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

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Postby Thorpacolypse » Fri Jun 12, 2009 9:18 pm

Libra wrote:
Batman's a Dick (Grayson)


Thorpacalypse. . . I can't believe that you actually posted that without this little adition. Shame on you for your misuse of language! 8)

Keep up the otherwise excellent work J-Mart. :wink:


Why, Libra, did you think I meant to be inappropriate? The Grayson was most certainly implied, Mr. Potty Brain! :wink:
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Postby Thorpacolypse » Fri Jun 12, 2009 9:40 pm

Thorpacolypse wrote:Our villains line continues to grow by leaps and bounds. Check out this special from our Gotham location on Aisle 1!

Image
No offense, Bats, but I'd really rather have a one of the hot blonde chicks from the other King Kong movies up here than you.

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

ABILITIES: STR: 26 [12] (+8/+1) DEX: 12 (+1) CON: 20 [16] (+5/+3) INT: 13 (+1) WIS: 10 (0) CHA: 14 (+2)

SKILLS: Bluff 8 (+10), Climb (+4), Diplomacy (+2), Disguise (+2), Escape Artist (+1), Gather Info (+2), Handle Animal (+2), Intimidate 9 (+11), Notice 4 (+4), Perform [Acting] 8 (+10), Search (+1), Sense Motive 7 (+7), Stealth 8 (+9), Swim (+4)

FEATS: All-out Attack, Attack Focus (Melee) (6), Dodge Focus (1), Improved Initiative (1), Power Attack

ENHANCED FEATS: Ambidexterity, Crushing Pin, Fearsome Presence (4), Improved Grab, Improved Grapple

POWERS:
Clay Form 19 (Alternate Form, Extra: Continuous, Flaw: Permanent [95pp traits]; 95pp) [19]

Immunity 11 (Life Support, Critical Hits [11pp]) [11]
Growth 4 (12pp]) [4]

Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Enhanced Strength 6 (6pp) [6]
Super-Strength 2 (4pp) [2]
Insubstantial 1 (PF: Selective [6pp]) [1]
Elongation 4 (4pp) [4]
Protection 8 (8pp) [8]
Enhanced Feats 8 (see Feats [8pp]) [8]
Super-Movement 3 (Slithering, Sure-Footed, Wall-Crawling [6pp]) [3]
Morph 10 (Humanoids; Array [20pp]) [10]
AP: Snare 10 (Extra: Engulf [1pp]) [10] - DC:20:ref
AP: Suffocation 10 (1pp) [10] - DC:20:fort
AP: Strike 10 (Extra: Penetrating [1pp]) [10] - DC:25:tough
Regeneration 2 (Recovery Rate +2 [2pp]) [2]
Regeneration 10 (Recovery Bonus, Flaw: Requires natural earth/clay; [4pp])

Injured 1/minute [3]
Disable 1/minute [5]
PF: Diehard, Regrowth


COMBAT: Base Attack +3, Melee +8, Ranged +2, Grapple +22 [Unarmed +8 (Bruise); Strike +10 (Bruise)]; Defense 16 (12 flat-footed); Init +5; Knockback -6

SAVES: Toughness +13 (+13 flat-footed), Fortitude +8, Reflex +3, Will +5

DRAWBACKS: Involuntary Transform - Into formless sludge when struck with +10 water attack (Uncommon, irresistible; -5), Vulnerable -Fire/Heat attacks (uncommon, major ; -3), Vulnerable - Cold/Ice Attacks (uncommon, major; -3)

Abilities 17 + Skills 11 (44 ranks) + Feats 18 + Powers 87 + Combat 18 + Saves 10 – Drawbacks -11 = 150 / 150

Comments: My take on Clayface, at least the animated version. Feat of Clay is my favorite Batman TAS episode(s) bar none, and I really loved their take on the Clayface character. I had forgotten that the original DCU Clayface was so different. Apparently the latest version is more like Matt Hagen from the Batman TAS.

