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

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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike

Postby Alexander » Sat Nov 14, 2009 9:27 pm

Shouldn't Razor Fist get some sort of Disability drawback? I mean... he has no hands, right? Nevermind going to the bathroom: how does he use a computer? Or call an elevator? Heck, how does he make use of his Disable Device skill?

Of course, the answer could be very carefully. :roll:
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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike

Postby Thorpacolypse » Sat Nov 14, 2009 9:28 pm

Another item for our Spiderverse aisle hits the shelves.

Image
Sadly, while Miguel's choice of footware made him a formidable assassin, it caused him to be a failure at the sport he loved...soccer.

TARANTULA (ANTON MIGUEL RODRIGUEZ)
PL:
10 (135 pp) – OPL: 10; DPL: 10

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

SKILLS: Acrobatics 8 (+13) [Acrobatic Bluff], Bluff 5 (+6), Climb 6 (+10), Concentration (+2), Diplomacy (+1), Disable Device 6 (+8), Disguise (+1), Escape Artist (+5), Gather Info (+1), Handle Animal (+1), Intimidate 8 (+9), Knowledge [Streetwise] 6 (+8), Notice 6 (+8), Search (+2), Sense Motive 9 (+11), Stealth 7 (+12), Survival 6 (+8), Swim (+4)

FEATS: Acrobatic Bluff, Accurate Attack, Attack Focus (Melee) (6), Defensive Attack, Defensive Roll (2), Dodge Focus (5), Elusive Target, Equipment (1), Evasion (1), Instant Up, Improved Initiative (1), Power Attack, Prone Fighting, Takedown Attack (1), Uncanny Dodge (Visual)

POWERS:
Leaping 1 (PF: Innate [2pp]) [1]
Stinger Boots 3 (Device 3, Hard to Lose [20pp traits]; 16pp) [4]

Piercing Strike 3 (Extra: Penetrating [5], PF: Mighty, Improved Critical [10pp]) [3] - DC:22:tough
LP: Drain Constitution 5 (Extra: Poison [10pp]) [5] - DC:15:fort


EQUIPMENT:
(5ep)

Costume (Protection 1, Subtle [2ep]) [1]
Cell Phone (1ep)

COMBAT: Base Attack +7, Melee +13, Ranged +7, Grapple +17 [Unarmed +4 (Bruise); Boot Strike +7, 19-20 Critical (Lethal/Bruise)]; Defense 23 (14 flat-footed); Init +9; Knockback -3

SAVES: Toughness +7 (+7 flat-footed), Fortitude +6, Reflex +9 (Evasion), Will +5

DRAWBACKS:

Abilities 36 + Skills 17 (68 ranks) + Feats 25 + Powers 18 + Combat 30 + Saves 9 – Drawbacks 0 = 135 / 135

Comments: I was really happy with this recent build so Anton gets ported straight over from J-Mart I. I probably overdid his offense, but man I used to LOVE the Tarantula as a kid. I believe I actually have, or had the comic pictured above. I lost a good part of my early stash when my storage area in my first apartment flooded so I think it got wasted. C'est la vie...

Anyway, Tarantula's costume was cool and he really gave Spidey fits, especially the few times he connected with that poison tipped boot. He always got whooped in the end, but sometimes it took someone like Cap or DD to show up and bail Spidey out.

Eventually the poor guy got mutated into a real giant spider and got put down so they could bring new versions, like the chick in the latest Heroes for Hire run, but I hope that they bring him back sometime.
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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike

Postby Thorpacolypse » Sat Nov 14, 2009 9:30 pm

Alexander wrote:Shouldn't Razor Fist get some sort of Disability drawback? I mean... he has no hands, right? Nevermind going to the bathroom: how does he use a computer? Or call an elevator? Heck, how does he make use of his Disable Device skill?

Of course, the answer could be very carefully. :roll:


You know, I guess he should. And I could have swore I read about him breaking into places, so he must be able to do it somehow! I know those blades comes up, ergo, them being a device, but I'm not sure how he does that other stuff... :shock:
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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike, Tarantula

Postby Thorpacolypse » Sat Nov 14, 2009 9:41 pm

Getting stocked on our Daredevil-verse Aisle is a new item in our Hero Support line.

