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

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Postby Thorpacolypse » Tue May 13, 2008 10:21 pm

Kreuzritter wrote:what? this is cheap imitation shaft!


Why, of course, Kreuz. That's how J-Mart keeps its profit margins so high. :D

I was laughing my arse off when I read your post. Don't worry, the REAL Shaft is in the works as well!
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Postby Thorpacolypse » Wed May 14, 2008 7:47 pm

Hitting the Aisle 12 shelves is a very dangerous build. You might say it should be registered as a LETHAL WEAPON.

Your jokes should be registered as lethal weapons because they suck so bad, they are killing people...

Shut up, Randal!

Image
Make another joke about the mullet, I dare ya...

MARTIN RIGGS
PL:
7 (108 pp) – OPL: 7; DPL: 7

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

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

FEATS: Attack Focus (Melee) (1), Defensive Roll (2), Diehard, Dodge Focus (2), Eagle Eyes, Equipment (3), Improved Aim, Improved Critical (4) [Unarmed x2, Firearms], Improved Initiative (1), Improved Pin, Martial Artist, Power Attack, Precise Shot (1), Quick Draw (1), Taunt, Ultimate Effort (1) [Ultimate Aim]

POWERS:
None

EQUIPMENT:
(15ep)

Undercover Vest (Protection, Subtle [2ep]) [1]
Heavy Pistol (8ep) [4] – DC:19:tough
Cell Phone, Handcuffs (2ep)

COMBAT: Base Attack +9, Melee +10, Ranged +9, Grapple +12 [Unarmed +2, 18-20 Critical (Bruise), Heavy Pistol +4, 19-20 Critical (Lethal)]; Defense 18 (13 flat-footed); Init +7; Knockback -3 (-2 flat-footed)

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

DRAWBACKS:

Abilities 22 + Skills 25 (100 ranks) + Feats 22 + Powers 0 + Combat 30 + Saves 9 – Drawbacks 0 = 108 / 108


Comments: I’ve wanted to do this build for a while now, so finally I get around to Martin Riggs, THE lethal weapon from the Lethal Weapon series. Riggs is a good street level martial artist as well as a great streetwise cop and a world class marksman, hence the Precise Shot, Improved Aim and Ultimate Aim feats. I focused more on skills than combat feats, but that could change if I actually involve he and Murtaugh (coming) in a test and he doesn’t fare well if he gets in a scrap.

Man, these super cop builds are fun. I may have to take up a little story with them when I finish Dead In America instead of the Gotham thing I was going to do. Or heck, I might send these guys TO Gotham, just to see how they fare against the freaks.
Last edited by Thorpacolypse on Thu May 15, 2008 6:33 pm, edited 1 time in total.
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Postby Thorpacolypse » Wed May 14, 2008 8:05 pm

Another item in our Action Movie Legends line hits the Aisle 12 shelves.

Image
I'm gettin' too old for this sh**...

ROGER MURTAUGH
PL:
5 (75 pp) – OPL: 5; DPL: 5

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

SKILLS: Bluff 5 (+7), Climb (+2), Concentration (+3), Diplomacy 8 (+10), Disguise (+2), Drive 5 (+6), Escape Artist (+1), Gather Info 7 (+9) [Contacts], Handle Animal (+2), Intimidate (+2), Investigate 8 (+9), Knowledge [Streetwise] 6 (+7), Notice 5 (+8), Profession [Cop] 5 (+8), Search (+1), Sense Motive 5 (+8), Stealth 6 (+7), Survival (+3), Swim (+2)

FEATS: Attack Specialization (1) [Firearms], Contacts, Defensive Roll (1), Dodge Focus (2), Equipment (4), Improved Aim, Inspire (1), Luck (1), Leadership, Precise Shot (1), Set-Up, Teamwork (1)

POWERS:
None


EQUIPMENT:
(20ep)

Undercover Vest (Protection, Subtle [2ep]) [1]
Heavy Pistol (8ep) [4] - DC:19:tough
Handcuffs, Cell Phone (2ep)
Vehicle (8ep):
Full-Size Car (8ep)

