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

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Re: J-Mart II: Harley, Ivy, Detective Chimp, Havok, She-Hulk

Postby Alexander » Fri Dec 04, 2009 8:31 am

Thorpacolypse wrote: There's one with her and Wonder Woman in a...compromising position that even made my depraved mind go "YIKES!". :shock:


Noo! You can't post something like that and leave us hanging! :D

Anyway, that's a great soldier build - especially to use as a basis for a low-PL soldier campaign. Would you say (any) special forces would cross into PL6 or simply arrange the points differently?
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Re: J-Mart II: Harley, Ivy, Detective Chimp, Havok, She-Hulk

Postby Thorpacolypse » Fri Dec 04, 2009 8:11 pm

Alexander wrote:
Thorpacolypse wrote: There's one with her and Wonder Woman in a...compromising position that even made my depraved mind go "YIKES!". :shock:


Noo! You can't post something like that and leave us hanging! :D

Anyway, that's a great soldier build - especially to use as a basis for a low-PL soldier campaign. Would you say (any) special forces would cross into PL6 or simply arrange the points differently?


I'll PM you the link. :)

As far as the Special Forces go, I think it depends on what kind of special forces. Snipers would warrant the PL increase if only for the ranged attack bonus, wetworks teams may only require some point shifting and few more stealth feats, Navy SEALS may warrant a higher level as well. It also depends on their role in the campaign.

Was that vague enough, or should I perhaps add the word "could" a few more times? :wink:
Last edited by Thorpacolypse on Fri Dec 04, 2009 8:15 pm, edited 1 time in total.
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Re: J-Mart II: Havok, She-Hulk, Doc Samson, Gambit, Joker

Postby Thorpacolypse » Fri Dec 04, 2009 8:12 pm

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

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

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

Admittedly that's just my assumptions.


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

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


Exactamundo, Arkite. Couldn't have said it better myself. I try to stay away from too many feats for archetype builds, and I could certainly see others, but those seemed to be the most fitting.
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Re: J-Mart II: Harley, Ivy, Detective Chimp, Havok, She-Hulk

Postby Alexander » Fri Dec 04, 2009 9:11 pm

Thorpacolypse wrote:I'll PM you the link. :)


Sweeet :D
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Re: J-Mart II: Havok, She-Hulk, Doc Samson, Gambit, Joker

Postby Thorpacolypse » Sun Dec 06, 2009 4:57 pm

Tonight we are still going to stay away from a single theme, but one thing we will be stocking plenty of are RED LIGHT SPECIALS, including this J-Mart Favorite item.

Image
Rulk rocks, but most importantly and sadly, I miss Michael Turner...

THE RED HULK
PL:
13 (275 pp) – OPL: 13 [14]; DPL: 13

ABILITIES: STR: 44 [12] (+18/+1) DEX: 14 (+2) CON: 38 [14] (+14/+2) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Bluff 8 (+11), Climb (+13), Computers 5 (+8), Concentration (+2), Diplomacy (+3), Disguise (+3), Escape Artist (+2), Gather Info (+3), Handle Animal (+3), Intimidate 8 (+11/+13) [Startle], Knowledge [Tactics] 10 (+13), Notice 5 (+7), Search 4 (+7), Sense Motive 6 (+8), Stealth 6 (+8/+4), Survival 8 (+10), Swim (+13)

FEATS: All-out Attack, Attack Focus (Melee) (2), Chokehold, Crushing Pin, Combat Clarity, Dodge Focus (1), Fearsome Presence (6), Improved Critical (1) [Unarmed], Improved Grapple, Improved Initiative (2), Master Plan, Power Attack, Rage (2) [10 rounds], Startle, Takedown Attack (1), Ultimate Effort (1) (Ultimate Toughness Save)