Image
Great friend. Great lawyer. Bad haircut...

FOGGY NELSON
PL:
4 (56 pp) – OPL: 3; DPL: 3

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

SKILLS: Bluff 6 (+8), Climb (+1), Concentration (+3), Diplomacy 8 (+10), Disguise (+2), Gather Info 6 (+8) [Contacts, Well-Informed], Handle Animal (+2), Intimidate 3 (+5), Investigate 4 (+7), Knowledge [Civics] 9 (+12), Knowledge [Current Event] 5 (+8), Notice 4 (+7), Profession [Lawyer] 7 (+10), Search (+3), Sense Motive 4 (+7), Survival (+3), Swim (+1)

FEATS: Contacts, Equipment (1), Inspire (1), Tough (1), Well-Informed

POWERS:
None

EQUIPMENT:
(5ep)

Cell phone (1ep)
Headquarters (4ep):
Law Office: Size - Small, Fire Prevention, Gym, Library, Security System,

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +3 [Unarmed +1 (Bruise)]; Defense 12 (11 flat-footed); Init +0; Knockback -1

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

DRAWBACKS:

Abilities 22 + Skills 14 (56 ranks) + Feats 5 + Powers 0 + Combat 8 + Saves 7 – Drawbacks 0 = 56 / 56

Comments: Matt Murdock's longtime and long suffering best friend and law partner, Foggy Nelson.
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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike

Postby Alexander » Sat Nov 14, 2009 9:42 pm

Thorpacolypse wrote:
Alexander wrote:Shouldn't Razor Fist get some sort of Disability drawback? I mean... he has no hands, right? Nevermind going to the bathroom: how does he use a computer? Or call an elevator? Heck, how does he make use of his Disable Device skill?

Of course, the answer could be very carefully. :roll:


You know, I guess he should. And I could have swore I read about him breaking into places, so he must be able to do it somehow! I know those blades comes up, ergo, them being a device, but I'm not sure how he does that other stuff... :shock:


A mistery only you can solve, Mr. Holmes.
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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike, Tarantula

Postby Thorpacolypse » Sat Nov 14, 2009 9:44 pm

Another new item hits the J-Mart II shelves.

Image
OK, just because you give medical help to superheroes does NOT give you the right to wear a cape, too, Lady!

NIGHT NURSE
PL:
4 (55 pp) – OPL: 4; DPL: 2

ABILITIES: STR: 11 (0) DEX: 12 (+1) CON: 10 (0) INT: 14 (+2) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Bluff (+2), Concentration 6 (+9), Diplomacy 8 (+10) [Connected], Disguise (+2), Escape Artist (+1), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Life Sciences] 8 (+10), Knowledge [Popular Culture] 6 (+8), Medicine 9 (+12), Notice 7 (+10), Search (+2), Sense Motive (+3), Stealth (+1), Survival (+3)

FEATS: Connected, Equipment (2), Second Chance (1) [Medicine Checks for Diagnosis], Teamwork (1)

POWERS:
None


EQUIPMENT:
(10ep)

Cell Phone (1ep)
Headquarters (Night Nurse Office [7ep]):
Size - Small, Concealed, Computer, Fire Prevention, Infirmary, Laboratory, Power, Security System

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +2 [Unarmed +0 (Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback 0

SAVES: Toughness +0 (+0 flat-footed), Fortitude +4, Reflex +4, Will +6

DRAWBACKS:

Abilities 17 + Skills 11 (44 ranks) + Feats 5 + Powers 0 + Combat 12 + Saves 10 – Drawbacks 0 = 55 / 55

Comments: One of my favorite side characters in Marvel, Night Nurse. When Daredevil or Iron Fist or someone like that needs some medical attention on the down low, they all know to look up the Night Nurse. She hadn't been seen in a while, but she popped up recently in the New Avengers as the new girlfriend of Dr. Strange but it didn't say anything about her still really nursing. Last time I saw her, she was treating Elektra in her new mini-series this past monthg, so I guess she's still in business.