COMBAT: Base Attack +4, Melee +4, Ranged +4, Firearms +6, Grapple +6 [Unarmed +2 (Bruise), Heavy Pistol +4 (Lethal)]; Defense 16 (12 flat-footed); Init +1; Knockback -2

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

DRAWBACKS:

Abilities 22 + Skills 15 (60 ranks) + Feats 16 + Powers 0 + Combat 16 + Saves 6 – Drawbacks 0 = 75 / 75


Comments: Loves me some Roger Murtaugh. He and Riggs have been a great team for years and even though the 4th movie was definitely where it should have ended, I’ve love to see them in cameos in other stuff just for nostalgia sake.

Roger is not near the fighter Riggs is, he’s the people guy. He has good Diplomacy skill and lots of ways to help his partner be even more lethal, with his Inspire, Leadership and Teamwork skill, and an extra helping of Luck just for that extra boost when they need it. And I had to give him the Improved Aim for his famous stop, slow neck roll, aim and fire shots.
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Postby Thorpacolypse » Wed May 14, 2008 8:16 pm

This item getting stocked on Aisle 12 is a J-Mart Favorite!

Image
No jokes here, folks. Nothing but props for Da Man.

KEUNG (JACKIE CHAN FROM RUMBLE IN THE BRONX)
PL:
7 (105 pp) – OPL: 7; DPL: 7

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

SKILLS: Acrobatics 10 (+14) [Accelerated Acrobatics, Acrobatic Bluff, Ultimate Check], Bluff (+1), Climb 8 (+10), Concentration (+2), Diplomacy 6 (+7), Disguise (+1), Escape Artist 4 (+8), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Notice 6 (+8), Search (+1), Sense Motive 9 (+11), Stealth 5 (+9), Survival (+2), Swim (+2)

FEATS: Acrobatic Bluff, Ambidexterity, Attack Focus (Melee) (8), Challenges (1) [Accelerated Acrobatics], Counterattack, Defensive Attack, Defensive Roll (1), Defensive Strike, Elusive Target, Dodge Focus (4), Elusive Target, Evasion (1), Grappling Finesse, Improved Block (1), Improved Critical (1) [Unarmed], Improved Defense (1), Improved Initiative (2), Martial Artist, Mobility, Prone Fighting, Redirect, Sidestep, Stunning Attack, Takedown Attack (2), Ultimate Effort (1) [Ultimate Acrobatics Check], Uncanny Dodge [Auditory]

POWERS:
None


COMBAT: Base Attack +4, Melee +12, Ranged +4, Grapple +16 [Unarmed +2, 19-20 Critical (Bruise)]; Defense 20 (13 flat-footed); Init +8; Knockback -2

SAVES: Toughness +4 (+3 flat-footed), Fortitude +5, Reflex +9 [Evasion], Will +4

DRAWBACKS:

Abilities 26 + Skills 12 (48 ranks) + Feats 38 + Powers 0 + Combat 20 + Saves 9 – Drawbacks 0 = 105 / 105


Comments: Keeping with my street level/action movie character run, here is a favorite of mine, from the movie that opened my eyes to Jackie Chan, Keung, his character from Rumble in the Bronx. Love, love, LOVE that movie. If you’ve never seen it, pick it up, you will not be disappointed.

Does it have a great plot? No. Is the acting even at decent level? Not really. Does Jackie Chan just rock more than should ever be allowed on screen. You bet. To me, this is about his peak as a comedic/martial arts/action movie star. In the fight scenes, he really never KO’s anybody like a Jet-Li or Steven Seagal does, he just hits and moves, hits and moves, hence only one rank of Improved Critical and lots of defensive fighting feats. He also does his usual array of stunts, so he gets the Ultimate Acrobatics check. Gotta have this build make a cameo in a story somewhere.
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Postby Minister » Thu May 15, 2008 4:53 am

Martin Riggs has only one rank in Handle Animal?
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Postby Thorpacolypse » Thu May 15, 2008 4:14 pm

Minister wrote:Martin Riggs has only one rank in Handle Animal?


