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

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Postby Thorpacolypse » Tue Oct 16, 2007 8:40 pm

Check on this special on Aisle 2. This one is hard to keep track of...

Image
Once you go blue, you never go back, baby...

MYSTIQUE
PL:
10 (150 pp) – OPL: 9 [10]; DPL: 9 [10]

ABILITIES: STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 20 (+5)

SKILLS: Acrobatics 10 (+15) [Accelerated Acrobatics, Acrobatic Bluff, Improved Trick], Bluff 8 (+13/+17) [Attractive, Improved Trick, Taunt], Climb (+2), Computers 6 (+8), Concentration 6 (+9), Diplomacy (+5/+9) [Attractive], Disable Device 6 (+8), Disguise (+5), Drive (+5), Escape Artist 4 (+9), Gather Info (+5), Handle Animal (+5), Intimidate (+5), Investigate (+2), Knowledge [Streetwise] 5 (+7), Medicine (+3), Notice 7 (+10), Pilot 3 (+8), Profession (+3), Ride (+5), Search 5 (+7), Sense Motive 7 (+10), Sleight of Hand (+5), Stealth 8 (+13), Survival (+3), Swim (+2)

FEATS: Acrobatic Bluff, Attack Specialization (1) [Firearms], Attack Specialization (1) [Unarmed], Attractive (1), Beginner's Luck, Challenges (1) [Accelerated Acrobatics], Defensive Roll (2), Dodge Focus (6), Equipment (3), Grappling Finesse, Improved Critical (1) [Unarmed], Improved Initiative (1), Improved Trick, Jack-of-All-Trades, Luck (1), Quick Draw (1), Sneak Attack (1), Taunt, Uncanny Dodge (Auditory)

POWERS:
Immunity 1 (Aging [1pp]) [1]
Morph 7 (Humanoids, Array, PF: Precise [15pp]) [7]
AP: Shapeshift 2 (10pp traits; Flaw: Check Required [Concentration]; 1pp) [2]
Psi-Blocks 1 (Device 1, Hard to Lose [5pp traits]; 4pp) [1]

Mind Shield 5 (5pp) [5]

EQUIPMENT:
(15ep)

Leather Outfit (Protection 1 [1ep]) [1]
Commlink (1ep)
Twin Light Machine Pistols (Ballistic Blast 4, Extra: Auto-Fire, PF: Split Attack; 40 ft range, Small [13ep]) [4] - DC:19:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Unarmed +12, Firearms +12, Grapple +15 [Unarmed +2, 19-20 Critical (Bruise); Machine Pistols +4, Auto-Fire (Lethal)] Defense 22 (13 flat-footed); Init +9; Knockback -3

SAVES: Toughness +6 (4 flat-footed), Fortitude +5, Reflex +9, Will +7 (+12 against Mental Effects)

DRAWBACKS:

Abilities 40 + Skills 20 (80 ranks) + Feats 27 + Powers 21 + Combat 32 + Saves 10 – Drawbacks 0 = 150 / 150

Comments: Everybody’s favorite blue-skinned, morphing, sometimes anti-hero, Mystique. I built her as “classic” Mystique without the whole new Shape-shifting deal. As expected, her area of expertise is stealth and spying, but she can hold her own in the fight most of the time. I have a great role for her coming up in one of my storylines.

Clean Up 1/28/09: Mystique gets a tweak. I wanted to work in her Shapeshifting abilities without overpowering her and without going past 150pp so I think having it as an AP with a flaw works pretty well. Plus, it always seems like she is avoiding getting her mind read, so I through in some Psi-Blocks for flavor

And just because I love Rebecca... :)

Image
Last edited by Thorpacolypse on Sun Jan 17, 2010 10:00 am, edited 2 times in total.
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Postby Thorpacolypse » Tue Oct 16, 2007 8:43 pm

Cyrith wrote:So, I don't know that I'll be a regular employee(call me seasonal if need be) but I did notice that there was a lack of stock in the Video Game aisle. I've decided to try and help rectify that with a little build a did after buying the 15 anniversary collection of a childhood icon. It's a little different than the one in my private stock, but I think in a good way.

Mega Man(Rock)



Welcome to the J-Mart Team, Cyrith! I used to love Mega Man, even though I sucked at it, on my Gameboy.

Keep those video game builds a'comin'!
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Postby Thorpacolypse » Tue Oct 16, 2007 8:50 pm

Another special hits the Aisle 3 shelves. This is a Night Time Only special!

Image
Be afraid of the dark...

