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

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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly

Postby Thorpacolypse » Thu Dec 10, 2009 7:21 pm

Getting stocked now is one of the true J-Mart Favorite items.

Image
Da man.

LUKE CAGE
PL:
10 (150 pp) – OPL: 10; DPL: 10

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

SKILLS: Bluff 6 (+8), Climb (+6), Concentration (+2), Diplomacy (+2), Disguise (+2), Escape Artist (+2), Gather Info 5 (+7), Handle Animal (+2), Intimidate 10 (+12) [Forceful Intimidation, Startle], Investigate 7 (+8), Knowledge [Streetwise] 8 (+9), Notice 5 (+7), Search (+1), Sense Motive 6 (+8), Stealth 5 (+7), Survival (+2), Swim (+6)

FEATS: All-out Attack, Attack Focus (Melee) (4), Challenges (1) [Forceful Intimidation], Diehard, Dodge Focus (2), Improved Critical (1) [Unarmed], Improved Initiative (1), Interpose, Leadership, Lionheart, Luck (1), Power Attack, Startle, Takedown Attack (1), Teamwork (1)

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

Strength +8, Impervious Protection +1, Immovable +2, Super Strength +1, Mass x3
Enhanced Strength 4 (4pp) [4]
Enhanced Constitution 12 (12pp) [12]
Impervious Toughness 9 (9pp) [9]
Super-Strength 4 (29 Tons [8pp]) [4]
Immunity 3 (Environmental Heat, Cold, Pressure [3pp]) [3]
Regeneration 7 (Recovery Rate [7pp])

Bruised 1/1 round [1]
Injured 1/5 minutes [2]
Staggered 1/5 minutes [2]
Disabled 1/hour minutes [2]


COMBAT: Base Attack +6, Melee +10, Ranged +6, Grapple +25 [Unarmed +10, 19-20 Critical (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -12

SAVES: Toughness +12 (+12 flat-footed, +9 Impervious), Fortitude +12, Reflex +4, Will +5

DRAWBACKS:

Abilities 30 + Skills 14 (56 ranks) + Feats 19 + Powers 56 + Combat 24 + Saves 7 – Drawbacks 0 = 150 / 150

Comments: Y’all know Cage is my boy. If I do another storyline, you know he'll be in it, somehow someway. Marvel has done a great job with his character over the past 10 years or so, taking him from C-List to pretty much A-list. Or least A- list. :wink:

Cage is a street level powerhouse, too much for thugs and martial artist type villains, but quite able to hang with the boys in the Marvel U or Thorpacoverse. In other worlds, he's a fun play for MnM. In my setting, he and Nightwing (and Spidey and Wolvie and Arsenal and some others) have started their own team with Cap and Superman's blessing. (Editor's note: Since the SRA was repealed, Cap, Superman and others made a pact to not to necessarily "self police" the superhero population, but keep closer tabs on them to avoid another Stamford incident.)

I love that pic. Reminds me of myself back when I worked out.

And if you believe that, I have a GREAT deal on a bridge in Brooklyn for you! :wink:
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly

Postby Thorpacolypse » Thu Dec 10, 2009 7:43 pm

Another J-Mart Favorite hits the shelves.

Image
Geez, Dick, you were a lot more fun when you wore the short pants...

ARSENAL
PL:
9 (133 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 15 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Acrobatics 6 (+10), Bluff 4 (+7/+11) [Attractive], Climb (+2), Concentration (+2), Craft [Mechanical] 5 (+7), Diplomacy 5 (+8/+12) [Attractive, Connected], Disable Device 6 (+8), Disguise (+3), Escape Artist (+4), Gather Info 6 (+9), Handle Animal (+3), Intimidate 4 (+7), Investigate 7 (+9), Knowledge [Streetwise] 6 (+8), Knowledge [Technology] 5 (+7), Notice 8 (+10), Search (+2), Sense Motive 7 (+9) [Assessment], Sleight of Hand 4 (+8), Stealth 6 (+10), Survival 6 (+8), Swim (+2)

FEATS: Assessment, Attack Focus (Ranged) (3), Attractive (1), Connected, Cunning Fighter, Defensive Roll (1), Dodge Focus (6), Deadeye, Eagle Eyes, Equipment (6), Improved Aim, Improved Critical (3) [Bow x2, Blaster Pistol], Improved Initiative (1), Improved Ranged Disarm, Luck (1), Precise Shot (2), Quick Draw (1), Ranged Pin, Teamwork (1), Ultimate Effort (1) (Ultimate Aim)

POWERS:
None

EQUIPMENT:
(30ep)

Costume (Protection 2, Commlink, GPS [4ep]) [2]
Rebreather, Mini-Tracer (2ep)
Arsenal's Arsenal (24ep):
Twin Blaster Pistols (Energy Blast 5, PF: Split Attack; Range 50ft, Small [21ep]) [5] - DC:20:tough
Longbow (Piercing Blast 3, PF: Mighty; 100 ft range, Large [1ep]) [3] - DC:20:tough
Sleep Gas Grenade (Fatigue 4, Extra: Targeted Area, Range 40ft [1ep]) [4] - DC:14:fort
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:16:tough

COMBAT: Base Attack +10, Melee +10, Ranged +13, Grapple +12 [Unarmed +2 (Bruise); Arrow Blast +5, 18-20 Critical (Bruise); Blaster Pistol +5, 19-20 Critical (Bruise); Shuriken +1, Auto-Fire (Bruise)]; Defense 22 (13 flat-footed); Init +8; Knockback -3

SAVES: Toughness +6 (+5 flat-footed) Fortitude +6 Reflex +8, Will +6

DRAWBACKS:

Abilities 33 + Skills 22 (88 ranks) + Feats 35 + Powers 0 + Combat 32 + Saves 11 – Drawbacks 0 = 133 / 133

Comments: I don’t really care for Roy as Red Arrow, but I dug him as Arsenal so he’s Arsenal in my world. Roy Harper was the original Speedy, famously known for the controversional Green Arrow/Green Lantern comic where he was a heroin addict because...Ollie wouldn't talk to him? Oh well, it was the 70's after all, not like people needed much of a reason to do drugs.

