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

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Postby marcoasalazarm » Tue Sep 23, 2008 7:08 pm

Another request, if it's at all possible:

Robert Neville, from 'I Am Legend'.

And, well, I thank you all for the Chigurh write-up. As befits him, he's a street-level monster.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Postby Roman Virtue » Tue Sep 23, 2008 7:33 pm

marcoasalazarm wrote:Robert Neville, from 'I Am Legend'.


Hey, what about Aaron Neville? :lol:
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Postby scc » Tue Sep 23, 2008 8:16 pm

Hey Thorp nice Blob build. I like the Blob too. Not sure why they depowered him. Anyway shouldn't he have some lind of snare power when people punch him in the stomach there hand gets stuck.
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Postby Thorpacolypse » Tue Sep 23, 2008 8:34 pm

scc wrote:Hey Thorp nice Blob build. I like the Blob too. Not sure why they depowered him. Anyway shouldn't he have some lind of snare power when people punch him in the stomach there hand gets stuck.


Never thought of that. It might be better served as Enhanced Feats: Improved Grab (Flaw: Limited to belly flab). :)
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Postby Thorpacolypse » Tue Sep 23, 2008 8:35 pm

Thursdaze wrote:Not to make a pest of myself but I would love to see your take on Hawk & Dove


Done. I actually have them on my short list. I'll be busy the next couple of nights, so give me until the weekend.

marcoasalazarm wrote:Another request, if it's at all possible:

Robert Neville, from 'I Am Legend'.

And, well, I thank you all for the Chigurh write-up. As befits him, he's a street-level monster.


I think I can work that in soon. I did like that movie a lot and it's going to be on Cinemax/HBO soon. Give me a little bit and I'll give it a run, but if one of the team has an itch to give Will Smith some love, feel free.

And don't thank me, thank Elric. I hate to admit it, but he really rocks. :wink:

Roman Virtue wrote:
marcoasalazarm wrote:Robert Neville, from 'I Am Legend'.


Hey, what about Aaron Neville? :lol:


I could do that! Decent strength score...high charisma, limited to people who like sappy ballads...brutal auditory dazzle power...it has potential... :D
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Postby Tattooedman » Wed Sep 24, 2008 12:07 am

Dr. Light II:

Image
PL: 10
Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 16 (+3) Wis 14 (+2) Cha 12 (+1)

Skills: Aerobatics 8 (+10), Computers 6 (+9), Craft (Electronic) 8 (+10), Craft (Mechanical) 8 (+10), Diplomacy 6 (+7), Disable Device 4 (+7), Knowledge (Current Events) 6 (+9), Knowledge (Life Sciences) 8 (+11), Knowledge (Physical Sciences) 8 (+11), Knowledge (Technology) 8 (+11), Language 1 (Base: Japanese; English), Medicine 8 (+11), Notice 6 (+8 ), Sense Motive 6 (+8 ), Stealth 6 (+8 )

Feats: Accurate Attack, All-Out Attack, Attack Spec. (Light Control Array) 2, Connected, Defensive Roll 3, Dodge Focus 4, Equipment 2, Improved Initiative, Interpose, Inventor, Move-By Action, Power Attack, Precise Shot, Quick Change, Set-Up, Skill Mastery (Craft {Electronic}; Craft {Mechanical}; Knowledge {Life Sciences}; Knowledge {Physical Sciences}), Teamwork

Powers: Light Control 12 (Dynamic)
-Alt. Power: Blast 8 [laser] (Extra: Penetrating) (Dynamic)
-Alt. Power: Blast 12 [hard light] (Dynamic)
-Alt. Power: Dazzle 10 [visual] (Dynamic)
-Alt. Power: Dazzle 8 (Extra: Area {Burst}) (Dynamic)
-Alt. Power: Flight 5 (250 mph) (Dynamic)
-Alt. Power: Force Constructs 12 (Dynamic)

Immunity 5 (Light based damage)

Saves: Toughness +7**/+5*/+2 Fort +6 Ref +8 Will +9
**Defensive Roll & Costume
*Costume

Combat: Attack +4/+8 (light control array), Damage +8 (laser)/+12 (hard light blast), Defense +11 (+3 flat-footed), Initiative +6

Equipment: Costume: +2 Toughness; Subtle
JLI Communicator: Comm-Link; GPS

Drawbacks: Power Loss: Light Control when in darkness [Uncommon, Major] (-3 pts)

Costs: Attributes 22+ Skills 25+ Feats 23+ Powers 43+ Saves 17+ Combat 22- Drawbacks 3= 150 pts.

:arrow: Well here she is thanks to the first request I’ve had, straight from the man himself Thorpacolypse, I give you Dr. Light II.

:arrow: Dr. Light is the typical blaster with some really good craft & knowledge skills focusing on the technology side of things. She’s been a on & off member of the League at different times, from the International version to Europe thus she is always on call for any major events.

