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

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Postby Thorpacolypse » Sat Dec 20, 2008 8:53 pm

Another item in our extended LADIES' NIGHT is getting stocked on Aisle 3.

Image
...And if that diamond ring don't shine, I'll beat the jeweler with my battle staves...

MOCKINGBIRD
PL:
9 (133 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 11 (+15) [Accelerated Acrobatics], Bluff 8 (+10) [Taunt], Climb (+2), Computers 7 (+10), Concentration (+2), Craft [Chemical] 6 (+9), Diplomacy 6 (+8), Disable Device 7 (+10), Disguise (+2), Escape Artist 4 (+8), Gather Info 6 (+8), Handle Animal (+2), Intimidate (+2), Investigate 5 (+8), Knowledge [Tactics] 5 (+8), Notice 8 (+10), Search 7 (+10), Sense Motive 8 (+10), Stealth 9 (+13), Survival 6 (+8), Swim (+2)

FEATS: (Attack) Flurry (2) (Battle Staves), Attack Focus (Melee) (4), Benefit (1) [Government Clearance], Challenges (1) [Accelerated Acrobatics], Defensive Attack, Defensive Roll (2), Dodge Focus (5), Grappling Finesse, Improved Block (1), Improved Critical (2) [Battle Staves, Unarmed], Improved Initiative (1), Improved Throw, Passing Attack, Power Attack, Quick Draw (1), Redirect, Sneak Attack (1), Stunning Attack, Takedown Attack (2), Taunt, Twin Weapon Strike

POWERS:
None


EQUIPMENT:
(15ep)

Costume (Protection 1 [1ep]) [1]
Avengers Communicard (GPS, Commlink [2ep])
Battle Staves (Strike 2, PF: Improved Critical, Mighty, Split Attack, Thrown [6ep]) [2] - DC:19:tough
AP: Bo Staff (Strike 2, PF: Improved Critical, Mighty, Extended Reach, Split Attack [1ep]) [2] - DC:19:tough

COMBAT: Base Attack +9, Melee +13, Ranged +9, Grapple +17 [Unarmed +2, 19-20 Critical (Bruise); Battle Staves +4, 18-20 Critical (Bruise)]; Defense 23 (14 flat-footed) Init 8

SAVES: Toughness +5 (+3 flat-footed), Fortitude +5, Reflex +8, Will +6

DRAWBACKS:

Abilities 30 + Skills 26 (104 ranks) + Feats 32 + Powers 0 + Combat 34 + Saves 11 – Drawbacks 0 = 133 / 133

Comments: After the end of Secret Invasion, I figured I needed to take a run at Mockingbird. I vaguely recalled her from the West Coast Avengers but after reading up on her and seeing her return in SA, I felt like I could whip her up.

She’s a prototype female costumed adventurer, hard to hit, smart, fast, hits often but not that hard and since she was a SHIELD agent, she has a wide range of skills. She and Hawkeye definitely make a good team, with her melee prowess and his ranged abilities.
Last edited by Thorpacolypse on Sat Jan 16, 2010 2:21 pm, edited 1 time in total.
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Postby Thorpacolypse » Sat Dec 20, 2008 9:03 pm

A 2 for 1 special ends this 2 night extended version of LADIES' NIGHT!

Image
First he gets Deadpool's healing factor, and then he gets...them. How lucky can one guy get?!?!?!

Notes: I'm getting ready to wrap up my Agency X team shortly. I already have Deadpool, Taskmaster and Bob Agent of HYDRA posted, by I needed to round out the crew. I should have Agent X and Weasel done by tomorrow, but first, we get the ladies, Outlaw (on the left) and Sandi (the other hot one)...

OUTLAW
PL:
8 (120 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 26 (+8) DEX: 16 (+3) CON: 26 (+8) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 4 (+7), Bluff 8 (+10), Climb (+8), Concentration (+1), Diplomacy 4 (+6), Disguise (+2), Escape Artist (+3), Gather Info 4 (+6), Handle Animal (+2), Intimidate (+2), Investigate 6 (+7), Notice 5 (+6), Search (+1), Sense Motive 6 (+7), Stealth 4 (+7), Survival 7 (+8), Swim (+8)

FEATS: All-out Attack, Attack Focus (Ranged) (3), Attractive (1), Dodge Focus (1), Equipment (2), Improved Aim, Improved Initiative (1), Power Attack, Precise Shot (2), Quick Draw (1), Takedown Attack (1), Tough (1)

POWERS:
Super-Strength (8pp) [4]
Regeneration (Recovery Rate [6pp])
Bruised 1/round [1]
Injured 1/1 minute [3]
Disabled 1/5 hours [1]
Staggered 1/20 minutes [1]


EQUIPMENT:
(10ep)

Heavy Pistol (8ep) [4] - DC:19:tough
Lasso (1ep),

COMBAT: Base Attack +8, Melee +8, Ranged +11, Grapple +20 [Unarmed +8 (Bruise); Heavy Pistol +4 (Lethal)]; Defense 17 (13 flat-footed); Init +7; Knockback -4

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

DRAWBACKS:

Abilities 46 + Skills 10 (40 ranks) + Feats 16 + Powers 14 + Combat 28 + Saves 6 – Drawbacks 0 = 120 / 120

Comments: As we start our little Agency X run, here is Outlaw, Inez Temple. She’s a mutant with superhuman strength and durability as well as being a wicked marksm…uh...markswoman. She’s been a bodyguard for several characters including Dazzler but now she peddles her wares for Agency X. I was going to make a PL higher, but I just didn’t see it and she can still get some pretty high ranged bonuses with All-Out Attack and some Teamwork from Sandi or others in the Agency.

