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

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Re: #58

Postby Thorpacolypse » Tue Jul 14, 2009 8:51 pm

Thorpacolypse wrote:And J-Mart is back in business with a JAZZY new special in our Transformers line!

Image
Did the people that were bent about Mudflap and Skips actually see this guy in the first movie?

JAZZ
PL:
11 (188 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 28 (+9) DEX: 24 (+7) CON: 22 (+6) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Acrobatics 6 (+13) [Accelerated Acrobatics], Bluff 8 (+11) [Improved Trick, Taunt], Climb 9 (+10), Computers 6 (+8), Concentration (+2), Diplomacy (+3), Disguise (+3/+23), Drive 3 (+10), Escape Artist (+7), Gather Info (+3), Handle Animal (+3), Intimidate (+3/+7), Knowledge [Tactics] 7 (+9), Knowledge [Technology] 6 (+8), Languages 1 (English, Base: Cybertronian), Notice 6 (+8), Search (+2), Sense Motive 8 (+10) [Assessment], Stealth 8 (+15/+7), Survival (+2), Swim (+1)

FEATS: Assessment, Attack Specialization (1) [Unarmed], Attack Specialization (1) [Blast], Challenges (1) [Accelerated Acrobatics], Defensive Attack, Dodge Focus (6), Favored Environment (4) [+2 Attack, +2 Dodge in Decepticon Battle Environments], Improved Critical (1) [Unarmed], Improved Initiative (1), Improved Trick, Leadership, Move-by Action, Power Attack, Taunt, Teamwork (1)

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 4 (Extra: Impervious [8pp]) [4]
Impervious Toughness 3 (3pp) [3]
Immunity 11 (Life Support, Starvation/Thirst, Sleep, Aging [Limited]; 11pp) [11]
Morph 4 (Pontiac Solstice; PF: Metamorph [5pp]) [4]
Leaping 1 (1pp) [1]
Speed 1 (1pp) [1]
Blast 9 (Array; PF: Improved Critical [19pp]) [9] - DC:24:tough


COMBAT: Base Attack +11, Melee +9, Ranged +9, Unarmed +11, Blast +11, Grapple +26 (+2 attack/grapple in Decepticon Battle Environments) [Unarmed +9, 19-20 Critical (Bruise)]; Blast +9, 19-20 Critical (Lethal/Bruise); Defense 20 (11 flat-footed, 22 in Decepticon Battle Environments); Init +11; Knockback -8

SAVES: Toughness +10 (+10 flat-footed), Fortitude +8, Reflex +12, Will +7

DRAWBACKS: Vulnerable -Cold attacks (uncommon, major; -3), Vulnerable -Magnetic Attacks (uncommon, major; -3)

Abilities 34 + Skills 17 (68 ranks) + Feats 23 + Powers 74 + Combat 34 + Saves 12 – Drawbacks -6 = 188 / 188

Comments: The token hip-hop style character from the Transformers movie. He’s built to hit fast and hard, as well as sub for Optimus as leader in a pinch, ergo the Leadership and Inspire feats. The big advantage for Jazz is his speed, he can move faster than any of the Autobots or Decepticons in his robot mode, giving him a better chance against the bigger opponents he faces. He’s also a great team player.

Clean Up 7/14/09: I liked Jazz in the first movie and any character who can pull off a cool death scene is always top notch in my book.


Had to clean up Jazz as I was going through my Transformers builds.
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Re: J-Mart: Bonecrusher, Long Haul, Rampage, Ratchet

Postby Thorpacolypse » Tue Jul 14, 2009 8:57 pm

Getting stocked on Aisle 12 is a new item in our Autobots line. Holla, y'all!

Image
I owe you an apology, Jar-Jar. I thought the annoying, out of place, goofy sidekick bit would die, but come to find out, you're a pioneer.

MUDFLAP AND SKIDS
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 24 (+7) DEX: 18 (+4) CON: 20 (+5) INT: 10 (0) WIS: 10 (0) CHA: 12 (+1)

SKILLS: Acrobatics 5 (+9), Bluff 8 (+9) [Taunt], Climb 5 (+6), Computers 3 (+3), Diplomacy (+1), Disguise (+1/+21), Drive 3 (+7), Escape Artist (+4), Gather Info (+1), Handle Animal (+1), Intimidate (+1/+3), Knowledge [Popular Culture] 4 (+4), Knowledge [Technology] 3 (+3), Notice 4 (+4), Search 4 (+4), Stealth 4 (+8/+3), Swim (+1)

FEATS: Attack Specialization (2) [Blast], Defensive Attack, Dodge Focus (3), Evasion (1), Favored Environment (1) [+1 Dodge in Decepticon Battle Environments], Improved Initiative (1), Move-by Action, Power Attack, Set-Up, Taunt, Teamwork (1)

POWERS:
Growth 6 (Extras: Action [Continuous], Flaw: Permanent, PF: Innate [19pp]) [6]

