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

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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta, She-Rulk

Postby Thorpacolypse » Mon Nov 30, 2009 8:46 pm

Image
Face it, Harley-- you and your Puddin' are kaput! You're playin' solitaire now-- not hearts!

HARLEY QUINN
PL:
8 (105 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 20 [12] (+5/+1) DEX: 24 [16] (+7/+3) CON: 18 (+4) INT: 14 (+2) WIS: 9 (-1) CHA: 14 (+2)

SKILLS: Acrobatics 11 (+18) [Acrobatic Bluff, Up the Wall], Bluff 8 (+10) [Taunt], Climb (+5), Concentration (-1), Diplomacy (+2), Disable Device 6 (+8), Disguise (+2), Escape Artist (+7), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Behavioral Sciences] 6 (+8), Notice (-1), Profession [Psychiatrist] 6 (+5), Search (+2), Sense Motive (-1), Stealth 3 (+10), Survival (-1), Swim (+5)

FEATS: Acrobatic Bluff, Defensive Roll (1), Dodge Focus (5), Equipment (3), Evasion (1), Minions (3) [Her Babies, 2 Hyenas], Set-Up, Sneak Attack (1), Teamwork (1), Taunt, Up the Wall

POWERS:
Enhanced Strength 8 (8pp) [8]
Enhanced Dexterity 8 (8pp) [8]
Immunity 2 (Poisons, Disease [2pp]) [2]


EQUIPMENT:
(15ep)

Cell Phone (1ep)
Arsenal (12ep):
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough
Harley Mallet (Bludgeoning Strike 3, PF: Mighty; 5 ft, Medium [1ep]) [3] - DC:23:tough
Boxing Glove Gun (Bludgeoning Strike 3, PF: Extended Reach x2, Subtle; 15 ft, Medium [1ep]) [3] - DC:18:tough

COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +13 [Unarmed +5 (Bruise); Heavy Pistol +5 (Lethal); Harley Mallet +8 (Bruise/Lethal); Boxing Glove Gun +3 (Bruise)]; Defense 21 (13 flat-footed); Init +7; Knockback -2

SAVES: Toughness +5 (+4 flat-footed), Fortitude +5, Reflex +9, Will +3

DRAWBACKS:

Abilities 23 + Skills 10 (40 ranks) + Feats 19 + Powers 18 + Combat 28 + Saves 7 – Drawbacks 0 = 105 / 105

Comments: How can you not love Harley? One of the greatest things to come out Batman TAS and still going strong in the DCU. Her classic, "mixed up girl in love with the WRONG guy" style has endeared her to more than one of us whose one at least one of THOSE relationships...

Thanks to a little power up she got a few years back, she's actually a pretty serious street level threat. With her strength that equals my Batman and peak human dex, she can Acrobatic Bluff just about anyone then come in with a pretty serious smack with her mallet or pop a cap with her gun on a flat-footed opponent.

In my setting, she has broken off from Mistah J and is living in Gotham with Holly Robinson. She hangs out with Selena Kyle and Poison Ivy as well. They’re not really heroes, well, Selina is, but they’re not really villains, either. But they sure are having fun!
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Re: J-Mart II: DA LADIES' - She-Rulk, Holly, Harley, Ivy

Postby Thorpacolypse » Mon Nov 30, 2009 9:08 pm

This LADIES' NIGHT Special is also a GREEN LIGHT Special!

Image
I hate men. Because of what they do. They clip. They prune. They make us remake ourselves into what they want. A Madonna. A whore. A partner. A foe. And we do it. Because we need.

POISON IVY
PL:
10 (150 pp) – OPL: 10; DPL: 6

ABILITIES: STR: 12 (+1) DEX: 16 (+3) CON: 16 (+3) INT: 16 (+3) WIS: 16 (+3) CHA: 18 (+4)

SKILLS: Acrobatics 4 (+7), Bluff 8 (+12/+16) [Attractive, Taunt], Climb 6 (+7), Concentration (+3), Craft [Chemical] 8 (+11), Diplomacy (+0/+4) [Attractive], Disguise (+4), Escape Artist (+3), Gather Info (+4), Handle Animal (+4), Intimidate (+4), Knowledge [Life Sciences] 8 (+11) [Inventor], Notice 4 (+7), Profession [Botanist] 8 (+11), Search (+3), Sense Motive 5 (+8), Stealth 5 (+8), Survival (+3), Swim 4 (+5)

FEATS: Attack Focus (Melee) (1), Attractive (1), Benefit (1) [Knowledge: Life Sciences for Inventor], Defensive Roll (1), Dodge Focus (1), Equipment (2), Favored Environment (2) [+2 Dodge in Wooded/Forest environments], Improved Initiative (1), Inventor, Minions (5) [2 Monstrous Flytraps], Taunt

