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

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Re: J-Mart: Sideways, Sideswipe, Mr. Incredible

Postby Thorpacolypse » Thu Jul 09, 2009 7:39 pm

Getting stocked on Aisle 1 is a new item in our Villains Line.

Image
That will be $200 for that chiropractic adjustment, Kal-El.

ATLAS
PL:
13 (165 pp) – OPL: 13; DPL: 13

ABILITIES: STR: 42 [22] (+16/+6) DEX: 14 (+2) CON: 40 [22] (+15/+6) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+6), Bluff (+1), Climb (+16), Concentration (+2), Diplomacy (+1), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 11 (+12), Knowledge [Arcane Lore] 6 (+7), Notice 3 (+5), Search (+1), Sense Motive (+2), Stealth (+2), Survival (+2), Swim (+16)

FEATS: All-out Attack, Attack Focus (Melee) (4), Chokehold, Diehard, Dodge Focus (2), Improved Grab, Improved Grapple, Improved Initiative (1), Power Attack, Startle, Takedown Attack (1), Ultimate Effort (1) [Ultimate Strength Check]

POWERS:
Enhanced Strength 20 (20pp) [20]
Enhanced Constitution 18 (18pp) [18]
Protection 3 (Extra: Impervious [6pp]) [3]
Super-Strength 7 (PF: Groundstrike, Shockwave [14pp]) [7]
Impervious Toughness 7 (7pp) [7]
Leaping 4 (4pp) [4]


COMBAT: Base Attack +6, Melee +10, Ranged +6, Grapple +33 [Unarmed +16 (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -14

SAVES: Toughness +18 (+18 flat-footed, +10 Impervious), Fortitude +17, Reflex +4, Will +7

DRAWBACKS: Power Loss -Magic Crystal is removed from inside body (uncommon, minor; -1)

Abilities 36 + Skills 6 (24 ranks) + Feats 16 + Powers 75 + Combat 24 + Saves 9 – Drawbacks -1 = 165 / 165

Comments: Atlas is an interesting character. He was originally a 60’s Jack Kirby creation that only lasted an issue or two and then went into limbo. The new writers of the Superman books dug him out and are making him a new threat for the Man of Steel, and I guess actually Mon-El and The Guardian as well, since they are protecting Metropolis while Kal-El is on New Krypton.

In his re-introduction he took Superman out but he was being assisted by Sam Lane’s new clandestine anti-Kryptonian group. Krypto did well against him, though, and once Supes figured it out, he took him down. So it’s hard to get a read on his real strength right now but it does look like he has the ability to at least give Superman a real hard time so PL13 for my universe seemed about right.
And nothing fancy on the build, all he’s shown is powerhouse ability so far, so that’s the build he gets.
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Re: J-Mart: Sideways, Sideswipe, Mr. Incredible, Atlas

Postby Thorpacolypse » Thu Jul 09, 2009 7:49 pm

This new item in our Villains Line is a GREEN LIGHT Special!

Image
R.I.P. Emil. At least until they get tired of throwing Rulk at The Hulk...

THE ABOMINATION
PL:
12 (182 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 42 [12] (+16/+1) DEX: 12 (+1) CON: 36 [12] (+13/+1) INT: 14 (+2) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Bluff 8 (+8), Climb (+12), Computers 6 (+8), Concentration (+1), Disable Device 6 (+8), Escape Artist (+1), Intimidate 10 (+10), Knowledge [Physical Sciences] 6 (+8), Knowledge [Tactics] 6 (+8), Knowledge [Technology] 6 (+8), Notice 5 (+6), Search (+2), Sense Motive 6 (+7), Stealth (+1), Survival 7 (+8), Swim (+12)

FEATS: All-out Attack, Chokehold, Dodge Focus (1), Improved Grab, Improved Initiative (2), Power Attack

POWERS:
Density 4 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [13pp]) [4]

Strength +8, Toughness (Extra: Impervious) x2, Immovable 1, Super-Strength 1, Mass x3
Enhanced Strength 22 (22pp) [22]
Enhanced Constitution 24 (24pp) [24]
Super-Strength 4 (PF: Bracing, Groundstrike [10pp]) [4]
Protection 2 (Extra: Impervious [4pp]) [2]
Impervious Toughness 8 (8pp) [8]
Immovable 2 (2pp) [2]
Immunity 3 (Heat, Cold, Pressure, Sleep [Limited]; 3pp) [3]
Leaping 8 (8pp) [8]
Regeneration: Recovery Rate (15pp)