Clayface a tough enemy for Batman because of his shape shifting abilities. He is hard to hurt, and even if you do, he is tough to hang onto.

Clean Up 6/12/09: I took another run at an Hagen inspired Clayface. This one came out a lot better.


Still going through my Gotham builds in my spare time and I decided to take another run at Clayface. Much tighter and more effective build. He's a real challenge for the Bat Family, even if they figure out how to exploit his various weaknesses.
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Postby MorningKnight » Fri Jun 12, 2009 9:46 pm

Checking out your Jefferson, I like the more total mastery of electricity he has now, with absorbtion and boost (that Electrical Strength Boost was there at the beginning, pre-crisis, but it fell by the wayside to make his martial arts more impressive).

I'm also glad he doesn't fly. Black Lightning does not have lightning in his man-panties (like Black Vulcan).
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Postby MorningKnight » Fri Jun 12, 2009 10:16 pm

Ah - your (Thorpocalypse's) take on Metamorpho is less natural physical powerhouse. Of course, I was using the DC Heroes version, which gave him a Strength of 12 (100 tons), which I'd folded the Super Strength into a Shapeshift feature, while his natural muscle was left as is - hence the +12 Str and +15 Con (for 15 Body).

On the good side of that obscene Constitution, it gives Rex a little wiggle room to dish out a skosh more damage, providing excuses for a skosh more Density, Growth or "claw or hammer hands."
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Postby Thorpacolypse » Sat Jun 13, 2009 7:09 pm

MorningKnight wrote:Ah - your (Thorpocalypse's) take on Metamorpho is less natural physical powerhouse. Of course, I was using the DC Heroes version, which gave him a Strength of 12 (100 tons), which I'd folded the Super Strength into a Shapeshift feature, while his natural muscle was left as is - hence the +12 Str and +15 Con (for 15 Body).

On the good side of that obscene Constitution, it gives Rex a little wiggle room to dish out a skosh more damage, providing excuses for a skosh more Density, Growth or "claw or hammer hands."


I tried to split the difference between my original take on Rex and Taliesin's where he did have his default form as more of a powerhouse. I really don't recall Rex operating in the manner, I always saw him as more of just a Shapeshifter, but apparently I must have missed that.

And by the way, we don't allow the word "skosh" on this thread. We also don't allow "smidge", "irregardless" and "aks". :wink:
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Postby MorningKnight » Sat Jun 13, 2009 7:38 pm

You have love for the Punisher and you don't allow "AKs?"

*sniff*
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Postby Thorpacolypse » Sat Jun 13, 2009 7:45 pm

Thorpacolypse wrote:An addition to our villains line hits the Aisle 2 shelves.

Image
I've heard of trying to inside your opponent's head, but this is a bit low and just...wrong on so many levels...

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

ABILITIES: STR: 30 [16] (+10/+3) DEX: 12 (+1) CON: 30 [16] (+10/+3) INT: 10 (0) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+10), Concentration (+1), Diplomacy (+1), Disable Device 6 (+6), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate 10 (+11) [Startle], Knowledge [Streetwise] 8 (+8], Notice (+1), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+10)

FEATS: All-out Attack, Attack Focus (Melee) (5), Dodge Focus (1), Crushing Pin, Improved Grab, Improved Initiative (1), Power Attack, Startle

POWERS:
Sandman Form (Alternate Form - Particulate, Extra: Continuous, Flaw: Permanent [100pp traits]; 100pp) [20]

