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J-Mart I 2E: Green Scar Hulk, Mandrill, Nekra

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Postby Thorpacolypse » Mon Jan 28, 2008 9:37 pm

GREEN Light special on Aisle 2! Another J-Mart best seller in a newer, more compact package!

Image
Hulk need better haircut!!!

THE HULK PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 30 (+10/0) DEX: 10 (0) CON: 26 (+8/0) INT: 8 (-1) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb (+6), Diplomacy (-1), Disguise (-1), Gather Info (-1), Handle Animal (-1), Intimidate 14 (+13) [Startle], Notice 4 (+4), Search (-1), Swim (+6)

FEATS: All-out Attack, Attack Focus (Melee) (5), Dodge Focus (1), Improved Critical (5) [Unarmed x5], Improved Grab, Improved Grapple, Improved Initiative (1), Power Attack, Rage (6) [+8 Strength, +5 Fortitude and Will, 20 rounds], Startle, Takedown Attack (1), Tough (1)

POWERS:
Growth (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate) [4]

Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Enhanced Strength [12]
Enhanced Constitution [12]
Super-Strength (PF: Groundstrike, Shockwave, Thunderclap) [4]
AP: Leaping [8]
Mind Shield [3]
Impervious Protection (Extra: Absorption [Physical and Energy]) [7]
Boost (Super-Strength) [7]
Immunity (Cold, Heat, High Pressure, Hunger, Thirst) [5]
Regeneration (Recovery Rate)

Bruised 1/standard action [2]
Injured 1/round [4]
Disabled 1/20 minutes [3]
Staggered 1/minute [3]
Ability 1/hour [2]


COMBAT: Base Attack +2, Melee +6, Ranged +1, Grapple +24, Raging Grapple +28, Fully Boosted and Raging Grapple +35 [Unarmed +10, 15-20 Critical (Bruise), Raging Unarmed +14, 15-20 Critical (Bruise)]; Defense 13 (11 flat-footed); Init +4; Knockback -11

SAVES: Toughness +16 (+16 flat-footed, +7 Impervious), Fortitude +10 (+15 when Raging), Reflex +1, Will +3 (+6 against Mental Attacks, +8 when Raging, +11 against Mental Attacks when Raging)

DRAWBACKS: Normal Identity -Reverts to Bruce Banner when calm [-4]

Abilities -4 + Skills 4 (16 ranks) + Feats 25 + Powers 114 + Combat 10 + Saves 5 – Drawbacks -4 = 150 / 150

Comments:
Now this was a fun build; a PL10/150pp, generally playable Hulk. He’s set up take on a whole mess of PL10 heroes and probably come out on top. Let’s go through the features of this model, shall we?

Again, I set him up to where your best shot of beating him is to take him out early and then get him contained somewhere so he can calm down and become Banner or where you can restrain him with something that can contain a 103 effective strength if he start raging and is still Boosted. Other than that, you have to outlast him for 20 rounds and then he is very beatable. And good luck with all that…

His Absorption on the Impervious Protection allows him to soak the first 7 ranks of damage and then convert it into super strength which will continue to stay high as long as you keep hitting him. When raging and with his Mind Shield, he’s got a +10 Will save, so your telepaths better hope he rolls bad if they want to try and Mental Blast him.

Offensively, he’s pretty straightforward. He hits harder than any of the other PL10 builds I’ve done because he’s The Hulk and he’s the power standard for the Thorpacoverse, at playable or NPC level (Superman-Prime not included, of course). He’s the baddest PC I’ve done, or will do.

Not counting, Walker, Texas Ranger, of course.
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Postby Elric » Tue Jan 29, 2008 1:25 am

Thorpacolypse wrote:
Elric wrote:Power Loss is a minor uncommon drawback on a particular power, worth 1 pp for each power (regardless of how many pp that power cost- this is a source of problems). So Power Loss [Impervious Toughness, to magic] should be 1 pp. Of course, you've built Supes with Protection (Extra: Impervious) and Impervious Toughness, so in theory you could take a power loss drawback on each and get 2 pp for that. Or you could only lose one of the two and get 1 pp.


So long story short, I can reword the drawback for 6pp for the Power Loss and then drop the Vulnerability to one pp and be at the same point, and be generally OK, or I can give back 2pp and adjust my build...

Rewording is a'comin'!


