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

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Postby Thorpacolypse » Mon Mar 17, 2008 8:25 pm

Thorpacolypse wrote:Check out this special on Aisle 1. It comes from our Gotham location, sure to be a favorite among our male shoppers!

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I...am going to refrain from any comments on this one. I get the feeling S&M jokes could get me booted off the Tank...I'll simply say, "meow".

CATWOMAN PC
PL:
9 (135 pp) - OPL: 9; DPL: 9

ABILITIES: STR: 14 (+2) DEX: 22 (+6) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 18 (+4)

SKILLS: Acrobatics 12 (+18) [Accelerated Acrobatics, Perfect Balance, Skill Mastery], Bluff 4 (+8/+12) [Attractive, Skill Mastery], Climb 6 (+8), Concentration (+2), Diplomacy 4 (+8/+12) [Attractive, Connected], Disable Device 10 (+12) [Fast Work, Skill Mastery], Disguise (+4), Escape Artist 4 (+10), Gather Info 6 (+10) [Contacts], Handle Animal 4 (+8), Intimidate (+4), Knowledge [Art] 6 (+8), Knowledge [Current Event] 4 (+6), Knowledge [Streetwise] 6 (+8), Notice 5 (+7), Profession [Cat Burglar] 8 (+10), Search 10 (+12), Sense Motive 6 (+8), Sleight of Hand 4 (+10), Stealth 9 (+15) [Accelerated Stealth, Skill Mastery], Survival (+2), Swim (+2)

FEATS: Attack Focus (Melee) (4), Attack Specialization (1) [Whip], Attack Specialization (1) [Cat Claws], Attractive (1), Challenges (4) [Accelerated Acrobatics, Accelerated Stealth, Perfect Balance, Fast Work], Connected, Contacts, Defensive Attack, Defensive Roll (2), Dodge Focus (7), Elusive Target, Equipment (2), Evasion (2), Improved Critical (2) [Cat Claws, Whip], Luck (1), Minions (3) [2 fanatical cats], Sneak Attack (1), Skill Mastery (1) [Acrobatics, Bluff, Disable Device, Stealth]

POWERS:
Whip (Device, Easy to Lose [5pp]) [1]

Strike (PF: Mighty, Extended Reach [3pp]) [1] - DC:18:tough
AP: Super-Movement (Swinging [1pp])
AP: Trip (1pp) [3] - DC:13:ref


EQUIPMENT:
(10ep)

Costume (Protection, Subtle, Camouflage [Urban] [3ep]) [1]
Commlink, Night Vision Goggles, Lock Release Tool, Masterwork Lock picks (4ep)
Cat Claws (Strike, PF: Mighty, Improved Critical (3ep) [1] - DC:18:tough

COMBAT: Base Attack +5, Melee +9, Ranged +5, Cat Claws +11, Whip +11, Grapple +11 [Unarmed +2 (Bruise), Cat Claws +3, 18-20 Critical (Bruise), Whip +3, 19-20 Critical (Bruise)]; Defense 23 (13 flat-footed); Init +6; Knockback -2

SAVES: Toughness +5 (+3 flat-footed), Fortitude +4, Reflex +12 [Evasion], Will +5

DRAWBACKS:

Abilities 36 + Skills 27 (108 ranks) + Feats 36 + Powers 3 + Combat 22 + Saves 11 – Drawbacks 0 = 135 / 135


Comments: No major commentary here. Selina is built for stealth, not for combat, but she can hold her own in a street level environment. In JLU type situations, though, she's not much help. But she should make a great foil for the Dark Knight and any of the other denizens of Gotham.

Clean Up 3/17/08: Took my original Catwoman build down to playable level. I like it much better.


