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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Thu Oct 22, 2009 6:59 pm

A J-Mart Favorite item joins the UNDER THE HOOD specials!

Image
And as the Thorpacolypse looks at the hot woman and ponders snake jokes, he pauses...realizes he wants to keep posting...and goes on with the posting of the build...

PRINCESS PYTHON
PL:
8 (90 pp) – OPL: 6 [8]; DPL: 3.5

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

SKILLS: Acrobatics 4 (+6), Bluff 9 (+12/+16) [Attractive, Taunt], Concentration (+2), Diplomacy 7 (+10/+14) [Attractive], Disable Device 4 (+7), Disguise (+3), Escape Artist 4 (+6), Gather Info (+3), Handle Animal 9 (+12), Intimidate (+3), Knowledge [Herpetology] 7 (+10), Knowledge [Streetwise] 6 (+9), Notice 4 (+6), Perform [Snake Charming] 10 (+13), Search (+3), Sense Motive 4 (+6), Stealth (+2), Survival (+2)

FEATS: Attack Focus (Melee) (2), Attractive (1), Equipment (4), Improved Initiative (1), Minions (9) [2 Rock Pythons, Fanatical], Set-Up, Sneak Attack (1), Taunt, Teamwork (2)

POWERS:
None


EQUIPMENT:
(20ep)

Taser (Electric Stun 5, PF: Extended Reach; 10 ft range, small [11ep]) [5] - DC:15:fort
Cell Phone (1ep)
Vehicle (8ep):
Full Size Car Archetype

COMBAT: Base Attack +3, Melee +5, Ranged +3, Grapple +3 [Unarmed +0 (Bruise)]; Defense 16 (13 flat-footed); Init +6; Knockback 0

SAVES: Toughness +1 (+1 flat-footed), Fortitude +4, Reflex +5, Will +7

DRAWBACKS:

Abilities 22 + Skills 17 (68 ranks) + Feats 22 + Powers 0 + Combat 18 + Saves 11 – Drawbacks 0 = 90 / 90

Comments: OK, so since I was building villains, Princess Python leapt to mind as I was reading (and giggling again) about the Bar With No Name where all the Marvel D-list villains hung out and The Punisher blew up during Stilt-Man’s wake. She was Stilt-Man’s widow and ended up marrying Gibbon after that. (Is a compulsion to marry losers a complication or a drawback? I guess I’ll have to ask my wife. :wink: ) I think she’s dead now, but she had a good run for a crappy gimmick. She had no super powers, just always rolled with a big ass snake and gave Spidey, Cap and Iron Man enough trouble to keep getting written. And again, she seems like a good fit for Parker's gang.

Now this version is probably overpowered...OK, DEFINITELY overpowered,but I figured since she did have several run ins with big names, including The Avengers, she should have a little fight in her. I doubled up on the snakes, suped them up a bit and gave her some good interaction skills to set them up. And that Taser can put a hurt on a costumed adventurer type with her sneak attack. She’d be a fun first encounter for a group or a fun “mastermind” behind a plot that should be out of her league.

But good lord, forget all that, the art for her the past few years has been...wow...

Image

Anyway, on to her new babies.

STURM UND DRANG
PL:
8 (58 pp) – OPL: 7.5; DPL: 7.5

ABILITIES: STR: 26 (+8) DEX: 12 (+1) CON: 16 (+3) INT: 2 (-4) WIS: 10 (0) CHA: 6 (-2)

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

FEATS: Attack Focus (Melee) (8), Chokehold, Crushing Pin, Improved Grab, Improved Initiative (2), Improved Pin, Fearsome Presence (1), Prone Fighting

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
Super-Movement 1 (Slithering [2pp]) [1]
Super Senses 3 (Scent [Extended, Acute], Low Light Vision [3pp]) [3]
Protection 6 (6pp) [6]


COMBAT: Base Attack -1, Melee +7, Ranged -1, Grapple +19 [Unarmed +8 (Bruise)]; Defense 16 (13 flat-footed); Init +9; Knockback -4

SAVES: Toughness +9 (+9 flat-footed), Fortitude +8, Reflex +5, Will +2

DRAWBACKS: Disability - Mute (common, major; -4), Disability - No Hands (common, major; -4), Weakness - Slowed in cold environments (uncommon, moderate; -2)

Abilities 0 + Skills 5 (20 ranks) + Feats 16 + Powers 24 + Combat 14 + Saves 11 – Drawbacks -12 = 58 / 58

Comments: I figured Princess Python should have two babies to play with so here are Sturm and Drang, suped up versions of Jabroniville’s anaconda builds with nice German names to give them a little flavor.
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Thu Oct 22, 2009 7:21 pm

Our UNDER THE HOOD specials continue to flood the J-Mart II shelves! Check out this 3 for 1 special!