Anyway, since then, he a long time member of the Teen Titans and then Titans and he's floated from book to book in other capacities, like being an agent of Checkmate. Now he's in the Justice League as Red Arrow. But I liked him best in Judd Winick's revival of The Outsiders where he formed the team with Nightwing, Jade, Thunder, Grace, Indigo and Shift. Great writing and he kicked ass as the secondary "jaded former sidekick" along with Grayson. I do love that relationship that he shares with Grayson, like two former frat pledges that went through the same hazing.

As a build, he's Roy as you would expect, a good melee fighter but wicked bad at range. I didn't go the trick arrow route because that's more of his old Speedy gig and has Arsenal he seemed to be getting away from that. As noted above, he is part of the Nightwing's current team in the Thorpacoverse and still getting busy with da ladies, much to Cage's delight as he relives his old philanddering ways vicariously through Roy.
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly, Cage, Arsenal

Postby Thorpacolypse » Thu Dec 10, 2009 7:59 pm

Our X-Verse shelves are looking lean, so we're going to start stocking more items there, starting with this one.

Image
Really...blast field...not gas...

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

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

SKILLS: Aerobatics/Acrobatics 8 (+10), Bluff (+3), Climb (+2), Concentration (+3), Diplomacy 6 (+9), Disguise (+3), Escape Artist (+2), Gather Info (+3), Handle Animal 4 (+7), Intimidate (+3), Knowledge [Earth Sciences] 5 (+6), Knowledge [Tactics] 8 (+9), Notice 6 (+9), Profession [Miner] 5 (+8), Search (+1), Sense Motive (+3), Stealth 6 (+8), Survival (+3), Swim (+2)

FEATS: All-out Attack, Attack Focus (Melee) (5), Defensive Attack, Dodge Focus (2), Fast Overrun, Favored Environment (2) [+2 Dodge when flying], Improved Initiative (2), Inspire (1), Leadership, Luck (1), Passing Attack, Power Attack, Teamwork (2)

POWERS:
Flight 9 (5,000 mph, Drawback: Only forward flight [-1]; 17pp) [9]
Blast Field 9 (Container 9, Drawback: Can only activate when flying [45pp traits]; 42pp) [9]
Blast 9 (Extra: Trail Area, Flaw: Range [Touch]; 18pp) [9] - DC:19:ref
DAP: Super-Strength 5 (3 Tons [2pp])
Force Field 10 (Dynamic Array, Extra: Impervious [21pp]
DAP: Force Constructs 10 (2pp) [10]
DAP: Strike 10 (Extra: Penetrating [2pp]) [10] - DC:25:tough

Regeneration 3 (Recovery Rate [3pp])

Resurrection 1/day, Extra: True Resurrection [2]

EQUIPMENT:
(5ep)

Leather Jacket and Costume (Protection 1, Subtle [2ep]) [1]
Commlink, GPS, Flash Goggles (3ep)

COMBAT: Base Attack +5, Melee +10, Ranged +5, Grapple +12 [Unarmed +2 (Bruise); Force Strike +10 (Bruise); Blast Trail +9 (Bruise)]; Defense 16 (12 flat-footed, 18 when Flying); Init +10; Knockback -1 (-11 with Force field)

SAVES: Toughness +2 (+2 flat-footed, +12 with Force Field, +12 flat-footed with Force field, +10 Impervious with Force Field), Fortitude +5, Reflex +7, Will +7

DRAWBACKS:

Abilities 24 + Skills 12 (48 ranks) + Feats 21 + Powers 62 + Combat 18 + Saves 13 – Drawbacks 0 = 150 / 150

Comments: Cannonball has a become a pretty good character over the years. He’s become a good leader and the Guthrie line seems to have moved into 2nd or 3rd place behind the Summers and Grey lines for producing mutants.

To be honest, I've gone through his build like 3-4 times since I starting this building gig a couple of years ago and I have never really felt like I've gotten his powerset right, although it is a hard one to nail down. But generally, his powers only work when he's flying and when he does, he's tough customer. With an Impervious forcefield, a powerful strike and optional super strength, he can be a tough out. Throw in some good leadership skills and you've good a potentially worthy successor to Cyclops for X-Men leadership in the Thorpacoverse. Maybe...
Last edited by Thorpacolypse on Fri Dec 11, 2009 5:37 am, edited 1 time in total.
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly, Cage, Arsenal

Postby Thorpacolypse » Thu Dec 10, 2009 8:39 pm

Another new item gets stocked on our X-Verse Aisle.

Image
Unstoppable, my organic metal ass...who's the bitch now, tovarisch?

COLOSSUS
PL:
10 (148 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 36 [20] (+13/+5) DEX: 14 (+2) CON: 26 [22] (+8/+6) INT: 13 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 5 (+7), Bluff (+1), Climb 4 (+9), Concentration (+2), Diplomacy 6 (+7), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7/+9), Notice 6 (+8), Profession [Farmer] 4 (+6), Search 6 (+7), Sense Motive 6 (+8), Stealth (+2/-2), Survival (+2), Swim (+5)

FEATS: All-out Attack, Attack Focus (Melee) (2), Attack Specialization (1) [Fastball Special], Crushing Pin, Diehard, Dodge Focus (1), Improved Grab, Improved Grapple, Improved Overrun, Interpose, Power Attack, Teamwork (2), Throwing Mastery (1)

POWERS:
Organic Steel Form 12 (Alternate Form 12 [60pp traits]; 60pp) [12]