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

SANDI BRANDENBURG
PL:
3 (45 pp) – OPL: 2; DPL: 2.5

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

SKILLS: Bluff 6 (+8/+12) [Attractive], Computers 4 (+5), Concentration (+1), Diplomacy 4 (+6/+10) [Attractive, Connected], Disable Device 4 (+5), Disguise (+2), Escape Artist (+1), Gather Info 6 (+8), Handle Animal (+2), Intimidate (+2), Investigate 4 (+5), Notice 4 (+5), Profession [Secretary] 4 (+5), Search (+1), Sense Motive (+1), Stealth 4 (+5), Survival (+1)

FEATS: Attractive (1), Connected, Dodge Focus (2), Equipment (1), Set-Up, Teamwork (1)

POWERS:
None


EQUIPMENT:
(5ep)

iPhone (PDA, Cell Phone, Mini-Camera [3ep]),

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +2 [Unarmed +0 (Bruise)] Defense 14 (11 flat-footed); Init +1; Knockback 0

SAVES: Toughness +1 (+1 flat-footed), Fortitude +3, Reflex +4, Will +4

DRAWBACKS:

Abilities 12 + Skills 10 (40 ranks) + Feats 7 + Powers 0 + Combat 8 + Saves 8 – Drawbacks 0 = 45 / 45

Comments: Keeping the Agency X train rolling, here is their erstwhile secretary Sandi Brandenburg. She has no powers or real combat ability, but what she does as well as anyone is keep her team pumped and their foes distracted with her hotness. And that, folks, is as valuable as any lightning blast, Batarang or mental blast you can roll out!
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Postby JoshuaDunlow » Sat Dec 20, 2008 9:09 pm

Well this rounds out my collection of Battle Chasers, if anyone wants some of the other's let me know.

Image

KNOLAN (PL 11/215pp)
Profession: Human Wizard, Wealth Bonus +19, Renown +16, Trade Off: -2 Defense, +2 Toughness, -2 Attack, +2 DC

Abilities [37pp]: Strength 10 (+0), Dexterity 13 (+1), Constitution 14 (+2), Intelligence 22 (+6), Wisdom 23 (+6), Charisma 15 (+2)
Saves [22pp]: Toughness +2, Fortitude 6 (+8/+10), Reflexes 6 (+7), Willpower 10 (+16)
Combat [24pp]: Base Attack +6 (+9 with spells), Base Defense +9 (+3 flat), Initiative +5 (+10 when casting spells), Grapple +6, Knock Back, Hero Points 1
Save (dc): Unarmed +0, Staff (+2), Magic (up to Rank 13 in effect), Favored opponent (+2 damage vs. Wizards)
Skills [30pp]: Concentration 10 (+16), Craft: Artistic 13 (+19), Craft: Chemical 13 (+19), Craft: Mechanical 7 (+13), Craft: Structural 6 (+12), Diplomacy 2 (+4), Knowledge: Arcane 15 (+21), Knowledge: Life Sciences 4 (+10), Knowledge: Physical Sciences 9 (+15), Languages 2 (Common, Dwarf, Arcane), Profession: Wizard 15 (+21), Notice 12 (+18), Search 12 (+18)
Feats [21pp]: Artificer, Attack Focus (magic array) 3, Benefit (Use Wisdom for Initiative when casting spells), Benefit (Status-Great Wizard) 1, Benefit (Wealth) 2, Connected, Dodge Focus 3, Equipment 2, Favored opponents (wizard) 2, Improved Initiative, Renown 2, Ritualist, Taunt
Powers [77pp]:
Magical Awareness (5pp)
- Super Senses 4 [Magical Awareness (Visual Sense, Radius, Acute)]
- Enhanced Feat: Appraise (magical character’s only)
Extended life (1pp)
- Feature: +4 save vs. Aging Effects
Arcane Mastery 10 [Multiple Magical Powers; PF: Affects Insubstantial] = 71pp
- Knolan can create any number of spells spell costing up to a total of 50 pp’s. He can duplicate any attack or defensive ability up to Rank 13 in effect.
Devices [7pp]:
Bag of Holding 1 [Hard to Remove]
- Dimensional Pocket 1 [PF: Progression 3 (1000 lbs)]
Amulet of Health 1[Easy to Remove]
- Regeneration 2 [Recovery Bonus +2; PF: Die Hard]
- Enhanced Save [Fortitude +2]
Equipment [8ep]: Large House (Toughness 5, Size: Medium, Features: Living Space, Workshop, Library, Laboratory; 5 ep), Staff (+2 strike, mighty, 3 ep)
Drawbacks [3pp]: Power loss (Cannot cast spells, if bound or gagged), Near Sighted (-1 to all vision based tests, for every range increment)
Complications: Nightmares, Fame (Great Wizard)

Builder's Notes:
Knolan was pretty much straight forward, and is your stereotypical Manga Wizard but with a few nice twists to keep him unique. I took a few liberties and gave him an Amulet and a bag of Holding.
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Postby JoshuaDunlow » Sat Dec 20, 2008 9:47 pm

Couldn't let a ladies night go untouched without my contribution, so here's the lovely Black Cat at a modest power level 6.
Randal stock that on the Marvel Aisle!
And stop running into the closet with the merchandise!