She will be a staple in the Thorpacoverse since the costumed adventurer types always need someone to stitch them up after they’ve been a rumble and heck, Alfred’s getting up there, he can’t stitching that Bat Family forever. She may have to move to Gotham...can't decide yet...
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Re: J-Mart II: The JLA Original 7

Postby Thorpacolypse » Sun Nov 15, 2009 7:02 am

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

Image
King of the seas, remember?

AQUAMAN
PL:
12 (205 pp) – OPL: 12; DPL: 12

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 7 (+11), Diplomacy 8 (+10) [Connected], Disguise (+2), Escape Artist (+2), Gather Info 6 (+8), Handle Animal 11 (+13), Intimidate (+2), Knowledge [Arcane Lore] 6 (+8), Knowledge [Civics] 8 (+10), Knowledge [History] 6 (+8), Notice 7 (+11), Search (+2), Sense Motive 6 (+10) [Assessment], Stealth (+2), Survival (+4), Swim 10 (+20)

FEATS: Accurate Attack, Assessment, Attack Focus (Melee) (2), Benefit (3) [King of the Seven Seas, Wealth x2], Connected, Defensive Attack, Dodge Focus (1), Environmental Adaptation (Underwater), Favored Environment (5) [+2 Attack, +3 Dodge Underwater], Improved Initiative (1), Leadership, Power Attack, Takedown Attack (1), Teamwork (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 5 (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, Grapple +25 [Unarmed +10 (Bruise)]; Defense 19 (14 flat-footed, 22 Underwater); Init +6; Knockback -6

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

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

Abilities 60 + Skills 21 (84 ranks) + Feats 23 + Powers 68 + Combat 32 + Saves 6 – Drawbacks -5 = 205 / 205

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 to Baron for the idea).


My first clean up here is on Aquaman. Eliminated some skills and feats and made the changes noted above. He's a fun character.
Last edited by Thorpacolypse on Sun Nov 15, 2009 7:05 am, edited 1 time in total.
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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike

Postby Thorpacolypse » Sun Nov 15, 2009 7:04 am

Alexander wrote:
Thorpacolypse wrote:
Alexander wrote:Shouldn't Razor Fist get some sort of Disability drawback? I mean... he has no hands, right? Nevermind going to the bathroom: how does he use a computer? Or call an elevator? Heck, how does he make use of his Disable Device skill?

Of course, the answer could be very carefully. :roll:


You know, I guess he should. And I could have swore I read about him breaking into places, so he must be able to do it somehow! I know those blades comes up, ergo, them being a device, but I'm not sure how he does that other stuff... :shock:


A mistery only you can solve, Mr. Holmes.


Fixed. Added the Disability and took off the Disable Device. I kept Climb,though, since he could in theory stab them into things and pull up, etc., and it seemed like he was on a lot of roofs somehow.
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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike, Tarantula

Postby Thorpacolypse » Mon Nov 16, 2009 5:38 pm

Another item in our Villains Line hits the shelves.

Image
Not much of a conversationalist, is he?

CHEMO
PL:
13 (195 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 46 (+18) DEX: 12 (+1) CON: NA INT: 4 (-3) WIS: 6 (-2) CHA: 6 (-2)

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

FEATS: All-out Attack, Attack Focus (Melee) (2)

POWERS:
Growth 12 (Extras: Action [Continuous], Flaw: Permanent, PF: Innate [37pp]) [12]

Attack/Def -4, Grapple +12, Stealth -12, Intimidation +6, Space 20ft, Reach 15ft, Strength +24, Con +12, Carrying Strength +15
Immunity 30 (Fortitude Effects [30pp]) [30]
Insubstantial 1 (Extras: Action [Continuous], Flaw: Permanent, PF: Innate [5pp]) [1]
Growing 8 (Flaw: Requires additional chemical resources [16pp]) [8], Regeneration: Recovery Bonus +14 (14pp) [14]
Regeneration: Recovery Rate 14 (Flaw: Requires additional chemical resources; 7pp)

Injured 1/minute [3]
Disabled 1/minute [5]
Resurrection 1/hour [3]
PF: Diehard, Persistent, Regrowth