Attack/Def -1, Grapple +5, Stealth -5, Intimidation +3, Space 10ft, Reach 10ft, Strength +12, Con +6, Carrying Strength +5
Protection 4 (Extra: Impervious [8pp]) [4]
Impervious Toughness 2 (2pp) [2]
Super-Strength 1 (2pp) [1]
Immunity 11 (Life Support, Starvation/Thirst, Sleep, Aging [Limited]; 11pp) [11]
Morph 4 (Pontiac Solstice; PF: Metamorph [5pp]) [4]
Blast 9 (Array; PF: Improved Critical [19pp]) [9] - DC:24:tough


COMBAT: Base Attack +6, Melee +5, Ranged +5, Blast +9, Grapple +17 (+1 attack/grapple in Decepticon Battle Environments) [Unarmed +7 (Bruise); Blast +9 (Lethal/Bruise)]; Defense 18 (12 flat-footed, 19 in Decepticon Battle Environments); Init +8; Knockback -7

SAVES: Toughness +9 (+9 flat-footed, +6 Impervious), Fortitude +8, Reflex +7, Will +4

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

Abilities 16 + Skills 11 (44 ranks) + Feats 14 + Powers 66 + Combat 24 + Saves 10 – Drawbacks -6 = 135 / 135

Comments: Ah, yes, the Jar-Jars of ROTF, Mudflap and Skids. OK, to hit the big topic with them, NO I did not think they were the incredibly racist characters some people though. I am black, and not one of my black friends that saw the movie was offended or was I. Were they stereotypical, yes. Was, Jazz? Yes. Is Tracy Morgan’s character in the G-Force movie? Yep. And on and on. It ain’t the end of the world, folks, let’s not blow them out of proportion.

Despite their Jar-Jar-ness, they had a couple of funny moments and I did love Mudflap’s “battle” with Devastator. Funny stuff. They’re not gonna be a real threat to any of the bigger Decepticons, but they can be an annoyance and good set up for the big hitters. I should have given them Improved Grab for that Kung Fu grip, but I suppose that can be gained with a hero point. :wink:
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Re: J-Mart: Bonecrusher, Long Haul, Rampage, Ratchet

Postby Thorpacolypse » Tue Jul 14, 2009 9:19 pm

Check out this new item in getting stocked on Aisle 16. It's a J-Mart Favorite item.

Image
Harry Dresden - Wizard
Lost items found. Paranormal Investigations.
Consulting. Advice. Reasonable Rates.
No Love Potions. Endless Purses or Other Entertainment.


HARRY DRESDEN
PL:
11 (195 pp) – OPL: 11; DPL: 11

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

SKILLS: Bluff 11 (+12) [Taunt], Climb (+2), Concentration 9 (+12), Craft [Chemical] 8 (+12), Diplomacy 7 (+8), Disguise (+1), Escape Artist (+2), Gather Info 11 (+12) [Contacts], Handle Animal (+1), Intimidate (+1), Investigate 8 (+12), Knowledge [Arcane Lore] 8 (+12) [Artificer, Ritualist], Knowledge [Streetwise] 4 (+8), Notice 7 (+10), Profession [Private Investigator] 5 (+8), Search 6 (+10), Sense Motive 7 (+10), Sleight of Hand 6 (+8), Stealth 6 (+8), Survival (+3), Swim (+2)

FEATS: Artificer, Attack Focus (Melee) (4), Benefit (1) [White Council Membership], Contacts, Dedication, Dodge Focus (2), Equipment (7), Improved Initiative (1), Luck (2), Minions (7) [Bob], Power Attack, Ritualist, Sidekick (15) [Mouse], Speed of Thought, Taunt, Tough (1)

BLASTING ROD ENHANCED FEATS: Accurate Attack, Attack Specialization (2) [Mystic Fire Blast], Improved Aim

WIZARD STAFF ENHANCED FEATS: Attack Specialization (2) [Mystic Trip]

LASH ENHANCED FEATS: Eidetic Memory, Luck (1)

POWERS:
Immunity 1 (Aging [Flaw: Limited]; 1pp) [1]
Super Senses 4 (Array; Magical Awareness [Acute, Extended [4pp]) [4]
AP: Clairaudience 2 (Auditory, PF: Ultimate Effort [Ultimate Notice Check]; 1pp) [3]
AP: The Sight 4 (Super Senses 10 [True Sight], Flaw: Tiring, Check Required [Concentration], PF: Eidetic Memory [1pp]) [4]

Fuego! (Mystic Fire Blast 9, Array, Flaw: Check Required [Concentration], Power Drawback: Full Power [uncommon, minor; -1]; [9pp]) [9] - DC:24:tough
AP: Ventas Servitas! (Trip 9, Extra: Knockback, Flaw: Check Required [Concentration], Power Drawback: Full Power [uncommon, minor; -1]; [1pp])
AP: Telekinesis 4 (Extra: Perception Range, Flaw: Check Required [Concentration]; [1pp])

