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

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Postby Thorpacolypse » Fri May 09, 2008 5:38 pm

Hitting the Aisle 2 shelves is another addition to our young heroes line.

Image
Mutant boys will be mutant boys.

ANOLE
PL:
8 (118 pp) – OPL: 8; DPL: 8

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

SKILLS: Acrobatics 4 (+12) [Accelerated Acrobatics], Bluff (+2), Climb 8 (+9/+13), Computers 5 (+6), Concentration (+1), Diplomacy (+2), Disguise (+2), Escape Artist (+8), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Notice 6 (+7), Perform [Acting] 5 (+7), Search (+1), Sense Motive (+1), Stealth 2 (+10) [Accelerated Stealth], Survival 5 (+6), Swim (+1/+5)

FEATS: Ambidexterity, Attack Specialization (2) [Unarmed], Challenges (2) [Accelerated Acrobatics, Accelerated Stealth], Defensive Roll (1), Dodge Focus (2), Equipment (1), Evasion (1), Grappling Finesse, Sneak Attack (1), Teamwork (2), Uncanny Dodge (Danger Sense)

ENHANCED FEATS: Grappling Block, Improved Block (1), Improved Critical (1) [Unarmed], Martial Strike (1)

POWERS:
Regrown Arm 1 (Container 1 [5pp traits]; 5pp) [1]
Enhanced Strength 6 (Flaw: Limited to Right Arm [3pp])
Enhanced Feats 4 (see Feats; Flaw: Limited to Right Arm [2pp]) [2]

Scaly Hide 1 (Protection 1 [1pp]) [1]
Speed 1 (10 mph; 1pp) [1]
Leaping 2 (2pp) [2]
Super-Movement 2 (Wall Crawling x2 [4pp]) [2]
Super-Senses 5 (Danger Sense [Mental], Low Light Vision, Tremorsense [5pp]) [5]
Additional Limbs 1 (Prehensile Tongue [1pp]) [1]
Elongation 2 (10 ft; Flaw: Limited to tongue [1pp]) [2]
Blending 1 (2pp) [1]
Regeneration 3 (Recovery Bonus +3 [3pp]) [3]
Regeneration 7 (Recovery Rate 7 [7pp])

Bruised 1/round [1]
Injured 1/5 minutes [2]
Disabled 1/hour [2]
PF: Diehard, Regrowth


EQUIPMENT:
(5ep)

Costume (Protection 2, PF: Subtle; Commlink, GPS [4ep]) [2]

COMBAT: Base Attack +4, Melee +4, Ranged +4, Unarmed +8, Grapple +12 [Unarmed +1 (Bruise); Right Arm Unarmed +5, 19-20 Critical]; Defense 20 (14 flat-footed); Init +8; Knockback -3

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

DRAWBACKS:

Abilities 30 + Skills 9 (36 ranks) + Feats 17 + Powers 30 + Combat 24 + Saves 8 – Drawbacks 0 = 118 / 118

Comments: I like Anole, even though I hadn’t read a lot about him in my recent New X-Men but he’s a handy character. Kind of a Nightcrawler light. He's probably a bit overpowered, but I wanted the New X-Men to all be in the PL8-9 range, so he gets the benefit of the doubt.
Last edited by Thorpacolypse on Sat Jan 16, 2010 10:06 pm, edited 1 time in total.
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Postby Thorpacolypse » Fri May 09, 2008 5:49 pm

A J-Mart Favorite hits the Aisle 2 shelves.

Image
The best thing to come out of Illinois since...since...well...hmmm...Gonna have to ponder that one...

CLOUD 9
PL:
8 (115 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 10 (0) DEX: 15 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Aerobatics 8 (+10), Bluff (+1), Concentration 4 (+5), Diplomacy 6 (+7), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Popular Culture] 4 (+5), Notice 6 (+7), Pilot 6 (+8), Search (+1), Sense Motive (+1), Stealth 6 (+8), Survival (+1)

FEATS: Attack Focus (Ranged) (4), Attack Specialization (1) [Firearms], Defensive Attack, Defensive Roll (2), Dodge Focus (2), Elusive Target, Equipment (1), Favored Environment (4) [+4 Dodge when flying], Improved Aim, Improved Initiative (1), Move-by Action, Set-Up, Teamwork (2)

POWERS:
Cloud Control (Container [40pp]) [8]
Flight (Flaw: Platform [4pp]) [4]
Obscure (Visual [10pp]) [5]
Suffocation (Extra: Ranged [24pp]) [8] - DC:18:fort
AP: Deflect (Slow and Fast Projectiles [1pp]) [12]


EQUIPMENT:
(5ep)

Commlink, Cell Phone (2ep)

COMBAT: Base Attack +4, Melee +4, Ranged +8, Firearms +10, Grapple+4 [Unarmed +0 (Bruise)]; Defense 18 (13 flat-footed, 22 when flying); Init +6; Knockback -2 (-1 flat-footed)

SAVES: Toughness +4 (+2 flat-footed), Fortitude +3, Reflex +6, Will +4

DRAWBACKS:

Abilities 15 + Skills 10 (40 ranks) + Feats 22 + Powers 40 + Combat 20 + Saves 8 – Drawbacks 0 = 115 / 115

Comments:
Cute little Abby Boylen, known by her Initiative code name, Cloud 9. Abby has the ability to manipulate a gaseous material that she has so far shown to be able to condense and fly on, use to obscure vision in an area or send down someone throat to asphyxiate them.

She got an attack boost with firearms because she was one of the best marksmen in her class, thanks to her years of video game playing, particularly Halo. I thought that was pretty funny.
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Postby Thorpacolypse » Fri May 09, 2008 6:13 pm

Thorpacolypse wrote:Another Special in our Gotham location on Aisle 1.

Image
Not gonna joke about Nightwing. He's the man.

