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

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Re: J-Mart II: Ra's Al Ghul, Kingpin, Spider Man, Nightwing

Postby Alexander » Wed Oct 21, 2009 12:14 am

Thorpacolypse wrote:Image
Yea, boys, we're gonna fight the Skrulls. No Earth is bad for business...



No more singing "Where the hood, where the hood, where the hood at?" for me, I guess! :lol:
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Re: J-Mart II: Spider Man, Nightwing, The Hood, Hood's Crew

Postby Thorpacolypse » Wed Oct 21, 2009 8:18 pm

Alexander, you made me chuckle in my cube at work with that one. Made me want to raise the roof up in that beeeeeeeeeeeatch! :D

I also just realized that I said "cube at work", like I needed to clarify the statement. It's not like I would ever have a cubicle at HOME. Geez... :shock:
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Re: J-Mart II: Spider Man, Nightwing, The Hood, Hood's Crew

Postby Thorpacolypse » Wed Oct 21, 2009 8:24 pm

The UNDER THE HOOD specials keep hitting the J-Mart II shelves!

Image
That is WAY too cool of a name for someone that sucky.

SHATTERFIST
PL:
8 (117 pp) – OPL: 8; DPL: 8

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

SKILLS: Acrobatics 6 (+9), Bluff 6 (+7), Climb (+3), Concentration (+1), Diplomacy (+1), Disguise (+1), Escape Artist (+3), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7), Knowledge [Streetwise] 6 (+6), Notice 6 (+7), Sense Motive 9 (+10), Stealth 8 (+11), Survival (+1), Swim (+3)

FEATS: All-out Attack, Attack Focus (Melee) (4), Attack Specialization (1) [Unarmed], Blind-Fight, Defensive Attack, Defensive Roll (2), Dodge Focus (2), Evasion (1), Finishing Blow, Improved Block (2), Improved Critical (2) [Unarmed x2], Improved Initiative (1), Improved Sunder, Improved Throw, Power Attack, Stunning Attack, Takedown Attack (2), Tough (1), Weapon Break

POWERS:
Disintegration Touch 7 (Corrosion [21pp]) [7] - DC:17/22:fort/tough


COMBAT: Base Attack +5, Melee +9, Ranged +5, Unarmed +11, Grapple +12 [Unarmed +3, 18-20 Critical (Bruise); Disintegration Touch +7 (Lethal/Bruise)]; Defense 20 (14 flat-footed); Init +7; Knockback -3

SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +7 (Evasion), Will +4

DRAWBACKS:

Abilities 22 + Skills 12 (48 ranks) + Feats 27 + Powers 21 + Combat 26 + Saves 9 – Drawbacks 0 = 117 / 117

Comments: Shatterfist is another longtime DC jobber who is a decent martial artist but has a Disintegration Touch power that I reflected with Corrosion. He, and some of his Cadre counterparts seem to be perfect additions to The Hood's gang in my shared universe, so he gets to be the first DC character that makes the move. Nightfall and Black Mass should make the move as well once I get around to tweaking them.
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Re: J-Mart II: Spider Man, Nightwing, The Hood, Hood's Crew

Postby Thorpacolypse » Wed Oct 21, 2009 8:38 pm

This UNDER THE HOOD special is a J-Mart II favorite!

Image
Aw, rats...

VERMIN
PL:
9 (118 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 24 [10] (+7/0) DEX: 24 [10] (+7/0) CON: 24 [10] (+7/0) INT: 6 (-2) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Acrobatics 2 (+9), Bluff (-1), Climb 3 (+10), Diplomacy (-1), Disguise (-1), Escape Artist (+7), Gather Info (-1), Handle Animal 9 (+8), Intimidate (-1), Notice 3 (+3), Search (-2), Stealth 3 (+10), Survival 8 (+8), Swim (+7)

FEATS: All-out Attack, Attack Focus (Melee) (6), Chokehold, Dodge Focus (1), Improved Initiative (1), Rage (1), Sneak Attack (1)

