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J-Mart II: Closed for 3E - Thanks for the Patronage!

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Re: J-Mart II: The JLA Original 7

Postby Thorpacolypse » Fri Oct 16, 2009 2:55 pm

This new item in our JLA ORIGINAL SEVEN line is another J-Mart Favorite item.

Image
King of the seas, remember?

AQUAMAN
PL:
12 (200 pp) – OPL: 12; DPL: 11

ABILITIES: STR: 30 (+10) DEX: 14 (+2) CON: 30 (+10) INT: 14 (+2) WIS: 18 (+4) CHA: 14 (+2)

SKILLS: Acrobatics/Aquabatics 8 (+10), Bluff (+2), Climb (+10), Concentration 6 (+10), Diplomacy 7 (+9) [Connected], Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal 11 (+13), Intimidate (+2), Knowledge [Arcane Lore] 5 (+7), Knowledge [Civics] 6 (+8), Knowledge [History] 6 (+8), Notice 6 (+10), Search 5 (+7), Sense Motive 5 (+9) [Assessment], Stealth (+2), Survival (+4), Swim 10 (+20)

FEATS: Accurate Attack, Assessment, Attack Focus (Melee) (2), Benefit (3) [King of the Seas, Wealth x2], Connected, Defensive Attack, Environmental Adaptation (Underwater), Favored Environment (4) [+2 Attack, +2 Dodge Underwater], Improved Initiative (1), Leadership, Power Attack, Takedown Attack (1), Tough (2)

POWERS:
Super-Strength 5 (25 Tons [10pp]) [5]
Comprehend 2 (Speak, Understand Animals, Flaw: Limited to Sea Creatures [2pp]) [2]
Super Senses 4 (Normal Vision [Extended], Low Light Vision [Extended], Normal Hearing [Extended]; 4pp) [4]
Immunity 3 (Suffocation by Drowning, Pressure, Environmental Cold [3pp]) [3]
Swimming 6 (125mph [6pp]) [6]
Animal Control 12 (Array, Extra: Area Burst, Drawback: Limited [sea creatures only], PF: Communication Link, Progression x6 [200 Mile Range]; [31pp]) [12] - DC:22:will
AP: Summon Minion 6 (Extra: Horde, Broad Type [Sea Creatures], PF: Progression x6 [100 Minions], Mental Link [1pp]) [5]

Hydro Suit 1 (Device 1, Hard to Lose [5pp traits], 4pp) [1]
Removes Weakness Drawback (5pp)
Regeneration 7 (Recovery Rate [7pp])
Staggered 1/20 minutes [1]
Disabled 1/hour [2]
Resurrection 1/week [1]
PF: Diehard, Regrowth, Persistent



COMBAT: Base Attack +8, Melee +10, Ranged +8, Underwater Melee +12, Underwater Ranged +10, Grapple +25, Underwater Grapple +27 [Unarmed +10 (Bruise)]; Defense 18 (14 flat-footed, 20 underwater); Init +6; Knockback -6

SAVES: Toughness +12 (+12 flat-footed), Fortitude +10, Reflex +5, Will +7

DRAWBACKS: Weakness - -1 Strength, -1 Constitution per hour, after hour without water (common, severe; -5)

Abilities 60 + Skills 19 (76 ranks) + Feats 20 + Powers 68 + Combat 32 + Saves 6 – Drawbacks -5 = 200 / 200

Comments: I’ve said it before and I’ll say it again:

GET OFF AQUAMAN!

Founding member of the Justice League. King of the Seas (#$%@ Namor). Can lift over 25 tons. Can summon a horde of great whites to eat you, a swarm of jelly fish to poison you or a whale to crush you. I built him at an over pointed PL12 and feel like I short changed him.

And yet all he takes is crap. Let it go, people. Let it go.

In the Thorpacoverse, Aquaman is a reserve member of the Justice League while he continues to deal with his duties in Sub Diego since Attuma has taken over the city of Atlantis and has declared war on all the undersea kingdoms. Orin and Namor have a shaky alliance in hopes that they can overthrow him in the near future.

Clean Up 11/15/09: My first update on J-Mart II goes to Aquaman. Since I was basing him on the awesome Alex Ross version from Justice, I had forgot his regeneration and I added some Progression to his Animal Control (thanks Baron).