THE DARKNESS PC
PL:
10 (150 pp) - OPL: 10; DPL: 10

ABILITIES: STR: 22 [16] (+6/+3) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3)

SKILLS: Bluff 5 (+9/+12) [Attractive], Climb (+6), Concentration 6 (+7), Diplomacy 4 (+8/+11) [Attractive], Disguise (+3), Escape Artist (+3), Gather Info 7 (+10) [Contacts], Handle Animal (+3), Intimidate 7 (+10), Knowledge [Arcane Lore] 4 (+6), Knowledge [Streetwise] 6 (+8), Notice (+1), Profession [Mobster] 7 (+8), Search (+2), Sense Motive 6 (+7), Stealth 7 (+10), Survival (+1), Swim (+6)

FEATS: All-out Attack, Assessment, Attack Focus (Ranged) (2), Attack Specialization (1) [Firearms], Attractive (1), Benefit (2) [Status – Darkness Wielder, Wealth], Contacts, Defensive Roll (1), Dodge Focus (5), Equipment (4), Improved Initiative (1), Luck (1), Precise Shot (1), Quick Draw (1)

POWERS:
The Darkness (Container, Flaw: Limited [Only in darkness]; 65pp) [13]

Shield (2pp) [2]
Protection (5pp) [5]
Enhanced Strength (8pp) [8]
AP: Additional Limbs (Tentacles, PF: Improved Grab [1pp]) [4]
AP: Super Senses (Darkvision, Precognition [Flaw: Uncontrolled], Detect [Fear, Extended]; 1pp) [7]
Super-Movement (Wall-Crawling [2pp]) [2]
AP: Leaping (1pp) [2]
Summon Minion (Extra: Horde, General Type [Demons], PF: Mental Link, Progression x3 [28pp]) [6]
AP: Create Object (PF: Precise, Tether, Subtle, Progression x4 [1pp]) [10]
AP: Weapon Creation (20pp Array [1pp]) [4]
Sample Weapons:


Regeneration (Recovery Bonus +5 [5pp])
Regeneration (Recovery Rate [10pp)

Bruised: Recovery Rate 1/round [1]
Injured: Recovery Rate 1/1 minute [3]
Disabled: Recovery Rate 1/20 minutes [3]
PF: Diehard, Regrowth, Persistent [3]

EQUIPMENT:
(20ep)

Cell phone (1ep)
Arsenal (19ep):
Twin Heavy Pistols (PF: Split Attack [16ep]) [4] - DC:19:tough
Heavy Machine Pistol (Extra: Auto-Fire [1ep]) [4] - DC:19:tough
Sniper Rifle (PF: Improved Critical, Extended Range [1ep]) [5] - DC:20:tough
Knife (PF: Improved Critical [1ep]) [1] - DC:22:tough

COMBAT: Base Attack +8, Melee +8, Ranged +10, Firearms +12, Grapple +10, Darkness Grapple +14 [Unarmed +6 (Bruise), Heavy Pistol +4 (Lethal), Sniper Rifle +5 (Lethal)]; Defense 19 (12 flat-footed, 21 with Darkness); Init +7; Knockback

SAVES: Toughness +4 (+3 flat-footed, +9 with Darkness, +8 flat-footed with Darkness), Fortitude +5, Reflex +6, Will +7

DRAWBACKS: Vulnerable -Light attacks [-3]

Abilities 28 + Skills 15 (60 ranks) + Feats 23 + Powers 52 + Combat 24 + Saves 11 – Drawbacks -3 = 150 / 150

Comments: I just read a one shot called Unholy Union with Dr. Strange, Ghost Rider, The Hulk, Witchblade and this character, The Darkness. I had seen a couple of Darkness builds around and so I did a little research and I immediately became fond of the character and decided to work him up.

Wiki him if you want the whole deal, but long story short, Jackie Escatado is the current wielder of the power known as the Darkness, the opposing force of the Angelus, the light of the universe. Previous incarnations of said forces spawned The Witchblade, which most of you are probably far more familiar with. Jackie himself is a mob boss, who generally is a thug, but operates with a sense of honor. He and The Witchblade had have to team up several times, even though they both (claim to) dislike each other.

The Darkness allows Jackie to create darkness objects and summon minions who attack his foes for him. The big flaws with his powers is that they disappear in the light, but he can overcome that by using shadows and other manufactured sources of darkness, ergo, the drawback as opposed to a flaw on the container.

Witchblade is coming shortly. And if any of you can let me know where I can get a copy of the Darkness/Batman crossover comic, I would be eternally grateful!

Clean Up 11/21/07: Since I finally posted The Witchblade, now seemed like the time to clean up The Darkness. Godfallen sent me some good info about Jackie, so I updated him as he mentioned. Now Jackie has Tentacles with a Strike ability, the ability to sense (smell, actually) Fear and has a better arsenal.

