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scc wrote:I really look forward to all the fights you have lined up. Especially The General versus the JLA. Should be alot of fun. I really enjoy being on this thread. Hope this Cottonmouth writeup doesn't get me kicked off.
Doc Cosmic wrote:Very Nice Aquaman. I am a huge fan of the Peter David run on the series.
Plus, that picture is great...I love the "What Now?" look on Orin's face LOL
Thorpacolypse wrote:scc wrote:I really look forward to all the fights you have lined up. Especially The General versus the JLA. Should be alot of fun. I really enjoy being on this thread. Hope this Cottonmouth writeup doesn't get me kicked off.
Are you kidding me? Cottonmouth is just the type of merchandise we love to hype at J-Mart! Why, I may just change the fight to the JLA vs. Cottonmouth!
Thorpacolypse wrote:Another member of our Family Special hits the shelves on Aisle 1!
Papa, can you hear me?...
PL: 12 (185 pp)
ABILITIES: STR: 34 (+12/+8) DEX: 12 (+1) CON: 38 (+14/+12) INT: 10 (0) WIS: 13 (+1) CHA: 8 (-1)
SKILLS: Bluff (-1), Climb (+9), Concentration (+1), Diplomacy (-1), Disguise (-1), Escape Artist (+1), Gather Info (-1), Handle Animal (-1), Intimidate 14 (+13) [Mass Intimidation], Tactics 8 (+8), Notice 4 (+5), Sense Motive 6 (+7), Stealth (+1), Survival (+1), Swim (+9)
FEATS: All-out Attack, Attack Focus (Melee) (4), Attack Specialization (2) [Beta-Club], Challenges (1) [Mass Intimidation], Chokehold, Crushing Pin, Dodge Focus (2), Endurance (2), Improved Grab, Improved Grapple, Power Attack, Rage (2) [10 rounds], Takedown Attack (1), Tough (2)
Growth (Extras: Action [Continuous], Flaw: Permanent, PF: Innate) 
Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Impervious Toughness 
Immunity (Aging, Disease, Poison) 
Beta Club (Device, Hard to Lose [50pp], PF: Indestructible) 
Cosmic Energy Blast (Extra: Penetrating [45pp])  - DC:30:tough
AP: Pain (Flaw: Range [Ranged Cone] 1pp)  - DC:19:will
AP: Strike (Extra: Penetrating; PF: Mighty, Improved Critical, Improved Sunder, Weapon Break [1pp])  - DC:30:tough
AP: Paralyze (Extra: Ranged Cone Area [1pp]) – DC:25:will
Regeneration (Recovery Rate)
Bruised: Recovery Rate 1/round 
Injured: Recovery Rate 1/5 minutes 
Disabled: Recovery Rate 1/20 minutes 
Ability Damage: Recovery Rate 1/20 minutes 
PF: Persistent, Regrowth, True Resurrection
COMBAT: Base Attack +5, Melee +8, Ranged +4, Beta Club +8, Grapple +27, Raging Grapple +29 [Unarmed +12 (Bruise), Raging Unarmed +14 (Bruise), Beta Club Strike +15, 19-20 Critical (Bruise), Beta Club Blast +15 (Bruise)]; Defense 17 (12 flat-footed); Init +1; Knockback -13 (-4 flat-footed)
SAVES: Toughness +16 (+16 flat-footed, +10 Impervious) Fortitude +16 [Endurance] Reflex +3 Will +5
Abilities 43 + Skills 8 (32 ranks) + Feats 22 + Powers 82 + Combat 22 + Saves 8 – Drawbacks 0 = 185 / 185
Comments: Kalibak, the eldest of Darkseid’s sons, the most loyal, yet most underappreciated. But don't make the mistake of shortchanging him. He's a powerhouse of the highest order.
I almost set him at PL12 but I wanted to make sure he could hang with Orion and Supes if need be. I never saw him use his Beta Club, so those powers come out of some internet research. If I missed anything that couldn't be easily handled some HP use, please let me know.
Update 10/11/07: Took Kalibak down to PL12. After reviewing my other higher PL builds, Kalibak seemed out of place.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
Batgirl III wrote:If I can make a suggested lineup for the Thorpacoverse JLA, I would go with: Superman, Wonder Woman, Batman... Black Lighting, Vixen, Steel, Green Lantern John Stewart, and Onyx.
Yes, there is a theme there.
