J-Mart II - Razor-Fist, The Chechen, Jace Beleren, Terrax the Tamer

Where in all of your character write ups will go.
Thorpocalypse
Posts: 1632
Joined: Fri Nov 04, 2016 8:52 pm

Razor-Fist

Post by Thorpocalypse » Thu Jan 10, 2019 2:18 am

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Ok, again how does he wipe with those things?!?!?!?!

RAZOR-FIST
PL7


OPL: 7; SPL: -; DPL: 7; FWPL: 5; HP: 1
Real Name: Douglas Scott
Age: 32
Height: 6-3
Weight: 260
Eyes: Blue
Hair: None
Skin: Olive
Race: Human
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Mercenary
Base of Operations: Mobile
Team Affiliations: Assassin's Guild

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 3, DEXTERITY 3, FIGHTING 8 INTELLECT 0, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 4 (+7), Athletics 5 (+8), Deception 5 (+5), Expertise [Criminal] 5 (+5), Insight (+2), Intimidation 6 (+6), Perception 2 (+4), Stealth 5 (+8)

ADVANTAGES: All-Out Attack, Close Attack (1), Damaging Escape*, Defensive Roll (2), Improved Critical (2) (Unarmed, Razor Fists), Improved Initiative (1), Improved Smash, Power Attack (2) (Razor Fists, Unarmed), Takedown (1)

POWERS:
Razor Fists: 5 pts Traits, Removable (-1 pts); 4 pts
Hand Blades: Slashing Strength-Based Damage 2 (Extra: Breaking, Dangerous, Split); 5 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +9 [Unarmed +3, Critical 19-20; Razor Fists +5, Critical 18-20]
Ranged Attack +3

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

COMPLICATIONS:
Disability: He had his hands replaced with the Razor Fists so…he has no hands…not the best career move IMHO, but so be it…And wearing the Razor Fists makes it hard for him to do any fine manipulation.
Enemy: Shang-Chi, Iron Fist.
Reputation: Jobber.

Abilities 46 + Skills 16 (32 ranks) + Advantages 12 + Powers 4 + Defenses 9 = 87 / 87

Build Comments: Another fine jobber, Razor Fist has gotten beaten up by some of the best in the Marvel U. I hope to continue that tradition her on Earth-T1.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1632
Joined: Fri Nov 04, 2016 8:52 pm

The Chechen

Post by Thorpocalypse » Thu Jan 10, 2019 3:10 am

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Clown's right, we have to fix real problem; Batman. - The Chechen

THE CHECHEN
PL4


OPL: 4; SPL: -; DPL: 4; FWPL: 4; HP: 1
Real Name: Unknown
Age: Unknown
Height: 6-1
Weight: 180
Eyes: Brown
Hair: Black
Skin: Fair
Race: Human
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Mob Boss; Criminal
Base of Operations: Gotham City, NJ, USA
Team Affiliations: The Russian Mob

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

SKILLS: Athletics 1 (+3), Deception 6 (+8), Expertise [Criminal] 9 (+10), Insight (+2), Intimidation 8 (+10), Investigation 6 (+7) [Well-Informed], Perception (+2), Persuasion (+2), Ranged Combat [Guns] 1 (+3), Stealth 3 (+4)

ADVANTAGES: Benefit (5) (Status 2 [Crime Lord], Wealth 3 [Millionaire]), Defensive Roll (1), Equipment (5), Languages (1) (English, 1 other, Base: Russian), Well-Informed

POWERS:
NONE

EQUIPMENT:
(25 pts)
Light Undercover Vest: Protection 1, Limited to Ballistic Damage, Subtle; 2 pts
Heavy Pistol: Ranged Ballistic Damage 4; 8 pts
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Vehicle: (11 pts)
Full-Size Car: Size - L, Strength - 6, Speed - 5, Def - 8, Tough - 9; 11 pts

OFFENSE:
Initiative +1
Close Attack +4 [Unarmed +2]
Ranged Attack +2
Guns +3 [Heavy Pistol +4]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +3 (+2 without Defensive Roll, +4 against ballistics), Fortitude +4, Will +4

COMPLICATIONS:
Motivation: Money and power.
Relationships: He is quite fond of his dogs.

