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

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Postby Thorpacolypse » Sun Feb 10, 2008 9:24 am

Hitting the Aisle 2 shelves is a new addition to our Legacy Line. It is a brand new RED, WHITE AND BLUE Special!

Image
Following in Steve Rogers footsteps. Good luck, James...


CAPTAIN AMERICA (JAMES BUCHANAN BARNES)
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 26 [16] (+8/+3) DEX: 16 (+3) CON: 18 (+4) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 7 (+10), Bluff (+2), Climb (+8), Computers (+1), Concentration (+1), Diplomacy (+2), Disable Device 6 (+7), Disguise (+2), Drive (+3), Escape Artist (+3), Gather Info 8 (+10) [Contacts, Well-Informed], Handle Animal (+2), Intimidate 10 (+12) [Startle], Investigate (+1), Knowledge [Streetwise] 5 (+6), Knowledge [Tactics] 9 (+10), Medicine (+1), Notice 9 (+10), Pilot (+3), Profession [Assassin] 4 (+5), Ride (+3), Search 9 (+10), Sense Motive 10 (+11) [Assessment, Fast Assessment, Read Situation], Sleight of Hand (+3), Stealth 10 (+13) [Vanish], Survival 9 (+10) [Track], Swim (+8)

FEATS: Assessment, Attack Specialization (1) [Firearms], Attack Specialization (1) [Throwing Knives], Challenges (3) [Fast Assessment, Read Situation, Vanish], Contacts, Defensive Roll (1), Dodge Focus (3), Equipment (4), Evasion (1), Improved Aim, Improved Critical (3) [Heavy Machine Pistol, Throwing Knives x2], Improved Initiative (1), Jack-of-All-Trades, Master Plan, Power Attack, Precise Shot (1), Quick Draw (1), Startle, Takedown Attack (2), Throwing Mastery (2), Track, Well-Informed

POWERS:
Bionic Arm (Container [10pp traits]; 10pp) [2]

Enhanced Strength (Limited: Left Arm [5pp]) [10]
Super-Strength (Limited: Left Arm [2pp]) [2]
Enhanced Feats: Improved Grapple, Improved Critical x2 [Unarmed with Left Arm]; 3pp) [3]

Star Spangled Shield (Device, Easy to Lose, PF: Indestructible [20pp traits]; 13pp) [4]
Shield (3pp) [3]
Thrown (Blast, PF: Mighty x8, Improved Critical x2, Ricochet [15pp]) [2] - DC:25:tough
AP: Thrown (Blast, Extra: Shapeable [Targeted] Area [1pp]) [5] - DC:20:tough
AP: Strike (Extra: Penetrating, PF: Mighty, Improved Critical x2, Weapon Break, Improved Defense, Improved Block [1pp]) [2] - DC:25:tough


EQUIPMENT:
(20ep)

Body Armor (Protection [3ep]) [3]
Commlink, Rebreather, Mini-Tracer (3ep)
Arsenal (13ep array):
Heavy Machine Pistol (Extra: Auto-Fire [12ep]) [4] - DC:19:tough
Throwing Knives (Shuriken, Extra: Auto-Fire [1ep]) [1] - DC:18:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Firearms +12, Throwing Knives +12, Grapple +13, Bionic Arm Grapple +20 [Unarmed +3 (Bruise), Bionic Arm Unarmed +8, 18-20 Critical (Bruise), Thrown Shield +5, 18-20 (Bruise), Bionic Arm Thrown Shield +10, 18-20 Critical (Bruise), Shield Strike +5, 18-20 Critical (Bruise), Bionic Arm Shield Strike +10, 18-20 Critical (Bruise), Heavy Pistol +4, 19-20 Critical, Auto-Fire (Lethal), Throwing Knives +3, 18-20 Critical, Auto-Fire (Lethal)]; Defense 22 (13 flat-footed); Init +7; Knockback -4 (-3 flat-footed)

SAVES: Toughness +8 (+7 flat-footed), Fortitude +7, Reflex +8 [Evasion], Will +5

DRAWBACKS: Weakness -Shutdown phrases, must save against DC20 Will or becomes unconscious [-2], Vulnerable -Magnetic Attacks [-1]

Abilities 26 + Skills 24 (96 ranks) + Feats 36 + Powers 23 + Combat 32 + Saves 12 – Drawbacks -3 = 150 / 150

Comments:
Here is my first run at the newest Captain America, James Buchanan “Bucky/Winter Soldier” Barnes. I took a bit from my Winter Soldier build and some of my Steve Rogers PC build and here you have it. This Cap is just new to the role and does not have the advantage of the super soldier serum, so he’s not nearly the physical specimen that Steve or other Cap’s have been, but his bionic arm helps even things up as far as flinging The Shield and in hand-to-hand situations. His years of combat training with Cap and his training as a Russian assassin should make up for the rest in the long run.