Clean Up 4/28/10: Minor tweaks to Aquaman again. Just made him more of a PL11 with a PL12 ability.
Last edited by Thorpacolypse on Wed Apr 28, 2010 7:28 pm, edited 4 times in total.
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Re: J-Mart II: The JLA Original 7

Postby Kal'El Wayne » Fri Oct 16, 2009 2:58 pm

I've always wondered if Batman shouldn't have the Attractive feat. I know Batman wouldn't, but wouldn't he be able to use it as Bruce Wayne, Gotham's most eligible bachelor?

Edit: For the record, I always thought Aquaman was awesome.
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Re: J-Mart II: The JLA Original 7

Postby Thorpacolypse » Fri Oct 16, 2009 3:14 pm

Check out this new item in our JLA ORIGINAL SEVEN line.

Image
I am Mars' sole survivor. There is a reason for that.

MARTIAN MANHUNTER
PL:
12 (220 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 34 [20] (+12/+5) DEX: 14 (+2) CON: 34 [20] (+12/+5) INT: 18 (+4) WIS: 20 (+5) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+6), Bluff (+1), Climb (+12), Computers 3 (+7), Concentration 7 (+12), Diplomacy 5 (+6), Disguise (+1), Escape Artist (+2), Gather Info 8 (+9), Handle Animal (+1), Intimidate (+1), Investigate 8 (+12), Knowledge [Physical Sciences] 4 (+8), Notice 4 (+9), Search (+4), Sense Motive 5 (+10), Stealth (+2), Survival 3 (+8), Swim (+12)

FEATS: Beginner's Luck, Dodge Focus (2), Eidetic Memory, Improved Grapple, Improved Initiative (1), Improved Mental Grapple, Interpose, Leadership, Luck (1), Teamwork (1)

POWERS:
Enhanced Strength 14 (14pp) [14]
Enhanced Constitution 14 (14pp) [14]
Immunity 10 (Aging, Life Support [10pp]) [10]
Mind Shield 3 (3pp) [3]
Flight 8 (2500 mph, Array [16pp]) [8]
DAP: Super-Strength 8 (358 Tons [2pp]) [8]
Telepathy 12 (Array [24pp]) [12] - DC:22:will
AP: Martian Vision 12 (Force Blast 12 [1pp]) [12]
AP: Communication 12 (Mental, Extra: Two-Way Communication, Area Burst, Flaws: Distracting [1pp]) [12]
AP: Martian 9 Senses (Normal Hearing [Extended x2], Normal Hearing [Extended x2], Microscopic Vision, Postcognition [Limited], X-Ray Vision, 16pp in others as picked by player/GM [1pp])

Comprehend 2 (Speak, Understand All Languages, Extra: Affects Others, Flaws: Only during Mental Communication [4pp]) [2]
Shapeshift 4 (20pp traits [32pp]) [4]


COMBAT: Base Attack +10, Melee +10, Ranged +10, Full Super-Strength Grapple +30 [Unarmed +12 (Bruise); Martian Vision +12 (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -6

SAVES: Toughness +12 (+12 flat-footed), Fortitude +12, Reflex +3, Will +10

DRAWBACKS: Power Loss - All powers against fire/intense heat effects (uncommon, irresistible; -5), Vulnerable - Fire/intense heat effects (uncommon, major; -3)

Abilities 44 + Skills 13 (52 ranks) + Feats 11 + Powers 122 + Combat 32 + Saves 6 – Drawbacks -8 = 220 / 220

Comments: Always loved J’onn. And holy buckets, has he been a kick arse Black Lantern!

For this run at J'onn, I split his main powers out more and took his ranks in Shapeshift down to 4, where in my first build of him from a couple of years ago, I had him at like 8 ranks. But everything should be there, the super strength, the telepathy, the flight, the ability to go intangible while shooting Martian Vision at people...he's a monster and half. He's really one of those characters that should be pretty much unbeatable, but he never is.

On Earth-217, J'onn is a key member of the new JLA, normally staying on the Watchtower and assigning missions and coordinating activities, but at Diana's behest, he is spending more time in the field and trying to assimilate with humanity.

Clean Up 4/25/10: J'onn drops a PL, but generally remains the same. I'm really glad he's back in the DCU.
Last edited by Thorpacolypse on Sun Apr 25, 2010 4:17 pm, edited 1 time in total.
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Re: J-Mart II: The JLA Original 7

Postby Thorpacolypse » Fri Oct 16, 2009 3:16 pm

Kal'El Wayne wrote:I've always wondered if Batman shouldn't have the Attractive feat. I know Batman wouldn't, but wouldn't he be able to use it as Bruce Wayne, Gotham's most eligible bachelor?

Edit: For the record, I always thought Aquaman was awesome.