Doh! Total oversight. How could I forget the dog? I'll fix that shortly.
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Postby Thorpacolypse » Thu May 15, 2008 6:35 pm

Hitting the Aisle 12 shelves is a J-Mart Favorite for our Action Movie Line.

Image
Bourne to be Wild

JASON BOURNE
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 16 (+3) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 5 (+8), Climb 5 (+8), Computers 6 (+8), Concentration (+1), Craft [Mechanical] 6 (+8), Disable Device 6 (+8), Drive 5 (+8), Escape Artist (+3), Gather Info 9 (+9), Intimidate 9 (+9), Investigate (+2), Knowledge [Tactics] 6 (+8), Medicine (+1), Notice 12 (+13), Pilot (+3), Profession [Assassin] 6 (+7), Ride (+3), Search (+2), Sense Motive 10 (+11), Sleight of Hand (+3), Stealth 9 (+12) [Vanish], Survival 5 (+6), Swim (+3)

FEATS: Assessment, Beginner's Luck, Benefit (1) [Several IDs], Challenges (1) [Vanish], Defensive Roll (2), Dodge Focus (6), Equipment (5), Evasion (1), Improved Aim, Improved Critical (4) [Firearms x2, Unarmed x2], Improved Initiative (1), Improved Pin, Improvised Tools, Jack-of-All-Trades, Luck (2), Master Plan, Move-by Action, Power Attack, Precise Shot (1), Quick Draw (1), Sneak Attack (1), Takedown Attack (1), Uncanny Dodge [Auditory]

POWERS:
None


EQUIPMENT:
(25ep)

Cell phone (1ep)
5ep as needed for situation
Arsenal (19ep):
Sniper Rifle (13ep) [5] - DC:20:tough
Knife (1ep) [1] - DC:19:tough
Light Pistol (1ep) [3] - DC:18:tough
4ep as needed for situation,

COMBAT: Base Attack +13, Melee +13, Ranged +13, Grapple +16 [Unarmed +3, 18-20 Critical (Bruise), Sniper Rifle +5, 18-20 Critical (Lethal), Light Pistol +3, 18-20 (Lethal), Knife +4, 19-20 Critical (Lethal)]; Defense 22 (13 flat-footed); Init +7; Knockback -3 (-2 flat-footed)

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

DRAWBACKS:

Abilities 26 + Skills 26 (104 ranks) + Feats 37 + Powers 0 + Combat 38 + Saves 8 – Drawbacks 0 = 135 / 135


Comments: Did not see the new Bourne Identity movie until a couple of months ago and after that, I questioned why I waited so long. I thought it was great. I rented Bourne Supremacy the next week and even though the little Thorpacolypses kept interrupting Mrs. Thorpacolypse and I, got through most of it and like it even more. Still haven’t gotten to Ultimatum yet, but I am really looking forward to it.

As you can see from the build, I made Bourne about as bad-arse as you can get for a spy type character, but from the movies, he was about as close to peak efficiency in that area as you could get. He was a master of hand-to-hand, great at stealth, a crack shot, fluent in many languages, and always seemed a step ahead of his pursuers. Some may question the lack of Charisma, but that was because he was great at blending into a crowd when need be, and someone like that needs to be able to less than memorable, so mid-range Charisma is actually an advantage. It would be something to be strived for like Damon did when he was in Ocean’s 11 and he was getting into character and they wanted him to be effective, but not someone they would remember.
Last edited by Thorpacolypse on Thu May 15, 2008 6:50 pm, edited 1 time in total.
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Postby Thorpacolypse » Thu May 15, 2008 6:37 pm

Hitting the Aisle 12 shelves is another item in our Action Move Line.

Image
C'mon, like Busey had to even act to play a psycho...