NIGHTWING
PL:
10 (150 pp) – OPL: 10; DPL: 10;

ABILITIES: STR: 16 (+3) DEX: 22 (+6) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 18 (+4)

SKILLS: Acrobatics 12 (+18) [Accelerated Acrobatics, Acrobatic Bluff, Perfect Balance, Skill Mastery], Bluff (+4), Climb (+3), Computers (+3), Concentration (+2), Diplomacy 6 (+10) [Connected], Disable Device (+3), Disguise (+4), Drive (+6), Escape Artist 5 (+11) [Skill Mastery], Gather Info 5 (+9), Handle Animal (+4), Intimidate (+4), Investigate 9 (+12) [Skill Mastery], Knowledge [Streetwise] 4 (+7), Knowledge [Tactics] 4 (+7), Languages 3 (Cantonese, Japanese, Player picks another language prior to gameplay, Base: English), Medicine (+2), Notice 10 (+12), Pilot (+6), Profession (+2), Ride (+6), Search 5 (+8), Sense Motive 10 (+12) [Assessment], Sleight of Hand (+6), Stealth 7 (+13) [Skill Mastery], Survival (+2), Swim (+3)

FEATS: Acrobatic Bluff, Assessment, Attack Focus (Melee) (4), Attack Specialization (1) [Nightarangs], Beginner's Luck, Challenges (2) [Accelerated Acrobatics, Perfect Balance], Connected, Defensive Attack, Defensive Roll (1), Dodge Focus (9), Equipment (8), Evasion (1), Grappling Finesse, Improved Defense, Improved Initiative (1), Jack-of-All-Trades, Leadership, Luck (2), Master Plan, Power Attack, Quick Draw (1), Set-Up, Skill Mastery (1) [Acrobatics, Escape Artist, Investigate, Stealth], Sneak Attack (1), Takedown Attack (2), Teamwork (1), Uncanny Dodge [Auditory]

POWERS:
None


EQUIPMENT:
(40ep)

Costume (Protection, Camouflage [Urban], CommLink, Night Vision [6ep]) [3]
Utility Gauntlets (22ep):
Flash Bangs (16ep) [4] - DC:14:ref
Escrima Sticks (Strike 2, PF: Mighty, Improved Critical, Thrown, Split Attack [1ep]) [2] - DC:20:tough
Nightarangs (Masterwork Boomerangs; Blast 2, PF: Mighty, Improved Critical [1ep]) [2] - DC:20:tough
Wing Dings (Masterwork Shuriken; Blast 1, Extra: Auto-Fire [1ep]) [1] - DC:16:tough
Smoke Grenades (1ep)
Bat Bolos (1ep)
Grapple Gun and Swing Line (Super Movement [Swinging] and Speed 1; 1ep)
Handcuffs (1ep)
Vehicle:
Nightbird (Mid-Size Car, Extras: Alarm, Remote, Security System, Morph 1 [Change Outer Appearance] [12ep])

COMBAT: Base Attack +9, Melee +13, Ranged +9, Nightarangs +12, Wing Dings +10, Grapple +19 [Unarmed +3 (Bruise), Escrima Sticks +5, 19-20 (Bruise), Nightarangs +5, 19-20 Critical (Bruise), Wing Dings +1, Auto-Fire (Bruise)]; Defense 23 (12 flat-footed); Init +10; Knockback -3 (-2 flat-footed)

SAVES: Toughness +7 (+5 flat-footed), Fortitude +5, Reflex +13 [Evasion], Will +7

DRAWBACKS:

Abilities 42 + Skills 20 (80 ranks) + Feats 48 + Powers 0 + Combat 26 + Saves 14 – Drawbacks 0 = 150 / 150


Comments: And last, but certainly not least, the first Bat Brother.

I know this Nightwing seems pretty suped up but in The Age of Thorpacolypse, he is one of the new leaders of the superhero society since the Justice League and Avengers were pretty much wiped out in the Thorpacolypse cataclysm.

But really, the main reason I went all out on him is because I went all out on Jason Todd and Robin, and Dick HAS to be better or the dynamic of the dysfunctional Bat-brothers doesn’t work.

I built him to be a great leader and as usual, be a great goon sweeper and team player, the same things Dick was always good at, just a little bit better than normal.

Not a lot different from other builds, he’s a leaner, quicker Batman clone for the most part, and one of the best leaders in the game. I plan on making him one the main players in my upcoming story thread. IF I actually get around to actually lining out the story as opposed to flirting with a hundred different ideas!

Clean Up 11/12/2007: As stated in my Batman clean up, I rolled Nightwing's Gadgets into his Equipment. I also tweaked a couple of feats. He's ready for his fight now.

Clean Up 1/13/2008: I removed my original NPC build of Nightwing and replaced it with this PL10 PC playable version. This is the one that I will be using to continue in my current storyline and in subsequent stories.

Clean Up 1/31/08: A couple of tweaks to the Nightwing build in my continual obsession with the Gotham folks. Shifted the Gadgets out into powers and added Skill Mastery to his feats which he should have had in the first place.

Clean Up 5/9/08: See, last update I ADDED Gadgets. This update, I take them away...That settles it. I need professional help.


Another significant tweak to my Nightwing PC build. I also updated Damian Wayne and Spoiler as well, taking away their Gadgets (for now) and changing their stuff to Equipment.
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Postby Thorpacolypse » Fri May 09, 2008 6:24 pm

Thorpacolypse wrote:And now we shift back to our Gotham location for the unveiling of new merchandise on Aisle 1.

Image
TIMMAY!!! TIMMAY!!! TIMMAY!!!

ROBIN PC
PL:
8 (120 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 12 (+1) DEX: 18 (+4) CON: 12 (+1) INT: 20 (+5) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 8 (+12) [Acrobatic Bluff, Skill Mastery], Bluff 6 (+8), Climb (+1), Computers 4 (+9), Concentration (+2), Craft [Electronic] 5 (+10), Craft [Mechanical] 5 (+10), Diplomacy (+2), Disable Device 5 (+10), Disguise (+2), Drive 2 (+6), Escape Artist 6 (+10), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Investigate 5 (+10) [Skill Mastery], Knowledge [Streetwise] 4 (+9), Knowledge [Technology] 5 (+10), Languages 3 (Apache, Mandarin, Japanese, Base: English), Notice 6 (+8), Search 3 (+8), Sense Motive 8 (+10) [Assessment, Skill Mastery], Stealth 9 (+13) [Skill Mastery], Survival (+2), Swim (+1)