Clean Up 11/25/07: OK, here is Jackie Version 3.0. More changes to the Darkness Container, including making it limited to dark areas, removing Create Object (because I have yet to see him make something other than minions, and if he needs it, I'll Power Stunt it because I added another rank of Luck) and refined that whole tentacle thingy. Next thing I'll do is work up some minions as Chronogoblin suggested. You could use the imps and demons from the back of the main source book if you want, but Jackie's "boys" are a little more refined than that. Plus, with 90pp to play with, they can do a lot more than the archetypes in the book.

Clean Up 11/26/07: No, not another tweak to the build (yet) but as requested, here are some builds of Jackie's minions, at least as I have seen them so far. As noted above, his Summon Minion is set at 6 ranks so his minions have to be PL6/90pp at max. If you want Darkling Dogs, Darkling Hawks, whatever, build away!

Clean Up 2/2/08: Of course, you knew had to work up my boy Jackie in playable format before long. I overwrote my original NPC build with this one and I am pretty happy with it. Pretty much the same as my other Darkness builds, just trimmed down a few notches. He can still summon 10 Darklings at will which is usually more than enough to handle any comparable level foes.

DARKLING IMPS
PL:
6 (90 pp) - OPL: 6; DPL: 6

ABILITIES: STR: 14 (+2) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 12 (+1) CHA: 8 (-1)

SKILLS: Acrobatics 4 (+7), Bluff (-1), Climb (+2), Concentration (+1), Diplomacy (-1), Disguise (-1), Escape Artist (+3), Gather Info (-1), Handle Animal (-1), Intimidate 6 (+5), Notice (+1), Search (-1), Sense Motive (+1), Stealth 8 (+11), Survival (+1), Swim (+2)

FEATS: Attack Focus (Ranged) (1), Chokehold, Equipment (2), Fearsome Presence (3), Improved Initiative (1), Teamwork (1), Tough (2)

POWERS:
Shrinking (Extra: Continuous, Flaw: Permanent, PF: Innate) [4]

Atk/Def +1, Grapple -4, Stealth +4, Intimidate -2, Space 5ft, Reach 5ft, Carrying x3/4
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]

EQUIPMENT:
(10ep)

Cell Phone (1ep) [Note: C'mon, what self respecting gangsta imp does NOT have a cell phone?]
Arsenal (Weapon Array [7ep]):
Light Pistol (6ep) [3] - DC:18:tough
Knife (PF: Thrown [1ep]) [1] - DC:18:tough

COMBAT: Base Attack +6, Melee +6, Ranged +7, Grapple +8 [Unarmed +2 (Bruise), Light Pistol +3 (Lethal), Knife +1, 19-20 Critical (Lethal)] Defense 18 (15 flat-footed); Init +7; Knockback -2 (-1 flat-footed)

SAVES: Toughness +4 (+4 flat-footed), Fortitude +4, Reflex +6, Will +2

DRAWBACKS:

Abilities 16 + Skills 4 (16 ranks) + Feats 11 + Powers 29 + Combat 24 + Saves 6 – Drawbacks 0 = 90 / 90


Comments: Some of Jackie’s main minions, the imps. Very effective in numbers.

---------------------------------------------------------------------------

DARKLING DEMONS
PL:
6 (90 pp) - OPL: 6; DPL: 6

ABILITIES: STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 9 (-1) WIS: 10 (0) CHA: 6 (-2)

SKILLS: Acrobatics 2 (+3), Bluff (-2), Climb 3 (+9), Diplomacy (-2), Disguise (-2), Escape Artist (+1), Gather Info (-2), Handle Animal (-2), Intimidate 11 (+9) [Startle], Search (-1), Stealth (+1), Swim (+6)

FEATS: Attack Focus (Melee) (4), Chokehold, Fearsome Presence (3), Improved Grapple, Startle, Teamwork (1)

POWERS:
Super-Strength [1]
Leaping [1]
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
Protection [2]
Flight [2]

COMBAT:
Base Attack +2, Melee +6, Ranged +2, Grapple +13 [Unarmed +6 (Bruise)] Defense 15 (13 flat-footed) Init +1; Knockback -3 (-1 flat-footed)

SAVES: Toughness +7 (+7 flat-footed), Fortitude +9, Reflex +4, Will +2

DRAWBACKS:

Abilities 19 + Skills 4 (16 ranks) + Feats 12 + Powers 31 + Combat 14 + Saves 10 – Drawbacks 0 = 90 / 90


Comments: Here are the bigger demons Jackie sometimes summons. Bigger and stronger and a little more effective against tougher opponents.