Thorpacolypse wrote:JOSIAH X
PL: 10 (150 pp)
ABILITIES: STR: 24  (+7/+3) DEX: 22  (+6/+2) CON: 24 (+7/+2) INT: 20 (+5/0) WIS: 16 (+3) CHA: 14 (+2)
SKILLS: Acrobatics 4 (+10), Bluff (+2), Climb 3 (+10), Concentration (+3), Diplomacy 6 (+8), Disguise (+2), Escape Artist (+6), Gather Info 6 (+8), Handle Animal (+2), Intimidate 10 (+12) [Startle], Investigate 3 (+8), Knowledge [Streetwise] 4 (+9), Knowledge [Theology and Philosophy] 7 (+12), Notice 5 (+8), Perform [Oratory] 8 (+10), Profession [Minister] 4 (+7), Search 4 (+9), Sense Motive 6 (+9) [Assessment], Stealth 4 (+10), Survival (+3), Swim (+7)
FEATS: All-out Attack, Armor Proficiency, Assessment, Challenges (Combat Diplomacy), Chokehold, Defensive Attack, Diehard, Dodge Focus (1), Elusive Target, Endurance (1), Evasion (1), Improved Critical (1) [Unarmed], Inspire (2), Leadership, Power Attack, Startle, Takedown Attack (2), Uncanny Dodge [Visual]
Enhanced Strength 
Enhanced Constitution 
Enhanced Dexterity 
Enhanced Intelligence 
Immunity (Intoxication) 
Shield (Device, Easy to Lose [10pp]) 
Shield (3pp) 
Strike (PF: Improved Critical x2, Mighty, Thrown [7pp])  - DC:25:tough
Chain Mail (Protection [3ep]) 
Cell Phone, Mini-Tracer (2ep)
COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +18 [Unarmed +7, 19-20 Critical (Bruise), Shield Strike +10, 18-20 Critical (Bruise)]; Defense 20 (13 flat-footed); Init +6; Knockback -5 (-2 flat-footed)
SAVES: Toughness +10 (+10 flat-footed), Fortitude +10 [Endurance], Reflex +9 [Evasion], Will +7
Abilities 24 + Skills 19 (76 ranks) + Feats 20 + Powers 45 + Combat 32 + Saves 10 – Drawbacks 0 = 150 / 150
Round 1: No one is surprised so we’ll just go with initiative. The order is as follows: Bobby 17, White Knight 12, Josiah X 11, Skinheads 6. For Bobby, I’m just using the stats for a Kid from the main MnM book and the Skinheads are Thugs. I’m going to give Josiah an extra HP for the complication of the kid.
There are 22 skinheads total that are working with the White Knight, 10 in front of Josiah and Bobby, 12 behind them with the Knight. Bobby will hold his action and wait for Josiah. The White Knight will hold also and wait for his thugs to soften Josiah up a bit before acting. Josiah X will light into the 10 thugs in front to clear a path for Bobby to run. Josiah has Takedown Attack 2, so he will go after has many as he can. I’ll rule that he can hit all 10 of them on this round. He strikes with his shield and rolls adjusted 21, 12, 19, natural 19 (critical), 22, 25, natural 20 (crit), 15, 23 and 25, all hits. The mooks that aren’t automatically dropped by the crits need to save against Toughness 25, which none of them make their save against so they are all dropped. With only two left, Josiah will have Bobby take off running. He will use an all-out action to haul it down the street. The White Knight will continue to hold. 7 of the 12 remaining thugs will attack Josiah X, 1 will take off after Bobby, the others will have to hold. They all miss.
Round 2: I’m going to use the Pursuit rules for the chase with Bobby and Brother Jason. Both are moving all out and I will give Bobby the standard 8 lengths lead. Bobby tries to Pull Ahead, Brother Jason rolls to Surge, Bobby beats him 13 to 3. Bobby increases his speed by a ¼ and moves even further ahead of Brother Jason.
The White Knight continues to hold. Josiah is able to reach 8 of the remaining 11 skinheads. He continues to attack with his Shield. He gets adjusted 16, 14, 26, 17, 21, 17, 26 and 20. Hmmm…I must not have been paying attention the first round, the thugs CANNOT make that save. They all fall. Since none of the others in the first round made their save, my oversight is a moot point. The three remaining skinheads attack Josiah…they all miss.
Round 3: White Knight prepares so step into the fray. He fire blasts Josiah X, getting an adjusted 20, which hits. Josiah has to save at 26, only gets a 12…hp to re-roll…he gets a 21 to take a bruised and stunned condition. He also suffers Knockback of 50 feet down the street. I’m not going to make him take any damage from the Knockback and it eliminates any attacks from the thugs this round since he is out of range.
Bobby and Brother Jason are still running. They will try the exact same maneuvers again. Geez, Bobby beats him 16 to 1. I am ruling that Bobby will get away.
Round 4: Josiah will spend the round gathering himself. The White Knight will simply take a move action to move up 30ft and the thugs will spend the round making a double move to close in on him.
Round 5: I’ll lump this together with round 4 since nothing really happened then. The Knockback actually worked to Josiah’s advantage, especially since I would think that the White Knight would be too cocky to follow up right away. Josiah will have to use a move action to get up and will be able to attack one of the thugs right away. He hits and the thug falls. Both of the other thugs fail in their attacks. Brother Jason double moves his way back.
Round 6: The White Knight holds his action. Josiah X takes out the remaining 2 thugs. Brother Jason stops a ways up the street to watch and see what happens. The White Knight blasts Josiah again, but misses with a 17.
Round 7: The White Knight gets another shot at Josiah X and hits with a 27. Josiah bombs the save again with a 6, uses his last HP to re-roll, gets a 22 to take another bruised condition. He attacks the White Knight with an All-Out/Power Attack for 3, +3/-3 attack, -3 defense, +3 damage. The White Knight makes his save with a 28.
Round 8: The White Knight swings at Josiah with his flaming aura strike, hitting with a 20. Josiah gets a 19 on the save, taking another bruised and stunned condition. With no HP, he’ll have forfeit his round. I’ll give him an HP for that if he gets through it.
Round 9: The Knight is going to try and end this. He’ll All-Out/ Power Attack for 5, +5/-5 attack, -5 defense, +5 damage. Ooh, Natural 20. So Josiah has to save at a cosmic 36! He gets an adjusted 21 for the save and he’s out. I’ll ignore the Knockback damage because it’s pointless, but I will let him fly. He’ll save his HP.
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