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 24 (24pp) [24]
Enhanced Constitution 20 (20pp) [20]
Super-Strength 9 (3768 Tons; Dynamic Array, PF: Bracing, Groundstrike, Shockwave [21pp array]; 21pp) [9]
DAP: Leaping 9 (9pp) [9]
Speed 1 (10 mph [1pp]) [1]
Protection 5 (Extra: Impervious [10pp]) [5]
Impervious Toughness 3 (3pp) [3]
Gamma Radiation Aura 1 (Nauseate 1, Extra: Aura, Duration [Continuous], Flaw: Permanent [4pp]) [1] - DC:11:fort (DC:20:fort at Full Boost)
Boost 18 (Gamma Radiation Aura, Flaw: Emotional [Anger], Tiring [After 3 rounds at full Boost], PF: Slow Fade, Triggered [Rage activation]; [36pp boost]; 10pp]) [18]
Drain Energy 13 (All Radiation Energy Effects [39pp]) [13] – DC:23:fort
Super Senses 2 (Astral Form Awareness [2pp]) [2]
Immunity 6 (Cold, Heat, High Pressure, Radiation, Starvation/Thirst, Sleep [6pp]) [6]
Mind Shield 6 (6pp) [6]
Regeneration 18 (Recovery Rate 18 [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 +8, Melee +10, Ranged +7, Grapple +36, Raging Grapple +38 [Unarmed +18, 19-20 Critical (Bruise)]; Defense 16 (12 flat-footed); Init +10; Knockback -12

SAVES: Toughness +19 (+19 flat-footed, +5 Impervious) (Ultimate Save), Fortitude +16, Reflex +3, Will +7 (+13 against Mental Effects)

DRAWBACKS: Normal Identity - Full Round Action (Uncommon, severe; -4)

Abilities 26 + Skills 15 (60 ranks) + Feats 24 + Powers 178 + Combat 28 + Saves 8 – Drawbacks -4 = 275 / 275

Comments: I’ve gone through my Red Hulk build 3-4 times now and every time he comes out cheaper. I guess my Stat Fu continues to increase, thank goodness. I may be up to a yellow belt now!

Anyway, Rulk is Rulk. He’s really a slightly less powerful version of the Green Scar Hulk; tactically smart, pretty much at the fully boosted levels of the Savage Hulk all the time and not afraid to use lethal damage whenever he deems it necessary. Unlike the Banner Hulk, this Hulk gets “hotter” the madder he gets, increasing his Gamma Radiation Aura as he gets madder. Big flaw to that is once he gets really mad, the aura wears him out, allowing an opponent to have a good shot at taking him down. Other than that, if he keeps his emotions in check, you can be in a for a long day.

From a Thorpacoverse standpoint, Rulk is working for the government in a currently classified role. Much like the direction Loeb is taking his character now, he’s more of an anti-hero than a pure villain, still believing in his country and doing what he thinks is best and less concerned with revenge on Banner, although he’ll still take a shot at him if he can.

Clean Up 6/4/10: Well, now that we know who Rulk is, and the fact that I wanted to take him down a PL, I figured it was time for a remodel. I had also forgotten has energy draining abilities, so I put in a mechanic, but I'm not real happy with it. Guess I'll fix him again when 3E comes out...
Last edited by Thorpacolypse on Fri Jun 04, 2010 1:29 pm, edited 2 times in total.
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Re: J-Mart II: Joker, Rulk

Postby Thorpacolypse » Sun Dec 06, 2009 6:10 pm

Another RED LIGHT SPECIAL hits the shelves, but this item is also our first item in our new RED REICH Line.

Image
No more convoluted plots, no Cosmic Cubes, no insidious infiltration of the American government. We are going to do what we should have done all these years...we are going back to war with the World, gentlemen. And this time...this time...we WIN.

