelligence Based Skill Checks], Concealed 3 [+20], Defense Systems, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Power System, Secret, Security System 4 [DC35], Trophy Room, Workshop; 32 pts

OFFENSE:
Initiative +9
Close Attack +17
Unarmed +19 [Unarmed +4, Critical 19-20]
Ranged Attack +14 [Batarangs +6; Bat Shuriken +2, Multiattack]
Special Attack [Thermite +9, Burst Area; Bat Flash Bangs Affliction +6, Burst Area; Bat Tear Gas Affliction +6, Cloud Area; Exploding Batarangs +6, Burst Area]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +8 (+6 without Defensive Roll, +10 against ballistics, +8 without Defensive Roll against ballistics), Fortitude +9, Will +11 (Ultimate Effort)

COMPLICATIONS:
Enemy: The Joker, Ra's Al Ghul, Bane, Two-Face, Catwoman (sometimes) and a litany of others.
Flashbacks: Batman is sometimes stunned by traumatic flashbacks to the night his parents were murdered, especially in connection to Crime Alley, where the killings took place.
Obsession: Batman is driven to fight crime by the murder of his parents and the promise he made to rid Gotham of the evil that took their lives.
Relationships: He has strong relationships with Tim Drake-Wayne, Dick Grayson-Wayne, Damian Wayne, Cassandra Cain-Wayne, Alfred Pennyworth, Jason Todd, Commissioner Jim Gordon, Lucius Fox, Barbara Gordon, Zatanna, Superman and Wonder Woman. And sometimes Catwoman.
Responsibility: Batman sees Gotham as "his city" and protects it fiercely.
Rivalry: It’s more from Ollie’s side than his, but he has a bit of a rivalry with Green Arrow. And he and Hal Jordan and Steve Rogers don’t see eye to eye often, either. But there is always respect.
Secret Identity: He has a secret identity of Bruce Wayne that he protects fiercely.

Abilities 118 + Skills 60 (119 ranks) + Advantages 89 + Powers 18 + Defenses 17 = 302 / 302

Build Comments: Not much to say about the Bat that hasn't already been said. This time I altered his stats to show him a little slower but craftier. He's a street level beast and can invent pretty much anything he needs to hang with the big guns. I may raise his PL only to raise his Investigation since he would be even better than a +22 with 20+ years of experience, I would think.

Secret Origins: At 8 years old, Bruce Wayne watched his parents murdered before his eyes. Thomas and Martha Wayne were walking home from the Monarch Theater one night with their son, when they were held up at gunpoint by a mugger who demanded the pearl necklace that Martha was wearing. When Dr. Wayne refused to surrender it, both he and Martha were shot dead in the streets. The killer was a criminal known as Joe Chill. Fortunately, physician and social worker Leslie Thompkins was making a house call that night, and arrived to give loving comfort to the traumatized Bruce. He was then raised on the Wayne Manor estate by the families’ wise and loyal butler, Alfred Pennyworth.

At their gravesite after the funeral, Bruce swore an oath to rid the city of the evil that had taken his parents' lives. A mentally gifted, but sullen child, he had very few friends during his childhood, except for his friend Thomas “Tommy” Elliot, who had also suffered the loss of a parent earlier in life. But Bruce was so focused on his mission, his lack of socialization didn’t bother him at all.

He began his physical and mental conditioning when he was 11 and then intense physical training and weight lifting at age 12. At age 13, he created a strict diet and a biofeedback treatment regimen to enable his body to develop and operate at its most proficient. At age 15, he graduated from high school and shortly thereafter he began his global sojourn, attending courses at Cambridge, the Sorbonne, and other European universities. However, he never stayed long and would often drop out after one semester. By his early-20’s, though, he had earned several degrees, including Criminal Science, Forensic sciences, Computer Sciences, Chemistry and Engineering.

Beyond academia, Bruce successfully acquired various "practical" skills, studying and receiving training in multiple disciplines under various instructors and in different countries. He trained himself to intellectual and physical perfection and acquired a variety of crime-fightings, mathematics, physics, mythology, geography, history, gymnastics, disguise, and escape artistry skills. He learned dozens of martial arts styles, man-hunting, stealth and reconnaissance, hunting under the African Bushman, both traditional and non-traditional healing and even ventriloquism under skilled practitioners. His knowledge of so many varied disciplines has made Bruce Wayne an unconventional and unpredictable individual.

Bruce Wayne returned to Gotham City at 24 ready to fulfill the promise he made to his parents. After a few attempts to apprehend criminals while wearing a ski mask and padded leather jacket met with poor results, he knew he had to reconsider his methods. Despite having all of the skills to fight crime, he still felt that there was something missing. Bruce discovered the answer late one night while sitting in his manor. He recalled his fear of bats as a child after a large one crashed through one of the windows. That inspired him to make his appearance resemble a bat's. Bruce designed himself a costume equipped with experimental technology, set up a secret lair in the caves below Wayne Manor, and set out against the crime and corruption that thrived in Gotham City as Batman.

The Story so Far: Batman's tactics to oppose crime as a vigilante at night proved successful leading him to become an urban legend in Gotham City. He considers his first true foe to be the mentally ill criminal Joe Coyne, who had an obsession with pennies, which earned him his nickname of the Penny Plunderer. Bruce keeps the giant penny he planned to use to crush some rival mobsters as a souvenir in his Batcave to this day.

He would reveal himself to Gotham at a dinner of the most influential and corrupt figures in Gotham City promising them all that their reigns on the city would eventually end. With so many of Gotham’s police on the take, including Commissioner Gillian B. Loeb, most of the Gotham City Police Department was sent in force to capture him.

Batman's first ally is assistant district attorney Harvey Dent, who shared his passion for ending organized crime in Gotham City. He gained his most powerful ally when he met police officer James Gordon, one of the few honest cops on the force. The two developed a working relationship operating outside of the law when they needed to.

Despite losing Dent to his Two-Face persona when Sal Maroni scarred half of his face with acid during his trial, Gordon and Batman end up taking down the old mob empires. Gordon became the new commissioner and set up a Bat-signal on the roof to be able to call his dark ally. The damage done to the mob leads the leaders of the families to hire a mysterious hitman called The Joker to take down the Bat. They also begin to cede territories to another idiosyncratic mobster known as The Penguin. Sofia Falcone called it the beginning of the Reign of the Freaks in Gotham.

In the 22 years since his arrival in Gotham, the overall influence of organized crime has ebbed and flowed, but still remains a constant in the city. But the city has seen the number of “freaks” grow exponentially and characters like Black Mask, Killer Croc, Great White Shark, The Calendar Man and Solomon Grundy, just to name a few, are the new status quo of crime in Gotham.

