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

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Re: J-Mart II: Fantastic Four, Batgirl IV

Postby Thorpacolypse » Mon Apr 05, 2010 8:34 pm

Check out this new item for our DC Aisle.

Image

ADAM STRANGE
PL:
9 (135 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 6 (+8), Bluff 8 (+10), Climb (+2), Computers 5 (+9), Concentration (+3), Craft [Electronic] 5 (+9), Craft [Mechanical] 5 (+9), Diplomacy 6 (+8), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [History] 7 (+11), Knowledge [Earth Sciences] 7 (+11), Knowledge [Tactics] 6 (+10), Knowledge [Technology] 6 (+10), Languages 3 (Pick 3 ancient Earth languages, Base: English), Notice 7 (+10), Pilot 6 (+8), Search 4 (+8), Sense Motive 4 (+7), Stealth 5 (+7), Survival 6 (+9), Swim (+2)

FEATS: Accurate Attack, Attack Specialization (1) [Blasters], Benefit (4) [Status – Savior of Rann, Wealth x3], Dodge Focus (3), Equipment (4), Favored Environment (3) [+1 Attack, +2 Dodge when Flying], Improved Aim, Improved Critical (1) [Blasters], Improved Initiative (1), Luck (1), Master Plan

POWERS:
Super-Senses 3 (Normal Vision [Extended], Infravision, Ultravision [3pp]) [3]
Rannian Space Suit 4 (Device 4, Hard to Lose [20pp traits]; 16pp) [4]

Protection 4 (4pp) [4]
Immunity 6 (Suffocation [Need to Breathe], Environmental Cold, Environmental Heat, Pressure, Vacuum [6pp])
Flight 5 (250 mph [10pp]) [5]


EQUIPMENT:
(20ep)

Commlink (1ep)
Arsenal (17ep):
Blaster Rifle (Energy Blast 8; Range 80ft, Large [16ep]) [8] - DC:23:tough
Autoblaster Pistol (Energy Blast 5, Extra: Auto-Fire; Range 50ft, Small [1ep]) [5] - DC:20:tough

COMBAT: Base Attack +8, Melee +8, Ranged +8, Blasters +10, Grapple +10 [Unarmed +2 (Bruise); Blaster Rifle +8, 19-20 Critical (Lethal/Bruise); Autoblaster Pistol +5, 19-20 Critical, Auto-Fire (Lethal/Bruise)]; Defense 19 (13 flat-footed); Init +6; Knockback -3

SAVES: Toughness +7 (+7 flat-footed), Fortitude +6, Reflex +6, Will +8

DRAWBACKS:

Abilities 32 + Skills 23 (92 ranks) + Feats 21 + Powers 19 + Combat 28 + Saves 12 – Drawbacks 0 = 135 / 135

Comments: I was getting ready to work up Vath Sarn from the Green Lantern Corps who is from Rann. Then I realized I had not written up the greatest hero of Rann, Adam Strange. Adam is actually an Earthman who was transported to Rann via Zeta Beam and eventually become their greatest hero and, thanks to the sick but brilliant Alan Moore, he also became their biggest stud, personally saving the Rannian humanoid line by fathering a child with his wife Aleeta, because the rest of Rannian men had become sterile. And no, I am not making that up!

The only thing I have ever read with Strange in is the JLA arc where he kidnapped them and made them slaves as part of a master plan he had to trick some aliens who had taken over Rann, which was pretty cool. They basically made him out to be space cowboy Batman, which I liked and I built him that way. I also read in the Wikis that he was originally an archeologist and independently wealthy so added some stuff along those lines for flavor. He’s a neat character and I’m glad he’s been getting more run in recent years.
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Re: J-Mart II: Fantastic Four, Batgirl IV, Adam Strange

Postby Alexander » Mon Apr 05, 2010 8:50 pm

He saved an entire race by fathering a child? That's extra-manly.
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Re: J-Mart II: Fantastic Four, Batgirl IV, Adam Strange

Postby Thorpacolypse » Tue Apr 06, 2010 8:24 pm

Another version of our last special is getting stocked on aisle 3.

Image
Badassery is a Logan family trait...

DAKEN
PL:
10 (165 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 18 (+4) DEX: 20 (+5) CON: 26 (+8) INT: 14 (+2) WIS: 14 (+2) CHA: 8 (-1)

SKILLS: Acrobatics 5 (+10), Bluff (-1), Climb 3 (+7), Concentration (+2), Diplomacy (-1), Disguise (-1), Escape Artist (+5), Gather Info (-1), Handle Animal (-1), Intimidate 11 (+10), Knowledge [Streetwise] 8 (+10), Languages 4 (German, English, 2 more to pick ‘em, Base: Japanese), Notice 11 (+13), Search 5 (+7), Sense Motive 10 (+12), Stealth 6 (+11), Survival 9 (+11), Swim (+4)

FEATS: All-out Attack, Claw Flurry (1), Attack Focus (Melee) (5), Beginner's Luck, Dodge Focus (3), First Strike, Improved Initiative (1), Power Attack, Rage (2) [10 Rounds], Sneak Attack (1), Takedown Attack (2), Tough (1), Uncanny Dodge (Scent)