Sorry, one thing I didn't get right: Power Loss is minor intensity, but can range from 1-3 pp in value, depending on how frequently the drawback will come up. However, most power loss drawbacks tend to be Uncommon- for example, losing Protection or Impervious Toughness against magic only matters when Superman is hit by an attack with the [Magic] descriptor that forces a toughness-save. Very nice Hulk, by the way. You don't want to mess with him!
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Postby Libra » Tue Jan 29, 2008 7:19 am

That one's for you, Libra! *smile*


Good Thorpacolypse. For this your goats shall be returned unharmed. 8)

He does actually look the part in that picture though, which helps.
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Postby Thunderstrike » Tue Jan 29, 2008 10:08 am

I think it is great that the J-Mart can take all of these great heroes and package them into a PL10. I can't wait to see what you do with them! :D
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Postby JackGiantkiller » Tue Jan 29, 2008 12:12 pm

You realize Hulk is PL 9.5 defensively due to his growth, right?
Defense +, Toughness +16=19/2=9.5.:)
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Postby Arnwolf » Tue Jan 29, 2008 1:35 pm

Thorpacolypse wrote:Hitting the Aisle 1 shelves is a J-Mart favorite Impervious Toughness (Extra: Absorption [Energy], Energy Storage, Power Magnet, Flaws: Limited [against Energy attacks only], Side-Effect [Temporal Movement "Quantum Leaps"]) [8]
PF: Slow Fade (1pp per 10 minutes)
from our playable JLU line.

Could you please tell me what book has the extra:absortion on
Impervious Toughness. I would love to know how that works.


Image
Nathaniel Adam = Captain Atom...well, it's better than Arthur Light and Victor Friesz, I suppose...

CAPTAIN ATOM PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 30 (+10/+2) DEX: 10 (0) CON: 30 (+10/+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+10), Concentration (+1), Diplomacy (+1), Disguise (+1), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Tactics] 6 (+7), Notice (+1), Pilot 6 (+6), Profession [Soldier] 5 (+6), Search (+1), Sense Motive (+1), Survival 3 (+4), Swim (+10)

FEATS: All-out Attack, Attack Specialization (2) [Unarmed], Attack Specialization (2) [Blast], Dodge Focus (1), Interpose, Leadership, Power Attack

POWERS:
Enhanced Strength [16]
AP: Radiation Control (Blast, Extra: Penetrating, Flaw: Fades) [8] - DC:23:tough
Enhanced Constitution [16]
Protection [3]
Immunity (Life Support) [9]
Space Travel [1]

Impervious Toughness (Extra: Absorption [Energy], Energy Storage, Power Magnet, Flaws: Limited [against Energy attacks only], Side-Effect [Temporal Movement "Quantum Leaps"]) [8]
PF: Slow Fade (1pp per 10 minutes)
Absorption Effects:
Boost (Blast, Radiation, Extra: Area Burst) [8] - DC:23:tough
AP: Boost (Flight) [8]
AP: Boost (Super-Strength) [8]

Regeneration (Recovery Rate)
Resurrection (Extra: True Resurrection) 1/day [2]

COMBAT: Base Attack +6, Melee +6, Ranged +6, Unarmed +10, Blast +10, Grapple +16, Full Super Strength Grapple +24 [Unarmed +10 (Bruise), Radiation Blast +8 (Bruise)]; Defense 17 (13 flat-footed); Init +0 Knockback -10

SAVES: Toughness +13 (+13 flat-footed, +8 Impervious against Energy Attacks) Fortitude +10, Reflex +2, Will +4

DRAWBACKS:

Abilities 14 + Skills 5 (20 ranks) + Feats 9 + Powers 93 + Combat 24 + Saves 5 – Drawbacks 0 = 150 / 150

Comments:
I’ve been a Captain Atom mark for a while now, so he was one of the people on my short list to make a PC build of, since that is my new passion. I didn’t really have that hard of a time paring him down from my PL13 build, really, I just trimmed his Absorption and few other things and he slid in perfectly. I wanted his blast to be a little more powerful, but in the end, I wanted him to be a little more about melee combat, so I left his blast at 8 ranks and arrayed it off his Enhanced Strength to save points and keep his Absorption at a high rate.
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Postby kerianvalentine » Tue Jan 29, 2008 4:28 pm

I want to make both our Hulks fight.

Badly.
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Postby Thorpacolypse » Tue Jan 29, 2008 8:13 pm

kerianvalentine wrote:I want to make both our Hulks fight.

Badly.


Thorpacoverse Hulk (or Earth 69 Hulk) vs. Kerevision Hulk, eh?

Let 'er rip, Kerian!!!
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Postby Thorpacolypse » Tue Jan 29, 2008 9:37 pm

Arnwolf wrote:Could you please tell me what book has the extra:absortion on
Impervious Toughness. I would love to know how that works.