Image

BLACK CAT (PL 6/90pp)
Abilities [31pp]: Strength 10 (+0), Dexterity 26 (+8), Constitution 16 (+3), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 15 (+2)
Saves [10pp]: Toughness +4 (+3 flat), Fortitude 3 (+6), Reflexes 3 (+11), Willpower 4 (+6)
Combat [20pp]: Base Attack +4, Base Defense +6 (+3 flat), Initiative +8, Grapple +4, Knock Back -2/-1 flat, Hero Points 2
Attacks (dc): Unarmed +0, Probability Control +2
Skills [8pp]: Acrobatics 7 (+15), Bluff 4 (+6/+10 when attractive), Climb 2 (+10), Disable Device 7 (+8), Search 6 (+7), Stealth 6 (+14)
Feats [5pp]: Attractive 1, Challenge (Perfect Balance), Defensive Roll 1, Evasion 1, Luck 1
Powers [13pp]:
Immunity 5 [Falling Damage; Flaw: Limited (½ save)] = 3pp
Super Senses 1 [Low Light Vision] = 1pp
Probability Control 2 [Extra: Jinx, Flaws: Limited to Jinx] = 9pp
- AP: Damage 2 [Perception ranged penetrating attack]
Devices [3pp]:
Tight Rope 1 [Easy to Remove]
- Super Movement 2 [Swinging, Wall Crawling]
- Feature: Rope
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Postby Thorpacolypse » Mon Dec 22, 2008 8:47 pm

Getting stocked on Aisle 3 is the newest item in our Agency X line.

Image
The job can be a pain most of the time, but my loyal employees make it all worthwhile.

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

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

SKILLS: Acrobatics 8 (+12), Bluff 6 (+7), Climb (+3), Concentration (+2), Diplomacy (+1), Disable Device 6 (+8), Disguise (+1), Escape Artist 5 (+9), Gather Info 6 (+7), Handle Animal (+1), Intimidate (+1), Knowledge [Streetwise] 6 (+8), Notice 8 (+10), Profession [Mercenary] 6 (+8), Search (+2), Sense Motive 6 (+8) [Assessment], Stealth 10 (+14), Survival 8 (+10), Swim (+3)

FEATS: All-out Attack, Assessment, Attack Focus (Ranged) (3), Defensive Roll (2), Dodge Focus (6), Elusive Target, Equipment (5), Improved Aim, Improved Critical (2) [Pistol, Rifle], Improved Initiative (1), Power Attack, Precise Shot (1), Quick Draw (1), Sneak Attack (1), Takedown Attack (1)

POWERS:
Immunity (Telepathy [5pp]) [5]
Regeneration (Recovery Bonus +3 [3pp]) [3]
Regeneration (Recovery Rate [18pp])
Bruised 1/round no rest [3]
Injured 1/round [4]
Staggered 1/round [4]
Disabled 1/minute [5]
Resurrection 1/day [2]
PF: Diehard, Persistent, Regrowth


EQUIPMENT:
(25ep)

Costume (Protection, Subtle [3ep]) [2]
Cell Phone (1ep)
Arsenal (21ep array):
Twin Heavy Pistols (PF: Split Attack [16ep]) [4] - DC:19:tough
Twin Katanas (PF: Improved Critical, Split Attack [1ep]) [3] - DC:21:tough
Fragmentation Grenades (1ep) [5] - DC:15/20:ref/tough
Shuriken (1ep) [1] - DC:16:tough
Machine Pistol (1ep) [4] - DC:19:tough
Assault Rifle (1ep) [5] - DC:20:tough

COMBAT: Base Attack +11, Melee +11, Ranged +14, Grapple +14 [Unarmed +3 (Bruise); Heavy Pistols +4, 19-20 Critical (Lethal); Katanas +6, 19-20 Critical (Lethal); Fragmentation Grenades +5 (Lethal); Shuriken +1, Auto-Fire (Lethal); Machine Pistol +3, 19-20 Critical, Auto-Fire (Lethal); Assault Rifle +5, 19-20 Critical, Auto-Fire (Lethal)]; Defense 22 (13 flat-footed); Init +8; Knockback -4 (-3 flat-footed)

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

DRAWBACKS:

Abilities 32 + Skills 19 (76 ranks) + Feats 28 + Powers 29 + Combat 34 + Saves 8 – Drawbacks 0 = 150 / 150

Comments: Tonight’s Agency X special is being led off by the man it’s named after, Agent X, Nijo Minamiyori, alias Alex Hayden. His story is pretty convoluted, but to sum up, Alex was a Japanese mercenary who got mixed up with Deadpool and the villain, Black Swan, somehow all their DNA got scrambled and he got Deadpool’s healing factor and Black Swan’s mental abilities, which he does not know how to activate so I left them as a Power Stunt. When Deadpool was thought dead, he showed up and everyone thought he was Deadpool so Taskmaster started training him and realized he wasn’t Deadpool when his aim was so good.

They eventually started Agency X along with Taskmaster, Sandi Brandenburg and Outlaw and even though he and Deadpool had a generally antagonistic relationship, when Alex was kidnapped by HYDRA after a failed theft attempt, Sandi and Outlaw hired Wade to go get him, which he did, even at 6 inches tall after being shrunk with Pym Particles by Rhino. Unfortunately, he did not get to Alex before he was infected with “the American gene” given him arthritis and an insatiable appetite which has made him incredibly fat. He asked Deadpool to run the Agency while he gets in shape (which is going pretty slow since he can’t give up the Twinkies) so Wade, Bob and Weasel have joined the team.