FEATS: Acrobatic Bluff, Assessment, Attack Focus (Melee) (4), Beginner’s Luck, Defensive Roll (2), Dodge Focus (5), Eidetic Memory, Equipment (9), Improved Initiative (1), Jack-of-all Trades, Leadership, Luck (1), Master Plan, Skill Mastery (1) [Acrobatics, Investigate, Sense Motive, Stealth], Set Up, Sneak Attack (1), Takedown Attack (2), Teamwork (1), Uncanny Dodge [Auditory]

POWERS:
None


EQUIPMENT:
(45ep)

Costume (6ep):
Mask (Commlink, Night Vision [2ep])
Long Cape (1ep)
Body Suit (Protection, Subtle [3ep]) [2]
Arsenal (9ep):
Robinrangs (PF: Ricochet) [3] - DC:18:tough
Bo Staff (PF: Extended Reach, Improved Critical [1]) [2] - DC:18:tough
R Shuriken (Extra: Auto-Fire [1ep]) [1] – DC:16:tough
Utility Belt (20ep):
Flash Bangs (16ep) [4] – DC:14:ref
Sleep Pellets (1ep) [4] – DC:14:fort
Mini-Tracer, GPS, Multi-Tool (3ep)
Vehicle (10ep):
Robincycle (Standard Archetype, Extra: Remote [10ep])

COMBAT: Base Attack +7, Melee +11, Ranged +7, Grapple +15 [Unarmed +1 (Bruise), Bo Staff +3, 19-20 Critical (Bruise), Robinrangs +3 (Bruise), R Shuriken +1, Auto-Fire (Bruise)]; Defense 21 (13 flat-footed); Init +8; Knockback -2

SAVES: Toughness +5 (+3 flat-footed), Fortitude +4, Reflex +7, Will +5

DRAWBACKS:

Abilities 30 + Skills 19 (76 ranks) + Feats 36 + Powers 0 + Combat 26 + Saves 9 – Drawbacks 0 = 120 / 120


Comments: And the last of the Bat Brothers is complete!

Robin is built to be a leader, investigator and team player. He's not great shakes in combat, but can goon sweep and divert attention from bigger fish for Batman or his teammates in the Teen Titans.

Clean Up 1/31/08: Tim gets an update into playable status at PL8/120pp. Tightend up a lot off that original build that had 145pp and put him in line with current vein of Bat family builds where his Utility Belt is a Device. He will be a fun play.

Clean Up 5/9/08: Just a tweak to get rid of Gadgets in favor of Equipment to save some PP and keep him in line with my other Bat builds at the moment.


Updated my Robin builds, both the PC and the NPC-ish versions. All of the Bat family updates I'm doing this round utilize Batgirl III's cape rules which just rock. I'll probably bump her thread for anyone that hasn't read them.
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Postby Thorpacolypse » Fri May 09, 2008 6:40 pm

Thorpacolypse wrote:Hitting the Aisle 1 shelves is another version of our top seller. Fresh from our Gotham location, another item in our new Generally Playable Builds line is now on sale at J-Mart!

Image
Most dangerous man on Earth at any PL...

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

ABILITIES: STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 22 (+6) WIS: 18 (+4) CHA: 12 (+1)

SKILLS: Acrobatics 7 (+10), Bluff (+6), Climb (+4), Computers (+6), Concentration (+4), Craft [Mechanical] 4 (+10), Diplomacy (+1), Disable Device 4 (+10) [Skill Mastery], Disguise (+1), Drive (+3), Escape Artist 7 (+10), Gather Info 9 (+10) [Contacts, Well-Informed], Handle Animal (+1), Intimidate 7 (+13) [Skill Mastery, Startle], Investigate 7 (+13) [Skill Mastery], Knowledge [Streetwise] 4 (+10), Knowledge [Technology] 4 (+10) [Inventor], Languages 9 (Japanese, Mandarin, Spanish, French, Russian, Arabic, Player picks 3 more languages before game play, Base: English), Medicine (+4), Notice 6 (+10), Pilot (+4), Profession [CEO] (+4), Ride (+3), Search (+6), Sense Motive 8 (+12) [Assessment], Sleight of Hand (+4), Stealth 12 (+15) [Skill Mastery], Survival (+4), Swim (+4)

FEATS: Assessment, Attack Specialization (2) [Unarmed x2], Beginner's Luck, Benefit (3) [Intelligence for Bluff and Intimidate Checks, Wealth], Challenges (1) [Vanish], Contacts, Defensive Attack, Defensive Roll (1), Dodge Focus (8), Eidetic Memory, Equipment (2), Improved Critical (1) [Unarmed], Improved Initiative (1), Improved Ranged Disarm, Inventor, Jack-of-All-Trades, Luck (2), Master Plan, Power Attack, Skill Mastery (1) [Disable Device, Intimidate, Investigate, Stealth], Sneak Attack (1), Startle, Takedown Attack (1), Ultimate Effort (1) [Ultimate Will Save], Uncanny Dodge [Auditory], Well-Informed

POWERS:
None


EQUIPMENT:
(40ep)

Bat Costume (Protection, CommLink, Night Vision, Rebreather, Gas Mask [6ep]) [2]
Extra Long Cape (Protection [1ep]) [1]
Utility Belt (28ep array):
Flash Bangs (16ep)
Batarangs (Masterwork Boomerangs; Blast 2, PF: Improved Critical, Mighty, Ricochet x2 [1ep]) [2] - DC:21:tough
Exploding Batarangs (1ep) [5] - DC:15:ref
Bat Shuriken (Masterwork Shuriken; Extra: Auto-Fire, PF: Improved Critical [1ep]) [1] - DC:16:tough
Stun Gun (1ep) [7] - DC:17:fort
Smoke Grenades (1ep) [4]
Bat Bolos (Snare [1ep]) [4] – DC:14:ref
Grapple Gun and Swing Line (Super Movement [Swinging] and Speed 1; 1ep) [1]
Burglar's Kit, Mini-Tracer, Flash Light, Handcuffs, PDA (7ep)

COMBAT: Base Attack +10, Melee +10, Ranged +10, Batarangs +11, Bat Shuriken +11, Unarmed +14, Grapple +14 [Unarmed +4, 19-20 Critical (Bruise), Batarangs +6, 19-20 Critical (Bruise), Exploding Batarangs +5 (Bruise), Bat Shuriken +1, 19-20 Critical, Auto-Fire (Bruise)]; Defense 22 (12 flat-footed); Init +10; Knockback -4 (-3 flat-footed)