Growth 4 (Extras: Action [Continuous], Flaw: Permanent [12pp]) [4]
Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Density 4 (Extras: Action [Continuous], Flaw: Permanent [12pp]) [4]
Strength +8, Impervious Toughness +2, Immovable +1, Super Strength +1, Mass x3
Protection 4 (Extra: Impervious [8pp]) [4]
Impervious Toughness 4 (4pp) [4]
Super-Strength 5 (PF: Bracing, Groundstrike, Countering Punch [11pp]) [5]
Enhanced Fortitude Save 3 (3pp) [3]
Immunity 8 (Heat, Cold, Suffocation [Breathing], Magic [Half Effects]; [8pp]) [8]


COMBAT: Base Attack +6, Melee +7, Ranged +5, Fastball Special +7, Grapple +31 [Unarmed +13 (Bruise)]; Defense 16 (12 flat-footed) Init +2; Knockback -15

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

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

Abilities 35 + Skills 11 (44 ranks) + Feats 15 + Powers 60 + Combat 24 + Saves 6 – Drawbacks -3 = 148 / 148

Comments: My latest take on Petey. Colossus is a pretty simple build, but I tried to add the little touches to make him the Colossus we all know and love. I added a Throwing Mastery and Attack Specialization for the Fastball Special and I gave him some immunity to magic affects, being the great grandson of the great evil Russian sorcerer Rasputin.

Clean Up 4/29/10: I really thought hard about it, but I decided to take Pete down a PL for now.
Last edited by Thorpacolypse on Thu Apr 29, 2010 6:42 pm, edited 1 time in total.
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly

Postby luketheduke86 » Fri Dec 11, 2009 3:45 am

Thorpacolypse wrote:Nah, he should just have a REAL mug of ale in his hand. :wink:

Image


That is and awesome picture. Saved! 8)

Thorpacolypse wrote:Comments: Y’all know Cage is my boy. If I do another storyline, you know he'll be in it, somehow someway. Marvel has done a great job with his character over the past 10 years or so, taking him from C-List to pretty much A-list. Or least A- list. :wink:

Cage is a street level powerhouse, too much for thugs and martial artist type villains, but quite able to hang with the boys in the Marvel U or Thorpacoverse. In other worlds, he's a fun play for MnM. In my setting, he and Nightwing (and Spidey and Wolvie and Arsenal and some others) have started their own team with Cap and Superman's blessing. (Editor's note: Since the SRA was repealed, Cap, Superman and others made a pact to not to necessarily "self police" the superhero population, but keep closer tabs on them to avoid another Stamford incident.)


Yea Cage is pretty flipping sweet character! His run in the New Avengers has done wonders for him, which is great cause I knew next to nothing about him before then. Oh and the team he's on in your setting sounds cool. any idea what you're going call the team?
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly, Cage, Arsenal

Postby AmericanYeti » Fri Dec 11, 2009 5:29 am

Colossus looks great, even if you made him a hair stronger than I would think. And that quote is hilarious. Good stuff, big guy.
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly, Cage, Arsenal

Postby Thorpacolypse » Fri Dec 11, 2009 5:36 am

AmericanYeti wrote:Colossus looks great, even if you made him a hair stronger than I would think. And that quote is hilarious. Good stuff, big guy.


You know, I really went back and forth about his strength from 36 up to 40, but I decided to go on the high end since he's been shown to hang with Juggy, Hulk and others for quite a while and he's gotten stronger over the years. Plus, I am generally going to be setting the original X-Men (Iceman, Cyclops, Beast, Jean Grey and Arcangel) and the All New X-Men (Wolvie, Storm, Banshee, Nightcrawler, Colossus) at PL11 and a +15 strength bonus for him at that level just felt right. Well, I'm not putting all of them at PL11, that's too high for Kurt, too low for Phoenix and Angel in his regular mutation is not a PL11 for sure, but by and large, that's my default.

For now. We'll see how he tests. :wink:
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Re: J-Mart II: Captain Marvel x2, Ms. Marvel, Iron Man

Postby Thorpacolypse » Fri Dec 11, 2009 6:32 pm

Thorpacolypse wrote:And now we move on to...

Hey!

What, Wade?

I want to introduce myself!

No.

Why?

Because you're crazy first off and second off, I...

*click*

Was that you clicking the safety off your gun?

Nope. That was Randal clicking his camera to remind you of the pictures that he just sold me...

Anyway, like I was saying, Wade, go right ahead!

Thanks, Thorpaco...Thorpacky...Thorprostate...whatever, anyway, you asked for it ladies! Finally, this store is legitimate because it now stocked with a big supply of good old American beefcake! Your one and only Merc with Mouth hits the shelves in glorious color and with all the sex appeal you've come to know and love! So without further ado, here's the smartest, coolest, most handsome man I know...

ME!!!


Image
And who says I don't have range? Check me out as a noir private detective like...guy. But look at that hottie I'm with! Better get in line now, ladies, this special is going fast!

DEADPOOL
PL:
11 (169 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 22 (+6) DEX: 22 (+6) CON: 24 (+7) INT: 12 (+1) WIS: 8 (-1) CHA: 12 (+1)

SKILLS: Acrobatics 7 (+13), Bluff 12 (+13) [Conversational Paralysis, Improved Trick, Taunt], Climb (+6), Computers 5 (+6), Concentration (-1), Diplomacy (+1), Disable Device 11 (+12), Disguise (+1), Escape Artist (+6), Gather Info 8 (+9), Handle Animal (+1), Intimidate (+1), Notice 7 (+6), Search (+1), Sense Motive 6 (+5), Stealth 7 (+13), Survival (-1), Swim (+6)

FEATS: All-out Attack, Challenges (1) [Conversational Paralysis], Dodge Focus (5), Equipment (5), Improved Critical (2) [Unarmed, Katanas], Improved Initiative (1), Improved Trick, Luck (1), Minions (5) [Bob and Weasel], Power Attack, Quick Draw (1), Takedown Attack (2), Taunt, Tough (1)