Batman considers himself Gotham’s protector and rarely leaves the city unless he has to. However, he is a founding member of the Justice League and has found himself in global, or even galactic conflicts as a result. Currently, he is a reserve member of the League as the welfare of Gotham remains his priority.

Characterization: What is there left to say about Batman? The dark and grim hero has a personal vendetta against criminals, with a never ending will to fulfill his oath to his parents. He is paranoid and obsessive, which often makes it difficult for him to trust other people that aren't in his inner circle, like Alfred, the Robins, or the Batgirls, and even then he keeps secrets that have often caused friction between them. He keeps files on every villain and every ally so that he knows the best way to defeat them down if need be.

Despite all that, Batman has proved to have a great love for humanity, which was instilled by his parents. His father was a doctor, while his mother was a crusader against child abuse. Batman's oath of vengeance is tempered with the greater ideal of justice and above all and keeping any other children from suffering the same loss he did. He has a strict no-kill code, as he feels this would not make him any better than the criminals he fights.

To protect his secret identity, Batman has constructed a fake persona he can use in his civilian identity. To the world at large, Bruce Wayne is a self-absorbed, superficial, irresponsible playboy and philanthropist. Only his closest allies know that this attitude is just an act.

Friends and Foes: As a young child, Bruce tended to be solitary and withdrawn, a condition only exacerbated by the murder of his parents. This led to his current state as a loner who would prefer to be on his own rather than rely on others. His difficulty in trusting others is a constant issue for him to overcome, and perhaps his only weakness. He has occasionally been arrogant, treating many of his allies with various degrees of disrespect. He often imposes his exacting standards on others as he does himself. He also sometimes overestimates his own abilities, allowing foes to take advantage of that.

In contrast, there is a part of him that longed for a family as a youth and Wonder Woman believes that this is why he surrounds himself with his surrogate family of Alfred, the Robins and Batgirls. His longest and closest relationship is with his butler Alfred, who represents a father figure, confessor, and advisor. Alfred and he have clashed many times in the past, but share a deep and unbreakable bond. Next to Alfred, his closest relationships are with his partners and students, the Robins, Dick Grayson, Jason Todd, Tim Drake and his son, Damian Wayne; and the Batgirls, Barbara Gordon, Cassandra Cain and Stephanie Brown. Although those relationships have not always been harmonious, due to his nature as an often harsh, strict and emotionally withdrawn mentor, it is clear that he views them as his sons and daughters. He has formally adopted Dick, Tim, and Cassandra, and despite Jason Todd’s turbulent past, he has a full split of Bruce’s assets in his will.

To the world at large, Bruce Wayne looks like a rich, good looking, dim-witted playboy. But there are times when Bruce has found love. His longest, and most complex relationship is with Catwoman, Selina Kyle. He has also had relationships with Wonder Woman, Talia al Ghul, Vicki Vale, Sasha Bordeaux, Zatanna, Silver St. Cloud and a few others.

James Gordon remains a close friend and staunch ally, although their relationship has also been challenged by Batman's secretive nature. Still, Gordon remains arguably Batman's best friend.

Among the superhero community outside the Robins and Batgirls, he is closest to Superman and Wonder Woman, having a long established partnership with Superman. These relationships have never been smooth. Superman and Batman have often disagreed with each other over methods and trust. Despite their disagreements, the two hold a deep respect for each other.

Batman has arguably the largest and strangest rogue’s gallery in the superhero community. The list includes Bane, Catwoman (it’s complicated), Killer Croc, Mr. Freeze, Zeiss, Zsasz, Black Mask, Firefly, Clayface, The Penguin, The Riddler and several more than I care to list. He has three particular nemeses that are the most personal to him, though. First, The Joker is his most deadly foe, and considered by most to be his opposite number; the chaotic resistance to the order that Batman strives to bring to Gotham.

Two-Face, the twisted persona of Batman’s former ally Harvey Dent, is a constant reminder to Bruce of one of his greatest fears; his inability to save his friends. He feels personally responsible for not being there to stop Maroni, or to figure out how to bring Harvey’s persona back in control on a permanent basis.

Lastly, Ra’s Al Ghul, the nearly immortal world terrorist, challenges Bruce on an intellectual and personal level. He knows Batman’s secret identity, is the grandfather of Damian and was a mentor of Bruce’s during his training. Ra’s still sees Bruce as his eventual heir and constantly works to bring him to his way of thinking. While his daughter Talia harbors an unrequited, and at times obsessive love for Bruce that often leads her to deadly methods, Ra’s plans never call for Bruce’s demise, but often for those he cares about, in hopes of driving “The Detective” into his fold.
Last edited by Thorpocalypse on Sat Mar 18, 2023 6:36 pm, edited 7 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Batman: Earth-PC1

Post by Thorpocalypse »

We've got a PC version of our last new item hitting the Earth-PC Aisle 1!

Image
I didn't take you here to guilt you. I want you to understand. The worst thing imaginable happened right in front of my eyes when I was just a child, and all the rules of the world were broken. It took me decades to pull myself together into something new... something strong. A man who could overcome what had happened to him, but also a man who could work tirelessly to make sure that would never happen to another family. It is selfish, in a way. I'll grant you that. But it's what I can do. And I need to do something. I need to do it for them. - Batman

BATMAN (BRUCE WAYNE)
PL10


OPL: 10; SPL: 5; DPL: 10; FWPL: 8; HP: 1

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

SKILLS: Acrobatics 3 (+7), Athletics 3 (+7), Close Combat [Unarmed] 8 (+16), Deception (+4), Insight (+4), Intimidation 8 (+12) [Startle], Investigation 7 (+15) [Contacts], Perception 6 (+10), Persuasion (+4), Ranged Combat [Throwing] 8 (+12), Sleight of Hand (+4), Stealth 9 (+13) [Hide in Plain Sight], Technology 2 (+10) [Inventor], Treatment (+8), Vehicles (+4)

ADVANTAGES: Beginner's Luck, Benefit (2) (Wealth 2 [Independently Wealthy]), Contacts, Defensive Roll (1), Eidetic Memory, Equipment (11), Inventor, Jack-of-all-Trades, Power Attack, Startle, Takedown (1), Well-Informed