It's from Ultimate Power. You can take Impervious Toughness or Protection and a +3 modifier for one type of absorption, +4 for both. The advantage of taking it over plain Absorption is that you get the extra protection THEN the Absorption as opposed to pure Absorption.
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Postby Thorpacolypse » Tue Jan 29, 2008 9:46 pm

This J-Mart favorite hitting Aisle 2 is a special that will STICK AROUND for a while...

Knock, knock...

Who's there?

YOU SUCK!

Shut up, Randal!

Image
Hey, I'm a SWINGING single again! Get it, ladies?!?!

Sigh...I miss MJ...


SPIDER-MAN PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 24 [10] (+7/0) DEX: 30 [10] (+10/0) CON: 20 [10] (+5/0) INT: 18 (+4) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 12 (+22) [Accelerated Acrobatics, Perfect Balance], Bluff 12 (+12) [Improved Trick, Taunt], Climb (+7), Concentration (+1), Craft [Chemical] 5 (+9), Craft [Mechanical] 5 (+9), Escape Artist (+10), Knowledge [Technology] 6 (+10) [Inventor], Notice 5 (+6), Profession [Photographer] 4 (+5), Search (+4), Sense Motive 7 (+8), Stealth (+10), Survival (+1), Swim (+7)

FEATS: Attack Focus (Melee) (2), Attack Specialization (1) [Unarmed], Attack Specialization (3) [Web Shooters], Challenges (2) [Accelerated Acrobatics, Perfect Balance], Defensive Attack, Defensive Roll (1), Defensive Strike, Dodge Focus (9), Evasion (1), Improved Trick, Inventor, Luck (1), Move-by Action, Taunt

POWERS:
Enhanced Strength (14pp) [14]
Enhanced Dexterity (20pp) [20]
Enhanced Constitution (10pp) [10]
Super-Strength (6pp) [3]
Super Senses (Danger Sense [Mental], Uncanny Dodge [Mental]; 2pp) [2]
Super Movement (Wall Crawling [2]; 4pp) [2]
Leaping (2pp) [2]
Web Shooters (Device, Hard to Lose [25pp array]; 20pp) [5]

Snare (PF: Tether, Split Attack [22pp]) [10]
Super-Movement (Swinging [2pp]) [1]
AP: Create Object (PF: Tether [1pp]) [10]


EQUIPMENT:
(5ep)

Costume (Protection, Subtle [2ep]) [1]
Camera, Mini-Tracer, Flashlight (3ep),

COMBAT: Base Attack +4, Melee +6, Ranged +4, Unarmed +8, Web Shooters +10, Grapple +16 [Unarmed +7 (Bruise)]; Defense 23 (12 flat-footed); Init +10; Knockback -3

SAVES: Toughness +7 (+6 flat-footed), Fortitude +5, Reflex +12 [Evasion], Will +5

DRAWBACKS:

Abilities 10 + Skills 14 (56 ranks) + Feats 26 + Powers 78 + Combat 16 + Saves 6 – Drawbacks 0 = 150 / 150

Comments:
Here is my first attempt at a PL10/150pp Spidey. It’s OK, but I can see some tweaks in the future. I decided to lean a little on Challenges for some of his abilities, but I felt like I got the most of his stick and move fighting ability and his web-slinging while still making him technically solid.

Clean Up 5/4/08: Minor, minor tweaks to this version of Spidey. Added Defensive Strike and a couple of other minor tweaks.
Last edited by Thorpacolypse on Tue Jun 24, 2008 9:13 pm, edited 2 times in total.
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Postby Thorpacolypse » Tue Jan 29, 2008 9:58 pm

Hitting the Aisle 2 shelves is a PC version of a build that has always represented the essence of J-Mart. Check it out, straight from our Canadian annex!

Image
It's not nice to point, Logan...