Immunity 12 (Life Support, Starvation/Thirst, Critical Hits [12pp]) [12]
Enhanced Strength 14 (14pp) [14]
Enhanced Constitution 14 (14pp) [14]
Elongation 4 (4pp) [5]
Insubstantial 2 (Extra: Continuous [Limited to 1st rank], PF: Selective [12pp]) [2]
Super-Movement 1 (Slithering [2pp])
Super-Strength 5 (10pp) [5]
Protection 3 (3pp) [3]
Snare 10 (Array, Extras: Suffocating, Engulf, Flaw: Touch Range, PF: Obscures Sense [Visual], Reversible [22pp]) [10] - DC:20:ref
AP: Dazzle 10 (Visual, Extra: Targeted Shapeable Area, Flaw: Touch Range [1pp]) [10] - DC:20:ref
AP: Strike 10 (Extra: Penetrating [10], PF: Split Attack [1pp]) [10] - DC:25:tough
Regeneration 10 (Recovery Rate, Flaw: Source [Sand]; 5pp
)
Injured 1/round [4]
Disabled 1/5 minutes [4]
PF: Diehard, Regrowth [2]


COMBAT: Base Attack +5, Melee +10, Ranged +5, Grapple +29 [Unarmed +10 (Bruise); Strike +10 (Bruise/Lethal)]; Defense 17 (13 flat-footed); Init +5; Knockback -6

SAVES: Toughness +13 (+13 flat-footed), Fortitude +10, Reflex +5, Will +4

DRAWBACKS: Involuntary Transform -Involuntary Transform - into glass when hit with +9 flame or 3400 degree temps (uncommon, irresistible; -5), Involuntary Transform -Involuntary Transform - into sludge when hit with +11 water attack (uncommon, irresistible; -5), Involuntary Transform -Involuntary Transform - into dispersed state when hit with +10 air/wind attack (uncommon, irresistible; -5)

Abilities 18 + Skills 6 (24 ranks) + Feats 12 + Powers 100 + Combat 22 + Saves 7 – Drawbacks -15 = 150 / 150

Comments: Man, the Sandman came out as quite the beast. I had originally planned at statting him at the PL10/150 mark, but I decided to go all out to make him a better challenge for Spidey, or whoever. His best attack is a grapple, but his Snare is formidable and if he increases his Density, or uses his Growth (which he does get to use the attack strength increase, but gets the grapple and space advantages) his grapple gets really wicked. Plus, he is really hard to hurt and if he decides to, he can go all insubstantial and avoid pretty most physical damage. He is definitely a handful.

Clean Up 6/13/09: Decided to take a run at Mr. Marko/Baker as I was going through my Spideyverse builds. I got him down to playable PP and cleaned up his powers.


The Sandman gets trimmed to playable PP and made a bit more of bruiser than before. And he gets a new pic that makes me giggle every time I see it. I had so many jokes going through my head, both appropriate and far worse, it was hard to narrow them down, so I went safe. But eventually, I'll crack and put something really wrong up there! :D
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Postby Thorpacolypse » Sat Jun 13, 2009 8:16 pm

Gettings stocked on Aisle 1 is a new addition to our villains line.

Image
And so Batman, let us unlock the secret of how you've managed to allow dozens of people over the years to find out your secret identity and not have it used Bruce Wayne in the business world...

THE KEY
PL:
11 (144 pp) – OPL: 11; DPL: 5.5

ABILITIES: STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 30 (+10/+4) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Bluff 11 (+13), Climb (+1), Computers 8 (+18) [Skill Mastery], Concentration 9 (+12), Craft [Chemical] 12 (+22) [Skill Mastery], Craft [Electronic] 12 (+22), Diplomacy (+2), Disable Device 15 (+25) [Fast Work, Skill Mastery], Disguise (+2), Escape Artist 15 (+25) [Conceal Efforts, Fast Work, Skill Mastery, Ultimate Effort], Gather Info 11 (+13), Handle Animal (+2), Intimidate (+2), Knowledge [Behavioral Sciences] 6 (+16), Knowledge [Life Sciences] 10 (+20), Knowledge [Physical Sciences] 8 (+18), Knowledge [Technology] 12 (+22) [Inventor], Notice 10 (+13), Search (+10), Sense Motive 15 (+18) [Assessment], Stealth (+1), Survival (+3), Swim (+1), Craft [Mechanical] 10 (+20)