:arrow: Her Light Control is pretty well rounded, allowing her to hit foes with 2 different types of blasts, a dazzle effect targeting either a single target or an area, even some basic cover for her & her friends to hide behind if needed.

:arrow: Now Wikipedia says that Dr. Light can make holograms by refracting light, but I’ve never seen it shown in anything I’ve read, so I didn’t include it.
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Postby Thorpacolypse » Thu Sep 25, 2008 7:12 pm

Getting stocked on Aisle 3 is a J-Mart favorite from our Mystics Line.

Image
Can you believe I got this off of QVC for $19.99??!?!?

DOCTOR STRANGE
PL:
15 (225 pp) – OPL: 15; DPL: 15

ABILITIES: STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 20 [17] (+5/+3) WIS: 26 [20] (+8/+5) CHA: 18 [15] (+4/+2)

SKILLS: Bluff (+4), Climb (+1), Concentration 10 (+18), Craft [Chemical] 6 (+11), Diplomacy 6 (+10), Disguise (+4), Escape Artist (+1), Gather Info 6 (+10), Handle Animal (+4), Intimidate (+4), Knowledge [Arcane Lore] 16 (+21), Medicine 4 (+12), Notice 4 (+12), Profession [Neurosurgeon] 4 (+12), Search (+5), Sense Motive 8 (+16), Stealth (+1), Survival (+8), Swim (+1)

FEATS: Ambidexterity, Artificer, Attack Focus (Melee) (2), Benefit (1) [Status – Sorcerer Supreme], Connected, Contacts, Dodge Focus (2), Eidetic Memory, Equipment (2), Minions (12) [Wong – 90pp, Fanatical], Oathbound, Ritualist, Speed of Thought

POWERS:
Sorcerer Supreme (Container, Flaw: Limited [Only when on Earthly plane], 15pp traits; 12pp) [2]
Enhanced Wisdom (6pp) [6]
Enhanced Intelligence (3pp) [3]
Enhanced Charisma (3pp) [3]
Enhanced Feats: Luck x2 (2pp) [2]

Eye of Agamatto (Device, Hard to Lose, PF: Restricted [Pure of soul]; 20pp traits; 16pp) [4]

Super Senses (True Sight [10pp]) [10]
Super Movement (Dimensional Movement [Mystical Dimensions], Extra: Portal, PF: Progression x2 [10pp]) [2]

Cloak of Levitation (Device, Hard to Lose [10pp traits]) [2]
Additional Limbs (2pp) [2]
Flight (8pp) [4]

Book of The Vishanti (Device, Easy to Lose [25pp traits]; 15pp) [5]
Enhanced Feats: Ultimate Effort (Ultimate Knowledge [Arcane Lore] Check; 1pp)
Quickness (Flaw: Limited [Knowledge [Arcane Lore] Checks; 4pp)
Deflect (Energy, Extra: Reflection [20pp]) [10]

Magic (Dynamic Array, PF: Accurate x2, [47pp]) [15]
Mystic Blast (Extra: Perception Range [1pp]) [15] - DC:30:tough
AP: Mystic Binding (PF: Tether, Split Attack, Reversible [1pp]) [14] - DC:24:ref
AP: Astral Form (1pp) [9]
DAP: Telekinesis (Extra: Perception Range [2pp]) [15]
DAP: Transform (Anything into Anything [2pp]) [7] - DC:17:fort
DAP: Obscure (Visual and Auditory [2pp]) [15]
AP: Light of Truth (Nullify Concealment, Obscuration [1pp]) [15]
AP: Mystic Passage (Teleport, Extra: Attack, PF: Progression x3 [1pp]) [14]
DAP: Mystic Deflect (Fast and Slow Projectiles, Extra: Action [Move Action, Reflection [2pp]) [11]
DAP: Mystic Force Field (Extras: Impervious, Affects Others [2pp]) [15]
DAP: Dispel Magic (Nullify Magic, Extra: Area Burst [2pp]) [15]


EQUIPMENT:
(10ep)

The Sanctum Santorum (see Taliesin's listing for best use of 10ep)

COMBAT: Base Attack +8, Melee +10, Ranged +8, Magic Attacks +12, Grapple +11 [Unarmed +1 (Bruise), Mystic Blast +15 (Bruise)]; Defense 18 (13 flat-footed); Init +5; Knockback -0 (-15 with Mystic Force Field)

SAVES: Toughness +1 (+1 flat-footed, +16 with Mystic Force Field, +16 flat-footed with Mystic Force Field, +15 Impervious with Mystic Force Field), Fortitude +5, Reflex +4, Will +12

DRAWBACKS: Power Loss -Magic, when unable speak [-1], Power Loss -Magic, when unable to gesture [-1]

Abilities 28 + Skills 16 (64 ranks) + Feats 27 + Powers 117 + Combat 28 + Saves 11 – Drawbacks -2 = 225 / 225

Comments: An appropriately leveled (IMHO) playable version of Doctor Strange. I really just took my PL10 build of the good Doctor and amped it up. I think I hit all his main artifacts and abilities and if not, I gave him enough ranks in Luck where you can power stunt what you need. I am getting ready for a mystical run here after I finish a couple of requests so you may see a revamp as I look at other characters like a higher level version of Zatana, Enchantress and others.