------------------------------------------------------------------------------

DARKLING BRUTES
PL:
6 (90 pp) - OPL: 6; DPL: 6

ABILITIES: STR: 26 (+8) DEX: 10 (0) CON: 18 (+4) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2)

SKILLS: Bluff (-2), Climb 2 (+6), Concentration (-1), Diplomacy (-2), Disguise (-2), Gather Info (-2), Handle Animal (-2), Intimidate 12 (+10), Notice (-1), Search (-2), Sense Motive (-1), Stealth (-4), Survival (-1), Swim (+4)

FEATS: Attack Focus (Melee) (2), Chokehold, Fearsome Presence (4), Improved Grab, Improved Grapple

POWERS:
Growth (Extras: Action [Continuous], Flaw: Permanent, PF: Innate) [4]
Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Super-Strength [3]
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
Protection (Extra: Impervious) [5]
Impervious Toughness [2]


COMBAT: Base Attack +2, Melee +3, Ranged +1, Grapple +18 [Unarmed +8 (Bruise)]; Defense 13 (11 flat-footed); Init +0; Knockback -7 (-2 flat-footed)

SAVES: Toughness +9 (+9 flat-footed, +7 Impervious), Fortitude +11, Reflex +2, Will +1

DRAWBACKS:

Abilities 2 + Skills 3 (12 ranks) + Feats 9 + Powers 55 + Combat 10 + Saves 11 – Drawbacks 0 = 90 / 90


Comments: Jackie’s tanks. Big, dumb and hard to handle in melee.

------------------------------------------------------------------------------

DARKLING SERPENTS
PL:
6 (90 pp) - OPL: 6; DPL: 6

ABILITIES: STR: 24 (+7) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2)

SKILLS: Bluff (-2), Climb (+1), Concentration (-1), Diplomacy (-2), Disguise (-2), Escape Artist (+1), Gather Info (-2), Handle Animal (-2), Intimidate 11 (+9), Notice (-1), Search (-2), Sense Motive (-1), Stealth (-5), Survival (-1), Swim (+1)

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

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

Attack/Def -1, Grapple +6, Stealth -6, Intimidation +3, Space 10ft, Reach 10ft, Strength +12, Con +6, Carrying Strength +5
Super-Strength [3]
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
Protection (Extra: Impervious) [3]
Elongation [2]
Strike (PF: Mighty, Improved Critical) [1]
- DC:23:tough

COMBAT: Base Attack -1, Melee +3, Ranged -1, Grapple +21 [Unarmed +7 (Bruise), Bite Strike +8, 19-20 Critical (Lethal)] Defense 14 (12 flat-footed); Init +1; Knockback -5 (-1 flat-footed)

SAVES: Toughness +7 (+7 flat-footed, +3 Impervious), Fortitude +8, Reflex +5, Will +1

DRAWBACKS:

Abilities -4 + Skills 2 (8 ranks) + Feats 12 + Powers 60 + Combat 10 + Saves 10 – Drawbacks 0 = 90 / 90


Comments: My take on the Darkling serpent-thingys that Jackie calls on. From the pic below, you can see that I went for the giant snake-like creatures that specialize in grappling their opponents and then laying a vicious bite on them. If I did my Strength math right, they should be able to pick up a car and fling it, just like that interpretation below.


And this second pic STILL ROCKS!

Image
Last edited by Thorpacolypse on Sat Feb 02, 2008 10:16 pm, edited 12 times in total.
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Postby JoshuaDunlow » Tue Oct 16, 2007 8:58 pm

On Aisle 2 we have a special look back on some of our favorite heroines, and where they started out. First up is the sexy british model, Betsy Bradock.

Image

Psylocke, Power Level: 10 (191pp), Real Identity: Elizabeth "Betsy" Bradock, Identity: Secret, Occupation: Adventurer, Ex Government Agent, Ex Model, Citizenship: United Kingdom, Place of Birth: Braddock Manor, England, Known Relatives: James Braddock Sr. (Father, deceased), Elizabeth Braddock (mother, deceased), James "Jamie" Hr. (brother), Brian Braddock (Captain Brittain, brother), Group Affiliantions: Strike, X-Men, Height: 5'10", Weight: 155 lbs, Eyes: Blue, Hair: Blonde, died purple, Trade Offs: -3 Attack, +3 DC for Telepathy

