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

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Re: J-Mart II: Boomerang, Captain Boomerang, The Question

Postby Woodclaw » Fri May 28, 2010 3:09 am

Praetorian wrote:If you ask a Question of the Question,about the Question, does the Universe explode a little bit?

(P.S. this, in itself, is a question :P )


I believe that this will happen only if you say the answ... >BOOOOM<
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
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Re: J-Mart II: Boomerang, Captain Boomerang, The Question

Postby Praetorian » Fri May 28, 2010 7:42 am

Thorpacolypse wrote:Speaking of which...

Praetorian wrote:If you ask a Question of the Question,about the Question, does the Universe explode a little bit?

(P.S. this, in itself, is a question :P )


Only you would come up with something like this, Praetorian. One of the reasons you my dawg! 8)

However, I think you did make a little tear in the space time continuum so please fix that before you work on that Skeletor build for J-Mart I, my good man. :wink:

Thanks for shopping at J-Mart II everyone! :D

lol...yeah..I know...I'm messed up in the head...lol....and Skeletor is in works, but might not be up till sunday sometime.

and I will NOT fix the tear in the space time continuum....that tear is there so the tail of the Unreality has a place to poke through for comfort.

(for those confused by what I just said, think of Jumanji: the movie....and then apply that to something ridiculous, like the absence of reality having a tail.)
With everything going on, it's easy to miss someone stealing a nuclear missle silo.
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Re: J-Mart II: Boomerang, Captain Boomerang, The Question

Postby Xarathos » Fri May 28, 2010 7:47 am

Woodclaw wrote:
Praetorian wrote:If you ask a Question of the Question,about the Question, does the Universe explode a little bit?

(P.S. this, in itself, is a question :P )


I believe that this will happen only if you say the answ... >BOOOOM<


Isn't it 42? :D

Oh, look, a tear in space-time. I wonder where it gooooooooooooes...

(Sorry, inner Adams fan couldn't resist.)
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Re: J-Mart II: Boomerang, Captain Boomerang, The Question

Postby Thorpacolypse » Sat May 29, 2010 7:24 pm

Now we have a HELL of a special hitting the shelves.

Image
Let's see Michael Vick try to get all big and bad with these guys...

HELLHOUNDS
PL:
7 (78 pp) – OPL: 6.5; DPL: 6.5

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

SKILLS: Acrobatics 5 (+7), Bluff (-2), Climb (+2), Concentration (+1), Diplomacy (-2), Disguise (-2), Escape Artist (+2), Gather Info (-2), Handle Animal (-2), Intimidate (-2/0), Notice 5 (+6), Search (-2), Sense Motive (+1), Stealth 6 (+8/+4), Survival (+1), Swim (+2)

FEATS: Attack Focus (Melee) (6), Improved Trip, Move-by Action, Sweeping Strike

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
Super Senses 4 (Darkvision, Scent, Track [by Scent]; 4pp) [4]
Speed 1 (1pp) [1]
Leaping 1 (1pp) [1]
Protection 4 (4pp) [4]
Immunity 8 (Fire Effects, Fire Damage [Flaw: Limited - Half Damage]; 8pp) [8]
Hellfire Breath 7 (Hellfire Strike 7, Extra: Cone Area, Array, [14pp]) [7] - DC:17/22:ref/tough
AP: Hellfire Bite 1 (PF: Mighty, Improved Critical [1pp]) [1] - DC:22:tough


COMBAT: Base Attack +1, Melee +6, Ranged +0, Grapple +10 [Unarmed +6 (Bruise); Hellfire Breath +7 (Lethal); Hellfire Bite +7, 19-20 Critical (Lethal)]; Defense 14 (12 flat-footed); Init +2; Knockback -4

SAVES: Toughness +9 (+9 flat-footed), Fortitude +8, Reflex +5, Will +2

DRAWBACKS: Disability -No hands (very common, moderate; -4), Disability -Mute (very common, moderate; -4)

Abilities 8 + Skills 4 (16 ranks) + Feats 9 + Powers 46 + Combat 12 + Saves 7 – Drawbacks -8 = 78 / 78

Comments: Always loved Hellhounds in D&D so I did my own version for my ThorpacoDresdenverse game. A little bigger and badder than what they probably should be statted as if they were being ported over from D&D, but not overpowering. A couple of them were a good challenge for my players and believe me, they haven't seen the last of them.
Last edited by Thorpacolypse on Sat May 29, 2010 8:07 pm, edited 1 time in total.
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Re: J-Mart II: Boomerang, Captain Boomerang, The Question

Postby Thorpacolypse » Sat May 29, 2010 7:31 pm

Another new item hits our Archetypes Aisle.

