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

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Re: J-Mart II: More Villains - Hydro Man, MMM, Vulture, Grodd

Postby Jabroniville » Tue Nov 17, 2009 11:51 am

Good Lord, what were the chances of TWO guys posting up builds of The Unicorn simultaneously? :)
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Re: J-Mart II: More Villains - Hydro Man, MMM, Vulture, Grodd

Postby Thorpacolypse » Tue Nov 17, 2009 9:03 pm

Jabroniville wrote:Good Lord, what were the chances of TWO guys posting up builds of The Unicorn simultaneously? :)


No doubt. Isn't there a law against that much suck being posted in such short order? :wink:

Funny thing is that I was looking at The Fly the other day and had him on the short list so we might have had two dual crappy character posts at the same time. :D
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Re: J-Mart II: More Villains - Hydro Man, MMM, Vulture, Grodd

Postby Thorpacolypse » Tue Nov 17, 2009 9:12 pm

Another item in our Villains Line hits the shelves.

Image
Polaris? Magneta? Never heard of them...

LODESTONE
PL:
10 (112 pp) – OPL: 10; DPL: 10

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

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

FEATS: All-out Attack, Attack Specialization (2) [Magnetic Control Array], Dodge Focus (1), Equipment (1), Improved Initiative (1), Power Attack

POWERS:
Magnetic Control (Dynamic Array [20pp array]; 21pp) [10]
DAP: Magnetic Blast 10 (Extra: Penetrating, Flaw: Action [Full Round]; 2pp) [10] – DC:25:tough
DAP: Magnetic Burst 10 (Extra: Area Burst, Flaw: Action [Full Round]; 2pp) [10] – DC:20/25:ref/tough
DAP: Snare 10 (2pp) [10] – DC:20:ref
DAP: Attract/Repel 10 (Metals [2pp]) [10]
DAP: Bullet 6 (Metal/Ballistic Blast 6, Extra: Auto-Fire [2pp]) [6] – DC:16:tough
DAP: Environmental Control 10 (Distraction [2pp]) [10]
DAP: Shape Metal 5 (2pp) [5]
DAP: Force Field 10 (Extra: Impervious [2pp]) [10]

Flight 6 (12pp) [6]


EQUIPMENT:
(5ep)

Body Armor (Protection [2ep]) [2]
Commlink, GPS [2ep]

COMBAT: Base Attack +6, Melee +6, Ranged +6, Magnetic Control Array +10, Grapple +6 [Unarmed +0 (Bruise); Magnetic Blast +10 (Bruise/Lethal); Bullet Blast +6, Auto-Fire (Lethal/Bruise)]; Defense 17 (13 flat-footed); Init +6; Knockback -1 (-11 with Force Field)

SAVES: Toughness +3 (+3 flat-footed, +13 with Force Field, +10 Impervious with Force Field), Fortitude +5, Reflex +6, Will +3

DRAWBACKS:

Abilities 10 + Skills 11 (44 ranks) + Feats 7 + Powers 49 + Combat 24 + Saves 11 – Drawbacks 0 = 112 / 112

Comments: Lodestone is a Darkhawk villain who is a magnetic controller. Don’t know a lot about her (or Darkhawk, really) but I like that type of power set, so she becomes one of the disposable villains of Earth-217.

Not putting her with The Hood, though, I have to leave a few mooks to be free agents. :wink:
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Re: J-Mart II: More Villains - Hydro Man, MMM, Vulture, Grodd

Postby Thorpacolypse » Sun Nov 22, 2009 8:24 am

A J-Mart Favorite joins our Villains Line.

Image
Keep it clean, Thorp...keep it clean...*snicker*...Joystick...*snicker*

JOYSTICK
PL:
9 (142 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 22 (+6) DEX: 26 (+8) CON: 22 (+6) INT: 12 (+1) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+14) [Accelerated Acrobatics], Bluff 8 (+10) [Taunt], Climb (+6), Computers 5 (+6), Concentration (+1), Diplomacy (+2), Disguise (+2), Escape Artist (+8), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Streetwise] 6 (+7), Notice (+1), Search (+1), Sense Motive (+1), Stealth 3 (+11), Survival (+1), Swim (+6)