POWERS:
Emotion Control 8 (Array, Flaw: Sense Dependent [Olfactory]; 8pp) [8]
AP: Concealment 2 (All Olfactory senses [1pp]) [2]
AP: Displacement 1 (1pp) [1]

Claw Strike 2 (Piercing Strike 2, Extra: Penetrating [6], PF: Mighty x4, Improved Critical x2, Split Attack, Drawback: Lethal Damage Only [-1]; 7pp) [2] - DC:21:tough
Immunity 3 (Aging, Poison [Limited], Disease [Limited]; 2pp) [2]
Super Senses 8 (Normal Sight [Extended], Hearing [Extended]; Scent [Extended, Accurate, Acute], Low-Light Vision, Track x2 [by scent]; 8pp) [8]
Regeneration 23 (Recovery Rate [23pp])

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


COMBAT: Base Attack +7, Melee +12, Ranged +7, Grapple +16 [Unarmed +4 (Bruise); Claw Strike +6, 18-20 Critical (Lethal)]; Defense 21 (14 flat-footed); Init +9; Knockback -4

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

DRAWBACKS:

Abilities 40 + Skills 18 (72 ranks) + Feats 21 + Powers 50 + Combat 30 + Saves 6 – Drawbacks 0 = 165 / 165

Comments: Doing some importing from J-Mart I over here to J-Mart II for my main setting. Had to import Daken since I really, REALLY want to test him and the Video Vestibule at J-Mart I is getting chocked full. Daken is actually turning into a decent character, it will be interesting to see what he does in main continuity now.

In the Thorpacoverse, he is a free agent and still has a mad on for his pops.
Last edited by Thorpacolypse on Tue Apr 13, 2010 8:36 pm, edited 1 time in total.
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Re: J-Mart II: FF, Batgirl IV, Adam Strange, Some imports

Postby Thorpacolypse » Tue Apr 06, 2010 8:33 pm

Getting stocked on our Marvel Aisle is our first item in our IT'LL BE A COLD DAY IN... Line.

Image
Take that Dairy Queen, you name stealing bastards!

BLIZZARD
PL:
9 (103 pp) – OPL: 9; DPL: 7

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

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

FEATS: Attack Specialization (2) [Cold Control Array], Defensive Roll (1), Dodge Focus (3), Improved Initiative (1), Teamwork (1)

POWERS:
Blizzard Suit 10 (Device 10, Hard to Lose [50pp traits]; 40pp) [10]

Flight 3 (50 mph; Flaw: Platform [3pp]) [3]
Immunity 10 (Cold Effects [10pp]) [10]
Protection 3 (3pp] [3]
Super-Movement 1 (Sure-Footed, Flaw: Limited [Ice/Snow conditions]; 1pp) [1]
Cold Control 10 (Dynamic Array [20pp traits]; 21pp) [10]
DAP: Ice Blast 10 (2pp) [10] - DC:25:tough
DAP: Cold Blast 6 (Extra: Alternate Save [Fortitude]; 2pp) [6] - DC:16:fort
DAP: Ice Snare 10 (Snare 10 [2pp]) [10] - DC:20:ref
DAP: Ice Objects 10 (Create Objects 10 [2pp]) [10]
DAP: Environmental Control 5 (4/pp rank Mix and Match Environments [Cold, Distraction, Hamper Movement], Extra: Independent [2pp]) [8]
DAP: Snowblind 10 (Obscure 10 [Visual]; 2pp) [10]


COMBAT: Base Attack +4, Melee +4, Ranged +4, Cold Control Array +8, Grapple +5 [Unarmed +1 (Bruise); Ice Blast +10 (Bruise)]; Defense 19 (13 flat-footed); Init +6; Knockback -3

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

DRAWBACKS:

Abilities 15 + Skills 10 (40 ranks) + Feats 8 + Powers 40 + Combat 20 + Saves 10 – Drawbacks 0 = 103 / 103

Comments: After 9th Doctor through out those Thunderbolts builds, I was inspired to whip up one of my faves, Blizzard. I am a Donny Gill fan, even though I haven’t read a lot with him, just a couple of Thunderbolts issues. But his whole “I’m not sure I can do this” style kind of grew on me. Plus, you know me, I love jobber villains, and he is good/bad one before he went straight.

He's your basic cold controller with powers granted by his suit. Not much too much of a challenge for an experience hero by himself, but put with him some other mooks and he can present a pretty good tactical obstacle.

And come on, how can you not love a guy who got drunk with She-Hulk?

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Re: J-Mart II: FF, Batgirl IV, Adam Strange, Some imports

Postby Thorpacolypse » Tue Apr 06, 2010 8:37 pm

A new special hits the Aisle 1 shelves. This one will be off the shelves like a BULLET!

You mean like the bullets I want to put in my head whenever you try another of those pitiful jokes?

If only...Now SHUT UP, RANDAL!

Image
Again...must...refrain...from comments...too many...inappropriate...jokes...