Image
The circle means he's the first minion taken out...

YAKUZA THUG
PL:
3 (38 pp) – OPL: 3; DPL: 3

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

SKILLS: Acrobatics 2 (+4), Bluff 3 (+3), Climb (+1), Craft [Mechanical] 2 (+2), Drive 1 (+3), Escape Artist (+2), Gather Info 3 (+3), Intimidate 3 (+3), Knowledge [Streetwise] 3 (+3), Languages 1 (Japanese, Base: English), Notice 2 (+2), Sense Motive 2 (+2), Stealth 2 (+4), Swim (+1)

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

POWERS:
None


EQUIPMENT:
(20ep)

Light Undercover Vest (Protection, PF: Subtle [2ep]) [1]
Cell Phone, Standard (Diminutive [1ep])
Arsenal (15ep):
Mini-Submachine Gun (Ballistic Blast 4, Extra: Auto-Fire; 40 ft range, Small [12ep]) [4]
Light Pistol (Ballistic Blast 4; 40ft range, Small [1ep]) [4]
Nunchakus (Bludgeoning Strike 2, PF: Mighty; Small [1ep]) [2] - DC:17:tough
Sai (Piercing Strike 1, PF: Mighty, Improved Critical, Improved Disarm x2, Thrown; 10 ft range, Small [1ep]) [1] - DC:16:tough

COMBAT: Base Attack +2, Melee +3, Ranged +2, Grapple +4 [Unarmed +1 (Bruise); Sai +2, 19-20 Critical (Lethal); Mini-Submachine Gun +4, Auto-Fire (Lethal); Light Pistol +4 (Lethal); Nunchakus +3 (Bruise/Lethal)]; Defense 13 (11 flat-footed); Init +2; Knockback -1

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

DRAWBACKS:

Abilities 11 + Skills 6 (24 ranks) + Feats 6 + Powers 0 + Combat 8 + Saves 7 – Drawbacks 0 = 38 / 38

Comments: As I work up more archetypes, I am going to be posting different versions of thugs/minions of different types for my personal setting. Thinking along the lines of Deadliest Warrior, each type of gang, Mafia, Yakuza, Cosa Nostra, Bloods, etc. favors different types of weapons and slightly different styles so as the mood strikes me, I am going to whip them up.

So here are some Yakuza thugs. I tried to outfit them with the same gear as they tested them with in Deadliest Warrior, with a few tweaks, of course and not all of them would use all that equipment, but some would be armed with each. And it’s just easier to put them all as options and let the GM sort it out.
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Re: J-Mart II: Boomerang, Captain Boomerang, The Question

Postby Thorpacolypse » Sat May 29, 2010 7:37 pm

A J-Mart II semi-original hits the shelves.

Image
Wait...did that thing move?

GARGOYLES (STANDARD)
PL:
5 (68 pp) – OPL: 5; DPL: 5

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

SKILLS: Bluff (-1), Climb (+3), Concentration (+1), Diplomacy (-1), Disguise (-1), Escape Artist (+1), Gather Info (-1), Handle Animal (-1), Intimidate (-1), Notice 4 (+5), Search (-1), Sense Motive (+1), Stealth 8 (+9), Survival (+1), Swim (+3)

FEATS: Attack Focus (Melee) (3), Move-by Action, Sneak Attack (1)