SAVES: Toughness +8 (+7 flat-footed), Fortitude +6, Reflex +8, Will +8 [Ultimate Save]

DRAWBACKS:

Abilities 44 + Skills 22 (88 ranks) + Feats 45 + Powers 0 + Combat 28 + Saves 11 – Drawbacks 0 = 150 / 150


Comments: It had been a couple of weeks since I did a Batman build, so I figured I’d better get on the stick and get another one up…

I got the Bat down to PL10/150 and I like how he came out. I shifted the Gadgets out of equipment for more versatility in lieu of less pure power, but I think it fits this version better. I am going to alter my PL11 version in the same manner. The reason I put the Gadgets into a device was not to save points (it only saved 2pp which I could have easily reworked) but to emphasize the same aspect as the Equipment version of the Utility Belt Gadgets. If he gets knocked, tied up and the Utility Belt is gone, he can't get Gadgets. If it is left as a power, he can get them anytime, and that didn't seem right to me.

I had to skimp on some of the periphery aspects of the Batman, but from a combat standpoint, I like this build at this level a lot. And he still excels in his primary areas of Investigation, Intimidation and Stealth, which is really what the Bat is all about. This build and Grendel would be a good rumble, although I prefer to use that PL11 version since Batman should be a little better than Grendel since…well, he’s The Batman.

This may be a whole Bat weekend since I want to rework the PL11, the PL12 and my E217 versions as well, and since I just finished reading Dark Victory, I’m in a definite Bat mood. But I have 10 other builds to post first, so I'll focus on that, first.

Clean Up 5/9/08: The last of the Bat family updates for this round, removing Gadgets and shifting to Equipment. I was able to increase some skill ranks and add a few feats with the extra PP. I think he might be ready to take on Mr. Rose in round 2...


Hey, you knew if I was updating the other Bat family members, I had to do the main man. As stated above, I think I am going to give Grendel a rematch against this version of Batman instead of the PL11 version.
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Postby Thorpacolypse » Fri May 09, 2008 6:54 pm

Thorpacolypse wrote:Another addition to our arch villains line on Aisle 2.

Image
Who says it ain't easy bein' green?!?!?

GREEN GOBLIN
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 26 [12] (+8/+1) DEX: 22 [12] (+6/+1) CON: 22 [10] (+6/0) INT: 26 [18] (+8/+4) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Aerobatics 4 (+10), Bluff (+2), Climb (+8), Computers 2 (+10), Concentration (+2), Craft [Chemical] 5 (+13), Craft [Electronic] 5 (+13) [Inventor, Skill Mastery], Craft [Mechanical] 5 (+13) [Skill Mastery], Diplomacy (+2), Disguise (+2), Escape Artist (+6), Gather Info (+2), Handle Animal (+2), Intimidate 8 (+10) [Skill Mastery, Startle], Knowledge [Business] 2 (+10), Knowledge [Technology] 5 (+13) [Inventor, Skill Mastery], Notice 6 (+8), Pilot 2 (+8), Search (+8), Sense Motive (+2), Stealth 4 (+10), Survival (+2), Swim (+8)

FEATS: Attack Specialization (1) [Pumpkin Bombs], Benefit (1) [Wealth], Equipment (4), Inventor, Skill Mastery [Craft: Electronic and Mechanical, Intimidate, Knowledge: Technology], Startle

ENHANCED FEATS: Attack Focus (Melee) (4), Attack Focus (Ranged) (4), Dodge Focus (5), Fast Overrun, Favored Environment (5) [+2 Attack, +3 Dodge when Flying], Fearsome Presence (3), Move-by Action, Sneak Attack (1)

POWERS:
Green Goblin Enhancements (Container [80pp]) [16]
Enhanced Strength (14pp) [14]
Enhanced Constitution (12pp) [12]
Enhanced Dexterity (12pp) [10]
Enhanced Intelligence (8pp) [8]
Enhanced Feats (see Feats [24pp]) [24]
Regeneration (Recovery Bonus +2 [2pp]) [2]
Regeneration (Recovery Rate [7pp])

Bruised 1/round no rest [1]
Injured 1/1 minute [3]
Disabled 1/hour [2]
PF: Diehard, Persistent [2]

Blast Gloves (Device, Hard to Lose [10pp traits]; 8pp) [2]
Electric Blast (Flaw: Touch Range, PF: Split Attack [10pp]) [9] - DC:24:tough
Goblin Glider (Device, Easy to Lose [5pp traits]; 3pp) [1]
Flight (Flaw: Platform [3pp]) [6]
Glider Blades (Strike, PF: Mighty [2pp]) [1] – DC:24:tough


EQUIPMENT:
(20ep)

Body Armor (Protection [2ep]) [2]
Arsenal (18ep):
Pumpkin Flash Bangs (16ep) [4] – DC:14:ref
Pumpkin Bombs (Fragmentation Grenades, Extra: Explosion [1ep]) [5] - DC:20:tough
Goblin Blades (Shuriken, Extra: Auto-Fire [1ep]) [1] - DC:18:tough

COMBAT: Base Attack +5, Melee +9, Ranged +9, Pumpkin Bombs +11, Flying Melee +11, Flying Ranged +11, Flying Pumpkin Bombs +13, Grapple +17, Flying Grapple +19 [Unarmed +8 (Bruise), Blast Gloves +9 (Bruise), Pumpkin Bombs +5 (Lethal), Goblin Blades +1, Auto-Fire (Lethal), Goblin Glider Blades +9 (Lethal)]; Defense 19 (12 flat-footed, 22 when Flying); Init +6; Knockback -4

SAVES: Toughness +8 (+8 flat-footed), Fortitude +6, Reflex +7, Will +5

DRAWBACKS: Normal Identity -Norman Osborn [-4]

Abilities 20 + Skills 12 (48 ranks) + Feats 33 + Powers 67 + Combat 18 + Saves 4 – Drawbacks -4 = 150 / 150

Comments: Another tough build, but one I really ended up liking. I started this one in APRIL, and just now got the gumption to finish it up. The guy is a poster child for situational modifiers, as you can see from his combat stats.