Update to Catwoman for LADIES' NIGHT. I am beginning to notice a trend in some of my comments. I must get my mind in a cleaner place...
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Postby Dreaming Psion » Mon Mar 17, 2008 11:24 pm

The Annihilator
PL: 15 (212 pp)


Image

Abilities: Str 46/38 (+18/+14, 76 super-strength), Dex 14 (+2), Con -- (--), Int 6 (-2), Wis 10 (+0), Cha 10 (+0)
Cost: 18 pp

Saves: Toughness +19, Fortitude – (Immune), Reflex +7, Will +12
Cost: 17 pp

Combat: Attack +12; Grapple +40; Damage +18 (unarmed); Defense +11; Knock-back -13; Initiative +2
Base Attack +13, Base Defense +12
Cost: 50 pp

Skills: Intimidate 12 (+14), Notice 10 (+10), Sense Motive 6 (+6)
Skills: 7 for 28 ranks

Feats: Accurate Attack, Power Attack, Take-down Attack 2
Cost: 4 pp

Powers: Growth 4 (permanent, innate): 13 pp, Immunity 80 (lethal damage [drawback: can still be stunned and be knocked back if ‘fails’ Toughness save, common, minor -2 pp], fortitude, mental effects [power loss vs. possession, uncommon, minor -1 pp]): 77 pp, Protection 17: 17 pp, Regeneration 9 (recovery bonus 9 [+5]): 9 pp, Super-senses 2 (darkvision): 2 pp, Super-strength 6: 12 pp,
Cost: 130 pp

Drawbacks: Weakness (calmness/peace, uncommon, per round, moderate [-1 Int], 6 pp): Vulnerability (treat Nullify Magic effects as damage, uncommon, major, 4 pp), Mute (4 pp)

Trade-offs: -3 attack/+3 damage, -4 defense/+4 toughness

Abilities 18 pp + Skills 7 pp + Feats 4 pp + Powers 130 pp + Saves 17 pp + Combat 50 pp – Drawbacks 14 pp = 212 pp

Notes: The death machine from Justice League Unlimited, the Annihilator was forged by Hephaestus and powered by Ares to be the ultimate weapon of destruction. It’s immune to most forms of harm (although it can still be smacked around and stunned- hence the drawback of being stunned and being knocked back if it in fact would have failed its toughness save by enough). The Annihilator has shown two notable weaknesses, its dependence on rage and violence and its vulnerability to being disrupted. I’ve represented these as the Weakness to peace/calmness and a susceptibility to Nullification effects as if they damaged it. I’ve not given this beast All-out Attack because with the Immunities it would be fairly imbalanced.
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Postby Emerald Flame » Tue Mar 18, 2008 3:24 am

Dreaming Psion wrote:The Annihilator
PL: 15 (212 pp)


Image

Abilities: Str 46/38 (+18/+14, 76 super-strength), Dex 14 (+2), Con -- (--), Int 6 (-2), Wis 10 (+0), Cha 10 (+0)
Cost: 18 pp

Saves: Toughness +19, Fortitude – (Immune), Reflex +7, Will +12
Cost: 17 pp

Combat: Attack +12; Grapple +40; Damage +18 (unarmed); Defense +11; Knock-back -13; Initiative +2
Base Attack +13, Base Defense +12
Cost: 50 pp

Skills: Intimidate 12 (+14), Notice 10 (+10), Sense Motive 6 (+6)
Skills: 7 for 28 ranks

Feats: Accurate Attack, Power Attack, Take-down Attack 2
Cost: 4 pp

Powers: Growth 4 (permanent, innate): 13 pp, Immunity 80 (lethal damage [drawback: can still be stunned and be knocked back if ‘fails’ Toughness save, common, minor -2 pp], fortitude, mental effects [power loss vs. possession, uncommon, minor -1 pp]): 77 pp, Protection 17: 17 pp, Regeneration 9 (recovery bonus 9 [+5]): 9 pp, Super-senses 2 (darkvision): 2 pp, Super-strength 6: 12 pp,
Cost: 130 pp

Drawbacks: Weakness (calmness/peace, uncommon, per round, moderate [-1 Int], 6 pp): Vulnerability (treat Nullify Magic effects as damage, uncommon, major, 4 pp), Mute (4 pp)

Trade-offs: -3 attack/+3 damage, -4 defense/+4 toughness

Abilities 18 pp + Skills 7 pp + Feats 4 pp + Powers 130 pp + Saves 17 pp + Combat 50 pp – Drawbacks 14 pp = 212 pp