POWERS:
Immunity 30 (Fortitude Effects [30pp]) [30]
Protection 6 (Extra: Impervious, Drawback: Power Loss [Against magic; uncommon, minor; -1]; [11pp]) [6]
Flight 3 (50mph, Drawback: Power Loss [When wings immobilized; uncommon, minor; -1]) [3]
Super-Movement 1 (Wall Crawling [2pp]) [1]
Super-Senses 3 (Darkvision, Low-Light Vision [3pp]) [3]


COMBAT: Base Attack +2, Melee +5, Ranged +2, Grapple +8 [Unarmed +3 (Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback -6

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

DRAWBACKS: Involuntary Transform -Into stone when exposed to sunlight (uncommon, severe; -4), Vulnerable -Iron/Steel (uncommon, major; -3)

Abilities -4 + Skills 3 (12 ranks) + Feats 5 + Powers 51 + Combat 12 + Saves 8 – Drawbacks -7 = 68 / 68

Comments: Gargoyles. Good to spook people and get in a good surprise round. Even though this is a D&D pic of a gargoyle, this build is not a straight 4E or 3.5 conversion, it's more of a "generic" build for my Thorpacoverse setting. I plan on posting a few fantasy gaming monster type builds like this over the next few weeks, some sticking to their 4E versions and other generic monsters like this since I'd like to have Hellboy, Harry Dresden or Zatanna (she's coming soon) to take a few of them on in a short test to see how they run in case my FTF ThorpacoDresdenverse game ever kicks up again.
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Re: J-Mart II: Boomerang, Captain Boomerang, The Question

Postby Thorpacolypse » Sat May 29, 2010 7:39 pm

Another J-Mart semi-original gets stocked.

Image
You would not believe the trouble this guy has finding shirts. It's not the four arms, mind you, it's the material bursting into flames...

MENZAROTH
PL:
9 (135 pp) – OPL: 9; DPL: 8.5

ABILITIES: STR: 28 (+9) DEX: 12 (+1) CON: 26 (+8) INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)

SKILLS: Bluff 6 (+5), Climb 4 (+9), Concentration (+1), Diplomacy (-1), Disguise (-1), Escape Artist (+1), Gather Info (-1), Handle Animal (-1), Intimidate 10 (+9) [Startle], Knowledge [Arcane Lore] 4 (+4), Notice 3 (+4), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+5)

FEATS: All-out Attack, Ambidexterity, Attack Focus (Melee) (5), Chokehold, Crushing Pin, Diehard, Fearsome Presence (5), Improved Grab, Improved Grapple, Startle

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
Immunity 13 (Fire Damage, Critical Hits, Aging [13pp]) [13]
Protection 4 (Extra: Impervious [8pp]) [4]
Impervious Toughness 1 (1pp) [1]
Additional Limbs 2 (2 arms [2pp]) [2]
Super-Strength 4 (8pp) [4]
Flight 3 (50mph, Drawback: Power Loss [when wings immobilized; uncommon, minor; -1]; 5pp) [3]
Claw Strike 2 (PF: Mighty, Split Attack [4pp]) [2] - DC:26:tough


COMBAT: Base Attack +3, Melee +7, Ranged +2, Grapple +24 [Unarmed +9 (Bruise); Claw Strike +11 (Lethal)]; Defense 15 (12 flat-footed); Init +1; Knockback -8

SAVES: Toughness +12 (+12 flat-footed, +5 Impervious), Fortitude +12, Reflex +4, Will +8

DRAWBACKS:

Abilities 24 + Skills 7 (28 ranks) + Feats 18 + Powers 54 + Combat 18 + Saves 14 – Drawbacks 0 = 135 / 135

Comments: Menzaroth is an original demon I created for my ThorpacoDresdenverse game, but since it croaked, I'm going use him in my personal setting. He's a demon from the Nevernever summoned to...well, I'll leave that for later. He’s a pretty strong demon, but not a world beater. His shtick is to get in close and grapple his foes, letting his four massive arms crush the life out of them. He has a history with Dresden, though, and is looking for a little payback from a previous defeat.
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Re: J-Mart II: Cage, Arsenal, Cannonball, Colossus