Bruised 1/round [1]
Injured 1/round [4]
Staggered 1/minute [3]
Disabled 1/5 minutes [4]
PF: Diehard, Persistent, Regrowth


COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +28 [Unarmed +16 (Bruise)]; Defense 17 (13 flat-footed); Init +9; Knockback -17

SAVES: Toughness +17 (+17 flat-footed, +12 Impervious), Fortitude +16, Reflex +3, Will +5

DRAWBACKS:

Abilities 12 + Skills 17 (68 ranks) + Feats 7 + Powers 109 + Combat 28 + Saves 9 – Drawbacks 0 = 182 / 182

Comments: Even though he’s dead (at the moment, but we know how comic book deaths go), I felt the need to whip up The Hulk’s old punching bag, The Abomination. He’s stronger than a clam Hulk, but really no match for him once he starts raging. He’s a handful for other lower level paragons, though, because he’s strong, tough and smart and has a good amount of skills from his time as a Russian…government agent? Scientist? Spy? Retcons vary…
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Re: J-Mart: Sideways, Sideswipe, Mr. Incredible

Postby Thorpacolypse » Thu Jul 09, 2009 7:59 pm

MisterO wrote:Always good to see the Incredibles (especially Mrs. Incredible/Elasti-Girl *rowr*). I'm kind of surprised that you didn't give Bob more ranks in Super-Strength. With what you have given him, he's about as strong as Spider-Man is and I think Mister Incredible is supposed to be much stronger than that.


That's true, I just didn't want him to be too overpowering a potential PC. He has a lifting strength of 50 which is enough to toss a semi and he can stunt more strength if need be. But I may go back and trim some feats for a couple more ranks of super strength if I playtest and he doesn't perform very well.
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Re: J-Mart: Mr. Incredible, Atlas, The Abomination

Postby Severance » Thu Jul 09, 2009 8:01 pm

The idea of a Mr. Incredible/Scorpinok fight is much too good to pass up Thorp. Maybe another story built on the the Incredibles movie, replacing the tri-pod robots with Decepticons?

Also, is there any chance you could build the orginal Megatron or his Beast Wars incarnation? Giant guns and dinosaurs, what more can you ask for?
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Re:

Postby Thorpacolypse » Thu Jul 09, 2009 8:19 pm

Thorpacolypse wrote:And the Transformers just keep hitting the shelves!

Image
Hey guys, come back, I just need some saline solution! This sand is wreaking havoc on my Cybertronian contacts!

SCORPONOK
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 26 (+8) DEX: 20 (+5) CON: 22 (+6) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 5 (+10), Concentration (+1), Disguise (+0/+20), Escape Artist (+5), Gather Info 8 (+8), Notice 5 (+6), Sense Motive (+1), Stealth 12 (+17/+9), Survival 6 (+7)

FEATS: All-out Attack, Attack Specialization (1) [Scorpion Tail Strike], Attack Specialization (2) [Blast], Dodge Focus (1), Improved Initiative (1), Improved Overrun, Power Attack, Sneak Attack (1), Track

POWERS:
Growth 8 (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate [25pp]) [8]

Attack/Def -2, Grapple +8, Stealth -8, Intimidation +4, Space 15ft, Reach 10ft, Strength +16, Con +8, Carrying Strength +10
Protection 7 (Extra: Impervious [14pp]) [7]
Burrowing 4 (4pp) [4]
Super-Senses 3 (Tremorsense [3pp]) [3]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Blast 8 (Array; Extra: Explosion 5 [21pp]) [8] - DC:23:tough
AP: Scorpion Stinger Strike 2 (Extra: Penetrating [10], PF: Mighty x8, PF: Improved Critical, Extended Reach [1pp]) [2] - DC:25:tough