Image
You've got to admire dudes who have sucked this much for this long.

Comments: The mighty Enforcers. Long time DD and Spidey villains who have hooked up with The Hood now, but continue to strike out (and strikeout) on their own as hitters from The Kingpin and others. They suck, but they are a lovable kind of suck that keeps writers wanting to keep writing them. They will definitiely get pwned by one of my street level heroes soon.

And here they are, in all their low powered glory!

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

Image

OX
PL:
6 (53 pp) – OPL: 6; DPL: 6

ABILITIES: STR: 25 (+7) DEX: 12 (+1) CON: 20 (+5) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2)

SKILLS: Bluff (-2), Climb (+7), Concentration (-1), Diplomacy (-2), Disguise (-2), Escape Artist (+1), Gather Info (-2), Handle Animal (-2), Intimidate 8 (+6), Knowledge [Streetwise] 8 (+6), Notice (-1), Search (-2), Sense Motive (-1), Stealth (+1), Survival (-1), Swim (+7)

FEATS: All-out Attack, Attack Focus (Melee) (2), Chokehold, Crushing Pin, Dodge Focus (1), Improved Grab, Improved Grapple, Power Attack, Teamwork (1), Tough (2)

POWERS:
None


COMBAT: Base Attack +3, Melee +5, Ranged +3, Grapple +12 [Unarmed +7 (Bruise)]; Defense 15 (12 flat-footed); Init +1; Knockback -3

SAVES: Toughness +7 (+7 flat-footed), Fortitude +8, Reflex +2, Will +1

DRAWBACKS:

Abilities 17 + Skills 4 (16 ranks) + Feats 12 + Powers 0 + Combat 14 + Saves 6 – Drawbacks 0 = 53 / 53

Comments: Ox is the muscle of the trio. He's big, tough and strong as an...well, you know...

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

Image

MONTANA
PL:
6 (65 pp) – OPL: 6; DPL: 6

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

SKILLS: Bluff 5 (+6), Climb (+2), Concentration (+1), Diplomacy (+1), Disable Device 5 (+6), Disguise (+1), Drive 3 (+5), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 5 (+6), Knowledge [Streetwise] 5 (+6), Notice 2 (+3), Search (+1), Sense Motive (+1), Stealth 3 (+5), Survival (+1), Swim (+2)

FEATS: Attack Specialization (1) [Lasso], Dodge Focus (2), Equipment (3), Set-Up, Teamwork (1), Tough (1)

POWERS:
None


EQUIPMENT:
(15ep)

Jacket and Suit (Protection 1, PF: Subtle [2ep]) [1]
Cell Phone (1ep)
Arsenal (11ep):
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough
Lasso (Snare 5, PF: Tether, Reversible; 50 ft range, Large [1ep]) [5] - DC:15:ref

COMBAT: Base Attack +5, Melee +5, Ranged +5, Lasso +7, Grapple +7 [Unarmed +2 (Bruise); Heavy Pistol +5 (Lethal)]; Defense 18 (13 flat-footed); Init +2; Knockback -2

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

DRAWBACKS:

Abilities 18 + Skills 7 (28 ranks) + Feats 9 + Powers 0 + Combat 22 + Saves 9 – Drawbacks 0 = 65 / 65

Comments: Montana’s kind of a the leader of the Enforcers and his main thing is wrapping up folks up with his lasso, allowing Dan or Ox to get free shots. He's a decent shot and fairly hard to hit, but like the rest of his boys, he's not going to last long against Spidey without some help.