Even though I think Steve Rogers will eventually return, I think this James Barnes (not Bucky anymore, that was his sidekick name, we don’t call Dick Grayson Robin anymore) run as Cap will be pretty good if the first couple of issues are any indicator.
Last edited by Thorpacolypse on Thu Mar 27, 2008 8:15 pm, edited 1 time in total.
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Postby Thorpacolypse » Sun Feb 10, 2008 9:57 am

A new playable build hits the Aisle 3 shelves.

Image
Bad to the necroplasm...

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

ABILITIES: STR: 22 (+6/+2) DEX: 16 (+3) CON: NA INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Bluff 6 (+7), Climb (+2), Concentration (+2), Diplomacy (+1), Disguise (+1), Escape Artist (+3), Gather Info (+1), Handle Animal (+1), Intimidate 10 (+11) [Startle], Knowledge [Tactics] 6 (+7), Notice 5 (+7), Profession [Soldier] 4 (+6), Search (+1), Sense Motive 6 (+8), Stealth 9 (+12), Survival 6 (+8), Swim (+2)

FEATS: All-Out Attack, Attack Specialization (1) [Firearms], Dodge Focus (2), Equipment (4), Favored Opponent (2) [Heaven Spawned], Fearsome Presence (4), Power Attack, Rage (1), Sneak Attack (1), Startle

POWERS:
Immunity (Fortitude Effects [30pp]) [30]
Density (Extra: Continuous, Flaw: Permanent [12pp]) [4]

Strength +8, Impervious Toughness +2, Immovable +1, Super Strength +1, Mass x4
Super Senses (Misery Awareness, Mental, Extended [3pp]) [3]
Leetha of The 7th House of K (Ectoplasmic Symbiotic Armor; Device, Hard to Lose, PF: Restricted [Hellspawn]; 50pp traits [40pp]) [10]

Protection (8pp) [8]
Shield (4pp) [4]
Flight (Flaw: Gliding [3pp]) [3]
AP: Morph (1pp) [3]
Weapon Array (7pp):

Hell Chains (Strike, PF: Mighty, Extended Reach, Improved Critical x2 [6pp]) [2] - DC:23:tough
AP: Spiked Gauntlet (Strike, PF: Mighty, Weapon Break, Improved Critical x2 [1pp]) [2] - DC:23:tough
Regeneration: Recovery Bonus +13 (13pp) [13]
Regeneration: Recovery Rate (14pp)

Injured 1/round [4]
Staggered 1/minute [3]
Disabled 1/20 minutes [3]
Resurrection 1/day [2]
PF: Diehard, Regrowth

EQUIPMENT:
(20pp)

Arsenal Array:
Assault Rifle (16ep)
Grenades (1ep)
Sniper Rifle (1ep)
Machine Pistol (1ep)
Heavy Pistol (1ep)

COMBAT: Base Attack +10, Melee +10, Ranged +10, Firearms +12, Grapple +18 [Unarmed +6 (Bruise), Hell Chains +8, 18-20 Critical (Lethal), Spiked Gauntlets +8, 18-20 Critical, Assault Rifle +5, Auto-Fire (Lethal)] Defense 20 (12 flat-footed); Init +3; Knockback -7

SAVES: Toughness +10 (+10 flat-footed, +2 Impervious), Fortitude NA, Reflex +3, Will +7

DRAWBACKS: Vulnerable - Holy magic, items and attacks [-4], Power Loss - All powers and K7-Leetha abilities when in Deadzone, Greenworld or on any Heavenly blessed ground [-4]

Abilities 8 + Skills 13 (52 ranks) + Feats 18 + Powers 86 + Combat 28 + Saves 5 – Drawbacks -8 = 150 / 150

Comments:
It’s not perfect, but I am REALLY happy with the way this Spawn PC build came out. He’s not easy to fit into the playable format, but I felt like I kept his core abilities strong and put him in a position where he can hang with pretty much any of my PC level builds outside of the 2-3 big guns like The Hulk.