Soulgaze 10 (Telepathy 10; Extra: Affects Others, Flaw: Sense Dependent [Eye Contact], Limited to subconscious thoughts, Uncontrolled [5pp]) [10] - DC:20:will
Force Ring 2 (Device, Hard to Lose, Flaw: Unreliable [5 uses before needing recharge]; [10pp traits]; 6pp) [2]

Mystical Force Bludgeoning Strike 9 (PF: Extended Reach [10pp]) [9] - DC:24:tough
Blasting Rod 1 (Device 1, Easy to Lose [5pp traits]; 3pp) [1]
Removes Full Power Drawback from Mystic Fire Blast Array (1pp) [1]
Enhanced Feats 4 (see Feats [4pp])

Wizard Staff 2 (Device 2, Easy to Lose [10pp traits]; 6pp) [1]
Removes Full Power Drawback from Mystic Trip (1pp) [1]
Enhanced Feats 2 (see Feats [2pp])
Bludgeoning Strike 2 (PF: Mighty, Improved Critical, Improved Block, Improved Disarm, Extended Reach [7pp]) – DC:19:tough

Shield Bracelet 2 (Device 2, Hard to Lose [10pp traits]; 8pp) [2]
Mystic Force Field 7 (Extra: Affects Others, Flaw: Ablative, PF: Progression x2 [5 others]; [10pp])
Silver Pentacle 1 (Device 1, Hard to Lose [5pp traits]; 4pp) [1]
Mind Shield 3 (3pp) [3]
Light Control 2 (Flaw: Check Required [Concentration]; 2pp) [2]

Lash Influence 2 (Container 2, Flaw: Check Required [Will Save against DC15 to avoid ablative influence; [10pp traits]; 8pp) [2]
Hellfire Boost 4 (Boost 4 [Mystic Fire Blast]; 4pp)
Comprehend 2 (Speak, Understand all Languages [4pp])
Enhanced Feats 2 (see Feats [2pp])


EQUIPMENT:
(35ep)

Enchanted Leather Duster (Protection 3, Subtle [4ep]) [3]
Arsenal (13ep):
Masterwork Heavy Pistol (Blast 5, PF: Accurate [Limited - +1 to hit]; 11ep) [5]
Silver Dagger (Strike 1, PF: Improved Critical, Mighty, Thrown [1ep]) [1] - DC:18:tough
Sword Cane (Strike 3, PF: Improved Critical, Mighty, Subtle [1ep]) [3] - DC:20:tough
Vehicle (8ep):
The Blue Beetle (Mid Size Car archetype, PF: Indestructible, Flaw: Unreliable)
Headquarters (10ep):
Size - Diminutive, Toughness - 12, Magic Defense System, Laboratory, Living Space, Library, Magic Security System, Power: Little Chicago, Summoning Circle [7ep])

COMBAT: Base Attack +5, Melee +9, Ranged +5, Blasting Rod Mystic Fire Blast +9, Wizard Staff Trip +9, Wizard Staff Force Strike +9, Heavy Pistol +6, Grapple +11 [Unarmed +2 (Bruise); Mystic Fire Blast +9 (Bruise/Lethal); Hellfire Mystic Fire Blast +13 (Bruise/Lethal); Trip Knockback +9 (Bruise); Force Strike +9 (Bruise); Heavy Pistol +5 (Lethal/Bruise); Wizard Staff +4, 19-20 Critical (Bruise); Silver Dagger +3, 19-20 Critical (Lethal/Bruise); Sword Cane +5, 19-20 Critical (Lethal/Bruise)]; Defense 18 (13 flat-footed); Init +8; Knockback -3 (-7 with Mystic Force Field)

SAVES: Toughness +7 (+7 flat-footed, +14 with Mystic Force Field), Fortitude +6, Reflex +5, Will +10 (+13 against Mental Effects)

DRAWBACKS: Power Loss - Soulgaze on creatures of Nevernever and previous targets (uncommon, minor; -1), Power Loss - Boundaries (Warded places or when not invited into "home", Magic powers go to half ranks, doubles time of Ritualist and Artificer (uncommon, minor; -1)

Abilities 32 + Skills 26 (104 ranks) + Feats 56 + Powers 49 + Combat 22 + Saves 12 – Drawbacks -2 = 195 / 195

Comments: OK, taking a break from the big alien robots. I agonized over this build for WEEKS, blowing it up and starting over twice before deciding to post it because I love and hate Harry Dresden so much. I love him because he’s a great character and I love the books.

I hate him because I am continually losing sleep reading those damn books because I CANNOT PUT THEM DOWN.