MR. JOSHUA
PL:
7 (105 pp) – OPL: 7; DPL: 7

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

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

FEATS: All-out Attack, Chokehold, Defensive Roll (2), Dodge Focus (3), Equipment (4), Fearless, Finishing Blow, Improved Aim, Improved Critical (3) [Unarmed x2, Sniper Rifle], Improved Initiative (1), Improved Pin, Martial Artist, Power Attack, Precise Shot (1), Quick Draw (1), Startle, Sweeping Strike, Takedown Attack (1), Tough (1)

POWERS:
None


EQUIPMENT:
(20ep)

Undercover Vest (Protection, Subtle [2ep]) [1]
Cell Phone (1ep)
Arsenal (17ep):
Assault Rifle (16ep)
Sniper Rifle (1ep),

COMBAT: Base Attack +9, Melee +9, Ranged +9, Grapple +12 [Unarmed +3, 18-20 Critical (Bruise), Assault Rifle +5, Auto-Fire (Lethal), Sniper Rifle +5, 18-20 Critical (Lethal)]; Defense 17 (12 flat-footed); Init +6; Knockback -3

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

DRAWBACKS:

Abilities 24 + Skills 18 (72 ranks) + Feats 27 + Powers 0 + Combat 26 + Saves 10 – Drawbacks 0 = 105 / 105


Comments: I was going to go a different direction with my action movie builds, but after doing that Lethal Weapon stuff, I felt compelled to work up Mr. Joshua, Gary Busey’s psycho mercenary character from the first movie. He was pretty much Riggs’ equal in every way, but he lost in the “title match” at the end.

His build is very similar to my Riggs build with a few tweaks to make him a little more of a brute. He gets a high Fort and Toughness save (remember the lighter on the hand move?) and Fearless because…well, if you’re Gary Busey, what the hell else is there to be afraid of, in-character or not?
Last edited by Thorpacolypse on Thu May 15, 2008 6:43 pm, edited 1 time in total.
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Postby Thorpacolypse » Thu May 15, 2008 6:37 pm

Getting stocked on Aisle 12 is one of our new DOG DAY specials.

Image
You're my dog!!!

DANNY THE DOG
PL:
8 (95 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 10 (0) WIS: 8 (-1) CHA: 10 (0)

SKILLS: Acrobatics 7 (+11), Climb 6 (+9), Concentration (-1), Escape Artist (+4), Notice 10 (+9), Sense Motive 11 (+10) [Assessment], Stealth 6 (+10), Survival (-1), Swim (+3)

FEATS: Assessment, All-out Attack, Attack Focus (Melee) (9), Counterattack, Defensive Attack, Defensive Roll (2), Dodge Focus (4), Elusive Target, Equipment (1), Evasion (1), Finishing Blow, Follow-up Strike, Improved Critical (4) [Unarmed x4], Improved Disarm (1), Improved Initiative (2), Improved Pin, Martial Artist, Mobility, Power Attack, Stunning Attack, Takedown Attack (2), Tough (1), Uncanny Dodge [Auditory]

POWERS:
NONE


EQUIPMENT:
(5ep)

Dog Collar (1ep),

COMBAT: Base Attack +3, Melee +12, Ranged +4, Grapple +15 [Unarmed +3, 16-20 Critical (Bruise)]; Defense 20 (13 flat-footed) ; Init +12; Knockback -3 (-2 flat-footed)

SAVES: Toughness +6 (+4 flat-footed), Fortitude +6, Reflex +8 [Evasion], Will +2

DRAWBACKS: Disability -Will not fight until collar removed [-1]

Abilities 18 + Skills 10 (40 ranks) + Feats 40 + Powers 0 + Combat 18 + Saves 10 – Drawbacks -1 = 95 / 95

Comments:
OK, Unleashed as a movie was just about at OK level. I like it OK, but wished I hadn’t paid full price for it when I was there. I loved the Jet Li action scenes, of course, and Morgan Freeman and Bob Hoskins are great actors, but the movie as a whole just didn’t click to me. However, the concept was great and I would love to see a better remake in the future.

What I did love about the movie, of course, was Jet Li laying beatdowns on everyone that he fought. So that’s what I went for here; a no-nonsense martial artist/brawler build that does very little else. I wasn’t sure if the whole “won’t fight until collar removed” thing was a complication or drawback, so I erred on the side of taking a PP for a drawback. Can’t wait to turn him loose in a street level game.

Here is his "Uncle" Bart, played with his usual acting excellence by Bob Hoskins.