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

Image

FANCY DAN
PL:
6 (78 pp) – OPL: 6; DPL: 6

ABILITIES: STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 10 (0) CHA: 12 (+1)

SKILLS: Acrobatics 6 (+10), Bluff 4 (+5), Climb (+2), Diplomacy (+1), Disable Device 5 (+6), Disguise (+1), Drive 2 (+6), Escape Artist (+4), Gather Info (+1), Handle Animal (+1), Intimidate 3 (+4), Knowledge [Streetwise] 5 (+6), Search (+1), Stealth 3 (+7), Swim (+2)

FEATS: Attack Specialization (2) [Unarmed], Defensive Roll (1), Dodge Focus (3), Elusive Target, Equipment (2), Grappling Finesse, Improved Block (1), Improved Critical (1) [Unarmed], Improved Disarm (1), Move-by Action, Set-Up, Takedown Attack (1), Teamwork (1)

POWERS:
None


EQUIPMENT:
(10ep)

Cell Phone (1ep)
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4]

COMBAT: Base Attack +6, Melee +6, Ranged +6, Unarmed +10, Grapple +10 [Unarmed +2, 19-20 Critical (Bruise); Light Pistol +4 (Lethal)]; Defense 19 (13 flat-footed); Init +4; Knockback -1

SAVES: Toughness +3 (+2 flat-footed), Fortitude +5, Reflex +7, Will +4

DRAWBACKS:

Abilities 20 + Skills 7 (28 ranks) + Feats 17 + Powers 0 + Combat 24 + Saves 10 – Drawbacks 0 = 78 / 78

Comments: Good old Fancy Dan is the little, quick martial artist of the group and probably the most dangerous, as you can see in the pic. I thought about pumping up his PL a bit, but really, that's just not with The Enforcers are about. They're about putting a two panel fight and then heading back to jail until someone, and in my setting, it's Da Hood, bails them out so that they can suck again another day.
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Re: J-Mart II: Hood's Crew - Girder, Princess Python, Enforcers

Postby Thorpacolypse » Thu Oct 22, 2009 7:39 pm

A couple more UNDER THE HOOD specials to end the evening, including this CAN'T MISS special.

Image
Oh believe me, I'll beware this guy.

JAVELIN
PL:
8 (108 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 14 (+2) DEX: 18 (+4) CON: 14 (+2) INT: 12 (+1) WIS: 10 (0) CHA: 10 (0)

SKILLS: Acrobatics 4 (+8), Bluff 8 (+8) [Taunt], Climb (+2), Craft [Mechanical] 6 (+7), Disable Device 7 (+8), Escape Artist (+4), Intimidate 5 (+5), Knowledge [Streetwise] 4 (+5), Notice 3 (+3), Search (+1), Stealth 3 (+7), Swim (+2)

FEATS: All-out Attack, Attack Specialization (1) [Javelins], Deadeye, Defensive Attack, Defensive Roll (1), Dodge Focus (2), Improved Aim, Improved Critical (2) [Javelins x2], Improved Initiative (1), Improved Ranged Disarm, Power Attack, Precise Shot (1), Quick Draw (1), Ranged Pin, Taunt

POWERS:
Trick Javelins 5 (Device 5, Easy to Lose [25pp traits]; 15pp) [5]

Standard Javelin 7 (Piercing Blast 7, Extra: Penetrating [21pp]) [7] - DC:22:tough
AP: Exploding Javelin 7 (Ballistic Blast 7, Extra: Targeted Area Explosion [1pp]) [7] - DC:22:tough
AP: Cluster Javelin 7 (Piercing Blast 7, Extra: Auto-Fire [1pp]) [7] - DC:22:tough
AP: Glop Javelin 7 (Snare 7, Extra: Targeted Area Burst [1pp]) [7] - DC:17:ref
AP: Standard Javelin (Piercing Strike 5, Extra: Penetrating [7], PF: Mighty, Extended Reach [1pp]) [7] - DC:22:tough

Costume 2 (Device 2, Hard to Lose [10pp traits]; 8pp) [2]
Protection 3 (3pp) [3]
Enhanced Feats 1 (Quick Change [1pp]) [1]
Flight 3 (50 mph [6pp]) [3]


COMBAT: Base Attack +7, Melee +7, Ranged +7, Javelins +9, Grapple +9 [Unarmed +2 (Bruise); Javelins +7, 18-20 Critical (Lethal)]; Defense 20 (14 flat-footed); Init +8; Knockback -3

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

DRAWBACKS:

Abilities 18 + Skills 10 (40 ranks) + Feats 17 + Powers 23 + Combat 30 + Saves 10 – Drawbacks 0 = 108 / 108

Comments: Javelin is a DC D-lister who doesn’t realize he’s a D-lister. He started out as Green Lantern villain back when yellow was a big issue for him and Javelin took advantage of it by making his costume yellow and setting up javelins with yellow paint and effects to take him down. Once that passed, he’s been getting pwned by other DC heroes over the years so he seems like a good fit for The Hood’s crew.
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Re: J-Mart II: Hood's Crew - Girder, Princess Python, Enforcers

Postby Thorpacolypse » Thu Oct 22, 2009 7:45 pm

Our last UNDER THE HOOD Special (for now), hits the shelves.

Image
Wildfire? Never heard of him...

SHOCKWAVE
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 24 [20] (+7/+5) DEX: 20 (+5/+3) CON: 20 (+5/+3) INT: 14 (+2) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 7 (+12), Bluff 8 (+9) [Taunt], Climb (+7), Computers 6 (+8), Concentration (+1), Craft [Electronic] 6 (+8), Diplomacy (+1), Disable Device 8 (+10), Disguise (+1), Escape Artist (+5), Gather Info 8 (+9), Handle Animal (+1), Intimidate 6 (+7), Knowledge [Tactics] 6 (+8), Notice 5 (+6), Profession [Secret Agent] 6 (+7), Search (+2), Sense Motive 7 (+8), Stealth 7 (+12), Survival (+1), Swim (+7)

FEATS: All-out Attack, Attack Focus (Melee) (2), Attack Specialization (1) [Unarmed], Chokehold, Defensive Attack, Diehard, Dodge Focus (2), Evasion (1), Improved Block (1), Improved Initiative (1), Improved Throw, Power Attack, Stunning Attack, Takedown Attack (1), Taunt

POWERS:
Enhanced Strength 6 (6pp) [6]
Enhanced Constitution 4 (4pp) [4]
Enhanced Dexterity 4 (6pp) [4]
Shockwave Suit 6 (Device, Hard to Lose [30pp traits]; 24pp) [6]

Enhanced Strength 4 (4pp) [4]
Super-Strength 2 (1.4 Tons [4pp]) [2]
Protection 3 (3pp) [3]
Leaping 1 (1pp) [1]
Electric Shock 9 (Stun 9 [18pp]) [9] - DC:19:fort


COMBAT: Base Attack +7, Melee +9, Ranged +7, Unarmed +11, Grapple +18 [Unarmed +7 (Bruise); Electric Shock +9 (Bruise)]; Defense 20 (14 flat-footed); Init +9; Knockback -4

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

DRAWBACKS:

Abilities 24 + Skills 20 (80 ranks) + Feats 17 + Powers 38 + Combat 30 + Saves 6 – Drawbacks 0 = 135 / 135

Comments: Another Marvel jobber that is part of the Hood’s empire, Shockwave. He was a rival of Shang Chi’s, a martial artist who got some bionic upgrades and then a battlesuit. And he still got whooped. But hey, The Hood is making these losers rich, so you can’t argue with mediocrity in numbers.

That's about all I can do with the C and D Listers for now, I need a break from the suck. I'll try to whip up some more later on, incluing Doctor Demonicus, The Masked Marauder and Basilisk because they all have a pretty high suck factor.
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Re: J-Mart II: Hood's Crew - Girder, Princess Python, Enforcers

Postby luketheduke86 » Thu Oct 22, 2009 8:13 pm

The Hood is great, then add in an army of jobbers and he just becomes that much cooler.I like that addition of DC wannabe villains to the roster Thorp. Keep up the good work!
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Darth Morte » Thu Oct 22, 2009 9:52 pm

Brilliant run of builds Mr Thorpa. Everyone needs an army of super-powered jobbers at their beck and call.