COMBAT: Base Attack +8, Melee +6, Ranged +6, Scorpion Tail Strike +8, Blast +10, Grapple +22 [Unarmed +8 (Bruise); Scorpion Tail Strike +10, 19-20 (Lethal); Blast +8 (Lethal)]; Defense 17 (12 flat-footed); Init +9; Knockback -10

SAVES: Toughness +13 (+13 flat-footed, +7 Impervious), Fortitude +8, Reflex +9, Will +5

DRAWBACKS: Vulnerable -Temperature Extremes (uncommon, major; -3), Vulnerable -Magnetic Attacks (uncommon, major; -3), Disability - Mute (common, major; -4)

Abilities 16 + Skills 9 (36 ranks) + Feats 10 + Powers 83 + Combat 32 + Saves 10 – Drawbacks -10 = 150 / 150

Comments: This was actually my first shot at a Transformer from the kick arse movie of the summer, but I had to post OP and Megatron first, just because they're the main men in that genre.

I didn't give Scorponok morph because he never morphed in the movie, nor does his movie themed toy look like anything special other than him just kind of standing on his back legs. Other than, I think I captured his movie abilities pretty well. I may add datalink, though, not just to him, but to all the Transformers since it seemed like an innate ability, at least in the early part of the movie.

Update 7/27/07: Added the magnetic flaw and cleaned him up enough to get him to a balanced PL10/150.

Clean Up 7/9/09: Scorpy gets a clean up as a go through my Transformers builds. Added the new Drawback suite and tightened up some powers.


I had Scorponok on my clean up list before I got the idea for him and Mr. Incredible to rumble. Watching that original movie again, he really had some cool moments, especially the scene above. Scary cool.
Last edited by Thorpacolypse on Sat Jul 11, 2009 2:29 pm, edited 1 time in total.
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Re: J-Mart: Mr. Incredible, Atlas, The Abomination

Postby Thorpacolypse » Thu Jul 09, 2009 8:27 pm

Severance wrote:The idea of a Mr. Incredible/Scorpinok fight is much too good to pass up Thorp. Maybe another story built on the the Incredibles movie, replacing the tri-pod robots with Decepticons?

Also, is there any chance you could build the orginal Megatron or his Beast Wars incarnation? Giant guns and dinosaurs, what more can you ask for?


That was a spur of the moment thought as I was posting, but it does have merit. I'm not running any fights though, until I hit 1000 builds (from me, the Mart overall is pushing 1500). Seeing as how I am reworking the same builds over and over, that may be next year :roll: , but I'm pretty sure I'm at 965 with several done and ready to be posted so if I keep up at the 2-3 new build a day pace I've been on this week, I should hit 1000 soon. THEN I plan on several fights, this one included.

I can probably work up the original Megatron sometime but I'm not familiar with his Beast Wars incarnation. I'll see what the Wikis hold.
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Re: J-Mart: Mr. Incredible, Atlas, The Abomination

Postby Mike5000us » Thu Jul 09, 2009 9:20 pm

Hey Boss, I am back for the summer...so do you have any work for me? LOL
"Ah man, I guess I'm just going to have to kill you now!"
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Re: J-Mart: Mr. Incredible, Atlas, The Abomination

Postby Thorpacolypse » Fri Jul 10, 2009 4:33 pm

Mike5000us wrote:Hey Boss, I am back for the summer...so do you have any work for me? LOL


Welcome back, Mike! 8)

We always have work for the master of PL20+ building. Let your heart be your guide as far as posting whatever you want. If I think of something, or get a request for something, I'll pass it along.
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Re: J-Mart: Mr. Incredible, Atlas, The Abomination

Postby Thorpacolypse » Fri Jul 10, 2009 5:27 pm

Another new item in our Autobots line hits the Aisle 12 shelves. And it's a 3 FOR 1 Special!

Image Image Image
Girls, I know sometimes a good robot is hard to find, but please, PLEASE never settle for Skids and Mudflap...