Abilities [22pp]: Strength 10 (+0), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 16(+3), Wisdom 16 (+3), Charisma 16(+3)
Saves [13pp]: Toughness +7, Fortitude 3 (+5), Reflexes 4 (+5), Willpower 6 (+9)
Combat [28pp]: Base Attack +6, Base Defense +8 (+4 flatfooted), Initiative +3, Grapple +6, Knockback -3
Attack (dc): Unarmed +0, Mental Blast +10 (dc 20), Mind Control (dc 22), Illusion (dc 22), Stun (Dc 18/dc14 Burst)
Skills [14pp]: Acrobatics 4 (+5), Bluff 5 (+8), Computers 2 (+5), Diplomacy 3 (+5), Drive 4 (+5), Gather Information 4 (+7), Intimidate 4 (+7), Investigation 6 (+9), Knowledge: Arcane 2 (+5), Knowledge: Behavior Science 2 (+5), Knowledge: Civics 2 (+5), Knowledge: Current Events 2 (+5), Knowledge: History 2 (+5), Knowledge: Streetwise 2 (+5), Notice 4 (+7), Pilot 5 (+6), Profession: Model 6 (+9), Search 5 (+8)
Feats [11]: Attractive 2, Benefit (Use wisdom for Initiative), Connected, Contacts, Defensive Roll 2, Dodge Focus 1, Elusive Target, Improved Trip, Redirect, Teamwork 1,
Powers [99pp]:
Astral Projection 5 [Power Feats: Dimensional (Astral)] (26pp)
Mental Blast 10 [Power Feats: Affect Insubstantial, AP: Mental Blast ] (42pp)
Psylocke's mental blast is considered to be her most powerful ability next to her Telepathy, and can affect the physical world and not just the mental world. Her psi blast is so powerful, she's been able to pierce the juggernaughts helmet. But i don't know how to simulate. Normally i would have included this in the Telepathic array, but this far exceeds the limitations.
-AP: Mental "Psycho" Blast 10 [Flaw: Alternate Save (Toughness), Extra: Penetrating]
Super Senses 5 [Precognition (Acute; Flaws: Uncontrolled)] (3pp)
Telepathy 12 [Power Feats: 4 alternate powers] (28pp)
Psylocke is considered a Premier Telepath in the Marvel Universe, which surprises even me! But hey, this is betsy. Her psionic butterfuly aura seems to be a trademark effect of her power, however it has not been stated wether or not this is a visible affect or not.
-AP: Illusion 12 [All Senses; Power Feats: Progression 2 (25'), Selective; Flaws: Limited (one subject), Phantasm]
-AP: Mind Control 12
-AP: Stun 8 [Alternate Power: Stun 4 (Extra: Area (Burst), Selective Attack, Ranged), Extra: Ranged]
-AP: Telelocation
Devices [4pp]:
Lightweight Armor 1 [Hard to Remove]
-Protection 3
-Immunity 2 [Cold and Heat Temperatures]
Equipment []: ?
Drawbacks []: Not sure if her power is noticeable or not. So i went with not.
Complications: Secret Identity, Eyes are Bionic (and transmit to mojo world; without them she is blind), Worthy to take the mantle as Captain Britain
Last edited by JoshuaDunlow on Wed Oct 17, 2007 7:31 am, edited 3 times in total.
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Postby Thorpacolypse » Tue Oct 16, 2007 9:00 pm

Shifting our focus back to Aisle 1, check out this special!

Image
Yeah, punk, told you my pit stank would knock you out! I'm not even gonna have throw this car at you!

MAJOR FORCE
PL:
12 (225 pp) - OPL: 12; DPL: 12

ABILITIES: STR: 42 (+16/+4) DEX: 10 (0) CON: 42 (+16/+4) INT: 10 (0) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb (+16), Concentration 6 (+6), Diplomacy (-1), Disguise (-1), Gather Info (-1), Handle Animal (-1), Intimidate 15 (+14) [Startle], Knowledge [Tactics] 6 (+6), Sense Motive 7 (+7), Survival 6 (+6), Swim (+16)

FEATS: All-out Attack, Dodge Focus (2), Improved Grapple, Power Attack, Startle, Takedown Attack (1)

POWERS:
Enhanced Strength [24]
Enhanced Constitution [24]
Blast (Darkforce Energy, PF: Split Attack [32pp]) [16]
- DC:31:tough
AP: Blast (Darkforce Energy, Extra: Auto-Fire) [10] - DC:25:tough
AP: Create Object (Darkforce Energy, PF: Tether) [15]
Immortality [1]
Immunity (Life Support, Starvation, Thirst) [11]
Impervious Toughness (Extra: Absorption [Energy], Energy Storage, Power Magnet) [12]
(Flaws: Limited [against Energy attacks only], Side-Effect [Temporal Movement "Quantum Leaps"]