Thorpacolypse wrote:I think she’s dead now,


Alive; last seen in the pages of Young Avengers. As the mother of one of their newly introduced nemesi the Young Masters. Still looking fine...
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Re: J-Mart II: Hood's Crew - Girder, Princess Python, Enforcers

Postby Woodclaw » Fri Oct 23, 2009 12:33 am

Well, this is a major collection of jobbers, if I've even seen one. Just one doubt, given his energy being form the laser is pretty much unkillable, his energy can be dispersed but not destroyed so, in the end, he will simply put himself together again. Given this shouldn't he have Resurrection at a very low level (usually tooks him months to recover)?
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Alexander » Fri Oct 23, 2009 3:46 am

Thorpacolypse wrote:Image
Image


If she ever decides to change her alias, she can always go with Innuendo Lass.
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Re: J-Mart II: Hood's Crew - Girder, Princess Python, Enforcers

Postby Thorpacolypse » Fri Oct 23, 2009 8:46 pm

Woodclaw wrote:Well, this is a major collection of jobbers, if I've even seen one. Just one doubt, given his energy being form the laser is pretty much unkillable, his energy can be dispersed but not destroyed so, in the end, he will simply put himself together again. Given this shouldn't he have Resurrection at a very low level (usually tooks him months to recover)?


Maybe. I just usually count that type of thing as GM Fiat, really. No good, or even sucky villain or hero stays dead in the comic world, and ESPECIALLY in the Thorpacoverse. :wink:
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby Thorpacolypse » Fri Oct 23, 2009 9:09 pm

Darth Morte wrote:Brilliant run of builds Mr Thorpa. Everyone needs an army of super-powered jobbers at their beck and call.

Thorpacolypse wrote:I think she’s dead now,


Alive; last seen in the pages of Young Avengers. As the mother of one of their newly introduced nemesi the Young Masters. Still looking fine...


Thanks, Darth. As BARON mentioned in his thread, you need disposable villains to throw at your heroes and since I have a tick about using other people's stuff, instead of using the great NPCs in all the MnM books I have, I am compelled to build them myself. I do plan to do some rumbling with them in near future as to test and kinda/maybe/possibly do a storyline, but I really want to build up the villain ranks so I have lots of options.

I plan on posting revisions of Cap, Wolvie and some of my other faves in the next week or two, but first, more.... :twisted: :twisted: :twisted:
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Re: J-Mart II: Hood's Crew - Girder, Princess Python, Enforcers

Postby Thorpacolypse » Fri Oct 23, 2009 9:24 pm

New additions to our Villains Line just keep hitting the J-Mart East shelves!

Image
You may think I've been evil before, but now that I have a cape...now it's ON, beeeeeatches.

ULTRON
PL:
13 (252 pp) – OPL: 13; DPL: 13

ABILITIES: STR: 34 [26] (+12/+8) DEX: 12 (+1) CON: NA INT: 22 (+6) WIS: 12 (+1) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb (+8), Computers 14 (+20) [Skill Mastery], Concentration (+1), Craft [Electronic] 13 (+19) [Skill Mastery], Craft [Mechanical] 13 (+19) [Skill Mastery], Diplomacy (-1), Disable Device 11 (+17), Disguise (-1), Escape Artist (+1), Gather Info (-1), Handle Animal (-1), Intimidate (-1), Knowledge [Life Sciences] 9 (+15), Knoweldge [Physical Sciences] 9 (+15), Knowledge [Technology] 15 (+21) [Skill Mastery], Notice 4 (+5), Search (+6), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+8)

FEATS: Attack Focus (Ranged) (2), Eidetic Memory, Inventor, Master Plan, Power Attack, Skill Mastery (1) [Computers, Craft: Electronic, Craft: Mechanical, Knowledge: Technology]

POWERS:
Immunity 30 (Fortitude Effects [30pp]) [30]
Density 4 (Extra: Continuous, Flaw: Permanent, PF: Innate [13pp]) [4]

Strength +8, Impervious Toughness +2, Immovable +1, Super Strength +1, Mass x4
Protection 1 (1pp) [1]
Protection 17 (Extra: Impervious [34pp]) [17]
Super-Strength 3 (6pp) [3]
Blast 13 (Array, Extra: Range [Perception]; 39pp) [13] - DC:23:ref
AP: Mind Control 12 (Extra: Instant Command, PF: Mental Link [1pp]) [12] - DC:22:will
AP: Sleep 13 (1pp) [13] - DC:23:fort
AP: Telepathy 13 (1pp) [13] - DC:23:will
AP: Stun 13 (Extra: Ranged [1pp]) [13] - DC:23:fort