FEATS: Attack Focus (Melee) (5), Challenges (1) [Accelerated Acrobatics], Defensive Attack, Dodge Focus (5), Equipment (1), Evasion (1), Improved Initiative (1), Move-by Action, Power Attack, Takedown Attack (1), Taunt, Uncanny Dodge (Visual)

POWERS:
Super Speed 4 (100mph; Dynamic Array, PF: Rapid Attack [16pp]) [3]
Super-Strength 2 (1 Ton [4pp]) [2]
Joystick Gauntlets 4 (Device 4, Hard to Lose [20pp traits]; 16pp) [4]

Bludgeoning Strike 2 (Extra: Penetrating [8], PF: Mighty x6, Improved Critical, Improved Block, Improved Disarm, Split Attack, Ricochet x2, Thrown, Weapon Break [18pp] [2] - DC:23:tough
AP: Stun 8 (PF: Extended Reach x2 [1pp]) [8] - DC:18:fort
Datalink 1 (1pp) [1]


EQUIPMENT:
(5ep)

Costume (Protection 1 [1ep]) [1]
Commlink, GPS (2ep)

COMBAT: Base Attack +5, Melee +10, Ranged +5, Grapple +16 [Unarmed +6 (Bruise); Joystick Strike +8, 19-20 Critical (Bruise/Lethal)]; Defense 21 (13 flat-footed); Init +12; Knockback -3

SAVES: Toughness +7 (+7 flat-footed), Fortitude +6, Reflex +10 (Evasion), Will +4

DRAWBACKS:

Abilities 48 + Skills 7 (28 ranks) + Feats 20 + Powers 40 + Combat 22 + Saves 5 – Drawbacks 0 = 142 / 142

Comments: Some may not be familiar with Joystick, but she rocks, especially as a bad girl gone good, then bad again, which did one a great Thunderbolts arc. She was a former Marvel villain who became a Thunderbolts member, then turned on the team (shocker). Now, of course, you expect The Thunderbolts to do that sort of thing, but the way she did and her reasons were very well written, even if the overall plot was the usual implausible “cosmic game” thing comic writers do with characters like the Grandmaster and such.

On Earth-217, she moved to Bludhaven to work full time for one of Nightwing's new nemeses...nemesises?...nemesisesises? Whatever...she's going to be a pain in Nightwing's side for a while.
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Re: J-Mart II: More Villains - Hydro Man, MMM, Vulture, Grodd

Postby Thorpacolypse » Sun Nov 22, 2009 8:31 am

Another item in out Villains Line hits the shelves.

Image
Some like it hot...

HEAT WAVE
PL:
9 (120 pp) – OPL: 9; DPL: 9

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

SKILLS: Bluff 8 (+8) [Taunt], Climb (+2), Concentration (+1), Craft [Chemical] 8 (+10), Craft [Mechanical] 8 (+10), Diplomacy 6 (+6) [Connected], Escape Artist (+2), Intimidate 6 (+6), Knowledge [Pyrotechnics] 10 (+12), Knowledge [Streetwise] 6 (+8), Knowledge [Technology] 8 (+10) [Inventor], Notice 4 (+5), Search (+2), Sense Motive 6 (+7), Stealth 6 (+8), Survival (+1), Swim (+2)

FEATS: All-out Attack, Attack Specialization (2) [Heat Gun x2], Connected, Defensive Roll (1), Dodge Focus (3), Improved Initiative (2), Inventor, Precise Shot (1), Quick Draw (1), Seize Initiative, Taunt, Teamwork (1)

POWERS:
Heat Gun 6 (Device 6, Hard to Lose [30pp]; 21pp) [6]

Fire Blast 9 (Extra: Line Area [27pp]) [9] - DC:24:tough
AP: Fire Blast 9 (Extra: Penetrating [1pp]) [9] - DC:24:tough
AP: Fire Blast 9 (Extra: Cone Area [1pp]) [9] - DC:24:tough
AP: Melt 9 (1pp) [9] - DC:19:fort

Costume 2 (Device 2, Hard to Lose [10pp]; 8pp) [2]
Immunity 6 (Fire effects, Suffocation [Smoke]; 6pp)
Protection 3 (3pp) [3]
Super-Senses 1 (Infravision [1pp]) [1]


