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

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Postby Thorpacolypse » Fri Jun 19, 2009 9:27 pm

Getting stocked on Aisle 2 is another new item in our Thunderbolts line.

Image
Hey, Paladin, the rest of the costume is fine, but only Prince can pull off purple shades!

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

ABILITIES: STR: 22 [14] (+6/+2) DEX: 22 [14] (+6/+2) CON: 22 [14] (+6/+2) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 3 (+9), Bluff 8 (+10) [Taunt], Climb (+6), Computers 4 (+5), Concentration (+2), Diplomacy (+2), Disable Device 7 (+8), Disguise (+2), Escape Artist (+6), Gather Info 7 (+9) [Well-Informed], Handle Animal (+2), Intimidate 6 (+8), Knowledge [Streetwise] 4 (+5), Notice 6 (+8), Profession [Mercenary] 5 (+7), Search (+1), Sense Motive 6 (+8) [Assessment], Stealth 4 (+10), Survival (+2), Swim (+6)

FEATS: All-out Attack, Assessment, Benefit (1) [Security Clearance/”In” with Osborn], Defensive Attack, Dodge Focus (3), Equipment (4), Improved Aim, Power Attack, Precise Shot (1), Sneak Attack (1), Takedown Attack (1), Taunt, Well-Informed

POWERS:
Enhanced Strength (8pp) [8]
Enhanced Constitution (8pp) [8]
Enhanced Dexterity (8pp) [8]
Super-Strength (2pp) [1]
Stun Gun (Device, Easy to Lose, PF: Restricted x2 [Paladin only]; [20pp traits]; 12pp) [4]

Stun (Extra: Ranged, Auto-Fire [20pp]) [5] - DC:15:fort

EQUIPMENT:
(20ep)

Body Armor (Protection [3ep]) [3]
Helmet (Gas Mask, Rebreather, Night Vision [3ep]) [3]
Arsenal (14ep):
Twin Heavy Pistols (Extra: Auto-Fire, PF: Split Attack [13ep]) [4] - DC:19:tough
1ep for alternate weapons [1]

COMBAT: Base Attack +11, Melee +11, Ranged +11, Grapple +17 [Unarmed +6 (Bruise); Heavy Pistols +4, Auto-Fire (Lethal)]; Defense 19 (13 flat-footed); Init +6; Knockback -4

SAVES: Toughness +9 (+9 flat-footed), Fortitude +8, Reflex +7, Will +5

DRAWBACKS:

Abilities 22 + Skills 15 (60 ranks) + Feats 18 + Powers 40 + Combat 34 + Saves 6 – Drawbacks 0 = 135 / 135

Comments: One of the current Thunderbolts, Paladin. He's floated around the Marvel U for while, popping up in Captain America and Spider Man books from time to time as a usually fairly decent individual, at least until a payoff steers him the other way, which it apparently currently has as with his work for Osborn.

He's got pretty much Cap level physical stats and is a good combatant, but not a world beater. Given an opportunistic situation, he's effective, though.
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Postby Thorpacolypse » Fri Jun 19, 2009 9:53 pm

This is a J-Mart Favorite build getting posted on Aisle 2, continuing our Thunderbolts run.

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Geez, this guy needs a real meal. You can practically see right through him...

GHOST
PL:
10 (139 pp) – OPL: 10; DPL: 6

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

SKILLS: Bluff 8 (+8), Computers 15 (+20) [Skill Mastery, Ultimate Effort], Concentration (+2), Craft [Electronic] 15 (+20) [Fast Work, Skill Mastery], Disable Device 12 (+17) [Hide Tampering, Skill Mastery], Escape Artist (+1), Gather Info 8 (+8), Knowledge [Business] 8 (+13), Knowledge [Technology] 15 (+20) [Inventor, Skill Mastery], Notice (+2), Search 7 (+12), Sense Motive (+2), Stealth (+1), Survival (+2)