Datalink 9 (Array; 9pp) [9]
AP: Machine Control 9 (1pp) [9]
Summon Minion 8 (120pp minions, Extra: Horde, PF: Mental Link, Sacrifice, Progression x4 [25 Ultron Drones]; 30pp) [8]


COMBAT: Base Attack +8, Melee +8, Ranged +10, Grapple +24 [Unarmed +12 (Bruise); Blast +13 (Bruise/Lethal)]; Defense 16 (13 flat-footed); Init +1; Knockback -20

SAVES: Toughness +20 (+20 flat-footed, +19 Impervious), Fortitude NA, Reflex +3, Will +10

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

Abilities 20 + Skills 22 (88 ranks) + Feats 7 + Powers 167 + Combat 28 + Saves 11 – Drawbacks -3 = 252 / 252

Comments: I've always liked Ultron. He has taken so many forms and incarnations, you could build him anywhere from a PL10 PC type level on up to a PL15 world destroyer and not really be off. I chose to split the difference, and even at PL13, he's a match for an Avengers or JLA type group, especially with his drones.

I made him hard as hell to hurt, he can mess with people's minds, he can invent pretty much anything he wants and he can call on 25 120pp drones that are almost as hard to hurt as my Superman build. He's pure nasty. Pym may suck, but he does good work, if it backfires and has tried to destroy the world dozens of times.


Image

ULTRON DRONE
PL:
8 (120 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 30 (+10) DEX: 10 (0) CON: NA INT: 20 (+5) WIS: 10 (0) CHA: 6 (-2)

SKILLS: Bluff (-2), Climb (+6), Computers 8 (+13), Diplomacy (-2), Disguise (-2), Gather Info (-2), Handle Animal (-2), Intimidate (-2), Knowledge [Technology] 8 (+13), Search (+5), Swim (+6)

FEATS: Interpose, Teamwork (1)

POWERS:
Immunity 30 (Fortitude Effects [30pp]) [30]
Density 4 (Extra: Continuous, Flaw: Permanent, PF: Innate [13pp]) [4]

Strength +8, Impervious Toughness +2, Immovable +1, Super Strength +1, Mass x4
Protection 10 (Extra: Impervious [20pp]) [10]
Protection 4 (4pp) [4]
Blast 10 (20pp) [10] - DC:25:tough
Datalink 4 (4pp) [4]


COMBAT: Base Attack +6, Melee +6, Ranged +6, Grapple +17 [Unarmed +10 (Bruise)]; Defense 10 (10 flat-footed); Init +0; Knockback -15

SAVES: Toughness +16 (+16 flat-footed, +12 Impervious), Fortitude NA, Reflex +1, Will +5

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

Abilities 8 + Skills 4 (16 ranks) + Feats 2 + Powers 91 + Combat 12 + Saves 6 – Drawbacks -3 = 120 / 120

Comments: Ultron’s minions.
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Re: J-Mart II: Hood's Crew - Girder, Princess Python, Enforcers

Postby Thorpacolypse » Fri Oct 23, 2009 9:35 pm

Another item in our Villains Line hits the shelves.

Image
For...the last...time...Superman...LET...ME...LEAD! I hate it when you dip me!

ATLAS
PL:
12 (159 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 38 [22] (+14/+6) DEX: 14 (+2) CON: 38 [22] (+14/+6) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+6), Bluff (+1), Climb (+16), Concentration (+2), Diplomacy (+1), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 11 (+12), Knowledge [Arcane Lore] 6 (+7), Notice 3 (+5), Search (+1), Sense Motive (+2), Stealth (+2), Survival (+2), Swim (+16)

FEATS: All-out Attack, Attack Focus (Melee) (4), Chokehold, Damaging Escape, Diehard, Dodge Focus (1), Improved Grab, Improved Grapple, Improved Initiative (1), Power Attack, Startle, Takedown Attack (1), Ultimate Effort (1) (Ultimate Strength Check)

POWERS:
Enhanced Strength 16 (16pp) [16]
Enhanced Constitution 16 (16pp) [16]
Protection 3 (Extra: Impervious [6pp]) [3]
Super-Strength 7 (307 Tons; PF: Groundstrike, Shockwave [14pp]) [7]
Impervious Toughness 7 (7pp) [7]
Leaping 4 (4pp) [4]