Containment Suit 15 (Device, Hard to Lose, PF: Restricted x2 [Chemo only]; [75pp traits]; 62pp) [15]
Protection 18 (18pp) [18]
Impervious 10 (10pp) [10]
Radiation Blast 18 (PF: Accurate x3, Split Attack [40pp]) [18] - DC:33:tough
AP: Environmental Control 12 (Radiation, Extra: Independent, Poison, PF: Progression x3 [1 Mile]; 1pp) [12]
AP: Blast 13 (Extra: Cone Area [1pp]) [13] - DC:23:ref
AP: Nauseate 13 (Extra: Cloud Area [1pp]) [13] - DC:23:fort
AP: Snare 13 (Extra: Independent, Cone Area [1pp]) [13] - DC:23:ref
AP: Suffocate 10 (Extra: Targeted Cloud Area [1pp]) [10] - DC:20:ref
AP: Drain Strength 10 (Extra: Area Burst, Poison [1pp]) [10] - DC:20:ref


COMBAT: Base Attack +8, Melee +6, Ranged +4, Chemical Blast +10, Grapple +36 [Unarmed +18 (Bruise); Chemical Blast +18 (Bruise/Lethal); Chemical Burst +13 (Bruise/Lethal)]; Defense 14 (10 flat-footed); Init +1; Knockback -14

SAVES: Toughness +18 (+18 flat-footed, +10 Impervious), Fortitude NA, Reflex +2, Will +1

DRAWBACKS: Disability - Mute (common, major; -4)

Abilities -10 + Skills 0 (0 ranks) + Feats 3 + Powers 170 + Combat 32 + Saves 4 – Drawbacks -4 = 195 / 195

Comments: I’m a bit iffy on this build but reading through some Nightwing stuff and watching the Brave and the Bold where he showed up, I felt that need to whip up Chemo. He’s basically a living chemical spill and he can do a lot things. He can brawl with the big timers like Superman, and he can be a tactical nightmare to deal with because of all the other effects he can pull off, like toxifying/radiating a large area or making a whole group of people sick or really weak real fast. Some of the stuff he’s done I’m leaving to HP/GM Fiat such as him wiping out Bludhaven after being dropped like a chemical weapon. Regardless, he’s a good challenge for a group of heroes.
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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike, Tarantula

Postby Thorpacolypse » Mon Nov 16, 2009 5:46 pm

This is item is a new piece in our WATER WORKS line.

Image
I don't think you want to spend Tuesdays with this Morrie...

HYDRO-MAN
PL:
10 (145 pp) – OPL: 10; DPL: 8

ABILITIES: STR: 24 [14] (+7/+2) DEX: 14 (+2) CON: 20 (+5) INT: 10 (0) WIS: 12 (+1) CHA: 12 (+1)

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

FEATS: All-out Attack, Dodge Focus (3), Environmental Adaptation (Underwater/Water Environments), Fast Overrun, Improved Grab, Improved Initiative (1), Move-by Action

POWERS:
Water Form 15 (Alternate Form 15, Extra: Continuous, Flaw: Permanent [75pp traits]; 75pp) [15]
Enhanced Strength 10 (10pp) [10]
Insubstantial 1 (PF: Selective [5pp]) [1]
Concealment 2 (Visual, Limited: in Water environments only [1pp]) [1]
Protection 4 (4pp) [4]
Growth 8 (Flaw: Dispersal [8pp) [8]

Attack/Def -2, Grapple +8, Stealth -8, Intimidation +4, Space 15ft, Reach 10ft, Strength +16, Con +8, Carrying Strength +10
Immunity 1 (Suffocation [Drowning]; 1pp) [1]
Swimming 5 (125mph [5pp]) [5]
Elongation 5 (100ft [5pp]) [5]
Water Blast 10 (Array, Extra: Line Area [30pp]) [10] - DC:20:ref
AP: Water Blast 9 (Extra: Penetrating, PF: Accurate, Split Attack [1pp]) [9] - DC:24:tough
AP: Water Balls 9 (Extra: Auto-Fire, PF: Accurate, Split Attack [1pp]) [9] - DC:24:tough
AP: Water Blast 10 (Extra: Cone Area [1pp]) [10] - DC:20:ref
AP: Water Control 10 (1pp) [10]
AP: Suffocation 9 (Extra: Targeted Shapeable Area, PF: Accurate [1pp]) [9] - DC:19/19:ref/fort
AP: Bludgeoning Strike 3 (Extra: Penetrating [10], PF: Accurate, Mighty x7, Extended Reach x5 [1pp]) [3] - DC:25:tough


COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +15 [Unarmed +7 (Bruise); Water Blast +10 (Bruise); Water Strike +10 (Bruise)]; Defense 19 (13 flat-footed); Init +6; Knockback -4

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

DRAWBACKS: Involuntary Transform -Into steam when hit with +12 fire/heat blast or exposed to 180 degree heat (uncommon, irresistible; -5), Vulnerable -mixture with semi-solid materials (sand, glue, paste, etc.) (uncommon, major; -3)

Abilities 22 + Skills 10 (40 ranks) + Feats 9 + Powers 75 + Combat 28 + Saves 9 – Drawbacks -8 = 145 / 145

Comments: Before I went into reworking more of Spidey’s gallery that I had previously posted, I wanted to take a run at Morris Bench, the every wet Hydro Man. I know I say this all the time, but I really want to playtest this build. The main reason why I want to is not because Hydro-Man is that great of a character, but because I struggled with this build since this was the first real water controller I’d built and I have the sneaking suspicion that he’s probably either way too powerful or way too easy.

Anyway, he’s a long time Spidey foe who, obviously, is a dude basically made of water (but aren’t we all?). He’s been a good challenge for Spidey over the years, mainly because he’s hard to hurt and can effect different saves with his abilities.
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Re: J-Mart II: Josiah X, Aunt May, MJ, Shrike, Tarantula

Postby Thorpacolypse » Mon Nov 16, 2009 5:51 pm

Keeping up the items in ours long running Villains Line, we take a moment to salute one of those stalwart few palookas who serve as fodder to our favorite heroes. So check out this new special on our Spideyverse Aisle, a charter member of our JOB SQUAD Line!

Image
He dresses like Johnny Cash, but somehow is still lame...

MAN MOUNTAIN MARKO
PL:
8 (88 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 26 [20] (+8/+5) DEX: 10 (0) CON: 26 [20] (+8/+5) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb (+8), Concentration (+1), Drive 4 (+4), Intimidate 10 (+10), Knowledge [Streetwise] 8 (+7), Notice (+1), Search (-1), Sense Motive 5 (+6), Survival 5 (+6), Swim (+8)

FEATS: All-out Attack, Attack Focus (Melee) (3), Chokehold, Crushing Pin, Improved Grab, Improved Grapple, Power Attack, Takedown Attack (1), Tough (2)

POWERS:
Enhanced Strength 6 (6pp) [6]
Enhanced Constitution 6 (6pp) [6]
Super-Strength 2 (2 Tons [4pp]) [2]
Immovable 2 (2pp) [2]


COMBAT: Base Attack +5, Melee +8, Ranged +5, Grapple +18 [Unarmed +8 (Bruise)]; Defense 16 (13 flat-footed); Init +0; Knockback -7

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

DRAWBACKS:

Abilities 21 + Skills 8 (32 ranks) + Feats 12 + Powers 18 + Combat 22 + Saves 7 – Drawbacks 0 = 88 / 88

Comments: Another Spidey foe, Man Mountain here is my kinda villain...a true jobber. Super strong thug, no finesse, no interaction skills, no brains, just goes in and tries to beat down Spidey or DD whenever the Kingpin or some other mastermind villain sends him out. He gets no initiative bonus, no lethal damage options, no way to catch anyone flat-footed way underpointed. He thumps or get thumped quick, end of story. My kinda galoot.
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Re: J-Mart II: More Villains - Hydro Man, MMM,

Postby Thorpacolypse » Mon Nov 16, 2009 6:01 pm

Another item in our JOB SQUAD Line hits the Aisle 2 shelves.