FEATS: Assessment, Benefit (2) [Intelligence for Escape Artist, Wealth], Challenges (3) [Conceal Efforts, Fast Work x2], Dodge Focus (2), Eidetic Memory, Equipment (4), Inventor, Master Plan, Minions (8) [50 Key Robots; use Medium Robots from MnM sourcebook and add Blaster Pistol +5], Skill Mastery (1) [Computers, Craft: Chemical, Disable Device, Escape Artist], Speed of Thought, Trance, Ultimate Effort (1) [Ultimate Escape Artist Check]

POWERS:
Psycho Chemical Enhancements (Container [20pp traits]; 20pp)
Enhanced Intelligence 12 (12pp) [12]
Enhanced Will Save 3 (3pp) [3]
Super Senses 2 (Danger Sense [Mental], Uncanny Dodge [Mental]; 2pp) [2]
Enhanced Skills 3 (Notice 6 ranks, Sense Motive 6 ranks [3pp]) [3]

Key Staff (Device, Easy to Lose [5pp traits]; 4pp) [1]
Strike 3 (PF: Mighty, Extended Reach [5pp]) [3] - DC:19:tough
Key Blaster (Device, Easy to Lose [35pp traits]; 21pp) [7]
Blast 10 (Extra: Penetrating, PF: Accurate x2 [32pp]) [10] - DC:25:tough
AP: Paralyze 10 (Extra: Ranged, PF: Accurate x2 [1pp]) [10] - DC:20:fort
AP: Mind Control 10 (Extra: Effortless, Mental Link, Flaw: Ranged, PF: Accurate x2 [1pp]) [10] - DC:20:will
AP: Stun 10 (Extra: Ranged, PF: Accurate x2 [1pp]) [10] - DC:20:fort


EQUIPMENT:
(30ep)

Body Armor (Protection 2 [2pp]) [2]
28ep for HQ, Vehicle, etc.,

COMBAT: Base Attack +5, Melee +5, Ranged +5, Key Blaster +7, Grapple +6 [Unarmed +1 (Bruise); Blast +10 (Bruise/Lethal)]; Defense 18 (13 flat-footed); Init +10; Knockback -1

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

DRAWBACKS:

Abilities 24 + Skills 38 (152 ranks) + Feats 27 + Powers 24 + Combat 22 + Saves 9 – Drawbacks 0 = 144 / 144

Comments: The Key is a long time JLA villain who generally gives them fits with his mind far more so than his physical abilities. He knows he’s know match for them in a fight, so his schemes usually involve some sort of convoluted plan, some mind control on a hero and lots of his robots doing his fighting for him.

He was originally a silver age villain who wore an ugly brown costume, was an escape artist and used a key blaster but he was re-imagined by Grant Morrison and developed Psycho Chemicals to increase his intelligence (at the cost of his body) making him an more effective escapist and mastermind villain. I made his current key blaster kind of an amalgam of the different ones I read about, so he's very versatile, if very much a glass cannon.
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Postby MorningKnight » Sat Jun 13, 2009 10:40 pm

I seriously would love to see Clayface and Sandman mix it up, but the end result would probably be S#!+head from Wanted...

The new Key definitely is cooler and nastier than the old one, who at one point, was a big head on a baby-doll body trying to walk around in a mannekin that replaced his old carcass. This build is the guy you send to cause the players headaches for a few weeks of campaign.
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Postby Libra » Thu Jun 18, 2009 9:23 am

Now that sounds like quite the interesting brawl - heck, if you wanted you could probably make an entire Meged Universe storyline out of what I suspect could be a Supervillain War:

Sandman keeps going after heroes and and working with villains he'd never go near normally, but word from the Underworld is that there's only one of him an dhe hasn't been see in two places at once. What the heck is going on?
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Postby MorningKnight » Thu Jun 18, 2009 10:02 am

Hey boss? Boss? Put down the assault shotgun, man. MorningKnight kicked me out after he caught me in the employees washroom.