UNCLE BART
PL:
3 (51 pp) – OPL: 3; DPL: 3

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

SKILLS: Bluff 6 (+7), Climb (+2), Concentration (+1), Diplomacy 4 (+5), Disguise (+1), Gather Info 4 (+5), Handle Animal (+1), Intimidate 7 (+8), Knowledge [Streetwise] 6 (+8), Notice (+1), Profession [Gangster] 5 (+6), Search (+2), Sense Motive 4 (+5), Survival (+1), Swim (+2)

FEATS: Defensive Roll (1), Equipment (3), Minions (3) [2 Thugs], Set-Up, Tough (1)

POWERS:
NONE


EQUIPMENT:
(15ep)

Light Pistol (6ep)
Cell Phone (1ep)
Vehicle (8ep):
Full-Size Car (8ep),

COMBAT: Base Attack +3, Melee +3, Ranged +4, Grapple +5 [Unarmed +2 (Bruise), Light Pistol +3 (Lethal)]; Defense 12 (11 flat-footed); Init 0; Knockback -2

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

DRAWBACKS:

Abilities 16 + Skills 9 (36 ranks) + Feats 9 + Powers 0 + Combat 10 + Saves 7 – Drawbacks 0 = 51 / 51

Comments: Danny’s trainer, his “Uncle” Bart. A small time enforcer (using Danny to enforce) trying to make the big time with Danny as his meal ticket.
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Postby HardkorDarkness » Thu May 15, 2008 11:30 pm

geeze thorp all your missin now is arnold's character from commando
I wish i could say something flashy and inspirational but that just aint my style :D

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Postby Thorpacolypse » Sat May 17, 2008 8:06 am

Hitting the Aisle 2 shelves is another addition to our Young Heroes line.

Image
Undefeated in the Xavier School limbo and Twister contests 5 years running...

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

ABILITIES: STR: 10 (0) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 9 (+12), Bluff (+1), Computers 6 (+7), Concentration (+2), Diplomacy (+1), Disable Device 8 (+9), Disguise (+1), Escape Artist 8 (+11), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Notice 5 (+7), Search 6 (+7), Sense Motive 5 (+7), Stealth 9 (+12), Survival (+2)

FEATS: Attack Focus (Melee) (4), Defensive Attack, Equipment (1), Evasion (1), Improved Initiative (1), Set-Up, Teamwork (1)

ENHANCED FEATS: Elusive Target, Ultimate Effort (1) [Ultimate Toughness Save], Withstand Damage

POWERS:
Mercury Form 11 (Alternate Form 11, Extra: Continuous, Flaw: Permanent [55pp traits]; 55pp) [11]

Enhanced Feats 3 (See Feats [3pp]) [3]
Immunity 10 (Life Support, Starvation/Thirst [10pp]) [10]
Protection 8 (8pp) [8]
Super Movement 1 (Slithering [2pp])
Insubstantial 1 (Array [5pp])
Elongation 5 (5pp)
Bludgeoning Strike 9 (Array, Extra: Penetrating, PF: Split Attack [19pp]) [9] - DC:24:tough
AP: Trip 9 (Extra: Knockback, PF: Improved Trip [1pp]) [9]
AP: Suffocation 9 (1pp) [9] - DC:19:fort
AP: Snare 9 (Extra: Engulf [1pp]) [9] - DC:19:ref


EQUIPMENT:
(5ep)

Costume (Protection 2, PF: Subtle; Commlink, GPS [5ep]) [2]

COMBAT: Base Attack +5, Melee +9, Ranged +5, Grapple +9 (+14 with Elongation) [Unarmed +0 (Bruise); Strike +9 (Bruise)]; Defense 16 (13 flat-footed); Init +7; Knockback -6

SAVES: Toughness +12 (+12 flat-footed) (Ultimate Save), Fortitude +7, Reflex +9 (Evasion), Will +5

DRAWBACKS: Involuntary Transform -Into formless mass when struck with Electrical Damage +9 or higher (uncommon, irresistible; -5), Vulnerable -Electrical Attacks (uncommon, major; -3)

Abilities 18 + Skills 14 (56 ranks) + Feats 13 + Powers 52 + Combat 22 + Saves 14 – Drawbacks -8 = 125 / 125

Comments: Cessily Kincaid is Mercury, she of the living liquid metal body. She's a meant for stealth and teamwork, but she can be pretty effective in combat with her ability to turn her body into melee weapons, ergo the Strike power.