BULLETEER
PL:
9 (120 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 4 (+6), Bluff (+1), Climb (+12), Concentration (+1), Diplomacy 4 (+5), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 4 (+5), Notice (+1), Profession [Teacher] 7 (+8), Search (+2), Sense Motive 5 (+6), Stealth (+2), Survival (+1), Swim (+12)

FEATS: All-out Attack, Attack Focus (Melee) (3), Distracting Looks (1), Dodge Focus (1), Improved Initiative (1), Interpose, Teamwork (1)

POWERS:
Enhanced Strength 24 (24pp) [24]
Super-Strength 5 (45 Tons; PF: Countering Punch, Bracing [12pp]) [5]
Protection 12 (Extra: Impervious [24pp]) [12]
Immunity 12 (Environmental Cold, Heat, Life Support, Pressure [12pp]) [12]
Leaping 5 (5pp) [5]
Enhanced Fortitude Save 6 (6pp) [6]


COMBAT: Base Attack +3, Melee +6, Ranged +3, Grapple +23 [Unarmed +12 (Bruise)]; Defense 15 (12 flat-footed); Init +6; Knockback -12

SAVES: Toughness +13 (+13 flat-footed, +12 Impervious), Fortitude +10, Reflex +4, Will +5

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

Abilities 14 + Skills 6 (24 ranks) + Feats 9 + Powers 71 + Combat 14 + Saves 9 – Drawbacks -3 = 120 / 120

Comments: Didn’t know a thing about Ms. Alix Harrowell until I saw MDSnowman’s build of her a while back, but she seemed cool so I did some reseaarch, skimmed the newest Seven Soldiers of Victory at my local geek shop and became a fan. A little Wiki research and I was good to go with the build. Simply put, she’s a tank just coming to grips with her new powers and is quite the looker (man, that’s rare in comics, huh?).

I hope they use her more in the mainstream universe, but there’s so many heroes to use, a lot get lost in the shuffle.
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Re: J-Mart II: FF, Batgirl IV, Adam Strange, Some imports

Postby Thorpacolypse » Tue Apr 06, 2010 8:41 pm

We've got a couple of IT'LL BE A COLD DAY IN... Specials hitting the DC Aisle today.

Image
So hot, yet so cold...

KILLER FROST
PL:
11 (153 pp) – OPL: 11; DPL: 9

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

SKILLS: Bluff 6 (+8/+12) [Attractive, Taunt], Concentration (+2), Diplomacy (+2/+6) [Attractive], Disguise (+2), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate 5 (+7), Knowledge [Physical Sciences] 7 (+10), Knowledge [Streetwise] 4 (+7), Knowledge [Technology] 4 (+7), Notice 4 (+6), Search 2 (+5), Sense Motive (+2), Stealth (+3), Survival (+2)

FEATS: All-out Attack, Attack Specialization (2) [Cold Control Array], Attractive (1), Dodge Focus (4), Improved Initiative (1), Taunt

POWERS:
Absorption 4 (Energy, Extra: Power Magnet, Energy Storage, Flaw: Limited [Heat Energy only], PF: Slow Fade [8pp Boost]; 17pp) [4]
Base Power: Boost 4 (Cold Control Array 4 [0pp]) [4]
AP: Boost 4 (Healing 4, Extra: Total, Energizing, Flaw: Limited [Personal Only]; 1pp) [4]

Cold Control 10 (Dynamic Array [20pp traits]; 21pp) [10]
DAP: Ice Blast 10 (2pp) [10] - DC:25:tough
DAP: Cold Blast 6 (Extra: Alternate Save [Fortitude]; 2pp) [6] - DC:16:fort
DAP: Ice Snare 10 (Snare 10 [2pp]) [12] - DC:22:ref
DAP: Ice Objects 10 (Create Objects 10 [2pp]) [10]
DAP: Environmental Control 6 (3/pp rank Mix and Match Environments [Cold, Distraction, Hamper Movement], Extra: Independent [2pp]) [8]
DAP: Kiss of Death 10 (Drain Constitution 10, Extra: Vampiric [2pp]) [10] - DC:20:fort
DAP: Weaken 10 (Drain Toughness 10, Extra: Ranged, Flaw: Affects Objects Only [2pp]) [10] - DC:25:tough
DAP: Snowblind 10 (Obscure 10 [Visual]; 2pp) [10]

Flight 4 (100 mph; Flaw: Platform [4pp]) [4]
Immunity 15 (All Temperature Effects [15pp]) [15]
Super-Movement 1 (Sure-Footed, Flaw: Limited [Ice/Snow conditions]; 1pp) [1]
Protection 6 (6pp) [6]


COMBAT: Base Attack +4, Melee +4, Ranged +4, Cold Control Array +8, Grapple +4 [Unarmed +0 (Bruise); Ice Blast +10 (Bruise/Lethal); Fully Boosted Ice Blast +14 (Bruise/Lethal)]; Defense 20 (13 flat-footed); Init +7; Knockback -4

SAVES: Toughness +8 (+8 flat-footed), Fortitude +5, Reflex +5, Will +7

DRAWBACKS:

Abilities 24 + Skills 8 (32 ranks) + Feats 10 + Powers 81 + Combat 20 + Saves 10 – Drawbacks 0 = 153 / 153

Comments: My initial exposure to Killer Frost was JLU as part of Grodd’s Injustice League, but obviously she is quite different than her DC version. I should have gone with the JLU version because it would have been easier…

But anyway, Louise Lincoln here is a long time Firestorm foe, arching both Ronny Raymond and Jason Rusch. She's a cold controller with the twist that she uses heat to make her powers work. I was going to give her the power loss drawback, but not being somewhere with any heat to use is pretty rare so it would be complication. It does give her the advantage of not being effecting by any temperature effects and converting extra heat into blasts or healing.