Clean Up 5/9/08: Cleaned up good old Norman after being unhappy with this build for a while. Got it a little tighter and to playable level and by altering his Glider, saved some points to make him a little better in combat. I had no real interest in testing this one before, but now I do. But it will probably be a while, too much on the geek plate.


Goblin gets an overhaul. Much cleaner build.
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Postby Thorpacolypse » Fri May 09, 2008 7:27 pm

A new item in our Initiative line hits the Aisle 2 shelves.

Image
Grrrrr, baby! Very grrrrr!!!

BENGAL
PL:
9 (125 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 9 (+13), Climb 4 (+7), Concentration (+1), Escape Artist 6 (+10), Intimidate 6 (+6), Knowledge [Tactics] 6 (+7), Notice 8 (+9), Search (+1), Sense Motive 9 (+10) [Assessment], Stealth 9 (+13) [Accelerated Stealth, Slip Between Cover], Survival 10 (+11), Swim (+3)

FEATS: Assessment, Attack Focus (Melee) (3), Attack Specialization (1) [Bow], Benefit (1), Challenges (2) [Accelerated Stealth, Slip Between Cover], Counterattack, Defensive Attack, Defensive Roll (2), Defensive Throw, Dodge Focus (6), Eagle Eyes, Elusive Target, Equipment (3), Evasion (1), Grappling Finesse, Improved Block (1), Improved Critical (2) [Unarmed x2], Improved Initiative (1), Move-by Action, Power Attack, Quick Draw (1), Sneak Attack (1), Stunning Attack, Takedown Attack (2), Teamwork (1)

POWERS:
Super Senses (Normal Scent [Extended, Acute], Track [By Scent]) [4]


EQUIPMENT:
(15ep)

Costume (Protection, Subtle [2ep]) [1]
Commlink, GPS (2ep)
Arsenal (11ep):
Bow (9ep) [3] - DC:21:tough
Sai (Strike 2, PF: Mighty, Improved Critical, Subtle [1ep]) [2] - DC:20:tough
Shuriken (Extra: Auto-Fire [1ep]) [1] - DC:16:tough

COMBAT: Base Attack +10, Melee +13, Ranged +10, Bow +12, Grapple +17 [Unarmed +3, 18-20 Critical (Bruise), Bow +6 (Lethal), Sai +5, 19-20 Critical (Lethal), Shuriken +1, Auto-Fire (Lethal)]; Defense 22 (13 flat-footed); Init +8; Knockback -3

SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +8 [Evasion], Will +5

DRAWBACKS:

Abilities 24 + Skills 17 (68 ranks) + Feats 38 + Powers 4 + Combat 32 + Saves 10 – Drawbacks 0 = 125 / 125

Comments:
Bengal is a member of the Shadow Initiative, a group that reported directly to Gyrich before his ouster. He was a former sort-of villain, who generally seemed to just get into situations with the wrong people. Now he is for the “good guys” and actually seems to be one of the actual good ones, from the bit I’ve seen.

He’s a martial artist renowned enough that he gave Daredevil a run for his money as well as Night Thrasher. His is good in melee and very good with the bow as well. He also seems to have an enhanced sense of smell, but again, not a lot has been shown on that. Consider him entered into my future martial artist tournament.
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Postby Michuru81 » Fri May 09, 2008 7:53 pm

Thorpacolypse wrote:I like Anole, even though I hadn’t read a lot about him in my recent New X-Men but he’s a handy character. Kind of a Nightcrawler light. He's probably a bit overpowered, but I wanted the New X-Men to all be in the PL8-9 range, so he gets the benefit of the doubt.


I concur with the PL 8-9 range for the New X-Men and am happy to see Anole represented here. Definately one of the better characters to come out of a book I sorely miss. I am loving this build; definately something I can see myself playing.

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Postby Thorpacolypse » Fri May 09, 2008 7:58 pm

A new addition to our Initiative Line hits the Aisle 2 shelves.

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Spider clones, Spider clones, doing whatever a clone trained by Taskmaster to act like Spider Man wearing the Iron Spider armor does...

THE SCARLET SPIDERS (RED TEAM)
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 22 (+6) DEX: 22 (+6) CON: 22 (+6) INT: 18 (+4) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 6 (+12), Bluff (+1), Climb 4 (+10), Computers (+4), Concentration (+1), Diplomacy (+1), Disable Device (+4), Disguise (+1), Drive (+6), Escape Artist 4 (+10), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Investigate (+4), Medicine (+1), Notice 4 (+5), Pilot (+6), Profession (+1), Ride (+6), Search (+4), Sense Motive 4 (+5), Sleight of Hand (+6), Stealth 6 (+12), Survival (+1), Swim (+6)

FEATS: Ambidexterity, Attack Specialization (1) [Unarmed], Attack Specialization (2) [Web Shooters], Defensive Attack, Defensive Strike, Dodge Focus (3), Eidetic Memory, Evasion (1), Jack-of-All-Trades, Move-by Action, Teamwork (1)

POWERS:
Leaping (1pp) [1]
Speed (1pp) [1]
Regeneration (Recovery Bonus +1 [1pp]) [1]
Regeneration (Recovery Rate [5pp])

Injured 1/20 minutes [1]
Disabled 1/5 hours [1]
PF: Diehard

Iron Spider Armor (Device, Hard to Lose, PF: Restricted [MVP Clones]; [45pp traits]; 36pp) [9]
Protection (Extra: Impervious [6pp]) [3]
Additional Limb (4 Waldoes [3pp]) [3]
Immunity (Suffocation [1pp]) [1]
Super Movement (Wall Crawling [2pp]) [1]
AP: Flight (Flaw: Gliding [1pp]) [2]
Super Senses (Communication Link 2 [Scarlet Spiders/Red Team], Infravision, Danger Sense, Direction Sense, Radio, Blindsight [Waldoes, Radius]; 8pp]) [3]
AP: Concealment (Radar, Normal Sight [1pp]) [3]
Morph (Armor/Normal Clothes [2pp]) [2]
Web Shooters (Snare, PF: Tether [19pp]) [9] - DC:19:ref
DAP: Super-Movement (Swinging) and Speed 2 [Flaw: Limited to Swinging]; 2pp


COMBAT: Base Attack +5, Melee +5, Ranged +5, Unarmed +7, Web Shooters +11, Grapple +11 [Unarmed +6 (Bruise)]; Defense 19 (13 flat-footed); Init +6; Knockback -4

SAVES: Toughness +9 (+9 flat-footed, +3 Impervious), Fortitude +6, Reflex +8 [Evasion], Will +4

DRAWBACKS: Normal Identity - Full Round [-4]

Abilities 48 + Skills 7 (28 ranks) + Feats 15 + Powers 43 + Combat 22 + Saves 4 – Drawbacks -4 = 135 / 135

Comments:
As work through my Initiative themed builds, here is my take on the Scarlet Spiders/Red Team. I basically took my MVP build, scaled down some of the abilities a bit (my thought is that the clones should not be quite as good as the original) added a cost-effective take on the Iron Spider suit and let ‘er rip.