Image
The next time you defeat me, Logan, I swear I will bleed all over you and ruin your costume...Granted, that's not much, but it's the best I got...

SILVER SAMURAI
PL:
10 (150 pp) – OPL: 10; DPL: 10

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

SKILLS: Acrobatics 4 (+8), Bluff 8 (+10), Climb (+4), Concentration (+2), Diplomacy 6 (+8) [Connected], Disguise (+2), Escape Artist (+4), Gather Info 8 (+10) [Contacts], Handle Animal (+2), Intimidate 9 (+11), Knowledge [Streetwise] 8 (+10), Knowledge [Tactics] 6 (+8), Notice 4 (+6), Search (+2), Sense Motive 8 (+10) [Assessment], Stealth 6 (+10), Survival (+2), Swim (+4)

FEATS: Accurate Attack, All-out Attack, Armor Proficiency, Assessment, Attack Focus (Melee) (4), Benefit (4) [Status – Yakuza Clan, Wealth x3], Connected, Contacts, Defensive Attack, Dodge Focus (2), Equipment (3), Improved Initiative (1), Improved Sunder, Minions (7) [25 Ninja], Power Attack, Quick Draw (1), Takedown Attack (1)

POWERS:
Tachyon Field 8 (Corrosion 8, Drawback: Power Loss [without medium, uncommon, minor; -1]; 23pp) [8] - DC:18:fort
AP: Tachyon Field 8 (Tachyon Strike 8, Extra: Auto-Fire, Penetrating, Drawback: Power Loss [without medium, uncommon, minor; -1]; 1pp) [8] - DC:23:tough


EQUIPMENT:
(15ep)

Samurai Armor (Full-Plate; Protection [6ep]) [6]
Cell Phone (1ep)
Arsenal (7ep):
Sword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep]) [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 [1ep]) [1] – DC:16:tough

COMBAT: Base Attack +8, Melee +12, Ranged +8, Grapple +16 [Unarmed +4 (Bruise); Tachyon Field Strike +8, Auto-Fire (Lethal/Bruise); Katana +7, 19-20 Critical (Lethal/Bruise); Knife +5, 19-20 Critical (Lethal/Bruise); Shuriken +1, Auto-Fire (Lethal/Bruise)]; Defense 20 (14 flat-footed); Init +8; Knockback -5

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

DRAWBACKS:

Abilities 36 + Skills 17 (68 ranks) + Feats 32 + Powers 24 + Combat 32 + Saves 9 – Drawbacks 0 = 150 / 150

Comments: I just ported this build straight over from J-Mart I since it's recent and I was pretty happy with it. It’s one of Wolverine’s personal punching bags, the Silver Samurai. I do so love the fact that they keep throwing him at Wolverine and/or the X-Men and he just keeps getting his ass kicked. They even let Cage and the New Avengers kick his ass. And he's usually not involved in the, “man, the villain came close but the writer came up with a last minute out for the hero that allowing them to prevail” but a usually "a good old fashioned, all laid out on the floor before we even get close to the end of the plot" type of ass kickin’.

He does have a neat power and his backstory with Wolvie makes him a viable foe, but it just never comes to fruition. He has the ability to create a Tachyon Field around his weapons, allowing him to “cut through anything but Adamantium”, which I replicated with Corrosion and a Penetrating Strike AP. With that, and the ninja minions I gave him, he will give lower level heroes a tough time, but he’ll job to Logan and a real super team pretty quick.

And by the way, he keeps his hand in my settingand I hate Teleportation (well, long range anyway, I love Kurt's) except as a plot device, so he doesn’t get that ring he had for a while either. I liked his hero turn, but I always see him as a reluctant (most of the time) villain. That’s the role he’ll be playing in my setting. He is trying to go straight, but he owes a favor to someone and must go after some heroes again to pay off the debt.
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Re: J-Mart II: More Villains - Hydro Man, MMM,

Postby Thorpacolypse » Mon Nov 16, 2009 6:12 pm

Check out this new item in our Spideyverse line.

Image
Fantastic art. The jobber in repose...