POWERS:
Feature 1 (Fourth Wall Knowledge [1pp]) [1]
Immunity 2 (Aging, Disease [Limited], Poisons [Limited]; 2pp) [3]
Mind Shield 10 (10pp) [10]
Regeneration 1 (Recovery Bonus +1 [1pp]) [1]
Regeneration 22 (Recovery Rate [22pp])

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


EQUIPMENT:
(25ep)

Costume (Protection 1, PF: Subtle [2ep]) [1]
Cell Phone (1ep)
Arsenal (22ep):
Fragmentation Grenades (Ballistic Blast 6, Extra: Targeted Area Explosion, Range 60 ft [18ep]) [6] - DC:16:ref
Twin Katanas (Slashing Strike 3, PF: Mighty, Improved Critical, Split Attack; Medium [1ep]) [3] - DC:24:tough
Heavy Machine Pistol (Ballistic Blast 5, Extra: Auto-Fire, PF: Split Attack; 50 ft range, Medium [1ep]) [5] - DC:20:tough
Assault Rifle (Ballistic Blast 6, Extra: Auto-Fire; 60 ft range, Large [1ep]) [6] - DC:21:tough
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:16:tough

COMBAT: Base Attack +13, Melee +13, Ranged +13, Grapple +19 [Unarmed +6, 19-20 Critical (Bruise), Twin Katanas +9, 18-20 Critical (Lethal); Fragmentation Grenades +6 (Lethal); Heavy Machine Pistols +5, Auto-Fire (Lethal/Bruise); Assault Rifle +6, Auto-Fire (Lethal/Bruise); Shuriken +1, Auto-Fire (Lethal/Bruise)]; Defense 23 (14 flat-footed) Init 10; Knockback -4

SAVES: Toughness +9 (+9 flat-footed), Fortitude +8, Reflex +9, Will +3 (+13 against Mental Effects)

DRAWBACKS: Crazier than a sack of ferrets…close, but not quite a drawback…

Abilities 40 + Skills 16 (64 ranks) + Feats 27 + Powers 36 + Combat 42 + Saves 8 – Drawbacks 0 = 169 / 169

Comments: Can't do it right now, have to wait until he leaves. Don't let him know I said this, but Deadpool really rocks...

Here are Deadpool's trusty pets, er, minions...

Image

WEASEL
PL:
4 (60 pp) – OPL: 4; DPL: 3

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

SKILLS: Bluff 8 (+8), Computers 9 (+14), Concentration (+2), Craft [Electronic] 9 (+14), Craft [Mechanical] 9 (+14), Disable Device 7 (+12), Escape Artist (+1), Gather Info 8 (+8), Knowledge [Popular Culture] 4 (+9), Knowledge [Technology] 9 (+14) [Inventor], Notice 5 (+7), Search (+5), Sense Motive (+2), Stealth (+1), Survival (+2)

FEATS: Equipment (1), Inventor, Luck (1), Set-Up, Teamwork (1)

POWERS:
None


EQUIPMENT:
(5ep)

iPhone (Cell Phone, PDA, Mini-Camera, GPS [4ep])
Laptop (1ep),

COMBAT: Base Attack +1, Melee +1, Ranged +1, Grapple +1 [Unarmed +0 (Bruise)]; Defense 16 (13 flat-footed); Init +1; Knockback 0

SAVES: Toughness +0 (+0 flat-footed), Fortitude +2 Reflex +4 Will +5

DRAWBACKS:

Abilities 16 + Skills 17 (68 ranks) + Feats 5 + Powers 0 + Combat 14 + Saves 8 – Drawbacks 0 = 60 / 60

Comments: Deadpool’s trusty tech guy, Weasel. He's actually a geek named Jack Hammer who also went to school with Jessica Jones and Peter Parker (what a school) who became Deadpool's tech guy and for a short time, as pictured above, he joined HYDRA after Wade left him there on accident after rescuing Agent X (and at the same time acquiring Bob) and became the PENETRAITOR by inventing a teleportation device that would allow HYDRA agents to PENETRATE their enemy's defenses. Of course, it was a ruse to help Wade all along, but still, the whole thing does make one giggle.


Image

BOB AGENT OF HYDRA
PL:
4 (60 pp) – OPL: 4; DPL: 4

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

SKILLS: Acrobatics 6 (+7), Climb (+1), Concentration (+1), Escape Artist (+1), Knowledge [Tactics] 3 (+4), Notice 8 (+9), Profession [HYDRA Agent] 3 (+4), Search (+1), Sense Motive (+1), Stealth 8 (+9), Survival (+1), Swim (+1)

FEATS: Beginner's Luck, Dodge Focus (2), Equipment (1), Evasive Retreat, Improved Defense (2), Improved Initiative (5), Luck (2), Seize Initiative, Set-Up, Teamwork (1), Uncanny Dodge (Auditory), Uncanny Dodge (Visual)

POWERS:
Speed 2 (20mph; Flaw: Limited [to running away from danger]; 1pp) [2]

EQUIPMENT:
(5ep)

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

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +3 [Unarmed +1 (Bruise)]; Defense 16 (12 flat-footed) Init +21; Knockback -1

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

DRAWBACKS:

Abilities 10 + Skills 7 (28 ranks) + Feats 19 + Powers 2 + Combat 12 + Saves 10 – Drawbacks 0 = 60 / 60

Comments: I LOVE Bob, Agent of HYDRA. Kidnapped (or liberated) from his HYDRA base by Deadpool during his rescue of Agent X, Bob has since been Deadpool's additional comic relief on and off ever since. Mainly, Bob is meant to run away since Wade says he is the best at running away he has ever seen, so I gave him a superhuman ability to run away, with Speed, Improved Defense x2, high Notice and Stealth skills and 2 types of Uncanny Dodge so he can always be ready to run away. And even though he's clumsy, I gave him ranks in Acrobatics so that he can use them per the chase rules to also aid him in running away.