POWERS:
Immunity 2 (Poison, Starvation [2pp]) [2]
Comprehend 2 (Talk/Understand Plants [4pp]) [2]
Super-Movement 1 (Trackless, Flaw: Limited [Wooded/Forest terrains]; 1pp) [1]
Drain Constitution 13 (Extra: Poison, Flaw: Requires Grapple [13pp array]; 13pp) [13] - DC:23:fort
Plant Control 13 (65 ft radius; Dynamic Array [26pp array]; 27pp) [13]
DAP: Pheromones 8 (Flaw: Action [Free], PF: Progression [10ft range]; 2pp) [8] - DC:18:will
DAP: Animate Objects 8 (Extra: Horde, Flaw: Limited to plants; PF: Progression x2 [5 objects]) [8]


EQUIPMENT:
(10ep)

Arsenal (10ep):
Light Crossbow (Piercing Blast 2, PF: Improved Critical; 80ft range, Medium [8ep]) [2] - DC:17:tough
Whip (Bludgeoning Damage 0, PF: Mighty, Extended Reach x2 [15ft], +2 Trip and Disarm Attempts; Small [5ep]) [0] - DC:16:tough
Lasso (Snare 4; 40 ft range, Medium [1ep]) [4] - DC:14:ref

COMBAT: Base Attack +6, Melee +7, Ranged +6, Grapple +7 [Unarmed +1 (Bruise); Crossbow +2 (Lethal); Whip +1 (Bruise/Lethal)]; Defense 17 (13 flat-footed); Init +7; Knockback -2

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

DRAWBACKS:

Abilities 34 + Skills 15 (60 ranks) + Feats 16 + Powers 51 + Combat 24 + Saves 9 – Drawbacks 0 = 150 / 150

Comments: Really happy with this version of Ivy. She’s still a threat to the Bat family, but less of a team threat than my original PL11 version was. She won’t hit with some of her touch range attacks as often unless she Bluffs well and gets her opponent flat-footed (which she should do most of the time) but don’t sleep on her. With her plant powers, she can wreak a lot of havoc.

In my setting, as usual, Ivy is her own woman. She's been leaning more towards the heroic side of the law recently due to her associations with Catwoman, Holly and a trying-to-reform Harley, but she still has her own agenda, which is of course her concerns about the environment and all plant life.
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Re: J-Mart II: DA LADIES' - She-Rulk, Holly, Harley, Ivy

Postby Thorpacolypse » Wed Dec 02, 2009 6:29 pm

The theme for the rest of the week is NO THEME. We're all over the place, emptying the warehouse for the next year's models. Kicking it off is a new item in our BIG CHIMPIN' line.

Image
Elementary, my dear Cheetah...Elementary...

DETECTIVE CHIMP
PL:
8 (128 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 22 (+6) DEX: 22 (+6) CON: 18 (+4) INT: 22 [4] (+6/-3) WIS: 20 (+5) CHA: 10 (0)

SKILLS: Acrobatics 3 (+9), Bluff 4 (+10), Climb 3 (+9), Computers 4 (+10), Concentration 5 (+10), Diplomacy 8 (+8), Escape Artist (+6), Gather Info 12 (+12) [Contacts], Handle Animal 6 (+6) [Animal Empathy], Intimidate (+0/-2), Investigate 10 (+16), Knowledge [Arcane Lore] 6 (+12) [Ritualist], Notice 5 (+10), Search 3 (+9), Sense Motive 3 (+8), Stealth (+6/+10), Survival (+5), Swim (+6)

FEATS: Ambidexterity, Animal Empathy, Conspiracy Theorist (2), Contacts, Dodge Focus (2), Eidetic Memory, Master Plan, Ritualist

POWERS:
Shrinking 4 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [5pp]) [4]

Atk/Def +1, Grapple -4, Stealth +4, Intimidate -2, Carrying Strength -3/4
Immunity 2 (Aging, Disease [2pp]) [2]
Enhanced Intelligence 18 (18pp) [18]
Comprehend 4 (Speak/Comprehend All languages, Animals [8pp]) [4]
Leaping 1 (1pp) [1]
Protection 2 (2pp) [2]


COMBAT: Base Attack +4, Melee +5, Ranged +5, Grapple +7 [Unarmed +6 (Bruise)]; Defense 19 (14 flat-footed); Init +6; Knockback -3

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

DRAWBACKS:

Abilities 40 + Skills 18 (72 ranks) + Feats 10 + Powers 36 + Combat 20 + Saves 4 – Drawbacks 0 = 128 / 128

Comments: Big Chimpin’ in the Da House! Much love to Detective Chimp. I was skimming Day of Vengeance at my local shop and I got a kick of him so I decided to whip him up. I don’t know a lot about him, but from the Wikis and skimming some other builds, I felt like I had enough to work him up for my setting.