Postby Thorpacolypse » Sat May 29, 2010 8:17 pm

Thorpacolypse wrote: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


I had several updates and a few mostly finished new builds sitting around while I was in my minor malaise, so now that I have all the fam settled for the night, I was able to sit down and to get all those imports posted above and get my update of Iceman posted as well. Bobby is always a fave. I really need to get an X-rumble going soon. I feel pretty good about most of the ones I have posted here, pretty much all of them have seen 3-4 updates since I started this stuff a few years ago. They deserve some run...
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Re: J-Mart II: Boomerang, Captain Boomerang, The Question

Postby Thorpacolypse » Sat May 29, 2010 8:30 pm

The next run of builds here at J-Mart II all fit into a certain theme. Whether they be members of our JOB SQUAD or an decent character, they are part of THE UNHEROIC AGE!

Image
That's a pretty bad ass pic for a jobber of his level...

SQUID
PL:
8 (122 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 26 [12] (+8/+1) DEX: 14 (+2) CON: 14 (+2) INT: 11 (0) WIS: 10 (0) CHA: 10 (0)

SKILLS: Acrobatics 3 (+5), Bluff 4 (+4), Climb (+1/+8), Escape Artist 3 (+5), Intimidate 4 (+4), Knowledge [Streetwise] 4 (+4), Notice 3 (+3), Search 3 (+3), Stealth 4 (+6), Swim (+1/+8)

FEATS: All-out Attack, Attack Focus (Melee) (3), Dodge Focus (2), Improved Initiative (1), Takedown Attack (1)

ENHANCED FEATS: Accelerated Climb, Accelerated Swim, Ambidexterity, Chokehold, Improved Grab, Improved Grapple, Power Attack, Tentacle Flurry (1)

POWERS:
Squid Form 13 (Alternate Form 13, Semi-Solid [65pp traits]; 65pp) [13]
Enhanced Feats 9 (see Feats [9pp]) [9]
Insubstantial 1 (Flaw: Limited openings and spaces [3pp]) [1]
Immunity 1 (Suffocation [Drowning]; 1pp) [1]
Super-Movement 3 (Wall Crawling, Slithering, Sure-Footed [6pp]) [3]
Protection 6 (6pp) [6]
Additional Limbs 3 (4 Tentacles [3pp]) [3]
Enhanced Strength 14 (Flaw: Limited [Tentacles only]; 7pp) [14]
Super-Strength 4 (7 Tons; Flaw: Limited [Tentacles only]; 4pp) [4]
Elongation 2 (Flaw: Limited [Tentacles only]; 1pp) [2]
Inking 8 (Visual Dazzle 8, Array, Extra: Area Burst [24pp array]; 24pp) [8] - DC:18/18:ref/fort
AP: Inking 8 (Nauseate 8, Extra: Area Burst [1pp]) [8] - DC:18/18:ref/fort


COMBAT: Base Attack +5, Melee +8, Ranged +5, Grapple +22 [Unarmed +8 (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -4

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

DRAWBACKS:

Abilities 11 + Skills 7 (28 ranks) + Feats 16 + Powers 56 + Combat 22 + Saves 10 – Drawbacks 0 = 122 / 122

Comments: Another fine jobber villain, the Squid. He was guy who agreed to get super powers to take on Spidey and of course, he got his ass handed to him. Like he could expect anything else when he got SQUID POWERS...

The really sucky thing about him is that his girlfriend got power, too. Her name is Laura Fortune, who became...

...Wait for it...

Ms. Fortune. Wow. Thank goodness they didn't do anything with her after her introduction. She made even jobbers look bad. Squid turned up again recently as a member of The Hood's gang, but I think in my setting I am giving him to Mr. Negative. Can't led The Hood have ALL the jobbers!
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Re: J-Mart II: THE UNHEROIC AGE - Squid

Postby Thorpacolypse » Sat May 29, 2010 8:41 pm

This new member of our JOB SQUAD is also a part of THE UNHEROIC AGE.

Image
Better drop the six pack, dude. You could get a JWI. Jobbing While Intoxicated.