As expected, Alex is like Deadpool II (which I guess he technically was for a while), a wicked combatant with great ranged skills and that top notch healing factor, just not as good in melee as Wade is. He doesn’t have Wade’s interaction skills either, which is a blessing for his opponents but is more skilled overall. Much like Wade, he’d be a fun run.
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Postby Thorpacolypse » Mon Dec 22, 2008 9:03 pm

Our last LADIES' NIGHT Special for the evening is also a RED LIGHT special.

Image
Yep. They're setting the ramp up to the shark tank as we speak.

RED SHE-HULK
PL:
12 (189 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 38 [11] (+14/0) DEX: 14 (+2) CON: 34 [12] (+12/+1) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Bluff 8 (+10/+14) [Attractive, Taunt], Climb (+14), Concentration (+2), Diplomacy (+2/+6) [Attractive], Disguise (+2), Escape Artist (+2), Gather Info 6 (+8), Handle Animal (+2), Intimidate 8 (+10), Knowledge [Tactics] 7 (+9), Notice 6 (+8), Search 6 (+8), Sense Motive 6 (+8), Stealth 6 (+8), Survival 7 (+9), Swim (+14)

FEATS: All-out Attack, Assessment, Attractive (1), Dodge Focus (3), Improved Critical (1) [Unarmed], Improved Initiative (2), Power Attack, Stunning Attack, Takedown Attack (1), Taunt

POWERS:
Enhanced Strength 27 (27pp) [27]
AP: Spit Acid 9 (1pp) [9] - DC:24/24:tough/tough
Enhanced Constitution 22 (22pp) [22]
Protection 3 (Extra: Impervious [6pp]) [3]
Impervious Toughness 2 (2pp) [2]
Super-Strength 6 (153 Tons; PF: Bracing, Groundstrike [14pp]) [6]
Leaping 6 (6pp) [6]
Immunity 5 (Cold, Heat, High Pressure, Radiation, Starvation/Thirst [5pp]) [5]

Regeneration 18 (Recovery Rate [18pp])
Bruised 1/round [1]
Injured 1/round [4]
Disabled 1/5 minutes [4]
Staggered 1/minute [3]
Ability 1/minute [4]
PF: Diehard, Persistent


COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +30 [Unarmed +14, 19-20 Critical (Bruise)]; Defense 19 (13 flat-footed); Init +10; Knockback -10

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

DRAWBACKS:

Abilities 19 + Skills 15 (60 ranks) + Feats 13 + Powers 101 + Combat 32 + Saves 9 – Drawbacks 0 = 189 / 189

Comments: So we have precious little knowledge of Red She Hulk at the moment, but that has never stopped me from pounding out a build before and by cracky, it won’t this time, either!

So right now, all we know about She-Rulk is that she's pretty much Jennifer's level, and is a good fighter and strategist. We also know she can do this:

Image

Other than that, everything is yet to be known. Don't know her name, background, nothing yet. But what I do know is that in a shared universe, she would be a good foe for Diana, who IMO lacks in the villain department, outside of the previously posted ladies and Circe. I didn't add the Involuntary Transformation or Normal Identity drawbacks because we don't know yet if she can transform back like Rulk can or if she's stuck like Jennifer.

Even though I was making fun of the next in the line of Rulks, her intro was pretty good and this set up for the Fall of the Hulks arc is looking pretty good. I know some people don't like Loeb's direction for the Hulk books, but I am actually pretty happy with it. I have the others coming soon, including, I hope, the first Skaar build on the Tank if I can figure out how I want to work that whole "drawing on the power of the Earth" thing.

I also plan on bringing back Mongal, who would also be a good physical challenge for Diana.
Last edited by Thorpacolypse on Sat Jan 16, 2010 10:35 am, edited 1 time in total.
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Postby Libra » Tue Dec 23, 2008 10:14 am

Keep up the good work chaps! :D
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Postby Khantalas » Thu Dec 25, 2008 1:06 pm

As a treacherous employee, I liberated Storm PC build from the clutches of J-Mart for the purposes of a game and did a bit of edits to make her PL 11.

She turns out to be awesome.
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Postby Thorpacolypse » Thu Dec 25, 2008 1:06 pm

Just a quick note to send holiday well wishes to all the Roll Callers! Merry Christmas, Happy Channukah, Happy Yule/Solstice, Happy Boxing Day, Happy Kwanzaa, and any others I missed, to all!

I might slide a build in later, but Santa brought Rock Band for the Wii for me and the Little Thorpacolypses and my wife and brothers-in-law went in on an iPod touch for CEO here, I am bit distracted.

Broke, but happy and distracted! 8)
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Postby Tattooedman » Thu Dec 25, 2008 1:09 pm

Thorpacolypse wrote:Broke, but happy and distracted! 8)


Is there any other way to be on this holiday? Enjoy the time with your family & well wishes for you all.
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Postby Thorpacolypse » Thu Dec 25, 2008 6:54 pm

Khantalas wrote:As a treacherous employee, I liberated Storm PC build from the clutches of J-Mart for the purposes of a game and did a bit of edits to make her PL 11.

She turns out to be awesome.