POWERS:
Enhanced Strength 14 (14pp) [14]
Enhanced Constitution 14 (14pp) [14]
Enhanced Dexterity 14 (14pp) [14]
Super-Strength 1 (1400 Lbs [2pp]) [1]
Protection 2 (2pp) [2]
Super Senses 4 (Low Light Vision, Ultrahearing, Scent [Acute, Extended]; 4pp) [4]
Animal Control 9 (Extra: Range [Perception], Flaw: Limited [rats, mice and stray dogs]; 18pp) [9]
Comprehend 2 (Understand, Speak [Rats, Mice, Dogs [4pp]) [2]
Speed 1 (1pp) [1]
Leaping 2 (2pp) [2]
Super-Movement 1 (Wall-Crawling [2pp]) [2]


COMBAT: Base Attack +3, Melee +9, Ranged +3, Grapple +17 [Unarmed +7 (Bruise)]; Defense 19 (14 flat-footed); Init +11; Knockback -4

SAVES: Toughness +9 (+9 flat-footed), Fortitude +9, Reflex +8, Will +2

DRAWBACKS:

Abilities -6 + Skills 7 (28 ranks) + Feats 12 + Powers 78 + Combat 22 + Saves 5 – Drawbacks 0 = 118 / 118

Comments: Vermin…he’s something. Part of The Hood's gang now, he was originally a Spidey villain that actually was laying the smack down on Spidey with his "unpredictable fighting style" enough that Cap had to come bail him out. Now THAT is some creative writing!

He's a former scientist turned into a feral beast man by Baron Zemo and he's actually a decent mid level villain. With his enhanced abilities and his animal control power, he can cause trouble for street level heroes and even Spidey types with proper GM planning. But in a straight fight, he shouldn't last long against the DD's and Nightwing's of the world.
Last edited by Thorpacolypse on Wed Oct 21, 2009 9:28 pm, edited 1 time in total.
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Re: J-Mart II: Spider Man, Nightwing, The Hood, Hood's Crew

Postby Thorpacolypse » Wed Oct 21, 2009 8:50 pm

Another new item in our UNDER THE HOOD line hits the J-Mart II shelves.

Image
Cool powers. Bad...bad...BAD...costume...

SHOCKER
PL:
9 (125 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 4 (+6), Bluff 7 (+8), Climb (+2), Concentration (+1), Craft [Electronic] 8 (+10), Craft [Mechanical] 8 (+10), Diplomacy (+1), Disable Device 7 (+9), Disguise (+1), Escape Artist (+2), Gather Info 8 (+9) [Contacts, Well-Informed], Handle Animal (+1), Intimidate (+1), Knowledge [Streetwise] 6 (+8), Knowledge [Technology] 8 (+10), Notice 5 (+6), Search (+2), Sense Motive 5 (+6), Stealth 6 (+8), Survival (+1), Swim (+2)

FEATS: All-out Attack, Contacts, Defensive Roll (1), Dodge Focus (3), Improved Initiative (1), Power Attack, Tough (1), Well-Informed

POWERS:
Vibro Gauntlets 6 (Device, Hard to Lose [30pp traits]; 24pp) [6]

Vibration Control 9 (Blast, Extra: Cone Area [27pp]) [9] - DC:19/24:ref/tough
AP: Stun 9 (Extra: Area Burst [1pp]) [9] - DC:19/19:ref/fort
AP: Stun 6 (Extra: Aura [1pp]) [6] - DC:16:fort
AP: Deflect 9 (All Ranged [1pp]) [9]

Shocker Costume 3 (Device, Hard to Lose [15pp traits]; 12pp) [3]
Immunity 6 (Snares, Own Powers [6pp]) [6]
Protection 4 (Extra: Impervious [8pp]) [4]
Enhanced Feats 1 (Quick Change [1pp]) [1]


COMBAT: Base Attack +9, Melee +9, Ranged +9, Grapple +11 [Unarmed +2 (Bruise); Vibration Blast +9 (Bruise)]; Defense 19 (13 flat-footed); Init +6; Knockback -6

SAVES: Toughness +9 (+8 flat-footed, +4 Impervious), Fortitude +6, Reflex +5, Will +4

DRAWBACKS:

Abilities 22 + Skills 18 (72 ranks) + Feats 10 + Powers 36 + Combat 30 + Saves 9 – Drawbacks 0 = 125 / 125

Comments: A bad costume, but a decent villain, the Shocker. One of my favorite Spidey villains. I've always liked him because, like The Hood, he's portrayed simply. He's a thug with powers. Not a lot of fluff or angst, just pay him and let him turn on the juice. He's turned up with The Hood recently, too, although I haven't seen him lately. Still, he makes a good member, if only for the name recognition which is generally lacking in that gang.