The one thing I ran out of room for was Hellfire blasting, but I think that could be power stunted and in the recent skimming I’ve done of him (good old Barnes and Noble and their open reading areas) he hasn’t used it much, anyway.
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Postby BARON » Sun Feb 10, 2008 10:02 am

according to ross, bucky looks like steve rodgers now facially. who saw that coming? 8)

just bring cap back :roll: :roll: :roll: :roll:
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Postby JackGiantkiller » Sun Feb 10, 2008 11:01 am

BARON wrote:star is a very cool hero :D


Very good visuals inspire good builds. Danke.
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Postby JackGiantkiller » Sun Feb 10, 2008 11:49 am

This next special edition is a mean, green, fighting machine...and I don't mean the Hulk.

Ha ha.

Don't even start, Randall. You do *not* make fun of the Corps.

Image

USMCorpse

Power Level: 8 (125 power points)

Abilities: STR 20(+5) DEX 12(+1) CON --(--) INT 12(+1) WIS 12(+1) CHA 8(-1)

Skills: Bluff 6 (+5), Climb 5 (+10), Intimidate 10 (+9), Knowledge (Tactics) 5 (+6), Language (Viet), Profession (Marine) 5 (+6), Sense Motive 5 (+6), Stealth 5 (+6), Survival 5 (+6), Swim 5 (+10)

Feats: All-out Attack, Diehard, Equipment 5, Fearless, Improved Critical (Rifle), Improved Initiative, Master Plan, Power Attack, Precise Shot, Quick Draw, Startle, Track

Powers:
Immunity 30 (Save Effect (Fortitude))
Protection 12 (E:Impervious(8))
Regeneration 10 (Recovery Bonus (+8),Resurrection (1 week), True Resurrection)
Super-Strength 1

Combat: Attack +8
Damage Unarmed +5 (dc 20) Bayonet (Knife/Spear) +6/+8 (dc 21/23) crit 19-20
Assault Rifle +5 (dc 20) crit 19-20 Autofire
Heavy Pistol +4 (dc 19)
Frag grenade +5 (Blast Explosion, dc 20)

Defense 14 (Flat-footed: 12) Initiative +5
Grapple: +13 (Attack - +8,Strength - +5,Size - +0)

Saves: Toughness +12(+0) Fortitude +0 Reflex +2 Willpower +6

Lifting: 800 lb.
Equipment (25 points):
Assault Rifle (16)
AP: Frag Grenade
AP: Heavy pistol

Bayonet (usable as knife instead of throwable)

Cost Summary:
Ability 4 + Skills 13 (52 Ranks) + Feats 16 + Powers 62 + Combat 24 + Saves 6 = 125 / 125

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta
Corporal David Hayes, USMC, died at Hamburger Hill, in the first minutes of the assault. However, unlike the vast majority of his compatriates, he just got up and kept on fighting. He hasn't stopped since, although he has had to change units since they deactivated the Ninth Marine Regiment.

Regimantal History in Nam:
On March 8, 1965, 9th Marines came ashore at China Beach as the first conventional ground combat unit in South Vietnam. Their mission was to defend the air base at Da Nang. The first significant contact was in April 1965. The regimental headquarters arrived in country in July of that year.

The Regiment saw action in Vietnam’s I Corps, primarily in Quang Tri and Thua Thien provinces, although a number of its earlier operations were also conducted in the southern I Corps provinces of Quang Nam, Quang Tin, and Quang Ngai. The 9th Marines served as a vital stop to the North Vietnamese penetrations across the DMZ and from along the Ho Chi Minh Trail in Cambodia.

Some of its early operations included Double Eagle, Macon and Prairie.

In April and May 1967, elements of the regiment defeated two NVA Regiments in the Hills north of Khe Sanh). In Operation Buffalo, elements of the 1st Battalion, 9th Marines made contact north of Con Thien with regimental-size NVA forces in an engagement that lasted through May, accounting for over 1300 enemy dead.

In one of the most successful operations of the war, the regiment conducted Operation Dewey Canyon in the A Shau Valley, cut by the Song Da Krong river. The 9th Regiment exacted a deadly toll on the NVA. These actions precluded another build-up and assault from Route 622 from Laos into South Vietnam as the NVA had the year before during the Tet Offensive.