Yes, boss, that's why the Farm Report's jammed into my right ear.

Why does he think you'll take me back?

Because I brought the most J-Martest obscene monster ever written.

Feast thine eyes upon the OTHER Summers Brother!


Vulcan (The Third Summers Bro)

Image

Power Level: 15; Power Points Spent: 297

STR: +4 (18.), DEX: +2 (14), CON: +5 (20), INT: +1 (12), WIS: +1 (12), CHA: +3 (16)

Tough: +5, Fort: +8, Ref: +6, Will: +5

Skills: Concentration 8 (+9), Diplomacy 4 (+7), Intimidate 8 (+11), Pilot 8 (+10), Sense Motive 8 (+9), Craft (mechanical) 8 (+9), Knowledge (physical sciences) 8 (+9)

Feats: Attack Focus (Ranged) 6, Attractive, Benefit (Shi'Ar Leadership), Benefit (Connection to Deathbird), Combat Pilot (space), Combat Pilot (air), Environmental Adaptation (Zero-G), All-Out Attack, Improved Aim, Improved Critical (Cosmic Energy Control) 2, Leadership, Move-by Action, Power Attack, Precise Shot, Ultimate Effort (Choose Action)

Powers:
Absorption 13 (absorbs: energy, effect: boost - strength)
Energy Control (Deflect 18.) [Dyn: 4/r+17, max 75PP] (deflects: energy + fast; Ranged (Range: 1800 ft.), Redirection, Reflection; Limited (Energy Attacks Only); Indirect 3 (any point, any direction))
Cosmic Energy Control 15 [Dyn: 2/r, max 75PP] (Alternate; DC 30)
Energy Bomb (Blast 14) [Dyn: 2/r, max 75PP] (Alternate; DC 29; Explosion Area (140 ft. explosion - General); Range (touch))
Healing 8 [Dyn: 1/r+1, max 75PP] (Alternate; DC 18; Custom (Only To Heal Neural Pathways); Regrowth)
Power Control 12 [Dyn: 2/r, max 75PP] (Alternate; DC 22)
Sleep 9 (Alternate; DC 19; Custom (Affects Electronic Devices As Well))
Energy Neutralization (Nullify 18.) [Dyn: 2/r, max 75PP] (Alternate; counters: all powers of (type) - energy, DC 28.)
Communication 3 [Dyn: 1/r, max 75PP] (Alternate; sense type: radio)
Flight 16 (Speed: 1000000 mph, 8800000 ft./rnd)
Immunity 11 (life support, rare descriptor: Own Powers, rare descriptor: Powers of Cyclops and Havok)
Energy Detection (Super-Senses 12) (detect: Energy 2 (ranged), analytical: Detect: Energy, accurate: Detect: Energy, extended: Detect Energy 7 (x10000000))

Attack Bonus: +6 (Ranged: +12, Melee: +6, Grapple: +10)

Attacks: Unarmed Attack, +6 (DC 19), Cosmic Energy Control 15 [Dyn: 2/r, max 75PP], +12 (DC 30), Energy Bomb (Blast 14) [Dyn: 2/r, max 75PP], +6 (DC 29), Power Control 12 [Dyn: 2/r, max 75PP], +12 (DC Will 22), Sleep 9, +12 (DC Fort 19), Energy Neutralization (Nullify 18.) [Dyn: 2/r, max 75PP], +12 (DC Will 28.)

Defense: +6 (Flat-footed: +3), Knockback: -2

Initiative: +2

Languages: Native Language

Totals: Abilities 32 + Skills 13 (52 ranks) + Feats 21 + Powers 196 + Combat 24 + Saves 11 + Drawbacks 0 = 297

:arrow: Thorpocalypse had been looking for a good write-up of Vulcan from the X-men comic. Here, I present to you the monster now at the head of the Shi'Ar empire, the guy who spanked Gladiator and several other top-tier Imperial Guardsmen, and is the hubby of the nastiest bird lady ever - Deathbird.