I do find it odd that in looking for pics for him, I found more for Vermin, and I mean like a LOT more than I did for Shocker, who's been around longer and involved with more storylines for Spidey and others. Go fig.
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Wed Oct 21, 2009 9:03 pm

More UNDER THE HOOD specials keep on a'comin'!

Image
...And then, just when it looked like Griffin might defeat the Avengers...

GRIFFIN
PL:
10 (133 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 32 [10] (+11/0) DEX: 20 [10] (+5/0) CON: 34 [14] (+12/+2) INT: 6 (-2) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Aerobatics 3 (+8), Bluff (-1), Climb (+11), Diplomacy (-1), Disguise (-1), Escape Artist (+5), Gather Info (-1), Handle Animal (-1), Intimidate 10 (+9), Search (-2), Stealth 3 (+8), Swim (+11)

FEATS: All-out Attack, Attack Focus (Melee) (3), Diehard, Fearsome Presence (4), Improved Grab, Power Attack

POWERS:
Enhanced Strength 22 (22pp) [22]
Enhanced Constitution 20 (20pp) [20]
Enhanced Dexterity 10 (10pp) [10]
Additional Limb 1 (Tail [1pp]) [1]
Impervious Toughness 8 (8pp) [8]
Super-Strength 6 (67 Tons [12pp]) [6]
Flight 4 (Drawback: Power Loss [If wings immobilized, uncommon, minor; -1] 7pp) [4]
Tail Strike 1 (PF: Mighty, Extended Reach [3pp]) [1] - DC:27:tough
Super Senses 5 (Normal Sight [Extended], Scent [Extended, Acute], Normal Hearing [Extended], Low Light Vision, Ultra-Hearing [5pp]) [5]
Immunity 2 (Environmental Cold, Heat [2pp]) [2]


COMBAT: Base Attack +5, Melee +8, Ranged +5, Grapple +25 [Unarmed +11 (Bruise), Tail Strike +12 (Bruise)]; Defense 18 (14 flat-footed) Init +5; Knockback -10

SAVES: Toughness +12 (+12 flat-footed, +8 Impervious), Fortitude +13, Reflex +7, Will +3

DRAWBACKS:

Abilities -2 + Skills 4 (16 ranks) + Feats 11 + Powers 88 + Combat 26 + Saves 6 – Drawbacks 0 = 133 / 133

Comments: Griffin is kind of an interesting character. I’m glad he’s getting a little run with The Hood’s gang. He’s a standard creation of the 70’s, a petty thug who got in with a group called the Secret Empire who experimented on him to turn him into this Griffin like creature. He went a few rounds with the X-Men and Avengers because he figured out the more he pushes his powers, the more they evolve and increase but it backfired the last time because as a tradeoff for Class 90 strength, his intelligence dropped to beastial levels. I left him slightly smarter than that and not quite as strong, but formidable none the less.

And see, it's the tough love that forges the strongest bonds...

Image

Image
Last edited by Thorpacolypse on Wed Oct 21, 2009 9:28 pm, edited 1 time in total.
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Wed Oct 21, 2009 9:12 pm

And we keep those UNDER THE HOOD specials rollin' out!

Image
Huh...I have no jokes for this...I'm losing my touch...

SCORCHER
PL:
8 (90 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 16 (+3) WIS: 11 (0) CHA: 10 (0)

SKILLS: Acrobatics 3 (+4), Bluff 5 (+5), Climb (+1), Computers 3 (+6), Craft [Chemical] 3 (+6), Craft [Mechanical] 4 (+7), Escape Artist (+1), Intimidate 4 (+4), Knowledge [Physical Sciences] 4 (+7), Knowledge [Streetwise] 3 (+6), Knowledge [Technology] 3 (+6), Search (+3), Stealth (+1), Swim (+1)

FEATS: All-out Attack, Attack Specialization (2) [Scorcher Armor], Improved Initiative (1), Set-Up

POWERS:
Scorcher Armor 8 (Device 8, Hard to Lose, PF: Restricted x2 [Hudak only]; [40pp traits]; 34pp) [8]