Abilities 32 + Skills 17 (34 ranks) + Advantages 12 + Powers 0 + Defenses 7 = 68 / 68

Build Comments: I’m going to build a few low level mob bosses from various mediums to fill out that role in my setting and I figured I’d start with one in Gotham. Out of all the mob bosses in The Dark Knight, it’s between Chechen and Gambol as my favorites. His acceptance of The Joker and Gambols’ immediate dislike drove that part of the movie. Plus, Chechen loves his dogs and who can’t identify with that?

Secret Origins: Born in the Russian federal republic of Chechnya to a mother and father he believed were a pair of weaklings and fools who deserved the squalor they lived in, the boy who would grow up to be known as "the Chechen" witnessed many atrocities during the First Chechen War that started with his small nation's breakaway from Russia in 1994. He grew up realizing that the chaos gripping Chechnya could be turned to his advantage as it came to an end two years later, and obtained a lot of guns abandoned by fleeing Russian troops that enabled him to get followers and become one of the most feared and powerful men in his region. The Chechen was sure nothing could stop him, but was proven wrong when the Second Chechen War broke out in 1999, this time ending with the Russian's victory. Since that was fine with him because they seemed to have plenty of guns and rockets, the young dominator moved on into a career of supplying drugs to Russian troops because to him, money could be made out of such items despite authorities outlawing them.

The Story so Far: One night, however, while he and his hireling delivered cocaine to a major general, the police caught wind of the deal and arrived at the general's quarters to arrest them all. The Chechen, who was waiting in his car when the hell broke loose and his driver was killed in its midst, was able to escape by rolling out the car door with a machine pistol found under his seat in hand and ran into an alleyway, shooting and killing the four cops chasing after him as he turned around. After hiding in a culvert beneath a roadway for an hour until he was sure nobody was looking for him, the famed drug-seller hiked to a nearby airfield, where he made use of a computer to access bank accounts in the Bahamas. He obtained a private aircraft through a bribe and flew within a week to Mexico City, booking himself into a luxury hotel with doubt that the Russians would ever find him there. But because the Chechen still liked doing business in the drug trade, he sought to re-establish his his life's somewhere in the United States. At first, he found it difficult to difficult to decide where in the country he could start in until he learned about the situation in Gotham City. He has since risen to being the leader of the Russian mob in Gotham.
Me fail English? That's unpossible. - Ralph Wiggum

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Ares
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Re: J-Mart II - What's Up Danger?...Spider-Man

Post by Ares » Thu Jan 10, 2019 3:19 am

Thorpocalypse wrote:
Thu Jan 10, 2019 2:14 am
Ares wrote:
Wed Jan 09, 2019 7:22 am

When I debated making my own build threads I had something of a similar design philosophy, where PL scale maxed out as 12 and the differences between heroes weren't so pronounced. PL 12s were the top tier Superman/Thor types that combined a lot of raw power and experience, PL 11s were for the above average, highly competent heroes which could range from Batman and Captain America to Spider-Man, Iron Man, etc. PL 10 was what an experienced hero of average power and competence would be, encompassing pretty much everyone else. PL 9s would be the average powered rookies or the less powerful heroes, PL 8s would be for "action movie" who are just normal guys operating on action movie physics, etc. The big differences would then come in how the trade offs worked. I feel this might have helped not give the high damage/toughness guys such an edge over the accuracy/dodge types.
One, you should make builds. It's what all the cool kids do. :)
Maybe after I wrap up a couple of other projects. Though once said projects are done, I'd likely be using a completely different system for said builds. ;)

Thorpocalypse
Posts: 1632
Joined: Fri Nov 04, 2016 8:52 pm

Jace Beleren

Post by Thorpocalypse » Fri Jan 11, 2019 1:23 am

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I have a plan. Actually, I have three. - Jace Beleren