His background is that he is a super intelligent chimp that has become one of the best detectives in the world and currently he runs with the mystical DC team of Shadowpact. He’s so good at investigating; Batman has actually consulted with him on cases via chat room. He’s not great shakes offensively, but he can get by against thug types, but that’s not his gig. He’s about figuring out things and getting the team in position to win.
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Re: J-Mart II: Holly, Harley, Ivy, Detective Chimp

Postby Thorpacolypse » Wed Dec 02, 2009 7:41 pm

Check out this new item in our X-Verse Line.

Image
I'm going to find Vulcan...and I'm going to kill him...

HAVOK
PL:
11 (153 pp) – OPL: 11; DPL: 8

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

SKILLS: Acrobatics 3 (+5), Bluff 6 (+9/+13) [Attractive], Climb (+2), Concentration (+2), Diplomacy (+3/+7) [Attractive], Disguise (+3), Drive 5 (+7), Escape Artist (+2), Gather Info (+3), Handle Animal (+3), Intimidate 4 (+7), Knowledge [Tactics] 7 (+8), Notice 6 (+8), Pilot 7 (+9), Search (+1), Sense Motive 6 (+8), Stealth (+2), Survival (+2), Swim (+2)

FEATS: All-out Attack, Attractive (1), Defensive Roll (1), Dodge Focus (2), Equipment (1), Improved Initiative (1), Inspire (1), Leadership, Teamwork (1)

POWERS:
Immunity 22 (Own powers, Cyclops powers, radiation effects, heat effects [22pp]) [22]
Plasma Control 15 (Blast 15, Array [30pp]) [15] - DC:30:tough
AP: Plasma Control 10 (Extra: Area Burst [1pp]) [10] - DC:20:ref
AP: Stun 10 (Extra: Ranged [1pp]) [10] - DC:20:fort
AP: Melt 15 (Drain Toughness, Flaw: Limited [Objects]; 1pp) [15] - DC:30:tough
AP: Disintegrate 6 (1pp) [6] - DC:16:fort
AP: Dazzle 10 (Visual, Extra: Area Burst [1pp]) [10] - DC:20:ref

Flight 4 (100mph [8pp]) [4]


EQUIPMENT:
(5ep)

Armored Jumpsuit (Protection 3, PF: Power Monitor [4ep]) [3]
Commlink (1ep),

COMBAT: Base Attack +7, Melee +7, Ranged +7, Grapple +9 [Unarmed +2 (Bruise); Plasma Blast +15 (Bruise)]; Defense 20 (14 flat-footed); Init +6; Knockback -3

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

DRAWBACKS: Power Loss - If unable to absorb cosmic energy [uncommon, minor; -1]

Abilities 26 + Skills 11 (44 ranks) + Feats 10 + Powers 65 + Combat 30 + Saves 12 – Drawbacks -1 = 153 / 153

Comments: The middle Summers’ brother, Havok has a weird history in the Marvel U. Well, I guess for comics, it’s not THAT weird but being Cyclops' long lost brother, spending time in another dimension, getting depowered, repowered, put in limbo and now having a lead role in the Marvel Space Operas, he's pretty much done it all.

As a build, he's a powerful energy controller. I got rid of the whole uncontrolled flaw thing since he really doesn't seem to operate that way anymore. He can lose his powers if he is deprived of the ability absorb cosmic energy for long enough, but that doesn't happen often. He's not great shakes on defense, though, so he's kind of a glass cannon.

In my setting, he is leading a team of X-Men and still dating Polaris (coming eventually, but not for a while). He's become one of the lead X-Men with Scott now leading the Justice League.
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Re: J-Mart II: Harley, Ivy, Detective Chimp, Havok

Postby Thorpacolypse » Wed Dec 02, 2009 7:47 pm

Another new item hits the shelves.

Image
Hmmm...they may want to bring more Wendigoes...