Notes: The death machine from Justice League Unlimited, the Annihilator was forged by Hephaestus and powered by Ares to be the ultimate weapon of destruction. It’s immune to most forms of harm (although it can still be smacked around and stunned- hence the drawback of being stunned and being knocked back if it in fact would have failed its toughness save by enough). The Annihilator has shown two notable weaknesses, its dependence on rage and violence and its vulnerability to being disrupted. I’ve represented these as the Weakness to peace/calmness and a susceptibility to Nullification effects as if they damaged it. I’ve not given this beast All-out Attack because with the Immunities it would be fairly imbalanced.


Nice build... I always thought that the suit was an ingenius idea. The harder you hit it the more powerful it becomes.

Later in the series, I believe Felix Faust possesses the suit... That makes for some fun times...
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Postby Godfallen » Tue Mar 18, 2008 5:16 am

Thorpacolypse wrote:And that's Godfallen's Hulk Metamorph idea. He's been so passionate about it, I would fear his wrath if I took credit for it. :shock:


lol...thorp....I couldn't be hating on you....Everyone loves the J-mart.....but I warn you...come near my waffles.....and there will be a showdown....lol
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She-Hulk- PL 12

Postby Godfallen » Tue Mar 18, 2008 7:14 am

Finishing up my "hulk" run on conversions, I bring you My version of She-Hulk, the Jade Giantess.

giggity giggity

*gets the wiffle ball bat* No Randal! Hands Off!!!!

She-Hulk
Image
I really hate it when ppl think that tossing me into the river on St. Patricks Day will dye it green....

PL: 12
PP: 181

Abilities: STR 30; DEX 14; CON 26; INT 18; WIS 17; CHA 15

Saves: Tough 8 (+6 Imperv); Fort 8; Ref 2; Will 3

ATK: 6
DEF: 17
INI: 6

FEATS: All OUt Atk; Assessment; Atk Focus (2 ranks, Melee); Attractive (3 ranks); Crushing Pin; Connected; Contacts; Defensive atk; Dodge Focus (3 ranks); Elusive Target; Endurance (1 rank); Evasion (1 rank); Fascinate; Improved Block; Improved Grab; Improved Grapple; Improved Ini (1 rank); Power atk; Takedown atk; Well-informed

POWERS: Growth (3 ranks; Extras: Continous; Flaws: Permanent; Feats: Innate)
Enhanced Str (12 ranks)
Enhanced Con (11 ranks)
Super Str (7 ranks)
-Leaping (4 ranks)
-Immovable (3 ranks)
Impervious Protection (6 ranks)
Regeneration (8 ranks; Feats: Persistant)
Immunity (10 ranks; Cold {Limited}, Heat {limited}, High Pressure, Starving/thirst, ballistics, critical hits)

Skills: Bluff 7; Diplomancy 11; Gather Info 11; Intimidate 7; Investigate 11; Knowledge (Superhuman law) 12; Knowledge (Criminal Law) 13; Profession (Lawyer) 13; Sense Motive 11;

Complication: Heightened Sex Drive

Back Story: Jennifer Walters, successful New York Attorney, underwent an amazing change after recieving a blood transfusion from her cousin, Bruce Banner. She was changed into a tall, muscular, green femme fatale. Calling herself She-Hulk, Jenn became a superhero, both inside and outside the courtroom. As She-Hulk, she retained all that attitude and intellegence of her former human form, unlike her cousin Bruce. She has held places on many notable superhero teams, including the FF, The Mighty Avengers, and the Last Defenders, though many times she prefers to work alone. Jennifer Walters is "when Beauty mets the Beast".

**I just figured I would get her out there, since I did up the Hulk...kinda follows through.

I did She-Hulk as the 80-90's version, where she didn't change back, and was the ....green....bombshell that we all (guys) drooled over (don't lie).
She's not as strong as either of the hulks, but she can hold her own against the Grey version MUCH longer then she would Savage Hulk. She is a smart fighter, adding brains and brawn, along with her boxing training.