And I am not a reader anymore. For the most part, time with the fam and other equally important ventures (like building MnM characters and fantasy football and the like) took too much of my decreasing free time for real reading. Reading comics and TBPs is about the most I have done in ages, but I am hooked on these books something fierce, blowing through the first two in a matter days. I’m now mostly through the 6th and rolling on to probably being into the 7th by tomorrow. Great, great reads.

In the Dresdenverse, Harry is the only openly practicing wizard in the city of Chicago. He’s sometimes functions as a private detective that can use spells to locate cheating spouses and such, but most of the time, he’s embroiled in some nasty supernatural business involving evil wizards, werewolves, vengeful spirits, wicked Sidhe (Faerie) queens who would be statted at about PL20 and at odds with the White Council, the governing body of wizards. He’s usually broke, always in a crappy situation and usually lets his anger and sense of chivalry get him into trouble that the author, Jim Butcher (a fellow Missourian, yippee!), has a great knack for getting him out of in well-thought out, yet not usually obvious ways. As a wizard, Harry is one of the most powerful in world, but is, as he puts it, a magical “thug” being able to destroy a building in a blast, but not being able to perform very technical spells like glamours and veils. And even though he can cut loose with a powerful attack, the act usually leaves him drained and he generally has to think and/or focus on what he’s doing so I based just about everything on concentration checks. He also generally requires a medium for him to focus with like a rod or staff. And I used his mother’s silver pentacle as a focus tool for him to boost any of his effects up to his PL ranks, instead of taking him to full ranks and adding a drawback for him to lose them without something to give him focus.

I may go back and do a PL12 version since I may have undersold him, but for now, I’m pretty satisfied with him. Bob on the other hand…

Bob is Harry’s confidant and magical lab assistant for all intents and purposes. He’s actually a spirit from the Nevernever (the spirit/magical realm in the Dresdenverse) who has eons of magical knowledge and he helps Harry with potion and magical item creation as well as being a great source of historical magical information. Did I mention he lives in a skull? And is a TOTAL horndog? He's a great foil for Harry and adds a needed touch of humor to the usually heavy situations.

Like I said, I love the books and I hope I did him justice in this build which represents him around the 3rd or 4th book. Input from the Dresden diehard is always welcome, and look for more builds from the series, like Karrin Murphy, Michael, Billy and The Alphas and some vamps once I get through this Transformers run.

Clean Up 8/30/2009: OK, after reading more Dresden books, I updated Harry as of White Knight-ish. I kept the PL the same, but I changed his powers around a bit to match up with where he is in that book. I plan on going back to make a PL9 Harry to represent where I see him where he is when the series starts.

Still reworking Bob and Mouse, being about the wisest and one of the most entertaining characters in that series, gets his own post coming up shortly.

Image
Arrrr, aye, aye Captain!

BOB
PL:
8 (90 pp) – OPL: 8; DPL: 0

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

SKILLS: Bluff (+1), Concentration (+1), Craft [Chemical] 13 (+23), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info 10 (+11) [Contacts, Well-Informed], Handle Animal (+1), Intimidate (+1), Knowledge [Arcane Lore] 13 (+23) [Artificer], Knowledge [History] 5 (+15), Notice (+1), Search (+10), Sense Motive 7 (+8), Stealth (+1), Survival (+1)

FEATS: Artificer, Contacts, Eidetic Memory, Well-Informed

POWERS:
Immunity 30 (Fortitude Effects [30pp]) [30]
Insubstantial 4 (Flaws: Permanent, No Effective Strength [12pp]) [3]
Flight 3 (6pp) [3]
Possession 3 (Array, Flaw: Full Round Action [9pp]) [3]
AP: Telekinesis 4 (PF: Precise [1pp])
AP: Quickness 6 (Flaw: Mental Quickness) and Concealment 2 [Normal Vision]; 1pp)


COMBAT: Base Attack +0, Melee +0, Ranged +0, Grapple +0 [Unarmed +0 (Bruise)] Defense 10 (10 flat-footed); Init +1; Knockback 0

SAVES: Toughness +0 (+0 flat-footed) Fortitude NA, Reflex +1, Will +10

DRAWBACKS: Weakness – When outside of skull without permission, -1 Will per minute, can be fatal [uncommon, irresistible; -6], Vulnerable – Boundaries, Wards [uncommon, irresistible; -4]

Abilities 16 + Skills 12 (48 ranks) + Feats 4 + Powers 59 + Combat 0 + Saves 9 – Drawbacks -10 = 90 / 90

Comments: You just can’t beat Bob. He's a hoot in the books and an invaluable aid to Harry with his hundreds of years of magical knowledge and contacts. With his help, Harry can cut down his potion creation time (Artificer) down to nil compared to how long the MnM system says it is supposed to take, which is WAY to long in my opinion. He can also possess Harry's cat, Mister (who does not get built as a minion because...well, he's a cat and they do whatever the hell they want, I have two so I know) when he needs to go out and about in the daylight.
Last edited by Thorpacolypse on Tue Jan 19, 2010 1:21 pm, edited 2 times in total.
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby Arkrite » Tue Jul 14, 2009 9:34 pm

"just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face"

That's one solid Dresden build, I approve.