And here is my take on Doctor Strange's loyal manservant:

WONG
PL:
7 (90 pp) – OPL: 7; DPL: 7

ABILITIES: STR: 14 (+2) DEX: 20 (+5) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 10 (0)

SKILLS: Acrobatics 7 (+12), Climb (+2), Concentration 8 (+11), Diplomacy 6 (+6), Escape Artist (+5), Knowledge [Arcane Lore] 7 (+8) [Ritualist], Notice 7 (+10), Profession [Manservant] 5 (+8), Search (+1), Sense Motive 5 (+8), Stealth 3 (+8), Survival (+3), Swim (+2)

FEATS: Accurate Attack, Attack Focus (Melee) (6), Defensive Roll (2), Dodge Focus (4), Grappling Finesse, Improved Block (1), Improved Critical (2) [Unarmed x2], Interpose, Power Attack, Ritualist, Set-Up, Takedown Attack (1), Teamwork (1)

POWERS:
None


COMBAT: Base Attack +5, Melee +11, Ranged +5, Grapple +13 [Unarmed +2, 18-20 Critical (Bruise)]; Defense 20 (13 flat-footed); Init +5; Knockback -2

SAVES: Toughness +4 (+2 flat-footed), Fortitude +5, Reflex +7, Will +5

DRAWBACKS:

Abilities 26 + Skills 12 (48 ranks) + Feats 23 + Powers 0 + Combat 22 + Saves 7 – Drawbacks 0 = 90 / 90
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Postby Thorpacolypse » Thu Sep 25, 2008 7:25 pm

Thorpacolypse wrote:Another item in our Mystics line hits the Aisle 1 shelves.

Image
For Nabu's sake, turn down that stereo!!!

DR. FATE
PL:
14 (210 pp) - OPL: 14; DPL: 14

ABILITIES: STR: 30 [12] (+10/+1) DEX: 12 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 26 [20] (+8/+5) CHA: 14 (+2)

SKILLS: Bluff (+2), Climb (+10), Concentration 11 (+19), Diplomacy 10 (+12) [Connected], Disguise (+2), Escape Artist (+1), Gather Info 8 (+10) [Contacts, Well-Informed], Handle Animal (+2), Intimidate (+2), Knowledge [Arcane Lore] 19 (+22) [Ritualist], Notice 4 (+12), Search (+3), Sense Motive (+8), Stealth (+1), Survival (+8), Swim (+10)

FEATS: Attack Specialization (1) [Unarmed], Attack Specialization (2) [Magic Array], Connected, Contacts, Dodge Focus (2), Improved Initiative (1), Ritualist, Trance, Well-Informed

POWERS:
Helm of Nabu Endowment (Container [100pp]) [20]
Enhanced Strength (18pp) [18]
Enhanced Wisdom (6pp) [6]
Immunity (Aging [1pp]) [1]
Flight (8pp) [4]
Enhanced Feats: Luck x2 (2pp) [2]
Magic Array (Dynamic Array [48pp])
Mystic Blast (Extra: Penetrating [1pp]) [16] - DC:31:tough
DAP: Mystic Force Field (Extra: Affects Others, Impervious [2pp]) [16]
DAP: Telekinesis (Extra: Perception Range, PF: Precise [2pp]) [14]
DAP: Create Object (Extra: Movable, PF: Affects Insubstantial, Selective, Precise, Subtle, Tether [2pp]) [14]
DAP: Dazzle (Visual, Extra: Area Burst, Selective [2pp]) [12] - DC:22:ref
DAP: Snare (Extra: Targeted Shapeable Area, PF: Tether, Reversible [2pp]) [14] - DC:24:ref
DAP: Illusion (All Senses [2pp]) [12] - DC:22:will
DAP: Astral Form (2pp) [8]
AP: Transform (Anything into Anything [1pp]) [8] - DC:18:fort
AP: Teleport (Extra: Accurate, Affects Others, Selective Attack, Flaw: Long Range, PF: Selective, Progression x5 [1pp]) [14]

Amulet of Anubis (Device, Hard to Lose [20pp traits]; 16pp) [4]
Super Senses (Aura Reading, Detect Magic, Cosmic Awareness, True Sight, PF: Dimensional [20pp])

COMBAT: Base Attack +8, Melee +8, Ranged +8, Unarmed +10, Magic Array +12, Grapple +18 [Unarmed +10 (Bruise), Mystic Blast +18 (Bruise)]; Defense 20 (14 flat-footed); Init +5; Knockback -1 (-17 with Force Field)