RED SKULL
PL:
11 (190 pp) – OPL: 11; DPL: 10

ABILITIES: STR: 22 (+6) DEX: 22 (+6) CON: 22 (+6) INT: 20 (+5) WIS: 20 (+5) CHA: 20 (+5)

SKILLS: Acrobatics 2 (+8), Bluff 8 (+13) [Durable Lie, Taunt], Climb (+6), Concentration (+5), Craft [Chemical] 7 (+12), Diplomacy 8 (+13), Disguise (+5), Escape Artist (+6), Gather Info 8 (+13) [Contacts, Well-Informed], Handle Animal (+5), Intimidate 8 (+13) [Startle], Knowledge [Civics] 5 (+10), Knowledge [Tactics] 8 (+13), Knowledge [Technology] 7 (+12) [Inventor], Notice 3 (+8), Search 3 (+8), Sense Motive 5 (+10), Stealth 3 (+9), Survival (+5), Swim (+6)

FEATS: Attack Focus (Ranged) (1), Attack Specialization (1) [Dust of Death], Attack Specialization (1) [Firearms], Benefit (4) [Wealth x4], Challenges (1) [Durable Lie], Clean (1), Contacts, Dodge Focus (4), Equipment (8), Fearsome Presence (5), Inspire (2), Inventor, Master Plan, Minions (10) [50 Fanatical Neo Nazi Soldiers], Sneak Attack (1), Startle, Taunt, Tough (1), Well-Informed

POWERS:
Dust of Death 5 (Device, Easy to Lose, PF: Subtle [25pp traits]; 16pp ) [5]
Drain Constitution 10 (Extra: Targeted Cloud Area [20pp]) [10] - DC:20:fort
LP: Morph 5 (Head into Red Skull, Extra: Attack, Flaw: Affects Others Only [3pp]) [3] - DC:15:fort

Immunity 1 (Dust of Death, Aging [Limited]; 1pp) [1]
Speed 1 (1pp) [1]
Leaping 1 (1pp) [1]


EQUIPMENT:
(40ep)

Undercover Vest (Protection 3, Subtle [4ep]) [3]
25ep free as needed for HQ, vehicle, etc.
Arsenal (11ep array):
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:22:tough

COMBAT: Attack 10, Melee +10, Ranged +11, Dust of Death +12, Firearms +13, Grapple +16 [Unarmed +6 (Bruise); Heavy Pistol +5 (Lethal); Knife +7, 19-20 Critical (Lethal)]; Defense 20 (13 flat-footed) Init +6; Knockback -5

SAVES: Toughness +10 (+10 flat-footed), Fortitude +7, Reflex +7, Will +11

DRAWBACKS:

Abilities 66 + Skills 19 (76 ranks) + Feats 44 + Powers 19 + Combat 34 + Saves 8 – Drawbacks 0 = 190 / 190

Comments: My new take on The Red Skull. Originally, I was dead set that I was not going to build him in the Steve Rogers clone body mode and I didn’t, but...I did waffle a bit. I’ll explain in a minute.

Johann Schmidt, here is the Red Skull, just in case you've been under a rock for the past 40 years or so. He is a great mastermind villain and for my money, right at the top. He can plan, invent, frighten, inspire, lie…he can do it all. But the main reason he's in the small percentage of greatest villains is the fact that he is based in the root of all modern evil (Nazism and in fact, he was even a friend of Hitler's) and with his visage, he is physcially frightening, enough that when I was a kid, I didn't like getting Cap books he was in because it actually scared me.

As a build, Dust of Death is a simple but effective way of taking out a number of foes in a 50 ft range all at once. For the rest, like I said, this is not the Steve Rogers clone body version. On Earth-217, Baron Von Blitzschag, formerly a Nazi supervillain, but currently in the Initiative, secretly smuggled a body of one of his MVP clones to Arnim Zola who helped transfer Schmidt’s consciousness into the young, peak human body of Michael Van Patrick. Now, with a young powerful body, Schmidt is even more dangerous and ready to lead his new cabal, THE RED REICH against any and all who oppose him. And, I didn't break my word to myself. Mostly. :wink:

As I stated in his quote, Schmidt is working on a plan to create a massive army to help him start and win World War III. With the resources I plan on giving him, he might just be able to pull it off.
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Re: J-Mart II: Joker, Rulk, Red Skull

Postby Arthur Eld » Sun Dec 06, 2009 6:13 pm

Don't the last couple of issues of Hulk indicate that Rulky here has some sort of energy-related Transfer power?
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Re: J-Mart II: Joker, Rulk, Red Skull

Postby Thorpacolypse » Sun Dec 06, 2009 6:17 pm

Another item in our RED REICH Line hits the shelves.