I am glad she played well. I'm always glad to see when people are able to use the builds I post and they perform as hoped.

I was planning on making a PL11 and/or PL12 version of her also, if I ever get around to it.
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Postby Thorpacolypse » Thu Dec 25, 2008 7:49 pm

Thorpacolypse wrote:Finally hitting the Aisle 1 shelves is the prime item from our shipment of Gotham. This one is the Top J-Mart Favorite.

Image
No jokes here. We all know he's the man, and quite frankly, even though he's fictional, he still scares me...

BATMAN
PL:
11.5 (265 pp) – OPL: 11; DPL: 12

ABILITIES: ABILITIES: STR: 20 (+5) DEX: 20 (+5) CON: 20 (+5) INT: 25 (+7) WIS: 22 (+6) CHA: 18 (+4)

SKILLS: Acrobatics 10 (+15), Bluff 3 (+10) [Skill Mastery], Climb (+4), Computers 3 (+10), Concentration (+4), Craft [Chemical] 8 (+15), Craft [Electronic] 8 (+15), Craft [Mechanical] 8 (+15), Diplomacy (+4), Disable Device 6 (+13) [Hide Tampering], Disguise 8 (+12), Drive 4 (+9), Escape Artist 10 (+15) [Conceal Efforts, Skill Mastery], Gather Info 9 (+16) [Contacts, Well-Informed], Handle Animal (+4), Intimidate 11 (+18) [Skill Mastery, Startle], Investigate 11 (+18) [Skill Mastery], Knowledge [Behavioral Sciences] 5 (+12), Knowledge [Business] 5 (+12), Knowledge [Physical Sciences] 5 (+12), Knowledge [Streetwise] 8 (+15), Knowledge [Technology] 8 (+15) [Inventor], Languages 12 (Japanese, Mandarin, Spanish, French, Russian, Arabic, Player picks 6 more languages before game play, Base: English), Medicine (+4), Notice 12 (+18) [Skill Mastery], Pilot 4 (+9), Profession [CEO] (+6), Ride (+4), Search 7 (+15) [Skill Mastery], Sense Motive 10 (+16) [Assessment, Fast Assessment, Read Situation, Skill Mastery], Sleight of Hand (+4), Stealth 12 (+16) [Accelerated Stealth, Skill Mastery, Vanish], Survival 6 (+10), Swim (+4)

FEATS: Assessment, Attack Focus (Melee) (2), Beginner's Luck, Benefit (4) [Bluff, Gather Information, Intimidate based on Intelligence, Wealth], Challenges (7) [Accelerated Stealth, Conceal Efforts, Fast Assessment, Forceful Intimidation, Hide Tampering, Read Situation, Vanish], Contacts, Dedication, Defensive Attack, Defensive Roll (1), Dodge Focus (9), Eidetic Memory, Elusive Target, Equipment (10), Evasion (1), Improved Block (1), Improved Critical (2) [Unarmed x2], Improved Defense (1), Improved Disarm, Improved Pin, Improved Initiative (1), Improved Ranged Disarm, Inventor, Jack-of-All-Trades, Luck (3), Master Plan, Minions (4) [Alfred], Move-by Action, Power Attack, Quick Draw (1), Skill Mastery (2) [Bluff, Escape Artist, Intimidate, Investigate, Notice, Sense Motive, Search, Stealth], Sneak Attack (1), Speed of Thought, Startle, Stunning Attack, Takedown Attack (1), Ultimate Effort (2) [Ultimate Will Save, Ultimate Master Plan], Uncanny Dodge [Auditory], Weapon Bind, Well-Informed

POWERS:
Batsuit (Device, Hard to Lose [10pp traits]; 8pp) [2]

Protection (2pp) [2]
Flight (Flaw: Gliding [2pp]) [2]
Immunity (Environmental Cold and Heat [2pp])
Enhanced Feats: Fearsome Presence x4 (4pp)

Gadgets (Easy to lose, Extra: Move Action [15pp array], 21pp])
Sample Gadgets:
Batarangs (Blast 2, Extra: Auto-Fire, PF: Mighty, Improved Critical x2)

EQUIPMENT:
(50ep)

Cape and Cowl (5ep):
Extra Long Cape (Protection [1ep]) [1]
Commlink, Night Vision, Gas Mask, Rebreather (4ep)
Headquarters:
Batcave (Headquarters, Size: Huge [19ep])
Toughness 10, Communications, Computers, Concealed, Defense System, Dock, Gym, Hanger, Infirmary, Laboratory, Library, Living Space, Power System, Workshop
Vehicle:
Batmobile (Vehicle: Huge [25ep])
Str 35, Spd 5, Def 8, Tough 9 (Extra: Impervious - 4), Alarm (5, DC 40), Caltrops, Hidden Compartments, , Navigation System (3), Oil Slick, Remote Control, Smoke Screen
Alternate Vehicle:
Batwing (Plane: Huge [1ep, 25 ep cost])
Str 30, Spd 9, Def 6, Tough 11, Machine Guns (Blast; Extra: Auto-Fire), Rockets (Blast; Extra: Explosion), Remote Control, Cloaking (Radar), AP: 1ep free (as needed for situation),

COMBAT: Base Attack +13, Melee +15, Ranged +13, Grapple +20 [Unarmed +5, 18-20 Critical (Bruise)]; Defense 25 (13 flat-footed); Init +11; Knockback -4 (-3 flat-footed)

SAVES: Toughness +9 (+7 flat-footed), Fortitude +7, Reflex +11 [Evasion], Will +11 [Ultimate Save]

DRAWBACKS:

Abilities 65 + Skills 46 (184 ranks) + Feats 69 + Powers 34 + Combat 38 + Saves 13 – Drawbacks 0 = 265 / 265

Comments: I really, really tried to make myself go easy on the Batman but I just couldn’t do it. Still, I trimmed 15 points off my original build, so it’s a start.