POWERS:
NONE

EQUIPMENT:
(55 pts)
The Batsuit: Protection 3; 3 pts
The Cape and Cowl: Senses 1 (Infravision), Movement 1 (Safe Fall, Flaw: Uncontrolled); 2 pts
Lockpicks: Feature 1 (Tools, Technology), Concealable; 1 pt
Grapple Gun: (5 pts)
Grappling: Move Object 4 (Flaw: Limited to pulling towards); 4 pts
Swinging: Movement 1 (Swinging); 1 pt
Utility Belt: (30 pts)
Bat Gadgets: Variable 1 (5 pts traits; Any tool or skill equipment, Free Action, Quirk [Limited to 2 equipment points or less]); 6 pts
Bat Flash Bang Grenade: Burst Area Affliction 6 (Resisted, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware, Extra: Burst Area [30 ft radius], Extra Condition); 18 pts
Bat Tear Gas Grenades: Cloud Area Affliction 6 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually Disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition); 1 pt
Batarang: Ranged Bludgeoning Strength-Based Damage 2, Dangerous; 1 pt
Bat Shuriken: Ranged Multiattack Piercing Damage 2; 1 pt
Mini-Tracers: Senses 1 (Tracking [Radio], 5 Mile range); 1 pt
Smoke Pellet: Enhanced Advantage 1 (Hide in Plain Sight); 1 pt
Smoke Grenade: Cloud Area Concealment 4 (Visual, Resisted by Dodge; Extra: Attack, Cloud Area [15 ft radius]); 1 pt
Vehicles: (14 pts)
The Batmobile: Size - H, Strength - 8, Speed - 6, Def - -4, Tough - 10, Features 6 - Alarm 3 [DC30], Caltrops, Hidden Compartments 2 [DC25], Navigation System, Remote Control, Smokescreen; 14 pts

OFFENSE:
Initiative +4
Close Attack +8
Unarmed +16 [Unarmed +4]
Ranged Attack +4
Throwing +12 [Batarangs +6, Critical 19-20; Bat Shuriken +1, Multiattack; Bat Bolo Ranged Grab +4]
Special Attack [Flash Bang Affliction +5, Burst Area; Tear Gas Affliction +5, Cloud Area]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +8 (+7 without Defensive Roll), Fortitude +7, Will +9

COMPLICATIONS:
Enemy: The Joker, Ra's Al Ghul, Two-Face, Catwoman (sometimes) and a litany of others.
Flashbacks: Batman is sometimes stunned by traumatic flashbacks to the night his parents were murdered, especially in connection to Crime Alley, where the killings took place.
Obsession: Batman is driven to fight crime by the murder of his parents and the promise he made to rid Gotham of the evil that took their lives.
Relationships: He has strong relationships with Tim Drake-Wayne, Dick Grayson-Wayne, Damian Wayne, Cassandra Cain-Wayne, Alfred Pennyworth, Jason Todd, Commissioner Jim Gordon, Lucious Fox, Barbara Gordon, Zatanna, Superman and Wonder Woman. And sometimes Catwoman.
Responsibility: Batman sees Gotham as "his city" and protects it fiercely.
Rivalry: It’s more from Ollie’s side than his, but he has a bit of a rivalry with Green Arrow. And he and Hal Jordan don’t see eye to eye often, either.
Secret Identity: He has a secret identity of Bruce Wayne that he protects fiercely.

Abilities 80 + Skills 27 (54 ranks) + Advantages 23 + Powers 0 + Defenses 20 = 150 / 150

Build Comments: The Batman is always really hard to fit into the PC format and still get his feel right. You pretty much have to decide what kind of Batman you want to make and just hint at the rest. I went with capping out his offense in melee and giving him high Investigation and decent Tech and called it good. He'd still be fun to play, he just wouldn't be the Bat God that we all know and love.

Here is a "living build" version of Bruce as he progresses throughout the tests/stories he's involved in:
BATMAN (BRUCE WAYNE)
PL10


OPL: 10; SPL: 5; DPL: 10; FWPL: 8; HP: 2

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

SKILLS: Acrobatics 5 (+9), Athletics 6 (+10), Close Combat [Unarmed] 8 (+16), Deception (+4), Insight (+4), Intimidation 9 (+13) [Startle], Investigation 7 (+15) [Contacts], Perception 9 (+13), Persuasion (+4), Ranged Combat [Throwing] 8 (+12), Sleight of Hand (+4), Stealth 10 (+14) [Hide in Plain Sight], Technology 2 (+10) [Inventor], Treatment (+8), Vehicles (+4)

ADVANTAGES: Beginner's Luck, Benefit (5) (Wealth 5 [Billionaire]), Contacts, Defensive Roll (1), Eidetic Memory, Equipment (11), Inventor, Jack-of-all-Trades, Power Attack, Startle, Takedown (1), Well-Informed

POWERS:
NONE

EQUIPMENT:
(55 pts)
The Batsuit: Protection 3; 3 pts
The Cape and Cowl: Senses 1 (Infravision), Movement 1 (Safe Fall, Flaw: Uncontrolled); 2 pts
Lockpicks: Feature 1 (Tools, Technology), Concealable; 1 pt
Grapple Gun: (5 pts)
Grappling: Move Object 4 (Flaw: Limited to pulling towards); 4 pts
Swinging: Movement 1 (Swinging); 1 pt
Utility Belt: (30 pts)
Bat Gadgets: Variable 1 (5 pts traits; Any tool or skill equipment, Free Action, Quirk [Limited to 2 equipment points or less]); 6 pts
Bat Flash Bang Grenade: Burst Area Affliction 6 (Resisted, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware, Extra: Burst Area [30 ft radius], Extra Condition); 18 pts
Bat Tear Gas Grenades: Cloud Area Affliction 6 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually Disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition); 1 pt
Batarang: Ranged Bludgeoning Strength-Based Damage 2, Dangerous; 1 pt
Bat Shuriken: Ranged Multiattack Piercing Damage 2; 1 pt
Mini-Tracers: Senses 1 (Tracking [Radio], 5 Mile range); 1 pt
Smoke Pellet: Enhanced Advantage 1 (Hide in Plain Sight); 1 pt
Smoke Grenade: Cloud Area Concealment 4 (Visual, Resisted by Dodge; Extra: Attack, Cloud Area [15 ft radius]); 1 pt
Vehicles: (14 pts)
The Batmobile: Size - H, Strength - 8, Speed - 6, Def - -4, Tough - 10, Features 6 - Alarm 3 [DC30], Caltrops, Hidden Compartments 2 [DC25], Navigation System, Remote Control, Smokescreen; 14 pts

OFFENSE:
Initiative +4
Close Attack +8
Unarmed +16 [Unarmed +4]
Ranged Attack +4
Throwing +12 [Batarangs +6, Critical 19-20; Bat Shuriken +1, Multiattack; Bat Bolo Ranged Grab +4]
Special Attack [Flash Bang Affliction +5, Burst Area; Tear Gas Affliction +5, Cloud Area]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +8 (+7 without Defensive Roll), Fortitude +7, Will +9

COMPLICATIONS:
Enemy: The Joker, Ra's Al Ghul, Two-Face, Catwoman (sometimes) and a litany of others.
Flashbacks: Batman is sometimes stunned by traumatic flashbacks to the night his parents were murdered, especially in connection to Crime Alley, where the killings took place.
Obsession: Batman is driven to fight crime by the murder of his parents and the promise he made to rid Gotham of the evil that took their lives.
Relationships: He has strong relationships with Tim Drake-Wayne, Dick Grayson-Wayne, Damian Wayne, Cassandra Cain-Wayne, Alfred Pennyworth, Jason Todd, Commissioner Jim Gordon, Lucious Fox, Barbara Gordon, Zatanna, Superman and Wonder Woman. And sometimes Catwoman.
Responsibility: Batman sees Gotham as "his city" and protects it fiercely.
Rivalry: It’s more from Ollie’s side than his, but he has a bit of a rivalry with Green Arrow. And he and Hal Jordan don’t see eye to eye often, either.
Secret Identity: He has a secret identity of Bruce Wayne that he protects fiercely.