PF: Slow Fade (1pp per 10 minutes)
Absorption Effects:
AP: Boost (Super-Strength) [12]

COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +36 [Unarmed +16 (Bruise)]; Defense 18 (13 flat-footed); Init 0; Knockback -14 (-4 flat-footed)

SAVES: Toughness +16 (+16 flat-footed, +12 Impervious vs. Energy), Fortitude +16, Reflex +2, Will +2

DRAWBACKS:

Abilities 14 + Skills 10 (40 ranks) + Feats 7 + Powers 162 + Combat 28 + Saves 4 – Drawbacks 0 = 225 / 225


Comments: A great DC villain and the man responsible for the creation of the Women In Refrigerators concept, the demented Major Force. He’s got all the powers of Captain Atom and mental state of Sabretooth on a bad day. He’s a beast.

As you would expect, I basically altered my Captain Atom template a bit and applied to the Major. He hits harder, but not as often and he’s not quite the energy absorber the Captain is, although he does have considerable absorption abilities. One thing he can do that Atom can’t is create Darkforce constructs and because of his ability to access that Darkforce energy, his blast does not have the fades flaw, he can keep creating that energy as he needs it. It was noted he created a new hand from the Darkforce energy when one of his was blown off.
Last edited by Thorpacolypse on Tue Sep 16, 2008 7:12 pm, edited 1 time in total.
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Postby Chronogoblin » Tue Oct 16, 2007 9:07 pm

Thorpacolypse wrote:Check on this special on Aisle 2. This one is hard to keep track of...


Image
Once you go blue, you never go back, baby...


Ah, I knew there was a reason why blue is my fav color... ;) :twisted:
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Postby Thorpacolypse » Tue Oct 16, 2007 9:17 pm

Our first build in our Wrestler Line is J-Mart posted build #300!!! And it is an EPIC build!!!

Image
Whatcha gonna do, brother, when HULKAMANIA runs wild on you!?!?!?!!!

HULK HOGAN
PL:
8 (120 pp)

ABILITIES: STR: 20 (+6) DEX: 10 (0) CON: 20 (+5) INT: 13 (+1) WIS: 14 (+2) CHA: 22 (+6)

SKILLS: Bluff (+6) [Taunt], Climb (+5), Concentration (+2), Diplomacy 4 (+10) [Connected], Disguise (+6), Gather Info (+6), Handle Animal (+6), Intimidate 4 (+10), Notice (+2), Perform [Oratory] 4 (+10), Profession [Pro Wrestler] 10 (+12), Search (+1), Sense Motive 6 (+8), Survival (+2), Swim (+5)

FEATS: Attack Focus (Melee) (4), Attack Specialization (1) [Unarmed], Connected, Fast Overrun, Improved Critical (1) [Unarmed], Improved Grab, Improved Grapple, Improved Initiative (1), Improved Overrun, Inspire (3), Luck (2), Takedown Attack (1), Taunt, Teamwork (1), Tough (1)

POWERS:
Hulked Up (Alternate Form, Flaw: Triggered [only when in danger of losing fight] 40pp) [8]
Super-Strength (2pp) [1]
Protection (Extra: Impervious [8pp]) [4]
Enhanced Feats:
Endurance, Stunning Attack [2pp]
Shield (2pp) [2]
Atomic Leg Drop (Strike, Extra: Penetrating, Flaw: Opponent must be prone and stunned, PF: Improved Critical x5, Mighty [15pp]) [5]
- DC:25:tough
Regeneration: Recovery Bonus +4 (4pp)
Regeneration: Recovery Rate

Bruised 1/round no rest (3pp)
Staggered 1/round (4pp),

COMBAT: Base Attack +2, Melee +6, Ranged +2, Unarmed +8, Grapple +14, Hulked Up Grapple +15 [Unarmed +5, 19-20 Critical (Bruise), Atomic Leg Drop +10, 15-20 Critical (Bruise)]; Defense 16 (12 flat-footed); Init +4; Knockback -3 (-1 flat-footed, -7 Hulked Up, -3 flat-footed Hulked Up)

SAVES: Toughness +6 (+6 flat-footed, +10 Hulked Up), Fortitude +8, Reflex +3, Will +5

DRAWBACKS:

Abilities 39 + Skills 7 (28 ranks) + Feats 21 + Powers 32 + Combat 12 + Saves 9 – Drawbacks 0 = 120 / 120


Comments: YA KNOW, BROTHER, WHEN THE J-MART WAS GETTING READY TO POST BUILD #300, THERE WAS ONLY ONE MAN WORTHY OF SUCH AN HONOR, BROTHER...THE HULKSTER!!!