JACE BELEREN
PL10


OPL: 10; SPL: -; 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 5 (+9) [Fascinate, Taunt], Expertise [Arbiter] 4 (+8), Expertise [Magic] 6 (+10) [Artificer, Ritualist], Expertise [Multiverse] 6 (+10), Insight 8 (+13), Intimidation (+4), Investigation 5 (+9), Perception 4 (+9), Persuasion (+4), Ranged Combat [Telepathy Array] 5 (+8), 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: 42 pt Dynamic Array; 64 pts
Mental Blast: Perception Ranged Psychic Damage 10 (Extra: Alternate Resistance [Will], Dynamic, Subtle); 42 pts
Mind Control: Perception Ranged Cumulative Affliction 10 (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 10, Communication 3 (Mental, Statewide/Small Nation); 2 pts
Counterspell: Nullify 12 (Magic Affects, Extra: Dynamic, Simultaneous); 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
Mental Invisibility: Concealment 10 (All Senses; Extra: Dynamic, Flaw: Limited to Minds, Resistible [Will, DC20]); 2 pts
Sensory Link: Remote Sensing 12 (15 miles; All Senses, Extra: Dynamic, Flaw: Limited [Subjects of Telepathy], Sense Dependent [Mental contact]); 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); 2 pts
Which One Is the Real Jace?: Concealment 4 (All Visual Senses, Extra: Dynamic, Flaw: Limited to Decoy Images); 2 pts
Illusory Double: Illusion 10 (Visual and Aural; Extra: Dynamic, Flaw: Limited to a Double of Yourself); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +6 [Unarmed +1]
Ranged Attack +3
Telepathy Array +8 [Counterspell Nullify +12]
Special Attack [Mental Blast +10, Perception; Mind Control Affliction +10, Perception; Send to Sleep Affliction +10, Cloud Area; Mind Sculpting Affliction +8, 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 82 + Defenses 12 = 184 / 184

Build Comments: If Magic the Gathering has a main character right now, 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.

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 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 all 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 peole 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-T1. 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: 1632
Joined: Fri Nov 04, 2016 8:52 pm

Terrax the Tamer

Post by Thorpocalypse » Fri Jan 11, 2019 7:23 pm

Image

TERRAX THE TAMER
PL12


OPL: 12; SPL:56; DPL: 12; FWPL: 10; HP: 1
Real Name: Tyros
Age: Unknown
Height: 6-6
Weight: 2750
Eyes: Grey
Hair: None
Skin: Grey
Race: Landlak Mutant
Identity: Public
Alignment: Villain
Status: Active
Occupation: Cosmic Despot; Criminal
Base of Operations: Landlak
Team Affiliations: Heralds of Galactus

ABILITIES: STRENGTH 12 [15], STAMINA 12, AGILITY 2, DEXTERITY 3, FIGHTING 8, INTELLECT 1, AWARENESS 2 [8], PRESENCE 3

SKILLS: Athletics (+12/+15), Deception (+3), Expertise [Cosmic Lore] 9 (+10), Insight (+8), Intimidation 7 (+10) [Startle], Perception (+8), Persuasion (+3), Ranged Combat [Cosmic Energy Control] 2 (+10), Stealth (+2)

ADVANTAGES: All-Out Attack, Benefit (3) (Status 3 – Former Herald of Galactus, Ruler of City State of Lanlak), Close Attack (1), Diehard, Fearless, Improved Critical (1) (Axe), Power Attack (3) (Axe Strike, Cosmic Blast, Unarmed), Ranged Attack (4), Startle