Operation Dewey Canyon netted, among other weaponry, 16 artillery pieces, 73 anti-aircraft guns, hundreds of thousands of rounds of ammunition, 92 trucks, and hundreds of thousands pounds of rice.

In the words of Gen Stillwell in his report to Gen Abrams on Operation Dewey Canyon:

“...this ranks with the most significant undertakings of the Vietnam conflict in the concept and results...”

The 9th Marines were redeployed from Vietnam in August 1969 as part of the first redeployments.


Corporal Hayes was with the Ninth for the whole run of the war. After he died, it never occurred to anyone that his tour might be up, and he no longer cared. Coproal Hayes recieved a poasthumous medal of honor for his heroic actions at Hamburger Hill, joining the other 8 Marines of the Ninth so decorated:

Thomas E. Creek
John H. Leims
Wilson D. Watson
Louis H. Wilson
Frank P. Witek
Wesley L. Fox
William D. Morgan
Alfred M. Wilson
John P. Bobo


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Postby Khantalas » Sun Feb 10, 2008 12:35 pm

Hey, Randall, folk-rock-star-slash-superpowered-zombie-hunters go where again?

Image

"Hey Bob, you're a zombie now, so I must kill you. No offense.

Jonathan Coulton

Folk-rock-star-slash-superpowered-zombie-hunter


PL 8 - PP 163

STR - 22 (+6)
DEX - 18 (+4)
CON - 22 (+6)
INT - 18 (+4)
WIS - 14 (+2)
CHA - 20 (+5)

ATT - +8 (melee) / +6 (ranged)
DMG - +6 (unarmed) / +8 (guitar-axe) / +10 (sonic blast)
DEF - +8 (+4 flat-footed)
INIT - +4
Grapple - +14
Knockback - -4 (-3 flat-footed)

Toughness - +8 (+6 flat-footed)
Fortitude - +9
Reflex - +5
Will - +6

Skills - Computers 8 (+12), Concentration 10 (+12), Drive 3 (+7), Intimidate 9 (+14), Knowledge (current events) 6 (+10), Knowledge (life sciences) 8 (+12), Knowledge (physical sciences) 9 (+13), Knowledge (popular culture) 9 (+13), Knowledge (streetwise) 4 (+8), Knowledge (technology) 8 (+12), Language 1 (French), Notice 5 (+7), Perform (keyboards, percussion instruments, singing, stringed instruments, wind instruments) 12 (+16), Survival 8 (+10)

Feats - All-Out Attack, Attack Focus (melee) 2, Critical Strike, Defensive Roll 2, Diehard, Fearless, Fearsome Presence 4, Luck 4, Power Attack, Uncanny Dodge (auditory)

Powers - Device 5 (guitar-axe, easy to lose, Power Feat: Restricted 1 (to those with Charisma 20 or higher))
Features 1 (utter coolness)
Immunity 2 (disease, poison)

Guitar-Axe: Strike 2 (Power Feat: Extended Reach, Mighty)
Sonic Control 10
Alternate Power: Blast 10

:arrow: Jonathan Coulton has decided to stop the brain-eating-zombie-hordes, even though they don't eat eyes, which is good. Armed with his immunity to zombifying viruses, his awesome guitar axe and his utter coolness, as well as his extensive knowledge about a lot of things, JoCo is not to be trifled with. He kills zombies, you know.
"I once had lots of friends. They gave me gifts like a word that means hope and despair at the same time and sands to season meals and a castle made out of nothing but stories. I wonder where I left them?"
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Postby Thorpacolypse » Sun Feb 10, 2008 12:58 pm

Those last two builds back to back are perfect!

Jonathan Coulton vs. USMCorpse should be a J-Mart Random Rumble Showcase! 8)

BARON wrote:according to ross, bucky looks like steve rodgers now facially. who saw that coming? 8)

just bring cap back :roll: :roll: :roll: :roll:


Couldn't agree more about bringing back Mr. Rogers. But I have liked Mr. Barnes since they brought him back. I would just prefer our old Cap, like I prefer the old Green Lantern, even as I like the other 3 replacements a lot as well.

I just hope DC doesn't do something similarly ill-advised in their upcoming Final Crisis, although rumors of such abound. I don't want a new Batman yet and I don't want a new Superman or whoever. Let the old guard keep going and keep their "deaths" on other Earth's or whatever if they feel the need to have successors take on the traditional roles.
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Postby Thorpacolypse » Sun Feb 10, 2008 1:14 pm

Thorpacolypse wrote:Check out this HOT SHOT special on Aisle 2!