ARCEE (CHROMIA AND MOONRACER)
PL:
9 (155 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 20 (+5) DEX: 26 (+8) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 6 (+14) [Acrobatic Bluff, Accelerated Acrobatics], Bluff (+1), Climb (+5), Computers 6 (+7), Concentration (+2), Diplomacy (+1), Disguise (+1/+21), Drive 4 (+12), Escape Artist (+8), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Tactics] 6 (+7), Knowledge [Technology] 6 (+7), Languages 1 (English, Base: Cybertronian), Notice 6 (+8), Search 7 (+8), Sense Motive 6 (+8), Stealth (+8), Survival (+2), Swim (+5)

FEATS: Acrobatic Bluff, Accurate Attack, Attack Specialization (2) [Blast], Challenges (1) [Accelerated Acrobatics], Defensive Attack, Dodge Focus (5), Elusive Target, Evasion (1), Grappling Finesse, Improved Defense (1), Improved Initiative (1), Move-by Action, Power Attack, Precise Shot (1), Set-Up, Teamwork (1), Uncanny Dodge (Visual)

POWERS:
Protection 2 (Extra: Impervious [4pp]) [2]
Impervious Toughness 3 (3pp) [3]
Super-Strength 1 (2pp) [1]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Morph 4 (Buell Firebolt Motorcycle [Arcee - Lavender, Chromia - Purple, Moonracer - Blue]; PF: Metamorph [5pp]) [4]
Super Senses 2 (Communication Link [Mental - Arcee/Chromia/Moonracer/Elita-1]; 2pp) [2]
Speed 4 (100 mph; PF: Moving Feint [5pp]) [4]
Leaping 1 (1pp) [1]
Blast 7 (14pp]) [7] - DC:22:tough


COMBAT: Base Attack +7, Melee +7, Ranged +7, Blast +11, Grapple +15 [Unarmed +5 (Bruise); Blast +7 (Bruise/Lethal)]; Defense 21 (13 flat-footed); Init +12; Knockback -6

SAVES: Toughness +7 (+7 flat-footed, +5 Impervious), Fortitude +7, Reflex +10 (Evasion), Will +5

DRAWBACKS: Vulnerable - Temperature Extremes (uncommon, major; -3), Vulnerable - Magnetic Attacks (uncommon, major; -3)

Abilities 44 + Skills 12 (48 ranks) + Feats 22 + Powers 50 + Combat 26 + Saves 7 – Drawbacks -6 = 155 / 155

Comments: These ladies should be fun to run against the big boys. I built Arcee and her sisters to function as a unit, with a mental link for a hive mind type of mentality and Teamwork, Set Up, Acrobatic Bluff and Improved Defense to make them all fantastic decoys/pests and allowing a big hitter like Ironhide or Optimus to lay a nasty smack on someone.

It never really says who the third autobot cycle girl is after Arcee and Chromia so I went with Moonracer. It could be Elita-1 I guess, but Moonracer is a cooler name IMHO.
Last edited by Thorpacolypse on Sat Jul 11, 2009 2:28 pm, edited 1 time in total.
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Re: J-Mart: Atlas, The Abomination, Arcee/Chromia/Moonracer

Postby Thorpacolypse » Fri Jul 10, 2009 6:07 pm

A new item in our Decepticons line hits the Aisle 12 shelves!

Image
Let's mix it up!

MIXMASTER
PL:
11 (180 pp) – OPL: 10; DPL: 11

ABILITIES: STR: 36 (+13) DEX: 14 (+2) CON: 26 (+8) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 4 (+6), Climb 7 (+10), Computers 6 (+6), Concentration (+1), Craft [Structural] 6 (+6), Disguise (+0/+20), Escape Artist (+2), Intimidate 7 (+7/+12), Knowledge [Technology] 6 (+6), Languages 1 (English, Base: Cybertronian), Notice 3 (+4), Sense Motive (+1), Stealth (+2/-8), Survival (+1), Swim (+3)

FEATS: All-out Attack, Chokehold, Favored Environment (2) [+2 Dodge in Autobot Battle Environments], Improved Grab, Improved Initiative (1), Power Attack, Takedown Attack (1)

POWERS:
Growth 10 (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate [31pp]) [10]