POWERS:
Dust Resistant: Feature 1 (You can shed dust and dirt [including mud] at will, keeping yourself and your clothing clean under almost any conditions); 1 pt
Heal the Earth: Feature 1 (You can “heal” damage or upheaval to the ground or earthen construction, simply by smoothing over the damaged surface with your hands); 1 pt
Natural Geologist: Feature 1 (You can determine the type of any stone you encounter simply by touching [or perhaps even tasting] it); 1 pt
Stonework Knowledge: Feature 1 (You can tell if a stone surface is natural or worked with tools [or even shaped by earth powers] simply by touching or looking at it); 1 pt
Cosmic Awareness: Comprehend Languages 3 (Speak, Understand, Understood in all languages); Communication 2 (Mental, 1 Mile); Enhanced Awareness 6; Senses 3 (Cosmic Awareness; Mental, Ranged, Extended); 29 pts
Rocklike Physiology: Protection 4, Impervious Toughness 13, Feature 3 (Increased Mass 3), Immunity 12 (Aging, Life Support, Need for Sleep); 32 pts
Tremorsense: Senses 2 (Touch [Ranged, Extended]); 2 pts
Boulder Flight: Flight 11 (4,000 mph/8 mpr; Flaw: Platform [rock/boulder]); 11 pts
Earth Control: 48 pt Array; 50 pts
Earth Burst: Burst Area Bludgeoning Move Object 12 (Extra: Burst Area x2 [60 ft radius], Damaging, Flaw: Limited Material [rock/earth]); 48 pts
Chasm: Ranged Line Area Affliction 8 (Resisted by Dodge; 1st: Dazed, 2nd: Prone, Extra: Line Area x2 [60 ft line], Linked [Burrowing, Damage], Flaw: Instant Recovery [the Dazed and Prone conditions only last for a round], Limited [to two degrees]); Line Area Burrowing Attack 8 (16 mph/250 fpr; Extra: Line Area x2 [60 ft line], Linked [Affliction, Damage], Flaw: Limited [downward only]); Line Area Ranged Damage 8 (Extra: Line Area x2 [60 ft line], Linked [Affliction, Burrowing], Flaw: Limited [Targets Affected by Second Degree of Affliction]); 1 pt
Earthquake: Ranged Burst Area Affliction 10 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Accurate, Burst Area x2 [60 ft radius], Extra Condition, Secondary Effect, Flaw: Limited [to two degrees], Limited [opponents/objects touching ground];); 1 pt

Earth Control Mastery: Enhanced Move Object 12 (400,000 Tons; Flaw: Limited to Lifting); 12 pts
Power Cosmic: 35 pt Array; 37 pts
Cosmic Energy Control: Ranged Cosmic Energy Damage 15 (Extra: Extended Range 5 [800/1600/3200]); 35 pts
Cosmic Travel: Movement 3 (Space Travel 3 [Any star system]); 1 pt
Cosmic Boost: Enhanced Strength 3, Enhanced Strength 4 (12,000 Tons; Flaw: Limited to lifting); 1 pt

Cosmic Axe: 14 pts Traits, Easily Removable (-6 pts); 8 pts
Axe Strike: Slashing Strength-based Damage 3 (Extra: Penetrating 10); 13 pts
Cosmic Energy Control Focus: Enhanced Skills 1 (Ranged Combat [Cosmic Energy Control] 2 ranks); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +9 [Unarmed +12; Ax Strike +15, Critical 19-20; Cosmic Boost Unarmed +15]
Ranged Attack +7
Cosmic Energy Control +9 [Cosmic Energy Control +15; Chasm Affliction +8, Burst Area]
Earthquake Affliction +12 [Earthquake Affliction +10, Burst Area]
Special Attack [Earth Burst +12, Burst Area]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +16 (+7 Impervious), Fortitude +12, Will +8

COMPLICATIONS:
Enemy: The Fantastic Four, The Green Lantern Corps.
Obsession: Conquest.
Reputation: Generally, no one likes to see a current, or former Herald of Galactus. Especially HIM…
Rivalry: The other heralds of Galactus.

Abilities 86 + Skills 8 (16 ranks) + Advantages 16 + Powers 185 + Defenses 6 = 301 / 301

Build Comments: For a long time I never saw much of Terrax, then all of a sudden I started seeing him everywhere once Annihilation hit. He kinda became the jobber to the stars for a brief period and then he died. But as most comic characters do, he got better.

