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

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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Alexander » Tue Nov 24, 2009 3:19 am

Sidious wrote:I will buy tickets to that one.


Ditto!
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Re: J-Mart II: Joystick, Cop & Thug Archetypes

Postby Thorpacolypse » Wed Nov 25, 2009 9:44 pm

Alexander wrote:
Sidious wrote:I will buy tickets to that one.


Ditto!


Hmmm...I'll have to get in touch with Don King, see what we can do to properly promote this rumble...Nah, he'll bankrupt me! :shock:

I'll get on it week after next. Got an insurance test (why did I sign up for that boring arse @#$@*!& thing?) on the 8th so I have to get cramming for it. I tell ya, if you know anyone with insomnia, have them try studying for an insurance exam. It'll put them out quicker than any medication on the market...

But I've some more builds to post while I'm procrastinating, so I'll get to those on Black Friday. :wink:

Have a great Thanksgiving everyone! And thanks for shopping at J-Mart! :D
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Re: J-Mart II: Joystick, Cop & Thug Archetypes, Sabretooth

Postby Thorpacolypse » Thu Nov 26, 2009 7:32 pm

A new item in our Gotham line hits the shelves.

Image
Fists are nature's problem solvers...

WILDCAT
PL:
9 (139 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 20 (+5) DEX: 16 (+3) CON: 22 (+6) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+9), Bluff (+2), Climb 4 (+9), Concentration (+3), Craft [Mechanical] 5 (+6), Diplomacy (+2), Disguise (+2), Drive 5 (+8), Escape Artist (+3), Gather Info 6 (+8), Handle Animal (+2), Intimidate 8 (+10), Investigate 6 (+7), Knowledge [Streetwise] 6 (+7), Knowledge [Tactics] 7 (+8), Notice 7 (+10), Profession [Boxer] 10 (+13), Search 7 (+8), Sense Motive 10 (+13) [Assessment], Stealth 5 (+8), Survival (+3), Swim (+5)

FEATS: All-out Attack, Assessment, Attack Focus (Melee) (6), Attack Specialization (1) [Unarmed], Cunning Fighter, Defensive Attack, Dodge Focus (2), Equipment (2), Improved Block (1), Improved Critical (3) [Unarmed x3], Improved Initiative (1), Improved Pin, Luck (1), Power Attack, Precise Strike, Rhythm of Combat, Stunning Attack, Takedown Attack (2), Teamwork (1), Tough (1), Ultimate Effort (1) (Ultimate Will Save), Unarmed Flurry (1)

POWERS:
Regeneration 2 (Recovery Bonus +2 [2pp]) [2]
Regeneration 7 (Recovery Rate +7 [7pp]) [7]

Resurrection 1/minute [7]

EQUIPMENT:
(10ep)

Costume (Protection 1, PF: Subtle [2ep]) [1]
Vehicle (8ep):
Motorcycle (Standard Archetype)

COMBAT: Base Attack +5, Melee +11, Ranged +5, Unarmed +13, Grapple +16 [Unarmed +5, 17-20 Critical (Bruise)]; Defense 20 (14 flat-footed); Init +7; Knockback -4

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

DRAWBACKS: Power Loss – Resurrection, if killed 9 times consecutively (uncommon, minor; -1)

Abilities 40 + Skills 23 (92 ranks) + Feats 32 + Powers 9 + Combat 26 + Saves 10 – Drawbacks 0 = 139 / 139

Comments: Always been a fan of the battlin’ Wildcat. Ted is a brawler, plain and simple, he doesn’t have any powers, isn’t great shakes an investigator or street level hero, really, he just lets his fists do the talking. And talk they can. With the dreaded All Out/Power Attack combo, Attack Flurry and a couple ranks of Improved Critical, he can rumble with just about anyone. He's pretty much the epitome of the PL9 "average" hero that I am using a basis for my setting, although I continue to make way too many PL10/150 builds. Years of programming is hard to fight. :wink:

Clean Up 4/15/10: Gave Ted his 9 Lives back since they have reinstated it in main continuity and I personally loved that about him.
Last edited by Thorpacolypse on Thu Apr 15, 2010 7:24 pm, edited 1 time in total.
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Re: J-Mart II: Sabretooth, Wildcat

Postby Thorpacolypse » Thu Nov 26, 2009 7:46 pm

Another item in our Gotham lines gets stockes on Aisle 1. This one goes in our Villains Section.

Image
Over 300 served and counting...