Attack/Def -2, Grapple +10, Stealth -10, Intimidation +5, Space 15ft, Reach 10ft, Strength +20, Con +10, Carrying Strength +10
Protection 7 (Extra: Impervious [14pp]) [7]
Impervious Toughness 4 (4pp) [4]
Super-Strength 3 (6pp) [3]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Immovable 2 (2pp)
Morph 4 (Concrete Mixer; PF: Metamorph [5pp]) [4]
Mixer Panels 3 (Shield 3 [3pp]) [3]
Missile Blast 12 (Blast 12 , Array, Extra: Targeted Area Explosion 6 [30pp]) [12] - DC:27:tough
AP: Machine Gun Blast 10 (Blast 10, Extra: Auto-Fire [1pp]) [10] - DC:25:tough


COMBAT: Base Attack +10, Melee +8, Ranged +8, Grapple +34 [Unarmed +13 (Bruise); Missile Blast +12 (Lethal); Machine Gun Blast +10, Auto-Fire (Lethal)]; Defense 15 (11 flat-footed, 17 in Autobot Battle Environments); Init +6; Knockback -15

SAVES: Toughness +15 (+15 flat-footed, +11 Impervious), Fortitude +14, Reflex +6, Will +5

DRAWBACKS: Vulnerable -Temperature Extremes (uncommon, major; -3), Vulnerable -Magnetic Attacks (uncommon, major; -3)

Abilities 18 + Skills 10 (40 ranks) + Feats 8 + Powers 108 + Combat 28 + Saves 14 – Drawbacks -6 = 180 / 180

Comments: Mixmaster didn’t have a big role in ROTF, but I really like his name, so he gets some run here at J-Mart. And OK, he didn't really show that Shield power that I put in with his mixer panels but that sure seems like something he should be able to do!
Last edited by Thorpacolypse on Sat Jul 11, 2009 2:28 pm, edited 3 times in total.
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Re: J-Mart: Sideways, Sideswipe, Mr. Incredible

Postby Thorpacolypse » Sat Jul 11, 2009 11:48 am

Thorpacolypse wrote:
MisterO wrote:Always good to see the Incredibles (especially Mrs. Incredible/Elasti-Girl *rowr*). I'm kind of surprised that you didn't give Bob more ranks in Super-Strength. With what you have given him, he's about as strong as Spider-Man is and I think Mister Incredible is supposed to be much stronger than that.


That's true, I just didn't want him to be too overpowering a potential PC. He has a lifting strength of 50 which is enough to toss a semi and he can stunt more strength if need be. But I may go back and trim some feats for a couple more ranks of super strength if I playtest and he doesn't perform very well.


You know what, O, after thinking more about it I went back and upped Bob's super strength a couple of ranks, giving him a lifting strength of 60 now. So know he can lift a locomotive like he did in the movie without a power stunt. Thanks for the catch.
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Re: J-Mart: The Abomination, Arcee/Chromia/Moonracer, Mixmaster

Postby Thorpacolypse » Sat Jul 11, 2009 12:18 pm

Getting stocked on Aisle 12 is another new item in our Decepticon line.

Image
I don't care how much of a badass he is, he should be wearing a helmet if he's going to be rollerblading down the road.

BONECRUSHER
PL:
11 (180 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 38 (+14) DEX: 16 (+3) CON: 28 (+9) INT: 10 (0) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Acrobatics 5 (+8), Bluff (-1), Climb (+3), Computers 5 (+5), Craft [Structural] 5 (+5), Diplomacy (-1), Disguise (-1/+19), Drive 4 (+7), Escape Artist (+3), Gather Info (-1), Handle Animal (-1), Intimidate 10 (+9/+14), Knowledge [Tactics] 6 (+6), Knowledge [Technology] 4 (+4), Languages 1 (English, Base: Cybertronian), Stealth (+3/-7), Swim (+3)

FEATS: All-out Attack, Attack Focus (Melee) (4), Favored Environment (2) [+2 Dodge in Autobot Battle Environments], Improved Grab, Improved Initiative (1), Improved Overrun, Improved Throw, Power Attack, Takedown Attack (1)

POWERS:
Growth 11 (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate [34pp]) [11]