THE VULTURE
PL:
8 (97 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 20 [8] (+5/-1) DEX: 14 [10] (+2/0) CON: 14 [10] (+2/0) INT: 18 (+4) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Aerobatics 8 (+10) [Aerobatic Bluff], Bluff 6 (+6), Climb (+5), Computers 6 (+10), Concentration (+2), Craft [Electronic] 7 (+11), Craft [Mechanical] 7 (+11), Disable Device 4 (+8), Escape Artist (+2), Intimidate 6 (+6), Knowledge [Streetwise] 4 (+8), Knowledge [Technology] 7 (+11) [Inventor], Notice (+2), Search (+4), Sense Motive 5 (+7), Stealth (+2), Survival (+2), Swim (+5)

FEATS: Fast Overrun, Favored Environment (8) [+4 Attack, +4 Dodge when Flying], Favored Opponent (1) [Spider Man], Improved Initiative (1), Inventor, Move-by Action, Set-Up, Sneak Attack (1), Teamwork (1)

POWERS:
Flying Harness 7 (Device 7, Hard to Lose, PF: Restricted [Harness training]; [35pp traits]; 29pp) [7]

Flight 4 (100 mph, Drawback: Power Loss [when wings bound/disabled, uncommon, minor; -1]; 7pp) [4]
Enhanced Strength 12 (12pp) [12]
Enhanced Dexterity 4 (4pp) [4]
Enhanced Constitution 4 (4pp) [4]
Enhanced Feats 1 (Aerobatic Bluff [1pp]) [1]
Protection 5 (5pp) [5]
Shield 1 (1pp) [1]
Immunity (Aging [Limited]; 1pp) [1]


COMBAT: Base Attack +4, Melee +4, Ranged +4, Flying Melee +8, Flying Ranged +8, Grapple +9, Flying Grapple +13 [Unarmed +5 (Bruise); Unarmed Damage Against Spider-Man +6 (Bruise)]; Defense 15 (12 flat-footed, 19 when Flying); Init +6; Knockback-3

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

DRAWBACKS:

Abilities 10 + Skills 15 (60 ranks) + Feats 16 + Powers 29 + Combat 16 + Saves 11 – Drawbacks 0 = 97 / 97

Comments: The Vulture, while a long time Spidey foe, kinda sucks, really. An old man in a flying suit was pretty neat in it's day, but over time, he's been getting the crap kicked out of him on regular basis. He comes up with a good scheme from time to time, but without the Sinister Six with him, he's an easy out for Spidey.

Clean Up 4/29/10: Took Toomes down a PL in preparation for a build of the new Vulture at PL9.
Last edited by Thorpacolypse on Thu Apr 29, 2010 6:54 pm, edited 1 time in total.
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Re: J-Mart II: More Villains - Hydro Man, MMM, Vulture

Postby Thorpacolypse » Mon Nov 16, 2009 8:04 pm

A J-Mart Favorite gets added to our Villains Line.

Image
It's gonna take more than beauty to kill this beast, Flash...

GORILLA GRODD
PL:
12 (199 pp) – OPL: 12; DPL: 11.5

ABILITIES: STR: 30 (+10) DEX: 20 (+5) CON: 22 (+6) INT: 26 [4] (+8/-3) WIS: 16 [12] (+3/+1) CHA: 14 (+2/-2)

SKILLS: Acrobatics 6 (+11), Bluff (+2), Climb (+6), Computers 5 (+13), Concentration 10 (+13), Craft [Electronic] 11 (+19), Craft [Mechanical] 11 (+19), Diplomacy (+2), Disguise (+2), Escape Artist (+5), Gather Info (+2), Handle Animal (+2), Intimidate 8 (+10/+12), Knowledge [Technology] 11 (+19) [Inventor], Notice 6 (+9), Search (+8), Sense Motive (+3), Stealth (+5/+1), Survival (+3), Swim (+6)

FEATS: Attack Focus (Melee) (3), Eidetic Memory, Dodge Focus (3), Equipment (6), Inventor, Master Plan, Speed of Thought, Tough (1)

