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

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Postby Thorpacolypse » Sun Sep 07, 2008 8:25 pm

Thorpacolypse wrote:Enough foreshadowing. Back to what we do best at J-Mart, mediocre builds at low, low prices! Shhhhh...let's keep this special on the hush-hush...

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The only way I'm missing you this time, Bruce, is if my GM rolls a 1!

HUSH
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 16 (+3) DEX: 16 (+3) CON: 18 (+4) INT: 19 (+4) WIS: 16 (+3) CHA: 16 (+3)

SKILLS: Acrobatics 4 (+7), Bluff 8 (+11) [Skill Mastery, Taunt], Climb (+3), Concentration (+3), Diplomacy 7 (+10) [Connected], Disguise (+3), Escape Artist (+3), Gather Info 9 (+12) [Contacts, Well-Informed], Handle Animal (+3), Intimidate 8 (+11) [Skill Mastery], Knowledge [Streetwise] 5 (+9), Medicine 12 (+15) [Skill Mastery], Notice 7 (+10), Profession [Surgeon] 13 (+16) [Skill Mastery], Search (+4), Sense Motive 8 (+11), Stealth 7 (+10), Survival (+3), Swim (+3)

FEATS: Attack Specialization (1) [Pistols], Benefit (1) [Wealth], Connected, Contacts, Defensive Roll (1), Dodge Focus (5), Equipment (5), Favored Opponent (2) [Costumed Adventurers], Improved Aim, Improved Critical (3) [Pistols x2, Unarmed], Improved Initiative (1), Improved Ranged Disarm, Master Plan, Precise Shot (1), Quick Draw (1), Skill Mastery (1) [Bluff, Intimidate, Medicine, Profession: Surgeon], Takedown Attack (1), Taunt, Tough (1), Well-Informed

POWERS:
None


EQUIPMENT:
(25ep)

Leather Coat (Protection, Subtle [2ep]) [1]
Cell Phone, GPS (2ep)
Arsenal (21ep):
Twin Machine Pistols (PF: Split Attack, Auto-Fire [19ep]) [3] - DC:18:tough
Twin Heavy Pistols (PF: Split Attack [1ep]) [4] - DC:19:tough
Knife (1ep) [1] - DC:19:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Pistols +12, Grapple +13 [Unarmed +3, 19-20 Critical (Bruise), Machine Pistols +3, 18-20 Critical, Auto-Fire (Lethal), Heavy Pistols +4, 18-20 Critical (Lethal)]; Defense 21 (13 flat-footed); Init +7; Knockback -3

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

DRAWBACKS:

Abilities 41 + Skills 22 (88 ranks) + Feats 30 + Powers 0 + Combat 32 + Saves 10 – Drawbacks 0 = 135 / 135

Comments: I really liked the Hush TPB, and I look forward to collecting the Hush Returns issues later on. Even though his identity was obvious, the getting there was well done, in opinion.

Hush himself is really nothing special, great with guns, good with interaction skills and just enough of a challenge to put Batman in a little trouble, but not enough to win the game. For any other street level heroes, though, he's more than a handful.

Clean Up 3/20/08: The "is due for a comeback" Hush gets an a few tweaks. Again, removed All-Out Attack as I am doing for a number of builds and tweaked his skill and feats a bit.

Clean Up 9/7/08: After re-reading Hush and Hush Returns, I felt like undersold Hush at PL8 so he gets a bump. Not a lot changes, the expected increases in defense and attack and a little clean around the feats. I think this build is a much better challenge for Batman and the rest of the Gotham freaks.

The original PL8 remains for comparison.

HUSH
PL:
8 (120 pp) - OPL: 8; DPL: 8

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

SKILLS: Bluff 8 (+11) [Taunt], Climb (+3), Concentration (+3), Diplomacy 8 (+11) [Connected], Disguise (+3), Escape Artist (+2), Gather Info 8 (+11) [Contacts, Well-Informed], Handle Animal (+3), Intimidate 6 (+9), Knowledge [Life Sciences] 4 (+8), Knowledge [Streetwise] 4 (+8), Medicine 8 (+11), Notice 6 (+9), Profession [Surgeon] 8 (+11), Search (+4), Sense Motive 6 (+9), Stealth 6 (+8), Survival (+3), Swim (+3)

FEATS: Attack Specialization (2) [Pistols], Benefit (1) [Wealth], Connected, Contacts, Defensive Roll (1), Dodge Focus (4), Equipment (6), Improved Aim, Improved Critical (1) [Pistols], Improved Initiative (1), Master Plan, Minions (7) [10 Thugs, fanatical], Precise Shot (1), Quick Draw (1), Taunt, Well-Informed