Attack/Def -2, Grapple +10, Stealth -10, Intimidation +5, Space 15ft, Reach 10ft, Strength +22, Con +11, Carrying Strength +10
Protection 7 (Extra: Impervious [14pp]) [7]
Additional Limb 1 (Extension Claw [1pp]) [1]
Impervious Toughness 4 (4pp) [4]
Super-Strength 3 (6pp) [3]
Immovable 4 (Extra: Unstoppable [8pp]) [4]
Speed 4 (4pp) [4]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Morph 4 (Buffalo Armored Vehicle; PF: Metamorph [5pp]) [4]
Trip 12 (Array, Extra: Knockback [24pp]) [12] - DC:27:tough
AP: Claw Strike 1 (Extra: Penetrating [15], PF: Extended Reach, Mighty, Improved Critical, Weapon Break [1pp]) [2] - DC:30:tough


COMBAT: Base Attack +5, Melee +7, Ranged +3, Grapple +31 [Unarmed +14 (Bruise); Trip +12 (Bruise); Claw Strike +15, 19-20 Critical (Lethal/Bruise)]; Defense 14 (12 flat-footed, 16 in Autobot Battle Environments); Init +7; Knockback -17

SAVES: Toughness +16 (+16 flat-footed, +11 Impervious), Fortitude +14, Reflex +6, Will +4

DRAWBACKS: Vulnerable -Temperature Extremes (uncommon, major; -3), Vulnerable -Magnetic Attacks (uncommon, major; -3)

Abilities 17 + Skills 10 (40 ranks) + Feats 13 + Powers 112 + Combat 22 + Saves 12 – Drawbacks -6 = 180 / 180

Comments: Bonecrusher got pwned by Optimus Prime in the first movie, but his transform and takeout of that bus rollerblading style was pretty freakin’ cool. That was actually the trailer that sold me on seeing the first movie in the first place, even though I swore up and down that I wouldn't. Now I am total Transformers movie franchise mark and I am probably even going to go see that other 80's toy franchise movie, G.I. Joe.

*Sigh* Nothing hurts more than realized that you ARE the lowest common demoninator... :cry:

One other thing. You may note the Favored Environment feat for him and also being added to the other recent Transformers builds I've done. I did that because I always prefer to take the penalty for attack/defense for Growth. But I thought when the 'bots actually fought against each other, they deserved their full PL caps. So I finagled with that Favored Environment feat to allow them to do that. It's iffy, but I figure I'll be GM-ing myself if I run these builds so I'll allow it. :D
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Re: J-Mart: The Abomination, Arcee, Mixmaster, Bonecrusher

Postby Thorpacolypse » Mon Jul 13, 2009 7:50 pm

The new Decepticon specials just keep hitting the Aisle 12 shelves!

Image
He's not popular with the other Decepticons because he needs to DUMP on them a lot...

LONG HAUL
PL:
11 (180 pp) – OPL: 11; DPL: 10

ABILITIES: STR: 40 (+15) DEX: 12 (+1) CON: 30 (+10) INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb 4 (+5), Computers 5 (+5), Concentration (+1), Diplomacy (-1), Disguise (-1/+19), Escape Artist (+1), Gather Info (-1), Handle Animal (-1), Intimidate 9 (+8/+15), Knowledge [Tactics] 7 (+7), Knowledge [Technology] 5 (+5), Languages 1 (English, Base: Cybertronian), Notice 4 (+5), Search 5 (+5), Sense Motive (+1), Stealth (+1/-13), Survival (+1), Swim (+1)

FEATS: All-out Attack, Favored Environment (2) [+2 Attack in Autobot Battle Environments], Interpose, Takedown Attack (1)

POWERS:
Growth 14 (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate [40pp]) [14]

Attack/Def -4, Grapple +14, Stealth -14, Intimidation +7, Space 20ft, Reach 15ft, Strength +28, Con +14, Carrying Strength +15
Protection 6 (Extra: Impervious [12pp]) [6]
Impervious Toughness 4 (4pp) [4]
Super-Strength 2 (4pp) [2]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Immovable 2 (2pp) [2]
Morph 4 (Caterpillar 773B Dump Truck; PF: Metamorph [5pp]) [4]
Machine Gun Blaster 11 (Blast 11, Array, Extra: Auto-Fire [33pp]) [11] - DC:26:tough
AP: Missile Launcher 13 (Extra: Targeted Area Explosion 7 [1pp]) [13] - DC:28:tough