Same Bat-god, just slightly trimmed down from my original build and set at a half PL lower. I just didn’t like him being able to deal +8 damage without feats or opportunity since +7 is supposed to be the “human peak” and I did not want to give him +17 to hit at PL12. So he is a OPL11, a DPL12.

Clean Up 4/23/08: An update to my Bat God build since I have been in a Bat mood lately. I made several changes and I just gave up on trying to hold back (I'll do that in my PC builds) and went for the whole kit and caboodle of his Bat goodness as I see it.

His suit is a device to capture it's full abilties, and he Gadgets as a power, not part of his Equipment. I also gave him Quickness for Master Plan as opposed to Comprehend languages and just listed them (well, mostly). He will get another cameo at the end of Dead In America and I am thinking about making it a fighting one just to see how this beast plays.

Clean Up 12/25/08: Been too long since I updated my Earth-217 Batman. Cleaned up his Gadgets and Equipment, and really went to town on the skills. Much more wicked Batgod build.


Since I got not just one, but TWO copies of The Dark Knight for Christmas (I really need to remember who I tell which things I want), I felt the need to finish my update of my Batgod build.
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Postby Thorpacolypse » Thu Dec 25, 2008 8:02 pm

Thorpacolypse wrote:Image
Dang it, Tony, I just waxed that floor!

IRON MAN PC
PL:
12 (180 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 36 [12] (+13/+1) DEX: 12 (+1) CON: 14 (+2) INT: 22 (+6) WIS: 16 (+3) CHA: 18 (+4)

SKILLS: Bluff 4 (+8/+12) [Attractive], Climb (+13), Computers 9 (+15), Concentration (+3), Craft [Electronic] 16 (+22), Craft [Mechanical] 16 (+22), Diplomacy 4 (+8/+12) [Attractive, Connected], Disable Device 4 (+10), Disguise (+4), Escape Artist (+1), Gather Info 5 (+9) [Contacts], Handle Animal (+4), Intimidate (+4), Knowledge [Business] 4 (+10), Knowledge [Technology] 16 (+22) [Inventor], Notice 4 (+7), Search (+6), Sense Motive 6 (+9), Stealth (+1), Survival (+3), Swim (+13)

FEATS: Attack Specialization (2) [Unarmed], Attractive (1), Connected, Contacts, Dodge Focus (1), Inventor, Luck (1), Master Plan, Speed of Thought

ENHANCED FEATS: Accurate Attack, Power Attack

POWERS:
Techno-Organic Internalized Extremis Armor (Container [15pp]) [3]
Datalink (7pp) [7]
AP: Machine Control (1pp) [7] - DC:17:will
Regeneration (Recovery Rate [6pp])
Bruised: Recovery Rate 1/round [1]
Staggered: Recovery Rate 1/20 minutes [1]
Injured: Recovery Rate 1/20 minutes [1]
Disabled: Recovery Rate 1/20 minutes [2]
PF: Diehard
Enhanced Feat: Quick Change (Clothes/Armor[1pp])

Iron Man Extremis Armor (Device, Hard to Lose, PF: Restricted x2 [Tony Stark]; 85pp traits; [70pp]) [17]
Enhanced Strength [24] and Super Strength [3] (Array [30pp]) [24]
AP: Repulsor Rays (Blast, Array, PF: Accurate x2 [1pp]) [14] - DC:29:tough
AP: Uni-Beam (Blast, Extra: Line Area, Penetrating, Flaw: Action [Full Action], 1pp) [10] - DC:25:tough
AP: Super Senses (Extended Vision, Infravision, Ultravision, Radio, Players picks others with GM approval [1pp])
Enhanced Fortitude Save (4pp) [4]
Enhanced Feats (see Feats [2pp]) [2]
Shield (4pp) [4]
Protection (3pp) [3]
Protection (Extra: Impervious [20pp]) [10]
Flight (10pp) [5]
Immunity (Life Support [9pp]) [9]


COMBAT: Base Attack +6, Melee +6, Ranged +6, Unarmed +10, Repulsor Rays +10, Grapple +22 [Unarmed +13 (Bruise); Repulsor Ray +14 (Bruise); Uni-Beam +10 (Bruise)]; Defense 19 (12 flat-footed); Init +6; Knockback -12

SAVES: Toughness +15 (+15 flat-footed, +10 Impervious), Fortitude +8, Reflex +4, Will +7

DRAWBACKS:

Abilities 34 + Skills 22 (88 ranks) + Feats 12 + Powers 83 + Combat 20 + Saves 9 – Drawbacks 0 = 180 / 180

Comments: A more appropriate level PC build for Mr. Stark. Again, as much as he has been vilified in the main continuity, I still like Stark. He has at least stuck to his guns and still tries to save the world. He’s just not doing it quite the right way.