NOW I KNOW ALL YOU GOOD LITTLE HULKAMANIACS OUT THERE ARE SAYING YOUR PRAYERS, TAKING YOUR VITAMINS, LISTENING TO YOUR FOLKS AND TAKING YOUR STEROI...I MEAN, MORE VITAMINS BUT LET ME TELL YA, BROTHER, THAT AIN'T ALL THERE IS TO BEING LIKE THE HULKSTER!!! YOU GOTTA GET A REALITY TV SHOW, TOO!

OK, I'm through yelling. Here is a build I've been holding for a while. When I first started this thread, I wanted to do some wrestler builds and try to make some builds that used the system to semi-replicate a "real" wrestling match, since wrestling is one my guilty pleasures. After pondering that for a while, and realizing that it would take more work than I really wanted to put it in on it, I decided to build the CHARACTERS that a lot of the legends worked so hard to create. So here is my first, The Immortal Hulk Hogan!

You'll see that he has Alternate Form for "Hulking Up", that point in the match where all of a sudden, his eyes are bulging, the "punches" from the other wrestler don't hurt him and then he points at the other guy and you know it's over. I used the triggered flaw, which I hope I calculated right. Regardless, this should be a fun build to run with! The Rock, Ric Flair, Sting and others are coming in the near future.

And thanks to everyone who's lent their builds to J-Mart to get the inventory up to 300 builds! I hope we have 300 more in us at least! :)
Shop J-Mart!

Service with a smilie! :)
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Postby Unknown Soldier » Tue Oct 16, 2007 9:22 pm

Man, you've got to do Hawk and Animal, the Black Machismo, and Andre the Giant!
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Postby Thorpacolypse » Tue Oct 16, 2007 9:25 pm

Unknown Soldier wrote:Man, you've got to do Hawk and Animal, the Black Machismo, and Andre the Giant!


Andre and the Legion of Doom/Road Warriors were on the list, but the other was not. But I will add him in!

And thanks for shopping at J-Mart!
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Postby Cyrith » Wed Oct 17, 2007 7:35 am

Since we're now doing wrestlers, I give you the Larger then Life, Living Legend himself

Image

Would you PLEASE, shut the h#ll up!

Chris Jericho

Power Level: 8 (120 power points)

Abilities: STR 18(+4) DEX 16(+3) CON 20(+5) INT 18(+4) WIS 14(+2) CHA 24(+7)

Skills: Acrobatics 8 (+11), Bluff 12 (+19), Notice 4 (+6), Perform (Oratory) 8 (+15), Perform (Singing) 4 (+11), Perform (String Instruments) 8 (+15), Profession (Heavy Metal Singer) 6 (+8), Profession (Pro Wrestler) 6 (+8)

Feats: Accurate Attack, All-out Attack, Ambidexterity, Assessment, Attack Specialization (Unarmed), Attractive, Defensive Attack, Endurance, Fascinate (Bluff), Improved Defense, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Improved Throw, Improved Trip, Luck, Master Plan, Power Attack, Sneak Attack, Stunning Attack, Taunt, Ultimate Effort (Skill (Bluff))

Powers:

Combat: Attack +5 Defense 15 (Flat-footed: 12) Initiative +7
Grapple: +9 (Attack - +5,Strength - +4,Size - +0)

Saves: Toughness +5 Fortitude +10 Reflex +7 Willpower +6

Lifting: 300 lb.

Complications:
Enemy (HHH), Enemy (Stephanie McMahon), Reputation (Arrogant)

Cost Summary:
Ability 50 + Skills 14 (56 Ranks) + Feats 23 + Powers 0 + Combat 20 + Saves 13 = 120 / 120

I used Thorpacolypse's Hogan build as an abilities bench mark. No powers for the Ayatollah of Rock and Rolla, but he can still get in there and do some damage against other PL8 wrestlers. Not to mention make them all feel very bad about themselves with his godlike ability to Bluff and Taunt[/i]
Maturity is knowing you were an idiot in the past. wisdom is knowing you'll be an idiot in the future. Common sense is trying not to be an idiot right now.

Cyrith's Semi-Originals.
http://www.atomicthinktank.com/viewtopic.php?t=19211
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Postby Batgirl III » Wed Oct 17, 2007 7:41 am

Thor "Apacolypse" Thorpacolypse: Whoo! Have we got a show toooo-nite! Let's go ringside! Bee-Gee?

"Bee-Gee" That's right, I'm here ringside for tonights charity event! The Brawl in the Mall! Where the WWF's own--

Randal "The King" Lounger: It's WWE now.