Good point. I may slide that in. I've even toyed with giving Batman the Normal identity drawback and building out Bruce Wayne separately because more often that not, Bruce tries to be a the playboy and almost klutzy at times to throw off suspicion about his identity. Although, before he died, it seemed like half the DCU knew his identity now. :wink:
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Re: J-Mart II: The JLA Original 7

Postby Thorpacolypse » Fri Oct 16, 2009 3:33 pm

This item in our JLA ORIGINAL SEVEN line is going FAST!

Image
Barry is the kind of man that I would've hoped to become if my parents hadn't been murdered - Batman

THE FLASH (BARRY ALLEN)
PL:
12 (198 pp) – OPL: 12; DPL: 12

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

SKILLS: Acrobatics 7 (+10), Bluff (+2), Climb (+2), Concentration (+2), Craft [Chemical] 7 (+10), Diplomacy 7 (+9), Disguise (+2), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Investigate 5 (+8), Knowledge [Life Sciences] 5 (+8), Knowledge [Physical Sciences] 5 (+8), Notice (+2), Profession [Forensic Scientist] 8 (+10), Search (+3), Sense Motive 8 (+10), Stealth (+3), Survival (+2), Swim (+2)

FEATS: Attack Specialization (1) [Super Speed Array], Bullet Time (1), Defensive Roll (2), Dodge Focus (1), Equipment (1), Fast Overrun, Leadership, Luck (2), Move-by Action, Moving Feint, Teamwork (1)

ENHANCED FEATS: Dodge Focus (11)

POWERS:
Fastest Man Alive Endowment 21 (Container [105pp traits]; 105pp) [21]
Super-Speed 15 (500,000 mph, Array [75pp array]; 75pp) [15]
Base PF: Rapid Attack 15 [15]
AP: Air Control 15 (1pp) [15]
AP: Deflect 15 (Fast and Slow Projectiles [1pp]) [15]
AP: Insubstantial 4 (1pp) [4]
AP: Vibration Control 15 (1pp) [15]
AP: Invisibility 2 (All Visual Senses [1pp]) [2]
AP: Super Speed Strike 15 (Extra: Penetrating [1pp]) [15] - DC:30:tough
AP: Nullify Movement 16 (1pp) [16]
Super Movement 3 (Wall-Crawling 2, Water Walking, Flaw: Only while Running [3pp]) [3]
Enhanced Feats 11 (see feats [11pp]) [11]
Enhanced Reflex Save 9 (9pp) [9]


EQUIPMENT:
(5ep)

Flash Costume (Protection 1, PF: Subtle, Immunity [Friction Heat], Quick Change [4ep]) [1]
JLA Commlink (1ep)

COMBAT: Base Attack +7, Melee +7, Ranged +7, Super Speed Array +9, Grapple +9 [Unarmed +2 (Bruise); Super Speed Strike +15 (Bruise)]; Defense 28 (13 flat-footed); Init +63; Knockback -3

SAVES: Toughness +6 (+4 flat-footed), Fortitude +6, Reflex +15, Will +7

DRAWBACKS:

Abilities 30 + Skills 13 (52 ranks) + Feats 24 + Powers 94 + Combat 26 + Saves 11 – Drawbacks 0 = 198 / 198

Comments: Barry Allen is The Flash. Period.

Jay Garrick is cool and wise, Wally West did a great job, Bart Allen WILL be a good Flash. But Barry is the man. In the dour world of mainstream comics these days and the total cluster that was Final Crisis, Barry’s return was a total breath of fast moving fresh air. I don’t care if comic deaths don’t stick, in some cases, they shouldn’t. Love Barry, love Hal, love Ray Palmer and I am glad they are back and they ARE NEVER going away in the Thorpacoverse, mark my words. And Ralph and Sue Dibny are still kickin’ it, too. Long live the Silver Age!!!

Now that I got that out my system, here’s my take on Barry. I still just don’t have a good feel for speedsters, and from a gaming standpoint, they’re really a pain to deal with because they are so freakin’…well, fast…But they are fun to work up. I gave him the standard Super Speed power as opposed to the breakout of Speed and Quickness that I had used before. Even though I am not worried about PP, I do worry about game mechanics so I only gave him 15 ranks (Wally will get 16) because I didn't want him to be a light speed too easily. I almost geared it back to 10 and I may depending on the playtest. I also took away that drawback for getting pulled into the Speed Force if he was dying from extra effort. Consider that a GM option, though.