COMBAT: Base Attack +6, Melee +10, Ranged +6, Grapple +31 [Unarmed +14 (Bruise)]; Defense 17 (13 flat-footed); Init +6; Knockback -13

SAVES: Toughness +17 (+17 flat-footed, +10 Impervious), Fortitude +16, Reflex +4, Will +7

DRAWBACKS: Power Loss - All powers if Magic Crystal is removed from inside body (uncommon, minor; -1)

Abilities 36 + Skills 6 (24 ranks) + Feats 16 + Powers 69 + Combat 24 + Saves 9 – Drawbacks -1 = 159 / 159

Comments: Atlas is an interesting character and he gets ported straight over from the original J-Mart since I was pretty happy with his build. He was originally a 60’s Jack Kirby creation that only lasted an issue or two and then went into limbo. The new writers of the Superman books dug him out and are making him a new threat for the Man of Steel, and I guess actually Mon-El and The Guardian as well, since they are protecting Metropolis while Kal-El is on New Krypton.

In his re-introduction he took Superman out but he was being assisted by Sam Lane’s new clandestine anti-Kryptonian group who were helping him with...well, I won't spoil it. Krypto did well against him, though, and once Supes figured out why, he took him down. So it’s hard to get a read on his real strength right now but it does look like he has the ability to at least give Superman a real hard time so PL13 for my universe seemed about right. Nothing fancy on the build, all he’s shown is powerhouse ability so far, so that’s the build he gets.

Clean Up 4/28/10: Atlas gets the PL drop to stay in line with my other high level powerhouses.
Last edited by Thorpacolypse on Wed Apr 28, 2010 7:32 pm, edited 1 time in total.
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Re: J-Mart II: Hood's Crew - Shatterfist, Vermin, Shocker, more

Postby BARON » Fri Oct 23, 2009 9:38 pm

Thorpacolypse wrote:
Darth Morte wrote:Brilliant run of builds Mr Thorpa. Everyone needs an army of super-powered jobbers at their beck and call.

Thorpacolypse wrote:I think she’s dead now,


Alive; last seen in the pages of Young Avengers. As the mother of one of their newly introduced nemesi the Young Masters. Still looking fine...


Thanks, Darth. As BARON mentioned in his thread, you need disposable villains to throw at your heroes and since I have a tick about using other people's stuff, instead of using the great NPCs in all the MnM books I have, I am compelled to build them myself. I do plan to do some rumbling with them in near future as to test and kinda/maybe/possibly do a storyline, but I really want to build up the villain ranks so I have lots of options.

I plan on posting revisions of Cap, Wolvie and some of my other faves in the next week or two, but first, more.... :twisted: :twisted: :twisted:


if the new line of zero-art goes on long enough, i'll have my own original disposables to throw around :P
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Re: J-Mart II: Ultron, Atlas

Postby Thorpacolypse » Fri Oct 23, 2009 9:47 pm

A brand new item in our Villain Line hits the shelves.

Image
Hang in there, Kraven. It's only a matter of time until you hunt again...

KRAVEN THE HUNTER
PL:
9 (155 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 24 [18] (+7/+4) DEX: 22 [18] (+6/+4) CON: 24 [18] (+7/+4) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 4 (+10), Bluff (+2), Climb 3 (+10), Concentration (+3), Craft [Mechanical] 5 (+7), Diplomacy (+2), Disguise (+2), Escape Artist (+6), Gather Info (+2), Handle Animal 6 (+8), Intimidate 8 (+10) [Skill Mastery, Startle], Knowledge [Tactics] 8 (+10), Knowledge [Technology] 5 (+7) [Inventor], Medicine 3 (+6), Notice 8 (+11) [Skill Mastery], Profession [Big Game Hunter] 7 (+10), Search 6 (+8), Sense Motive 6 (+9) [Assessment], Stealth 6 (+12) [Skill Mastery], Survival 12 (+15) [Skill Mastery, Track], Swim (+7)

FEATS: All-out Attack, Assessment, Attack Focus (Ranged) (2), Chokehold, Crushing Pin, Defensive Attack, Dodge Focus (1), Equipment (5), Fearless, Improved Aim, Improved Critical (1) [Unarmed], Improved Initiative (1), Inventor, Power Attack, Skill Mastery (1) (Intimidate, Notice, Stealth, Survival), Startle, Tough (1), Track