For the Thorpacoverse, I can't decide whether I'd like her with The Hood or with The Injustice League. I'll have to pend that decision for now. I'm leaning towards The Hood at the moment, though...
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Re: J-Mart II: FF, Batgirl IV, Adam Strange, Some imports

Postby Thorpacolypse » Tue Apr 06, 2010 8:43 pm

Another IT'LL BE A COLD DAY IN... Special hits the Aisle 1 shelves.

Image
Hello, JSA...ICE to see you!

Wait, wait, wait...you stole that from The Simpsons! The one where McBain pops out of the ice sculpture!

Um...yeah, Randal. I did. Sorry.

No big. I just couldn't figure out why I actually found one of your jokes humorous for a change. Now it makes sense.

SHUT UP, RANDAL!


ICICLE
PL:
10 (139 pp) – OPL: 10; DPL: 8

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

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

FEATS: All-out Attack, Attack Specialization (1) [Cold Control Array], Defensive Roll (3), Dodge Focus (2), Equipment (1), Improved Initiative (1), Leadership, Power Attack, Set-Up, Taunt

POWERS:
Immunity 10 (Cold Effects [10pp]) [10]
Cold Control 12 (Dynamic Array [24pp traits]; 25pp) [12]
DAP: Ice Blast 12 (2pp) [12] - DC:27:tough
DAP: Cold Blast 8 (Extra: Alternate Save [Fortitude]; 2pp) [8] - DC:18:fort
DAP: Ice Storm 8 (Bludgeoning Blast 8, Extra: Auto-Fire [2pp]) [8] - DC:23:tough
DAP: Ice Daggers 7 (Piercing Strike 7, Extra: Auto-Fire, Penetrating, PF: Mighty [2pp]) [7] - DC:23:tough
DAP: Ice Snare 12 (Snare 12 [2pp]) [12] - DC:22:ref
DAP: Ice Objects 12 (Create Objects 12 [2pp]) [12]
DAP: Environmental Control 8 (3/pp rank Mix and Match Environments [Cold, Distraction, Hamper Movement], Extra: Independent [2pp]) [8]
DAP: Ice Tomb 8 (Paralyze 8, Extra: Ranged [2pp]) [8] - DC:18:fort
DAP: Weaken 12 (Drain Toughness 12, Extra: Ranged, Flaw: Affects Objects Only [2pp]) [10] - DC:25:tough
DAP: Snowblind 12 (Obscure 12 [Visual]; 2pp) [12]


EQUIPMENT:
(5ep)

Costume (Protection 1, PF: Subtle [2ep]) [1]

COMBAT: Base Attack +6, Melee +6, Ranged +6, Cold Control Array +8, Grapple +7 [Unarmed +1 (Bruise); Ice Blast +12 (Bruise/Lethal); Ice Storm +8, Auto-Fire (Bruise/Lethal); Cold Blast +8 (Bruise/Lethal); Ice Daggers +7, Auto-Fire (Lethal/Bruise)]; Defense 19 (14 flat-footed); Init +6; Knockback -3

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

DRAWBACKS:

Abilities 24 + Skills 10 (40 ranks) + Feats 13 + Powers 55 + Combat 28 + Saves 9 – Drawbacks 0 = 139 / 139

Comments: Since I was on a roll with cold controllers, I whipped up Icicle II, who I didn’t know much about but since I recently saw the take of him on Smallville, I figured I could work him. Pretty much the same power setup as Killer Frost and Blizzard, just a couple of tweaks for the melee prowess he’s shown recently with the Ice Daggers. He’s still generally a glass cannon with a mean streak and I love villains like that.

In the Thorpacoverse setting, he is part of the latest incarnation of the Injustice League.
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Re: J-Mart II: FF, Batgirl IV, Adam Strange, Some imports

Postby Alexander » Wed Apr 07, 2010 12:05 am

Thorpacolypse wrote:Image
BULLETEER


I've seen this character around before and I've always wanted to try and look up some issues where she appears, but I never got around to it. This build just makes me want to go and get it once and for all. :lol:
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Re: J-Mart II: FF, Batgirl IV, Adam Strange, Some imports

Postby Thorpacolypse » Sat Apr 10, 2010 6:39 pm

Alexander wrote:I've seen this character around before and I've always wanted to try and look up some issues where she appears, but I never got around to it. This build just makes me want to go and get it once and for all. :lol:


I honestly haven't ever read anything with her in it, either, I just leaned on the Wikis. But her bio does make me want to pick her up.

I mean, pick up the comics WITH HER IN THEM. :mrgreen:
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Re: J-Mart II: Main Setting, Timeline, House Rules, SRA

Postby Thorpacolypse » Tue Apr 13, 2010 8:28 pm

Thorpacolypse wrote:After much internal debate, the new J-Mart location is finally ready to stock its first item. This one is a J-Mart Favorite and the one that pretty much started it all for all of us, and definitely my long time love of comics and superheroes so there was really no doubt who was going to be the build that starts my personal setting specific thread.