COMBAT: Base Attack +5, Melee +5, Ranged +5, Heat Gun +9, Grapple +7 [Unarmed +2 (Bruise), Heat Blast +9 (Bruise)]; Defense 21 (14 flat-footed); Init +10 (Seize Initiative); Knockback -3

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

DRAWBACKS:

Abilities 21 + Skills 19 (76 ranks) + Feats 16 + Powers 32 + Combat 26 + Saves 11 – Drawbacks 0 = 125 / 125

Comments: Heat Wave is one of my favorite Rogues. He, like the other Rogues, is a one-trick pony that can cause Flash problems just because of that one trick. And that's why I love The Rogues. I gave him Seize Initiative to give a him chance to get the drop on Flash, who can be taken out quickly if you catch him flat-footed.

In my setting, he's splitting time between the Rogues and working for The Hood.
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Re: J-Mart II: More Villains - Hydro Man, MMM, Vulture, Grodd

Postby Thorpacolypse » Sun Nov 22, 2009 8:39 am

Some new items are all ready to be stocked on our Archetypes aisle.

Image
To serve and protect. Sorta...

COP (STANDARD)
PL:
3 (39 pp) – OPL: 3; DPL: 3

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

SKILLS: Climb (+1), Diplomacy 3 (+3), Disable Device 2 (+3), Drive 3 (+4), Escape Artist (+1), Gather Info 3 (+3), Investigate 3 (+4), Knowledge [Streetwise] 2 (+3), Notice 2 (+2), Profession [Cop] 3 (+3), Search 2 (+3), Sense Motive 3 (+3), Stealth 2 (+3), Swim (+1)

FEATS: Equipment (3)

POWERS:
None


EQUIPMENT:
(15ep)

Undercover Vest (Protection 1, Subtle [2ep]) [1]
Commlink, Flashlight, Handcuffs (3ep)
Arsenal (10ep):
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough
Tonfa (Bludgeoning Strike 1, PF: Mighty; Medium [1ep]) [1] - DC:17:tough

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +3 [Unarmed +1 (Bruise); Light Pistol +4 (Lethal/Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback -1

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

DRAWBACKS:

Abilities 9 + Skills 7 (28 ranks) + Feats 3 + Powers 0 + Combat 12 + Saves 8 – Drawbacks 0 = 39 / 39

Comments: Here’s my take on the standard cop archetype for my setting. They can’t all be Jim Gordon, you know.
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Thorpacolypse » Sun Nov 22, 2009 8:44 am

Another item for our Archetypes Aisle.

Image
Let's go over this again...

COP (DETECTIVE)
PL:
3 (45 pp) – OPL: 3; DPL: 3

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

SKILLS: Bluff (+1), Climb (+1), Concentration (+2), Diplomacy 4 (+5), Disguise (+1), Drive 2 (+3), Escape Artist (+1), Gather Info 5 (+6) [Contacts], Handle Animal (+1), Intimidate 2 (+3), Investigate 4 (+6), Knowledge [Streetwise] 3 (+5), Notice 3 (+5), Profession [Cop] 2 (+4), Search 2 (+4), Sense Motive 3 (+5), Stealth 2 (+3), Survival (+2), Swim (+1)

FEATS: Contacts, Equipment (3)

POWERS:
None


EQUIPMENT:
(15ep)

Undercover Vest (Protection 1, Subtle [2ep]) [1]
Commlink, Cell Phone, Flashlight, Handcuffs (4ep)
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +3 [Unarmed +1 (Bruise), Light Pistol +4 (Lethal/Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback -1

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

DRAWBACKS:

Abilities 16 + Skills 8 (32 ranks) + Feats 4 + Powers 0 + Combat 12 + Saves 5 – Drawbacks 0 = 45 / 45

Comments: A slight variant on the standard cop, the detectives.
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Thorpacolypse » Sun Nov 22, 2009 8:53 am

Our Archetypes keep on comin'...

Image
Please disperse!