WOLVERINE PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 22 [16] (+6/+3) DEX: 16 (+3) CON: 22 (+6) INT: 10 (0) WIS: 16 (+3) CHA: 10 (0)

SKILLS: Acrobatics 7 (+10), Climb (+3), Concentration (+3), Escape Artist (+3), Handle Animal 6 (+6) [Animal Empathy], Intimidate 12 (+12) [Skill Mastery], Knowledge [Tactics] 7 (+7), Notice 10 (+13) [Skill Mastery], Sense Motive 7 (+10) [Assessment], Stealth 9 (+12) [Skill Mastery], Survival 9 (+12) [Skill Mastery], Swim (+3)

FEATS: All-out Attack, Animal Empathy, Assessment, Attack Focus (Melee) (6), Dodge Focus (6), Endurance (1), Equipment (1), Improved Initiative (1), Luck (1), Power Attack, Rage (2) [10 rounds], Skill Mastery (1) (Intimidate, Notice, Stealth, Survival), Takedown Attack (2), Tough (2), Uncanny Dodge [Olfactory]

POWERS:
Adamantium Skeleton (Passive Container, PF: Innate [15pp traits]; 16pp)
[3]
Density (Extra: Duration [Continuous], Flaw: Permanent [9pp]) [3]
Str +6, Impervious Toughness +1, Immovable +1, Super-Strength +1
Strike (Extra: Penetrating, PF: Improved Critical x2 [5pp]) [3]
Protection (1pp)

Strike (PF: Mighty, Improved Critical, Split Attack, Drawback: Lethal Damage Only [uncommon, minor; -1]; [5pp]) [3] - DC:24:tough
Immunity (Aging, Poison [Limited], Disease [Limited]; 2pp) [3]
Speed (1pp) [1]
Super Senses (Normal Sight [Extended], Hearing [Extended]; Scent [Extended, Accurate, Acute], Low-Light Vision, Track x2 [by scent]; 8pp) [8]
Regeneration: Recovery Bonus +2 (2pp) [2]
Regeneration: Recovery Rate (20pp)

Bruised 1/standard action [2]
Injured 1/standard action [5]
Staggered 1/minute [3]
Disabled 1/minute [5]
Resurrection 1/day [2]
PF: Diehard, Persistent, Regrowth


EQUIPMENT:
(5ep)

Costume (Protection, Subtle [2ep]) [1]
Commlink, GPS (2ep)

COMBAT: Base Attack +5, Melee +11, Ranged +5, Grapple +17 [Unarmed +6 (Bruise); Raging Unarmed +8 (Bruise); Claw Strike +9, 17-20 Critical (Lethal); Raging Claw Strike +11, 17-20 Critical (Lethal)]; Defense 20 (12 flat-footed); Init +7; Knockback -6

SAVES: Toughness +10 (+10 flat-footed, +1 Impervious), Fortitude +8 (+10 when Raging) (Endurance), Reflex +5, Will +7 (+9 when Raging)

DRAWBACKS: Vulnerable - Magnetic Attacks (uncommon, major; -3), Involuntary Transform - Berserker Rage - attacks friend or foe in range, DC15 Will Save when raging once per day or GM discretion; uncommon, minor; -1)

Abilities 30 + Skills 17 (68 ranks) + Feats 27 + Powers 54 + Combat 18 + Saves 8 – Drawbacks -4 = 150 / 150

Comments: You knew I couldn’t wait much longer for a playable Wolvie…

He was a lot easier to build than I thought. I just trimmed the fat in his regeneration and feats and I built him with a dependence on his Rage or other feats to hit his caps and there you have it. He’s still a melee combat beast and still is hard as hell to keep down. Not surprisingly, I’m going to unleash him soon.

Clean Up 3/7/08: A couple of tweaks to this playable Wolvie build. I messed up some math before.

Clean Up 2/21/09: Since I was getting ready to throw my PL11 PC Wolvie into my current story, I figured I'd better check it out. While I was doing so, I realized I needed to look at all my builds of him and this PL10 version was the first, since I knew I would build the PL11 version off of it. Made a lot of changes, getting rid of the Auto-Fire on the Strike extra from his Adamantium skeleton, trimming some feats and adding more PP to skills and increasing his Strength and Con scores. I took a few PP from his regen because I have read many times that X-23s is better and his was better when he didn't have his Adamantium skeleton because his body is constantly fighting the Adamantium poisoning.
Last edited by Thorpacolypse on Sat Feb 21, 2009 5:18 pm, edited 4 times in total.
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Postby JoshuaDunlow » Tue Jan 29, 2008 10:00 pm

Awesome , looks like you covered everything pretty good with Wolverine.
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Postby Thorpacolypse » Tue Jan 29, 2008 10:08 pm

The Doctor is in on Aisle 2.

Image
Nothing up my sleeve...