"Bee-Gee" Shut up, Randal! Where the WWE's own World Wrasslin' Champion has agreed to take on an unranked newcomer! But this ain't exactly any rookie!

Thor "Apacolypse" Thorpacolypse: Whoo! That's right brothers! Here on J-Mart Pay Per V--

Randal "The King" Lounger: and sisters...

Thor "Apacolypse" Thorpacolypse: Randal, shut up! *ahem* Here on J-Mart Pay Per View we're gonna bring you the best wrasslin' match evar seen by mankind!

Randal "The King" Lounger: and womankind...

Thor "Apacolypse" Thorpacolypse: SHUT UP RANDAL!

"Bee-Gee" Why are you going on about women, Randal?

Randal "The King" Lounger: B-because... I... want to be one.

"Bee-Gee" ....
Thor "Apacolypse" Thorpacolypse: ....

Batgirl III wrote:Image
She-Hulk
Power Level 11 (165pp)

STR: 10[30; 40] (+0/+10/+15) DEX: 16 (+3) CON: 10[30] (+0/+10) INT: 18 (+4) WIS: 14 (+2) CHA: 18 (+4)

Toughness (+10 Impervious; +15 Impervious), Fortitude 0 (+10), Reflex 0 (+3), Will 3 (+5)

Skills: Bluff 5 (+10/+18), Computers 4 (+8), Diplomacy 7 (+12/+20), Intimidate 7 (+12), Knowledge [Civics] 12 (+16), Knowledge [Pop Culture] 3 (+7), Notice 6 (+8), Profession [Lawyer] 12 (+16), Sense Motive 4 (+6)

Feats: Attack Focus (Melee) 4, Attractive 2, Defensive Attack, Elusive Target, Fascinate [Bluff], Improved Block, Interpose, Power Attack, Takedown Attack, Teamwork

Powers: Boost 10 (Protection [with Impervious Extra], Regeneration, and Super Strength; Flaws: Personal [-1], Unreliable [-1]; Power Feat: Slow Fade (2)) (12pp)
Linked [+0]: Enhanced Feat: (Rage 6 +10 Strength, +5 on Fort and Will Saves; 15 Rounds) (6pp)
Enhanced Strength 20 (20pp)
Enhanced Constitution 20 (20pp)
Impervious Toughness 10 (10pp)
Immunity 3 (Fatigue, Disease, Radiation) (3pp)
Leaping 4 (4pp)
Super Strength 4 (Power Feat: Ground Strike; 9pp)
Regeneration 15 (Recovery Rate: Bruised 3, Unconscious 3, Injured 3, Staggered 3, Disabled 3) (15pp)

Combat: Base Attack Bonus +2 (+6 Melee); Base Defense Bonus +5

Drawbacks: Normal Identity [Jennifer Walters; Common Occurrence; Major Intensity; -4pp]
Involuntary Transformation [Jennifer Walters; Common Occurrence; Major Intensity; -4pp]

Abilities 26 + Skills 15 (60 ranks) + Feats 13 + Powers 10o + Combat 14 + Saves 3 - Drawback 8 = 165 pp

Tradeoffs: +5DC/-5Atk, +5Tou/-5Def
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Postby Batgirl III » Wed Oct 17, 2007 7:44 am

Hulk Hogan versus She-Hulk? Oooh yeah! I'll try to have it written up by Sunday Sunday! Sunday! SUNDAY! It's gonna be World War Hulks!
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
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Postby Godfallen » Wed Oct 17, 2007 8:15 am

Unknown Soldier wrote:Man, you've got to do Hawk and Animal, the Black Machismo, and Andre the Giant!


The black machismo??

are you serious?
most blatant rip-off character TNA has...and they do specialize in rip-offs!!!

screw Machismo...go for the source

MACHO MAN RANDY SAVAGE!!!!!!

Ohhh YEAH!!!....SNAP INTO IT!!!!!
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whatever doesn't kill you....makes you stranger
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Postby Thorpacolypse » Wed Oct 17, 2007 5:14 pm

Batgirl III wrote:Hulk Hogan versus She-Hulk? Oooh yeah! I'll try to have it written up by Sunday Sunday! Sunday! SUNDAY! It's gonna be World War Hulks!


Go for it, my sister from another mister!!!

I hope poor Jennifer is ready for the beatdown... :wink:
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Postby TroyXavier » Wed Oct 17, 2007 7:28 pm

It's always good to see the Ayatollah of Rock and Rollah. Some great conversions recently including Mystique and Psylocke and of course, Mr. Jericho.
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