COP (RIOT SQUAD)
PL:
5 (50 pp) – OPL: 4; DPL: 5

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

SKILLS: Climb (+1), Concentration (+1), Diplomacy 3 (+3), Drive 2 (+3), Escape Artist (+1), Gather Info 2 (+2), Intimidate 5 (+5), Investigate 2 (+2), Knowledge [Streetwise] 4 (+4), Notice 4 (+5), Profession [Cop] 3 (+4), Search 2 (+2), Sense Motive 4 (+5), Stealth 2 (+3), Survival 3 (+4), Swim (+1)

FEATS: Attack Focus (Ranged) (2), Equipment (8), Teamwork (1)

POWERS:
None


EQUIPMENT:
(40ep)

Tactical Vest (Protection 3 [3ep]) [3]
Riot Shield (Medium Shield 2, +2 to block [4ep]) [2]
Commlink, Handcuffs, Flashlight (3ep) [3]
Arsenal (30ep):
Tear Gas Grenades (Dazzle 4 [Visual], Extra: Targeted Area Explosion, LP: Nauseate 4, Extra: Explosion [28ep]) [4] - DC:14:ref
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough
Tonfa (Bludgeoning Strike 1, PF: Mighty; Medium [1ep]) [1] - DC:17:tough

COMBAT: Base Attack +3, Melee +3, Ranged +5, Grapple +4 [Unarmed +1 (Bruise); Light Pistol +4 (Lethal/Bruise); Tonfa +2 (Bruise/Lethal)]; Defense 16 (12 flat-footed); Init +1; Knockback -2

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

DRAWBACKS:

Abilities 9 + Skills 9 (36 ranks) + Feats 11 + Powers 0 + Combat 14 + Saves 7 – Drawbacks 0 = 50 / 50

Comments: When you need crowd control and things are starting to get out of hand, these are the guys you need, the riot squad.
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Thorpacolypse » Sun Nov 22, 2009 8:58 am

Our last Cop Archetype hits the shelves.

Image
Move! Move! Move!

COP (SWAT TEAM)
PL:
5 (55 pp) – OPL: 5; DPL: 5

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

SKILLS: Acrobatics 2 (+4), Climb 3 (+4), Concentration (+1), Diplomacy 2 (+2), Drive 2 (+4), Escape Artist (+2), Gather Info 2 (+2), Intimidate 3 (+3), Investigate 2 (+3), Knowledge [Streetwise] 3 (+4), Knowledge [Tactics] 4 (+5), Notice 4 (+5), Profession [Cop] 4 (+5), Search 3 (+4), Sense Motive 3 (+4), Stealth 3 (+5), Survival (+1), Swim (+1)

FEATS: Attack Focus (Ranged) (1), Benefit (1) [Status – SWAT], Dodge Focus (1), Equipment (5), Improved Aim

POWERS:
None


EQUIPMENT:
(25ep)

Tactical Vest (Protection 3 [3ep]) [3]
Commlink, Handcuffs, Flashlight, Night Vision (4ep)
Arsenal (17ep):
Submachine Gun (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [15ep]) [5] - DC:20:tough
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough
Tonfa (Bludgeoning Strike 1, PF: Mighty; Medium [1ep]) [1] - DC:17:tough

OR

Sniper Rifle (Ballistic Blast 6, PF: Extended Range x4, Improved Critical; 250 ft range, Large [17ep]) [6] – DC:21:tough

COMBAT: Base Attack +4, Melee +4, Ranged +5, Grapple +5 [Unarmed +1 (Bruise); Submachine Gun +5, Auto-Fire (Lethal/Bruise); Light Pistol +4 (Lethal/Bruise); Tonfa +2 (Bruise)]; Defense 15 (12 flat-footed); Init +2; Knockback -2

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

DRAWBACKS:

Abilities 15 + Skills 10 (40 ranks) + Feats 9 + Powers 0 + Combat 16 + Saves 5 – Drawbacks 0 = 55 / 55

Comments: The SWAT Team, the most heavily trained, heavily armed folks the police have (generally).
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Thorpacolypse » Sun Nov 22, 2009 9:04 am

A new item in our THUG LIFE line hits the shelves.

Image
Oh, sh**, it's the Bat-WOOOOOFFFF...!!!!