WENDIGO
PL:
12 (175 pp) – OPL: 12; DPL: 11.5

ABILITIES: STR: 38 [10] (+14/0) DEX: 22 [12] (+6/+1) CON: 34 [10] (+12/0) INT: 6 (-2) WIS: 14 (+2) CHA: 8 (-1)

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

FEATS: All-out Attack, Attack Focus (Melee) (2), Chokehold, Dodge Focus (1), Fearsome Presence (3), Improved Grab, Power Attack, Track

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
Enhanced Strength 20 (20pp) [20]
Enhanced Constitution 20 (20pp) [20]
Enhanced Dexterity 10 (10pp) [10]
Super-Strength 5 (76 Tons; PF: Groundstrike [11pp]) [5]
Protection 4 (Extra: Impervious [8pp]) [4]
Impervious Toughness 4 (4pp) [4]
Speed 2 (2pp) [2]
Leaping 3 (3pp) [3]
Super Senses 6 (Normal Sight [Extended x2], Normal Hearing [Extended x2], Ultrahearing, Darkvision [6pp]) [6]
Immunity 2 (Cold, Disease, Poisons [Limited]; 2pp) [2]
Claw Strike 2 (Extra: Penetrating [16], PF: Mighty [19pp]) [2] - DC:31:tough
Regeneration 13 (Recovery Rate [13pp])

Bruised 1/round [1]
Injured 1/1 minute [3]
Disabled 1/5 minutes [4]
Staggered 1/20 minutes [1]
Resurrection 1/day [2]
PF: Diehard, Persistent, Regrowth


COMBAT: Base Attack +7, Melee +8, Ranged +6, Grapple +31 [Unarmed +14 (Bruise); Claw Strike +16 (Lethal)]; Defense 16 (12 flat-footed); Init +6; Knockback -13

SAVES: Toughness +17 (+17 flat-footed, +9 Impervious), Fortitude +15, Reflex +7, Will +3

DRAWBACKS: Involuntary Transform - Free action (common, irresistible' -5), Normal Identity - Free action (uncommon, major; -3)], Power Loss - Regeneration (resurrection, if decapitated or heart removed; uncommon, minor; -1)

Abilities 0 + Skills 8 (32 ranks) + Feats 11 + Powers 134 + Combat 26 + Saves 5 – Drawbacks -9 = 175 / 175

Comments: The Wendigo rocks. Long time Marvel big time powerhouse and Hulk punching bag, the Wendigo has now gotten more run as a pack. I took advantage of that for some playtest/minor story on my original thread, of course, I may continue it or rework it a bit.
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Re: J-Mart II: Harley, Ivy, Detective Chimp, Havok

Postby Thorpacolypse » Wed Dec 02, 2009 11:13 pm

A GREEN LIGHT Special hits the Hulk Verse Aisle!

Image
It's real easy being green when you look like me...

SHE-HULK
PL:
12 (185 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 38 [14] (+14/+2) DEX: 14 (+2) CON: 34 [14] (+12/+2) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Bluff 7 (+10/+14) [Attractive, Taunt], Climb (+14), Concentration (+2), Diplomacy (+3/+7) [Attractive], Disguise (+3), Escape Artist (+2), Gather Info (+3), Handle Animal (+3), Intimidate 6 (+9), Knowledge [Civics] 9 (+12) [Ultimate Check], Notice 5 (+7), Profession [Lawyer] 10 (+12), Search 6 (+9), Sense Motive 5 (+7), Stealth (+2), Survival (+2), Swim (+14)

FEATS: Accurate Attack, Attack Focus (Melee) (4), Dodge Focus (3), Power Attack, Stunning Attack, Takedown Attack (1), Taunt, Ultimate Effort (1) (Ultimate Knowledge: Civics Check)

ENHANCED FEATS: Attractive (1), Improved Initiative (1), Luck (1)

POWERS:
Enhanced Strength 24 (Array [24pp]) [24]
AP: Mind Switch 8 (Extra: Effortless [1pp]) [8] - DC:18:will
Enhanced Constitution 20 (20pp) [20]
Protection 3 (Extra: Impervious [6pp]) [3]
Impervious Toughness 2 (2pp) [2]
Super-Strength 6 (153 Tons; PF: Bracing, Groundstrike [14pp]) [6]
Leaping 6 (6pp) [6]
Enhanced Feats 3 (see Feats [3pp]) [3]
Immunity 5 (Cold, Heat, High Pressure, Radiation, Starvation/Thirst [5pp]) [5]
Regeneration 18 (Recovery Rate [18pp])

Bruised 1/round [1]
Injured 1/round [4]
Disabled 1/5 minutes [4]
Staggered 1/minute [3]
Ability 1/minute [4]
PF: Diehard, Persistent


COMBAT: Base Attack +6, Melee +10, Ranged +6, Grapple +30 [Unarmed +14 (Bruise)]; Defense 19 (13 flat-footed); Init +6; Knockback -10