One thing to note, as a complication, Bob has to shout the HYDRA lines at inappropriate times, like so...

Image


Finally got around to adding Weasel and Bob to Deadpool's build. Now he's really ready to roll.
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Re: J-Mart II: Cage, Arsenal, Cannonball, Colossus

Postby Thorpacolypse » Fri Dec 11, 2009 6:40 pm

Another item in our X-Verse line hits the shelves.

Image
Ice, Ice, baby...

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

ABILITIES: STR: 20 [12] (+4/+1) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+7), Bluff 8 (+9) [Taunt], Climb (+1/+5), Concentration (+1), Craft [Artistic] 4 (+5), Diplomacy (+1), Disguise (+1), Escape Artist (+3), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Business] 4 (+5), Knowledge [Popular Culture] 3 (+4), Notice 5 (+6), Profession [Accountant] 4 (+5), Search (+2), Sense Motive (+1), Stealth (+2), Survival (+1), Swim (+1/+5)

FEATS: Accurate Attack, Attack Specialization (1) [Ice Control Array], Attack Specialization (1) [Unarmed], Dodge Focus (2), Equipment (1), Favored Environment (2) [+2 Dodge on Ice Slides], Improved Initiative (1), Luck (1), Taunt, Teamwork (1)

POWERS:
Cold Control 12 (Dynamic Array [24pp traits]; 25pp) [12]
DAP: Ice Blast 12 (2pp) [12] - DC:27:tough
DAP: Cold Blast 8 (2pp) [8] - DC:23:fort
DAP: Ice Snare 11 (Snare 11, PF: Tether, Reversible [2pp]) [11] - DC:21:ref
DAP: Ice Objects 12 (Create Objects 15: [2pp]) [15]
DAP: Environmental Control 8 (3/pp rank Mix and Match Environments [Cold, Distraction, Hamper Movement], Extra: Independent [2pp]) [8]
DAP: Freeze! (Paralyze 8, Extra: Ranged [2pp]) [8] - DC:18:fort
DAP: Weaken 12 (Drain Toughness 12, Extra: Ranged, Flaw: Affects Objects Only [2pp]) [12] - DC:27:tough

Iceman Form 3 (Alternate Form 3, Solid [15pp traits]; 15pp) [3]
Protection 7 (7pp) [7]
Enhanced Strength 8 (8pp) [8]

Flight 4 (100 mph; Flaw: Platform [4pp]) [4]
Immunity 10 (Cold Effects [10pp]) [10]
Mind Shield 3 (3pp) [3]
Super-Movement 1 (Sure-Footed, Flaw: Limited [Ice/Snow conditions]; 1pp) [1]
Super-Senses 1 (Infravision) [1]
Regeneration 3 (Recovery Bonus +3 [3pp])
Regeneration 14 (Recovery Rate 14, Flaw: Limited [Requires Water in some/any form]; 7pp)

Bruised 1/round [1]
Injured 1/minute [3]
Disabled 1/5 minutes [4]
Resurrection 1/hour [4]
PF: Diehard, Regrowth


EQUIPMENT:
(5ep)

Costume (Protection 2, PF: Subtle; Commlink, GPS [4ep]) [2]

COMBAT: Base Attack +6, Melee +6, Ranged +6, Unarmed +8, Ice Control Array +8, Grapple +7 (+12 in Ice Form) [Unarmed +1 (Bruise); Ice Form Unarmed +5 (Bruise); Ice Blast +12 (Bruise)]; Defense 18 (13 flat-footed, 20 on Ice Slides); Init +7; Knockback -1 (-5 in Ice Form)

SAVES: Toughness +3 (+3 flat-footed, +10 in Ice Form), Fortitude +5, Reflex +7, Will +3 (+6 against Mental Effects)

DRAWBACKS:

Abilities 16 + Skills 8 (32 ranks) + Feats 12 + Powers 80 + Combat 24 + Saves 10 – Drawbacks 0 = 150 / 150

Comments: Always been an Iceman fan. He just has always had a cool look and cool powers, no pun intended. Well, I guess not ALWAYS has he looked cool. He had that lumpy snowman thing going on at first, thank goodness Marvel fixed that.

As a build, I went pretty much all out him, taking into my fandom of him in addition to his Omega Level status. With some HP, he do pretty much anything and even without, he's a serious customer. With a +15 blast and the ability to whip up large ice objects, paralyze people and make it nearly impossible for people to get around, he's wicked.

Clean Up 5/29/10: Iceman goes down a PL with my thread-wide power down (for now). I'm keeping the PL11 in case I flip-flop again before 3E...

ICEMAN
PL:
11 (165 pp) – OPL: 11; DPL: 10

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

SKILLS: Acrobatics 5 (+7), Bluff 9 (+11) [Taunt], Climb (+0/+4), Concentration (+1), Craft [Artistic] 4 (+6), Diplomacy (+2), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Business] 6 (+8), Knowledge [Popular Culture] 5 (+7), Notice 5 (+6), Profession [Accountant] 6 (+7), Search (+2), Sense Motive (+1), Stealth (+2), Survival (+1), Swim (+0/+4)

FEATS: Accurate Attack, Dodge Focus (2), Equipment (1), Favored Environment (2) [+2 Dodge on Ice Slides], Improved Initiative (1), Set-Up, Taunt, Teamwork (1)

POWERS:
Cold Control 15 (Dynamic Array [30pp traits]; 31pp) [15], DAP: Ice Blast 15 (2pp) [15] - DC:30:tough
DAP: Cold Blast 10 (2pp) [10] - DC:20:fort
DAP: Ice Snare 14 (Snare 14, PF: Tether, Reversible [2pp]) [12] - DC:22:ref
DAP: Ice Objects 15 (Create Objects 15: [2pp]) [15]
DAP: Environmental Control 8 (4/pp rank Mix and Match Environments [Cold, Distraction, Hamper Movement], Extra: Independent [2pp]) [8]
DAP: Freeze! 10 (Paralyze 10, Extra: Ranged [2pp]) [10] - DC:20:fort
DAP: Weaken 15 (Drain Toughness 15, Extra: Ranged, Flaw: Affects Objects Only [2pp]) [15] - DC:30:tough