Protection 5 (Extra: Impervious [10pp]) [5]
Protection 2 (2pp) [2]
Shield 2 (2pp) [2]
Flight 3 (50 mph [6pp]) [3]
Fire Blast 9 (Array, PF: Split Attack [19pp]) [9] - DC:24:tough
AP: Fire Ball Blast 6 (Extra: Auto-Fire [1pp]) [6] - DC:21:tough


COMBAT: Base Attack +3, Melee +3, Ranged +3, Scorcher Armor +7, Grapple +4 [Unarmed +1 (Bruise); Fire Blast +9 (Bruise); Fire Ball Blast +6, Auto-Fire (Bruise)]; Defense 18 (13 flat-footed); Init +5; Knockback -6

SAVES: Toughness +8 (+8 flat-footed), Fortitude +5, Reflex +5, Will +4

DRAWBACKS:

Abilities 13 + Skills 8 (32 ranks) + Feats 5 + Powers 34 + Combat 18 + Saves 12 – Drawbacks 0 = 90 / 90

Comments: Here is the Scorcher, Steven Hudak, another of the jobber villains that is part of the Hood’s new criminal empire. He’s a one trick pony that has found a little more success with the strength in numbers mentality of the Hood’s group. With all the other powersets in the gang, he gets a lot of free shots, so it works out for him.
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Wed Oct 21, 2009 9:19 pm

Our last UNDER THE HOOD Special for the night hits the shelves.

Image
I don't care if he'd pound me into the dirt, I'd have to say something about that fin on his head...

TIGER SHARK
PL:
10 (142 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 34 [16] (+12/+3) DEX: 20 [16] (+5/+3) CON: 34 [18] (+12/+4) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb (+12), Concentration (+1), Escape Artist (+5), Intimidate 12 (+12) [Startle], Notice 4 (+5), Search (+1), Sense Motive 5 (+6), Stealth (+5), Survival (+1), Swim 3 (+15)

FEATS: All-out Attack, Chokehold, Equipment (1), Fearsome Presence (2), Improved Grab, Improved Grapple, Improved Initiative (1), Power Attack, Rage (1), Startle, Takedown Attack (1)

POWERS:
Enhanced Strength 18 (18pp) [18]
Enhanced Constitution 16 (16pp) [16]
Enhanced Dexterity 4 (4pp) [4]
Impervious Toughness 7 (7pp) [7]
Protection 1 (1pp) [1]
Super-Strength 5 (45 Tons [10pp]) [5]
Immunity 3 (Drowning, Pressure, Cold [3pp]) [3]
Super-Senses 2 (Scent [Extended], Track [by Scent]; 2pp) [2]
Swimming 5 (5pp) [5]


EQUIPMENT:
(5ep)

Costume (Protection 1, Feature 1 [Provides moisture to skin for 24 hours out of water]; 2ep) [1]

COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +25 [Unarmed +12 (Bruise)]; Defense 16 (13 flat-footed); Init +9; Knockback -11

SAVES: Toughness +14 (+14 flat-footed, +7 Impervious), Fortitude +15, Reflex +7, Will +4

DRAWBACKS: Power Loss - -1 Strength, -1 Con, 1 rank of Super Strength, per round after 2 hour out of water without suit, can be fatal [rare, moderate; -2]

Abilities 24 + Skills 6 (24 ranks) + Feats 12 + Powers 66 + Combat 28 + Saves 8 – Drawbacks -2 = 142 / 142

Comments: A long time Marvel powerhouse, Tiger Shark. He’s been an enemy of Namor’s for some time, taking a whooping from him and coming back for more time and time again. Gotta love his never say die spirit, even if he’s not quite in Namor’s class. Lately, he’s been running with The Hood as well. He's still getting pwned, but at least he looks cooler doing it and he's getting PAID.
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Jabroniville » Wed Oct 21, 2009 10:43 pm

Gotta love the loser-guy builds. For some reason, I've always liked reading builds of crappy characters (vs) good ones. They tend to be simpler and more unique.
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Alexander » Thu Oct 22, 2009 3:15 am

Man, what a torrent of awesome builds! I'd love to see these guys in action. What a huge brawlfest!
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby BARON » Thu Oct 22, 2009 9:12 am

i will forever refer to shocker as "captain quilt" thanks to the spiderman video game. :lol:
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Thu Oct 22, 2009 6:10 pm

Alexander wrote:Man, what a torrent of awesome builds! I'd love to see these guys in action. What a huge brawlfest!