The fact that you gave the Blue Beetle the indestructable feat will be making me laugh for weeks to come.

As for upping the power, I'd say hold off on that until you get farther into the books, and maybe a "current" version.

And as a warning to others: What has happened to myself and Thorpacolypse can happen to you too.

Don't start reading these books until you can afford to give up your next few weekends! (and most of your paychecks on the rest of the books in the series) ;~)
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby luketheduke86 » Wed Jul 15, 2009 2:08 am

Oh my god! A Dresden build?!? *suppresses girlish squeal* Great job Thorp! I think all the mechanics you used for his magic does an excellent job capturing that "Dresden" feel. I myself got addicted to Dresden books back when Wordmaker included him in his storyline :D. Now I know you've been busy so I will refrain from requesting any Dresden supporting characters for now.*cough Murphy cough* *cough Michael cough* Oh and no sidekick: Mister for Harry? :wink:.
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby Thorpacolypse » Wed Jul 15, 2009 8:12 pm

Arkrite wrote:"just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face"

That's one solid Dresden build, I approve.

The fact that you gave the Blue Beetle the indestructable feat will be making me laugh for weeks to come.

As for upping the power, I'd say hold off on that until you get farther into the books, and maybe a "current" version.

And as a warning to others: What has happened to myself and Thorpacolypse can happen to you too.

Don't start reading these books until you can afford to give up your next few weekends! (and most of your paychecks on the rest of the books in the series) ;~)


Thanks, Arkrite. Those books are like crack to me, and part of the reason the Mart hit a lull for a while there. I am almost through Blood Rites and I have Dead Beat on the bedside table ready to start as soon as I finish it. It's pitiful.

My friend who hooked me on the books was the one that insisted I give the Beetle the Indestructible feat because it may not start sometimes, but you can't keep it down! Any car that survive the plant monster thing and mold demons and all the times Harry gets shot at it totally deserves that feat. 8)


luketheduke86 wrote:Oh my god! A Dresden build?!? *suppresses girlish squeal* Great job Thorp! I think all the mechanics you used for his magic does an excellent job capturing that "Dresden" feel. I myself got addicted to Dresden books back when Wordmaker included him in his storyline :D. Now I know you've been busy so I will refrain from requesting any Dresden supporting characters for now.*cough Murphy cough* *cough Michael cough* Oh and no sidekick: Mister for Harry? :wink:.


Let your girlish squeal out, Luke, we're all friends here. There's no judgment. :wink:

Michael and the other Knights of the Cross are coming shortly and Murphy should be up by the weekend. I have a few more Transformers to complete and then I'll move on to the Dresdenverse and other things that have caught my fancy lately.

And like I said above, Mister does not count as a Minion because like most cats, he does whatever he damn well pleases the greater majority of the time. Mouse, however, will make it into the rewrites that are inevitable as I read more books.
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Re:

Postby Thorpacolypse » Wed Jul 15, 2009 8:50 pm

Thorpacolypse wrote:And the Transformers specials keep on rolling out!

Image
Punk ass Decepticon...

IRONHIDE
PL:
12 (222 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 34 (+12) DEX: 18 (+4) CON: 28 (+9) INT: 14 (+2) WIS: 16 (+3) CHA: 12 (+1)

SKILLS: Acrobatics 5 (+9), Bluff (+1), Climb 6 (+8), Computers 6 (+8), Concentration (+3), Diplomacy (+1), Disguise (+1/+21), Drive 4 (+8), Escape Artist (+4), Gather Info (+1), Handle Animal (+1), Intimidate 7 (+8/+13), Knowledge [Tactics] 8 (+10), Knowledge [Technology] 6 (+8), Languages 1 (English, Base: Cybertronian), Notice 7 (+10), Search (+2), Sense Motive 8 (+11) [Assessment, Combat Clarity], Stealth 6 (+10/+0), Survival (+3), Swim (+2)

FEATS: All-out Attack, Assessment, Attack Focus (Ranged) (2), Challenges (1) [Combat Clarity], Cunning Fighter, Defensive Attack, Dodge Focus (4), Elusive Target, Favored Environment (4) [+2 Attack, +2 Dodge in Decepticon Battle Environments], Favored Opponent (2) [+2 Damage Against Decepticons], Improved Aim, Improved Critical (2) [Blast Array, Unarmed], Improved Initiative (1), Improved Ranged Disarm, Power Attack, Precise Shot (1), Quick Draw (1), Teamwork (2), Ultimate Effort (1) [Ultimate Aim]