Iceman Form 4 (Alternate Form 4, Solid [20pp traits]; 20pp) [4]
Protection 6 (Extra: Impervious [12pp]) [10]
Enhanced Strength 8 (8pp) [8]

Flight 4 (100 mph; Flaw: Platform [4pp]) [4]
Immunity 10 (Cold Effects [10pp]) [10]
Super-Movement 1 (Sure-Footed, Flaw: Limited [Ice/Snow conditions]; 1pp) [1]
Super-Senses 1 (Infravision) [1], *Regeneration 3 (Recovery Bonus +3 [3pp])
Regeneration 14 (Recovery Rate 14, Flaw: Limited [Requires Water in some/any form]; 7pp)

Bruised 1/round [1]
Injured 1/minute [3]
Disabled 1/5 minutes [4]
Resurrection 1/hour [4]
PF: Diehard, Regrowth


EQUIPMENT:
(5ep)

Costume (Protection 2, PF: Subtle; Commlink, GPS [4ep]) [2]

COMBAT: Base Attack +7, Melee +7, Ranged +7, Grapple +7 (+11 in Ice Form) [Unarmed +0 (Bruise); Ice Form Unarmed +4 (Bruise); Cold Blast +15 (Bruise)]; Defense 18 (13 flat-footed, 20 on Ice Slides); Init +6; Knockback -2 (-8 in Ice Form)

SAVES: Toughness +4 (+4 flat-footed, +10 in Ice Form, +6 Impervious in Ice Form), Fortitude +6, Reflex +6, Will +6

DRAWBACKS:

Abilities 18 + Skills 10 (40 ranks) + Feats 10 + Powers 88 + Combat 26 + Saves 13 – Drawbacks 0 = 165 / 165
Last edited by Thorpacolypse on Sat May 29, 2010 8:13 pm, edited 2 times in total.
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Re: J-Mart II: Cage, Arsenal, Cannonball, Colossus, Iceman

Postby Thorpacolypse » Fri Dec 11, 2009 8:24 pm

Another item in our Avengers Line hits the shelves.

Image
I'm going to kill Norman Osborn.

RONIN (CLINT BARTON)
PL:
10 (148 pp) – OPL: 10; DPL: 10

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

SKILLS: Acrobatics 10 (+15) [Accelerated Acrobatics], Bluff 8 (+10), Climb (+3), Concentration (+2), Craft [Mechanical] 7 (+8), Diplomacy (+2), Disguise (+2), Escape Artist (+5), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Streetwise] 7 (+8), Knowledge [Tactics] 7 (+8), Notice 9 (+11), Search 8 (+9), Sense Motive 8 (+10), Sleight of Hand 5 (+10), Stealth 7 (+12), Survival (+2), Swim (+3)

FEATS: Accurate Attack, Ambidexterity, Assessment, Attack Focus (Ranged) (1), Challenges (1) [Accelerated Acrobatics], Cunning Fighter, Deadeye, Defensive Attack, Defensive Roll (2), Dodge Focus (5), Eagle Eyes, Equipment (4), Improved Aim, Improved Block (1), Improved Critical (5) [Unarmed, Bow x2, Katana, Nunchakus], Improved Disarm (1), Improved Initiative (1), Improved Ranged Disarm, Leadership, Power Attack, Precise Shot (2), Quick Draw (2), Ranged Pin, Set-Up, Sneak Attack (1), Takedown Attack (2), Teamwork (1), Throwing Mastery (1), Twin Weapon Strike, Uncanny Dodge (Visual)

POWERS:
None


EQUIPMENT:
(20ep)

Ronin Costume (Protection 2, Camouflage [Night/Shadows]; 3ep) [2]
Avengers Communicard (GPS, Commlink [2ep])
2ep as needed for situation
Arsenal (13ep):
Twin Katanas (Slashing Strike 3, PF: Mighty, Improved Critical, Split Attack; Medium [5ep]) [3] - DC:21:tough
Twin Nunchakus (Bludgeoning Strike 2, PF: Mighty, Split Attack; Small [1ep]) [2] - DC:20:tough
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:16:tough

COMBAT: Base Attack +13, Melee +13, Ranged +14, Grapple +16 [Unarmed +3, 19-20 Critical (Bruise); Katana +6, 18-20 Critical (Bruise); Nunchakus +5, 19-20 Critical (Bruise); Shuriken +2, Auto-Fire (Bruise)]; Defense 23 (14 flat-footed); Init +9; Knockback -3

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

DRAWBACKS:

Abilities 32 + Skills 19 (76 ranks) + Feats 45 + Powers 0 + Combat 42 + Saves 10 – Drawbacks 0 = 145 / 145

Comments: I have to admit, I find myself getting more and more old school comic as I get…well, old. But I like the change from Hawkeye to Ronin for Clint. I like Kate Bishop as the new Hawkeye and I LOVE the short term Bullseye and Hawkeye thing, and they’ve done a good job of writing Clint since his return so it’s working for me. And his vendetta against Osborn for ruining the Avengers name to him is classic. But as we all know, Clint is the best archer in the Marvel U and at some point he’ll be back doing that again.

For now, he has shown some serious melee skill and I geared this build that way. I still kept his archery skills, too, but didn't make the bow part of his arsenal. But burn an HP and lo and behold, Hawkeye is sniping again.
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Re: J-Mart II: Cage, Arsenal, Cannonball, Colossus, Iceman

Postby Thorpacolypse » Fri Dec 11, 2009 8:28 pm

Hey everybody, have you heard? We're going to buy you a...well, this new item in Avengers Line.