On Earth-217, Barry came back from the dead during the Thorpacolypse and is a member of the JLA. He's also trying to make up for lost time with Iris and deal with Bart's immaturity and Wally's new insecurity about him being back.
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Re: J-Mart II: The JLA Original 7

Postby Kal'El Wayne » Fri Oct 16, 2009 3:39 pm

Thorpacolypse wrote:Barry is the kind of man that I would've hoped to become if my parents hadn't been murdered - Batman

Oh. :shock: Oh, wow. That's like Jesus saying 'I like to think that if I wasn't mad at being nailed to a cross, I'd be as forgiving as that guy.'
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Re: J-Mart II: The JLA Original 7

Postby Alexander » Fri Oct 16, 2009 5:18 pm

You know, in case you feel like using a different pic for Wonder Woman, I came across this awesome pic recently.
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Re: J-Mart II: The JLA Original 7

Postby Thorpacolypse » Fri Oct 16, 2009 6:04 pm

Alexander wrote:You know, in case you feel like using a different pic for Wonder Woman, I came across this awesome pic recently.


Wow. That is a cool pic. I'll definitely consider it. I have to give props to Michael Turner when I can, though. I miss his work.
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Re: J-Mart II: The JLA Original 7

Postby Thorpacolypse » Fri Oct 16, 2009 6:51 pm

Well, let's see, we have Superman, Batman, Wonder Woman, Martian Manhunter, Flash and Aquaman of the original 7 JLA members. That leaves just one more item to round out our JLA ORIGINAL SEVEN line. And it's also a GREEN LIGHT Special!

Image
In brightest day, in BLACKEST NIGHT...

GREEN LANTERN (HAL JORDAN)
PL:
13 (210 pp) – OPL: 13; DPL: 13

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

SKILLS: Acrobatics 4 (+7), Bluff (+3), Climb (+2), Concentration 14 (+18), Diplomacy 5 (+8), Disguise (+3), Escape Artist (+3), Gather Info (+3), Handle Animal (+3), Intimidate (+3), Investigate 4 (+6), Knowledge [Green Lantern Lore] 6 (+8), Notice 6 (+10), Pilot 9 (+12), Search 6 (+8), Sense Motive 6 (+10) [Assessment], Stealth (+3), Survival (+4), Swim (+2)

FEATS: Accurate Attack, Attack Specialization (2), Assessment, Benefit (1), [Status – “Greatest Green Lantern”], Dodge Focus (2), Dogfighter, Equipment (1), Favored Environment (2) [+2 Dodge when flying/airborne], Fear Acceptance, Fearless, Improved Initiative (1), Leadership, Luck (5), Oathbound, Power Attack, Ultimate Effort (1) [Ultimate Will Save]

ENHANCED FEATS: Diehard, Minions (10) [Green Lantern Power Ring]

POWERS:
Ringslinging Stance 6 (Active Container 6, Drawback: Focus [Power Ring; uncommon, minor; -1]; [30pp traits]; 29pp) [6]
Willpower Reserve 10 (20pp Power Reserve; Blasts, Force Constructs, PF: Additional Powers 4 [Snare, Telekinesis, Array Force Field, Summon Minion]; 24pp) [10]
Add DAP: Blast (Extra: Auto-Fire [2pp])
Add DAP: Blast (Extra: Cone Area [2pp])
Add Power Feats 2 (2pp)

Green Lantern Power Ring 18 (Device 18, Hard to Lose; PF: Restricted [+7 Will Save or higher to wield], Drawback: Key [Requires Power Battery to Recharge; uncommon, minor; -1], Drawback: Power Loss [when not recharged on regular basis; common, minor; -2], Drawback: Power Loss [does not work on yellow; uncommon, minor; -1]; [90pp traits]; 69pp) [18]
Communication 20 (Radio, Flaw: Limited [Green Lantern Corps/Guardians only]; 10pp) [20]
Enhanced Feats 11 (See Feats [11pp]) [11]
Immunity 9 (Life Support [9pp]) [9]
Morph 1 (Costume/Regular Clothes [1pp]) [1]
Space Travel 2 (PF: Hyperspace [3pp]) [2]
Flight 7 (1000 mph [14pp]) [7]
Force Field 4 (Extra: Impervious [8pp]) [4]
Force Constructs Array (41pp Dynamic Array with Power Reserve)
Force Constructs 13 (Extra: Movable, PF: Precise, Stationary [2pp]) [11] - DC:21:ref
DAP: Energy Blast 15 (Dynamic Array, PF: Variable Descriptor [Cosmic or Electromagnetic]; [35pp array]; 36pp) [17] - DC:30:tough
DAP: Snare 15 (PF: Tether [2pp]) [17] - DC:25:ref
DAP: Telekinesis 15 (2pp) [15]
DAP: Force Field 9 (Extra: Impervious, Affects Others, Ranged, Flaw: Ablative, PF: Progression x3 [10 Others]; 2pp) [9]
DAP: Summon Minion 8 (Extra: Fanatical, Horde, Broad Type [Hard Light Constructs], Flaw: Duration [Concentration], PF: Progression; 2pp) [7]
DAP: Immunity 8 (Life Support [minus Disease], Extra: Affects Others, PF: Progression x3 [10 Others]; 2pp) [8]
DAP: Cosmic Energy Blast 11 (Extra: Auto-Fire [2pp]) [11] - DC:26:tough
DAP: Cosmic Energy Blast 11 (Extra: Cone Area [2pp]) [11] - DC:21:ref