SAVES: Toughness +2 (+2 flat-footed, +18 with Force Field, +18 flat-footed with Force Field, +16 Impervious with Force Field), Fortitude +5, Reflex +4, Will +12

DRAWBACKS:

Abilities 28 + Skills 13 (52 ranks) + Feats 11 + Powers 116 + Combat 32 + Saves 10 – Drawbacks 0 = 210 / 210

Comments: My take on Dr. Fate, the Kent Nelson version. I haven’t been following 52 (but I hear I really should just for Black Adam) so I don’t know anything about his successor yet, if there is one. Last thing I saw, Ralph Dibny was wearing the helm and I hope they really don’t make him Doctor Fate! Mystical and stretchy? Too much…

I’ve been a fan of the good Doctor since I started reading comics back in the Golden Age (well, Silver anyway) and he has continually been a force to be reckoned with ever since. I know that Kent Nelson has actual magic abilities, but for ease of the build and its use, I put all the powers into his devices. With the helm actually allowing Nabu to possess him, it seemed like a fair way to handle those abilities. That Variable Power with magic can do a lot of damage or bail his allies out of just about any situation.

Clean Up 9/25/08: An update of Doctor Fate to a more playable version. Still has recommended starting playable PP for his level, but I refined his Nabu abilities and made his magic an array instead of Variable Power (which I LOATHE for PCs).


Good old Kent Nelson, the REAL Doctor Fate, gets an update.
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Postby Thorpacolypse » Thu Sep 25, 2008 7:51 pm

Thorpacolypse wrote:Tonight is a special night! This is posted build 100 (from me, anyway, actually Joshua posted the actual 100th build on my thread, lucky dog)!!! Thanks to all of you who have shopped J-Mart so far! Our next hundred should be even more mediocre, I mean even more spectacular!!!

Image
Just because you're paranoid, doesn't mean everyone isn't actually out to get you...

THE QUESTION PC
PL:
9 (135 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 6 (+8), Bluff 10 (+12) [Skill Mastery, Taunt], Climb (+2), Computers 4 (+8), Concentration (+4), Diplomacy 6 (+8), Disguise 8 (+10), Drive 4 (+6), Escape Artist (+2), Gather Info 10 (+12) [Contacts, Discreet Inquiry, Skill Mastery, Well-Informed], Handle Animal (+2), Intimidate (+2), Investigate 10 (+14), Knowledge [Popular Culture] 4 (+8), Knowledge [Streetwise] 8 (+12), Notice 8 (+12), Profession [Investigative Reporter] 6 (+10), Search (+4), Sense Motive 6 (+10) [Assessment, Skill Mastery], Sleight of Hand 8 (+10), Stealth 10 (+12) [Skill Mastery], Survival (+4), Swim (+2)

FEATS: Assessment, Attack Focus (Melee) (4), Benefit (1) [Alternate ID], Challenges (1) [Discreet Inquiry], Contacts, Defensive Attack, Defensive Roll (2), Dodge Focus (3), Equipment (5), Favored Environment (2) [+1 Attack and Dodge in Cities], Improved Critical (1) [Unarmed], Improved Initiative (1), Luck (1), Master Plan, Skill Mastery (1) [Bluff, Gather Information, Sense Motive, Stealth], Sneak Attack (1), Speed of Thought, Takedown Attack (1), Taunt, Uncanny Dodge [Auditory], Well-Informed

POWERS:
None


EQUIPMENT:
(25ep)

Leather Jacket (Protection, Subtle [2ep]) [1]
Question Mask (Quick Change [1ep])
Vehicle:
Question Car (Mid Size Car Archetype (8ep)
Utility Coat (Array [14ep]):
Sleep Gas (12ep) [4] - DC:14:fort
Smoke Bombs (Obscure [1ep])
1ep free as needed for situation,

COMBAT: Base Attack +8, Melee +12, Ranged +8, City Melee +13, City Ranged +9, Grapple +14, City Grapple +15 [Unarmed +2, 19-20 Critical (Bruise)]; Defense 21 (14 flat-footed, 22 in Cities); Init +6; Knockback -3 (-2 flat-footed)

SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +7, Will +7

DRAWBACKS:

Abilities 34 + Skills 27 (108 ranks) + Feats 32 + Powers 0 + Combat 32 + Saves 10 – Drawbacks 0 = 135 / 135


Comments: My 100th posted build and it's a definite J-Mart favorite: the scene stealer from Season 1 of JLU, The Question. He's another character I didn't know a lot about until recently, but after the aforementioned JLU season where he and Huntress hooked up, he immediately became a favorite, apparently along with just about everybody elses.

Q is meant to investigate and sneak around, not really to fight, but he's OK in a pinch against street level types. Against most super powered heroes and villains, though, he's in over his head.