Image
It is a remarkable dichotomy. In many ways, Clark is the most human of us all. Then... he shoots fire from the skies, and it is difficult not to think of him as a god. And how fortunate we all are that it does not occur to him. -- Batman

SUPERMAN (KAL-EL)
PL:
13 (240 pp) – OPL: 13; DPL: 13

ABILITIES: STR: 42 [16] (+16/+3) DEX: 14 (+2) CON: 36 [16] (+13/+3) INT: 16 (+3) WIS: 18 (+4) CHA: 20 (+5)

SKILLS: Bluff (+5), Climb (+16), Concentration 3 (+7), Diplomacy 7 (+12) [Combat Diplomacy], Disguise (+5), Escape Artist (+2), Gather Info (+5), Handle Animal (+5), Intimidate (+5), Investigate 7 (+10), Knowledge [Current Event] 7 (+10), Notice 4 (+8), Profession [Reporter] 5 (+9), Search 6 (+9), Sense Motive (+4), Stealth (+2), Survival (+4), Swim (+16)

FEATS: Accurate Attack, Benefit (1) [He’s Superman, duh], Combat Diplomacy, Equipment (5), Improved Initiative (1), Inspire (3), Interpose, Leadership, Lionheart, Luck (1), Perfect Timing, Power Attack, Takedown Attack (1), Ultimate Effort (1) (Ultimate Will Save), Withstand Damage

ENHANCED FEATS: Beginner's Luck, Dodge Focus (2), Eidetic Memory, Luck (3), Ultimate Effort (1) (Ultimate Toughness Save)

POWERS:
Enhanced Strength 26 (26pp) [26]
Enhanced Constitution 20 (20pp) [20]
Impervious Toughness 5 (5pp) [5]
Protection 5 (Extra: Impervious [10pp]) [5]
Feature 1 (Longevity [1pp]) [1]
Immunity 10 (Life Support, Starvation/Thirst [10pp]) [10]
Heat Vision 12 (Blast 12, Dynamic Array, PF: Precise [25pp array]; 26pp) [12] - DC:27:tough
AP: Super Cold Breath 12 (Ice Snare 12, Extra: Cone Area, Flaw: Distracting [1pp]) [12] - DC:22:ref
AP: Super Breath 8 (Air Control 8, Extra: Knockback, Cone Area, Flaw: Distracting, PF: Freshen Air [1pp]) [8] - DC:23:tough
DAP: Super Senses 25 (Normal Vision [Extended x4], Normal Hearing [Extended x4], Detect Life [Visual], X-Ray Vision [Extended x4, Flaw: Limited (cannot penetrate lead)], Infravision [Extended x3], Microscopic Vision [Extended x3], Ultra Hearing [Extended x3], Ultra-Vision [Extended x3]; 2pp)
Enhanced Feats 8 (see Feats [8pp]) [8]

Super-Strength 10 (4259 Tons, Dynamic Array, PF: Countering Punch [21pp array]; 22pp) [10]
DAP: Flight 10 (10,000 mph [2pp]) [10]
DAP: Speed 10 and Quickness 10 (2pp) [10]

Space Travel 2 (Medium Interplanetary [2pp]) [2]
Regeneration 8 (Recovery Rate 8, Flaw: Requires yellow sunlight [4pp])

Bruised 1/round [1]
Injured 1/1 minute [3]
Disabled 1/20 minutes [3]
PF: Diehard


EQUIPMENT:
(25ep)

JLA Commlink, Cell phone (2ep)
Headquarters (25ep):
Fortress of Solitude:
Size: Huge; Toughness: 18; Features: Communications, Computer, Concealed, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 3 (Strength check, DC 30), Workshop; Powers: Super Movement (Dimensional Movement [Phantom Zone]: Portal),

COMBAT: Base Attack +10, Melee +10, Ranged +10, Full Super Strength Grapple +36 [Unarmed +16 (Bruise); Heat Vision +12 (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -14

SAVES: Toughness +18 (+18 flat-footed, +10 Impervious), Fortitude +16, Reflex +2, Will +9

DRAWBACKS: Power Loss - All powers, when exposed to Kryptonite and/or Red Sun Radiation (uncommon, severe; -5), Vulnerable - Magic (25% vulnerability [uncommon, minor], also eliminates Impervious Protection [uncommon, minor]); -2, Weakness -Kryptonite poisoning, -1 con per minute, can be fatal (uncommon, very severe; -6)

Abilities 40 + Skills 10 (40 ranks) + Feats 29 + Powers 134 + Combat 32 + Saves 8 – Drawbacks -13 = 240 / 240

Comments: As Alexander Luthor stated in Infinite Crisis, for some reason, it always starts with Superman...

Starting out my new official Earth-217 only thread is a new reworking of Superman. I was originally going to put him at PL15 but I decided to keep him and the other big guns of the Earth-217 heroes at PL14. I did a PL13 version which I may plop in here depending on how playtesting goes. But this level, with a good amount of HP, give him a fighting chance against the Hulks and Doomsdays of my world.

After over 2 years of building Kryptonians, I am still not quite happy with my power set and drawbacks, but every time I feel like I get a little closer to what I’m looking for. The new feats and powers in the newer books continue to help as well. I almost gave Clark the Holding Back drawback since that is generally the approach I take with him, but I didn’t (this time). I originally had him at about 260pp, but after really thinking about it, I trimmed quite a few pp and may trim more. I wanted a streamlined Clark, but one who was still versatile and powerful, and I feel pretty good about this build. For now...