SAVES: Toughness +15 (+15 flat-footed, +5 Impervious), Fortitude +15, Reflex +5, Will +5

DRAWBACKS:

Abilities 28 + Skills 12 (48 ranks) + Feats 16 + Powers 96 + Combat 24 + Saves 9 – Drawbacks 0 = 185 / 185

Comments: I’ve been a Jennifer fan for years and I have big plans for her in Earth-217, but for now, I am pooped after seeing Ninja Assassin so I will hold on the comments for now.
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Re: J-Mart II: Harley, Ivy, Detective Chimp, Havok, She-Hulk

Postby Nite_Owl » Thu Dec 03, 2009 1:27 am

Have to say, that picture's pretty reprehensible. Jennifer's barely even green!
At least she's not skinny...
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Re: J-Mart II: Harley, Ivy, Detective Chimp, Havok, She-Hulk

Postby Thorpacolypse » Thu Dec 03, 2009 7:06 pm

Nite_Owl wrote:Have to say, that picture's pretty reprehensible. Jennifer's barely even green!
At least she's not skinny...


Oh believe me, there were a LOT more reprehensible pics I could have chosen. There's one with her and Wonder Woman in a...compromising position that even made my depraved mind go "YIKES!". :shock:
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Re: J-Mart II: Harley, Ivy, Detective Chimp, Havok, She-Hulk

Postby Thorpacolypse » Thu Dec 03, 2009 7:16 pm

A new item in our JOB SQUAD line hits the shelves.

Image
I ain't a girl's best friend...

DIAMONDHEAD
PL:
9 (127 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 32 [12] (+11/+1) DEX: 12 (+1) CON: 28 [14] (+9/+2) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Bluff 6 (+6), Climb (+1), Concentration (+1), Disable Device 5 (+5), Escape Artist (+1), Intimidate 10 (+10), Knowledge [Streetwise] 5 (+5), Notice 4 (+5), Sense Motive 5 (+6), Stealth 5 (+6), Survival (+1), Swim (+1)

FEATS: Accurate Attack, Attack Focus (Melee) (3), Chokehold, Improved Grab, Improved Grapple, Power Attack, Takedown Attack (1)

ENHANCED FEATS: Diehard, Endurance (3)

POWERS:
Diamond Body 15 (Alternate Form, Solid, Extra: Duration [Continuous], Flaw: Permanent [75pp]) [15]

Density 10 (Array [30pp]) [10]
Strength +20, Impervious Protection +5, Immovable - 3, Super Strength – 3
Enhanced Constitution 14 (14pp) [14]
Impervious Toughness 5 (5pp) [5]
Super-Strength 2 (51 Tons [4pp]) [2]
Immunity 11 (Heat effects, cold effects, disease [11pp]) [11]
Enhanced Feats 4 (see Feats [4pp]) [4]
Regeneration 7 (Recovery Rate [7pp])

Injured 1/5 minutes [2]
Staggered 1/5 minutes [2]
Disabled 1/hour [2]
PF: Regrowth


COMBAT: Base Attack +5, Melee +7, Ranged +5, Grapple +23 [Unarmed +11 (Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback -15

SAVES: Toughness +14 (+14 flat-footed, +10 Impervious), Fortitude +13, Reflex +2, Will +4

DRAWBACKS: Weak Point - Flaw in Diamond Form, can be shattered (uncommon, moderate; -2)

Abilities 10 + Skills 10 (40 ranks) + Feats 12 + Powers 71 + Combat 18 + Saves 8 – Drawbacks -2 = 127 / 127

Comments: Diamondhead is an old Nova foe who popped up in the 70’s and met his end not too long ago at the hands of Cap (accidentally). He got shattered by a shield strike from Cap and Nova did something similar and he also got shattered in space, too, if memory served so I have a 2pp drawback since apparently the guy can’t keep himself in one piece!

Generally, though, he's just another lunkhead powerhouse to rumble with some heroes for a while, but ultimately get pwned in the end.

Clean Up 4/15/10: Arch goes down a PL to get in line with new PL philosophy.
Last edited by Thorpacolypse on Sun Apr 25, 2010 2:29 pm, edited 1 time in total.
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Re: J-Mart II: Harley, Ivy, Detective Chimp, Havok, She-Hulk

Postby Thorpacolypse » Thu Dec 03, 2009 7:32 pm

We another GREEN LIGHT SPECIAL hitting the Hulk-verse Aisle!

Image
Take two right hooks upside the head and call me in the morning.