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 5 (Extra: Impervious [10pp]) [5]
Impervious Toughness 5 (5pp) [5]
Super-Strength 3 (6pp) [3]
Immovable 2 (2pp) [2]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Morph 4 (GMC Topkick C4500 Pickup; PF: Metamorph [5pp]) [4]
Hand Cannons 12 (Ballistic Blast 12, Array, Extra: Penetrating [36pp]) [12] - DC:27:tough
AP: Machine Guns 12 (Ballistic Blast 12, Extra: Auto-Fire [1pp]) [12] - DC:27:tough
AP: Missile Launcher 12 (Ballistic Blast 12, Extra: Targeted Area Explosion 6 [1pp]) [12] - DC:27:tough
AP: Chain Gun 12 (Ballistic Blast 12, Extra: Targeted Area Burst [1pp]) [12] - DC:27:tough


COMBAT: Base Attack +8, Melee +6, Ranged +8, Grapple +31 (+2 attack/grapple in Decepticon Battle Environments) [Unarmed +12, 19-20 Critical (Bruise); Hand Cannons +12, 19-20 Critical (Lethal/Bruise); Machine Guns +12, 19-20 Critical, Auto-Fire (Lethal/Bruise); Missile Launcher +12, 19-20 Critical (Lethal/Bruise); Chain Gun +12. 19-20 Critical (Lethal/Bruise)]; Defense 18 (11 flat-footed, 20 in Decepticon Battle Environments); Init +8; Knockback -14

SAVES: Toughness +14 (+14 flat-footed +10 Impervious), Fortitude +14, Reflex +8 Will +7

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

Abilities 32 + Skills 16 (64 ranks) + Feats 28 + Powers 111 + Combat 28 + Saves 13 – Drawbacks -6 = 222 / 222

Comments: The master blaster of the Autobots. Ironhide is a combat machine (no pun intended) who can lay the hurt on an opponent in several different ways. He can alter his caps as needed for whatever type of opponent he is facing and is surprisingly agile, as he showed with his iconic twisting and flipping while blasting move in the final battle.

Clean Up 7/15/09: Ironhide gets a reworking. I probably could have moved him down to PL11 but considering he's supposed to be the next toughest after Optimus, he keeps the PL12 for now.


Ironhide gets a clean up as I continue my current Transformers obsession. I also updated Brawl and Blackout as well and all 3 builds are on Page 7.

Ah, Page 7...back in my salad days of building. Seems like just yesterday when the J-Mart was new. Now, I'm an old grizzled building veteran watching these young whippersnapper builders coming up, with their newfangled IE8 compatible Roll Call here. Back in my day, we didn't have these dadblasted new color pallets and such, and all their custom feats from those shiny new source books, consarn it! We had just had our two core books and we liked it, by cracky!
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby Arthur Eld » Wed Jul 15, 2009 8:52 pm

Two core books?

Sir, I envy you.
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby Arkrite » Wed Jul 15, 2009 9:03 pm

For Mouse I'd say wait until you're finished the most currently released book.

Sadly I suspect Mouse will have a higher wisdom than any other Dresden Files character ;~)
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby Thorpacolypse » Sat Jul 18, 2009 9:53 am

Well, our shipment from Cybertron is just about completely unloaded and we hope to have all the merchandise on the shelves by end of day if Dante and Randal will get to work.

..Ahem, boss...pics...?

@#$*@#$(! Fine, Randal, I'll do this myself. Check out this SHOCKING special on Aisle 12.

Image
Not only is he a good guy alien robot, he's environmentally conscious, too.

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

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

SKILLS: Acrobatics 5 (+10), Concentration (+1), Disguise (+0/+20), Escape Artist (+5), Languages 1 (English, Base: Cybertronian), Notice (+1), Search 4 (+5), Sense Motive 6 (+7), Stealth (+5), Survival (+1)

FEATS: Attack Specialization (1) [Unarmed], Attack Specialization (1) [Electrical Array], Defensive Attack, Dodge Focus (2), Favored Environment (4) [+2 Attack, +2 Dodge in Decepticon Battle Environments], Improved Initiative (1), Power Attack, Set-Up, Teamwork (1)

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 4 (Extra: Impervious [4pp]) [4]
Impervious Toughness 4 (4pp) [4]
Immunity 11 (Life Support, Starvation/Thirst, Sleep, Aging [Limited]; 11pp) [11]
Morph 4 (Chevrolet Volt; PF: Metamorph [5pp]) [4]
Electrical Strike 9 (Strike 9, Array; Extra: Penetrating, PF: Extended Reach x3, Split Attack [22pp]) [9] - DC:24:tough
AP: Electrical Blast 9 (Blast 9 [1pp]) [9] - DC:24:tough


COMBAT: Base Attack +9, Melee +7, Ranged +7, Unarmed +9, Electrical Array +9, Grapple +23 (+2 attack/grapple in Decepticon Battle Environments) [Unarmed +8 (Bruise); Electrical Strike +9 (Bruise/Lethal); Electrical Blast +9 (Bruise/Lethal)]; Defense 18 (12 flat-footed, 20); Init +9; Knockback -9