That's what I'm hoping to force my Compulsive Building Side to allow my Game Playing Side to do soon. :shock:

And now, to keep those D listers coming...
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Thu Oct 22, 2009 6:30 pm

We move on with our UNDER THE HOOD specials with this new item. It's a little rusty, bit it still works pretty well.

Image
*Sniff*...he reminds me of my first car...

GIRDER
PL:
9 (100 pp) – OPL: 9; DPL: 8.5

ABILITIES: STR: 32 (+11) DEX: 12 (+1) CON: 26 (+8) INT: 10 (0) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Bluff 5 (+4), Climb (+1), Craft [Mechanical] 5 (+5), Diplomacy (-1), Disguise (-1), Escape Artist (+1), Gather Info (-1), Handle Animal (-1), Intimidate 11 (+10), Notice 2 (+2), Sense Motive 5 (+5), Stealth (+1), Swim (+1)

FEATS: All-out Attack, Attack Focus (Melee) (4), Chokehold, Dodge Focus (1), Power Attack

POWERS:
Growth 4 (Extras: Action [Continuous], Flaw: Permanent, PF: Innate [13pp]) [4]

Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Density 6 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [13pp]) [6]
Str +12, Impervious Toughness +3, Immovable +2, Super-Strength +2, Mass x5
Enhanced Constitution 12 (12pp) [12]
Immovable 2 (2pp) [2]
Impervious Toughness 5 (5pp) [5]
Protection 2 (2pp) [2]
Super-Strength 3 (33 Tons, PF: Groundstrike [7pp]) [3]
Immunity 3 (Environmental Heat, Cold, Suffocation [3pp]) [3]


COMBAT: Base Attack +4, Melee +7, Ranged +3, Grapple +27 [Unarmed +11 (Bruise)] Defense 14 (11 flat-footed) Init +1; Knockback -14

SAVES: Toughness +13 (+13 flat-footed, +8 Impervious), Fortitude +12 Reflex +3 Will +3

DRAWBACKS: Vulnerable - -1 to all checks, attacks, defense after 20 minutes in oxygenated environments (very common, moderate; -5)

Abilities 2 + Skills 7 (28 ranks) + Feats 8 + Powers 63 + Combat 16 + Saves 9 – Drawbacks -5 = 100 / 100

Comments: Girder is a fairly new member of Flashes’ Rogues, a jerk who got thrown into a vat of molten steel with some S.T.A.R. Lab chemicals in it which, in classic comic fashion, turned into him a living steel dude. Seems totally plausible to me.

His big problem is that he started rusting immediately and continues to do so as he is exposed to oxygen. He keeps on rolling and rumbling, though, so I gave him a drawback, but I'm considering removing it because he has kept going over the years. Since he usually gets whooped pretty quickly, and is a thug at heart, he seemed perfect for the Earth-217 version of The Hood’s gang.
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Thu Oct 22, 2009 6:39 pm

We keep the UNDER THE HOOD specials coming with this new item!

Image
Sad to say, it's a VAST improvement over his original suit.

LIGHTMASTER
PL:
10 (120 pp) – OPL: 10; DPL: 10

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

SKILLS: Acrobatics 4 (+6), Bluff 4 (+5), Climb (+1), Concentration 5 (+7), Craft [Electronic] 8 (+11), Craft [Mechanical] 5 (+8), Diplomacy (+1), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 4 (+5), Knowledge [Civics] 4 (+7), Knowledge [Technology] 8 (+11), Notice (+2), Profession [School Administrator] 4 (+6), Search (+3), Sense Motive (+2), Stealth 6 (+8), Survival (+2), Swim (+1)

FEATS: All-out Attack, Attack Specialization (1) [Light Control Array], Defensive Attack, Defensive Roll (1), Dodge Focus (2), Favored Environment (2) [+2 Dodge when flying], Improved Initiative (1), Power Attack

POWERS:
Lightmaster Suit 10 (Device, Hard to Lose, PF: Restricted [50pp traits]; 40pp) [10]