POWERS:
None

EQUIPMENT:
(30ep)

Twin Heavy Machine Pistol (PF: Split Attack, Auto-Fire [24ep]) [4] - DC:19:tough
Leather Coat, Undercover Shirt (Protection, Subtle [4ep]) [2]
Cell Phone, GPS (2ep)

COMBAT: Base Attack +8, Melee +8, Ranged +8, Pistols +12, Grapple +11 [Unarmed +3 (Bruise), Heavy Machine Pistols +4, 19-20 Critical, Auto-Fire (Lethal)]; Defense 20 (13 flat-footed); Init +6; Knockback -3 (-1 flat-footed)

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

DRAWBACKS:

Abilities 36 + Skills 19 (76 ranks) + Feats 32 + Powers 0 + Combat 28 + Saves 5 – Drawbacks 0 = 120 / 120


Hush gets an update and PL bump. I felt like he has improved since his earlier appearances and I look forward to his inclusion in Batman RIP. It needs something...I'm not real impressed with it, but maybe that's just me.
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Postby Libra » Mon Sep 08, 2008 7:08 am

Believe or not, I'm a big Bond fan


Don't worry, your love of Big Explosions and Badasses convinces us of your devotion. :wink:
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Postby Godfallen » Mon Sep 08, 2008 9:03 am

*points Thorp's bond love at his thread*...now...go rent Casino Royal damnit!!!
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whatever doesn't kill you....makes you stranger
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Postby Arthur Eld » Mon Sep 08, 2008 11:54 am

Nice updates, Thorp!

I especially like Hush, mostly because I'm a huge fan of the character. I just hope that anything new they put him in is as good as his first run, but then again, that seems doubtful.
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Postby franmendes » Mon Sep 08, 2008 1:06 pm

Thorpacolypse wrote:
Thorpacolypse wrote:Enough foreshadowing. Back to what we do best at J-Mart, mediocre builds at low, low prices! Shhhhh...let's keep this special on the hush-hush...

Image
The only way I'm missing you this time, Bruce, is if my GM rolls a 1!

HUSH
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 16 (+3) DEX: 16 (+3) CON: 18 (+4) INT: 19 (+4) WIS: 16 (+3) CHA: 16 (+3)

SKILLS: Acrobatics 4 (+7), Bluff 8 (+11) [Skill Mastery, Taunt], Climb (+3), Concentration (+3), Diplomacy 7 (+10) [Connected], Disguise (+3), Escape Artist (+3), Gather Info 9 (+12) [Contacts, Well-Informed], Handle Animal (+3), Intimidate 8 (+11) [Skill Mastery], Knowledge [Streetwise] 5 (+9), Medicine 12 (+15) [Skill Mastery], Notice 7 (+10), Profession [Surgeon] 13 (+16) [Skill Mastery], Search (+4), Sense Motive 8 (+11), Stealth 7 (+10), Survival (+3), Swim (+3)

FEATS: Attack Specialization (1) [Pistols], Benefit (1) [Wealth], Connected, Contacts, Defensive Roll (1), Dodge Focus (5), Equipment (5), Favored Opponent (2) [Costumed Adventurers], Improved Aim, Improved Critical (3) [Pistols x2, Unarmed], Improved Initiative (1), Improved Ranged Disarm, Master Plan, Precise Shot (1), Quick Draw (1), Skill Mastery (1) [Bluff, Intimidate, Medicine, Profession: Surgeon], Takedown Attack (1), Taunt, Tough (1), Well-Informed

POWERS:
None


EQUIPMENT:
(25ep)

Leather Coat (Protection, Subtle [2ep]) [1]
Cell Phone, GPS (2ep)
Arsenal (21ep):
Twin Machine Pistols (PF: Split Attack, Auto-Fire [19ep]) [3] - DC:18:tough
Twin Heavy Pistols (PF: Split Attack [1ep]) [4] - DC:19:tough
Knife (1ep) [1] - DC:19:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Pistols +12, Grapple +13 [Unarmed +3, 19-20 Critical (Bruise), Machine Pistols +3, 18-20 Critical, Auto-Fire (Lethal), Heavy Pistols +4, 18-20 Critical (Lethal)]; Defense 21 (13 flat-footed); Init +7; Knockback -3

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

DRAWBACKS:

Abilities 41 + Skills 22 (88 ranks) + Feats 30 + Powers 0 + Combat 32 + Saves 10 – Drawbacks 0 = 135 / 135

Comments: I really liked the Hush TPB, and I look forward to collecting the Hush Returns issues later on. Even though his identity was obvious, the getting there was well done, in opinion.