Of he’s still grumpin’ around the Thorpocaverse, jobbing to the stars and challenging other Cosmic Thorpocaverse characters

Secret Origins: Tyros was ruler of the city-state of Lanlak on the planetoid Birj. The cosmic entity Galactus selects Tyros as his next Herald, but first wishes for the superhero team the Fantastic Four to humble him in return for his assistance with major threat to Earth. They defeated Tyros and brought him before Galactus, who changes the petty tyrant into Terrax the Tamer. His minor control over stone was augmented to an incalculable degree. Now, he could affect all matter of rock and stone on nearly a planetary scale, his strength and durability were greatly increased and he could withstand the ravages of space like the other Heralds. Finally, Galactus gave Terrax a weapon called the cosmic axe capable of generating waves of cosmic force. Terrax traveled with Galactus to Earth, and while his new master fulfilled his end of the bargain with the FF, Terrax attacked them for revenge in for their role in his transformation. Terrax, however, is tricked and defeated by the Human Torch, and left with a victorious Galactus.

The Story so Far: As Galactus's new herald, Terrax found more worlds for his master than any of the previous heralds. Terrax likened the discovery of new planets to the feeling of conquest. On several occasions, Terrax annihilated large segments of the population himself using his cosmic powers. As Galactus had hoped, Terrax's lack of morality made him a successful herald. But whereas Galactus's other heralds had a sense of loyalty to their master, Terrax had none and only served Galactus out of fear for his master's power.

However, on several occasions he chose to defy Galactus' wishes. Shortly after being transformed into Galactus' herald, Terrax fled from his master and overthrew the ruling body of a small-unnamed planet. He enslaved the entire population and set himself up as the planet's deity. Huge segments of that world's people died erecting temples and cities to glorify Terrax. Terrax planned to use the survivors of his reign as the first wave of a planned universe conquering army. He came into conflict with Green Lanterns Tomar-Re, John Stewart and Katma Tui and was winning the conflict. But before Terrax could proceed any further, Guardian of the Universe Ganthet alerted Galactus and he summoned his herald. Fearful of his master's wrath, Terrax hid in a black hole. With the Green Lantern’s assistance Galactus freed Terrax and made him obedient to his will again.

Characterization: Terrax loves conquest above all else being seen as THE man. He loathed his time as Galactus’ herald and is enjoying his freedom to take over worlds as he sees fit.

Friends and Foes: He works alone except when he is pressed back into service to Galactus.
Me fail English? That's unpossible. - Ralph Wiggum

BriarThrone
Posts: 443
Joined: Sun Nov 06, 2016 7:33 am

Re: Razor-Fist

Post by BriarThrone » Fri Jan 11, 2019 10:55 pm

Thorpocalypse wrote:
Thu Jan 10, 2019 2:18 am
Image
Ok, again how does he wipe with those things?!?!?!?!
Hopefully he can invest in a bidet.

Thorpocalypse
Posts: 1632
Joined: Fri Nov 04, 2016 8:52 pm

Grendel (Hunter Rose)

Post by Thorpocalypse » Sun Jan 13, 2019 1:48 am

Image
What's wrong? Can't you see? I'm smiling for the camera. - Grendel

GRENDEL (HUNTER ROSE)
PL9


OPL: 9; SPL: -; DPL: 9; FWPL: 7; HP: 1
Real Name: Hunter Rose
Age: 31
Height: 5-11
Weight: 175
Eyes: Blue
Hair: Black
Skin: Fair
Race: Human
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Author; Fencer; Crime Lord
Base of Operations: New York, New York, USA
Team Affiliations: None

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 6, DEXTERITY 6, FIGHTING 12, INTELLECT 8, AWARENESS 5, PRESENCE 4

SKILLS: Acrobatics 6 (+12) [Agile Feint], Athletics 8 (+11), Deception 9 (+13) [Daze], Expertise [Business] 2 (+10), Expertise [Criminal] 5 (+13), Expertise [Journalism] 2 (+10), Insight 5 (+10), Intimidation 9 (+13) [Startle], Investigation 5 (+13) [Contacts, Well-Informed], Perception 7 (+12), Persuasion 7 (+11), Sleight of Hand (+6), Stealth 9 (+15) [Hide in Plain Sight], Technology (+8), Treatment (+8), Vehicles (+6)