THUGS
PL:
3 (28 pp) – OPL: 3; DPL: 2.5

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

SKILLS: Climb (+1), Craft [Mechanical] 2 (+2), Disable Device 2 (+2), Drive 1 (+2), Escape Artist (+1), Intimidate 2 (+2), Knowledge [Streetwise] 2 (+2), Notice 2 (+2), Search 2 (+2), Sense Motive 2 (+2), Stealth 1 (+2), Swim (+1)

FEATS: Dodge Focus (1), Equipment (4)

POWERS:
None


EQUIPMENT:
(20ep)

Leather Jacket (Protection 1 [1ep]) [1]
Cell Phone (1ep)
Arsenal (16ep):
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4]
OR
Submachine Gun (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [15ep]) [5], Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:17:tough

COMBAT: Base Attack +1, Melee +1, Ranged +1, Grapple +2 [Unarmed +1 (Bruise); Knife +2, 19-20 Critical (Lethal/Bruise); Light Pistol +4 (Lethal) OR Submachine Gun +5, Auto-Fire (Lethal)]; Defense 13 (11 flat-footed); Init +1; Knockback -1

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

DRAWBACKS:

Abilities 7 + Skills 4 (16 ranks) + Feats 5 + Powers 0 + Combat 6 + Saves 6 – Drawbacks 0 = 28 / 28

Comments: A generic thug for my setting. Since I pumped up the firearm ranks, PL2, just didn’t work. So they’re closer to PL3 offensively, but about 2.5 defensively.
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Thorpacolypse » Sun Nov 22, 2009 8:46 pm

Another item from our Gotham truck works its way onto the shelves.

Image
There's just too many jokes for this one...we'll just leave at it "ah, those whacky Silver Age comics!"

CAPTAIN STINGAREE
PL:
7 (94 pp) – OPL: 7; DPL: 7

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

SKILLS: Acrobatics 6 (+9), Bluff 8 (+8), Climb (+2), Concentration (+1), Disable Device 7 (+8), Escape Artist (+3), Intimidate 8 (+8), Knowledge [Streetwise] 6 (+7), Knowledge [Tactics] 7 (+8), Notice (+1), Search (+1), Sense Motive 5 (+6), Stealth 5 (+8), Survival (+1), Swim (+2)

FEATS: All-out Attack, Ambidexterity, Attack Specialization (1) [Pistol], Attack Specialization (1) [Rapier], Cunning Fighter, Defensive Attack, Defensive Roll (1), Dodge Focus (1), Equipment (2), Improved Block (1), Improved Critical (1) [Rapier], Improved Disarm (1), Improved Initiative (2), Power Attack, Precise Strike, Takedown Attack (1), Teamwork (1), Weapon Bind

POWERS:
None


EQUIPMENT:
(10ep)

Costume (Protection 1 [1ep]) [1]
Arsenal (9ep):
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] – DC:19:tough
Rapier (Piercing Strike 2, PF: Mighty, Improved Critical x2; Medium [1ep]) [2] – DC:19:tough

COMBAT: Base Attack +8, Melee +8, Ranged +8, Rapier +10, Light Pistol +10, Grapple +10 [Unarmed +2 (Bruise); Rapier +4, 17-20 Critical (Lethal); Light Pistol +4 (Lethal)]; Defense 19 (14 flat-footed); Init +11; Knockback -2

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

DRAWBACKS:

Abilities 20 + Skills 13 (52 ranks) + Feats 20 + Powers 0 + Combat 32 + Saves 9 – Drawbacks 0 = 94 / 94

Comments: Captain Stingaree is another swashbuckling villain that went about against Batman. After years of obscurity, it recently came to light in the reboot of Justice League a couple of years that he is in a closeted gay relationship with The Cavalier. He was recently whacked by Scandal Savage in an issue of the Secret Six but never fret, he's still alive and kicking on Earth-217, ready for some other hero to pwn him at a moment's notice!
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Thorpacolypse » Sun Nov 22, 2009 8:50 pm

Another item from our Gotham location makes its way onto the J-Mart shelves.

Image
Wow...too easy...