Hush himself is really nothing special, great with guns, good with interaction skills and just enough of a challenge to put Batman in a little trouble, but not enough to win the game. For any other street level heroes, though, he's more than a handful.

Clean Up 3/20/08: The "is due for a comeback" Hush gets an a few tweaks. Again, removed All-Out Attack as I am doing for a number of builds and tweaked his skill and feats a bit.

Clean Up 9/7/08: After re-reading Hush and Hush Returns, I felt like undersold Hush at PL8 so he gets a bump. Not a lot changes, the expected increases in defense and attack and a little clean around the feats. I think this build is a much better challenge for Batman and the rest of the Gotham freaks.

The original PL8 remains for comparison.

HUSH
PL:
8 (120 pp) - OPL: 8; DPL: 8

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

SKILLS: Bluff 8 (+11) [Taunt], Climb (+3), Concentration (+3), Diplomacy 8 (+11) [Connected], Disguise (+3), Escape Artist (+2), Gather Info 8 (+11) [Contacts, Well-Informed], Handle Animal (+3), Intimidate 6 (+9), Knowledge [Life Sciences] 4 (+8), Knowledge [Streetwise] 4 (+8), Medicine 8 (+11), Notice 6 (+9), Profession [Surgeon] 8 (+11), Search (+4), Sense Motive 6 (+9), Stealth 6 (+8), Survival (+3), Swim (+3)

FEATS: Attack Specialization (2) [Pistols], Benefit (1) [Wealth], Connected, Contacts, Defensive Roll (1), Dodge Focus (4), Equipment (6), Improved Aim, Improved Critical (1) [Pistols], Improved Initiative (1), Master Plan, Minions (7) [10 Thugs, fanatical], Precise Shot (1), Quick Draw (1), Taunt, Well-Informed

POWERS:
None

EQUIPMENT:
(30ep)

Twin Heavy Machine Pistol (PF: Split Attack, Auto-Fire [24ep]) [4] - DC:19:tough
Leather Coat, Undercover Shirt (Protection, Subtle [4ep]) [2]
Cell Phone, GPS (2ep)

COMBAT: Base Attack +8, Melee +8, Ranged +8, Pistols +12, Grapple +11 [Unarmed +3 (Bruise), Heavy Machine Pistols +4, 19-20 Critical, Auto-Fire (Lethal)]; Defense 20 (13 flat-footed); Init +6; Knockback -3 (-1 flat-footed)

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

DRAWBACKS:

Abilities 36 + Skills 19 (76 ranks) + Feats 32 + Powers 0 + Combat 28 + Saves 5 – Drawbacks 0 = 120 / 120


Hush gets an update and PL bump. I felt like he has improved since his earlier appearances and I look forward to his inclusion in Batman RIP. It needs something...I'm not real impressed with it, but maybe that's just me.


Batman REALLY like to dive.

By the way, good build. Keep the good work
Let off some steam BENNET!!!
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Postby JoshuaDunlow » Mon Sep 08, 2008 3:51 pm

New on our Marvel Shelves, we got an American Original. None other than Captain America.