I think I am about done with the New X-Men/Hellions builds. I have Armor and I think Pixie left. I don't know much about Pixie, but I have the Quest for Magik on order, so I guess I will shortly.

Clean Up 1/17/10: Cess gets some reworking now that she's getting some good run in the Utopia arc.
Last edited by Thorpacolypse on Sun Jan 17, 2010 3:48 pm, edited 1 time in total.
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Postby Thorpacolypse » Sat May 17, 2008 8:14 am

Another item in our Young Heroes line gets stocked on Aisle 2.

Image
Tony Stark's a wussy. He had to MAKE his armor...

ARMOR
PL:
9 (110 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 18 [10] (+4/0) DEX: 12 (+1) CON: 16 [12] (+3/+1) INT: 14 (+2) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff (+1), Computers 6 (+8), Concentration 8 (+9), Diplomacy 4 (+5), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Popular Culture] 5 (+7), Knowledge [Technology] 6 (+8), Notice 6 (+7), Search (+2), Sense Motive 4 (+5), Stealth (+1), Survival (+1)

FEATS: Attack Focus (Melee) (4), Equipment (1), Teamwork (2)

POWERS:
Psionic Armor (Container [55pp]) [11]
Force Field (11pp) [11]
LP: Growth (16pp) [4]

Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Super-Strength (8pp) [4]
Strike (PF: Mighty [8pp]) [7] - DC:26:tough
Impervious Protect (7pp) [7]
Immovable (2pp) [2]
Enhanced Fortitude Save (3pp) [3]


EQUIPMENT:
(5ep)

X-Men Uniform (Commlink, GPS [2ep]),

COMBAT: Base Attack +3, Melee +7, Ranged +3, Grapple +7, Psionic Armor Grapple +18 [Unarmed +0 (Bruise), Psionic Armor Unarmed +4 (Bruise), Psionic Armor Strike +11 (Bruise)]; Defense 14 (11 flat-footed, 13 with Psionic Armor); Init +1; Knockback 0 (-12 with Psionic Armor)

SAVES: Toughness +1 (+1 flat-footed, +14 with Psionic Armor, +14 flat-footed with Psionic Armor), Fortitude +4 (+9 with Psionic Armor), Reflex +4, Will +5

DRAWBACKS:

Abilities 12 + Skills 10 (40 ranks) + Feats 7 + Powers 55 + Combat 16 + Saves 10 – Drawbacks 0 = 110 / 110

Comments:
Still working through the X-kids builds. Armor gets posted today and she’s a pretty interesting character, although she is better drawn than played, I think. She has the ability to create a Psionic body armor around herself that increases her strength and makes her very difficult to harm. I’m a bit iffy on the mechanic, but as always, I can go back and change it around. She can substitute as a tank in a pinch, and I hope they develop her character because I think should be a good leader for an X-Team someday.
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Postby Thorpacolypse » Sat May 17, 2008 9:45 am

Hitting the Aisle 2 shelves is some new merchandise.

Image
I lay the smack down Bullseye and I STILL don't get any more run?!?!?

AMERICAN EAGLE
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 26 (+8/+2) DEX: 20 (+5/+2) CON: 26 (+8/+3) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 5 (+10), Bluff (+1), Climb (+8), Concentration (+2), Diplomacy 4 (+5), Disguise (+1), Drive 3 (+8), Escape Artist (+5), Gather Info (+1), Handle Animal 4 (+5), Intimidate 7 (+8), Knowledge [Theology and Philosophy] 5 (+6), Notice 8 (+10), Search (+1), Sense Motive 6 (+8), Stealth 4 (+9), Survival 6 (+8), Swim (+8)

FEATS: Attack Specialization (1) [Crossbow], Benefit (1) [Reservation Immunity], Defensive Roll (1), Diehard, Dodge Focus (3), Endurance (1), Equipment (2), Improved Grapple, Improved Overrun, Move-by Action, Power Attack, Takedown Attack (1), Uncanny Dodge [Auditory]