DOC SAMSON
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 34 [12] (+12/+1) DEX: 16 (+3) CON: 30 [12] (+10/+1) INT: 16 (+3) WIS: 18 (+4) CHA: 14 (+2)

SKILLS: Bluff 8 (+10), Climb (+12), Concentration (+4), Diplomacy 10 (+12) [Combat Diplomacy], Disguise (+2), Escape Artist (+3), Gather Info 6 (+8), Handle Animal (+2), Intimidate 5 (+7), Knowledge [Behavioral Sciences] 10 (+13), Notice (+4), Profession [Psychiatrist] 9 (+13), Search (+3), Sense Motive 4 (+8), Stealth (+3), Survival (+4), Swim (+12)

FEATS: Accurate Attack, Attack Focus (Melee) (3), Challenges (1) [Combat Diplomacy], Defensive Attack, Dodge Focus (1), Improved Grab, Improved Initiative (1), Luck (1), Power Attack

POWERS:
Enhanced Strength 22 (22pp) [22]
Enhanced Constitution 18 (18pp) [18]
Super-Strength 5 (45 Tons; Array [10pp]) [5]
Protection 3 (Extra: Impervious [6pp]) [3]
Impervious Toughness 5 (5pp) [5]
Immunity 2 (Radiation, Pressure [2pp]) [2]
Leaping 5 (5pp) [5]


COMBAT: Base Attack +5, Melee +8, Ranged +5, Grapple +25 [Unarmed +12 (Bruise)]; Defense 17 (13 flat-footed); Init +7; Knockback -10

SAVES: Toughness +13 (+13 flat-footed, +8 Impervious), Fortitude +13, Reflex +5, Will +9

DRAWBACKS: Power Loss (Enhanced Strength and Super Strength when hair cut [uncommon, moderate; -2]

Abilities 28 + Skills 13 (52 ranks) + Feats 11 + Powers 68 + Combat 22 + Saves 10 – Drawbacks -2 = 150 / 150

Comments: Had never taken a run at Doc Samson so I thought I would do so while I was on a Hulk-verse run. He’s been around for quite a bit of the Hulk’s history, sometimes as a friend, other times as a reluctant antagonist, other times not so reluctantly. Regardless, he’s been an intriguing character, part powerhouse, part gamma powered Dr. Phil.

I didn't go with the new version of Doc where he has developed a Hulk like alter ego called Samson that is beating the crap out of everyone, but I may go that route later. As it stands, this is a powerhouse build with his psychiatric expertise mixed in. I even threw in the old drawback he had where if you cut his hair, he got weaker.

On Earth-217, Doc is now part of the cleaned up Initiative, working with the new recruits and I continuing his research into a cure for Banner and other gamma powered beings.
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Re: J-Mart II: Detective Chimp, Havok, She-Hulk, Doc Samson

Postby Thorpacolypse » Thu Dec 03, 2009 7:56 pm

Check out this item in our X-Verse Line. And, ooo, chere, dis one's spicy, I GUARUN-tee!

Image
Oh, chere...you don't know how ol' Gambit loves him a challenge...

GAMBIT
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 14 (+2) DEX: 24 (+7) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 20 (+5)

SKILLS: Acrobatics 5 (+12) [Skill Mastery], Bluff 7 (+12/+16) [Attractive, Distract, Skill Mastery, Taunt], Climb (+2), Concentration (+2), Diplomacy (+5/+9) [Attractive], Disable Device 11 (+13) [Skill Mastery], Disguise (+5), Escape Artist (+7), Gather Info 4 (+9) [Contacts], Handle Animal (+5), Intimidate (+5), Knowledge [Streetwise] 6 (+8), Notice 7 (+9), Search 7 (+9), Sense Motive 6 (+8), Sleight of Hand 6 (+13) [Skill Mastery], Stealth 4 (+11), Survival (+2), Swim (+2)

FEATS: Accurate Attack, Attack Specialization (1) [Thrown Items], Attack Specialization (2) [Bo Staff], Attractive (1), Contacts, Defensive Roll (1), Dodge Focus (5), Equipment (2), Distract (1) [Bluff], Improved Initiative (1), Luck (1), Passing Attack, Power Attack, Quick Draw (1), Skill Mastery (1) [Acrobatics, Bluff, Disable Device, Sleight of Hand], Sneak Attack (1), Takedown Attack (1), Taunt, Teamwork (1)

POWERS:
Kinetic Charging 8 (Kinetic Strike 8, Extra: Auto-Fire, Drawbacks: Power Loss [Requires Medium; common, minor; -1]; PF: Thrown [16pp]) [8] - DC:23:tough
AP: Kinetic Charging 8 (Kinetic Strike 8, Extra: Explosion, Drawbacks: Power Loss [Requires Medium; common, minor; -1]; PF: Thrown [1pp]) [8] - DC:18/23:ref/tough
AP: Kinetic Charging 8 (Kinetic Strike 8, Extra: Penetrating, Drawbacks: Power Loss [Requires Medium; common, minor; -1]; PF: Thrown [1pp]) [8] - DC:23:tough