THE CAVALIER
PL:
7 (105 pp) – OPL: 7; DPL: 7

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

SKILLS: Acrobatics 6 (+9), Bluff 7 (+8), Climb (+2), Craft [Mechanical] 6 (+8), Diplomacy (+1), Disable Device 5 (+7), Disguise (+1), Escape Artist (+3), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7), Knowledge [Streetwise] 5 (+7), Knowledge [Tactics] 8 (+10), Notice 4 (+4), Search (+2), Sense Motive 8 (+8), Stealth 5 (+8), Swim (+2)

FEATS: All-out Attack, Ambidexterity, Attack Specialization (1) [Swords], Attack Specialization (1) [Pistols], Cunning Fighter, Defensive Attack, Defensive Roll (1), Dodge Focus (2), Equipment (2), Improved Block (1), Improved Critical (1) [Swords], Improved Initiative (2), Power Attack, Precise Strike, Set-Up, Takedown Attack (1), Teamwork (1)

POWERS:
Cavalier Rapier 3 (Device 3, Easy to Lose [15pp traits]; 9pp) [3]

Enhanced Feats 3 (Improved Disarm, Improved Sunder, Weapon Break [3pp])
Piercing Strike 3 (Extra: Penetrating [5], PF: Mighty x2, Improved Critical x2 [10pp]) [5] - DC:20:tough
AP: Stun 5 (1pp) [5] – DC:15:fort


EQUIPMENT:
(10ep)

Costume (Protection, Subtle [2ep]) [1]
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] – DC:19:tough

COMBAT: Base Attack +7, Melee +7, Ranged +7, Swords +9, Pistols +9, Grapple +9 [Unarmed +2 (Bruise); Cavalier Rapier +5, 17-20 Critical (Lethal); Light Pistol +4 (Lethal)]; Defense 20 (14 flat-footed); Init +11; Knockback -2

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

DRAWBACKS:

Abilities 20 + Skills 15 (60 ranks) + Feats 20 + Powers 9 + Combat 30 + Saves 11 – Drawbacks 0 = 105 / 105

Comments: One of Batman’s punching bags from years back, The Cavalier.
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Thorpacolypse » Sun Nov 22, 2009 9:05 pm

Check out this item in our UNDER THE HOOD Line.

Image
Tell us where we can get a better gimmick or this rock is comin' down on your head!

THE BLOOD BROTHERS
PL: 9 (105 pp) – OPL: 8.5; DPL: 8.5

ABILITIES: STR: 32 [18] [24] [10] (+11/0) DEX: 12 (+1) CON: 36 [14] [10] (+13/0) INT: 9 (-1) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb (+7), Diplomacy (-1), Disguise (-1), Escape Artist (+1), Gather Info (-1), Handle Animal (-1), Intimidate 12 (+11), Notice 4 (+4), Search (-1), Stealth (+1), Survival 4 (+4), Swim (+7)

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

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

Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Enhanced Strength 14 (Drawback: Power Loss [1 rank per 5ft from brother after 15ft; -1]; 13pp) [14]
Enhanced Constitution 22 (Drawback: Power Loss [2 ranks per 5ft from brother after 15ft; -1]; 21pp) [22]
Super-Strength 6 (PF: Groundstrike, Drawback: Power Loss [1 rank per 5ft from brother after 15ft; -1]; 12pp) [6]
Impervious Toughness 8 (Drawback: Power Loss [1 rank per 5ft from brother after 15ft; -1]; 7pp) [8]
Super Senses 4 (Communication Link [Mental, with brother; extended x3]; 4pp) [4]
Immunity 4 (Aging [Limited], Environmental Heat and Cold, Pressure, Vacuum [4pp]) [4]


COMBAT: Base Attack +5, Melee +6, Ranged +4, Grapple +27 [Unarmed +11 (Bruise)]; Defense 15 (12 flat-footed); Init +1; Knockback -10

SAVES: Toughness +13 (+13 flat-footed, +8 Impervious), Fortitude +13, Reflex +2, Will +2

DRAWBACKS:

Abilities -1 + Skills 5 (20 ranks) + Feats 9 + Powers 74 + Combat 22 + Saves 3 – Drawbacks 0 = 112 / 112

Comments: You know, for crappy characters, The Blood Brothers are surprisingly tricky builds. For those not in the know, they are long time Marvel brick thugs who have been involved in rumbles with all kinds of Marvel heroes, ranging from Iron Man and Spidey to Cosmic Marvel characters like Drax and Nova. Their “tweak” is that they are only really strong when they are in close proximity to each other. Get them more than a few feet apart and their strength fades. Get them more than 20 yards apart (according to Marvel) and they are no stronger or tougher than an average human. I couldn’t get the range math to work out quite right on that for all their abilities, but I think I got it close enough to where a good 50ft Knockback will put them in danger of getting toasted the next round for sure. Of course, like good long time Marvel jobbers, they are working for The Hood.
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Thorpacolypse » Mon Nov 23, 2009 10:48 pm

A J-Mart Favorite hits the X-Verse shelves.