Abilities 80 + Skills 32 (64 ranks) + Advantages 26 + Powers 0 + Defenses 20 = 158 / 158
Last edited by Thorpocalypse on Sun Mar 05, 2023 8:44 pm, edited 3 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
Thorpocalypse
Posts: 3239
Joined: Fri Nov 04, 2016 8:52 pm

Batman: Earth-FG1

Post by Thorpocalypse »

More items from our Gotham location are on the way! Check out this new item for our Fighting Game aisles!

Image
In my years fighting crime, I've learned one truth... That every villain is the hero of his own story. Superman was no exception. The Joker drugged him, tricked him into killing his pregnant wife, Lois, and made him trigger the bomb that nuked Metropolis. So when Superman killed the Joker, I understood why. We all did. But once that line was crossed, there was no going back. He gave himself and the Justice League a new mandate. Stop all crime before it happened, by any means necessary. But he couldn't see his good intentions were leading him down a path of tyranny and evil. That's how our greatest hero became our greatest threat... - Batman

BATMAN (BRUCE WAYNE)
PL10


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

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 6, DEXTERITY 7, FIGHTING 13, INTELLECT 10, AWARENESS 7, PRESENCE 7

SKILLS: Acrobatics 7 (+13), Athletics 9 (+13), Close Combat [Unarmed] 2 (+16), Deception 6 (+13), Expertise [Criminology] 10 (+15), Insight 8 (+15) [Assessment, Combat Clarity], Intimidation 6 (+13/+17) [Skill Mastery, Startle], Investigation 10 (+20) [Well-Informed], Perception 9 (+16), Persuasion 4 (+11) [Connected], Sleight of Hand 8 (+15), Stealth 14 (+20) [Hide in Plain Sight, Skill Mastery], Technology 5 (+15) [Inventor], Treatment (+10), Vehicles 3 (+10)

ADVANTAGES: Assessment, Beginner's Luck, Benefit (6) (Status – Bat God, Wealth 5 [Billionaire]), Close Attack (1), Combat Clarity (1), Defensive Attack, Defensive Roll (1), Defensive Strike* (1), Eidetic Memory, Equipment (13), Extraordinary Effort, Favored Foe (Superman), Improved Critical (1) (Unarmed), Improved Defense, Improved Disarm, Improved Initiative (1), Jack-of-all-Trades, Languages (3) (Japanese, French, Russian, Spanish, 6 others, Base: English), Luck (Recover) (2), Power Attack (3) (Bat Shuriken, Caped Crusader Combo, Unarmed), Precise Attack (2) (Close, Concealment; Ranged, Concealment), Quick Draw, Ranged Attack (9), Skill Mastery (2) (Intimidation, Stealth), Startle, Sweeping Strike*, Takedown (1), Uncanny Dodge, Well-Informed

POWERS:
Caped Crusader Combos: Multiattack Bludgeoning Strength-based Damage 2 (Extra: Dangerous 2, Flaw: Unreliable [5 uses]); 4 pts
The Batsuit: 9 pts Traits, Removable (-2 pts); 7 pts
Kevlar Weave: Protection 2, Immunity 2 (Critical Hits, Flaw: Limited [Ballistics only]); 3 pts
The Cowl: Enhanced Skills 2 (Intimidation 4 ranks), Feature 1 (Batcomputer A.I.), Senses 2 (Low Light Vision, Infravision); 5 pts
The Cape: Movement 1 (Safe Fall, Flaw: Uncontrolled); 1 pt

Utility Belt: 16 pts Traits, Removable (-3 pts); 13 pts
Weapon Array: 11 pt Array; 14 pts
Grapple Hook: Cumulative Affliction 6 (Resisted by Parry; 1st: Dazed and Vulnerable, 2nd: Stunned and Defenseless, Extras: Extra Condition, Reach 5 [25 ft], Flaws: Limited to two degrees); 11 pts
Scatter Bombs: Ranged Affliction 6 (Resisted/Overcome by Fortitude; 1st: Dazed, 2nd: Stunned, Flaw: Dimished Range [5/10/25], Inaccurate, Limited to two degrees); 1 pt
Batarang: Ranged Bludgeoning Damage 4 (Extra: Homing); 1 pt
Bat Shuriken: Ranged Multiattack Piercing Damage 2; 1 pt


EQUIPMENT:
(65 pts)
Utility Belt: (7 pts)
Bat Gadgets: Variable 1 (5 pts traits; Any tool or skill equipment, Free Action, Quirk [Limited to 2 equipment points or less]); 6 pts
Smoke Pellet: Enhanced Advantages 1 (Hide in Plain Sight); 1 pt
Vehicles: (58 pts)
The Batplane: Size - H, Strength - 10, Flight - 11, Def - 8, Tough - 11, Features – Autopilot, Cloaking, Communications 2, Computer, Navigation System 2 [+10], Remote Control, Air-to-Air Missiles: Ranged Burst Area Ballistic Damage 10 (Extra: Burst Area 8 [30 ft radius], Homing 6); 55 pts
The Batmobile: Size - H, Strength - 9, Speed - 6, Def - 6, Tough - 11, Features - Alarm 4 [DC35], Autopilot, Caltrops, Communications 2, Computer, Hidden Compartments 2 [DC25], Impervious Toughness 5, Navigation System 2 [+10], Oil Slick, Remote Control, Smokescreen,; 1 pt

OFFENSE:
Initiative +10
Close Attack +14 [Caped Crusader Combo +6, Critical 18-20, Multiattack; Grapple Hook Affliction +6]
Unarmed +16 [Unarmed +4, Critical 19-20]
Ranged Attack +16 [Batarangs +4; Bat Shuriken +2, Multiattack]
Scatter Bombs +14 [Scatter Bombs Affliction +6]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7 (+6 without Defensive Roll), Fortitude +7, Will +9

COMPLICATIONS:
Enemy: The Joker, Ra's Al Ghul, Bane, Two-Face, Catwoman (sometimes) and a litany of others.
Flashbacks: Batman is sometimes stunned by traumatic flashbacks to the night his parents were murdered, especially in connection to Crime Alley, where the killings took place.
Obsession: Batman is driven to fight crime by the murder of his parents and the promise he made to rid Gotham of the evil that took their lives.
Relationships: He has strong relationships with Tim Drake-Wayne, Dick Grayson-Wayne, Damian Wayne, Cassandra Cain-Wayne, Alfred Pennyworth, Jason Todd, Commissioner Jim Gordon, Lucius Fox, Barbara Gordon, Zatanna, Superman and Wonder Woman. And sometimes Catwoman.
Responsibility: Batman sees Gotham as "his city" and protects it fiercely.
Rivalry: It’s more from Ollie’s side than his, but he has a bit of a rivalry with Green Arrow. And he and Hal Jordan don’t see eye to eye often, either.
Secret Identity: He has a secret identity of Bruce Wayne that he protects fiercely.