COMBAT: Base Attack +9, Melee +5, Ranged +5, Grapple +36 (+2 attacks/grapple against Autobots) [Unarmed +15 (Bruise); Machine Gun Blaster +11, Auto-Fire (Lethal); Missile Launcher +13 (Lethal)] Defense 14 (11 flat-footed); Init +1; Knockback -15

SAVES: Toughness +16 (+16 flat-footed), Fortitude +14, Reflex +3, Will +5

DRAWBACKS: Vulnerable - Temperature Extremes (uncommon, major; -3), Vulnerable - Magnetic Attacks (uncommon, major; -3)

Abilities 10 + Skills 10 (40 ranks) + Feats 5 + Powers 117 + Combat 34 + Saves 10 – Drawbacks -6 = 180 / 180

Comments: Long Haul didn’t do much in the movie either, but hey, he was big, his "twin" helped form Devastator and he helped bring Megatron back so he gets some love.
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Re: J-Mart: The Abomination, Arcee, Mixmaster, Bonecrusher

Postby Thorpacolypse » Mon Jul 13, 2009 8:00 pm

Here comes another Decepticon special for Aisle 12.

Image
And I remain undefeated in the crab walk races during gym glass at Decepticon High!

RAMPAGE
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 34 (+12) DEX: 12 (+1) CON: 30 (+10) INT: 10 (0) WIS: 10 (0) CHA: 10 (0)

SKILLS: Climb (+2), Computers 5 (+5), Drive 6 (+7), Disguise (+0/+20), Escape Artist (+1), Intimidate 7 (+7/+12), Knowledge [Technology] 5 (+5), Languages 1 (English, Base: Cybertronian), Stealth (+1/-9), Swim (+2)

FEATS: All-out Attack, Attack Focus (Melee) (2), Dodge Focus (1), Favored Environment (4) [+2 attack, +2 Dodge in Autobot Battle Environments], Power Attack, Takedown Attack (1)

POWERS:
Growth 10 (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate) [10]

Attack/Def -2, Grapple +10, Stealth -10, Intimidation +5, Space 15ft, Reach 10ft, Strength +20, Con +10, Carrying Strength +10
Protection 5 (Extra: Impervious [10pp]) [5]
Impervious Toughness 5 (5pp) [5]
Super-Strength 3 (6pp) [3]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Immovable 2 (Extra: Unstoppable [4pp]) [2]
Additional Limbs 2 (2 Legs [Crab Mode]; 2pp) [2]
Morph 4 (Caterpillar D9 Bulldozer; PF: Metamorph [5pp]) [4]
AP: Morph 4 (Jackhammer Mode; PF: Metamorph [5pp]) [4]
Tread Whip Trip 10 (Array, Extra: Knockback [20pp]) [10] - DC:25:tough
AP: Tread Whips Strike 1 (Strike 1, Extra: Penetrating [12], PF: Extended Reach, Mighty x12, Improved Critical, Improved Disarm, Improved Trip, Split Attack, Weapon Bind [1pp]) [1] - DC:28:tough


COMBAT: Base Attack +5, Melee +5, Ranged +3, Grapple +30 (+2 attacks/grapple against Autobots) [Unarmed +12 (Bruise); Tread Whip Strike +13, 19-20 Critical (Lethal/Bruise)]; Defense 13 (10 flat-footed, 15 in Autobot Battle Environments); Init +1; Knockback -14

SAVES: Toughness +15 (+15 flat-footed, +10 Impervious), Fortitude +13, Reflex +2, Will +5

DRAWBACKS: Vulnerable - Temperature Extremes (uncommon, major; -3), Vulnerable - Magnetic Attacks (uncommon, major; -3)

Abilities 16 + Skills 6 (24 ranks) + Feats 10 + Powers 97 + Combat 18 + Saves 9 – Drawbacks -6 = 150 / 150

Comments: The famous crab style Decepticon, Rampage, who got a little run in ROTF. There were two versions of him actually, the red one that rumbled with Bumblebee and the yellow one who formed one of the legs of the massive Constructicon, Devastator.
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Re:

Postby Thorpacolypse » Mon Jul 13, 2009 8:18 pm

Thorpacolypse wrote:And the last Autobot special hits the shelves!