Clean Up 9/25/08: Moved this PC version of The Question to where my original build was since I didn't really see me using both. The original remains for reference.

THE QUESTION
PL:
8 (135 pp) - OPL: 8; DPL: 8

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

SKILLS: Acrobatics 6 (+8), Bluff 9 (+12) [Skill Mastery, Taunt], Climb (+2), Computers 10 (+13) [Skill Mastery], Concentration (+4), Diplomacy 4 (+7), Disguise 10 (+13), Drive 4 (+6), Escape Artist (+2), Gather Info 9 (+12) [Contacts, Well-Informed], Handle Animal (+3), Intimidate 5 (+8), Investigate 12 (+15) [Skill Mastery], Knowledge [Popular Culture] 6 (+9), Knowledge [Streetwise] 8 (+11), Notice 8 (+12), Profession [Reporter] 6 (+10), Search (+3), Sense Motive 6 (+10) [Assessment, Skill Mastery], Sleight of Hand 8 (+10), Stealth 9 (+11), Survival (+4), Swim (+2)

FEATS: Attack Focus (Melee) (1), Assessment, Benefit (1) [Alternate Identity: Vic Sage], Contacts, Defensive Attack, Defensive Roll (1), Dodge Focus (4), Equipment (5), Favored Environment (2) [Urban], Master Plan, Power Attack, Skill Mastery (1) [Bluff, Computers, Investigate, Sense Motive], Sneak Attack (1), Speed of Thought, Takedown Attack (1), Taunt, Trance, Uncanny Dodge [Auditory], Well-Informed

POWERS:
None


EQUIPMENT:
(25ep)

Leather Jacket (Protection [1ep]) [1]
Question Mask (Quick Change [1ep])
Vehicle:
Question Ride (Mid Size Car Archetype (8ep)
Utility Coat (Array [15ep])
Sleep Gas (12ep) [4] - DC:14:fort
Smoke Bombs (1ep)
2ep free as needed for situation,

COMBAT: Base Attack +10, Melee +11, Ranged +10, City Melee +12, City Ranged +11, Grapple +14 [Unarmed +2 (Bruise)]; Defense 20 (13 flat-footed, 21 in Cities); Init +3; Knockback -2

SAVES: Toughness +5 (+4 flat-footed), Fortitude +6, Reflex +7, Will +8

DRAWBACKS:

Abilities 34 + Skills 30 (120 ranks) + Feats 27 + Powers 0 + Combat 32 + Saves 12 – Drawbacks 0 = 135 / 135


Minor tweaks to Q but mainly I consolidated the two versions I had. I can see me doing more of that in the future since I am noticing more redundancy in some of my versions of characters than I thought.
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Postby Thorpacolypse » Thu Sep 25, 2008 8:50 pm

Thorpacolypse wrote:HOUSE RULES

A few variations and just FYI's for gaming in the Thorpacoverse. In no particular order, just as I think of them:

:arrow: Split Attack with Dual Weapons - When a character has two weapons they can take Split Attack as an additional ep or pp cost depending on if the weapons are equipment of devices. The ranks of the weapons do not stack, but you can get the rull ranks of each as a Split Attack, which any applicable offhand penalties incurred, if applicable.

Example: Vigilante is using two heavy pistols, +4 damage each and has paid for two pistols with his EP. He does not get a combined +8 in a single attack, just +4. If he is facing two opponents, he can use Split Attack to get +4 damage to each attack instead of +2 to each.

A two-bladed item or natural weapons, like Wolverine's claws still split damage with a Split Attack.

:arrow: Rage - One rank of the Rage feat will not be assessed against PL limits due to the offensive/defensive tradeoff inherent in the feat. Any subsequent ranks for duration or increase of power are assessed against the caps.

:arrow: Sneak Attack - One point of the first of the Sneak Attack feat will not count against PL cap limits.

Example: A PL10 Nightwing has an attack bonus of +13 and a damage bonus of +6 and he has the Sneak Attack feat. He gets a surprise attack on an opponent and hits so he can add the full +2 to his attack. If he had +7 damage, he could only take +1 damage onto his attack with Sneak Attack.

:arrow: Combat Feat Cap Reduction: Combat feats that you bend your caps like All-Out Attack, Accurate Attack, Defensive Attack, Power Attack and any of the martial arts feats from the Mastermind Manual are capped at 3 ranks instead of their listed caps in the books.

Example: Batman goes to Power Attack The Joker. Normally he could take up -5 on his attack bonus and add +5 to damage. Under the Thorpacolypse House Rules, he can only take -3 off his attack and +3 to his damage.

:arrow: Taking 10 with Combat Feats: This may already be legal, but just to note it, I am allowing PCs to take 10 and use combat feats like Power Attack when dealing with minions.

:arrow: Batgirl's Variant Cape Rules. If you haven't read this, READ IT shortly. Genius stuff from her as usual. Expect some Bat-Family updates with some of this stuff in the near future.