ADVANTAGES: Agile Feint, Beginner's Luck, Benefit (5) (Wealth, Status, Resources 5 – New York Crime Lord), Clean* (2), Contacts, Daze (1) (Deception), Defensive Attack, Defensive Roll (2), Eidetic Memory, Equipment (2), Favored Foe (Argent), Grabbing Finesse, Hide in Plain Sight, Improved Critical (1) (Long Blades), Improved Defense, Improved Initiative (1), Jack-of-all-Trades, Languages (3) (French, Spanish, 8 others, Base: English), Move-by Action, Power Attack (1) (Long Blades), Precise Attack (1) (Close, Cover), Quick Draw, Ranged Attack (2), Startle, Takedown (2), Uncanny Dodge, Well-Informed

POWERS:
NONE

EQUIPMENT:
(10 pts)
Grendel Mask: Features 1 (Voice Distortion), Rebreather, Senses 1 (Low-light Vision); 3 pts
Devil's Fork: (7 pts)
Fork Strike: Piercing/Slashing Strength-based Damage 3, Dangerous, Disarming, Reach (5 ft); 6 pts
Fork Taser: Affliction 6 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt

OFFENSE:
Initiative +10
Close Attack +12 [Unarmed +3; Devil's Fork +6, Critical 18-20; Fork Taser Affliction +6]
Ranged Attack +9

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +5 (+4 without Defensive Roll), Fortitude +6, Will +7

COMPLICATIONS:
Enemy: Argent the Wolf.
Motivation: The thrill of challenge and seeing just what he can do.
Relationships: His adopted daughter, Stacy Palumbo.
Secret Identity: In his non-crime boss/assassin persona, he is Hunter Rose, international best selling author and former fencing champion.

Abilities 94 + Skills 37 (74 ranks) + Advantages 39 + Powers 0 + Defenses 13 = 183 / 183

Build Comments: I had just cleaned up Grendel for posting at J-Mart I so he was an easy tweak for J-Mart II.

Secret Origins: Not much is known about the life of Hunter Rose before he returned to America. His name is not known, only that as a child he went by "Eddie". Eddie was of exceptional brilliance, later to be discovered that the source may have been a rare genetic mutation allowing him to use an abnormally high percentage of his brainpower. Eddie was bored and alone. School, sports, and most other endeavors did not provide adequate challenge. To say that Eddie excelled at everything he tried his hand at would be an understatement. Eddie found that he was quite fond of solo sports, particularly fencing. He went to the world fencing championship in England and easily won first place. It was there that he met Jocasta Rose, a trainer for the English team. The two quickly fell in love, and Jackie took on the role of a mentor as well as a lover to Eddie.

The profoundness of Jackie's influence became even more evident after her death. Eddie returned to America, adopting the name and lifestyle of bestselling author Hunter Rose. He also listened closely and secretly to the inner workings of the city's criminal underworld. Adopting the masked and identity of the assassin Grendel, Rose easily impressed mob bosses and was hired as a personal assassin.

The Story so Far: Armed with a staff with a forked blade, Grendel Rose to the top of his organization, becoming his former boss's leader. Income soared under Rose's leadership. Rose struck fear into the hearts of criminals in his and other organizations, still killing when it suited his purposes. His business continued to expand, and he caught the eye more and more of Argent the Wolf.

After the death of business associate Barry Palumbo, Rose adopted Palumbo's adopted niece, Stacy Palumbo. Rose and Argent both adored young Stacy, and this allowed Rose to keep closer tabs on Argent, now Grendel's arch-nemesis, leading to the carefully planned public humiliation of Argent in front of the affluent, the media, and particularly young Stacy. Stacy's relationship with Argent waned, the young girl no longer looking at him as the same after Argent's humiliation, until they no longer spoke. Despite Rose's best efforts this had the unintended consequence of Stacy changing, becoming more sad. Argent became more ferocious than before, and continued to pit the wealth of his rage against his hated enemy Grendel.