BLOODSHED
PL:
8 (99 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 27 (+8) DEX: 14 (+2) CON: 22 (+6) INT: 10 (0) WIS: 11 (0) CHA: 10 (0)

SKILLS: Acrobatics 2 (+4), Bluff 4 (+4), Climb (+8), Disable Device 3 (+3), Drive 2 (+4), Escape Artist (+2), Intimidate 7 (+7), Knowledge [Streetwise] 4 (+4), Knowledge [Tactics] 4 (+4), Notice 3 (+3), Search 3 (+3), Stealth (+2), Swim (+8)

FEATS: All-out Attack, Attack Focus (Melee) (2), Chokehold, Improved Grapple, Improved Initiative (1), Power Attack, Takedown Attack (1), Tough (1)

POWERS:
Leaping 1 (1pp) [1]
Super-Strength 4 (8 Tons [8pp]) [4]
Impervious Toughness 3 (3pp) [3]
Bloodshed Costume 2 (Device 2, Hard to Lose [10pp traits]; 8pp) [2]

Protection 3 (Extra: Impervious [6pp]) [3]
Retractable Blades 1 (Piercing Strike 1,PF: Mighty, Improved Critical, Split Attack, Subtle [4pp]) [1] - DC:24:tough


COMBAT: Base Attack +5, Melee +7, Ranged +5, Grapple +19 [Unarmed +8 (Bruise); Retractable Blades +9 (Lethal)]; Defense 16 (13 flat-footed); Init +6; Knockback -8

SAVES: Toughness +10 (+10 flat-footed, +6 Impervious), Fortitude +7, Reflex +4, Will +3

DRAWBACKS:

Abilities 34 + Skills 8 (32 ranks) + Feats 9 + Powers 20 + Combat 22 + Saves 6 – Drawbacks 0 = 99 / 99

Comments: Another jobber villain who’s got a little run recently in The Hood’s crew, Bloodshed. Another powerhouse who had a couple of run-ins with Spidey before turning up as part of Parker's crew. But again, I have to partner him with another superhuman crime lord, again shifting him to work with Mr. Negative.
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Re: J-Mart II: THE UNHEROIC AGE - Squid, Bloodshed

Postby Thorpacolypse » Sat May 29, 2010 9:00 pm

An item of better quality than our previous two items, check out this addition to THE UNHEROIC AGE.

Image
If you could make God bleed, people will cease to believe in Him. There will be blood in the water, and the sharks will come.

WHIPLASH (IVAN VANKO)
PL:
9 (120 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 16 (+3) DEX: 13 (+1) CON: 16 (+3) INT: 20 (+5) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff 6 (+7), Climb (+3), Computers 8 (+13), Concentration (+1), Craft [Electronic] 8 (+13), Craft [Mechanical] 8 (+13), Diplomacy (+1), Disable Device 5 (+10), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7), Knowledge [Physical Sciences] 8 (+13), Knowledge [Technology] 8 (+13) [Inventor], Notice 4 (+5), Search (+5), Sense Motive (+1), Stealth 3 (+4), Survival 3 (+4), Swim (+3)

FEATS: All-out Attack, Attack Specialization (1) [Whips], Defensive Roll (1), Improved Initiative (1), Inventor, Power Attack, Speed of Thought, Tough (1), Withstand Damage

POWERS:
Whiplash Exoskeleton 7 (Device 7, Hard to Lose [35pp traits]; 28pp) [7]

Protection 2 (2pp) [2]
Whip Shield 5 (5pp) [5]
Whiplash Strike 9 (Electrical Strike 9, Array, Extra: Penetrating, PF: Extended Reach x4, Improved Critical, Improved Block, Improved Disarm x2, Split Attack [27pp]) [9] - DC:24:tough
AP: Whiplash Snare 9 (PF: Chokehold, Tether [1pp]) [9] - DC:19:ref


COMBAT: Base Attack +7, Melee +7, Ranged +7, Whips +9, Grapple +10 [Unarmed +3 (Bruise); Whiplash Strike +9, 19-20 Critical (Lethal)]; Defense 21 (13 flat-footed); Init +9; Knockback -3

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

DRAWBACKS:

Abilities 29 + Skills 17 (68 ranks) + Feats 9 + Powers 28 + Combat 26 + Saves 11 – Drawbacks 0 = 120 / 120

Comments: Loved Iron Man 2, loved Rourke as Vanko. Actually made Whiplash kinda cool for once.