ZSASZ
PL:
8 (102 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 16 (+3) DEX: 16 (+3) CON: 18 (+4) INT: 14 (+2) WIS: 8 (-1) CHA: 8 (-1)

SKILLS: Acrobatics 5 (+8), Bluff 8 (+7), Climb 5 (+8), Concentration (-1), Diplomacy (-1), Disable Device 8 (+10), Disguise (-1), Escape Artist 7 (+10), Gather Info (-1), Handle Animal (-1), Intimidate 13 (+12) [Startle], Notice 5 (+4), Search (+2), Sense Motive 7 (+6), Stealth 8 (+11), Survival 6 (+5), Swim (+3)

FEATS: All-out Attack, Attack Focus (Melee) (2), Chokehold, Defensive Roll (2), Diehard, Dodge Focus (1), Equipment (1), Fearsome Presence (2), Finishing Blow, Improved Critical (4) [Unarmed x2, Knifes x2], Improved Initiative (1), Improved Pin, Power Attack, Quick Draw (1), Sneak Attack (1), Startle, Takedown Attack (1), Tough (3), Withstand Damage

POWERS:
None


EQUIPMENT:
(5ep)

Serrated Knife (Piercing Strike 1, PF: Mighty, Improved Critical x2, Thrown; Small [5ep]) [1] - DC:19:tough

COMBAT: Base Attack +8, Melee +10, Ranged +8, Grapple +13 [Unarmed +3, 18-20 Critical (Bruise); Serrated Knife +4, 16-20 Critical (Lethal)]; Defense 17 (13 flat-footed); Init +7; Knockback -4

SAVES: Toughness +9 (+7 flat-footed), Fortitude +7, Reflex +5, Will +3

DRAWBACKS:

Abilities 20 + Skills 18 (72 ranks) + Feats 27 + Powers 0 + Combat 28 + Saves 9 – Drawbacks 0 = 102 / 102

Comments: Zsasz is a naazzzzzty street level customer. He’s a challenge for the Bat mainly because of that Withstand Damage feat tacked on with a high level of Toughness and the fact that he is batsh*t (no pun intended) insane and should be (will be) played as such.

He is working for no one in particular in the coming Gotham gang war, but Black Mask is trying to sway him to his side.
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Re: J-Mart II: Sabretooth, Wildcat

Postby Thorpacolypse » Thu Nov 26, 2009 8:00 pm

A J-Mart Favorite item is getting stocked on our Gotham Aisle.

Image
It's not easy being this good looking, rich and powerful, but somehow, I pull it off with style.

THE PENGUIN
PL:
8 (139 pp) – OPL: 8; DPL: 8

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

SKILLS: Bluff 10 (+12) [Taunt], Climb (+1), Concentration (+3), Craft [Mechanical] 5 (+8), Diplomacy 10 (+12) [Connected], Disguise (+2), Escape Artist (+1), Gather Info 13 (+15) [Contacts, Well-Informed], Handle Animal 6 (+8) [Animal Empathy], Intimidate 8 (+10), Knowledge [Business] 7 (+10), Knowledge [Current Event] 9 (+12), Knowledge [Streetwise] 7 (+10), Notice 4 (+7), Profession [Night Club Owner] 5 (+8), Search (+3), Sense Motive 6 (+9), Stealth (+1), Survival (+3), Swim 6 (+7)

FEATS: Accurate Attack, Animal Empathy, Attack Specialization (1) [Umbrellas], Benefit (2) [Wealth x2], Clean (2), Connected, Contacts, Defensive Roll (2), Dodge Focus (5), Equipment (8), Improved Initiative (1), Minions (10) [25 Thugs, 10 Birds], Power Attack, Quick Draw (1), Taunt, Tough (1), Well-Informed

POWERS:
Trick Umbrellas 3 (Gadgets 3, Easy to Lose, Flaw: Limited to Umbrellas [15pp traits]; 15pp) [3]

Sample Umbrellas:
Machine Gun Umbrella (Blast, Ballistic, Extra: Auto-Fire [15pp]) [5] - DC:20:tough
Helicopter Umbrella (Flight [4pp]) [2]
Sword Umbrella (Strike, PF: Mighty, Improved Critical x2) [5] - DC:21:tough


EQUIPMENT:
(40ep)