At some point, Rose felt like he was being followed, and eventually met a supernatural Dire-Imp who claimed to have been watching him for his whole life. Not only that, it said that it had been influencing Rose, shaping him to become the malicious man he grew up to be. This makes it sound like this Imp may in fact be Grendel, although it should be noted Imps are notorious liars.

Despite these setback, Grendel’s empire continues to thrive as he is now one of the top criminal bosses on the East Coast, which has caught the attention of several heroes in addition to Argent as well rival mobsters like The Kingpin. Grendel has been careful in New York and Gotham because of the number of superheroes but never being one to back down from a challenge, he plans to change that.

Characterization: Hunter Rose possesses above genius level intelligence, due to a genetic mutation which allowed him to use a greater than normal percentage of his brain. He possesses what he describes as almost total recall. When he was four, he had memorized the phone book for several counties; at six, he could quote every line of Shakespeare; at eight, he had written numerous plays, short stories, and novels. He was described as having no trouble learning anything he tried, whether it was fencing, crime, or writing: whatever he decided to undertake, he could almost immediately do at a world-class level. He beat the world's best fencers at fourteen; he became a top-level hitman and criminal at seventeen; he became master of all crime on the east coast of the U.S. only a few years later.

Brilliant, charismatic, and frightening, as Grendel he is also a skilled leader. His level of perfection at everything he does is so high that he is completely stunned when he makes a misspelling, or misses with one of three simultaneously-thrown darts.

Friends and Foes: His greatest rival is the werewolf Argent. The two have had many battles and seemed destined to do so until one can kill the other. He also has many rivals on the East Coast for gang supremacy, including The Kingpin, The Shredder and others.
Last edited by Thorpocalypse on Sun Jan 13, 2019 2:01 am, edited 1 time in total.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1632
Joined: Fri Nov 04, 2016 8:52 pm

White Knight

Post by Thorpocalypse » Sun Jan 13, 2019 1:53 am

Image

WHITE KNIGHT
PL9


OPL: 9; SPL: -; DPL: 9; FWPL: 7; HP: 1
Real Name: Daniel Foreman
Age: 29
Height: 6-2
Weight: 200
Eyes: Brown
Hair: Red
Skin: Fair
Race: Human Mutate
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Criminal
Base of Operations: Mobile
Team Affiliations: The Red Reich; The Sons of America

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

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

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

POWERS:
Protected by Purity: Protection 6; 6 pts
Fire Flight: Flight 6 (125 mph/1800 fpr); 12 pts
Flames of Hate: 20 pt Array; 24 pts
Fire Blast: Ranged Fire Damage 10; 20 pts
Flame Strike: Fire Strength-based Damage 2 (Extra: Penetrating 8); 1 pt
Flame Flash: Perception Ranged Cumulative Affliction 6 (Resisted/Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Flaw: Limited [one sense]); 1 pt
Flame Aura: Fire Damage 5 (Extra: Action [Reaction to being touched]); 1 pt
Flame Burst: Burst Area Fire Damage 8 (Extra: Burst Area [30 ft burst]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +8 [Unarmed +8; Flame Strike +10; Flame Aura +5, Reaction]
Ranged Attack +2
Fire Control +8 [Flame Blast +10]
Special Attack [Flame Flash +6, Perception; Flame Burst +8, Burst Area]

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

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

Abilities 52 + Skills 13 (26 ranks) + Advantages 3 + Powers 42 + Defenses 17 = 127 / 127

Build Comments: The White Knight is meant to be a fun foe for people to beat up. He should be that for the better heroes of my setting but he is by no means a pushover. At PL9, he’s right in with my experienced heroes and with his versatile powerset, he can cause some problems.
Me fail English? That's unpossible. - Ralph Wiggum

slade the sniper
Posts: 69
Joined: Sat Dec 24, 2016 11:15 pm

Re: J-Mart II - Razor-Fist, The Chechen, Jace Beleren, Terrax the Tamer

Post by slade the sniper » Mon Jan 14, 2019 9:57 am

Good job with Jace! Are you going to do the rest of the Planeswalkers (especially Nicol Bolas or...or...Chandra Nalaar?)