FEATS: Benefit (1) [No ID], Challenges (2) [Fast Work, Hide Tampering], Improved Defense (1), Inventor, Skill Mastery (1) [Computers, Craft: Electronic, Disable Device, Knowledge: Technology], Speed of Thought, Ultimate Effort (1) [Ultimate Computers Check]

POWERS:
Tech Arsenal (Devices, Easy to Lose [55pp traits]; 33pp) [11]

Strike 10 (Extra: Area Burst, Affects Corporeal [30pp]) [10] - DC:20:ref
Insubstantial 4 (Extra: Attack, Affects Corporeal [25pp]) [5]

Ghost Battlesuit (Device, Hard to Lose [30pp traits]; 24pp) [6]
Protection 3 (3pp) [3]
Datalink 2 (2pp) [2]
Quickness 8 (x500, Flaw: Limited [1 task - Computer checks]; 3pp)
Insubstantial 4 (Array [20pp])
AP: Concealment 8 (Visual, PF: Close Range, Selective [1pp]) [8]
AP: Concealment 10 (all senses, Flaw: Limited [machines/devices, non-visual senses excluded]; PF: Close Range, Selective [1pp]) [10]


COMBAT: Base Attack +5, Melee +5, Ranged +5, Grapple +5 [Unarmed +0 (Bruise); Strike +10 (Lethal/Bruise)]; Defense 18 (14 flat-footed); Init +5; Knockback -2

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

DRAWBACKS: Normal Identity - Full Round (Common, major; -4)

Abilities 18 + Skills 22 (88 ranks) + Feats 8 + Powers 57 + Combat 26 + Saves 12 – Drawbacks -4 = 139 / 139

Comments: I really like what they’ve done with Ghost recently. He was a C-list Iron Man villain for years and now they have made him this super hacker/espionage expert for Norman Osborn’s latest Thunderbolts squad. Two things sold me on him. First, they changed from your basic mercenary type to a paranoid master computer hacker dude. Apparently he’s gotten more detached from things as Moonstone (as Ms. Marvel) noted “he smells…bad”. Then he had a great moment when they were trying to take down Deadpool where Headsman told him to get in the fight to which Ghost basically said, “fighting…yeah, I don’t do that.” Funny stuff.

What he DOES do, he does very well and that’s infiltrate places and hack systems like nobody’s business. Oracle may have a higher skill check, but his suit that allows him to work computers at x500 normal speed gives him a significant edge in that area. His one minor drawback is that he can’t be insubstantial and invisible at the same time, but so far, it hasn’t slowed him down.
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Postby MorningKnight » Sat Jun 20, 2009 3:16 am

Thorpacolypse wrote: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!


You're welcome. It's amazing what ten dollars worth of superglue can do to improve employee behavior. ;)

Awesome T-bolts! Ghost looks creepy as all get out, and I've always dug Paladin.
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Postby Thorpacolypse » Sun Jun 21, 2009 6:48 pm

Keeping our Thunderbolts run going, here's another new item for Aisle 2.

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Oh, the jokes, the jokes...but again, I will let them slide to keep the ability to post.

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

ABILITIES: STR: 22 (+6) DEX: 26 (+8) CON: 22 (+6) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+14) [Accelerated Acrobatics], Bluff 8 (+10) [Taunt], Climb (+6), Computers 5 (+6), Concentration (+1), Diplomacy (+2), Disguise (+2), Escape Artist (+8), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Streetwise] 6 (+7), Notice (+1), Search (+1), Sense Motive (+1), Stealth 3 (+11), Survival (+1), Swim (+6)

FEATS: Attack Focus (Melee) (5), Challenges (1) [Accelerated Acrobatics], Defensive Attack, Dodge Focus (5), Equipment (1), Evasion (1), Improved Initiative (1), Move-by Action, Power Attack, Takedown Attack (1), Taunt, Uncanny Dodge (Visual)

POWERS:
Super Speed (50mph; Dynamic Array, PF: Rapid Attack [16pp]) [3]
DAP: Super-Strength 7 (2pp) [7]
Joystick Gauntlets (Device, Hard to Lose [20pp traits]; 16pp) [4]