I think the ONLY thing that makes my build stand out from anyone elses is the complication of her heightened Sex Drive. I don't buy the fact that "an alternate She-Hulk slept with Juggs"...nope..sorry...thats really poor re-conning. I thought that last page was hilarious...withthe bed all busted n stuff...but I KNOW ppl complained, so Marvel re-conned it....sissy's.

She-Hulk does have ONE trick up her sleeve that her cousin doesn't have...but their's really no way to rep it properly that I could find. She gets stronger by working out. The CURRENT version can go to the gym....gain lean, defined muscle....and She-Hulk gains more str because of it. If Jenn becomes faster, She-Hulk is faster. That doesn't happen with Bruce. Each of his forms have a base str that does fluxuate with his str.
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Postby Godfallen » Tue Mar 18, 2008 7:18 am

Thorpacolypse wrote:Check out this special on Aisle 1. It comes from our Gotham location, sure to be a favorite among our male shoppers!

Image
I...am going to refrain from any comments on this one. I get the feeling S&M jokes could get me booted off the Tank...I'll simply say, "meow".


*takes Catwoman home*

so....how you doing....
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Postby AmericanYeti » Tue Mar 18, 2008 7:40 am

Thorpacolypse wrote:
AmericanYeti wrote:Nice build and congrats on the 700 mark! I agree with your take on Selene (even if I can't stand the movie, she's worth watching it for :D). Also, your Hulk is a metamorph theory is really cool. Not one that I agree with, but cool nonetheless.


Thanks, Yeti! Between the 16 of us that have posted builds on this thread, we're still about 1000 behind Kreuzritter! :D

We've got a good split, too. I'm showing 240 from the team and 460 from me so I guess I've done about 2/3's of the work here, which way out of character for me. I'm more of a 10% guy...

And that's Godfallen's Hulk Metamorph idea. He's been so passionate about it, I would fear his wrath if I took credit for it. :shock:


Real sorry, Godfallen. It really is a cool idea, though.
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Postby Godfallen » Tue Mar 18, 2008 7:47 am

AmericanYeti wrote:
Thorpacolypse wrote:
AmericanYeti wrote:Nice build and congrats on the 700 mark! I agree with your take on Selene (even if I can't stand the movie, she's worth watching it for :D). Also, your Hulk is a metamorph theory is really cool. Not one that I agree with, but cool nonetheless.


Thanks, Yeti! Between the 16 of us that have posted builds on this thread, we're still about 1000 behind Kreuzritter! :D

We've got a good split, too. I'm showing 240 from the team and 460 from me so I guess I've done about 2/3's of the work here, which way out of character for me. I'm more of a 10% guy...

And that's Godfallen's Hulk Metamorph idea. He's been so passionate about it, I would fear his wrath if I took credit for it. :shock:


Real sorry, Godfallen. It really is a cool idea, though.


No prob....It's a theory that...should they continue in the future with some certian aspects of the Hulk...that everyone will start to agree with. There are a few things here and there that dictate him being a Metamorph over anything else...and I think I'll put up something of a "theory paper" up on my thread to explain.
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Postby The Ilethryl Knight » Tue Mar 18, 2008 8:11 am

Congrats on 700 plus! Keep up the great work.
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Postby HardkorDarkness » Tue Mar 18, 2008 12:02 pm

Godfallen, Dude i don't post often but i just read the ongoing hulk conversation and dude useing the loophole is perfectly legal, its not cheating its useing your sources good job
I wish i could say something flashy and inspirational but that just aint my style :D

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Postby JackGiantkiller » Tue Mar 18, 2008 3:00 pm

Using a loophole to get around the clear intent of a rule may not be cheating, but it is cheese, and no sane GM would allow it. Godfallen accepted this.
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Postby Tattooedman » Tue Mar 18, 2008 3:21 pm

Dr. Alchemy
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PL 10
150 pts

Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 18 (+4) Wis 18 (+4) Cha 16 (+3)