:arrow: I took the write-ups-dot-org version of Vulcan and converted it using my general rule of thumb when converting a DC Heroes char to MnM. I also found a good thing in taking their highest power for Vulcan - Reflection/Deflection, and then AP'ing everything off of that, and making it a dynamic array.

:arrow: A particular favorite power is the Sleep Power they found. I added the extra - usable against electronic devices, since what Vulcan does is shut down neural electrical transmissions necessary for human consciousness.

:arrow: Check his Deflection Power, it is not only Reflective, it is Redirecting, and he has three ranks of Indirect going on there, which means, nastily, if you throw a zap at Vulcan, that beam will be rammed back up where the sun don't shine. So, if Vulcan isn't letting you hammer him with Energy attacks to boost him up to strong enough to pound your team's Paragons, Powerhouses and Battlesuits into the pavement, or taking over your powers to make YOU do that job for him, Vulcan can just nastify the environment with bouncing, twisting and squirming beams, firebolts, or electrical arcs.

:arrow: Good lord, at PL15, with his base energy generation attacks hammering out PL14 level firepower, Vulcan seems a great candidate for going nose to nose with cosmic bad boys like Thanos and the like. I'd love to see Vulcan curb stomp the Silver Surfer, especially with his own Power Cosmic.

:arrow: For all that energy powered nastiness, if the team is smart and have members who don't rely on electrochemical or electronic based nervous systems, or even have powerhouses with enough Fortitude to shrug off a few Sleep attacks, Vulcan is as glass a cannon as anything. Sure, your Powerhouse or Paragon is going to be making damage saves at DC 29 and DC 30, but with a defense of 6 and a Toughness save of 5, he can be knocked out. If you can wade through the storm of energy bolts that can knock a hole through anything up to a super-alloy (Tough 20) at full accuracy, thanks to Power Attack and All-Out Attack, you deserve to lay him out with one punch.

:arrow: Another suggestion would have been to throw knockout gas at him, but Vulcan has that Life Support, so gas attacks or suffocation won't work on him. Of course, you could just lay back and hurl busses, boulders, and glue vats at this guy. Just stay out of his Energy Bomb blast radius if you're an archer with non-energy weapons. It will HURT.

:arrow: One last thing - Vulcan is on the short list of Rachel Summers, who has all manner of telepathic and telekinetic abilities. If she keeps her cool and doesn't open up with a Phoenix Flame attack, Vulcan's relatively marshmallow Will Save will not serve him well. Of course, this is a case of who strikes first. If Vulcan has a good sniping position, he can lay in enough to keep her from shutting down his brain. Rachel has the same problem - she has a regular brain, even if it can do a lot of fancy tricks. He can put her to sleep with equal ease.
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Postby Thorpacolypse » Fri Jun 19, 2009 7:37 am

Thanks for the build, MK. Had a little trip to Vegas this week for a conference and I actually managed to come back with enough money to put McDonald's on the table for the little Thorpacolypses. Glad to see the shelves were still getting stocked while I was attempting to gamble away the J-Mart profits. :)

I'll be back to work later, I have to (literally) get my house in order and spend a little QT with the kiddos since I've been gone most of two weeks. I've got a backlog from last week when I had a couple of evenings free but I didn't have enough time last weekend to get them posted since I was getting ready for this latest trip.

After that, things will be slow again because I started writing and that takes me a lot longer than building, but it should be a fun aside while I try to figure out what genre to stat next. Seeing as how Transformers II comes out next week, I'm pretty sure I know which direction I'm heading, but we'll see.
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Postby Libra » Fri Jun 19, 2009 9:31 am

Well I hope you have fun whichever direction you go in Thorpacolypse, though I suspect that Quiet Time in any house with Children in it shall be in short supply.