Image
Enough trying to be Cap or a ninja...I need to get back to what I do best...


HAWKEYE (CLINT BARTON)
PL:
10.5 (155 pp) - OPL: 11; DPL: 10

ABILITIES: STR: 16 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 8 (+13), Bluff 8 (+10) [Taunt], Climb (+3), Concentration (+2), Craft [Mechanical] 8 (+9) [Inventor], Diplomacy (+2), Disguise (+2), Escape Artist (+5), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Streetwise] 6 (+7), Knowledge [Tactics] 6 (+7), Knowledge [Technology] 8 (+9) [Inventor], Notice 8 (+10), Search (+1), Sense Motive 6 (+8) [Assessment, Read Situation], Sleight of Hand 4 (+9), Stealth 6 (+11), Survival (+2), Swim (+3)

FEATS: Accurate Attack, Assessment, Attack Focus (Ranged) (4), Challenges (1) [Read Situation], Defensive Roll (1), Dodge Focus (6), Defensive Attack, Equipment (4), Evasion (1), Improved Aim, Improved Critical (2) [Bow Blasts], Improved Initiative (1), Improved Ranged Disarm, Inventor, Power Attack, Precise Shot (2), Quick Draw (2), Ranged Pin, Taunt, Takedown Attack (1), Teamwork (1), Throwing Mastery (4), Ultimate Effort (1) [Ultimate Aim]

POWERS:
Bow (Device, Easy to Lose [25pp]) [5]
Exploding Arrows (Blast, Extra: Auto-Fire [18pp]) [6] - DC:16:ref
AP: Flash Arrows (Dazzle: Visual [1pp]) [6] - DC:16:ref
AP: Flash Arrows (2nd Save) [6] - DC:16:fort
AP: Net Arrows (Snare, Extra: Area Burst [1pp]) [6] - DC:16:ref
AP: Rubbed Tip Arrows (Stun [1pp]) [6] - DC:16:fort
AP: Bolo Arrows (Trip [1pp]) [6]
AP: Grappling Gun Arrow (Super Movement [Swinging] [1pp]) [2]
AP: Sonic Arrows (Dazzle: Audio [1pp]) [6] - DC:16:ref
AP: Sonic Arrows (2nd Save) [6] - DC:16:fort
AP: Blast Arrows (PF: Variable Descriptor [1pp]) [6] - DC:21:tough


EQUIPMENT:
(20ep)

Costume (Protection, Subtle, Commlink, GPS [5ep]) [2]
Rebreather, GPS, Night Vision (3ep)
Arsenal (12ep):
Twin Swords (PF: Split Attack, Improved Critical [11ep]) [3] - DC:21:tough
Throwing Knives (Shuriken, Extra: Auto-Fire [1ep]) [1] – DC:20:tough

COMBAT: Base Attack +12, Melee +12, Ranged +16, Grapple +15 [Unarmed +3 (Bruise), Blast +6, 18-20 Critical (Bruise), Thrown Items +4 (Bruise)]; Defense 24 (14 flat-footed); Init +9; Knockback -3 (-2 flat-footed)

SAVES: Toughness +6 (+5 flat-footed), Fortitude +7, Reflex +9 [Evasion], Will +5

DRAWBACKS:

Abilities 32 + Skills 17 (68 ranks) + Feats 40 + Powers 15 + Combat 40 + Saves 11 – Drawbacks 0 = 155 / 155


Comments: Always loved old Hawkeye. I was really torn about making him PL10 or PL11, but since I went with PL11 for Ollie, I figured I needed to be fair since in any crossovers that I’ve seen, they have always been equally matched.

A couple things about this Hawkeye build. First, I made his base attack pretty high since he has done a pretty good job in the Ronin role thanks to his hand-to-hand training with Cap. Second, I gave a little love to Ultimate Hawkeye version by giving him 5 ranks in the Throwing Mastery feat, since the Ultimate version is more like Bullseye and LOVE that “anything is a lethal weapon in their hands” ability. And I kept the EXACT same Bow/Device structure for him as I did Ollie since I really never saw a big difference in the things they pulled off. Any other trick arrows can be handled with a hero point.

Clean Up 2/10/08: Updated Hawkeye into my NPC building format. I also removed his deafness drawback since it never seems to come up anymore.