SAVES: Toughness +10 (+10 flat-footed, +8 Impervious), Fortitude +7, Reflex +10, Will +5

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

Abilities 18 + Skills 4 (16 ranks) + Feats 13 + Powers 77 + Combat 34 + Saves 10 – Drawbacks -6 = 150 / 150

Comments: Poor Jolt. He was purely in the movie so they could show off the Chevy Volt, the upcoming hybrid electric car, as his alt form. He got into the last big battle and had a key moment with Optimus’ “remodeling” but got no dialogue and there’s no real pics of his rendering out on the net that I could find. But he at least got into the movie so take that Swindle, Payload, Dreadwing, Depth Charge and all you other Transformers that have to wait until 2012 for a shot at the big screen!
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby MDSnowman » Sat Jul 18, 2009 2:12 pm

Man Thor, I need to go back and update my Harry now.
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby Thorpacolypse » Sat Jul 18, 2009 6:25 pm

MDSnowman wrote:Man Thor, I need to go back and update my Harry now.


I just started Dead Beat and I feel like I need to update mine already. The problem with that, and some of my upcoming Dresdenverse builds is that I don't want them to be too spoiler-ish as I really enjoyed letting the stories unfold with no real prior info about his world. I really made the "oh, poop" moments feel like "oh, poop" moments.

I'll probably split the difference on some of the builds, like Susan and Thomas, who I plan on building as of Storm Front and Fool Moon and just lay off my usual comments.
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby Thorpacolypse » Sat Jul 18, 2009 6:40 pm

Keeping that Transformers run going, check out this new addition to our Decepticon line on Aisle 12.

Image
Sure, he can hack into a military satellite, dial a cell phone in Paris from space, coordinate global communication between dozens of alien robots, but he still can't pick up NFL Network.

SOUNDWAVE
PL:
11 (240 pp) – OPL: 10; DPL: 11

ABILITIES: STR: 32 (+11) DEX: 18 (+4) CON: 24 (+7) INT: 20 (+5) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 4 (+8), Bluff 6 (+8), Climb (+1), Computers 10 (+15), Concentration (+2), Diplomacy (+2), Disguise (+2/+22), Escape Artist (+4), Gather Info 11 (+13) [Contacts, Well-Informed], Handle Animal (+2), Intimidate 6 (+8/+13), Knowledge [Current Event] 5 (+10), Knowledge [Technology] 10 (+15), Notice 8 (+10), Pilot 4 (+8), Search 6 (+11), Sense Motive 6 (+8), Stealth (+4/-6), Survival (+2), Swim (+1)

FEATS: Accurate Attack, Contacts, Favored Environment (4) [+2 attack, +2 Dodge in Autobot Battle Environments], Improved Initiative (1), Power Attack, Set-Up, Sidekick (28) [Ravage and Insecticons], Teamwork (1), Well-Informed

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 2 (2pp) [2]
Super-Strength 2 (4pp) [2]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Datalink 6 (Flaw: Touch Range [5pp]) [6]
Communication 15 (Radio, Flaw: Limited [Decepticons only]; 15pp]) [15]
Comprehend 2 (Speak, Understand all languages [4pp]) [2]
Morph 4 (Cybertronian Satellite; PF: Metamorph [5pp]) [4]
Blast 10 (20pp) [10]


COMBAT: Base Attack +8, Melee +6, Ranged +6, Grapple +29 (+2 attacks/grapple against Autobots) [Unarmed +11 (Bruise); Blast +10 (Lethal/Bruise)]; Defense 16 (12 flat-footed, 18 in Autobot Battle Environments); Init +8; Knockback -11

SAVES: Toughness +14 (+14 flat-footed, +9 Impervious), Fortitude +13, Reflex +5 Will +7

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

Abilities 32 + Skills 19 (76 ranks) + Feats 39 + Powers 112 + Combat 32 + Saves 12 – Drawbacks -6 = 240 / 240

Comments: The longtime Transformers fan fave got a little run in ROTF where he mainly served as the Decepticons communications coordinator. I know several fans were disappointed that he didn't have a larger role, but again, there's the 3rd movie coming and I thought his role in the movie was pretty cool.

Most of this was conjecture from general movie 'bot workings but I hit the communication issues and his partners, so that should really cover what he does for the Decepticons at this point.
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby Thorpacolypse » Sat Jul 18, 2009 6:51 pm

Our biggest item in our Transformers line hits the Aisle 12 shelves.