EQUIPMENT:
(15ep)

Green Lantern Power Battery (10ep):

Size: Small, Protection 5
Light Control 2, Feature 1 (Power Ring Recharge)
JLA Commlink/Avengers Communicard (2ep),

COMBAT: Base Attack +7, Melee +7, Ranged +7, Power Ring +11, Grapple +9 [Unarmed +2 (Bruise); Ring Blast +17 (Bruise); Ring Blast +11, Auto-Fire (Bruise)]; Defense 18 (13 flat-footed, 20 when Flying); Init +7; Knockback -1 (-5 with Force Field, -16 with Full Force Field)

SAVES: Toughness +3 (+3 flat-footed, +7 with Force Field, +4 Impervious with Force Field, +16 with Full Force Field, +13 Impervious with Full Force Field), Fortitude +6, Reflex +6, Will +10

DRAWBACKS:

Abilities 34 + Skills 15 (60 ranks) + Feats 36 + Powers 87 + Combat 26 + Saves 12 – Drawbacks 0 = 210 / 210

Comments: Like Barry is The Flash, Hal is the Green Lantern. I love John, Guy and Rayner is growing on me, I know Alan Scott was first and I love the GL Corps concept. But Hal is THE Green Lantern. Period.

From a build standpoint, I went back to a more basic GL style build. I mimicked Taliesin's structure for a while, but I thought it was a bit cumbersome to play for my simple mind, so I went back to build the ring differently for each GL style. I did make the ring itself a minion so that will be going on each of my upcoming GL builds. I should have Sinestro and Atrocitus reworked and posted here shortly. I might hit a few of the other Corps, too, but I don't think I am going to add any Black Lantern stuff to this setting, though. They'll go on the main J-Mart because they're a short term deal. I hope...

On Earth-217, Hal has joined The Avengers with Captain Atom and others. His relationship with Wonder Woman and Batman has been strained since the Civil War, with him on the pro-reg side and they on the others, so he didn't want to rejoin the JLA. But time heals all wounds. He's also trying to start over with Carol Ferris, but that's off to rough going.

Clean Up 5/31/10: I really liked my latest ring structure I used on a lot of Lantern builds at J-Mart I so that set up now comes over. I need to scale down my other Lanterns for this lower powered setting, but Hal remains a PL13 since he is the man.

Here's the Oan Power Ring as a minion:

GREEN LANTERN POWER RING (MINION RANK 10)
(150 pp)


ABILITIES: STR: NA DEX: 18 (+4) CON: NA INT: 20 (+5) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Climb (NA), Computers 11 (+16) [Contacts, Online Research, Well-Informed], Concentration (+2), Escape Artist (+4), Gather Info 10 (+10), Notice (+2), Search 10 (+15), Sense Motive 13 (+15), Stealth (+4), Survival (+2), Swim (NA)

FEATS: Contacts, Eidetic Memory, Online Research, Well-Informed

POWERS:
Shrinking 20 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [21pp]) [20]
Atk/Def +12, Grapple -20, Stealth +20, Intimidate -10, Carrying Strength -1/16
Immunity 35 (Fortitude Effects, Interaction Effects [35pp]) [35]
Protection 14 (14pp) [14]
Datalink 20 (Flaw: Limited Green Lantern Corps Database [10pp]) [20]
Universal Translator 1 (Speak, Understand All Languages, Extra: Zone of Translation [10pp]) [1]
Morph 1 (Any Object [3pp]) [3]
Quickness 4 (x25; Flaw: Mental only [2pp]) [4]
Flight 7 (1000 mph [14pp]) [7]
Space Travel 1 (Extra: Hyperspace [2pp]) [1]
Variable Power 3 (Multiple Powers of the Super Sense Descriptor [15pp traits]; 18pp) [3]
Illusion 1 (Visual and Auditory, Flaw: Limited to Area Playback, PF: Progression x2 [25 ft]; 4pp) [1]