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 3 (Extra: Duration [Continuous], Flaw: Permanent [10pp]) [3]
Str +6, Impervious Toughness +1, Immovable +1, Super-Strength +1
Enhanced Intelligence 22 (22pp) [22]
Enhanced Wisdom 4 (4pp) [4]
Enhanced Charisma 8 (8pp) [8]
Super-Senses 2 (Low-Light Vision, Scent [2pp]) [2]
Protection 5 (5pp) [5]
Mind Shield 3 (3pp) [3]
Mind Control 12 (Array, Extra: Effortless, PF: Mental Link [37pp]) [12]
AP: Telepathy 12 (Extra: Move Action [1pp]) [12]
AP: Pain 12 (Flaw: Touch Range [1pp]) [12]


EQUIPMENT:
(30ep)

As needed for situation

COMBAT: Base Attack +8, Melee +10, Ranged +7, Grapple +25 [Unarmed +10 (Bruise)]; Defense 20 (14 flat-footed); Init +8; Knockback -7

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

DRAWBACKS:

Abilities 16 + Skills 17 (68 ranks) + Feats 17 + Powers 106 + Combat 32 + Saves 11 – Drawbacks 0 = 199 / 199

Comments: Loves me some Grodd. He was one of those characters that JLU really enhanced and it always made me wonder why someone with his abilities was always after a puddin’ like The Flash. But over time, I’ve come to appreciate them both so I am OK with GG arching Flash.

I built my Grodd to be able to cause the JLA or Avengers trouble with abilities. His Telepathy is equal to where I will be building Emma Frost and Sinister in this setting, his physical abilities make him equal to PL10 powerhouse and his craft and knowledge skills allow him to invent pretty much anything he wants. Throw in some robot or ape minions, give him a good plan and he'll make things plenty rough for just about anyone.
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Re: J-Mart II: More Villains - Hydro Man, MMM, Vulture, Grodd

Postby Thorpacolypse » Mon Nov 16, 2009 8:12 pm

Tonight's villains run ends with another JOB SQUAD special!

Image
So you take Cyclops, remove all the skills, leadership and even anything remotely interesting and then...TADA! This guy!

UNICORN
PL:
10 (139 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 30 [15] (+10/+2) DEX: 14 (+2) CON: 30 [16] (+10/+3) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 5 (+7), Climb (+10), Computers 5 (+6), Concentration (+1), Disable Device 6 (+7), Escape Artist (+2), Intimidate 8 (+8), Knowledge [Tactics] 6 (+7), Notice 4 (+5), Search (+1), Sense Motive 6 (+7), Stealth 7 (+9), Survival 4 (+5), Swim (+10)

FEATS: All-out Attack, Benefit (1) [KGB Clearance], Blind-Fight, Diehard, Dodge Focus (2), Improved Aim, Improved Initiative (1), Power Attack, Takedown Attack (1)

POWERS:
Enhanced Strength 15 (15pp) [15]
Enhanced Constitution 14 (14pp) [14]
Super-Strength 3 (7 Tons [6pp]) [3]
Unicorn Armor 7 (Device 7, Hard to Lose [35pp traits]; 28pp) [7]
Protection 2 (2pp) [2]

Flight 4 (8pp) [3]
Power Horn 12 (Force Blast 12, Array [24pp]) [12] - DC:27:tough
AP: Magnetic Control 12 (1pp) [12]


COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +21 [Unarmed +10 (Bruise); Blast +12 (Bruise/Lethal)]; Defense 18 (13 flat-footed) Init +6; Knockback -6

SAVES: Toughness +12 (+12 flat-footed), Fortitude +12, Reflex +4, Will +3

DRAWBACKS:

Abilities 19 + Skills 13 (52 ranks) + Feats 10 + Powers 63 + Combat 28 + Saves 6 – Drawbacks 0 = 139 / 139

Comments: Another build ported straight over from J-Mart I for my setting, Unicorn. After seeing him on Iron Man: Armored Adventurers the other day, I felt the need to whip up the long time jobber. He’s basically Cyclops in a battlesuit without the coolness. He has moderate KGB style training and enhanced abilities so he can hang with Tony for a while, but in the end, he’ll fall like a good jobber villain should.
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