I think they would be a fun play and a really fun run against a PL11-ish Spidey himself. I may have to put that on the list of “to-do’s” for when I finish my DIA storyline.
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Postby Thorpacolypse » Fri May 09, 2008 8:35 pm

Fight Intro – Nightwing, Wolverine, Iron Man, Black Panther and Luke Cage vs. A Whole Lotta Killer Croc Clones

Location: New Orleans, LA – New location of the alleged Schmidt Technologies

Time: 12:25 p.m. same day as the Battle on The Bayou

-------------------------------------------------------------------------------------

Nightwing, Wolverine, Iron Man, Black Panther and Luke Cage headed into the bowels of the facility. The Falcon, despite his initial reservations, agreed to stay with Nick Fury and his SHIELD troops to brief the arriving police and medical personnel and to provide containment in case the Croc clones, or anything else, should get past the assault team.

Wolverine took point as the heroes worked their way through the halls of the Schmidt Technologies building. Iron Man wasn’t able to download blueprints of the building from New Orleans City Records as they had hoped, but Logan’s nose would lead them to their destination without any trouble. It took the group about 10 minutes to work their way to the lower level area where the Croc clones awaited. Nightwing and Black Panther had been talking strategy the entire time, while Luke Cage kept making wisecracks to keep the team loose. Even though all of them had been in situations like this before, and far worse, they were all tense. Knowing that they were all that stood between the return of Captain America and Superboy to the world at large added more pressure than many of them had felt in a long time.

They descended the final stairwell and entered the hallway leading to the large room. They worked their way forward cautiously until they were about 10 feet from the open double doors leading to the room. They could hear the Croc clones growling and growing more restless by the second.

“You guys ready for this?” Nightwing said, pulling out some Nightarangs.

“I was born ready,” Cage replied. “…and sexy…”

“Since when did you become the merry quipster of the group?” Iron Man asked with a slight chuckle.

“Hey, I hung out with Spider-Man a lot the past couple a’ years; his bad habits rubbed off on me.”

“I just hope we’re all laughing when this is done,” The Black Panther said, shifting into a ready stance.

“We will be,” Iron Man said as a missile launcher rose up out of the shoulder piece of his armor. “I’m not failing Steve again. Stand back...”

Iron Man led the group into the room, immediately drawing the attention of the nearly 50 Croc clones. He fired a barrage of missiles into the group of Crocs with his missile launcher, sending over two dozen of them flying. Only a handful got back up. Once the Crocs had been scattered, Cage, Logan, Nightwing and T’Challa all moved quickly towards the center of the room with Cage and Wolverine taking the wing positions.

Their plan was to get to the rooms holding their friends first and let Iron Man deal with most of the Crocs. And the plan worked perfectly. Iron Man continued to mow down the clones with his Uni-Bream and Repulsors while the others dealt with the stragglers as they blocked their path. A few of the clones got to the grouping of heroes, but Cage and Wolverine were able to take out any of the clones that got past Iron Man.

Nightwing and The Black Panther picked off a few along the way also with some well placed Nightarang and Energy Dagger shots. Wolverine took a few good shots from the Crocs on the way, but gave far better than he got. In less than a minute, they made it to the other side of the room and by then, Logan’s healing factor had him nearly as good as new physically. And taking his aggressions out on the last few Croc clones did wonders for his mood as well.

As the last of the Croc clones fell after a Repulsor blast from Iron Man, Nightwing assessed the area around the 3 doors. Black Panther stated, “That was easy…a bit too easy, I think.”

“Speak for yourself, T’Challa,” Wolverine said, checking the cuts on his sides and face that were healing up as they spoke.

After a few more seconds of checking things out while the others looked on, Nightwing replied, “No, The Panther’s right. The Red Skull would have thrown more Crocs at us if he really wanted to stop us. And I’ve checked all around here for booby traps or any other little surprises he might have left for us and I can’t see anything.”

“Me, either,” Iron Man said as he scanned the area with his multitude of sensors from his armor. “I don’t even think the doors are locked. I can’t tell if the guys are definitely in there, or not but we don’t have any reason to think otherwise at this point. Just to be sure, let me open the first door, in case of…”

Before he could turn the handle, his commlink clicked on and Nick Fury’s voice came through all of their commlinks. “Um, guys,” he said, sounding concerned. “Are you OK?”

“Perfect, Nick,” Stark replied. “All the Croc clones have been neutralized and we’re going in to get Cap.”

“I…don’t think ALL the clones have been neutralized. The monitors are showing a whole ****load of them heading our way…”

“How many is a ****load?!?!?” Luke Cage asked apprehensively.

“A helluva a lot more than we can handle right now, I think…looks like 40, 50 at least…”

“OK, hang on Nick, we’re on our way!” Stark said as he turned and fired up the rockets in his boots.

“No, Tony,” Wolverine said, putting his hand on Iron Man’s shoulder. “Me and Luke can handle them. You guys get Cap and the others.”

“But, Logan, we…” Nightwing started.

“He’s right, ‘Wing,” Cage said as he started to trot back towards the other door. “You three stay…get Cap, the super kid and X…get up there when you can…we’ll represent upstairs. C’mon, Logan, let’s move!” With that, the two former Avengers teammates took off at a dead sprint back the way they came.

Nightwing, Black Panther and Iron Man looked at each other. They each moved towards the door they most wanted to open. Black Panther moved to the door that opened into the room where Josiah X was held. Nightwing prepared to open the door where Superboy was. And Iron Man took a deep breath and reached for the door to the room that contained his former best friend, Captain America.