Batgirl III's Guide to Capes



I have this posted on my Settings thread, but since I am getting ready to start a storyline again, I thought I would re-post it here in case people had questions on mechanics once I get going.

I am still probably a week or more away from starting to post things, but I have two fights in the books and I have three more fight and some interludes in progress (damn ADD) that I want to finish before I start posting. The last time with DIA, I posted as I worked and there were too many delays since I would go on building sprees or lose interest mid-story. This time I want to have several chapters done ahead of time so I can post more regularly and hopefully keep the flow better, even if I fade for a while.

I plan using the Earth-69 versions of my builds in this story, meaning that they are at starting PP for their level, like my PL12/180pp Batman or my PL14/210 Superman. I will play this like a campaign where I will give out PP and HP as the characters move through encounters and I plan on posting their adjusted builds with their original builds so you can see the progression. Since my FTF group is all about D&D 4E, and the PBP game I was in for a year is on hiatus, I gotta get my MnM jones filled somewhere!

But I have several more builds to post and permissions of usage of other's builds to get before I start so stay tuned....

(Speaking of which, Prodigyduck, Taliesin, Kreuz, TattooedMan, Itheryl Knight, Beleriphon, JD and Elric, if you have any non-original builds you don't want me to use, speak now or forever hold your peace!!!) :D
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Postby JoshuaDunlow » Thu Sep 25, 2008 9:18 pm

Here's a double special for Jmart, Cloak & Dagger!.
Image
By Norke on Deviantart.com


Cloak (PL7/105pp)
Real Name: Tyrone Johnson, Occupation: Vigilante, Identity: Secret, Place of Birth: South Boston, Massachusetts, Marital Status: Single, Known Relatives: None, Base of Operations: The Holy Ghost Church, NYC, Height: 5’9”, Weight: 155 lbs, Eyes: Brown, Hair: Black; Trade Offs: -3 Attack/+3 DC

Abilities [21pp]: Strength 17 (+3), Dexterity 12 (+1), Constitution 20 (+5), Intelligence 10 (+0), Wisdom 14 (+2), Charisma 8 (-1)
Saves [7pp]: Toughness +5, Fortitude 0 (+7), Reflexes 3 (+4), Willpower 4 (+6)
Combat [16pp]: Base Attack +4, Base Defense +4 (+2 flat), Initiative +1, Grapple +6, Knock Back -2, Hero Points 1
Attack (dc): Unarmed +3, Spirit Vampirism (dc20 vampiric strike), Obscure (dc 18 darkness), Dimensional Pocket (dc 25)
Skills [4pp]: Intimidate 4 (+3), Knowledge: Streetwise 6 (+6), Notice 6 (+8)
Feats [2pp]: Quick Change 2 (His cloak of dark force)
Powers [59pp]:
Intangibility (11pp)
- Insubstantial 2 [Extra: Continuous; Flaws: Permanent; Drawback: Power loss (Light Powers of Rank 6 or higher, Or Environmental Control [sunlight]), Drawback: Regain Physical Form (Requires a Dc 15 will save, to regain physical form for 1 hour by which he beats it)]
- Concealment 4 [All Visual; Power Feats: Close Range; Flaws: Blending, Limited (shadows, darkness)]
Dark Force Generation 12 [Array; Power Feats: 3 Alternate Powers] (27pp)
- Base: Obscure 8 [Visual; Extra: Area (Shapeable)]
- AP: Dimensional Pocket 10 [Power Feats: Affects Insubstantial; Extra: Shapeable Area +1]
- AP: Teleport 4 [Power Feats: Easy, Progression (mass) 13 , Extra: Affects Others (+1), Attack (+1)]
- AP: Super Movement 1 [Dimensional (dark dimension); Power Feats: Progression (13) , Extra: Portal]
Spirit Vampirism (21pp)
- Damage 5 [Power Feats: Affects Insubstantial; Extra: Alternate Save (will), Perception Ranged (+2), Vampiric; Flaws: Limited (to targets within a Dimensional Pocket)]
Drawbacks [4pp]: Spirit Vampirism* [Must make a Willpower test against a DC 15 attack, or take damage every hour]
Complication: Spirit Vampirism (Compelled to Seek out the life force of others, and send them into Dark Dimension)

Notes:
The focus of Cloak's power, is the representation of his Cloak. Most of his affects center or originate from this point.