Image
...And if that diamond ring don't shine, I'll beat the jeweler with my battle staves...

MOCKINGBIRD
PL:
9 (133 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 11 (+15) [Accelerated Acrobatics], Bluff 8 (+10) [Taunt], Climb (+2), Computers 7 (+10), Concentration (+2), Craft [Chemical] 6 (+9), Diplomacy 6 (+8), Disable Device 7 (+10), Disguise (+2), Escape Artist 4 (+8), Gather Info 6 (+8), Handle Animal (+2), Intimidate (+2), Investigate 5 (+8), Knowledge [Tactics] 5 (+8), Notice 8 (+10), Search 7 (+10), Sense Motive 8 (+10), Stealth 9 (+13), Survival 6 (+8), Swim (+2)

FEATS: (Attack) Flurry (2) (Battle Staves), Attack Focus (Melee) (4), Benefit (1) [Government Clearance], Challenges (1) [Accelerated Acrobatics], Defensive Attack, Defensive Roll (2), Dodge Focus (5), Grappling Finesse, Improved Block (1), Improved Critical (2) [Battle Staves, Unarmed], Improved Initiative (1), Improved Throw, Passing Attack, Power Attack, Quick Draw (1), Redirect, Sneak Attack (1), Stunning Attack, Takedown Attack (2), Taunt, Twin Weapon Strike

POWERS:
None


EQUIPMENT:
(15ep)

Costume (Protection 1 [1ep]) [1]
Avengers Communicard (GPS, Commlink [2ep])
Battle Staves (Strike 2, PF: Improved Critical, Mighty, Split Attack, Thrown [6ep]) [2] - DC:19:tough
AP: Bo Staff (Strike 2, PF: Improved Critical, Mighty, Extended Reach, Split Attack [1ep]) [2] - DC:19:tough

COMBAT: Base Attack +9, Melee +13, Ranged +9, Grapple +17 [Unarmed +2, 19-20 Critical (Bruise); Battle Staves +4, 18-20 Critical (Bruise)]; Defense 23 (14 flat-footed) Init 8

SAVES: Toughness +5 (+3 flat-footed), Fortitude +5, Reflex +8, Will +6

DRAWBACKS:

Abilities 30 + Skills 26 (104 ranks) + Feats 32 + Powers 0 + Combat 34 + Saves 11 – Drawbacks 0 = 133 / 133

Comments: Didn’t know much about Mockingbird until recently since she appeared during my comic hiatus. Now that she’s back, I’ve taken a liking to her. She and Clint make a good couple. Bobbi is a melee star with her Battle Staves and as a long time SHIELD operative, she’s a good skill monkey, too.
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Re: J-Mart II: Colossus, Iceman, Ronin, Mockingbird

Postby catsi563 » Sat Dec 12, 2009 4:15 am

The Hawkeye Mockingbird miniseries where they met got engaged and married all in one 4 issue series was awesome. Mocks always been one fo my personal favorites and along with Hawk they make a great couple.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
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Re: J-Mart II: Colossus, Iceman, Ronin, Mockingbird

Postby Thorpacolypse » Sat Dec 12, 2009 10:25 am

Getting stocked on our X-Verse aisle is a J-Mart Favorite item that is really hard to stop.

Image
Don't you know who I am? I'm...well, you probably know by now.

JUGGERNAUT
PL:
13 (175 pp) – OPL: 13; DPL: 12.5

ABILITIES: STR: 42 [24] (+16/+7) DEX: 10 (0) CON: 40 [20] (+15/+5) INT: 8 (-1) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb (+12), Diplomacy (-1), Disguise (-1), Gather Info (-1), Handle Animal (-1), Intimidate 13 (+12) [Startle], Knowledge [Streetwise] 6 (+5), Notice 5 (+5), Search 6 (+5), Sense Motive 6 (+6), Swim (+12)

FEATS: All-out Attack, Attack Focus (Melee) (6), Chokehold, Crushing Pin, Dodge Focus (1), Fast Overrun, Improved Grapple, Improved Overrun, Improved Pin, Power Attack, Startle, Ultimate Effort (1) (Ultimate Toughness Save)

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 10 (10pp) [10]
Enhanced Constitution 16 (16pp) [16]
Protection 10 (Extra: Impervious [20pp]) [10]
Impervious Toughness 8 (8pp) [8]
Super-Strength 4 (67 Tons; PF: Groundstrike, Countering Punch [10pp]) [4]
Immovable 5 (Extra: Unstoppable [10pp]) [5]
Immunity 9 (Life Support [9pp]) [9]

Juggernaut Helmet 4 (Device 4, Hard to Lose [20pp traits]; 16pp) [4]
Immunity 20 (Mental Effects [20pp]) [20]

COMBAT: Base Attack +5, Melee +10, Ranged +4, Grapple +34 [Unarmed +16 (Bruise)]; Defense 10 (9 flat-footed); Init +0; Knockback -26

SAVES: Toughness +25 (+25 flat-footed, +18 Impervious) (Ultimate Save), Fortitude +18, Reflex +1, Will +3

DRAWBACKS:

Abilities 20 + Skills 9 (36 ranks) + Feats 17 + Powers 112 + Combat 10 + Saves 7 – Drawbacks 0 = 175 / 175

Comments: I wanted to continue my X-Verse run and I also needed someone to knock the crap out of the heavy hitters I've built (and plan on building) and who better to do that than the Juggernaut, BITCH! And he ain't going down unless you really bring the noise against him. With an 18 Impervious, even Superman and Thor have to go all out to lay a scratch on him. He's more than a match for an X-Team and a serious threat to the aforementioned paragons.