Abilities 116 + Skills 48 (96 ranks) + Advantages 59 + Powers 22 + Defenses 12 = 257 / 257

Build Comments: Batman for my Fighting Game setting. Bruce performed well in my tests except for against Superman, but I’m still not 100% sure I have him where I want him. But then again, I never really do, I suppose. I did few rounds of him and the recently posted Fighting Game Supes and Clark laid the smack down. But the mini-tests against Diana and Sub-Zero were pretty even, so maybe it's just my Superman I need to adjust.

This Batman is not a lot different than my main Batman. I just eased up on some Skill ranks and Advantages that he would really only use in "cutscenes" that I probably will never get around to. For my Earth-FG builds, I'm trying to add just enough non-combat Skills and Advantages that allow the characters to feel at least a bit like their canon representations, but as expected in a Fighting Game universe, the focus in on the fightin' stuff.
Me fail English? That's unpossible. - Ralph Wiggum
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Wonder Woman: Earth-T1

Post by Thorpocalypse »

We're continuing our run through the Thorpocamultiverse with the First Lady of J-Mart! Check her out on Aisle 1!

Image
The world of humanity is filled with people in need. Sometimes I have the remedy within my power. I can use my skills, offer my strengths, share my gifts in defense of the disadvantaged. These days, I sleep in helicopters and wake up in war zones...because I want to bring peace. - Wonder Woman

WONDER WOMAN
PL15


OPL: 15; SPL: 9; DPL: 15; FWPL: 11; HP: 1
Real Name: Diana of Themyscira; Diana Prince
Age: Unknown (at least 250)
Height: 6-1
Weight: 160
Eyes: Blue
Hair: Black
Skin: Olive
Race: Amazonian (Themyscran)
Identity: Secret
Alignment: Hero
Status: Active
Occupation: Government Agent; Adventurer
Base of Operations: Washington, DC, USA
Team Affiliations: Justice League; JLAXI

ABILITIES: STRENGTH 15, STAMINA 12, AGILITY 7, DEXTERITY 7, FIGHTING 14, INTELLECT 3, AWARENESS 5, PRESENCE 5

SKILLS: Acrobatics 8 (+13), Athletics 4 (+19), Close Combat [Unarmed] 1 (+15), Deception (+5), Expertise [Magic] 4 (+7), Expertise [Mythology] 7 (+10), Expertise [Tactics] 7 (+10), Insight 8 (+13), Intimidation 2 (+7), Perception 8 (+13), Persuasion 9 (+14), Stealth 3 (+10), Vehicles 3 (+10)

ADVANTAGES: Accurate Attack (2) (Sword, Unarmed), All-Out Attack (2) (Sword, Unarmed), Animal Empathy, Benefit (2) (Status – Amazonian Princess), Defensive Roll (1), Diehard, Equipment (7), Extraordinary Effort, Great Endurance, Improved Critical (1) (Unarmed), Improved Defense, Improved Disarm, Improved Initiative (1), Languages (2) (English, Ancient Greek, Latin, 2 others, Base: Themiscryan), Ranged Attack (8), Takedown (2), Weapon Break

POWERS:
Amazonian Physique: Senses 2 (Normal Vision [Extended], Normal Hearing [Extended]), Immunity 2 (Disease [Limited], Poison [Limited]); 3 pts
Hera, Give me Strength!: Enhanced Strength 7 (50,000 Tons, Flaw: Limited to Lifting); 7 pts
Quick Change: Feature 1 (Quick Change into Wonder Woman from Diana Prince and vice versa); 1 pt
Fortitude of Gaia: Enhanced Advantages 2 (Diehard, Great Endurance), Protection 1, Regeneration 2 (1/every 5 rounds; Flaw: Limited [must be touching the ground]); 4 pts
Wondrous Movement: 16 pt Array; 17 pts
Wind Riding: Flight 8 (500 mph/1 mpr); 16 pts
Speed of Hermes: Speed 7 (500 mph/1 mpr), Leaping 8 (1800 ft); 1 pt

Bracers of Aegis: 33 pts Traits, Removable (-7 pts); 26 pts
Indestructible: Feature 1 (Indestructible); 1 pt
Aegis Array: 30 pt Array; 31 pts
Bracer Deflection: Deflect 15 (Extra: Reflect); 30 pts
Enhanced Defenses: Enhanced Advantages 2 (Improved Disarm, Weapon Break), Impervious Toughness 11 (Flaw: Sustained); 1 pt

Amazonian Shield: 6 pts Traits, Easily Removable (-2 pts); 4 pts
Indestructible: Feature 1 (Indestructible); 1 pt
Shielding: Enhanced Dodge 2 (Flaw: Sustained), Enhanced Parry 2 (Flaw: Sustained), Enhanced Advantages 1 (Improved Defense); 5 pts

Amazonian Sword: 12 pts Traits, Easily Removable (-4 pts); 8 pts
Sword Strike: Magical Slashing Strength-based Damage 1 (Extra: Additional Descriptor [Magic], Dangerous, Penetrating 9); 12 pts
Magic Lasso: 40 pts Traits, Easily Removable (–16 points); 24 pts
Indestructible: Feature 1 (Indestructible); 1 pt
Lasso Snare: Move Object 15 (Extra: Linked [Affliction]),
Must Tell the Truth: Ranged Affliction 15 (Resisted/Overcome by Will; 2nd: Compelled, Extra: Linked [Move Object], Flaws: Limited to one degree, Limited to one effect [Telling the Truth]); 39 pts


EQUIPMENT:
(35 pts)
Vehicle: (35 pts)
The Invisible Jet: Size - H, Strength - 20, Flight - 11, Def- 0, Tough - 11; Features - Concealment 2 (Visual); 35 pts

OFFENSE:
Initiative +11
Close Attack +14 [Amazonian Sword +16, Critical 19-20]
Unarmed +15 [Unarmed +15, Critical 19-20]
Ranged Attack +15 [Lasso Move Object/Affliction +15; Bracer Deflect +15]