Image
Is there a robot doctor in the house?

RATCHET
PL:
11 (205 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 32 (+11) DEX: 14 (+2) CON: 26 (+8) INT: 18 (+4) WIS: 20 (+5) CHA: 14 (+2)

SKILLS: Bluff (+2), Climb 6 (+8), Computers 6 (+10), Concentration 5 (+10), Craft [Electronic] 6 (+10), Craft [Mechanical] 6 (+10), Diplomacy (+2), Disguise (+2/+22), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate (+2/+6), Knowledge [Life Sciences] 6 (+10), Knowledge [Tactics] 4 (+8), Knowledge [Technology] 6 (+10) [Inventor], Languages 1 (English, Base: Cybertronian), Medicine 7 (+12), Notice 6 (+11), Search (+4), Sense Motive 5 (+10) [Assessment], Stealth (+2/+10), Survival (+5), Swim (+2)

FEATS: Accurate Attack, Assessment, Attack Focus (Ranged) (2), Attack Specialization (1) [Saw Blade], Favored Environment (4) [+2 Attack, +2 Dodge in Decepticon Battle Environments], Favored Opponent (2) [+2 against Decepticons], Inventor, Power Attack, Set-Up, Teamwork (2)

POWERS:
Growth 9 (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate [28pp]) [9]

Attack/Def -2, Grapple +8, Stealth -8, Intimidation +4, Space 15ft, Reach 10ft, Strength +18, Con +9
Protection 6 (Extra: Impervious [12pp]) [6]
Impervious Toughness 3 (3pp) [3]
Super-Strength 3 (6pp) [3]
Immovable 2 (2pp) [2]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Morph 4 (Search and Rescue Hummer H2; PF: Metamorph [5pp]) [4]
Machine Gun Blaster 10 (Ballistic; Blast 10, Array, Extra: Auto-Fire [30pp]) [10] - DC:25:tough
AP: Spinning Saw Blade 1 (Strike 1, Extra: Penetrating, PF: Mighty, Improved Critical, Improved Sunder, Weapon Break [1pp]) [11] - DC:26:tough
AP: Blaster Gun 10 (Laser, Extra: Penetrating [1pp]) [10] - DC:25:tough
AP: Healing 9 (Extra: Ranged, PF: Stabilize [1pp]) [9] - DC:19:will


COMBAT: Base Attack +7, Melee +5, Ranged +7, Saw Blade +7, Grapple +28 (+2 attack/grapple in Decepticon Battle Environments) [Unarmed +11 (Bruise); Machine Gun Blast +10, Auto-Fire (Lethal/Bruise); Saw Blade Strike +12, 19-20 Critical (Lethal/Bruise)]; Defense 16 (12 flat-footed, 18 in Decepticon Battle Environments); Init +2; Knockback -13

SAVES: Toughness +14 (+14 flat-footed, +9 Impervious), Fortitude +12, Reflex +7, Will +7

DRAWBACKS: Vulnerable - Temperature Extremes (uncommon, major; -3), Vulnerable - Magnetic Attacks (uncommon, major; -3)

Abilities 37 + Skills 16 (64 ranks) + Feats 16 + Powers 101 + Combat 30 + Saves 11 – Drawbacks -6 = 205 / 205

Comments: Here’s my take on Ratchet. I went to town on him as far as support skills go, gives him ranks in craft electronic and mechanical, as well as medicine AND the Healing power, only because I wasn’t quite sure which to go given the nature of his patients (machines, yet living beings, hard to define per the rules in my mind). Plus, I every good super team needs a tech guy, and Ratchet seems to fit the bill.

He is no slouch in combat by any means, and his Teamwork ranks allow him to give serious help to Ironhide and Optimus in battle, such in the movie where he Ironhide and Jazz took down Brawl with some nifty teamwork.

Clean Up 7/13/2009: Ratchet gets a remodel as I continue my current obsession with the Transformers. Trimmed a lot of fat and made him more dangerous in combat.


Ratchet didn't get much screen time in ROTF but then again, since they were trying to work so many characters in, most of the 'bots saw spot duty only outside of the big guns and Bumblebee. But at least he gets an update and a shiny new pic here, which should be some small consolation to him.
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