In the flick, he is portrayed as a Russian physicist with axe to grind against the Starks and his initial appearance where he tries to whack Tony at the Ciruit de Monte Carlo rocks. His exoskeleton creates some nasty electro whips, which he can use to strike people with, wrap them up with and also flail around to protect him for getting hit. And it protected him from getting squished when he was rammed with a car by Happy and Pepper, plus he takes some pretty good punishment from Tony, too, so he gets a pretty solid Toughness save and Withstand Damage to allow him to hang with him for a while.

I would have probably built him at PL7 or 8 but since my Iron Man is PL11 in this setting, I went up to PL9 to keep him as a challenge for Tony.
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Re: J-Mart II: THE UNHEROIC AGE - Squid, Bloodshed, Whiplash

Postby Severance » Sat May 29, 2010 9:19 pm

Sweet Whiplash! Will there be any chance of seeing the armor he used at the end of the movie?
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Re: J-Mart II: THE UNHEROIC AGE - Squid, Bloodshed, Whiplash

Postby Thorpacolypse » Mon May 31, 2010 7:42 pm

Severance wrote:Sweet Whiplash! Will there be any chance of seeing the armor he used at the end of the movie?


There is always hope, my friend. I should probably see the movie again before whipping that up. I mean, as the main proprietor of this store, certainly I can write that off as a research and claim it as a business expense. :wink:
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Re: J-Mart II: THE UNHEROIC AGE - Squid, Bloodshed, Whiplash

Postby Thorpacolypse » Mon May 31, 2010 8:41 pm

A new item from our Gotham store hits the J-Mart II shelves.

Image
This is why we bring dogs!

THE CHECHEN
PL:
4 (68 pp) – OPL: 4; DPL: 4

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

SKILLS: Bluff 6 (+7), Climb (+1), Concentration (+2), Diplomacy 5 (+6), Disable Device 4 (+5), Disguise (+1), Drive 2 (+3), Escape Artist (+1), Gather Info 7 (+8) [Contacts, Well-Informed], Handle Animal (+1), Intimidate 5 (+6), Knowledge [Streetwise] 7 (+8), Languages 1 (English, Base: Russian), Notice 3 (+5), Search 3 (+4), Sense Motive 3 (+5), Stealth (+1), Survival 2 (+4), Swim (+1)

FEATS: Contacts, Dodge Focus (1), Equipment (6), Minions (6) [20 Thugs, 3 Dogs], Tough (1), Wealth (2), Well-Informed

POWERS:
None


EQUIPMENT:
(30ep)

Cell Phone (1ep)
Undercover Shirt (Protection 1, PF: Subtle [2ep]) [1]
Arsenal (10ep):
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough
Brass Knuckles (Bludgeoning Strike 1, PF: Mighty; Tiny [1ep]) [1] - DC:17:tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:17:tough
17ep for vehicle, HQ, other EQ as needed,

COMBAT: Base Attack +4, Melee+4, Ranged +4, Grapple +5 [Unarmed +1 (Bruise); Light Pistol +4 (Lethal); Brass Knuckles +2 (Bruise/Lethal); Knife +2, 19-20 Critical (Lethal)]; Defense 15 (12 flat-footed); Init +1; Knockback -1

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

DRAWBACKS:

Abilities 15 + Skills 12 (48 ranks) + Feats 18 + Powers 0 + Combat 16 + Saves 7 – Drawbacks 0 = 68 / 68

Comments: I know there are a people out there at that didn’t like The Dark Knight. While this amazes me, I can see some of their arguments. I don’t agree by any stretch, but I can allow myself to see that other point of view.