DOCTOR STRANGE PC
PL:
10 (150 pp) – OPL: 10; DPL: 8

ABILITIES: STR: 10 (0) DEX: 10 (0) CON: 12 (+1) INT: 18 [16](+4/+3) WIS: 26 [22] (+8/+6) CHA: 18 [16] (+4/+3)

SKILLS: Bluff (+4), Concentration 8 (+16), Craft [Chemical] 6 (+10), Diplomacy 6 (+10), Disguise (+4), Gather Info 6 (+10), Handle Animal (+4), Intimidate (+4), Knowledge [Arcane Lore] 12 (+16) [Artificer, Ritualist], Notice (+8), Profession [Surgeon] 2 (+10), Search (+4), Sense Motive 4 (+12), Survival (+8)

FEATS: Artificer, Benefit (1) [Status – Sorcerer Supreme], Connected, Contacts, Eidetic Memory, Equipment (2), Ritualist, Speed of Thought

POWERS:
Sorcerer Supreme (Container, Flaw: Limited [Only when on Earthly plane], 10pp traits) [2]

Enhanced Wisdom (4pp) [4]
Enhanced Intelligence (2pp) [2]
Enhanced Charisma (2pp) [2]
Enhanced Feats: Luck x2 [2]

Eye of Agamatto (Device, Hard to Lose, PF: Restricted [Pure of soul]; 10pp traits) [2]
Super Senses (True Sight [10pp]) [10]
Cloak of Levitation (Device, Hard to Lose [10pp traits]) [2]
Additional Limbs (2pp) [2]
Flight (8pp) [4]

Book of The Vishanti (Device, Easy to Lose [5pp traits]) [1]
Enhanced Feats: Ultimate Effort (Ultimate Knowledge [Arcane Lore] Check; 1pp)
Quickness (Flaw: Limited [Knowledge [Arcane Lore] Checks; 4pp)

Magic (PF: Accurate x2, Dynamic Array [30pp]) [10]
Mystic Blast (Extra: Perception Range [30pp]) [10] - DC:25:tough
AP: Mystic Binding (PF: Tether, Split Attack, Reversible [23pp]) [10] - DC:20:ref
AP: Astral Form (30pp) [6]
DAP: Telekinesis (Extra: Perception Range [30pp]) [10]
AP: Transform (Anything into Anything [30pp]) [5] - DC:15:fort
DAP: Obscure (Visual and Auditory [30pp]) [10]
AP: Light of Truth (Nullify Concealment, Obscuration [30pp]) [10]
AP: Mystic Passage (Teleport, Extra: Attack, PF: Progression x3 [30pp]) [9]
DAP: Mystic Shield (Extra: Affects Others [24pp]) [12]
DAP: Mystic Force Field (Extras: Impervious, Affects Others [30pp]) [10]
DAP: Dispel Magic (Nullify Magic, Extra: Area Burst [30pp]) [10]


EQUIPMENT:
(10ep)

The Sanctum Santorum (see Taliesin's listing for best use of 10ep)

COMBAT: Base Attack +6, Melee +6, Ranged +6, Magic Attacks +10, Grapple +6 [Unarmed +0 (Bruise), Mystic Blast +10 (Bruise)] Defense 14 (12 flat-footed, 26 with Mystic Shield) Init +4; Knockback -0 (-10 with Mystic Force Field)

SAVES: Toughness +1 (+1 flat-footed, +11 with Mystic Force Field, +11 flat-footed with Mystic Force Field, +10 Impervious with Mystic Force Field), Fortitude +3, Reflex +3, Will +13

DRAWBACKS: Power Loss -Magic, when unable speak [-1], Power Loss -Magic, when unable to gesture [-1]

Abilities 26 + Skills 11 (44 ranks) + Feats 9 + Powers 76 + Combat 20 + Saves 10 – Drawbacks -2 = 150 / 150

Comments:
The Doctor is in and he is a kick arse PL10. I managed to represent all his main items with lessened abilities than normal, but they are still very useful and his magic is still very effective, especially considering he would be competing against similar level opponents. It was tough to pare him down, but I really wanted to try him at this level since I already had 3-4 other high level builds of him on the shelves and he's always been a fave of mine. I think he came OK.
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Postby JoshuaDunlow » Tue Jan 29, 2008 10:10 pm

Now thats impressive, in toning down Dr. Strange. ! Awesome work. 8)
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Postby Thorpacolypse » Tue Jan 29, 2008 10:16 pm

JoshuaDunlow wrote:Now thats impressive, in toning down Dr. Strange. ! Awesome work. 8)


Thanks, Joshua. I spent a LOT of time on that build compared to the other ones. Normally I can knock out a build in about 30-45 minutes max and that counts researching other builds in Wikipedia or on the Tank, formatting it in Word and cataloging it in my database (which is why I always know how many builds we've posted). That one took me about 90 minutes. I did have a lot of interruptions, but still, it wasn't easy.
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