Image
Whatever you say, Skull.

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

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

SKILLS: Acrobatics 5 (+8), Bluff (+2), Climb 3 (+9), Concentration (+2), Diplomacy (+2), Disable Device 9 (+10), Disguise (+2), Drive 5 (+8), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate 10 (+12) [Forceful Intimidation, Startle], Knowledge [Streetwise] 7 (+8), Knowledge [Tactics] 7 (+8), Notice 5 (+7), Pilot 5 (+8), Search (+1), Sense Motive 10 (+12) [Assessment, Combat Clarity], Sleight of Hand 5 (+8), Stealth 9 (+12), Survival 8 (+10) [Track], Swim (+6)

FEATS: All-out Attack, Assessment, Challenges (2) [Combat Clarity, Forceful Intimidation], Chokehold, Dodge Focus (4), Equipment (8), Fearsome Presence (1), Finishing Blow, Improved Aim, Improved Critical (4) [Unarmed, Knives, Firearms, Crossbow], Improved Initiative (1), Improved Pin, Power Attack, Quick Draw (1), Sneak Attack (1), Startle, Takedown Attack (1), Tough (2), Track

POWERS:
None


EQUIPMENT:
(40ep)

Costume (Protection 2, Subtle [3ep]) [2]
Commlink, Handcuffs, Mini-Tracer (3ep)
9ep for vehicle or as needed for situation
Arsenal (25ep array):
Assault Rifle (Ballistic Blast 6, Extra: Auto-Fire; 60 ft range, Large [18ep]) [6] - DC:21:tough
Heavy Crossbow (Piercing Blast 3, PF: Improved Critical; 120ft range, Medium [1ep]) [3] - DC:18:tough
Light Machine Pistol (Ballistic Blast 4, Extra: Auto-Fire; 40 ft range, Small [1ep]) [4] - DC:19:tough
Sniper Rifle (Ballistic Blast 6, PF: Extended Range x4, Improved Critical; 250 ft range, Large [1ep]) [6] - DC:21:tough
Twin Knifes (Piercing Strike 1, PF: Mighty, Improved Critical, Split Attack, Thrown; 10 ft range, Small [1ep]) [1] - DC:22:tough
Twin Heavy Pistols (Ballistic Blast 5, PF: Split Attack; 50 ft range, Small [1ep]) [5] - DC:20:tough
Fragmentation Grenades (Ballistic Blast 6, Extra: Targeted Area Explosion, Range 60 ft [1ep]) [6] - DC:21:tough
Brass Knuckles (Bludgeoning Strike 1, PF: Mighty; Tiny [1ep]) [1] - DC:22:tough

COMBAT: Base Attack +13, Melee +13, Ranged +13, Grapple +19 [Unarmed +6, 19-20 Critical (Bruise); Assault Rifle +6, 19-20 Critical, Auto-Fire (Lethal); Heavy Crossbow +3, 19-20 Critical (Lethal); Light Machine Pistol +4, 19-20 Critical, Auto-Fire (Lethal); Sniper Rifle +6, 18-20 Critical (Lethal); Knives +7, 18-20 Critical (Lethal); Heavy Pistols +5, 19-20 Critical (Lethal); Fragmentation Grenades +6 (Lethal); Brass Knuckles +7 (Bruise/Lethal)]; Defense 22 (14 flat-footed); Init +7; Knockback -4

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

DRAWBACKS:

Abilities 40 + Skills 22 (88 ranks) + Feats 34 + Powers 0 + Combat 42 + Saves 12 – Drawbacks 0 = 150 / 150

Comments: The Red Skull’s longtime right hand henchman, Crossbones. He is another one of those guys that is mega-badass in one comic, hanging with Cap and having Cap get out of it by the skin of his teeth, and in another, he’s getting pwned by Diamondback or someone like that. So he comes out as a balanced PL10, close to peak strength and con, lots of skills but nothing too outlandish and come good combat feats and serious arsenal so he should come out about the way he has been portrayed.