To note, Perfect Timing is from Mecha and Manga, allowing him to burn an HP to show up at the right place at the right time. Seems like that feat was MADE for Clark.

In the Thorpacoverse, he hasn’t had his powers back that long after the depowering during the Infinite Secret War Storm, and things have changed a lot during the year he was powerless but the one thing that remains constant is that he’s still the standard to which all heroes aspire to. Well, most of them anyway…

Clean Up 4/13/10: Well, you knew I couldn't leave well enough alone. I took Supes down a PL to PL13 for playabality. I like the thought of a PL11-ish slugger giving him and Captain Marvel a hard time so the top tier characters for this thread are coming down a bit to give them more challenges.


So the other day I was looking at Wordmaker's thread among others as I was working on my GLs at J-Mart I and of course I was again marveling at the wonderful stories he had done. But even outside of his amazing writing, along with BARON, he was one of the best at getting his builds to perform the way he wanted them to for his stories. When I was playing around with a Wolverine/Rulk test one night and I was really disappointed in how quickly Big Red dispatched the Canucklehead. I couldn't figure out what I was doing wrong (other than some bad rolling for Wolvie at times) since it seemed like mechanically it should have been a decent matchup. But the when I looked at it again, in came down to the fact that the disparity in Logan as a PL11 and Rulk at PL14 was just too much.

In looking at Wordmaker's builds, he had pretty much all of them between PL10-12 and he usually never had more than a one PL difference in the ones that he fought with. It made the fights much more compelling from a mechanics standpoint even on top of his great writing. So with that, and looking at BARON's builds and reading Jabroni's Design Diary on power levels, I was convinced that a flatter PL structure was the way to go.

So I am re-working several builds here to get that flatter structure. Superman, Thor, Wonder Woman, Rulk and my finished, but not posted Hulk are coming down to PL13. Other builds will drop a PL or so as well and some of the PL10 builds I did will be dropping down as well since I really feel like a PL9, 135pp-ish baseline for builds instead of PL10/150 is where I want to go with this setting.

I have most of a design diary done but I figured instead of posting that whole page and half thingy, this shorter explanation would more than suffice. Again, I'm not forsaking J-Mart I (obviously, with all the Lantern-verse stuff I'm still working on) but I do plan on doing a bit of work here for a while and doing my playtesting here since the main Mart is pretty crowded. I'm going to focus on updating over the next week or so and then maybe next week I'll slap up some play tests. I'd like to see how this Supes does against some other PL11-ish bricks or paragons, and I am really excited about lastest Spidey and Logan updates that I should have posted soon.
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Re: J-Mart II: Adam Strange, Some imports, Updates

Postby Thorpacolypse » Fri Apr 16, 2010 9:00 pm

A new item for our Spideyverse line hits the Marvel Aisle shelves.

Image
This is all your fault, Spider-Man. I will never forgive you...

RHINO
PL:
9 (122 pp) – OPL: 9; DPL: 8.5

ABILITIES: STR: 32 [16] (+11/+3) DEX: 12 (+1) CON: 26 [16] (+8/+3) INT: 9 (-1) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb (+3), Concentration (+1), Escape Artist (+1), Intimidate 11 (+11), Knowledge [Streetwise] 6 (+5), Notice 3 (+4), Search 3 (+2), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+3)

FEATS: All-out Attack, Attack Focus (Melee) (2), Crushing Pin, Dodge Focus (1), Fast Overrun, Fearsome Presence (3), Improved Initiative (1), Improved Overrun, Power Attack

POWERS:
Rhino Powers 6 (Passive Container [30pp traits]; 30pp) [6]

Density 4 (Extras: Action [Continuous], Flaw: Permanent, PF: Innate [13pp]) [4]
Strength +8, Impervious Toughness +2, Immovable +1, Super Strength +1, Mass x3
Enhanced Constitution 6 (6pp) [6]
Super-Strength 4 (13 Tons; PF: Groundstrike [9pp]) [4]
Speed 2 (20 mph [2pp]) [2]

Rhino Costume 8 (Device 8, Hard to Lose [40pp traits]; 32pp) [8]
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
Protection 3 (Extra: Impervious [6pp]) [3]
Immovable 4 (Extra: Unstoppable [8pp]) [4]
Super-Strength 1 (76 Tons [2pp]) [1]
Rhino Charge! (Piercing Strike 1, Flaw: Only when charging, PF: Mighty, Improved Critical [3pp]) [1] - DC:27:tough
Immunity 8 (Chemical Effects, Environmental Cold, Environmental Heat [8pp])


COMBAT: Base Attack +5, Melee +6, Ranged +4, Grapple +27 [Unarmed +11 (Bruise); Rhino Charge +12 (Lethal/Bruise)]; Defense 14 (11 flat-footed); Init +5; Knockback -14

SAVES: Toughness +13 (+13 flat-footed, +5 Impervious), Fortitude +13, Reflex +2, Will +4

DRAWBACKS:

Abilities 15 + Skills 6 (24 ranks) + Feats 12 + Powers 62 + Combat 18 + Saves 9 – Drawbacks 0 = 122 / 122

Comments: Always had a soft spot for the big, not-to-bright Rhino over the years and this latest run of his in The Gauntlet in Amazing Spider-Man has really won me over to him. Long story short, a new Rhino comes and is obsessed with defeating Aleksei so he can “ascend”. Aleksei has gone straight and is in love with a wonderful woman so he continues to try and avoid the inevitable confrontation. But things get out of hand and he is forced to don the Rhino suit again and unleashes all kinds of hell on the new Rhino, falling back on his word and seeming more dangerous than ever.