Strike 2 (Extra: Penetrating [8], PF: Mighty x6, Improved Critical, Improved Block, Improved Disarm, Split Attack, Ricochet x2, Thrown, Weapon Break [18pp] [2] - DC:23:tough
AP: Stun 8 (PF: Extended Reach x2 [1pp]) [8] - DC:18:fort
Datalink 1 (1pp) [1]


EQUIPMENT:
(5ep)
Costume (Protection 1 [1ep]) [1]
Commlink, GPS (2ep)

COMBAT: Base Attack +5, Melee +10, Ranged +5, Grapple +16 [Unarmed +6 (Bruise); Joystick Strike +8, 19-20 Critical (Bruise/Lethal)]; Defense 21 (13 flat-footed); Init +12; Knockback -3

SAVES: Toughness +7 (+7 flat-footed), Fortitude +6, Reflex +10 [Evasion], Will +4

DRAWBACKS:

Abilities 48 + Skills 7 (28 ranks) + Feats 20 + Powers 33 + Combat 22 + Saves 5 – Drawbacks 0 = 135 / 135

Comments: Loves me some Joystick. She was a former Marvel villain who became a Thunderbolts member, then turned on the team (shocker). Now, of course, you expect The Thunderbolts to do that sort of thing, but the way she did and her reasons were very well written, even if the overall plot was the usual implausible “cosmic game” thing comic writers do with characters like the Grandmaster and such.

She has a neat power set, but nothing unique in the Marvel U. Enhanced Strength and Spider-Man like dexterity along with some enhanced speed which I am pretty sure she got from that Universal Wellspring thing where Midnight's Fire (coming shortly) and Silhouette from the original New Warriors run got their powers. Throw in her battle staves, her Joysticks so to speak, and you have a top flight melee threat.
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Postby Libra » Wed Jun 24, 2009 10:20 am

Keep up the ever-awesome work and kudos to Morning Knight in particular for keeping Randal merely decent (rather than thoroughly indecent, a BIG improvement). :wink:
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Postby JackGiantkiller » Wed Jun 24, 2009 2:18 pm

Hmm.Kinda like Joystick. Had actually never heard of her.
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Postby MorningKnight » Wed Jun 24, 2009 2:58 pm

Joystick is indeed a joy.
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Postby Thorpacolypse » Wed Jun 24, 2009 4:05 pm

JackGiantkiller wrote:Hmm.Kinda like Joystick. Had actually never heard of her.


I wasn't that familiar until I got a used copy of the Thunderbolts Civil War TPB and I immediately liked her. Good to hear from you, Jack.

Just saw Revenge of The Fallen. Really liked it. Don't buy the scathing reviews. It, like Wolverine, Star Trek and the first movie, was good old fashioned summer popcorn action fare. It was a little long, and a wee bit too much potty humor (which I generally love, but not in a movie the little Thorpacolypses wanted to see, but hey, the ratings are the ratings) but the action was great and Megan Fox continues to be the best special effect in any movie EVER. :wink:

I feel a Transformers run a'comin' soon! Well, next week hopefully, I have company this week so I'll be lucky to do anything else other than this post. :oops:
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Postby Captain Liberty » Fri Jun 26, 2009 10:49 pm

Now that Revenge of the Fallen is out I feel completely vindicated in my previous argument from months back that people were underestimating Optimus Prime's power and that he should be AT LEAST as strong as Megatron. I think it is time to update your Optimus Prime builds to reflect just how much of a real badass he really is. If you haven't seen the new movie yet, please do so and you will see what I mean. Optimus was underestimated in your 2 previous builds. Good job overall though and thanks for the effort!
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Postby Thorpacolypse » Sat Jun 27, 2009 8:48 am

Captain Liberty wrote:Now that Revenge of the Fallen is out I feel completely vindicated in my previous argument from months back that people were underestimating Optimus Prime's power and that he should be AT LEAST as strong as Megatron. I think it is time to update your Optimus Prime builds to reflect just how much of a real badass he really is. If you haven't seen the new movie yet, please do so and you will see what I mean. Optimus was underestimated in your 2 previous builds. Good job overall though and thanks for the effort!