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Captain America (PL 12/231pp)
Trade Off: -2 Damage, +2 Attack, -2 Toughness, +2 Defense
Abilities [63pp]: Strength 23 (+6), Dexterity 23 (+6), Constitution 23 (+6), Intelligence 17 (+3), Wisdom 17 (+3), Charisma 20 (+5)
Saves [19pp]: Toughness +10, Fortitude 7 (+14), Reflexes 5 (+12), Willpower 7 (+10)
Combat [38pp]: Base Attack +10 (+14 with shield), Base Defense +9/+14 with shield (+4 flat), Initiative +10, Grapple +16, Knock Back -5, Hero Points 1
Attack (Dc): Unarmed +6, Shield (See below, 19-20 critical)
Skills [19pp]: Acrobatics 12 (+18), Craft: Demolitions 7 (+10), Diplomacy 7 (+12), Drive 5 (+11), Gather Information 9 (+14), Investigate 7 (+12), Knowledge: Tactics 14 (+17), Pilot 3 (+9), Sense Motive 3 (+6), Survival 9 (+12),
Feats [17pp]: Acrobatic Bluff, Assessment, Attack Specialist (Shield) 2, Benefit: Security Clearance, Benefit: Status, Equipment 6, Leadership, Power Attack, Take Down Attack, Team Work 2
Powers [35pp]:
Super Soldier Enhancements (17pp)
- Speed 3
- Enhanced Feats 3: Improved Initiative, Endurance 2
- Immunity 2 [Toxins, Diseases (½ save), Cold Temperatures (½ save)]
- Regeneration 7 [Recovery +3; Bruised 1, Injured 1, Staggered 1, Disabled 1, Ability 1]
- Super Senses 2 [Extended Vision, Extended Hearing]
Shield Training (18dp)
- Enhanced Deflect 6 [All ranged; Action; Flaw: Limited (to shield)]
- Enhanced Feats 4 [All out Attack , Improved Defense ,Improved Trip, Interpose, Improved Sunder, Stunning Attack, Weapon Block, Improved Critical ; Flaw: Limited (to Shield)]
- Shield 2 [Limited (with Shield Device)]
Devices [40dp]:
Vibranium Steel Shield 10 [Hard to Loose; Power Feat: Unbreakable]
- Main: “Shield Ricochet“ Blast 7 [Power Feats: Mighty 6, Ricochet 3, Split Attack 2 ; Extra: Penetrating 4]
- AP: “Shield Thrust” Blast 4 [Power Feats: Mighty; Extra: Penetrating, Line]
- AP: “Shield Toss” Blast 4 [Power Feats: Mighty 6; Extra: Penetrating]
- AP: “Shield Bash” Strike 4 [Power Feats: Mighty, Extras: Penetrating]
Deflect 4 [All ranged; Action] + Shield 3
Equipment [29ep]: Outfit [Toughness +3 (subtle), Immunity (Fire)], Custom Harley Davidson (+1 speed; 10ep), Custom Battle Van [+ Armor, Changing Colors Feature; 10 ep]
Complications: Fame, Secret Identity

Here's my version of cap, without worrying about costs. He comes in at a whoping 231, which is damn good. I made sure, he was the best he could possibly be as far as Fighting goes. But capped him with the shield, i could see some improvements here. But im not going to get crazy. Probably the most Interesting idea, was making a shield training package. People are probably gonna wonder, why i didn't cap his physical abilities at 25. Well after, converting his alleged bench press into the system. This worked out to a 23, which still represents him rather well. "Best in the world" , i just went across the board with that stat in everything else. I'm not sure if i am missing any other shield tricks he might have, i went mostly off of what i found on wikipedia.
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Postby Thorpacolypse » Mon Sep 08, 2008 4:58 pm

Love the Cap, JD. I recall figuring that same thing about his strength score, too, but I went with 24 since that was in vogue at the time. But you are right on point with the 23 strength. I like the Shield Training, too, nice touch. Thanks for adding it to shelves!
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Postby Thorpacolypse » Mon Sep 08, 2008 5:05 pm

Hitting the Aisle 1 shelves is a new item in our new Gods and Monsters line!

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Aren't you all just the cutest little action figures?

GOG
PL:
20 (475 pp) – OPL: 20; DPL: 20

ABILITIES: STR: 54 (+22/+6) DEX: 16 (+3) CON: 50 (+20/+12) INT: 30 (+10) WIS: 40 (+15) CHA: 50 (+20)

SKILLS: Bluff (+20), Climb (+6), Concentration 5 (+20), Diplomacy 6 (+26) [Diplomacy], Disguise (+20), Escape Artist (+3), Gather Info (+20) [Well-Informed], Handle Animal (+20), Intimidate (+20/+28), Knowledge [Arcane Lore] 15 (+25), Knowledge [Life Sciences] 15 (+25), Theology and Philosophy 15 (+25), Medicine 8 (+23), Notice (+15), Search (+10), Sense Motive (+15), Stealth (+3/-13), Survival (+15), Swim (+6)

FEATS: Animal Empathy, Benefit (1) [Status – Benevolent Benefactor], Eidetic Memory, Fascinate (1) [Diplomacy], Fearsome Presence (10), Speed of Thought, Well-Informed

POWERS:
Growth (Extra: Continuous, Flaw: Permanent, PF: Innate [49pp]) [16]

Atk/Def -8, Grapple +16, Stealth -16, Intimidation +8, Space 30ft, Reach 15ft, +20 Carry Str
Protection (5pp) [5]
Impervious Toughness (15pp) [15]
Super-Strength (10pp) [5]
Immunity (Life Support, Aging [10pp]) [10]
Variable Power (Multiple Powers of the Cosmic, Telepathic, Telekinetic, Empowerment Descriptor [100pp traits]; 160pp) [20]


COMBAT: Base Attack +15, Melee +7, Ranged +7, Grapple +50 [Unarmed +22 (Bruise)]; Defense 16 (9 flat-footed); Init +10; Knockback -17