Light Control 12 (Array [24pp]) [12]
AP: Dazzle 8 (Visual, Array, Extra: Area Burst [1pp]) [8] - DC:18/18:ref/fort
AP: Create Object 8 (Hard Light Constructs, Extra: Movable [8pp]) [8]
AP: Snare 11 (PF: Tether [1pp]) [11] - DC:21:ref
AP: Light Blast 12 (1pp) [12] – DC:27:tough
Flight 4 (100 mph [8pp]) [4]
Protection 3 (3pp) [3]


COMBAT: Base Attack +6, Melee +6, Ranged +6, Light Control Array +8, Grapple +7 [Unarmed +1 (Bruise), Light Blast +12 (Bruise)]; Defense 18 (13 flat-footed, 20 when Flying); Init +6; Knockback-3

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

DRAWBACKS:

Abilities 22 + Skills 13 (52 ranks) + Feats 10 + Powers 41 + Combat 24 + Saves 10 – Drawbacks 0 = 120 / 120

Comments: Another almost forgotten Spidey villain who showed up as part of The Hood’s criminal empire, Lightmaster. He who also tangled with Dazzler and got dusted off for these Hood Criminal Empire run. As expected, he’s a light controller and his powers come from a suit. He’s no great shakes on his own, but with that group, he can be very effective. He does have a pretty potent blast, though, so if he hits you, you’re in a hurt, but against a smart hero, that won’t happen more than once.

I suppose I should be giving these jobber powersuit villains the Normal Identity drawback, but really, I don't care about PP and they're going to get whooped regardless unless I roll horribly, so don't look for those fixes. :wink:
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Thu Oct 22, 2009 6:47 pm

UNDER THE HOOD

Image
Somehow, I just don't see it LL...

THE LIVING LASER
PL:
10 (150 pp) – OPL: 10; DPL: 10

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

SKILLS: Aerobatics 6 (+8), Bluff 8 (+8), Climb (NA), Concentration (+2), Craft [Electronic] 8 (+11), Escape Artist (+2), Intimidate 6 (+6), Knowledge [Technology] 8 (+11) [Inventor], Notice 6 (+8), Search (+3), Sense Motive (+2), Stealth 6 (+8), Survival (+2), Swim (NA)

FEATS: Accurate Attack, Dodge Focus (2), Favored Environment (2) [+2 Dodge when Flying], Improved Initiative (2), Inventor, Teamwork (1)

POWERS:
Immunity 30 (Fortitude Effects [30pp]) [30]
Insubstantial 3 (Extra: Continuous, Flaw: Permanent [15pp]) [3]
Protection 8 (8pp) [8]
Flight 5 ([250mph [10pp]) [5]
Laser Blast 13 (Array, Extra: Affects Corporeal, PF: Accurate [39pp array]; 40pp) [13] - DC:28:tough
AP: Dazzle Aura 9 (1pp) [9] - DC:19/19:ref/fort
AP: Dazzle 10 (Visual, Extra: Area Burst [1pp]) [10] - DC:20:ref
AP: Corrosion 9 (Extra: Affects Corporeal [1pp]) [9] - DC:19:fort
AP: Boost 19 (Flight 19, PF: Slow Fade x3 [1pp]) [19]


COMBAT: Base Attack +5, Melee +5, Ranged +5, Grapple +5 [Blast +13 (Bruise); Corrosion +9 (Lethal/Bruise)]; Defense 20 (14 flat-footed, 22 when Flying); Init +10; Knockback -4

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

DRAWBACKS: Vulnerable -Power Drains [uncommon, major; -3], Vulnerable -Magnetic attacks [uncommon, major; -3]

Abilities -6 + Skills 12 (48 ranks) + Feats 9 + Powers 107 + Combat 26 + Saves 8 – Drawbacks -6 = 150 / 150

Comments: Living Laser is a long time Avengers and Iron Man foe who started out a long time ago as a scientist with laser guns in his costume. Then he got caught in an accident and became an actual living laser. Now he rolls with The Hood.

I was dead set that I could bring him at PL10/150 and still make him a threat to heroes like Spidey and Iron Man and I was on a roll…then I read that he could fly at light speed. Giving someone 18-20 ranks of Flight takes a toll on the old PP budget, so he gets some base flight and then an AP to boost it up to light speed. Other than that, he’s a nifty energy controller than can be a pain if you don’t have an energy attack to effect him with.
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Thorpacolypse
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