Undercover Vest (Protection, Subtle [2ep]) [1]
Cell phone, GPS (2ep)
Holdout Pistol (Ballistic Blast 3, PF: Subtle; 30 ft range, Tiny [7ep]) [3]
Headquarters (17ep):
Iceberg Lounge and Penthouse (Skyscraper Archetype)
Vehicle (12ep):
Penguin Limo (Limo archetype, Extras: Caltrops, Alarm, Hidden Compartments, Smokescreen)

COMBAT: Base Attack +8, Melee +8, Ranged +8, Umbrellas +10, Grapple +8 [Unarmed +1 (Bruise); Light Pistol +3 (Lethal)]; Defense 21 (13 flat-footed); Init +5; Knockback -2

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

DRAWBACKS:

Abilities 22 + Skills 24 (96 ranks) + Feats 40 + Powers 15 + Combat 28 + Saves 10 – Drawbacks 0 = 139 / 139

Comments: The main trafficker of info and other…well, less legal commodities in Gotham, The Penguin. In my setting, he in the role of “independent” contractor, using his connections to help all manner of business, legal and illegal, get things done. He’s still making a killing on percentages and with his nightclub, plus running a few activities on the side doing his best to stay below Batman’s radar. He has hired some extra muscle to make sure none of the big players decide to try and make a play for his piece of the city and just to make sure that his "neutrality" is not threatened. But by no means wants to get into the big battle with Two-Face, Black Mask and the others.
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Re: J-Mart II: Sabretooth, Wildcat

Postby Thorpacolypse » Thu Nov 26, 2009 8:30 pm

Another item from our Gotham truck hits the Aisle 1 shelves.

Image
Bat-MAN? What a hack...

MAN-BAT
PL:
9 (99 pp) – OPL: 8; DPL: 9

ABILITIES: STR: 26 [10] (+8/0) DEX: 22 [10] (+6/0) CON: 24 [10] (+7/0) INT: 6 (-2) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Aerobatics 5 (+11), Bluff (-1), Climb (+8), Diplomacy (-1), Disguise (-1), Escape Artist (+6), Gather Info (-1), Handle Animal 6 (+5) [Animal Empathy], Intimidate 9 (+8), Notice 6 (+6), Search (-2), Stealth (+6), Survival 10 (+10), Swim (+8)

FEATS: All-out Attack, Animal Empathy, Attack Focus (Melee) (2), Chokehold, Dodge Focus (1), Diehard, Fast Overrun, Favored Environment (3) [+1 Attack, +2 Dodge when Flying], Fearsome Presence (3), Improved Grab, Move-by Action

POWERS:
Enhanced Strength 16 (16pp) [16]
Enhanced Dexterity 12 (12pp) [12]
Enhanced Constitution 14 (14pp) [14]
Protection 2 (2pp) [2]
Comprehend 2(Understand and Speak, Flaw: Limited [Bats only], 2pp) [2]
Flight 3 (Drawback: Power Loss [if arms/wings disabled, uncommon, minor; -1]; 5pp) [3]
Super Senses 5 (Scent, Track, Sonar [5pp]) [5]
Claw Strike 1 (Slashing Strike 1, PF: Mighty, Improved Critical [3pp]) [1] - DC:24:tough


COMBAT: Base Attack +4, Melee +6, Ranged +4, Flying Melee +7, Flying Ranged +5, Grapple +14, Flying Grapple +15 [Unarmed +8 (Bruise); Claw Strike +9, 19-20 Critical (Bruise)]; Defense 17 (13 flat-footed); Init +6; Knockback -4

SAVES: Toughness +9 (+9 flat-footed), Fortitude +9, Reflex +7, Will +3

DRAWBACKS: Involuntary Transform - Into Dr. Langstrom when serum wears off (Common, major; -4), Involuntary Transform - Into bestial nature once per hour, attacks friend or foe in range, DC10 Will Save to resist (Uncommon, minor; -1)

Abilities -6 + Skills 9 (36 ranks) + Feats 16 + Powers 59 + Combat 20 + Saves 6 – Drawbacks -5 = 99 / 99

Comments: I always thought Man-Bat was a good idea, but he really hasn't been handled that well overall. Still, he's a decent challenge for the Bat family, even if he's not too tough for Bruce. As a build, he's a pretty straight forward brawler that can fly and he’s still barely a PL8 offensively when flying, but he’s a defensive PL9 when flying, so he's good in the air. Ground him, though, and Bats would wear him out quick.