And oh yes, he did kick ass in that movie! I never disputed your point previously, my man. You're right that they were generally always portrayed as equals throughout most incarnations of Transformers. As I said before, I only made him a PL lower for the challenge as I normally build the heroes a lower PL than their nemesis, like I did with Supes and Doomsday and Captain Marvel and Black Adam. If one was actually going to run a little Transformers campaign, with the HP Optimus would garner throughout for the complications, a PL difference would be completely nuffilied.

That being said, YES, I WILL MAKE BOTH VERSIONS THE SAME PL. You've worn me down like my kids do at Toys R Us. :D I may make them both PL14, I may make them both PL15, but they'll be even. Bumblebee is getting a bump, too. I'm going to be reviewing pretty much all of my current Transformers builds and adding some of the new ones from the movie. I've already started Ravage, Sideswipe and The Fallen and hopefully they'll be up this weekend, if not early this week.
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Postby Captain Liberty » Sat Jun 27, 2009 9:41 am

As always, I can't wait to see what you come up with!
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Postby Thorpacolypse » Sat Jun 27, 2009 7:59 pm

Getting back to work, here is another new item in our Thunderbolts line.

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Cyborg or not, that tattoo had to hurt.

NUKE
PL:
10 (102 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 28 [14] (+9/+2) DEX: 15 (+2) CON: 28 [16] (+9/+3) INT: 6 (-2) WIS: 6 (-2) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb 4 (+13), Concentration (-2), Diplomacy (-1), Disguise (-1), Escape Artist (+2), Gather Info (-1), Handle Animal (-1), Intimidate (-1), Notice (-2), Search (-2), Sense Motive (-2), Stealth 6 (+8), Survival 10 (+8), Swim (+9)

FEATS: All-out Attack, Chokehold, Dodge Focus (2), Endurance (1), Equipment (5), Fearsome Presence (2), Improved Grapple, Improved Initiative (1), Power Attack, Rage (3), Takedown Attack (1), Tough (1)

POWERS:
Enhanced Strength 14 (14pp) [14]
Enhanced Constitution 12 (12pp) [12]
Protection 2 (2pp) [2]
Super-Strength 2 (4pp) [2]
Speed 1 (1pp) [1]


EQUIPMENT:
(25ep)

Arsenal (25ep):
RPG Launcher (22ep) [8] - DC:18/23:ref/tough
.50 Caliber Machine Gun (1ep) [7] - DC:22:tough
Frag Grenades (1ep) [5] - DC:15/20:ref/tough
Heavy Pistol (1ep) [4] - DC:19:tough

COMBAT: Base Attack +11, Melee +11, Ranged +11, Grapple +22 [Unarmed +9 (Bruise); .50 Caliber Machine Gun +7, Auto-Fire (Lethal); RPG Launcher +8 (Lethal); Heavy Pistol +4 (Lethal)]; Defense 18 (13 flat-footed); Init +6; Knockback -6

SAVES: Toughness +12 (+12 flat-footed), Fortitude +9, Reflex +5, Will +0

DRAWBACKS:

Abilities 5 + Skills 5 (20 ranks) + Feats 20 + Powers 33 + Combat 34 + Saves 5 – Drawbacks 0 = 102 / 102

Comments: Nuke is one of those characters that Marvel used to take another shot at the government. Long story short, he was traumatized by a brainwashed Wolverine as a teenager, then taken into the Weapon Plus program, pretty much had his mind wiped, got cybernetic implants and is now basically just a government weapon, only able to follow commands of a controlling officer. He has second heart which allows him to function at a high adrenalin level all the time and tap into extra rage via pills that send him into a rage and then there are other pills to bring him down.

He’s pretty much a pure mayhem causing tank and he’s hung with Cap, DD and Wolvie so I felt OK about PL10. But since his mind is gone, his lack of skills and feats make him very cheap.
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Postby Thorpacolypse » Sat Jun 27, 2009 8:12 pm

Keeping that Thunderbolts line rolling, here is another new item for Aisle 2.