Regardless as to how you felt about the overall movie, however, I think you have to give props to all the mob bosses in the show. I thought Eric Roberts was a great as Maroni, Michael Jai White has a good, short run as Gambol but I really liked Ritchie Coster as The Chechen. He had a style that really made you buy into his Russian mobster role and I liked him being heavily featured. So I figured I’d add him to my Gotham setting.
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Re: J-Mart II: THE UNHEROIC AGE - Whiplash, Chechen,

Postby Thorpacolypse » Mon May 31, 2010 8:48 pm

Check out this RED LIGHT SPECIAL that is part of THE UNHEROIC AGE of J-Mart!

Image
You gotta admit, the suit does add the overall evilness of his look...

ARKADY ROSSOVICH (OMEGA RED)
PL:
11 (182 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 28 (+9) DEX: 12 (+1) CON: 26 (+8) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Bluff 7 (+8), Climb (+9) [Accelerated Climb], Computers 4 (+6), Concentration (+2), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info 7 (+8), Handle Animal (+1), Intimidate 10 (+11) [Forceful Intimidation, Mass Intimidation, Startle], Knowledge [Streetwise] 5 (+7), Knowledge [Tactics] 4 (+6), Languages 2 (English, Japanese, Base: Russian), Notice 5 (+7), Search (+2), Sense Motive 6 (+8), Stealth 6 (+7), Survival (+2), Swim (+9)

FEATS: All-out Attack, Attack Focus (Melee) (4), Chokehold, Crushing Pin, Dodge Focus (3), Endurance (1), Forceful Intimidation, Improved Initiative (1), Mass Intimidation, Minions (6) [25 Thugs], Power Attack, Startle, Wealth (2)

ENHANCED FEATS: Accelerated Climb, Ambidexterity, Grappling Block, Improved Grab, Improved Grapple, Improved Pin

POWERS:
Super-Strength 3 (5 Tons [6pp]) [3]
Death Spores 5 (Nauseate 5, Extras: Duration [Sustained], Cloud Area Burst, Flaw: Sense Dependent [Olfactory], PF: Subtle [16pp]) [5] - DC:15:fort
Transfer 8 (Drain Constitution 8 [Flaw: Requires Grapple] to Boost: Healing 8 [Flaw: Personal Only]; 8pp) [8] - DC:18:fort
Carbonadium Tentacles 3 (Active Container 3, PF: Innate [15pp traits]; 16pp) [3]

Enhanced Feats 6 (see Feats [6pp]) [6]
Additional Limbs 2 (2 Tentacles [2pp]) [2]
Elongation 3 (Flaw: Limited to Tentacles [2pp]) [2]
Bludgeoning Strike 2 (PF: Mighty, Improved Critical, Split Attack [5pp]) [2] - DC:26:tough

Carbonadium Armor 2 (Device 2, Hard to Lose [10pp traits]; 8pp) [2]
Protection 5 (Extra: Impervious [10pp]) [5]
Regeneration 8 (Recovery Rate 8 [8pp])
Bruised 1/round [1]
Injured 1/1 minute [3]
Disabled 1/hour [2]
Staggered 1/20 minutes [1]
Ability Damage 1/5 hours [1]
PF: Diehard


COMBAT: Base Attack +7, Melee +11, Ranged +7, Grapple +23, Tentacle Grapple +26 [Unarmed +9 (Bruise), Tentacle Strike +11, 19-20 Critical (Bruise)]; Defense 19 (13 flat-footed); Init +5; Knockback -9

SAVES: Toughness +13 (+13 flat-footed, +5 Impervious), Fortitude +11, Reflex +4, Will +5

DRAWBACKS:

Abilities 46 + Skills 14 (56 ranks) + Feats 30 + Powers 57 + Combat 26 + Saves 9 – Drawbacks 0 = 182 / 182

Comments: I always liked Omega Red, but he eventually became a one-note character (must kill Logan, must find Carbonadium Synthesizer, blah, blah, blah) when he had the potential to be a serious bad ass. Super strong, regenerator with a death spore aura and the ability to drain people’s life force with those tentacles…great overall villain design. But he never developed much beyond that initial role.

Then he got a little run as an aspiring Russian Mafia boss and THAT I liked. So in my setting, he still has his feelers out for the Carbonadium Synthesizer but is currently focused on building his criminal empire.
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