In my setting, Langstrom is still trying to live down his deeds as Man-Bat and is trying to keep the formula locked away from himself and others. But it's hard to give up that kind of power...
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Re: J-Mart II: Sabretooth, Wildcat, Zsasz, Penguin, Man-Bat

Postby Thorpacolypse » Thu Nov 26, 2009 8:46 pm

A new item in our Villains Line hits the shelves.

Image
Bludhaven. Seems like a nice enough town...I'll take it.

MIDNIGHT'S FIRE
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 24 (+7) DEX: 24 (+7) CON: 24 (+7) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+13), Bluff 8 (+10), Climb (+7), Concentration (+2), Diplomacy 6 (+8), Disguise (+2), Escape Artist (+7), Gather Info 9 (+11) [Contacts, Well-Informed], Handle Animal (+2), Intimidate 9 (+11), Knowledge [Streetwise] 8 (+10), Notice 6 (+8), Search (+2), Sense Motive 8 (+10) [Assessment], Stealth 4 (+11), Survival (+2), Swim (+7)

FEATS: All-out Attack, Assessment, Attack Focus (Melee) (6), Benefit (3) [Wealth x3], Contacts, Dodge Focus (4), Equipment (6), Evasion (1), Grappling Finesse, Improved Critical (1) [Unarmed], Improved Initiative (1), Minions (6) [25 Thugs], Power Attack, Stunning Attack, Takedown Attack (1), Uncanny Dodge (Visual), Well-Informed

POWERS:
Super Senses 3 (Normal Vision [Extended], Normal Hearing [Extended], Scent [Extended]; 3pp) [3]
Speed 1 (1pp) [1]
Leaping 1 (1pp) [1]


EQUIPMENT:
(30ep)

Undercover Vest (Protection, Subtle [2ep]) [1]
28ep for weapons, vehicle, HQ,

COMBAT: Base Attack +7, Melee +13, Ranged +7, Grapple +20 [Unarmed +7, 19-20 Critical (Bruise)]; Defense 22 (14 flat-footed); Init +11; Knockback -4

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

DRAWBACKS:

Abilities 54 + Skills 16 (64 ranks) + Feats 37 + Powers 5 + Combat 30 + Saves 8 – Drawbacks 0 = 150 / 150

Comments: A cult favorite Marvel villain, Midnight’s Fire. I had started him back when I worked on Night Thrasher for my original thread, but I forgot about him. I finished him up and now here he is for J-Mart II.

I have to admit, this is a purely wiki fueled build, so I could be off on some stuff, but I think I hit the high points. In the comics, he's an arch of Night Thrasher and the New Warriors who got his powers from the Universal Wellspring like his sister, Silhouette and the previously posted Joystick. He originally was a good guy, but after Silhouette got shot, he blamed Night Thrasher and switched to the side of the devils. He become a gang leader/drug lord after that and battled the NW a few times.

In my setting, he decided to get the hell out of New York (way too crowded with both heroes and villains for my taste, I don't care how big the city is, all of the Marvel heroes in one place would be tripping all over one another, not mention how many times a day some supervillain cuts loose there) and go to Bludhaven to take advantage of the organized crime void after the death of Blockbuster. I think he and Nightwing would make a good hero/arch combo.
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Re: J-Mart II: Sabretooth, Wildcat, Zsasz, Penguin, Man-Bat

Postby Thorpacolypse » Thu Nov 26, 2009 9:04 pm

Another item from our Gotham line hits the Aisle 1 shelves.

Image
You don't understand...I really didn't want to leave you any clues. I really planned never to go back to Arkham Asylum. But I left you a clue anyway. So I...I have to go back there. Because I might need help. I...I might actually be crazy...

RIDDLER
PL:
7 (118 pp) – OPL: 7; DPL: 7

ABILITIES: STR: 10 (0) DEX: 12 (+1) CON: 10 (0) INT: 25 (+7) WIS: 20 (+5) CHA: 14 (+2)

SKILLS: Bluff 6 (+13) [Conversational Paralysis, Distract, Skill Mastery, Taunt], Concentration (+5), Craft [Electronic] 6 (+13), Craft [Mechanical] 6 (+13), Diplomacy (+2), Disable Device 3 (+10), Disguise (+2), Escape Artist (+1), Gather Info 10 (+12) [Contacts, Skill Mastery, Well-Informed], Handle Animal (+2), Intimidate (+2), Investigate 9 (+16) [Skill Mastery], Knowledge [Current Event] 4 (+11), Knowledge [Streetwise] 4 (+11), Knowledge [Technology] 6 (+13) [Inventor], Notice 5 (+10) [Skill Mastery], Search (+7), Sense Motive 3 (+8), Stealth 6 (+7), Survival (+5)