COMBAT: Base Attack +0 (+12 Size), Melee +0, Ranged +0, Grapple -20 [Unarmed +0 (Bruise)]; Defense 10 (10 flat-footed, 22 Size); Init +4; Knockback -7

SAVES: Toughness +14 (+14 flat-footed), Fortitude NA, Reflex +4, Will +7

DRAWBACKS: Weakness - Without recharge on regular basis (uncommon, minor; -1); Disability – No Hands (common, major; -4)

Abilities 2 + Skills 11 (44 ranks) + Feats 4 + Powers 133 + Combat 0 + Saves 5 – Drawbacks -5 = 150 / 150
Last edited by Thorpacolypse on Mon May 31, 2010 8:32 pm, edited 1 time in total.
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Re: J-Mart II: The JLA Original 7

Postby Thorpacolypse » Fri Oct 16, 2009 8:08 pm

Now that we have those heroes out of the way, let's get some items stocked from our Villains Line. This one comes over from the Gotham warehouse.

Image
Everything I have done, I do for the greater good.

RA'S AL GHUL
PL:
11 (200 pp) – OPL: 11; DPL: 11

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

SKILLS: Acrobatics 4 (+8), Bluff 9 (+14) [Distract, Skill Mastery, Taunt], Climb (+4), Computers (+5), Concentration (+7), Craft [Chemical 15 (+20) [Skill Mastery], Diplomacy 5 (+10), Disable Device (+5), Disguise (+5), Drive (+4), Escape Artist (+4), Gather Info 10 (+15) [Contacts, Skill Mastery, Well-Informed], Handle Animal (+5), Intimidate 8 (+13) [Skill Mastery], Investigate (+5), Knowledge [History] 4 (+9), Knowledge [Life Sciences] 15 (+20) [Inventor], Medicine 3 (+10), Notice 3 (+10), Pilot (+4), Profession (+7), Ride (+4), Search (+5), Sense Motive (+7), Sleight of Hand (+4), Stealth 4 (+8), Survival (+7), Swim (+4)

FEATS: Accurate Attack, Attack Specialization (2) [Sword], Beginner's Luck, Benefit (2) [Knowledge: Life Sciences for Inventor, Wealth], Contacts, Distract (1) [Bluff], Defensive Attack, Defensive Roll (3), Dodge Focus (6), Eidetic Memory, Equipment (6), Improved Critical (1) [Sword], Improved Initiative (1), Inspire (3), Inventor, Jack-of-All-Trades, Leadership, Master Plan, Minions (14) [100 League of Assassins Members, Fanatical], Sidekick (18) [Ubu], Skill Mastery (1) [Bluff, Craft: Chemical, Gather Information, Intimidate], Takedown Attack (1), Taunt, Uncanny Dodge [Auditory], Ultimate Effort (1) [Ultimate Master Plan], Well-Informed

POWERS:
Comprehend 2 (Read, Write all languages [4pp]) [2]
Lazarus Pit Enhancements 2 (Container 2 [10pp traits]; 10pp) [2]
Enhanced Strength 4 (4pp) [4]
Enhanced Constitution 2 (2pp) [2]
Enhanced Dexterity 2 (2pp) [2]
Immunity 2 (Aging, Disease [2pp])


EQUIPMENT:
(30ep)

Undercover Shirt (Protection 1, PF: Subtle [2ep]) [1]
Sword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep]) [3] - DC:22:tough
23ep free for equipment and HQ as needed for situation,

COMBAT: Base Attack +11, Melee +11, Ranged +11, Sword +15, Grapple +15 [Unarmed +4 (Bruise), Sword +7, 18-20 Critical (Lethal)]; Defense 24 (14 flat-footed); Init +8; Knockback -4

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

DRAWBACKS: Power Loss - Lazarus Enhancements Container (when deprived of periodic immersion in Lazarus Pits) [uncommon, minor; -1]

Abilities 50 + Skills 20 (80 ranks) + Feats 72 + Powers 14 + Combat 38 + Saves 7 – Drawbacks -1 = 200 / 200
Comments: The mastermind himself, Ra’s Al Ghul. I pulled him straight over from the original J-Mart after a quick review as I realized I really like him the way I had him, so he just joins the setting as is.

Generally, this the Ra's that everyone knows. Lots of skills, peak human abilities, tons of minions and an Ubu as you can see below. He is alive and well in the Thorpacoverse, having recovered from his most recent, and devastating death and is ready to implement his next world destroying/then rebuilding scheme.