Skills: Bluff +8 (11), Concentration +8 (12), Craft (Chemical) +8 (12), Diplomacy +8 (11), Gather Info + 8 (11), Intimidate +6 (9), Knowledge (Art) +8 (12), Knowledge (Current Events) +8 (12), Knowledge (Streetwise) +8 (12), Notice +8 (12), Sense Motive +8 (12), Stealth +6 (8 )

Feats: Assessment, Attack Spec (Philosopher's Stone) 3, Contacts, Distract [Bluff], Defensive Roll 4, Dodge Focus 4, Eidetic Memory, Fascinate [Diplomacy], Favored Opponent (Speedsters), Improved Initiative, Luck 2, Master Plan, Seize Initiative, Uncanny Dodge (visual), Well-Informed

Powers:
Device [Philosopher's Stone] 13 (easy to lose)
Transform 12 (inanimate things only) (Power Feat: Slow Fade 2)
-Alt. Power: Create Object 12 (Power Feat: Innate, Precise)

Saves: Toughness +6*/+2 Fort +6 Ref +5 Will +9
* with Defensive Roll

Combat:Attack +2/+8 (Philosopher's Stone), Defense +12 (+8 flat-footed), Initiative +6

:arrow: Well, here is my first bit of work for J-Mart, since I already have alot of stuff on my thread & Thorpacolypse is kind enough to run this thread for other posters...so why not contribute some?

:arrow: The doctor is in, Dr. Alchemy is probably one of my more favorite Flash villains. He considered himself a high-class criminal, and was a well educated man as well so he always knew the value of the art and literature and things of that nature. This was a criminal who knew the difference between opera singers just by listening to recordings as well as the political ramifications of foriegn nations, so I figured that was worth the the Knowledge skills. The powers of the Philosopher's Stone are pretty wide, able to create any element he wants or make objects from any material around him, letting him use Transform and Create Objects to simulate powers like Snare, Suffocate & Confuse. Which is great against Flash since several of the powers he duplicates are rolled agaisnt with saves instead of defense.

:arrow: I know that Dr. Alchemy is supposed to be able to manipulate the Philosopher's Stone at a distance, but I had a couple problems with it. The first was I wasn't sure how to reproduce his using the stone while unable to hold it & most of the times that I remember him doing it he was escaping from jail. So I figured it was more of a GM kinda plot-device or a power stunt, using one of his Luck chips to do.

:!: EDIT: Well I think (i know, i know. a dangerous thing for me to start doing) that I've managed to finally find a place to resource for a pic of Dr. Alchemy. Please let me know if it can't be viewed.
Last edited by Tattooedman on Thu Mar 20, 2008 5:31 pm, edited 3 times in total.
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Postby Thorpacolypse » Tue Mar 18, 2008 6:38 pm

Tattooedman wrote:Dr. Alchemy

PL 10
150 pts

:arrow: Well, here is my first bit of work for J-Mart, since I already have alot of stuff on my thread & Thorpacolypse is kind enough to run this thread for other posters...so why not contribute some?



Welcome officially to the J-Mart team, oh Tattooed one! Don't forget to pick up an employee manual when you finish your shift... :wink:

Still couldn't see the pic, though. I think it's Hyperborea that is the hang up.
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Postby Thorpacolypse » Tue Mar 18, 2008 6:38 pm

JackGiantkiller wrote:Using a loophole to get around the clear intent of a rule may not be cheating, but it is cheese, and no sane GM would allow it. Godfallen accepted this.


Sane Gm...isn't that an oxymoron? :shock:
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Postby Thorpacolypse » Tue Mar 18, 2008 6:50 pm

Thorpacolypse wrote:Our CAN'T MISS Specials just keep coming! Here's a new one on Aisle 12.

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The gun katas. Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly.