An update to my NPC Hawkeye build. Leading into...
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Postby Thorpacolypse » Sun Feb 10, 2008 1:20 pm

Getting stocked on Aisle 2 is a new playable version of our previous HOT SHOT special!

Image
This guy's gonna get the shaft.

Get it, arrow? Arrow shaft? The shaft?

Ah, I know...it sucks, but I couldn't pass it up.


HAWKEYE (CLINT BARTON) PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 16 (+3) DEX: 20 (+5) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 7 (+12), Bluff 8 (+10) [Taunt], Climb (+3), Concentration (+2), Craft [Mechanical] 7 (+8), Diplomacy (+2), Disguise (+2), Escape Artist (+5), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Streetwise] 5 (+6), Knowledge [Tactics] 5 (+6), Knowledge [Technology] 7 (+8) [Inventor], Notice 6 (+8), Search (+1), Sense Motive 6 (+8) [Assessment], Stealth 5 (+10), Survival (+2), Swim (+3)

FEATS: Assessment, Attack Focus (Ranged) (4), Attack Specialization (1) [Swords], Defensive Roll (1), Dodge Focus (8), Defensive Attack, Equipment (4), Evasion (1), Improved Aim, Improved Critical (2) [Bow x2], Improved Initiative (1), Improved Ranged Disarm, Inventor, Power Attack, Precise Shot (2), Quick Draw (2), Ranged Pin, Taunt, Takedown Attack (1), Teamwork (1), Throwing Mastery (4), Ultimate Effort (1) [Ultimate Aim]

POWERS:
Bow (Device, Easy to Lose [25pp]) [5]
Exploding Arrows (Blast, Extra: Auto-Fire [18pp]) [6] - DC:16:ref
AP: Flash Arrows (Dazzle: Visual [1pp]) [6] - DC:16:ref
AP: Flash Arrows (2nd Save) [6] - DC:16:fort
AP: Net Arrows (Snare, Extra: Area Burst [1pp]) [6] - DC:16:ref
AP: Rubbed Tip Arrows (Stun [1pp]) [6] - DC:16:fort
AP: Bolo Arrows (Trip [1pp]) [6]
AP: Grappling Gun Arrow (Super Movement [Swinging] [1pp]) [2]
AP: Sonic Arrows (Dazzle: Audio [1pp]) [6] - DC:16:ref
AP: Sonic Arrows (2nd Save) [6] - DC:16:fort
AP: Blast Arrows (PF: Variable Descriptor [1pp]) [6] - DC:21:tough


EQUIPMENT:
(20ep)

Costume (Protection, Subtle, Commlink, GPS [5ep]) [2]
Rebreather, GPS, Night Vision (3ep)
Arsenal (12ep):
Twin Swords (PF: Split Attack, Improved Critical [11ep]) [3] - DC:21:tough
Throwing Knives (Shuriken, Extra: Auto-Fire [1ep]) [1] – DC:20:tough

COMBAT: Base Attack +10, Melee +10, Ranged +14, Swords +12, Grapple +13 [Unarmed +3 (Bruise), Bow Blast +6, 18-20 Critical (Bruise), Swords +6, 19-20 Critical (Lethal), Throwing Knives +5, Auto-Fire (Lethal), Thrown Items +4 (Bruise)]; Defense 24 (14 flat-footed); Init +9; Knockback -3 (-2 flat-footed)

SAVES: Toughness +6 (+5 flat-footed), Fortitude +5, Reflex +8 [Evasion], Will +5

DRAWBACKS:

Abilities 32 + Skills 14 (56 ranks) + Feats 41 + Powers 23 + Combat 32 + Saves 8 – Drawbacks 0 = 150 / 150

Comments:
Playable Hawkeye. Not a lot of changes from my NPC version, just half a PL lower and few less feats. Still pretty handy character, though, and as mentioned before, I have a soft spot for the archers.
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Postby Thorpacolypse » Sun Feb 10, 2008 1:40 pm

A new playable version of our best GREEN Light specials hits the Aisle 1 shelves.

Image
Eat your heart out, Dazzler...