Dagger (PL 7/105pp)
Aka Tandy Bowen, Occupation: Vigilante, Place of Birth: Shaker Heights, Ohio, Marital Status: Single, Known Relatives: Melissa (mother), Unnamed Father, Phillip Carlisle (step father), Father Michael Bowen (Uncle), Base of Operations: Holy Ghost Church, Height: 5’5”, Weight: 115 lbs, Eyes: Blue, Hair: Blonde, Trade Off: -3 Toughness, +3 Defense

Abilities [20pp]: Strength 10 (+0), Dexterity 14 (+2), Constitution 18 (+4), Intelligence 12 (+1), Wisdom 12 (+1), Charisma 14 (+2)
Saves [6pp]: Toughness +4, Fortitude 0 (+4), Reflexes 2 (+4), Willpower 4 (+5)
Combat [20pp]: Base Attack +4 (+6 with light daggers), Base Defense +6/+10 with Blinding Aura (+3 flat), Initiative +2, Grapple +4, Knock Back -2, Hero Points 1
Attack (dc): Unarmed +0, Light Dazzle (dc 17), Stunning Light (dc 16 stun), Light Daggers (dc 20 attack, 5 pts penetrating + dc 15 sleep stun), Light Purge and Repentance (see below)
Skills [5pp]: Acrobatics 4 (+6), Bluff 2 (+4/+8 when attractive), Knowledge: Streetwise 4 (+5), Notice 4 (+5), Perform: Dancing 6 (+8)
Feats [5pp]: Acrobatic Bluff, Attack Specialist (light daggers), Attractive
Powers [50pp]:
Light Generation 9 [Power Feats: Dynamic, 3 Dynamic AP‘s] = 25pp
- Base: Environmental Manipulation [light, sunlight (dc 10)]
- DAP: Dazzle 7 [Sight]
- DAP: Stun 6 [Ranged]
- DAP: “Blinding aura” Shield
Light Daggers (25pp)
- Damage 5 [Power Feats: 2 Alternate Power, Split Attack, Homing, Thrown; Extra: Penetrating, Linked to Stun] + Stun 5 [Extra: Linked to Blast, Sleep] = 25pp (20pp ap selection)
- AP: “Light Purge” Transformation [Purify Body* 5 (Extra: Continuous)]
- AP: “Light Repentance” Mental Transformation 6 [Alter Target Mind; Flaw: Limited (Target becomes “good“ for the duration of the transformation)]

Notes:
*Purify Body, will remove all foreign substances from the target body, provided they are not long term mutations or Alterations. And I decided on the use of Transformation, to simulate this powerful affect since it might just cure the physical addictions of others. As well as cure diseases, and poisons affecting the body. Thus this is the affect that she uses to help Cloak stave off his spirit vampirism.

*Repentance, is a limited Mental Transformation. Its not continuous, so it will only last for the duration of the power. Which will basically turn someone “Good” or give them a morally good personality. This makes sure Cloak, doesn’t give in to his Complication.

*Light Daggers, in the comics she can shoot up to 4 daggers and control them a short distance. I simulated this with the strike, with thrown, split attack, and then followed it up with homing for that very reason. My own ruling of Split Attack, does not force the hero to loose fractions. Instead in this case dagger, can create two attacks one doing +2, the other doing +3.
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Postby Thorpacolypse » Thu Sep 25, 2008 9:50 pm

Thorpacolypse wrote:The shelves are looking a little bare on Aisle 3. Quick, Dante, get me something from that new BPRD line of merchandise!

Image
I'm coming Aquaman!!!

ABE SAPIEN
PL:
9 (135 pp) - OPL: 9; DPL: 9

ABILITIES: STR: 16 (+3) DEX: 20 (+5) CON: 18 (+4) INT: 18 (+4) WIS: 20 (+5) CHA: 14 (+2)

SKILLS: Acrobatics/Aquabatics 4 (+9), Bluff 4 (+7), Climb (+3), Concentration 4 (+10), Diplomacy 5 (+8) [Connected], Disguise (+3), Escape Artist 5 (+10), Gather Info 5 (+8) [Contacts], Handle Animal (+3), Intimidate (+3), Investigate 6 (+11), Knowledge [Arcane Lore] 5 (+10), Knowledge [History] 3 (+8), Knowledge [Theology and Philosophy] 4 (+9), Notice 4 (+10), Search 4 (+9), Sense Motive 4 (+10), Stealth 8 (+13), Survival 4 (+10), Swim 7 (+10)

FEATS: Attack Focus (Ranged) (2), Benefit (1) [BPRD Clearance], Connected, Contacts, Defensive Roll (2), Dodge Focus (2), Elusive Target, Equipment (2), Fearless, Improved Aim, Leadership, Luck (1), Power Attack, Precise Shot (1), Set-Up, Sneak Attack (2), Teamwork (1)

ENHANCED FEATS: Environmental Adaptation [Underwater], Favored Environment (2) [+2 Dodge when Underwater], Tough (2)

POWERS:
Icthyo Sapien Form (Alternate Form, Extra: Continuous, Flaw: Permanent [35pp traits]; 35pp) [7]
Enhanced Strength (6pp) [6]
Enhanced Dexterity (8pp) [8]
Enhanced Constitution (6pp) [6]
Enhanced Skills: Swim (2pp) [8]
Enhanced Feats: see Feats (5pp)
Swimming (4pp) [4]
Immunity (Aging, Suffocation [Drowning], Pressure [3pp]) [3]
Super Senses (Low Light Vision [1pp]) [1]