POWERS:
Serum Enhancements 6 (Container [20pp traits]; 20pp) [6]
Enhanced Strength 6 (6pp) [6]
Enhanced Dexterity 4 (4pp) [4]
Enhanced Constitution 6 (6pp) [6]
Leaping 1 (1pp) [1]
Super-Strength 1 (1400 lbs [2pp]) [1]
Super-Senses 3 (Normal Sight [Extended], Hearing [Extended], Scent [3pp]) [3]


EQUIPMENT:
(25ep)

Lion Mane Costume (Protection 1, PF: Subtle [2ep]) [1]
23ep as needed for situation,

COMBAT: Base Attack +9, Melee +9, Ranged +11, Grapple +19 [Unarmed +7, 19-20 Critical (Bruise)]; Defense 19 (14 flat-footed); Init +10; Knockback -4

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

DRAWBACKS:

Abilities 38 + Skills 22 (88 ranks) + Feats 23 + Powers 30 + Combat 34 + Saves 8 – Drawbacks 0 = 155 / 155

Comments: You know, I always liked Kraven, even before the legendary Kraven’s Last Hunt, which amazingly enough, I have never read. But Kraven was pretty cool for the 70’s when I was a kid, when the big game hunter was still vogue and shows like Gilligan’s Island and others had episodes with the big game hunter hunting “the most dangerous game…man”.

I love Gilligan’s Island…

Sorry, I’m digressing (although I should do some Gilligan/classic TV builds sometimes). Even though Kraven’s legacy has been tarnished by his crappy kids over the years, he was always a fun, and challenging foe for Spidey, with his physical abilities, hunting skills and inventiveness. I really can't believe they haven't brought him back, but when the highlight of your career is your death (see the epic Kraven's Last Hunt arc), it would be anticlimatic to bring him back.

On Earth-217, however, he's not dead. He's stalking... :twisted:
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Re: J-Mart II: Ultron, Atlas, Kraven

Postby Thorpacolypse » Sat Oct 24, 2009 9:27 pm

Check out this new item in our Ninjaholic line.

Image
She may be a kick ass assassin, but she really needs to work on her "rah-rah" speeches.

THE HAND
PL:
4 (52 pp) – OPL: 4; DPL: 4

ABILITIES: STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 10 (0) WIS: 13 (+1) CHA: 10 (0)

SKILLS: Acrobatics 5 (+7), Climb 5 (+6), Concentration (+1), Disable Device 4 (+4), Escape Artist 4 (+6), Intimidate 4 (+4), Notice 2 (+3), Search 4 (+4), Sense Motive (+1), Sleight of Hand 4 (+6), Stealth 7 (+9) [Accelerated Stealth, Vanish], Survival (+1), Swim (+1)

FEATS: Challenges (2) [Accelerated Stealth, Vanish], Defensive Roll (1), Dodge Focus (1), Equipment (2), Ninja Run (1)

POWERS:
Feature 1 (Bodies of the slain/unconscious always disappear with the survivors [1pp]) [1]


EQUIPMENT:
(10ep)

Costume (Protection 1, PF: Subtle [2ep]) [1]
Climber's Kit (+2 Climb Checks, Medium [1ep])
Arsenal (7ep):
Katana (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep]) [3] - DC:19:tough
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:16:tough
Nunchakus (Bludgeoning Strike 2, PF: Mighty; Small [1ep]) [2] - DC:18:tough

COMBAT: Base Attack +4, Melee +4, Ranged +4, Grapple +5 [Unarmed +1 (Bruise); Katana +4 (Lethal); Shuriken +1, Auto-Fire (Lethal); Nunchakus +3 (Bruise)]; Defense 15 (12 flat-footed); Init +2; Knockback -1

SAVES: Toughness +3 (+2 flat-footed), Fortitude +3, Reflex +5, Will +3

DRAWBACKS:

Abilities 11 + Skills 10 (40 ranks) + Feats 7 + Powers 1 + Combat 16 + Saves 7 – Drawbacks 0 = 52 / 52

Comments: The Hand. Marvel's omnipresent ninja clan. Scourge of Daredevil, Wolverine and others. In Earth-217, they are back under the leadership of...well, we just have to see... :twisted:
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