'Stress-free time' may be marginally more accurate, in my experience.(Admittedly mostly based on my younger cousins, rather than any offspring of my own) :wink:
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Postby MorningKnight » Fri Jun 19, 2009 12:45 pm

Enjoy your downtime, Boss. That's why we're proud to be your employees at the Mart.

You know what counts.
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Postby Thorpacolypse » Fri Jun 19, 2009 8:58 pm

After another short hiatus, the J-Mart staff is back and better than ever, ready...

Uh, boss?

What, Dante?

Randal isn't better than ever. He's the same lazy piece of crap he always was. As a matter of fact, he's napping in the back.

Is he wearing pants this time?

Actually, yes...yes, he is!

Then he IS better than ever! And with that good luck omen, check out this new item in our Thunderbolts line on Aisle 2!

Image
I think I'm in love...

SONGBIRD
PL:
9 (135 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 6 (+9), Bluff 7 (+10/+14) [Attractive], Climb (+1), Concentration 6 (+8), Diplomacy (+3/+7) [Attractive], Disable Device 6 (+8), Disguise (+3), Escape Artist (+3), Gather Info (+3), Handle Animal (+3), Intimidate 5 (+8), Knowledge [Streetwise] 6 (+8), Knowledge [Tactics] 4 (+6), Notice 4 (+6), Perform [Pro Wrestling] 5 (+8), Search (+2), Sense Motive 6 (+8), Stealth 5 (+8), Survival (+2), Swim (+1)

FEATS: All-out Attack, Attractive (1), Attack Specialization (1) [Grappling], Defensive Attack, Defensive Roll (2), Dodge Focus (2), Equipment (1), Favored Environment (2) [+2 Dodge when flying], Grappling Finesse, Improved Initiative (1), Improved Pin, Improved Throw, Leadership, Luck (1), Power Attack, Set-Up, Teamwork (1)

POWERS:
Emotion Control 8 (Flaw: Sense Dependent [Auditory]; 8pp) [8]
Songbird Harness (Device, Hard to Lose [30pp traits]; 24pp) [6]
Flight 4 (8pp) [8]

Sonic Control 10 (Array [20pp]) [10] - DC:20:ref
AP: Create Objects 10 (Extra: Movable, Flaw: Feedback [1pp])
AP: Sonic Blast 10 (1pp)


EQUIPMENT:
(5ep)

Costume (Protection 2, Subtle [3ep]) [2]
Commlink, GPS (2ep),

COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +13 [Unarmed +1 (Bruise); Sonic Blast +10 (Bruise)]; Defense 20 (14 flat-footed, 22 when flying); Init +7; Knockback -3

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

DRAWBACKS:

Abilities 26 + Skills 15 (60 ranks) + Feats 20 + Powers 32 + Combat 32 + Saves 10 – Drawbacks 0 = 135 / 135

Comments: I’ve started reading a lot Thunderbolts lately and Songbird is becoming a fave. She started out as Screaming Mimi, sonic screaming girlfriend of Angar the Screamer. They jobbed a few times, then faded out. She got brought back in the Thunderbolts as Songbird, and after burning out her voice, she was fitted with a sonic harness to give her powers back and she tried to follow the hero path. Unlike most of the team, she actually acts like a hero most of the time and was often at odds with the more extreme members like Moonstone, Baron Zemo and Norman Osborn.

Osborn never trusted her and tried to have Bullseye kill her right when he was getting his bump up to main man status in the Marvel U, but she escaped (as noted above) and went underground for now. But she’s plotting her revenge and is getting ready to get a push soon as she is going to go after Osborn and it’s my hope that she’s the one who actually takes him down, but my money is on Spidey doing that in few months, or Steve Rogers doing it next year when he comes back.

Like most of the T-Bolts I'll be posting she gets built at a PL9, but if she does get the push I expect, I’ll be taking her up a PL. Outside of her sonic abilities, she gets some decent grappling style feats because she spent time as a female wrestler and has held her own with some of the other T-Bolts in sparring matches. I really dig her character and plan to use her in a rumble sometime.
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