SAVES: Toughness +25 (+25 flat-footed, +15 Impervious), Fortitude +25, Reflex +5, Will +17

DRAWBACKS:

Abilities 132 + Skills 16 (64 ranks) + Feats 16 + Powers 244 + Combat 58 + Saves 9 – Drawbacks 0 = 475 / 475

Comments: I just added Justice Society of America to my pull list after skimming through the past couple of issues and I concur with so many people’s assessment that it is a fabulous book. I love the way they are building to a version of Kingdom Come, which is one of my all time favorite books. As such, expect a big JSA run from me over the next couple of weeks.

Starting off is Gog, the current kinda sorta main antagonist of the book at the moment. He says that he is a revived god from the Third World and is here to help Earth. And despite the “miracles” he has performed (healing the sick, restoring Dr. Mid-nite’s sight, sending Power Girl “home” to Earth-2, removing Damage’s facial scarring among others), he is viewed with much trepidation by most of the team, and flat out fear by many of the world’s governments (shocking). It’s an interesting play on what people would do when confronted with what they say they want; someone to solve all their problems. But now he’s here and most of the people do not want to believe it. Great writing.

As a build, he’s your basically cosmic powered build; he’s huge, super strong and can do pretty much anything with that Variable Power. This is based on what I have read so far, and since he’s only in been in 4-5 issues, there’s probably a lot more to come so prepare for this one to be reworked as this arc continues.
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Postby JoshuaDunlow » Mon Sep 08, 2008 5:50 pm

I'm curious about that picture, because i notice "two" supermans. So whats the story with that? :shock:
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Postby Emerald Flame » Mon Sep 08, 2008 6:06 pm

JoshuaDunlow wrote:I'm curious about that picture, because i notice "two" supermans. So whats the story with that? :shock:


There are two Green Lanterns also... Alan Scott and Hal Jordan.
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Postby JoshuaDunlow » Mon Sep 08, 2008 6:10 pm

Emerald Flame wrote:
JoshuaDunlow wrote:I'm curious about that picture, because i notice "two" supermans. So whats the story with that? :shock:


There are two Green Lanterns also... Alan Scott and Hal Jordan.


So whose the other Superman?
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Postby Liche » Mon Sep 08, 2008 6:12 pm

I am curious as well.
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Postby Superdad » Mon Sep 08, 2008 6:16 pm

Is that 'Kingdom Come" Superman?
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Postby Sidious » Mon Sep 08, 2008 6:17 pm

Well if you look at it closely it's the JLA joining the JSA to size up the Gog situation.

The Superman with the Black in his S is actually the Superman from Kingdom Come, Earth-22. He got pulled to Earth 1 when Starman made a black hole to put out a fire. He Joined the JSA untill he goes home.

I expect him to die or go home by the end or at the end of this story arc.
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Postby LeopoldKain » Mon Sep 08, 2008 7:11 pm

Liche wrote:
Thorpacolypse wrote:
Godfallen wrote:
LeopoldKain wrote:I like the idea of Maverick being one of them...
The reason why is because he could be working with Cap reseistents group…

Wolverine, Sabretooth and X-23 would have been to predictable but who to say they would not join up with our baddy?


*sigh*....Wolvie, Sabertooth, and x -23 are NOT immune to poison and diesease....Wolvie HAS been effected by the virus...but his body flushed it in several hours...because of his high regen.
Depending on how viscious the disease dictates how badly they are effected.


Isn't he cute when he's indignant? :D

You're right, GF, I forget that those three and Deadpool are not immune, they just process diseases faster. I'll have to think a little more about Leopold's question, though. I know I am missing some mutants that would survive it without a lot of creative license.


Anais
Archangel
Blackheart
Bloodscream
Cyber
Daken
Deadpool
Elsa Bloodstone
Hulk
Lady Deathstrike
Luke Cage
Namor the Sub-Mariner
Native
Omega Red
Sabretooth
She-Hulk
Ultra Girl
Ulysses Bloodstone
Underworld
Wendigo
Werewolf by Night
Wild Thing

All these character could be considered to have some form of healing abilities but whether that would let them survive is another matter. (Does the Legacy viris afect everyone or just mutants?)


Thanks Linch good choices...
As fare as I know the Legacy Virus III effects all human types... :(
Not good for the world at all... :(

If the kind people at J-Mart have any more suggestions please le me know...

At the momment we have Cap, Jug-Head, Toad as our survivers...
Still looking for 2 to 6 more :twisted:
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