EQUIPMENT:
(10ep)

Heavy Pistol (8ep) [4] - DC:19:tough
Commlink, 1ep free as needed for situation (2ep)

COMBAT: Base Attack +10, Melee +10, Ranged +12, Grapple +13 [Unarmed +3 (Bruise), Heavy Pistol +4 (Lethal)]; Defense 18 (13 flat-footed, 20 when Underwater); Init +5; Knockback -4

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

DRAWBACKS: Weakness -When out of water for extended period, -1 Str and -1 Con per 4 hours [very uncommon, minor; -1]

Abilities 26 + Skills 17 (68 ranks) + Feats 26 + Powers 28 + Combat 32 + Saves 7 – Drawbacks -1 = 135 / 135

Comments: Good old Abe, the brains of the BPRD. I went more with the comic version than the movie version, but you could take him that route pretty easily with a few more PP in Telepathy and touch range Post cognition.

Liz Sherman will be coming shortly to round out the Big 3 of the BPRD.

Clean Up 9/25/08: Abe gets an adjustment to playable PP.


My boy Abe gets an update. I've had this sitting around since mid-summer after seeing Golden Army but I had misplaced it for a while.
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Postby Thorpacolypse » Thu Sep 25, 2008 9:55 pm

Thorpacolypse wrote:Check out this HOT special on Aisle 3!

Image
Burn, baby, burn!

LIZ SHERMAN
PL:
9 (135 pp) - OPL: 9; DPL: 9

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

SKILLS: Bluff 6 (+8) [Distract], Concentration 8 (+11), Diplomacy 7 (+9) [Connected], Disguise (+2), Escape Artist (+2), Gather Info 7 (+9) [Contacts], Handle Animal (+2), Intimidate (+2), Investigate 6 (+9), Knowledge [Arcane Lore] 6 (+9) [Ritualist], Knowledge [Streetwise] 5 (+8), Knowledge [Theology and Philosophy] 7 (+10), Notice 8 (+11), Search 6 (+9), Sense Motive 6 (+9), Stealth 4 (+6), Survival (+3)

FEATS: Attack Focus (Ranged) (3), Benefit (1) [BPRD Clearance], Connected, Contacts, Distract (1) [Bluff], Defensive Attack, Defensive Roll (3), Dodge Focus (3), Equipment (2), Improved Initiative (1), Inspire (1), Ritualist, Set-Up, Teamwork (2)

POWERS:
Blast (Fire, Array, Extra: Area Explosion, PF: Progression x2 [200 ft radius]; 29pp) [9] - DC:19:ref
AP: Ignite (Extra: Duration [Concentration Sustained]; 1pp) [7]
AP: Dazzle (Visual, Extra: Area Burst [1pp]) [9] - DC:19:ref

Immunity (Fire effects [10pp]) [10]


EQUIPMENT:
(10ep)

Light Pistol (6ep) [3] - DC:18:tough
Cell Phone, Flashlight (2ep)
Undercover Vest (Protection, Subtle [2ep]) [1]

COMBAT: Base Attack +5, Melee +5, Ranged +8, Grapple +5 [Unarmed +0 (Bruise), Fire Blast +9 (Bruise), Light Pistol +3 (Lethal)]; Defense 19 (13 flat-footed); Init +6; Knockback -3 (-1 flat-footed)

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

DRAWBACKS:

Abilities 24 + Skills 19 (76 ranks) + Feats 22 + Powers 41 + Combat 22 + Saves 7 – Drawbacks 0 = 135 / 135

Comments: The last of the big three of the BPRD. For those unfamiliar with the Hellboy universe (and shame on you if you are), Liz is a pyrokinetic, able to make things burst into flames or produce blasts or fiery explosions. She is also the heart of the team, with Inspire ability and the ability to add +3 to her aid actions. I am so glad to have her finally done! Roger and Kate are definitely back burner pieces, but Liz was a must to round out the BPRD team.

This build is based more on the comic/animated Liz, but man, I couldn't pass that pic of Selma up from her role as Liz in the original movie (and upcoming sequel). Daaaaaaaang...

Clean Up 9/25/08: Liz gets a reworking to playable level. I had messed up a lot on her Fire Control before, so I made it a simple blast with some APs. More effective and rules appropriate.


Liz gets an adjustment as well.
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Postby Libra » Fri Sep 26, 2008 12:03 pm

Keep up the good work J-Mart! :D
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Postby LeopoldKain » Fri Sep 26, 2008 1:31 pm

I am still wating for my Evil for the Marvel U... Must not be anything Evil enough for the Leopold U...

Also thanks for telling me where the cake mix was... :D
Please look at this stuff:
Red and Wolf ; Kain's Builds
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