Build-wise, this is a pretty powerful Iron Man build. He can get up to a +16 blast or get his strength up to 40 with his power reserve. And in classic Tony style, he can invent pretty much whatever he needs or burn an HP to pull out some nasty power from his armor. I built him to be able to hang with my PL14 Superman for a while (no, I am not doing an SRA thing, just a maybe a mind-controlled Supes or something like that) and I think he can do that.

Clean Up 12/25/08: The more I think about it, the less I think Tony is PL13. So here is his playable version at PL12. My original PL13 PC remains for reference.

IRON MAN PC
PL:
13 (195 pp) – OPL: 13; DPL: 13

ABILITIES: STR: 36 [12] (+13/+1) DEX: 12 (+1) CON: 14 (+2) INT: 22 (+6) WIS: 16 (+3) CHA: 18 (+4)

SKILLS: Bluff 4 (+8/+12) [Attractive], Climb (+13), Computers 6 (+12), Concentration (+3), Craft [Electronic] 17 (+23), Craft [Mechanical] 17 (+23), Diplomacy 6 (+10/+14) [Attractive, Connected], Disable Device 6 (+12), Disguise (+4), Escape Artist (+1), Gather Info 6 (+10) [Contacts], Handle Animal (+4), Intimidate (+4), Knowledge [Business] 6 (+12), Knowledge [Technology] 17 (+23) [Inventor], Notice 5 (+8], Search (+6), Sense Motive 6 (+9), Stealth (+1), Survival (+3), Swim (+13)

FEATS: Attack Specialization (2) [Unarmed], Attractive (1), Connected, Contacts, Dodge Focus (3), Inventor, Luck (1), Master Plan, Speed of Thought

ENHANCED FEATS: Accurate Attack, Power Attack

POWERS:
Techno-Organic Internalized Extremis Armor (Container [20pp]) [4]
Datalink (9pp) [9]
AP: Machine Control (1pp) [9]
Regeneration (Recovery Rate [9pp])
Bruised: Recovery Rate 1/round [1]
Staggered: Recovery Rate 1/minute [3]
Injured: Recovery Rate 1/5 minutes [2]
Disabled: Recovery Rate 1/20 minutes [2]
PF: Diehard
Enhanced Feats: Quick Change (into Armor [1pp])

Iron Man Extremis Armor (Device, Hard to Lose, PF: Restricted x2 [Tony Stark]; 90pp traits; [74pp]) [18]

Enhanced Strength [24] and Super Strength [2] (Array [28pp]) [24]
AP: Repulsor Rays (Blast, Array, PF: Accurate x2 [1pp]) [13] - DC:28:tough
AP: Rocket Blast (Ballistic Blast, Extra: Targeted Area Explosion, PF: Accurate x2 (1pp) [8] - DC:23:tough
AP: Uni-Beam (Blast, Extra: Line Area, Penetrating, Flaw: Action [Full Action], 1pp) [9] - DC:24:tough
AP: Super Senses (Extended Vision, Infravision, Ultravision, Radio, Players picks others with GM approval [1pp])
Enhanced Fortitude Save (4pp) [4]
Enhanced Feats (see Feats [2pp]) [2]
Shield (4pp) [4]
Protection (3pp) [3]
Protection (Extra: Impervious [20pp]) [10]
Flight (Dynamic Array [10pp array]; 11pp) [5]
DAP: Super-Strength (2pp) [5]
Immunity (Life Support [9pp]) [9]
Power Reserve (Blast, Enhanced Strength, Flaw: Tiring, PF: Additional Power [Flight]; [4pp reserve]; [3pp])


COMBAT: Base Attack +7, Melee +7, Ranged +7, Unarmed +11, Repulsor Blast +11, Grapple +20, Full Super Strength Grapple +27 [Unarmed +13 (Bruise), Repulsor Blast +13 (Bruise), Uni-Beam +9 (Bruise), Rocket Blast +8, Auto-Fire (Lethal), Full Power Unarmed +15 (Bruise), Full Power Repulsor Blast +15 (Bruise)]; Defense 21 (12 flat-footed); Init +6; Knockback -12

SAVES: Toughness +15 (+15 flat-footed, +10 Impervious), Fortitude +5 (+9 in Armor), Reflex +3, Will +7

DRAWBACKS:

Abilities 34 + Skills 24 (96 ranks) + Feats 14 + Powers 92 + Combat 22 + Saves 9 – Drawbacks 0 = 195 / 195


Another update based on a Christmas gift. My wife bought us Iron Man on one of the Black Friday specials, forgetting that she watched part of it with the Little Thorpacolypses and I when I bought it myself when it came out in October...

So my dad ended up with an extra gift. :)
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Postby selphil » Thu Dec 25, 2008 10:25 pm

Thorpacolypse wrote:A landmark J-Mart special hits Aisle 1! This is another GREEN LIGHTspecial.

Image
I don't miss...