DEFENSES:
Dodge +14 (+16 with Shield) [DC24/26] Parry +14 (+16 with Shield) [DC24/26]
Toughness +14 (+13 without Defensive Roll, +6 Impervious with Bracers), Fortitude +12, Will +10

COMPLICATIONS:
Enemy: Circe, Cheetah, Mongal, Giganta and Superia among others.
Relationships: Her mother, Hippolyta, Donna Troy, Cassie Sandsmark, Steve Trevor, Batman and Superman. Her relationship with her daughter, Fury, is complicated.
Responsibility: She has duties as Princess of Themiscrya and to protect the world, mainly from Olympian/Mythological threats.
Rivalry: Thundra and most of the time, Jenny Sparks.
Secret Identity: In her Diana Prince identity, Wonder Woman has no powers and the abilities of an ordinary (if athletic and skilled) woman. Her Str and Sta are 3 and her Dex and Agl are 4.

Abilities 136 + Skills 31 (62 ranks) + Advantages 30 + Powers 93 + Defenses 12 = 302 / 302

Build Comments: I love building the icons, and even though I love building Batman and Superman over and over and over and over and…well, you get it…I love building Diana as much and I actually think I like playing her more than the others. Her overall ability to lay waste to minions and hang with the big dogs really makes her a fun run.

I went ahead and bumped her up to PL15 because she has been really kicking ass lately and when I get around to Zeus, I’d like her to give him to be able to challenge him for at least a little bit. Also, I made her Tiara and Amazonian Armor that she sports from time to time optional so they can be thrown in if the story dictates.

Secret Origins: While she had been taught since birth that she was a creation of clay, come to life by the power of her mother's need, it was not so. In reality, her mother had long ago had a tryst with Zeus, and their affair led to Diana's conception. The truth of her divinity was kept secret in order to protect Diana from the wrath of Hera, whose jealousy is notorious. When she discovered the truth, Wonder Woman cast off all other names, and swore never to return to Paradise Island.

[The Story so Far: Her adventures truly began when the Greek messenger god, Hermes, entrusted Wonder Woman with the protection of Zola, a young woman who was pregnant with the absent Zeus's child. He wanted to protect her from Hera, seething with jealousy and determined to kill the child. It is the goddess Strife, who informs her of lineage, leading Diana to find out that she is the natural-born daughter of Hippolyta and Zeus, who, after a violent clash, became lovers.

Wonder Woman accepted her lineage and rescued Zola from Hades, Ares and The First Born, Zeus and Hera’s first, and possibly most powerful child, that was hidden away from Zeus by Hera to spare his life. Diana also discovered what happened to the male children who were born of Amazons, a conspiracy in Olympus to steal the throne from Zeus forever, and what being an immortal truly means.

After setting that part of her life in order, Diana became a founding member of the Justice League and has been a regular part of the team for most of its history.

Characterization: Wonder Woman has an unrivaled level of compassion and the ability to give love without discrimination. This can be the source of her greatest strength and a greatest weakness. She can be a headstrong, fierce and wilful person but her heart is always in the right place. While she greatly values human life, she has been shown to perform lethal actions when left with no other alternative. This has put her odds with Superman and Batman at times, but garnered her the respect of other heroes like Captain America, Wolverine and Hal Jordan.

Friends and Foes: Diana is close to her mother, Hippolyta, and her people, The Amazons of Themiscyra. She has strong relationships with her sister, Donna Troy and the current Wonder Girl, Cassie Sandsmark. She had a relationship with Col. Steve Trevor for a while, but it ended badly. The two have remained friends and both have hinted at times that reconciliation is possible. Among her closest friends in the superhero community are Batman and Superman, with the 3 of them forming The Trinity. She has a great respect for Captain America, Thor, Valkyrie, Wolverine and she and J’onn J’onzz have been close as well, although they had a brief falling out because of him knowing her parentage and not telling her.

As she has found them, she also close to most of her many half brothers and sisters from Zeus, most among them Hercules, Zola and Lennox. She has many enemies as well, including several members of the Olympian Pantheon, including Apollo and Demeter. She has tenuous relationshisps with Hades, Poseidon and Hera and while she and her sister Strife have battled, they have also worked together when it suits both their needs.

While the circumstances of their relationship have yet to be completely revealed, Fury, one of Darkseid’s top minions, has repeatedly stated that she is Diana’s daughter, which is a source of great pain for Diana. Batman, however, believes that Fury is one of Darkseid’s creations and not Diana’s daughter, but Diana, while not remembering being with child ever, seems to believe that Fury is indeed her daughter.

Initially, she and her brother Hercules did not see eye-to-eye, but after finding a common enemy in Ares, the two of them joined forces to stop him and since then they have been close. Diana even decided to relocate to Los Angeles where she and Herc now live together, along with Amadeus Cho, and are the cities’ primary protectors from the machinations of the Olympians.
Last edited by Thorpocalypse on Thu Nov 03, 2022 11:10 pm, edited 3 times in total.
Me fail English? That's unpossible. - Ralph Wiggum
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Wonder Woman: Earth-PC1

Post by Thorpocalypse »

Check out this PC version of our last new item!

Image
If it means interfering in an ensconced, outdated system, to help just one woman, man or child…I’m willing to accept the consequences. - Wonder Woman

WONDER WOMAN
PL10


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

ABILITIES: STRENGTH 10, STAMINA 8, AGILITY 4, DEXTERITY 0, FIGHTING 9, INTELLECT 1, AWARENESS 2, PRESENCE 2

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

ADVANTAGES: All-Out Attack, Close Attack (1), Diehard, Great Endurance, Languages (1) (Ancient Greek, Base: English), Power Attack, Takedown (1)

POWERS:
Amazonian Physique: Senses 2 (Normal Vision [Extended], Normal Hearing [Extended]), Immunity 2 (Disease [Limited], Poison [Limited]); 3 pts
Fortitude of Gaea: Protection 2, Enhanced Advantages 2 (Diehard, Great Endurance); 4 pts
Hera, Give me Strength!: Enhanced Strength 2 (100 Tons, Flaw: Limited to Lifting); 2 pts
Quick Change: Feature 1 (Quick Change into Wonder Woman from Diana Prince and vice versa); 1 pt
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 7 (900 ft); 1 pt

Bracers of Aegis: 13 pts Traits, Removable (-3 pts); 10 pts
Enhanced Defenses: Enhanced Dodge 1 (Flaw: Sustained), Enhanced Parry 1 (Flaw: Sustained), Impervious Toughness 9 (Flaw: Sustained); 11 pts
Aegis Blades: Piercing Strength-based Damage 0 (Extra: Dangerous, Split); 2 pts