And here is Ubu:

UBU
PL:
9 (90 pp) - OPL: 9; DPL: 9

ABILITIES: STR: 18 (+4) DEX: 16 (+3) CON: 18 (+4) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb 4 (+8), Concentration (+1), Escape Artist (+3), Intimidate 6 (+6), Notice 4 (+5), Sense Motive 6 (+7), Stealth 4 (+7), Survival (+1), Swim (+4)

FEATS: Attack Focus (Melee) (4), Defensive Roll (2), Dodge Focus (1), Equipment (5), Improved Grab, Improved Initiative (1), Interpose, Power Attack, Set-Up, Steadfast, Teamwork (1), Tough (2)

POWERS:
None

EQUIPMENT:
(25ep)

Costume (Protection, Subtle; 2ep) [1]
Arsenal (22ep):
Sniper Rifle (Ballistic Blast 6, PF: Extended Range x4, Improved Critical; 250 ft range, Large [17ep]) [6] - DC:21:tough
Submachine Gun (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [1ep]) [5] - DC:20:tough
Sword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [1ep]) [3] - DC:22:tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:20:tough
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:16:tough
Smoke Grenade (Obscure 2 [Visual], Range 20ft [1ep])

COMBAT: Base Attack +7, Melee +11, Ranged +7, Grapple +15 [Unarmed +4 (Bruise); Sword +7, 19-20 Critical (Lethal); Sniper Rifle +6 (Lethal); Submachine Gun +5, Auto-Fire (Lethal), Knife +5, 19-20 Critical (Lethal), Shuriken +1, Auto-Fire (Lethal)]; Defense 19 (14 flat-footed); Init +7; Knockback -4

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

DRAWBACKS:

Abilities 24 + Skills 6 (24 ranks) + Feats 21 + Powers 0 + Combat 30 + Saves 9 – Drawbacks 0 = 90 / 90

Comments: Ra’s bodyguard, the interchangeable Ubu.


And the League of Assassins:

THE LEAGUE OF ASSASSINS
PL:
4 (55 pp) – OPL: 4; DPL: 4

ABILITIES: STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Acrobatics 4 (+7), Climb 4 (+5), Concentration (+2), Escape Artist (+3), Intimidate 4 (+4), Knowledge [Tactics] 5 (+6), Notice 2 (+4), Search (+1), Sense Motive (+2), Stealth 5 (+8) [Accelerated Stealth, Vanish], Survival (+2), Swim (+1)

FEATS: Attack Focus (Melee) (2), Challenges (2) [Accelerated Stealth, Vanish], Defensive Roll (1), Equipment (5), Interpose, Teamwork (1)

POWERS:
None


EQUIPMENT:
(25ep)

Costume (Protection, Subtle; Camouflage [Night]; 3ep) [1]
Arsenal (22ep):
Sniper Rifle (Ballistic Blast 6, PF: Extended Range x4, Improved Critical; 250 ft range, Large [17ep]) [6] - DC:21:tough
Submachine Gun (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [1ep]) [5] - DC:20:tough
Sword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [1ep]) [3] - DC:22:tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:20:tough
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:16:tough
Smoke Grenade (Obscure 2 [Visual], Range 20ft [1ep])

COMBAT: Base Attack +2, Melee +4, Ranged +2, Grapple +5 [Unarmed +1 (Bruise); Sword +4, 19-20 Critical (Lethal); Sniper Rifle +6 (Lethal); Submachine Gun +5, Auto-Fire (Lethal), Knife +2, 19-20 Critical (Lethal), Shuriken +1, Auto-Fire (Lethal)]; Defense 14 (12 flat-footed); Init +3; Knockback -2

SAVES: Toughness +4 (+3 flat-footed), Fortitude +4, Reflex +6, Will +4

DRAWBACKS:

Abilities 18 + Skills 6 (24 ranks) + Feats 11 + Powers 0 + Combat 13 + Saves 7 – Drawbacks 0 = 55 / 55
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul

Postby Thorpacolypse » Fri Oct 16, 2009 8:49 pm

Another new item in our Villains Line hits the J-Mart shelves.

Image
The Return of the King. It's about frickin' time.