Mind Shield 3 (3pp) [3]


EQUIPMENT:
(10ep)

Body Armor (Protection 3, PF: Subtle [4ep]) [3]
Bo Staff (Bludgeoning Strike 2, PF: Extended Reach, Mighty; Large [4ep]) [2] - DC:19:tough
Playing Cards (0ep), Commlink, Lockpicks (2ep)

COMBAT: Base Attack +10, Melee +10, Ranged +10, Thrown Items +12, Bo Staff +14, Grapple +12 [Unarmed +2 (Bruise); Kinetic Charging Strike +8, Auto-Fire (Bruise); Bo Staff +4, 19-20 Critical (Bruise)]; Defense 23 (14 flat-footed); Init +11; Knockback -3

SAVES: Toughness +7 (+6 flat-footed), Fortitude +6, Reflex +10, Will +6 (+9 against Mental Effects)

DRAWBACKS:

Abilities 42 + Skills 16 (64 ranks) + Feats 26 + Powers 21 + Combat 36 + Saves 10 – Drawbacks 0 = 150 / 150

Comments: Gotta love ol’ Gambit, mon ami. He’s just a fun character to play. He can scrap, sneak, blast, work the ladies…he’s just fun. And he speaks Cajun! And let me tell ya, my wife and I started working with folks from Louisiana about 5 years ago and after hanging with them and traveling to the Big Easy, I have much love for New Orleans and Cajun country and that whole charmin' the women thing is no joke. There's a couple of guys here that make the women melt, with that drawl and that "chere" thing.

The funny thing is that I was dead set I was not going to bring him in at 150pp and I really had to stretch to get him there once I refined what I wanted him to do. So I threw in Passing Attack to get him 151pp just because I like it. I changed my build of him to a Thrown Strike instead of a blast and I think that fits what his power does more accurately. Once I get more of the X-Men done, I’ll have to test it.

In the Thorpacoverse, Gambit has recovered from his wanderlust/loopy period and is back with the X-Men on a part time basis. He has mainly been focusing his efforts on New Orleans, working as one of the city’s protectors. However, like Catwoman, he can’t quite give up the thrill of stealing, so he still dabbles in thievery from time to time for right price or challenge.
Last edited by Thorpacolypse on Fri Jun 04, 2010 1:18 pm, edited 2 times in total.
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Re: J-Mart II: Det. Chimp, Havok, She-Hulk, Doc Samson, Gambit

Postby Thorpacolypse » Thu Dec 03, 2009 8:19 pm

All I can say about this item is...

HAHAHAHAHAHAHAHAHAHAHAHAHA!!!

Image
I did it! I finally killed Batman! In front of a bunch of vulnerable, disabled, kids!!!! Now get me Santa Claus!

THE JOKER
PL:
10 (165 pp) – OPL: 10; DPL: 9

ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 18 (+4) WIS: 8 (-1) CHA: 20 (+5)

SKILLS: Bluff 10 (+15) [Conversational Paralysis, Durable Lie, Improved Trick, Taunt], Climb (+2), Concentration (-1), Craft [Chemical] 6 (+10), Craft [Mechanical] 6 (+10), Diplomacy (+5), Disable Device 4 (+8), Disguise (+5), Escape Artist 6 (+8), Gather Info 7 (+12) [Contacts, Well-Informed], Handle Animal (+5), Intimidate 10 (+15) [Startle], Knowledge [Streetwise] 6 (+10), Knowledge [Technology] 6 (+10) [Inventor], Notice (-1), Perform [Comedy] 3 (+8), Search (+4), Sense Motive 10 (+9), Stealth 6 (+8), Survival (-1), Swim (+2)

FEATS: Benefit (1) [No ID], Challenges (2) [Conversational Paralysis, Durable Lie], Chokehold, Contacts, Defensive Roll (1), Dodge Focus (2), Equipment (6), Fearless, Improved Initiative (1), Improved Trick, Inventor, Minions (5) [10 Thugs], Rage (1), Speed of Thought, Startle, Taunt, Tough (3), Well-Informed

POWERS:
Immunity 4 (Poisons/Toxins, Interaction Effects [Flaw: Limited [Intimidation Effects]; 4pp) [4]
Mind Shield 9 (9pp) [9]
Joker Bag of Tricks! (Gadgets 4, Easy to Lose [20pp traits]; 24pp) [4]