GREEN LANTERN (HAL JORDAN) PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 14 (+2) INT: 14 (+2) WIS: 18 (+4) CHA: 14 (+2)

SKILLS: Bluff (+2), Climb (+2), Concentration 10 (+14), Diplomacy 4 (+6) [Connected], Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Arcane Lore] 4 (+6), Notice 4 (+8), Pilot 5 (+7), Profession [Pilot] 4 (+8), Search (+2), Sense Motive 5 (+9) [Assessment], Stealth (+2), Survival (+4), Swim (+2)

FEATS: Accurate Attack, Assessment, Attack Specialization (1) [Power Ring], Benefit (1) [Status – Green Lantern], Connected, Equipment (1), Fear Acceptance, Fearless, Improved Initiative (1), Leadership, Luck (1), Oathbound, Ultimate Effort (1) [Ultimate Will Save]

POWERS:
Will Power Reserve (Blast, Force Constructs, PF: Additional Powers x3 [Force Field, Move Objects, Snare]; 10pp reserve; [13pp]) [5]
Oan (Green) Power Ring (Device, Hard to Lose; PF: Restricted [+8 Will Save or higher to wield], Drawback: Power Loss [when not recharged every 24 Hours; -4pp], Drawback: Power Loss [against the color Yellow] [-1]; [70pp traits]; 52pp) [14]

Communication (Mental, Limited: Green Lanterns [5pp]) [10]
Comprehend (Speak, Understand all languages [6pp]) [3]
Enhanced Feats (Contacts, Diehard, Luck x3 [5pp])
Immunity (Life Support [9pp]) [8]
Morph (Costume [1pp]) [1]
Space Travel (2pp) [2]
Flight (12pp) [6]
Shield (2pp) [2]
Blast (Dynamic Array, PF: Variable Descriptor x2 [Cosmic or Electromagnetic]; 18pp) [8] - DC:23:tough
DAP: Force Constructs (Extra: Movable, Flaw: Feedback, PF: Tether [2pp]) [8]
DAP: Snare (Extra: Constricting, Flaw: Feedback, PF: Tether [2pp]) [8] - DC:18:ref
DAP: Move Object (Extra: Perception Range, Flaw: Feedback [2pp]) [8]
DAP: Force Field (Extra: Impervious [2pp]) [8]


EQUIPMENT:
(5ep)

JLA Commlink, GPS (2ep)

COMBAT: Base Attack +6, Melee +6, Ranged +6, Power Ring Attacks +8, Grapple +8 [Unarmed +2 (Bruise), Full Blast +12 (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -1 (-10 with Force Field)

SAVES: Toughness +2 (+2 flat-footed, +12 with Full Force Field, +12 flat-footed with Full Force Field, +10 Impervious with Full Force Field), Fortitude +5, Reflex +4, Will +10

DRAWBACKS:

Abilities 28 + Skills 9 (36 ranks) + Feats 13 + Powers 65 + Combat 24 + Saves 11 – Drawbacks 0 = 150 / 150

Comments: I’m going to be doing a big Green Lantern/Sinestro Corps run shortly, and of course, the Green Lantern portion has to start with Hal Jordan, even though John Stewart and Guy are my favorites. Even as such, you have to give Hal props for being the main man for so many years.

This was actually a fairly easy build, all things considered. Just reviewing my PL12 and 13 builds of the GLs gave me a good base and then I just pared things down accordingly. Originally I was going to give up a lot feats and skills in lieu of Power Ring power, but I decided against it in the end and kept him pretty balanced. I’m a little concerned about Kilowog, though, because his physical skills, but I’ll squish him in to 150pp even if it slightly inconveniences me. That's just how committed I am to bringing in high quality merchandise for the customers!

Clean Up 7/22/08: Tweaked my playable Hal with the new Power Reserve format. He came out pretty well, but I am looking forward to doing his more appropriately leveled build.
Last edited by Thorpacolypse on Tue Jul 22, 2008 8:57 pm, edited 1 time in total.
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Postby prodigyduck » Sun Feb 10, 2008 2:13 pm

Thorpacolypse wrote:
Image

Jenna Jameson: Porn star by day, demon huntress by night. Just goes to show you that no matter how odd your ideas may be, someone will have a weirder one. And make the money off of it you should have!



Sounds like many of my own PC ideas...

Then I end up playing something else...
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.
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Postby Godfallen » Mon Feb 11, 2008 8:38 am

*slaps spawn around* I HATE YOU..STOLEN IDEA CHARACTER!!!!