POWERS:
Enhanced Strength (12pp) [12]
Enhanced Dexterity (6pp) [6]
Enhanced Constitution (10pp) [10]
Speed (1pp) [1]
Leaping (2pp) [2]
Super-Strength (8pp) [4]
Super Senses (Normal Sight [Extended], Normal Hearing [Extended], Scent [Extended], Track [By Scent]; 4pp) [4]
Navajo Crossbow (Device, Easy to Lose [15pp traits]; 9pp) [3]

Blast (PF: Improved Critical [13pp]) [6] - DC:21:tough
AP: Stun (Extra: Ranged [1pp]) [4] - DC:14:fort
AP: Super-Movement (Swinging [1pp])


EQUIPMENT:
(10ep)

Motorcycle (Extra: Remote [10ep),

COMBAT: Base Attack +10, Melee +10, Ranged +10, Crossbow +12, Grapple +22 [Unarmed +8 (Bruise), Crossbow +6 (Lethal)]; Defense 19 (13 flat-footed); Init +5; Knockback -4

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

DRAWBACKS:

Abilities 22 + Skills 13 (52 ranks) + Feats 16 + Powers 48 + Combat 32 + Saves 4 – Drawbacks 0 = 135 / 135

Comments:
Way back in the day, I remembered reading something with American Eagle in it and forgot all about him until I was flipping through a Thunderbolts book where they were trying to bring in him, Steel Spider and someone else. I don’t remember much other than him PWNING Bullseye, so I had to write him up.

Jason Strongbow is similar to Warpath (shocker that they would be Native American characters similar) in that he is strong, fast and has enhanced senses. He rides a nice hog and his a special crossbow that he generally uses to stun opponents, but I seem to remember him using it with sharp bolts as well. I’d like to see more of him, but the Marvel universe is pretty crowded right now.
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Postby Thorpacolypse » Sat May 17, 2008 9:37 pm

HardkorDarkness wrote:geeze thorp all your missin now is arnold's character from commando


Or even Predator...but I think I have another Arnold character to work up later on. I needed a break from Action Movie builds, dang my short attention span...
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Postby Thorpacolypse » Sat May 17, 2008 9:47 pm

Hitting the Aisle 1 shelves is another addition to our Young Heroes line.

Image
RIP Bart. Or least until DC wants to use you again...

KID FLASH (BART ALLEN) PC
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 10 (0) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 8 (-1) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+9), Bluff 8 (+10), Computers (+4), Concentration (-1), Craft [Mechanical] 3 (+7), Diplomacy (+2), Disable Device (+4), Disguise (+2), Drive 3 (+6), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Investigate (+4), Knowledge [Popular Culture] 4 (+8), Medicine (-1), Notice (-1), Pilot (+3), Profession (-1), Ride (+3), Search (+4), Sense Motive (-1), Sleight of Hand (+3), Stealth (+3), Survival (-1)

FEATS: Attack Focus (Melee) (4), Beginner's Luck, Defensive Roll (1), Eidetic Memory, Equipment (1), Evasion (1), Improved Defense (1), Improved Initiative (4), Luck (1), Jack-of-All-Trades, Taunt, Teamwork (1)

POWERS:
Speed (12pp) [12]
Quickness (12pp) [12]
Fastest Kid Alive Array (Dynamic Array [22pp]) [11]
Rapid Attack (Strike, Extra: Targeted Area Burst) [11] - DC:26:tough
AP: Air Control (1pp) [11]
AP: Deflect (Fast and Slow Projectiles [1pp]) [11]
AP: Invisibility (1pp) [8]
AP: Strike (Extra: Penetrating [1pp]) [11] - DC:26:tough
AP: Healing (Flaw: Limited [personal only]; 1pp) [11]

Super Movement (Wall-Crawling 2 (full speed, retain Dodge bonus), Water Walking, Flaw: Only while Running [3pp]) [3]
Enhanced Dodge Focus (9pp) [9]
Enhanced Reflex Save (6pp) [6]


EQUIPMENT:
(5ep)