Simultaneously, each man opened their door…

--------------------------------------------------------------------------------------

Door 1: The Black Panther opened the door and peered in cautiously. He could see that near the back of the well lit room sat a sedated and bound Josiah X. Before T’Challa could take more than a step in the door, he heard someone speaking loudly to him.

“Well, well, well, lookee what we got here,” said the man dressed in a white and red hood and outfit who was standing in the middle of the room. “If it ain’t the legendary Black Panther, comin’ to save his boy just like they said he would.”

“And you must be the so-called White Knight,” Black Panther replied, relinquishing his cautious stance and strolling into the room confidently. “I’m not at all surprised to see you here. I suppose this confrontation was inevitable.”

“Look at you, using them big words for an African *racial slur*. I heard you was one of the smart ones, BOY, looks like they was right. Doesn’t matter, though; smarts ain’t gonna help ya when I’m burying my foot in your black *rear*. I’m gonna enjoy this one, BOY. Get ready to see what it’s like to fight a REAL man!”

-------------------------------------------------------------------------------------

Door 2: Nightwing opened the door slowly and took a scan of the area. The room was very dimly lit, with shadows enveloping the sides and corners of the room. The lone light hung just above the bound and blindfolded figure in the chair near the back of the room. It looks like Conner, Nightwing thought as he slowly crept into the room, but I’m not going to be convinced until I…

Before he could finish his thought, he caught some movement out of the corner of his left eye. He eased his Escrima sticks from his gauntlets. Then, he saw movement all around the room. From the shadows of came 5 lean figures, each wearing dark bodysuits and iron masks. He could see that each of them wielded dual bladed tonfas and each had a swastika emblem on left breast of their uniform. They slowly and silently advanced on him.

“I don’t suppose there’s any point in asking you all to stand down, is there?” Nightwing asked, knowing full well the answer.

He received no response as a couple of them began to spin their blades. As they got closer, he could hear faint clicking and whirring sounds, seemingly coming from their bodies.

“OK, then,” Nightwing said, mimicking their movements by twirling his Escrima sticks. “Let’s do this…”

-------------------------------------------------------------------------------------

Door 3: With his heart racing, Iron Man opened the door. As he had hoped, sitting in the back of the dimly lit room bound and blindfolded was Steve Rogers. Thank God, Tony Stark thought as he walked into the room. After a couple of steps in the room, he heard a “click” and a door on the wall to Roger’s right slid open. As Iron Man raised his left hand and warmed up his Repulsor beam, a figure slowly shuffled out of the secret room.

The male figure wore familiar blue tights with a red cape trailing behind him. I knew it, Stark thought, they cloned Superboy...

But as the figure moved into better light, Iron Man realized that it wasn’t Superboy at all. His skin was pale and the “S” insignia on his chest was backwards. And when he spoke, Iron Man’s heart rate picked up even more as he realized who he was dealing with.

“Red Face man said Metal Suit Man come to save yellow hair. Red Face Man me worst enemy. He say Metal Suit Man me best friend…

He tell Bizarro not to kill Metal Suit Man. So I not kill you…I not kill you, bad…”


Coming up next:

The Final Battles!!!

Nick Fury, Falcon, Luke Cage, Wolverine and SHIELD vs. more Killer Croc Clones!

Nightwing vs. The Kroenen Clones! (Or as I like to call them, the Cloenens…)

Black Panther vs. The White Knight!

Iron Man vs. Bizarro!



Set Up: Since it will take a little while for them to get to the lower level I will rule that Nightwing and Black Panther will both have time to activate their Master Plans. I’m going to rule that their plans will run one after the other, extending the time of the bonuses. Black Panther gets a 17, Dick gets a 20 so there will be 3 rounds at +2, another at +1, then 3 more rounds at +2 and one last one at +1 to attacks and checks for the group. The room is huge, 80 feet wide and 160 feet from their door to the back wall where the 3 doors leading to the captured heroes sit.


Initiative/HP: Luke Cage 23/3hp, Black Panther 20/3hp, Nightwing 17/2hp, Wolverine 11/2hp, Iron Man 10/2hp, Croc Clones 6/0hp. There are 46 Croc clones in the room (to start). We’re running Minion rules at the moment. Stark and Wolverine are completely healed as well and Cage, Panther and Nightwing took no damage before so everyone is starting out the fight in top shape. Here we go..

Round 1: The Crocs were awaiting their arrival and there was really no other way in that room (for the heroes anyway) so I’ll skip the surprise round. All the other heroes will hold their actions for Iron Man who will set the tone with an area blast with his missiles which hit (barely) with an adjusted 15. It’s a +14 area explosion attack so I will rule that it will hit 28 of the clones. Dang, that’s 28 Toughness saves against DC29….Oh, well, here we go…OK, that was wicked. Only 4 of them save. That’s pretty dang efficient. 22 left. Next up is Cage who could reach a couple with his move and Takedown but their goal is to get to Cap and the others, so he, Black Panther, Nightwing and Wolverine all double move and make it close to the center of the room which was cleared by Iron Man’s missile blast. Wolverine and Cage will take the flanks. The Crocs are up. They will attack the heroes, but only about 4 of them can get to them this round. Man, they rolled well. They all hit. 2 hit Cage, 2 hit Wolverine. Cage doesn’t take any damage because their attacks do not get pas his Impervious Toughness, Wolverine takes two bruised and injured conditions.

Round 2: This time the heroes go in order. Cage leads and takes his regular move, then he can attack one Croc clone. He takes 10 and hits. But the Croc makes its save. Black Panther takes his move and can attack another with his Claw Strike as well. He takes 10 and hits, and the Croc fails its save and falls. 21 left. Nightwing takes his move and fires a Nightarang at one, taking 10 and hits. That one fails its save and falls. 20 left. Wolverine moves and can get to one as well, takes 10 and hits and this one makes its save. Iron Man takes to the air to be able to move fast enough to catch up to the others. He fires his Uni-Bream which is a line area blast that will be able to catch 5 in its path. They all fail the Reflex saves, then all fail their Toughness saves and are all down. 15 left. 8 will be in range to attack this time. I’ll split them up evenly 2 on each hero other than Iron Man who is flying a bit higher than they can reach. 2 hit Cage but neither gets past his Impervious again. 1 hits Black Panther and he makes the save easily. None hit Nightwing and the last two 2 hit Wolverine. Logan makes the first save, but blows the second and is Bruised, Injured and Stunned. He’ll burn an HP to get rid of the Stunned condition and Regenerates one of his Bruised conditions to still have 2 Bruised and 3 Injured conditions.