EQUIPMENT:
(30ep)

Costume (Protection 1, PF: Subtle [2ep]) [1]
Cell Phone, Standard (Diminutive [1ep])
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough
16ep for HQ, Vehicles as needed

COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +12 [Unarmed +2 (Bruise); Heavy Pistol +5 (Lethal)]; Defense 20 (14 flat-footed); Init +8; Knockback -4

SAVES: Toughness +8 (+7 flat-footed), Fortitude +6, Reflex +5, Will +4 (+13 against Mental Effects)

DRAWBACKS:

Abilities 30 + Skills 20 (80 ranks) + Feats 31 + Powers 37 + Combat 36 + Saves 11 – Drawbacks 0 = 165 / 165

Comments: Really, what is there left to say about The Joker? Ledger’s take, Nicholson’s take, Hamill’s take in Batman TAS, dozens of different DC writer’s takes…they all have something you can love or love to hate about him. Without a doubt, the best villain DC has ever done, and I really like their villains over Marvel’s by and large. He's batsh*t crazy and there's no coming back and that's the way we like him.

As a build, I went all out on him, in a classic version type of way. You can't intimidate him, can't hardly lie to him, can't get to his mind since it's a nightmare maze in there, can't poison him and it's hard to outthink him. You basically have to get through his traps, Gadgets and guile and pound him into submission and that's what Batman has learned to do.

As far as his role in Earth-217 goes, he's in Arkham at the moment, waiting for something fun to happen so he can join in. And the escalating gang war sure seems like his kinda party...
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Re: J-Mart II: Havok, She-Hulk, Doc Samson, Gambit, Joker

Postby Thorpacolypse » Thu Dec 03, 2009 8:31 pm

Another item hits the shelves.

Image
God bless you all and please come home safe.

SOLDIERS (STANDARD)
PL:
5 (50 pp) – OPL: 5; DPL: 4

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

SKILLS: Climb 2 (+3), Computers 2 (+2), Concentration (+1), Disable Device 2 (+2), Drive 2 (+3), Escape Artist (+1), Knowledge [Tactics] 4 (+4), Notice 3 (+4), Profession [Soldier] 3 (+4), Search 4 (+4), Sense Motive 2 (+3) [Assessment], Stealth 3 (+4), Survival 3 (+4), Swim 2 (+3)

FEATS: Accurate Attack, Assessment, Equipment (6)

POWERS:
None


EQUIPMENT:
(30ep)

Tactical Vest (Protection 3 [3ep])
Camo Clothing (Camouflage [Urban or Desert]; 1ep)
Commlink, Gas Mask, Binoculars, Night Vision, GPS (5ep)
Arsenal (21ep):
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
Fragmentation Grenades (Ballistic Blast 6, Extra: Targeted Area Explosion, Range 60 ft [1ep]) [6] - DC:16/21:ref/tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:17:tough

COMBAT: Base Attack +4, Melee +4, Ranged +4, Grapple +5 [Unarmed +1 (Bruise); Assault Rifle +6, Auto-Fire (Lethal/Bruise); Heavy Pistol +5 (Lethal/Bruise); Fragmentation Grenades +6 (Lethal/Bruise); Knife +2, 19-20 Critical (Lethal/Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback -2

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

DRAWBACKS:

Abilities 12 + Skills 7 (28 ranks) + Feats 8 + Powers 0 + Combat 16 + Saves 7 – Drawbacks 0 = 50 / 50

Comments: The standard soldier archetype for my setting.

And believe me, I am about as anti-war as you can get, but the soldiers have my total support and I want all our soldiers to come home safe and sound to their families. It's the people that sent them over to that unwinnable war that I have issues with...
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Re: J-Mart II: Havok, She-Hulk, Doc Samson, Gambit, Joker

Postby Nite_Owl » Thu Dec 03, 2009 11:26 pm

Great soldier build. Why those particular feats, though?
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Re: J-Mart II: Havok, She-Hulk, Doc Samson, Gambit, Joker

Postby Arkrite » Fri Dec 04, 2009 12:17 am

Accurate Attack: Switching your gun from full auto to burst to single shot to get better aim.

Assessment: being able to gauge an opponent to discern your chances for a successful engagement. (What weapons are they carrying, are they heavily armed, wearing armor, backup?). Basically training from boot camp and experience to help them decide when to stand and fight and when to retreat.

Equipment: *insert snappy comment here in spite of obvious fact that this one was never in question*\

Admittedly that's just my assumptions.


And I find it hard to disrespect any man who's willing to give up their life to save mine. Come back alive boys!

(... Sadly I have never had any problem disrespecting politicians)
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