FEATS: Attack Specialization (2) [Question Cane x2], Benefit (1) [Intelligence for Bluff], Challenges (2) [Conversational Paralysis, Fast Work], Conspiracy Theorist (1), Contacts, Defensive Roll (2), Distract (1) [Bluff], Dodge Focus (4), Eidetic Memory, Equipment (7), Inventor, Master Plan, Minions (7) [Query and Echo], Set-Up, Skill Mastery (1) [Bluff, Gather Info, Investigate, Notice], Sneak Attack (2), Speed of Thought, Taunt, Well-Informed

POWERS:
None


EQUIPMENT:
(35ep)

Costume (Protection, Subtle [3ep]) [2]
Cell phone (1ep)
24ep free for hideout, vehicle, etc.
Arsenal (7ep):
Question Cane (Bludgeoning Strike 2, PF: Extended Reach, Improved Critical, Split Attack; Medium [6ep]) [2] - DC:17:tough
Holdout Pistol (Ballistic Blast 3; 30 ft range, Tiny [1ep]) [3] - DC:18:tough


COMBAT: Base Attack +5, Melee +5, Ranged +5, Question Cane +9, Grapple +5 [Unarmed +0 (Bruise); Question Cane +2, 19-20 Critical (Bruise); Light Pistol +3 (Lethal)]; Defense 20 (13 flat-footed); Init +7; Knockback -2

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

DRAWBACKS:

Abilities 31 + Skills 17 (68 ranks) + Feats 38 + Powers 0 + Combat 22 + Saves 10 – Drawbacks 0 = 118 / 118

Comments: Riddle me this?

OK, I don't actually have a riddle, but hey, it's Nygma's catch phrase. And we all know and love the Riddler, one of Batman's most cerebral foes. I did like when he flipped out for a while after coming out of the Lazarus' Pit and was trying to whack Team Arrow, among other dastardly deeds, but for the most part, I like the riddle dropping, sometimes Bat assisting, daddy issue having Nygma.

While this build lacks any sort of physical challenge to the Bat family sans some REAL lucky rolling, from a skill standpoint, he can hold his own with any of them. He's as good an investigator as Nightwing or Red Robin, can build just about anything he wants and can even bring together unrelated events with a little dose of Conspriracy Theorist. He'd be blast to use if you have the time to really think about your adventure.

Here is his sometime minions, Query and Echo.

Image

QUERY AND ECHO
PL:
6 (80 pp) – OPL: 6; DPL: 6

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

SKILLS: Acrobatics 6 (+9), Bluff 7 (+8/+12) [Attractive, Taunt], Climb (+2), Craft [Mechanical] 5 (+6), Diplomacy (+1/+5) [Attractive], Disguise (+1), Drive 4 (+7), Escape Artist (+3), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Streetwise] 7 (+8), Notice 4 (+4), Search (+1), Sense Motive 5 (+5), Sleight of Hand 5 (+8), Stealth 5 (+8), Swim (+2)

FEATS: All-out Attack, Attractive (1), Defensive Roll (1), Equipment (5), Power Attack, Set-Up, Taunt, Teamwork (1)

POWERS:
None


EQUIPMENT:
(25ep)

Costumes (Protection, Subtle [2ep]) [1]
Cell Phone, Binoculars, GPS (1ep)
Arsenal (20ep):
Assault Rifle (Ballistic Blast 6, Extra: Auto-Fire; 60 ft range, Large [18ep]) [6] - DC:21:tough
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [1ep]) [5] - DC:20:tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] – DC:18:tough

COMBAT: Base Attack +6, Melee +6, Ranged +6, Grapple +8 [Unarmed +2 (Bruise); Assault Rifle +6, Auto-Fire (Lethal); Heavy Pistol +5 (Lethal); Knife +3, 19-20 Critical (Lethal/Bruise)]; Defense 18 (14 flat-footed); Init +3; Knockback -2

SAVES: Toughness +4 (+3 flat-footed), Fortitude +5, Reflex +6, Will +5

DRAWBACKS:

Abilities 18 + Skills 12 (48 ranks) + Feats 12 + Powers 0 + Combat 28 + Saves 10 – Drawbacks 0 = 80 / 80

Comments: Riddler’s muscle, Query and Echo.
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Re: J-Mart II: Sabretooth, Wildcat, Midnight's Fire

Postby BARON » Thu Nov 26, 2009 9:09 pm

that is a very very good query and echo picture lol

ah, I see the clean feat is coming into play. 8)
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Re: J-Mart II: Sabretooth, Wildcat, Midnight's Fire

Postby Thorpacolypse » Thu Nov 26, 2009 9:15 pm

A new item for the J-Mart shelves is getting stocked straight away.