I also like your Joker, the movie version(s) are much better than the comic versions.

Finally, I notice that you seem to be a bit low on the PL's, which is rather similar to the entire genre (which is SUPER heroes, not normal people with powers), but both you and Jab seem to lowball normal folks to the point that it is almost impossible to see how they would ever be able to get larger weapons (like aircraft/mecha) and be still be "competent" except by GM fiat.

-STS

Thorpocalypse
Posts: 1632
Joined: Fri Nov 04, 2016 8:52 pm

Re: J-Mart II - Razor-Fist, The Chechen, Jace Beleren, Terrax the Tamer

Post by Thorpocalypse » Mon Jan 14, 2019 7:19 pm

slade the sniper wrote:
Mon Jan 14, 2019 9:57 am
Good job with Jace! Are you going to do the rest of the Planeswalkers (especially Nicol Bolas or...or...Chandra Nalaar?)

I also like your Joker, the movie version(s) are much better than the comic versions.

Finally, I notice that you seem to be a bit low on the PL's, which is rather similar to the entire genre (which is SUPER heroes, not normal people with powers), but both you and Jab seem to lowball normal folks to the point that it is almost impossible to see how they would ever be able to get larger weapons (like aircraft/mecha) and be still be "competent" except by GM fiat.

-STS
I'll never get to all of them but I plan on hitting some of the bigger names. Bolas is a definite, the rest of the Gatewatch is a probably.

I did go low on the PLs in this thread for a change of pace. You can my normal scale at J-Mart I or my thread on Ronin Army.

You'd be surprised what you can accomplish with a couple of Hero Points, a good roll or two and a little creativity. Us normal folk are scrappier than we look. ;)
Me fail English? That's unpossible. - Ralph Wiggum

slade the sniper
Posts: 69
Joined: Sat Dec 24, 2016 11:15 pm

Re: J-Mart II - Razor-Fist, The Chechen, Jace Beleren, Terrax the Tamer

Post by slade the sniper » Thu Jan 17, 2019 7:26 am

Thorpocalypse wrote:
Mon Jan 14, 2019 7:19 pm
slade the sniper wrote:
Mon Jan 14, 2019 9:57 am
Good job with Jace! Are you going to do the rest of the Planeswalkers (especially Nicol Bolas or...or...Chandra Nalaar?)

I also like your Joker, the movie version(s) are much better than the comic versions.

Finally, I notice that you seem to be a bit low on the PL's, which is rather similar to the entire genre (which is SUPER heroes, not normal people with powers), but both you and Jab seem to lowball normal folks to the point that it is almost impossible to see how they would ever be able to get larger weapons (like aircraft/mecha) and be still be "competent" except by GM fiat.

-STS
I'll never get to all of them but I plan on hitting some of the bigger names. Bolas is a definite, the rest of the Gatewatch is a probably.

I did go low on the PLs in this thread for a change of pace. You can my normal scale at J-Mart I or my thread on Ronin Army.

You'd be surprised what you can accomplish with a couple of Hero Points, a good roll or two and a little creativity. Us normal folk are scrappier than we look. ;)
Well, when you stat up Chandra, make sure you have a lot of pics....

-STS

myway24454
Posts: 6
Joined: Sun Dec 02, 2018 11:53 pm

Re: J-Mart II - Razor-Fist, The Chechen, Jace Beleren, Terrax the Tamer

Post by myway24454 » Tue Mar 05, 2019 10:39 pm

You either die or you live long enough to become a jobber. It honestly seems inevitable for recurring villains by this point.

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