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You think I'm tough, you should meet my wife, Mrs. X. Grandpa X was no pushover, either.

MISTER X
PL:
12 (180 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 24 (+7) DEX: 24 (+7) CON: 24 (+7) INT: 16 (+3) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+13), Bluff 7 (+9), Climb (+7), Concentration (+2), Diplomacy (+2), Disguise (+2), Escape Artist (+7), Gather Info 6 (+8), Handle Animal (+2), Intimidate 6 (+8), Knowledge [Tactics] 9 (+12), Notice 8 (+10), Search (+3), Sense Motive 8 (+10/+18) [Assessment, Combat Clarity, Fast Assessment, Read Situation], Stealth 4 (+11), Survival (+2), Swim (+7)

FEATS: Ambidexterity, Assessment, Attack Specialization (1) [Unarmed], Blind-Fight, Cunning Fighter, Defensive Attack, Dodge Focus (5), Equipment (4), First Strike, Improved Block (1), Improved Critical (3) [Unarmed, Swords, Shuriken], Improved Disarm (1), Improved Pin, Improved Throw, Move-by Action, Power Attack, Stunning Attack, Sweeping Strike, Takedown Attack (2), Unbalancing Strike

ENHANCED FEATS: Attack Focus (Melee) (2), Challenges (3) [Combat Clarity, Fast Assessment, Read Situation], Defensive Roll (2), Dodge Focus (2), Evasion (2), Improved Critical (2) [Unarmed x2], Improved Defense (1), Improved Initiative (1)

POWERS:
Mind Reading 10 (10pp) [10]
X Factor (Container [25pp traits]; 25pp) [5]

Immunity 5 (Interaction Skills [5pp]) [5]
Super Senses 1 (Danger Sense [Mental], Uncanny Dodge [Visual, Auditory]; 3pp) [1]
Enhanced Feats 15 (see Feats [15pp]) [15]
Enhanced Skills 2 (Sense Motive 8 ranks [2pp]) [2]


EQUIPMENT:
(20ep)

Cell Phone (1ep)
Arsenal (16ep):
Sub Machine Gun (12ep) [4] – DC:19:tough
Twin Swords (PF: Split Attack [1ep]) [3] – DC:25:tough
Escrima Sticks (1ep) [2] – DC:24:tough
Knife (1ep) [1] – DC:23:tough
Shuriken (1ep) [1] – DC:16:tough

COMBAT: Base Attack +11, Melee +13, Ranged +11, Unarmed +15, Grapple +20 [Unarmed +7, 17-20 Critical (Bruise); Sub Machine Gun +4, Auto-Fire (Lethal); Twin Swords +10, 18-20 Critical (Lethal); Escrima Sticks +9 (Bruise); Knife +8, 19-20 Critical (Lethal); Shuriken +1, 19-20 Critical, Auto-Fire (Lethal)]; Defense 25 (14 flat-footed); Init +11; Knockback -4

SAVES: Toughness +9 (+7 flat-footed), Fortitude +7, Reflex +10 (Evasion x2), Will +7

DRAWBACKS: Power Loss -Mind Reading; against raging opponents (uncommon, minor; -1), Power Loss -X-Factor; when unsuccessful at Mind Reading (uncommon, minor; -1)

Abilities 56 + Skills 15 (60 ranks) + Feats 45 + Powers 20 + Combat 38 + Saves 8 – Drawbacks -2 = 180 / 180

Comments: So Mister X here is an interesting chap. He is a Wolverine villain who has peak human abilities and is a master martial artist. He also the mutant ability to read opponents minds which allows him to anticipate their moves, making him almost unbeatable in melee combat. He took Wolvie to school and only got beat because Logan went into a berserker rage where he wasn’t thinking, giving X nothing to work with and he was able finally beat him. He was gone for a while, but has showed up on the cover of the new Thunderbolts, even though he hasn’t actually been involved yet. Apparently Osborn’s plan is to have a group of folks available for usage in certain situations, like him and Nuke, and he’ll be called up shortly as I believe the latest book has the team looking for him.