Magic Lasso: 19 pts Traits, Easily Removable (–8 points); 11 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]),
Must Tell the Truth: Affliction 10 (Resisted/Overcome by Will; 1st: Compelled, Extra: Linked [Affliction], Flaws: Limited to One Degree, Limited to one effect [Telling the Truth]); 19 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +10 [Unarmed +10; Aegis Blades +10, Critical 19-20; Magic Lasso Afflictions +10/+10]
Ranged Attack +0

DEFENSES:
Dodge +9 (+10 with Bracers) [DC19/20] Parry +9 (+10 with Bracers) [DC19/20]
Toughness +10, Fortitude +10, Will +9

COMPLICATIONS:
Enemy: Circe, Cheetah, Mongal, Giganta and Superia among others.
Relationships: Her mother, Hippolyta, Donna Troy, Cassie Sandsmark, Steve Trevor, Batman and Superman. Her relationship with her daughter, Fury, is complicated.
Responsibility: She has duties as Princess of Themiscrya and to protect the world, mainly from Olympian/Mythological threats.
Rivalry: Thundra and most of the time, Jenny Sparks.
Secret Identity: In her Diana Prince identity, Wonder Woman has no powers and the abilities of an ordinary (if athletic and skilled) woman. Her STR, STA and AGL are 3.

Abilities 70 + Skills 13 (26 ranks) + Advantages 6 + Powers 49 + Defenses 12 = 150 / 150

Build Comments: Diana was fun to rework this time around. I really, really tried to justify cutting powers to add the Invisible Jet, but I decided against it this time. I also had to make her Lasso a close range effect, but that doesn’t hurt too much. In most cases, she’ll be able to get into range with her movement so it may actually be more effective in that sense than my main version.
Me fail English? That's unpossible. - Ralph Wiggum
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Wonder Woman: Earth-FG1

Post by Thorpocalypse »

This version of Diana is always looking for a FIGHT! Check her out on our Fighting Game Aisle!

Image
None of us wanted this. But the Joker forced our hand. Metropolis changed the world. Now we have to changed with it. - Wonder Woman

WONDER WOMAN
PL10


OPL: 10; SPL: 5; DPL: 10; FWPL: 8; HP: 1

ABILITIES: STRENGTH 5, STAMINA 7, AGILITY 6, DEXTERITY 7, FIGHTING 12, INTELLECT 3, AWARENESS 5, PRESENCE 5

SKILLS: Acrobatics 7 (+13), Athletics 8 (+13), Close Combat [Unarmed] 1 (+15), Deception (+5), Expertise [Mythology] 7 (+10), Insight 7 (+13) [Assessment], Intimidation (+5), Perception 8 (+13), Persuasion 4 (+9), Stealth (+6), Vehicles 1 (+8)

ADVANTAGES: Assessment, Benefit (1) (Status – Amazonian Princess), Close Attack (2), Diehard, Equipment (7), Great Endurance, Improved Defense, Improved Disarm, Improved Initiative (1), Languages (2) (English, Ancient Greek, Latin, 2 others, Base: Themiscryan), Move-by Action, Power Attack (3) (Sword Flurry, Sword Strike, Unarmed), Ranged Attack (5), Takedown (2), Weapon Break

POWERS:
Amazonian Physique: Senses 2 (Normal Vision [Extended], Normal Hearing [Extended]), Immunity 2 (Disease [Limited], Poison [Limited]); 3 pts
Hera, Give me Strength!: Enhanced Strength 6 (50 Tons, Flaw: Limited to Lifting); 6 pts
Quick Change: Feature 1 (Quick Change into Wonder Woman from Diana Prince and vice versa); 1 pt
Fortitude of Gaia: Enhanced Advantages 2 (Diehard, Great Endurance); 2 pts
Wondrous Movement: 14 pt Array; 15 pts
Wind Riding: Flight 1 (4 mph/60 fpr); 2 pts
Amazonian Athleticism: Leaping 2 (30 ft); 1 pt

Bracers of Aegis: 10 pts Traits, Removable (-2 pts); 8 pts
Indestructible: Feature 1 (Indestructible); 1 pt
Defensive Array: 8 pt Array; 9 pts
Bracer Deflection: Deflect 8; 8 pts
Enhanced Defenses: Enhanced Advantages 2 (Improved Defense, Weapon Break); 1 pt

Amazonian Shield: 4 pts Traits, Removable (-1 pt); 3 pts
Shielding: Enhanced Dodge 1 (Flaw: Sustained), Enhanced Parry 1 (Flaw: Sustained), Enhanced Advantages 1 (Improved Disarm); 3 pts
Thrown Shield: Ranged Bludgeoning Strength-based Damage 1 (Flaw: Diminished Range [10/25/50]); 1 pt

Amazonian Sword: 4 pts Traits, Easily Removable (-2 pts); 2 pts
Sword Flurry: Magical Multiattack Slashing Strength-based Damage 1 (Extra: Additional Descriptor [Magic], Dangerous, Flaw: Unreliable [5 uses]); 3 pts
Sword Strike: Magical Slashing Strength-based Damage 1 (Extra: Additional Descriptor [Magic], Dangerous); 1 pt

Magic Lasso: 12 pts Traits, Easily Removable (–6 points); 6 pts
Indestructible: Feature 1 (Indestructible); 1 pt
Lasso Snare: Move Object 6 (Extra: Linked [Affliction], Reversible, Flaws: Diminished Range [10/25/50], Inaccurate, Limited to towards self), Ranged Affliction 6 (Resisted by Strength; 1st: Dazed and Vulnerable, 2nd: Stunned and Defenseless, Extras: Extra Condition, Reversible, Flaws: Diminished Range [10/25/50], Inaccurate, Limited to two degrees); 11 pts


EQUIPMENT:
(35 pts)
Vehicle: (35 pts)
The Invisible Jet: Size - H, Strength - 20, Flight - 11, Def- 0, Tough - 11; Features - Concealment 2 (Visual); 35 pts

OFFENSE:
Initiative +11
Close Attack +14 [Amazonian Sword Strike +6, Critical 19-20; Amazonian Sword Flurry +6, Critical 19-20, Multiattack]
Unarmed +15 [Unarmed +5]
Ranged Attack +12 [Thrown Shield +6; Lasso Move Object/Affliction +6; Bracer Deflect +8]

DEFENSES:
Dodge +12 (+13 with Shield) [DC22/23] Parry +12 (+13 with Shield) [DC22/23]
Toughness +7, Fortitude +8, Will +8

COMPLICATIONS:
Enemy: Circe, Cheetah, Mongal, Giganta and Superia among others.
Relationships: Her mother, Hippolyta, Donna Troy, Cassie Sandsmark, Steve Trevor, Batman and Superman. Her relationship with her daughter, Fury, is complicated.
Responsibility: She has duties as Princess of Themiscrya and to protect the world, mainly from Olympian/Mythological threats.
Rivalry: Thundra and most of the time, Jenny Sparks.
Secret Identity: In her Diana Prince identity, Wonder Woman has no powers and the abilities of an ordinary (if athletic and skilled) woman. Her Str and Sta are 3 and her Dex and Agl are 4.