Status: Logan Bruised x2, Injured x3.


Round 3: With Iron Man’s last blast, another path had been cleared for them to double move to within 10 feet of the doors. Cage, Nightwing, Black Panther and Wolverine all double move and are where they want to be. Iron Man cuts loose with another Uni-Beam blast that catches 4 more of the Crocs. Again, all fail their Reflex saves, but this time one of them makes his Toughness save. They’re down to 12 left. I’ll rule that 3 of them can get to the heroes. Only 1 hits and hits Wolverine who…dang, fails his save again and takes another Bruised and Injured. Again, though, one of his earlier bruises heals and he’s still got two bruises, but his injuries are still climbing. The remaining Croc clones use the round to get within range of the 4 floor bound heroes. Black Panther’s Master Plan drops to +1 after this round.

Status: Logan – Bruised x2, Injured x4.


Round 4: Now that the heroes are where they want to be, it’s time for them to start doing some work. Cage starts it off again and he can get to 2 with his Takedown Attack. He power attacks for 1 and drops both clones. 10 left. Black Panther fires his Energy Daggers at one of the Crocs and hits with an adjusted 20 for +2 Auto-Fire. But the clone saves with a natural 20. Nightwing takes 10 and whips a Nightarang at a Croc and hits easily, but the Croc makes his save. Wolverine can get to 4 with his Takedown Attack. He will Power Attack for 2…hits them all and drops them all. 6 left. Iron Man just uses his Repulsor Ray this time and pretty much cuts one in half with a natural 20. I’m not even going to roll the save. 5 left. The Crocs fight until the end, attacking Wolverine and Black Panther. Only Wolvie takes a hit with an adjusted 23, but he makes his save and regenerates another Bruised condition.

Status: Logan – Bruised x1, Injured x4.

Round 5: The heroes should end this pretty quickly. Cage drops the one he can get to, leaving 4. Black Panther fires an energy dagger at one, taking 10 to hit, but the Croc makes its save. Nightwing uses his round to assess the doors, searching for traps, checking the cameras outside the door, etc. He gets 17 on the checks. Wolverine can reach 3 Crocs with his Takedown Attack, and he will roll for the hits, All-Out/Power Attacking for 3. He hits on all 3 rolls, the 2nd one is a crit. All the Crocs fail their saves. 1 left. Iron Man takes 10 with a Repulsor blast and drops the last one. Logan heals his last bruised condition.

Round 6, 7 & 8: The heroes will have a chance to breathe and check out the set up of the doors before the next phase of combat starts. The reason I mention this is for my rolling for Wolvie’s Regeneration from his Injuries…he heals 3 of them. Nightwing gets 22, 16, and 26 on his Searches. Iron Man searches the last two rounds with a 9 and 19. They find nothing, but there is nothing to find. I guess it’s the old GM in me that MADE me have to roll those, just because I was supposed to since I playing this kind of like a real game.

Entering the Rooms: The only room where a check is really necessary is for Nightwing to notice the Kroenen Clones and he makes it with a 26. The White Knight ain’t sneaking up on nobody, and neither is Bizarro. I will give BP, Nightwing and Iron Man HP’s for the complication of dealing their opponents while trying to save their friends, yet trying to get back to help Fury and the others.

Final Status for Part 1: Luke Cage 3hp, Black Panther 4hp, Nightwing 3hp, Wolverine 1hp – Injured x1, Iron Man 3hp.


Notes: The heroes performed well in this warm up to big finale. This was really a set up for the final 4 fights, which will be much more of a challenge for them as you can see…

My only concern was that Logan seems to take a whole lot more whoopin’ than I thought he would. He got beat down by Stark before, and now that I think about it, just about every fight I’ve seen with him on Roll Call, he’s gotten whooped pretty good. I’ll have to think about a rewrite for this build.
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Postby Thorpacolypse » Sat May 10, 2008 8:59 am

Michuru81 wrote:
Thorpacolypse wrote:I like Anole, even though I hadn’t read a lot about him in my recent New X-Men but he’s a handy character. Kind of a Nightcrawler light. He's probably a bit overpowered, but I wanted the New X-Men to all be in the PL8-9 range, so he gets the benefit of the doubt.


I concur with the PL 8-9 range for the New X-Men and am happy to see Anole represented here. Definately one of the better characters to come out of a book I sorely miss. I am loving this build; definately something I can see myself playing.

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Postby FinalEclipse » Sat May 10, 2008 9:55 am

Wow...that fight was a great intro fight, and then having everyone face a fitting foe is awesome.

Iron man is screwed. :twisted: Kudos for putting Bizzaro in during a clone series.
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Postby Michuru81 » Sat May 10, 2008 10:16 am

Thorpacolypse wrote:
Michuru81 wrote:
Thorpacolypse wrote:I like Anole, even though I hadn’t read a lot about him in my recent New X-Men but he’s a handy character. Kind of a Nightcrawler light. He's probably a bit overpowered, but I wanted the New X-Men to all be in the PL8-9 range, so he gets the benefit of the doubt.


I concur with the PL 8-9 range for the New X-Men and am happy to see Anole represented here. Definately one of the better characters to come out of a book I sorely miss. I am loving this build; definately something I can see myself playing.

Thorpacolypse wrote:A J-Mart Favorite hits the Aisle 2 shelves.

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...okay, she is...


Point taken. I knew there had to SOMETHING else good to come out Illinois. :wink:


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Postby Chronogoblin » Sat May 10, 2008 12:22 pm

POWERS:
Super Senses (Normal Scent [Extended, Acute], Track [By Scent]) [4]


I thought Scent was just 'Normal Olfactory - Acute' with a different name. So perhaps Analytical would be better?

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Postby Libra » Sat May 10, 2008 12:43 pm

Keep up the good work J-Mart. :D
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