Image

DEVASTATOR
PL:
15 (245 pp) – OPL: 15; DPL: 11.5

ABILITIES: STR: 50 (+20) DEX: 12 (+1) CON: 36 (+13) INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb 6 (+6/+14), Concentration (+1), Craft [Structural] 6 (+6), Diplomacy (-1), Disguise (-1), Escape Artist (+1), Gather Info (-1), Handle Animal (-1), Intimidate (-1/+9), Notice 4 (+5), Sense Motive (+1), Stealth (+1/-19), Survival (+1)

FEATS: Attack Focus (Melee) (4), Fearsome Presence (6), Improved Grab, Improved Grapple

POWERS:
Growth 20 (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate [61pp]) [20]

Attack/Def -12, Grapple +20, Stealth -20, Intimidation +10, Space 40ft, Reach 20ft, Strength +40, Con +20, Carrying Strength +25
Super-Strength 1 (2pp) [1]
Chains 1 (Active Container 1 [5pp traits]; 5pp)
Additional Limbs 3 (5 chains [3pp])
Enhanced Skills 2 (Climb 8 ranks [2pp])
Protection 10 (Extra: Impervious [20pp]) [10]
Impervious Toughness 2 (2pp) [2]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Move Object 15 (Air, Extra: Cone Area, Flaw: Limited [only towards Devastator]; 30pp) [15] - DC:25:ref
LP: Corrosion 12 (Flaw: Requires Grapple [24pp]) – DC:22/27:fort/tough
Immovable 5 (Extra: Unstoppable [10pp]) [5]
Gestalt 6 (6pp)


COMBAT: Base Attack +14, Melee +6, Ranged +2, Grapple +47 [Unarmed +20 (Bruise)]; Defense 10 (4 flat-footed); Init +1; Knockback -22

SAVES: Toughness +23 (+23 flat-footed, +12 Impervious), Fortitude +15, Reflex +2, Will +5

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

Abilities 8 + Skills 4 (16 ranks) + Feats 12 + Powers 171 + Combat 52 + Saves 8 – Drawbacks -10 = 245 / 245

Comments: Devastator was an easy build except for his suction thing. He’s mega-huge, strong, and real tough and that’s pretty easy to stat. I went with a Move Object effect with an air descriptor for his suction effect leading into Corrosion with the resulting grapple when they get within ranged, but I may change it if something else pops into my head. I assume he has some sort of blast like all the Transformers in the movie but he never used one so I didn’t put it in. It would be easy enough to Power Stunt, though.

I slapped Gestalt on there on, too, even thought that power has always befuddled me. But I suppose there is very few better examples of the intent of the power than the Constructicons.
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Re: J-Mart: Ratchet, Jazz, Mudflap and Skids, Harry Dresden

Postby Thorpacolypse » Sat Jul 18, 2009 6:59 pm

More Decepticons keep rollin' on to Aisle 12!

Image
Big wheels keep on turnin'...

DEMOLISHOR
PL:
12 (180 pp) – OPL: 12; DPL: 11

ABILITIES: STR: 44 (+17) DEX: 16 (+3) CON: 30 (+10) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 3 (+5), Climb (+1), Computers 5 (+5), Concentration (+1), Disguise (+0/+20), Escape Artist (+2), Intimidate 6 (+6/+14), Knowledge [Tactics] 4 (+4), Knowledge [Technology] 4 (+4), Languages 1 (English, Base: Cybertronian), Notice 5 (+6), Sense Motive (+1), Stealth (+2/-10), Survival (+1), Swim (+1)

FEATS: Attack Focus (Melee) (5), Dodge Focus (1), Favored Environment (2) [+2 Attack in Decepticon Battle Environments], Fast Overrun, Improved Initiative (2), Move-by Action

POWERS:
Growth 16 (Extra: Duration [Continuous], Flaw: Permanent; PF: Innate [49pp]) [16]

Attack/Def -8, Grapple +16, Stealth -16, Intimidation +8, Space 30ft, Reach 15ft, Strength +32, Con +16, Carrying Strength +20
Protection 9 (Extra: Impervious [18pp]) [9]
Impervious Toughness 2 (2pp) [2]
Super-Strength 3 (6pp) [3]
Immunity 11 (Life Support, Starvation/Thirst [Limited], Sleep, Aging [Limited]; 11pp) [11]
Immovable 4 (Extra: Unstoppable [8pp]) [4]
Speed 4 (4pp) [4]
Morph 4 (Terrax O&K RH400 Excavator ; PF: Metamorph [5pp]) [4]


COMBAT: Base Attack +12, Melee +5, Ranged +0, Grapple +41 (+2 attack/grapple in Autobot Battle Environments) [Unarmed +17 (Bruise)]; Defense 13 (10 flat-footed); Init +10; Knockback -19

SAVES: Toughness +19 (+19 flat-footed, +11 Impervious), Fortitude +16 Reflex +5, Will +7

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

Abilities 14 + Skills 7 (28 ranks) + Feats 10 + Powers 103 + Combat 36 + Saves 14 – Drawbacks -6 = 180 / 180

Comments: The guy who helped set the tone for ROTF, Demolishor. When you realize that the big scene that got you hyped up about the movie was in the OPENING scene, you knew this was going to be a big time movie.
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