Image
You got that right, buddy.

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

ABILITIES: STR: 25 (+7) DEX: 12 (+1) CON: NA INT: 10 (0) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Acrobatics 5 (+6), Climb (+7), Concentration (+2), Escape Artist (+1), Handle Animal 6 (+6), Intimidate 12 (+12), Knowledge [Arcane Lore] 4 (+4), Notice 6 (+8), Search 7 (+7), Sense Motive 6 (+8), Stealth (+1), Survival 6 (+8), Swim (+7)

FEATS: All-out Attack, Benefit (1) [No ID], Chokehold, Diehard, Dodge Focus (2), Equipment (2), Fearsome Presence (3), Improved Grab, Improved Grapple, Improved Initiative (1), Lionheart, Power Attack, Takedown Attack (1)

POWERS:
Immunity 33 (Fortitude Effects, Critical Hits, Aging [33pp]) [33]
Protection 12 (12pp) [12]
Super-Strength 3 (3 Tons [6pp]) [3]
Leaping 1 (1pp) [1]
Sword of Michael 3 (Device 3, Easy to Lose, PF: Indestructible [15pp traits]; 10pp) [3]

Holy Slashing Strike 3 (Extra: Penetrating [8], PF: Mighty, Improved Critical, Extended Reach, Improved Sunder [15pp]) [3] - DC:25:tough

EQUIPMENT:
(10ep)

Steam Gun (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +20 [Unarmed +7 (Bruise); Sword of Michael +10, 19-20 Critical (Lethal); Steam Gun +5 (Lethal)]; Defense 18 (13 flat-footed); Init +5; Knockback -6

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

DRAWBACKS: Vulnerable - Undead wards, Turning (uncommon, minor; -1), Disability - Cannot heal major wounds, requires replacement parts (uncommon, moderate; -2)

Abilities 11 + Skills 13 (52 ranks) + Feats 17 + Powers 62 + Combat 32 + Saves 7 – Drawbacks -3 = 139 / 139

Comments: I’ve said before that Final Crisis sucked and was a waste of money, but one thing I liked about it was Frankenstein’s small, but key role in the final battle. Not knowing much about him, I did some research and felt I had enough to make a build.

This DC based version of Frankenstein’s monster sticks fairly close to the book until the 1900’s when he starts being a wandering warrior type of hero. Time goes on, more adventures, he gets forcibly recruited into a secret government agency, has more adventures, meets up with The Bride, who has four arms now and is still meant for him (I think, I and do plan on whipping her up), has more adventures, gets into it with Solomon Grundy then helps save the world in Final Crisis.

As a build, he’s what you would expect, strong, but not quite high superhumanly so, hard to hurt and a good fighter since he has centuries of experience. I didn’t know much about the Sword of Michael, but if it is what he says it is, I think I got it close to right. His big drawback is that he can’t really heal serious injuries and if he loses an arm or has an internal organ damaged, he has to get a new part, which I would think that Doctor Mid-Nite, Beast or the like could easily replace.
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Re: J-Mart II: Sabretooth, Wildcat, Midnight's Fire

Postby Thorpacolypse » Thu Nov 26, 2009 9:17 pm

BARON wrote:that is a very very good query and echo picture lol

ah, I see the clean feat is coming into play. 8)


You betcha. I love it! Much props for that one, dude.
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Re: J-Mart II: Wildcat, Midnight's Fire, Frankenstein

Postby Thorpacolypse » Thu Nov 26, 2009 9:29 pm

Since we've been stocking a ton of villains, looks like we need to drop some more heroes into the setting. Check out this new item in our SIMPLY MARVELOUS line.

Image
SHAZAM!