GREEN ARROW (OLIVER QUEEN) PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

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

SKILLS: Acrobatics 8 (+12), Bluff 4 (+8/+11) [Attractive, Improved Trick, Taunt], Climb (+3), Concentration (+2), Craft [Mechanical] 8 (+10), Diplomacy (+4/+7) [Attractive, Connected], Disguise (+3), Escape Artist 4 (+8), Gather Info 7 (+10), Handle Animal (+3), Intimidate 5 (+8), Knowledge [Business] 6 (+8), Knowledge [Civics] 4 (+6), Knowledge [Streetwise] 6 (+8), Notice 6 (+8), Search 6 (+8), Sense Motive 8 (+10) [Assessment], Sleight of Hand 4 (+8), Stealth 8 (+12), Survival 4 (+6), Swim (+3)

FEATS: Accurate Attack, Assessment, Attack Specialization (2) [Bow], Attack Specialization (1) [Sword], Attractive (1), Benefit (1) [Wealth], Connected, Defensive Attack, Defensive Roll (2), Dodge Focus (7), Eagle Eyes, Equipment (2), Improved Aim, Improved Critical (2) [Bow], Improved Initiative (1), Improved Ranged Disarm, Improved Trick, Power Attack, Precise Shot (2), Quick Draw (2), Ranged Pin, Taunt, Teamwork (1), Ultimate Effort (1) [Ultimate Aim]

POWERS:
Bow (Device, Easy to Lose [25pp]) [5]

Rapid Fire Arrows (Blast, Extra: Auto-Fire [18pp]) [6] - DC:21:tough
AP: Flash Arrows (Dazzle: Visual [1pp]) [6] - DC:16:ref
AP: Flash Arrows (2nd Save) [6] - DC:16:fort
AP: Net Arrows (Snare, Extra: Area Burst [1pp]) [6] - DC:16:ref
AP: Rubbed Tip Arrows (Stun [1pp]) [6] - DC:16:fort
AP: Bolo Arrows (Trip [1pp]) [6]
AP: Grappling Gun Arrow (Super Movement [Swinging] [1pp]) [2]
AP: Sonic Arrows (Dazzle: Audio [1pp]) [6] - DC:16:ref
AP: Sonic Arrows (2nd Save) [6] - DC:16:fort
AP: Blast Arrows (PF: Variable Descriptor [1pp]) [6] - DC:21:tough


EQUIPMENT:
(10ep)

Costume (Protection, Commlink, GPS [4ep]) [2]
Rebreather (1ep)
Sword (5ep) [3] - DC:21:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Bow +14, Sword +12, Grapple +13 [Unarmed +3 (Bruise), Bow Blasts +6, 18-20 Critical (Bruise)]; Defense 23 (13 flat-footed); Init +8; Knockback -3 (-1 flat-footed)

SAVES: Toughness +7 (+5 flat-footed), Fortitude +6, Reflex +9, Will +7

DRAWBACKS:

Abilities 34 + Skills 22 (88 ranks) + Feats 34 + Powers 15 + Combat 32 + Saves 13 – Drawbacks 0 = 150 / 150


Okay, I'm really stumped (sorry, I'm a noob).

How does Ollie have +14 with his bow? I'm guessing that he has +4 from his Attack Specialization with his bow -- but isn't his bonus to attack limited by the campaign's power level? I'm guessing that these characters are made for the default campaign level of 10.

Great posts btw!
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Postby Seren » Thu Dec 25, 2008 11:12 pm

selphil wrote:
Thorpacolypse wrote:Bow (Device, Easy to Lose [25pp]) [5][/b]
Rapid Fire Arrows (Blast, Extra: Auto-Fire [18pp]) [6] - DC:21:tough
AP: Flash Arrows (Dazzle: Visual [1pp]) [6] - DC:16:ref
AP: Flash Arrows (2nd Save) [6] - DC:16:fort
AP: Net Arrows (Snare, Extra: Area Burst [1pp]) [6] - DC:16:ref
AP: Rubbed Tip Arrows (Stun [1pp]) [6] - DC:16:fort
AP: Bolo Arrows (Trip [1pp]) [6]
AP: Grappling Gun Arrow (Super Movement [Swinging] [1pp]) [2]
AP: Sonic Arrows (Dazzle: Audio [1pp]) [6] - DC:16:ref
AP: Sonic Arrows (2nd Save) [6] - DC:16:fort
AP: Blast Arrows (PF: Variable Descriptor [1pp]) [6] - DC:21:tough


COMBAT: Base Attack +10, Melee +10, Ranged +10, Bow +14, Sword +12, Grapple +13 [Unarmed +3 (Bruise), Bow Blasts +6, 18-20 Critical (Bruise)]; Defense 23 (13 flat-footed); Init +8; Knockback -3 (-1 flat-footed)
Okay, I'm really stumped (sorry, I'm a noob).

How does Ollie have +14 with his bow? I'm guessing that he has +4 from his Attack Specialization with his bow -- but isn't his bonus to attack limited by the campaign's power level? I'm guessing that these characters are made for the default campaign level of 10.

(cutting quotes down a little)

You are right - his bonus to attack is limited by the campaign's power level. However, an option given in the Core Book (someone correct me if I'm wrong) is to trade points between attack and damage (as well as defense and toughness) at character creation.
So, more correctly, his attack and damage together are limited to double his power level* (which is generally the campaign's power level), as are defense and toughness.

In Ollie's case, he's sacrificing 4 points of damage - you'll notice his attacks only force a DC21 save (or +6 damage), ignoring autofire (which only increases the DC to save time rolling). Since he's got 4 extra points he's not using from damage, he choose to give it to his attack - which means while a 'standard' character has limits of +10 attack and +10 damage for things like Alternate Powers during the game, he's got a limit of +14 attack and +6 damage.

I'm sure I'm missing something (and sorry if I confused you at all - I do it myself occassionally), but I'm pretty sure this is all accurate.


*Well, technically it's not limited, because that implies PL determines attack/damage and defense/toughness. Really, it's the other way around - a character's PL is the higher of the average between attack/damage or defense/toughness.
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