Image
Hey, look around you, pal. You see how the world works? If there's a God, he looks like me... - Sabretooth to Cable

SABRETOOTH
PL:
11 (168 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 24 (+7) DEX: 14 (+2) CON: 26 (+8) INT: 14 (+2) WIS: 14 (+2) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb (+7), Computers 6 (+8), Concentration (+2), Diplomacy (-1), Disguise (-1), Escape Artist (+2), Gather Info (-1), Handle Animal (-1), Intimidate 14 (+13) [Skill Mastery, Startle], Knowledge [Streetwise] 6 (+8), Knowledge [Tactics] 8 (+10), Notice 11 (+13) [Skill Mastery], Search (+2), Sense Motive (+2), Stealth 9 (+11) [Skill Mastery], Survival 10 (+12) [Skill Mastery], Swim (+7)

FEATS: All-out Attack, Attack Focus (Melee) (5), Defensive Roll (2), Dodge Focus (3), Endurance (1), Fearsome Presence (1), Follow-up Strike, Improved Critical (2) [Claw Strike x2], Improved Initiative (2), Power Attack, Rage (2) [10 Rounds], Skill Mastery (1) (Intimidate, Notice, Stealth, Survival), Startle, Takedown Attack (1), Tough (3), Withstand Damage

POWERS:
Piercing Strike 3 (PF: Mighty, Improved Sunder, Split Attack [6pp]) [3] - DC:25:tough
Immunity 3 (Aging, Poison [Limited], Disease [Limited]; 2pp) [2]
Super Senses 8 (Normal Sight [Extended], Normal Hearing [Extended]; Scent [Extended, Accurate], Low Light Vision, Track x2 [8pp]) [8]
Super-Strength 2 (4pp) [2]
Speed 1 (1pp) [1]
Leaping 1 (1pp) [1]
Regeneration 23 (Recovery Rate [23pp])

Bruised 1/round no rest [3]
Injured 1/round no rest [6]
Staggered 1/round [4]
Disabled 1/minute [5]
Resurrection 1/day [2]
PF: Diehard, Regrowth, Persistent


COMBAT: Base Attack +7, Melee +12, Ranged +7, Grapple +21 [Unarmed +7 (Bruise), Claw Strike +10 (Lethal)]; Defense 19 (13 flat-footed); Init +10; Knockback -6

SAVES: Toughness +13 (+11 flat-footed), Fortitude +11, Reflex +5, Will +9

DRAWBACKS:

Abilities 40 + Skills 16 (64 ranks) + Feats 28 + Powers 45 + Combat 26 + Saves 13 – Drawbacks 0 = 168 / 168

Comments: Sabretooth is one my favorite villains. He’s a killer, pure and simple, he knows, everyone else knows and he doesn’t give a #$@. That's why he doesn't get a berserker drawback, he's berserker all the time because he never holds back.

This Victor without an Adamantium skeleton, because I never liked that and he doesn't need it. He's stronger and just as fast as Wolverine and quite a bit tougher. He hits harder and regenerates from major wounds a little faster thanks to Wolverine's healing factor battling the Adamantium poisoning so he should split fights with Wolvie about 50-50, which has been the way things have gone for them the past 10 years or so. I thought about making him a PL12, but I wanted them to be pretty equal in case I actually square them off.

In the near future, I want to test him again some DC characters, one from Gotham in particular.
Last edited by Thorpacolypse on Sun Apr 25, 2010 1:39 pm, edited 1 time in total.
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Sidious » Tue Nov 24, 2009 2:25 am

Thorpacolypse wrote:In the near future, I want to test him again some DC characters, one from Gotham in particular.


I will buy tickets to that one.
Live fast. Love hard. Die with your mask on.
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