CAPTAIN MARVEL (BILLY BATSON)
PL:
13 (215pp) – OPL: 13; DPL: 13

ABILITIES: STR: 44 [10] (+17/0) DEX: 16 [10] (+3/0) CON: 38 [10] (+14/0) INT: 20 [14] (+5/+2) WIS: 20 [12] (+5/+1) CHA: 18 [14] (+4/+2)

SKILLS: Bluff (+4), Climb (+17), Concentration (+5), Diplomacy 6 (+10), Disguise (+4), Escape Artist (+3), Gather Info (+4), Handle Animal (+4), Intimidate (+4), Knowledge [Arcane Lore] 5 (+10), Knowledge [Theology and Philosophy] 5 (+10), Knowledge [Current Events] 4 (+9), Notice 4 (+9), Profession [Reporter] 4 (+9), Search (+5), Sense Motive (+5), Stealth (+3), Survival (+5), Swim (+17)

FEATS: Attack Focus (Melee) (4), Defensive Roll (1), Dodge Focus (2), Power Attack, Takedown Attack (1)

ENHANCED FEATS: Beginner's Luck, Lionheart, Luck (1), Improved Initiative (2)

POWERS:
SHAZAM!
S - Wisdom of Solomon
Enhanced Intelligence 6 (6pp) [6]
Enhanced Wisdom 8 (8pp) [8]

Comprehend 3 (Read, Speak, Understand all languages [6pp])
H - Strength of Hercules
Enhanced Strength 34 (34pp) [34] (and the Super Strength DAP from Flight, of course) :wink:
A - Stamina of Atlas
Enhanced Constitution 28 (28pp) [28]
Protection 3 (Extra: Impervious [6pp]) [3]
Impervious Toughness 7 (7pp) [7]
Immunity 11 (Life Support, Starvation/Thirst, Sleep [11pp]) [11]

Z - Power of Zeus
Magic Lightning Blast 13 (Extra: Line Area, Flaws: Duration [Full Round Action], Side Effect [Normal identity if unable to make Reflex save], PF: PF: Indirect x2, Quick Change; 16pp) [13]
Super Senses 6 (Cosmic Awareness [Mental], Magical Awareness [Mental], Normal Vision [Extended x2], Normal Hearing [Extended x2]; 6pp) [6]

A - Courage of Achilles
Enhanced Charisma 4 (4pp) [4]
Enhanced Feats 3 (see Feats [3pp]) [3]
Enhanced Will Save (4pp) [4]

M - Speed of Mercury
Enhanced Dexterity 6 (6pp) [6]
Super Movement 1 (Dimensional Movement [Rock of Eternity/Earth only]; 2pp) [1]
Enhanced Feats 2 (see Feats [2pp]) [2]
Flight 9 (Dynamic Array [18pp array]; 19pp) [9]
DAP: Speed 9 and Quickness 9 (2pp) [9]
DAP: Super-Strength 8 (1433 Tons; PF: Countering Punch, Super-Breath [2pp]) [8]


COMBAT: Base Attack +5, Melee +9, Ranged +5, Full Super Strength Grapple +34 [Unarmed +17 (Bruise)]; Defense 18 (13 flat-footed); Init +11; Knockback -14

SAVES: Toughness +18 (+17 flat-footed), Fortitude +16, Reflex +8, Will +9

DRAWBACKS: Power Loss - Lightning Blast, when unable to speak (uncommon, minor; -1), Involuntary Transform - into Normal Identity when struck by lightning of rank 10 or higher (uncommon, major; -4), Normal Identity - Billy Batson (must be able to speak and say Shazam to reverse [uncommon, major; -4])

Abilities 10 + Skills 7 (28 ranks) + Feats 14 + Powers 164 + Combat 22 + Saves 7 – Drawbacks -9 = 215 / 215

Comments: Always been a Captain Marvel fan. He’s a tad below Superman, but not much. I probably went a little overboard on his attributes, but I wanted him to be well rounded to make up for his general straightforwardness on offense (punching and then more punching). He's still powerful enough to give Supes a run for his money as he has been known to do from time to time, and hang with Thor, Ragnarok and any of the other big time powerhouses I have, or will build.