Flash Costume (Protection 2, Subtle; Immunity [Friction Heat], Quick Change [5ep]) [2]

COMBAT: Base Attack +3, Melee +7, Ranged +3, Grapple +7 [Unarmed +0 (Bruise), Strike +11 (Bruise)]; Defense 23 (12 flat-footed); Init +19; Knockback -2

SAVES: Toughness +5 (+4 flat-footed), Fortitude +4, Reflex +10 [Evasion], Will +4

DRAWBACKS:

Abilities 20 + Skills 6 (24 ranks) + Feats 18 + Powers 69 + Combat 14 + Saves 8 – Drawbacks 0 = 135 / 135


Comments: This is my favorite incarnation of Bart Allen, as Kid Flash II. He was a great character at that time, just a bit more focused than he was as Impulse, but still goofy enough to talk Robin into letting him drive (and subsequently wreck) The Batmobile. I guess they needed to thin the speedster ranks again when they offed him, but I sure hope returns at some point (apparently Titans Tomorrow says he will) as more of his old self.

Bart's a really effective PL8. He's fast, of course, but he is very smart and actually read every book in the San Francisco library and retained a lot of it, hence the Jack of All Trades and Beginner's Luck Feats. And in the Thorpacoverse, that whole "going into the Speed Force, aging, coming back as The Flash and then dying" did not occur. He's still zipping around with the Titans trying to catch Wonder Girl nekked.

Clean Up 8/17/08: I didn't really feel comfortable with Bart at PL8 the more I thought about it, so I bumped him up to PL9. Not a lot of changes, really and I even kept his Speed at the same level. I just wanted to have most of my version of the Titans at PL9 for another cameo I have in mind for them.

My original PL8 version remains for comparison.

KID FLASH (BART ALLEN)
PL:
8 (120 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 10 (0) DEX: 14 (+2) CON: 14 (+2) INT: 18 (+4) WIS: 8 (-1) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+8), Bluff (+2), Computers (+4), Concentration (-1), Craft [Mechanical] 3 (+7), Diplomacy (+2), Disable Device (+4), Disguise (+2), Drive 3 (+5), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Investigate (+4), Knowledge [Popular Culture] 4 (+8), Medicine (-1), Notice (-1), Pilot (+2), Profession (-1), Ride (+2), Search (+4), Sense Motive (-1), Sleight of Hand (+2), Stealth (+2), Survival (-1)

FEATS: Attack Focus (Melee) (3), Beginner's Luck, Eidetic Memory, Equipment (1), Evasion (1), Improved Initiative (2), Luck (1), Jack-of-All-Trades, Teamwork (1)

POWERS:
Speed (12pp) [12]
Quickness (12pp) [12]
Fastest Kid Alive Array (Dynamic Array [20pp]) [10]
Rapid Attack (Strike, Extra: Targeted Area Burst) [10] - DC:25:tough
AP: Air Control (1pp) [10]
AP: Deflect (Fast and Slow Projectiles [1pp]) [10]
AP: Invisibility (1pp) [8]
AP: Strike (Extra: Penetrating [1pp]) [10] - DC:25:tough
AP: Healing (Flaw: Limited [personal only]; 1pp)

Super Movement (Wall-Crawling 2 (full speed, retain Dodge bonus), Water Walking, Flaw: Only while Running) [3]
Enhanced Dodge Focus (8pp) [8]
Enhanced Reflex Save (6pp) [6]


EQUIPMENT:
(5ep)

Flash Costume (Protection 2, Subtle, Immunity [Friction Heat], Quick Change [5ep]) [2]

COMBAT: Base Attack +3, Melee +6, Ranged +3, Grapple +6 [Unarmed +0 (Bruise), Strike +10 (Bruise)]; Defense 22 (12 flat-footed); Init +10; Knockback -2

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

DRAWBACKS:

Abilities 18 + Skills 4 (16 ranks) + Feats 10 + Powers 67 + Combat 14 + Saves 7 – Drawbacks 0 = 120 / 120
Last edited by Thorpacolypse on Sun Aug 17, 2008 6:53 pm, edited 1 time in total.
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