The way I built him, if X scores with a Mind Read, he can utilize the container I called the Mr. X Factor, which is chocked full of combat feats, immunity to interaction effects and other goodies. With all that going, he’s a really tough out for other fighters as a full PL12. Without it, he’s still a competent PL10, but not unbeatable. I really want to run him against my FTF group.
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Postby Thorpacolypse » Sat Jun 27, 2009 8:26 pm

A J-Mart Favorite build rounds our Thunderbolts lineup for tonight. And this one will make you pay in more ways than one...

Image
This is the last time you overbill me, Samson!

PENANCE
PL:
10 (122 pp) – OPL: 10; DPL: 5.5 (10)

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

SKILLS: Acrobatics 5 (+9), Bluff 5 (+6), Climb (+2), Computers 4 (+5), Diplomacy (+1), Disguise (+1), Escape Artist (+4), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Popular Culture] 6 (+7), Notice 5 (+5), Search (+1), Stealth 3 (+7), Swim (+2)

FEATS: All-out Attack, Attack Focus (Melee) (2), Improved Initiative (1), Lionheart, Luck (2), Move-by Action, Teamwork (2)

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

Strike 2 (Extra: Aura [8pp]) [1]
Protection 1 (1pp) [1]
Enhanced Feats 1 (Fearsome Presence [1pp]) [1]

Kinetic Energy Blast 15 (Array, Extra: Penetrating [45pp]) [15] - DC:30:tough
AP: Kinetic Blast 10 (Extra: Area Explosion, Penetrating [1pp]) [10] - DC:20:ref
AP: Bouncing 9 (Extra: Impact Resistant, Bounce Back Attack, PF: Pinball Attack x8, Ricochet [1pp]) [9]


COMBAT: Base Attack +5, Melee +7, Ranged +5, Grapple +9 [Unarmed +2 (Bruise); Penance Suit Spikes +1 (Bruise); Kinetic Blast +15 (Bruise/Lethal); Pinball Attack +8 (Bruise)]; Defense 18 (14 flat-footed); Init +8; Knockback -1 (-6 against Kinetic Energy)

SAVES: Toughness +3 (+3 flat-footed, +12 against Kinetic Energy, +9 Impervious against Kinetic Energy), Fortitude +5, Reflex +7, Will +2

DRAWBACKS: Power Loss - All powers; when not in pain (uncommon, moderate; -2)

Abilities 20 + Skills 7 (28 ranks) + Feats 10 + Powers 53 + Combat 26 + Saves 8 – Drawbacks -2 = 122 / 122

Comments: Penance was a tricky build because I was trying to strike a PP balance between his Bouncing powers and his newer kinetic blasting powers. I think I hit it about right. For those not in the know, Penance used to be Speedball, a happy go lucky member of the New Warriors. He had the ability to generate a kinetic force field around himself, allowing him to basically bounce away when hit with an attack.

He was with the NW that fateful day in Stamford where Nitro blew up and set off the Civil War. He survived and has a massive case of survivor’s guilt which caused his powers to evolve to more violent kinetic blasts that are triggered by his pain. As such, he wears that suit that has 612 spikes on the INSIDE to represent the 612 people that died in the Stamford Incident and that causes him to be able to access his powers. He caused "Hulk level" damage the first time he really went off, so Osborn is really hoping to keep him under his boot for usage when he needs someone like that. In addition, Doc Samson’s therapy sessions along with a mind-controlled Moonstone preparing to kill Samson helped Robbie access his old powers, so now he can use both when he needs to. I think…

However, he is still pretty mentally unstable, a fact which almost gave me cause to make that a drawback, but it’s probably best treated as a complication.
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Postby MorningKnight » Sat Jun 27, 2009 9:20 pm

These guys, Wolverson, Bullseye, Mac Gargan, AND Ares under his boot?

F-word.

Tony better REALLY make up with Thor and the New Avengers, or else poop's gonna rain.
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