In my setting, he is still Billy Batson, still being directed by a SANE Shazam and still has Mary and Freddy as his family. He is, however, being pursued by the JSA, JLA and Avengers for membership, but he's turned them all down so far.
Last edited by Thorpacolypse on Fri Nov 27, 2009 5:13 pm, edited 3 times in total.
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Re: J-Mart II: Wildcat, Midnights Fire, Frankenstein, Cap Marvel

Postby Alexander » Fri Nov 27, 2009 3:25 am

Captain Marvel (and, by extension, the Marvel family) is one of my favorite characters! Love that build, Thorp! Hope you stat the others too. At least (good) Mary Marvel :)

I've often tried to make a Captain Marvel ersatz to play I never got anything quite as good to shout out as SHAZAM. :lol:
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Re: J-Mart II: Wildcat, Midnights Fire, Frankenstein, Cap Marvel

Postby Thorpacolypse » Fri Nov 27, 2009 6:49 pm

Alexander wrote:Captain Marvel (and, by extension, the Marvel family) is one of my favorite characters! Love that build, Thorp! Hope you stat the others too. At least (good) Mary Marvel :)

I've often tried to make a Captain Marvel ersatz to play I never got anything quite as good to shout out as SHAZAM. :lol:


I've never thought about a good phrase to shout, but I can see your conundrum. There's really no topping SHAZAM! and SPOON! :mrgreen:

Mary, Freddy, Black Adam, Isis and maybe Osiris are coming eventually. Shazam is on the list and heck, I may even take a run at Uncle Dudley! But I have some other Marvels on my mind at the moment.
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Re: J-Mart II: Wildcat, Midnights Fire, Frankenstein, Cap Marvel

Postby Thorpacolypse » Fri Nov 27, 2009 7:25 pm

Another item in our SIMPLY MARVELOUS line is getting stocked as speak.

Image
A heroes' hero.

CAPTAIN MARVEL (MAR-VELL)
PL:
11 (177 pp) – OPL: 11; DPL: 11

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

SKILLS: Acrobatics 3 (+8), Bluff (+4), Climb (+12), Concentration 4 (+8), Diplomacy 6 (+10), Disguise (+4), Escape Artist (+5), Gather Info (+4), Handle Animal (+4), Intimidate (+4), Knowledge [Tactics] 8 (+11), Notice 6 (+10), Pilot 3 (+8), Search (+3), Sense Motive 6 (+10), Stealth (+5), Survival (+4), Swim (+12)

FEATS: Accurate Attack, Dodge Focus (3), Inspire (1), Leadership, Luck (2), Power Attack, Rhythm of Combat

POWERS:
Enhanced Strength 18 (Array [18pp]) [18]
AP: Plasma Control 9 (Plasma Blast 9 [1pp]) [9] - DC:24:tough
Super-Strength 3 (11 Tons [6pp]) [3]
Flight 5 (250 mph [10pp]) [5]
Super-Senses 6 (Cosmic Awareness 2 [Mental, Extended x2], Danger Sense [Mental], Precognition [Flaw: Uncontrolled]; 6pp) [6]
Nega-Bands 7 (Device 7, Hard to Lose [35pp traits]; 28pp) [7]

Immunity 11 (Life Support, Starvation/Thirst, Sleep [11pp]) [11]
Protection 8 (Extra: Impervious [16pp]) [8]
Space Travel 1 (1pp) [1]
Super-Movement 1 (Dimensional Movement 1 [Earth-217/Negative Zone]; 2pp) [1]
Power Reserve 2 (Super Strength, Plasma Control, AP: Flight [5pp]) [2]


COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +25 [Unarmed +12 (Bruise); Plasma Control +9 (Bruise)]; Defense 19 (13 flat-footed); Init +5; Knockback -10

SAVES: Toughness +13 (+13 flat-footed, +8 Impervious), Fortitude +9, Reflex +7, Will +7

DRAWBACKS:

Abilities 48 + Skills 9 (36 ranks) + Feats 10 + Powers 69 + Combat 32 + Saves 9 – Drawbacks 0 = 177 / 177

Comments: I barely remember reading anything with Mar-Vell in it, but granted, he’s been dead a good while. What I do recall was him being in Superman’s league as far as “boy scout-ness” and not even a match for The Thing (what I do recall is some weird Negative Zone with Mar-Vell, Rick Jones and the FF) yet he also went toe to toe with Thanos in some other book I read back in the 70s-80s. But hey, who said comic power levels had to be accurate.

Anyway, I did like him and he is held with great reverence at Marvel and among many of my fanboy brethren so I split the difference and made him a scrappy PL11. I stuck to his about 10 ton lifting level and pretty much swiped the Nega-Bands from Tattooedman’s build with a couple of minor tweaks with my interpretations of his powers from Wikipedia and the Marvel DB.

In my setting, he didn’t actually “die”, he was imprisoned in the Negative Zone and was recently freed by the FF and Avengers. As such, he has joined the Avengers and is continuing to cement his legacy as one of the greatest heroes of all time.
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