This new Spider-Man stuff has been very depressing, but I have been loving see all his old rogues taking shots at him again. As such, a big run of Spidey villains is a’comin midweek, but this will be about it for now. Company’s a’comin’, wife’s birthday on Sunday, so on and so on. Dang real life…

Not for sure if I'm going to whip up the new Rhino for here or J-Mart I, but I am definitely considering it.

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Re: J-Mart II: Adam Strange, Some imports, Updates

Postby Thorpacolypse » Sat Apr 17, 2010 8:57 am

Another item in our Villains Line hits the Marvel Aisle.

Image
Really? He's that close and you can't grab him with 6 arms?!?!?

DR. OCTOPUS
PL:
9 (135 pp) - OPL: 3; DPL: 9

ABILITIES: STR: 10 (0) DEX: 10 (0) CON: 14 (+2) INT: 22 (+6) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Bluff 6 (+8), Computers 4 (+10), Concentration (+3), Craft [Electronic] 9 (+15) [Skill Mastery], Craft [Mechanical] 9 (+15) [Skill Mastery], Diplomacy (+2), Disable Device 6 (+12), Disguise (+2), Gather Info 6 (+8), Handle Animal (+2), Intimidate 8 (+10) [Skill Mastery, Startle], Knowledge [Physical Sciences] 9 (+15), Knowledge [Streetwise] 4 (+10), Knowledge [Technology] 9 (+15) [Inventor, Skill Mastery], Notice 5 (+8), Search (+6), Sense Motive 5 (+8), Stealth 4 (+4), Survival (+3)

FEATS: Dodge Focus (1), Equipment (1), Inspire (2), Inventor, Master Plan, Skill Mastery (1) (Craft: Electronic, Craft: Mechanical, Intimidate, Knowledge: Technology), Speed of Thought, Startle, Tough (1)

ENHANCED FEATS: Dodge Focus (5), Improved Initiative (1), Instant Up, Sidekick (31) [4 Tentacles]

POWERS:
Tentacle Harness (Container [50pp traits]; 50pp) [10]

Protection 5 (5pp) [5]
Enhanced Feats 38 (see Feats [38pp]) [38]
Enhanced Reflex Save 5 (5pp) [5]
Super Senses (Communication Link [Tentacles], PF: Subtle [2pp]) [1]


EQUIPMENT:
(5ep)

Costume (Protection, Subtle [2ep]) [1]
Cell Phone, PDA, GPS (3ep),

COMBAT: Base Attack +5, Melee +5, Ranged +5, Grapple +5 [Unarmed +0 (Bruise)]; Defense 20 (12 flat-footed); Init +10; Knockback -4

SAVES: Toughness +8 (+8 flat-footed), Fortitude +5, Reflex +7, Will +8

DRAWBACKS:

Abilities 26 + Skills 21 (84 ranks) + Feats 48 + Powers 12 + Combat 18 + Saves 10 – Drawbacks 0 = 135 / 135

Comments: My latest take on Doc Ock. His tentacles have been portrayed different ways, but I always like the take that they are his Sidekicks or Minions, allowing for extra attacks and making it really on tough on Spidey to get them all down. But with some well placing snares and a clean shot at Otto, he should prevail.

And here are the tentacles.


DOCTOR OCTOPUS TENTACLES
PL:
9 (140 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 26 (+8) DEX: 12 (+1) CON: NA INT: 16 (+3) WIS: 12 (+1) CHA: NA

SKILLS: Bluff (NA), Climb 6 (+14), Computers 7 (+10), Concentration (+1), Diplomacy (NA), Disable Device 7 (+10), Disguise (NA), Escape Artist (+1), Gather Info (NA), Handle Animal (NA), Intimidate (NA), Notice (+1), Search (+3), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+8)

FEATS: All-out Attack, Attack Focus (Melee) (4), Defensive Attack, Grappling Finesse, Improved Disarm (1), Improved Grab, Improved Grapple, Improved Initiative (1), Improved Trip, Interpose, Power Attack, Teamwork (1)

POWERS:
Immunity 50 (Fortitude Saves, Mental Effects [50pp]) [50]
Bludgeoning Strike 1 (PF: Mighty, Extended Reach x2 [4pp]) [1] - DC:24:tough
Elongation 2 (2pp) [2]
Protection 10 (10pp) [10]
Super Movement 3 (Wall-Crawling x2, Sure-Footed, Extra: Affects Others [9pp]) [3]
Super-Strength 3 (4 Tons [6pp]) [3]
Super-Senses 2 (Normal Vision [Radius], Uncanny Dodge [Visual], Extra: Affects Others [6pp]) [2]
Super-Senses 1 (Communication Link [Doc Ock and Tentacles]; 2pp) [2]
Speed 1 (Extra: Affects Others [2pp]) [1]