Abilities 100 + Skills 22 (44 ranks) + Advantages 23 + Powers 23 + Defenses 9 = 177 / 177

Build Comments: Wonder Woman’s beta gameplay in Injustice 2 was bad ass and was the inspiration for this Earth-FG version of Diana. I wasn’t hip on her shield slinging as it seemed to Cap-like, but it does look pretty cool, just not as cool as most of the other super moves.

I've also heard a lot of players were disappointed in her as a competitive character, but this is my fighting game so she's top tier like the rest of The Trinity.
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catsi563
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Re: J-Mart Prime: Superman, Batman, Wonder Woman

Post by catsi563 »

Dianas always been a favorite of mine because of her compassionate and heroic nature. Also shes a WARRIOR par none. Take away her super gifts and reduce her to normal human stats and shed still kick bruces rear end based on her fighting skills and experience alone.
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Re: J-Mart Prime: Superman, Batman, Wonder Woman

Post by Goldar »

catsi563 wrote: Wed Jul 01, 2020 6:16 pm Dianas always been a favorite of mine because of her compassionate and heroic nature. Also shes a WARRIOR par none. Take away her super gifts and reduce her to normal human stats and shed still kick bruces rear end based on her fighting skills and experience alone.
Quite true and I agree with you, friend Catsi563.

But, unless Diana is in her "human" form/guise, I do not like her with merely human stats.

WW has always had superhuman strength, even as a mere tot (see Wonder Tot, uprooting trees).
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Re: J-Mart Prime: Superman, Batman, Wonder Woman

Post by Thorpocalypse »

I had an "I wonder..." moment and I thought I would get some input from the Echoes crew.

So I did the DC Big 3 and I thought I would do the same for Marvel. I was going to go with Cap, Thor and Spidey and then it hit me:

Is that really their Big 3?

Should it be Iron Man instead of Spidey, even though Spider Man outsells them all in merch? And Wolverine sells more comics. So then do I do a Big 5? And if so, who do I add to the DC list? Green Lantern and Flash? Aquaman? Green Arrow since Arrow was so huge? Do I throw Thanos and Darkseid in?

So...

Big 5 and if so who?

Or Big 3 for Marvel and if so, who?

Help me Obi Wans!!! :shock: ;)
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Re: J-Mart Prime: Superman, Batman, Wonder Woman AND A QUESTION?!?!?

Post by Ares »

It depends.

If you're talking about the Big 3 of the Avengers, then it's Captain America, Iron Man and Thor.

If you're talking about Marvel as a whole ... then it gets a bit trickier.

DC has constantly pushed Clark, Bruce and Diana as the trinity of their setting, often to the detriment of other characters within the setting.

Marvel has tended to just let a characters natural popularity dictate who their big heroes are. Which goes to show what an achievement Spider-Man is, as he's basically always been in the #1 spot, and even the MCU not having access to Spider-Man for a while couldn't stop that.

So, assume for the following lists, Spider-Man is always in the #1 spot, and we're just trying to figure out who's in the 2 and 3 spots.

In the 60s, it was probably the Thing and Dr. Strange.

In the 70s, it was probably the Hulk and Iron Man.

In the 80s, it was probably Wolverine and Thor.

In the 90s, it was probably Wolverine and the Hulk.

In the 2000s, it was probably Iron Man and Captain America.

And in the 2010s to today, it was probably Iron Man and Captain America.

These are all just rough estimations based on popularity, important storylines, and so on.

I'd say if I was going to pick a trio to embody the Marvel Universe they way Clark, Diana and Bruce could be said to embody DC, I'd go with:

- Spider-Man: The classic everyman hero.

- Captain America: The example of classic superheroism.

- Iron Man or The Hulk: The flawed hero whose powers are a curse. Before the MCU, I'd give that role to the Hulk. Post MCU, Tony gets it. Part of me still leans more towards the Hulk tho.
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Re: J-Mart Prime: Superman, Batman, Wonder Woman AND A QUESTION?!?!?

Post by Ares »

Now if you were doing a Big 5 for DC and Marvel, I'd say it goes:

DC
- Superman
- Batman
- Wonder Woman
- Green Lantern
- The Flash

Marvel
- Spider-Man
- Captain America
- The Hulk
- Iron Man
- Wolverine
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
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Re: J-Mart Prime: Superman, Batman, Wonder Woman AND A QUESTION?!?!?

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Erik Josten
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Re: J-Mart Prime: Superman, Batman, Wonder Woman AND A QUESTION?!?!?

Post by Davies »

There's a fairly compelling argument to be made for Cap, Iron Man and Thor to be seen as the big three of Marvel, and they do have parallels to (respectively) Superman, Batman and Wonder Woman. But there's also a good argument for Spidey (the company's biggest character), the Hulk (one of the most recognizable characters and one who featured in two out of the first three intercompany crossovers) and Wolverine (breakout character of the X-Men, who were the stars of the fourth intercompany crossover.) The fact that those three were part of the 'new Fantastic Four' at one point is another point in their favor.

EDIT: ... but, giving it a bit of thought, it occurs to me that there might be a different character who represents what the X-Men are about more than Wolverine does, and who was a lot more central to the aforementioned crossover than he was. So ... I would just throw out there the idea that Jean Grey might be considered one of the big three.
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Re: J-Mart Prime: Superman, Batman, Wonder Woman AND A QUESTION?!?!?

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Ken wrote: Thu Jul 02, 2020 3:53 am Erik Josten
Bill Foster
Hank Pym
Well done, man, well done. :)

Thanks Ares and Davies. Great thoughts as usual. I didn't even consider The Hulk but you're right, he's way more well known outside the core comic world than I thought at first. I'm going to post some filler stuff until I make the decision, but keep that feedback coming folks.
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Re: J-Mart Prime: Superman, Batman, Wonder Woman AND A QUESTION?!?!?

Post by Ares »

Thorpocalypse wrote: Thu Jul 02, 2020 12:53 pm
Ken wrote: Thu Jul 02, 2020 3:53 am Erik Josten
Bill Foster
Hank Pym
Well done, man, well done. :)

Thanks Ares and Davies. Great thoughts as usual. I didn't even consider The Hulk but you're right, he's way more well known outside the core comic world than I thought at first. I'm going to post some filler stuff until I make the decision, but keep that feedback coming folks.
My pleasure! Happy to help.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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