JOHN PRESTON
PL:
10 (150 pp) - OPL: 10; DPL: 10

ABILITIES: STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 18 (+4) CHA: 12 (+1)

SKILLS: Acrobatics 8 (+12) [Skill Mastery], Bluff (+1), Climb (+2), Concentration (+4), Diplomacy (+1), Disguise (+1), Drive 4 (+8), Escape Artist (+4), Gather Info 9 (+10) [Skill Mastery, Well-Informed], Handle Animal (+1), Intimidate 10 (+11) [Startle], Investigate 8 (+10), Knowledge [Tactics] 8 (+10), Notice 8 (+12) [Skill Mastery], Profession [Tetragrammaton Cleric] 6 (+10), Search 6 (+8), Sense Motive 11 (+15) [Assessment, Combat Clarity, Read Situation, Skill Mastery], Stealth 6 (+10), Survival (+4), Swim (+2)

FEATS: Accurate Attack, Ambidexterity, Assessment, Attack Specialization (1) [Pistols], Attack Specialization (1) [Katana], Challenges (2) [Combat Clarity, Read Situation], Counterattack, Defensive Attack, Defensive Roll (1), Dodge Focus (8), Elusive Target, Equipment (3), Improved Aim, Improved Critical (2) [Katana x2], Improved Initiative (2), Move-by Action, Power Attack, Precise Shot (1), Quick Draw (1), Skill Mastery (1) [Acrobatics, Gather Information, Notice, Sense Motive], Takedown Attack (2), Ultimate Effort (1) [Ultimate Aim], Uncanny Dodge [Visual], Well-Informed

POWERS:
Tetragrammaton Pistols (Device, Easy to Lose, PF: Restricted [Tetragrammaton Clerics]; [20pp array]; 13pp) [4]

PF: Improved Ranged Disarm (1pp)
Blast (Extras: Targeted Area Burst, Selective, Flaw: Touch Range [25ft radius], PF: Improved Critical x3 [18pp]) [5] - DC:20:tough
AP: Blast (Extra: Auto-Fire; PF: Improved Critical x3 [1pp]) [5] - DC:20:tough


EQUIPMENT:
(10ep)

Katana (Extra: Improved Critical [6ep]) [3] - DC:20:tough
Costume (Protection, Subtle, Commlink [4ep]) [2]
Flashlight, Handcuffs, GPS, Rebreather, Mini-Tracer (5ep)

COMBAT: Base Attack +13, Melee +13, Ranged +13, Tetragrammaton Pistols +15, Katana +15, Grapple +17 [Unarmed +2 (Bruise), Tetragrammaton Pistols +5, 17-20 Critical, Auto-Fire (Lethal), Katana +5, 17-20 Critical (Lethal)]; Defense 24 (13 flat-footed); Init +12; Knockback -3 (-2 flat-footed)

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

DRAWBACKS:

Abilities 32 + Skills 19 (76 ranks) + Feats 30 + Powers 15 + Combat 42 + Saves 12 – Drawbacks 0 = 150 / 150


Comments: My take on one of the top minion sweeping bad asses in moviedom, John Preston. I didn’t see Equilibrium until about 3 months ago when I was reading Wordmaker’s thread and he, and the ATT community, were giving John Preston all kinds of props. After watching the movie, I can now see why. Christian Bale did his usual great job and the action sequences were amazing. After that, when I finally thought about starting my own thread, it was a given he would be included early.

Preston is built to take out large numbers of minions, but not be too big a threat to real super powered foes. However, with the potential for Auto Fire damage boosts and the good crit range I added to the Tetragrammaton Pistols, he can probably hang with most characters without Impervious Protection.

I decided to use the Targeted Area burst as recommended to the above mentioned Wordmaker’s build, and from a test with an homage original character, it works perfectly. Another guy I cannot wait to play test.

And can you believe it? I actually made a character that came in at recommended PP levels? I may get the hang of this stuff yet...

Update 9/8/07: After building Brandt, I came back and made a few updates to John. Just a few minor things, but it took him over 150pp, which I didn't really mind. I was a lot more obsessed with hitting recommended PP limits at first, but that has gone by the wayside!

Clean Up 12/27/07: Took a few PP back off to get him back to playable PL10/150.


Made a few updates to Preston. I didn't like his Tetragrammaton Pistol set up at first but this is more palatable. I also think I made him an even more effective goon sweeper, which is really scary.
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