COMBAT: Base Attack +5, Melee +9, Ranged +5, Grapple +20 [Unarmed +8 (Bruise); Strike +9 (Bruise/Lethal)]; Defense 18 (14 flat-footed); Init +5; Knockback -5

SAVES: Toughness +10 (+10 flat-footed), Fortitude NA, Reflex +4, Will +1

DRAWBACKS: Power Loss - Super Movement and Speed; without assistance from other another tentacle sidekick (uncommon, minor; -2), Disability – Mute (common, major; -4)

Abilities 6 + Skills 5 (20 ranks) + Feats 15 + Powers 91 + Combat 26 + Saves 3 – Drawbacks -6 = 140 / 140

Comments: The tentacles as sidekick/minions.
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Re: J-Mart II: Updates, Rhino, Doc Oc

Postby MorningKnight » Sat Apr 17, 2010 9:09 am

That Rhino is gorgeous. Yes, he may job to the Hulk, but Spidey gets the shivers having to contain such a monster.

Doc Ock and his Sidekick tentacles are nasty. The Team Attack Rules make him an equal to Spidey, and that Interpose is great for keeping Spidey from plastering Doc far too easily.

Truly befitting the mighty totems who've threatened Spidey in the past.
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Re: J-Mart II: Updates, Rhino, Doc Oc

Postby prodigyduck » Sat Apr 17, 2010 9:48 am

Very good Doc Ock. I loved the idea of the sidekick tentacles. It really makes him a single villain to contend with.
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Re: J-Mart II: Updates, Rhino, Doc Oc

Postby Thorpacolypse » Sat Apr 17, 2010 3:31 pm

Thanks, MK and Prodigy for the props on the other builds. And MK, you speak of the devil...

GREEN LIGHT SPECIAL hitting the Marvel Aisle!

Image
HULK SMASH UGLY BALD MEN!

THE HULK (SAVAGE)
PL:
13 (198 pp) – OPL: 13 [14]; DPL: 12.5

ABILITIES: STR: 38 [46] [10] (+14/+18/0) DEX: 12 (+1) CON: 38 [46] [10] (+14/+18/0) INT: 8 (-1) WIS: 14 (+2) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb (+10), Concentration (+2), Diplomacy (-1), Disguise (-1), Escape Artist (+1), Gather Info (-1), Handle Animal (-1), Intimidate 13 (+12/+14), Notice 5 (+7), Search (-1), Sense Motive 4 (+6), Stealth (+1/-3), Survival 6 (+8), Swim (+10)

FEATS: All-out Attack, Attack Focus (Melee) (3), Chokehold, Fearsome Presence (6), Improved Grab, Improved Grapple, Improved Initiative (1), Lionheart, Power Attack, Rage (4) (20 rounds), Takedown Attack (1), Ultimate Effort (1) (Ultimate Strength Check), Withstand Damage

POWERS:
Growth 4 (Extra: Duration [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 24 (24pp) [24]
Super-Strength 9 (3768 Tons; Array, PF: Bracing, Groundstrike, Shockwave [21pp]) [9]
AP: Leaping 9 (9pp) [9]
Speed 1 (10 mph [1pp]) [1]
Protection 2 (2pp) [2]
Impervious Toughness 8 (8pp) [8]
Boost 8 (Enhanced Constitution 8, Enhanced Strength 8, Super Strength 4, Extra: Action [Move], Flaw: Emotional [Anger], Escalates [2/pp per round per trait], Personal, PF: Slow Fade x2 [18pp]) [8]
Super Senses 2 (Astral Form Awareness, Direction Sense [Flaw: Limited to Location of Creation]; 2pp) [2]
Immunity 9 (Cold, Heat, High Pressure, Radiation, Starvation/Thirst, Sleep, Interaction Effects [Flaw: Limited - Diplomacy and Intimidate only]; 9pp) [9]
Mind Shield 8 (8pp) [8]
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 +8, Ranged +5, Grapple +35, Full Boost Grapple +43, Raging Full Boost Grapple +45 [Unarmed +14 (Bruise); Full Boost Unarmed +18 (Bruise); Raging Full Boost Unarmed +20 (Bruise)]; Defense 15 (12 flat-footed); Init +5; Knockback -12 (-14 with Full Boost)

SAVES: Toughness +16 (+16 flat-footed, +20 with Full Boost), Fortitude +14 (+18 with Full Boost), Reflex +3, Will +5 (+13 against Mental Effects)

DRAWBACKS: Involuntary Transform - Into Bruce Banner when calm (common, major; -4), Normal Identity - Bruce Banner, full round (common, major; -4)

Abilities 2 + Skills 7 (28 ranks) + Feats 23 + Powers 145 + Combat 24 + Saves 5 – Drawbacks -8 = 198 / 198

Comments: Here is my take on the Savage Hulk for Earth-217. As I had stated before, I am dialing down the top level PLs, but in this case, I don’t think it really matters much. Hulk is a damage causing machine and with a potential +20 unarmed damage along with a +20 toughness and just shy of Wolverine type regeneration, he’s going to go toe to toe with any of the big guns of this setting and probably come out on top.

Well, until I get around to Squirrel Girl, that is... :mrgreen:
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