THE KINGPIN
PL:
9 (165 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 24 (+7) DEX: 14 (+2) CON: 22 (+6) INT: 18 (+4) WIS: 18 (+4) CHA: 18 (+4)

SKILLS: Bluff 9 (+13), Climb (+4), Concentration (+4), Diplomacy 8 (+12) [Connected], Disguise (+4), Escape Artist (+2), Gather Info 9 (+13) [Contacts, Well-Informed], Handle Animal (+4), Intimidate 11 (+15) [Startle], Knowledge [Streetwise] 8 (+12), Notice 5 (+9), Search (+4), Sense Motive 6 (+10), Stealth (+2), Survival (+4), Swim (+4)

FEATS: All-out Attack, Attack Focus (Melee) (2), Benefit (6) [Status – He’s The Kingpin, Wealth x5], Clean (2), Connected, Contacts, Defensive Attack, Dodge Focus (1), Equipment (6), Improved Critical (1) [Unarmed], Improved Grab, Improved Initiative (1), Master Plan, Minions (6) [25 Thugs], Startle, Tough (1), Well-Informed

POWERS:
Density 3 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [10pp]) [3]

Str +6, Impervious Toughness +1, Immovable +1, Super-Strength +1, Mass x2
Immovable 1 (PF: Innate [2pp]) [1]
Cane 3 (Device 3, Easy to Lose [15pp traits]; 9pp) [3]
Stun 7 (14pp) [7] - DC:17:fort
AP: Strike 1 (PF: Mighty, Extended Reach, Improved Critical [1pp]) [1] - DC:23:tough

Stick Pin 4 (Device 4, Easy to Lose [20pp traits]; 12pp) [4]
Nauseate 9 (Extra: Area [Cloud], Flaw: Unreliable [1 use per encounter]; 18pp) [9] - DC:19:fort

EQUIPMENT:
(30ep)

Kevlar Undercover Vest (Protection, Subtle [3ep]) [2]
27ep for vehicle, HQ, weapons as needed

COMBAT: Base Attack +8, Melee +10, Ranged +8, Grapple +18 [Unarmed +7, 19-20 Critical (Bruise)]; Defense 17 (13 flat-footed); Init +6; Knockback -7

SAVES: Toughness +11 (+11 flat-footed, +1 Impervious), Fortitude +9, Reflex +4, Will +7

DRAWBACKS:

Abilities 48 + Skills 14 (56 ranks) + Feats 34 + Powers 33 + Combat 28 + Saves 8 – Drawbacks 0 = 165 / 165

Comments: Always loved the Kingpin as a villain. My latest revision of him was definitely to my liking so he gets ported over to the main setting as well.

Kingpin is meant to sit back, orchestrate things and let his goons do the work. But when he gets into the fray, he can handle himself well against most street level heroes. He’s strong, a master of interaction skills to get opponents flat-footed, he’s a grappling beast and if all else fails, he can usually call in a more dangerous mercenary to bail him out.

In the Thorpacoverse, he has been working to regain his empire that he surrended during his hiatus and while The Hood has a big chunk of his former territory in New York, Fisk is regaining his power base slowly but surely as well as looking to expand to other East Coast cities that have costumed protectors...
Last edited by Thorpacolypse on Thu Nov 12, 2009 9:25 pm, edited 1 time in total.
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul

Postby Thorpacolypse » Fri Oct 16, 2009 8:55 pm

Whew....big day of posting. 8 builds in one day, hadn't done that in a long time. But considering that most of this builds are just revisions of ones I already did (some SEVERAL times already), they don't take as long.

The setting is coming along, I just need to post a few more "core" builds and I'll be set to playtest. Coming up soon are Earth-217 builds of:

Spidey
Cap
Luke Cage
X-Men (the big names, anyway)
The Hood
The Hood's gang of D-list villains
Grodd
The Shredder
The Foot
The Hand
The TMNT
Deadpool
The Bat Family
Spidey's Rogues' Gallery (including my first run at Kraven)

And many more. Thanks for shopping at J-Mart! :D
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby Woodclaw » Sat Oct 17, 2009 12:57 am

Wow, I'm speechless from the amount of big names you were able to stat/revise in such a short time. Definitly a great work.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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From another dark corner of my mind (my Deviantart page)
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Re: J-Mart II: The JLA Original 7

Postby Alexander » Sat Oct 17, 2009 3:03 am

Thorpacolypse wrote:Wow. That is a cool pic. I'll definitely consider it. I have to give props to Michael Turner when I can, though. I miss his work.


Me too. His illustrations were awesome. :(

Also, that's one wicked scary Ra's! Batman will have his hands full with an opponent like that!
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby The Ilethryl Knight » Sat Oct 17, 2009 6:49 am

8 awesome builds, all in a single day! I am jealous of your incredible productivity.
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