*stares at Jenna*...Thorp...go check your pm box...cuz I got a comment for that I can't air...but it's funny...I swear....
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whatever doesn't kill you....makes you stranger
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Postby death tribble » Mon Feb 11, 2008 12:12 pm

JackGiantKiller,

That is a very good take on what the USM Corpse is all about. I commissioned the pic as I wanted an Undead that was not the eats people type. And was on the side of the good guys. The observant among you will notice that he has an AK and not an M16. Well he got fed up with the M16 failing during Vietnam and so got a weapon that was a lot more sound whatever the conditions.
(And believe me we've already had the M16 vs AK47 argument elsewhere)
Nowadays USM Corpse turns up to help the Grunts on the ground. He could care less about the people in charge back in Washington but once a marine always a marine. Semper Fi.
Dangerous when cute
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Postby JackGiantkiller » Mon Feb 11, 2008 3:01 pm

The visual, and the fact that he was a Marine, said it all. Semper Fi. (I wasn't a Marine, but I was a hospital corpsman attached to the Marines.)
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Pandemonia, Lady of Nightmares and Screaming Insanity

Postby JackGiantkiller » Mon Feb 11, 2008 5:19 pm

Randall, this goes in the Original Villains section. In solitary.

Wha? Bug off. You don't even work here.

Do I have to tell everyone about the goose, the President, and the chocolate bars?

You bastard...

That's what I thought. Chop chop.

Image

Pandemonia, Lady of Nightmares and Screaming Insanity

Power Level: 10 (150 power points)

Abilities: STR 10(+0) DEX 14(+2) CON 12(+1) INT 18(+4) WIS 14(+2) CHA 12(+1)

Skills: Concentration 10 (+12), Intimidate 10 (+11), Knowledge (Arcane Lore) 10 (+14), Knowledge (Other Dimensions) 10 (+14), Language (Infernal), Notice 6 (+8), Sense Motive 5 (+7)

Feats: Attack Specialization (Magic) 2, Fearsome Presence 1, Ritualist, Dodge Focus 4

Powers:
Flight 3
Force Field 9
Super-Senses 5 (Mystic Awareness, Extended Range x4)

Magic Array:
Summon (Demons) 10 (E:Demons group,Horde;PF: Progression (Subjects,3 Steps),Sacrifice) (10 150 point demon minions) “Limbo’s Call”
AP-Blast 10 (E:Linked to Dazzle;PF:Affects Insubstantial 2)
+Dazzle 10 (Auditory, Linked to Blast) “Screaming Blast”
AP-Confuse 10 (Area - Burst (50' Radius),Contagious) “Screams of Madness”
AP-Dazzle (Auditory) 10 (E:Area - Burst (50' Radius)) “Zone of Screams”
AP-Illusion (All Senses) 10 (E:Disease;F:Phantasms) “ Curse of Nightmares”
AP-Super-Movement 3 (Dimensional Movement (Any Dimension);E:Attack(1)) “Banishment”
AP-Super-Movement 6 (Dimensional Movement (Any Dimension),Temporal Movement (Any)) “Crosstime Travel”

Combat: Attack +6 Magic +10
Screaming Blast +10 (dc 25) and Dazzle +10 (dc 20 Ref/fort)
Defense 20 (Flat-footed: 13) Initiative +2
Grapple: +6 (Attack - +6,Strength - +0,Size - +0)

Saves: Toughness +1 Forcefield +10
Fortitude +3 Reflex +5 Willpower +10

Lifting: 100 lb.

Drawbacks:
Power Loss (Flight, if unable to gesture or speak;Uncommon,Minor)
Power Loss (Magic, if unable to gesture or speak;Uncommon,Minor)
Vulnerable (holy items;Common,Moderate)
Weakness (holy items;Common,Moderate) (-1 Intelligence every 10 minutes of contact with holy items)

Cost Summary:
Ability 20 + Skills 13 (52 Ranks) + Feats 7 + Powers 80 + Combat 24 + Saves 13 - Drawbacks -8 = 150 / 150

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Pandemonia, Lady of Nightmares and Screaming Insanity, is a demonic mage and Underlord from a Dark Dimension she calls Howling Limbo. She travels the Crosstime streams, trying to drive all she meets mad, as that allows her realm to spread into their minds. Her favorite methods are the mind-breaking sounds of screaming that she channels from her home realm. She also summons the many howler demons that live there.


Her Illusions, as they have the Disease modifier, in this case inflict the victim with horrible dreams that return until the disease is cured. No initial effect is obvious.

In my own setting, A World That Needs Heroes, she is an enemy of the Crosstime Omniversal Police, and thus, the hero Soulfire.
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