While I did like his repentant run in the X-Verse for a while, I like him better as a take no prisoners powerhouse baddie and that's what it is in my setting.
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Re: J-Mart II: Iceman, Ronin, Mockingbird, Juggernaut...b*tch

Postby Thorpacolypse » Sat Dec 12, 2009 10:37 am

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

Image
And they would have deserved it, too! You tell 'em Vic!

DOCTOR DOOM
PL:
14 (270 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 28 [14] (+9/+2) DEX: 12 (+1) CON: 14 (+2) INT: 26 (+8) WIS: 18 (+4) CHA: 20 (+5)

SKILLS: Bluff 10 (+15) [Skill Mastery, Taunt], Climb (+9), Computers 7 (+15), Concentration 9 (+13), Craft [Chemical] 12 (+20), Craft [Electronic] 12 (+20) [Skill Mastery], Craft [Mechanical] 12 (+20) [Skill Mastery], Diplomacy 8 (+13), Disable Device 8 (+16), Disguise (+5), Escape Artist (+1), Gather Info 7 (+12) [Contacts, Well-Informed], Handle Animal (+5), Intimidate 10 (+15) [Powerful Intimidation, Skill Mastery], Knowledge [Arcane Lore] 10 (+18) [Artificer, Ritualist], Knowledge [Civics] 5 (+13), Knowledge [Life Sciences] 7 (+15), Knowledge [Physical Sciences] 7 (+15), Knowledge [Technology] 12 (+20) [Inventor], Medicine 6 (+10), Notice 6 (+10), Profession [Sovereign] 8 (+12), Search (+8), Sense Motive 5 (+9), Stealth (+1), Survival (+4), Swim (+9)

FEATS: Artificer, Benefit (8) [Status – Ruler of Latveria, Diplomatic Immunity, Wealth x6], Challenges (2) [Durable Lie, Powerful Intimidation], Clean (2), Contacts, Dodge Focus (1), Eidetic Memory, Equipment (6), Fearsome Presence (3), Inventor, Master Plan, Ritualist, Skill Mastery (1) (Bluff, Craft [Electronic], Craft [Mechanical], Intimidate), Speed of Thought, Taunt, Well-Informed

POWERS:
Doom Battlesuit 22 (Device 22, Hard to Lose, PF: Restricted [Doom only]; [110pp traits]; 90pp) [22]

Enhanced Strength 14 (14pp) [14]
Super-Strength 3 (5 Tons [6pp]) [3]
Immunity 9 (Life Support [9pp]) [9]
Protection 13 (Extra: Impervious [26pp]) [13]
Force Field 4 (Dynamic Array [4pp array]; 5pp) [4]
DAP: Shield 4 (2pp) [4], Force Blast 14 (Array [28pp]) [14] - DC:29:tough
AP: Electrical Aura 7 (Electrical Strike 7, Extra: Aura [1pp]) [7] - DC:22:tough
AP: Stun 14 (Electrical Stun 14 [1pp]) [14] - DC:24:fort
Super-Senses 6 (Infravision, Ultra-Hearing, Radar [Extended x2], Radio [6pp]) [6]
Flight 6 (500mph [12pp]) [6]

Magic Array 12 (Array [24pp array]) [12]
Base Power: Mystical Blast 12 [24pp]) [12] - DC:27:tough
AP: Mystic Binding 8 (Mystic Snare 8, Extra: Targeted Area Burst [1pp]) [8] - DC:18:ref, AP: Super Movement 4 (Dimensional Movement 4 [any Mystical Dimension], Extra: Portal [1pp]) [10]
AP: Mind Switch 12 (Extra: Duration [Continuous], Flaw: Sense-Dependent [Visual]; 1pp) [12] - DC:22:will


EQUIPMENT:
(30ep)

Broomhandle Mauser (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough
Headquarters (20ep):
Size: Huge; Toughness: 25; Features: Communications, Computer, Defense System, Fire Prevention System, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Power System, Security System x2 [DC25], Workshop,

COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +22 [Unarmed +9 (Bruise); Force Blast +14 (Bruise); Electrical Aura +7 (Bruise); Mystical Blast +12 (Bruise); Broomhandle Mauser +5 (Lethal/Bruise)]; Defense 15 (12 flat-footed, 19 with Full Shield); Init +8; Knockback -14

SAVES: Toughness +15 (+15 flat-footed, +13 Impervious, +19 with Force Field), Fortitude +6, Reflex +4, Will +10

DRAWBACKS: Normal Identity -Without armor (full round action [uncommon, major; -4])

Abilities 44 + Skills 41 (164 ranks) + Feats 32 + Powers 116 + Combat 28 + Saves 13 – Drawbacks -4 = 270 / 270

Comments: All hail Doom!

Doom is one of my all time favorite villains, right there with the Red Skull, Magneto and the Joker. I love him because more than anything, what drives him is the fact the he believes that things can be only right when he rules the world. It's that twisted nobility the makes him so intriguing. Even though he'll kill you at the drop of a hat, he'll keep his word (most of the time) and treats his people well. Plus, I've never been a big Reed Richards fan, so Doom's hatred of him I get. :wink:

And I know what some of you are thinking…his stats only make him a PL12 at best, why do you have him at PL14? Well, I’m glad you asked. Viktor can hit his caps with an Invention or Ritual. I wanted him to be his usual PL12-ish pain the butt to the FF, but if he decides to take on the Avengers or someone like that, he’ll need a little extra umph to give him a shot. So if he really needs to he, can create that big time death ray or conjur up a PL14 demon or something to wreak havoc on some more powerful heroes.

And on my Earth-217, he will be leading a cabal of villains called (what else?) THE LEGION OF DOOM!
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom

Postby The Ilethryl Knight » Sat Dec 12, 2009 11:22 am

Hercules, Juggernaut... I was also thinking of working on Red Hulk soon, which you just recently did. Looks like our minds have been functioning on similar wavelengths lately. I guess what they say is true - great minds really do think a like. :wink:
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