Of course, on Earth-217, he’s still rolling with Da Skull.
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Re: J-Mart II: Joker, Rulk, Red Skull

Postby Thorpacolypse » Sun Dec 06, 2009 7:13 pm

Another item in our RED REICH line is getting stocked.

Image
I don't care how bad ass the pic is...still can't get past the yellow and pink...

BARON BLITZKRIEG
PL:
10 (139 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 30 [16] (+10/+3) DEX: 14 (+2) CON: 28 [16] (+9/+3) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

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

FEATS: All-out Attack, Chokehold, Equipment (1), Fast Overrun, Improved Initiative (1), Leadership, Teamwork (1)

POWERS:
Enhanced Strength 14 (14pp) [14]
Enhanced Constitution 12 (12pp) [12]
Flight 5 (Dynamic Array [10pp traits]; 11pp) [5]
DAP: Super-Strength 5 (25 Tons [2pp]) [5]
Heat Vision Blast 8 (16pp) [8] – DC:23:tough


EQUIPMENT:
(5ep)

Costume (Protection 3 [2ep]) [3]

COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +25 [Unarmed +10 (Bruise), Heat Vision Blast +8 (Bruise)]; Defense 18 (14 flat-footed); Init +6; Knockback -5

SAVES: Toughness +12 (+12 flat-footed), Fortitude +11, Reflex +5, Will +4

DRAWBACKS:

Abilities 24 + Skills 10 (40 ranks) + Feats 7 + Powers 55 + Combat 36 + Saves 7 – Drawbacks 0 = 139 / 139

Comments: The mighty Baron Blitzkrieg. Long time DC jobber to Captain Marvel and the JSA, now he’s part of The Red Skull’s new Red Reich in my setting. He's mid-level powerhouse with some heat vision and fighting skill, a good commander for some of the Red Skull's forces.
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Re: J-Mart II: Joker, Rulk, Red Skull

Postby Thorpacolypse » Sun Dec 06, 2009 7:23 pm

Moving onto other new items, check this new piece of merchandise in our Villains Line.

Image
I really suck. Not Pym suck, but literally, I suck powers.

PARASITE
PL:
13 (225 pp) – OPL: 13; DPL: 5.5

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

SKILLS: Climb (+3), Escape Artist (+1), Intimidate 8 (+8), Knowledge [Life Sciences] 8 (+10), Search (+2), Stealth 8 (+9), Swim (+3)

FEATS: All-out Attack, Attack Focus (Melee) (7), Improved Grab, Improved Grapple, Improved Initiative (2), Improved Pin, Tough (2)

POWERS:
Transfer 13 (Drain all traits to Boost all traits; Extra: Alternate Save [Will]; Flaws: Side Effect [Stun], Tainted; Power Feat: Selective, Slow Fade 4 [1 hour/pp]; 109pp) [13]
LP: Mental Duplication 10 (Extra: Linked, Flaw: Split Personality [30pp]) [10]
LP: Morph 10 (Extra: Linked, Flaw: Appearance of Drained opponent Only, Drawback: Power Loss [if target not touched in last 24 hours; Uncommon, Minor; -1]; 19pp) [10]


COMBAT: Base Attack +3, Melee +10, Ranged +3, Grapple +13 [Unarmed +3 (Bruise)]; Defense 16 (13 flat-footed); Init +9; Knockback -2

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

DRAWBACKS:

Abilities 18 + Skills 6 (24 ranks) + Feats 15 + Powers 158 + Combat 18 + Saves 10 – Drawbacks 0 = 225 / 225

Comments: You know, I started this build almost a year and half ago, and lost it somewhere. While cleaning up some old folders on my laptop, I found it and decided to finish it up. Parasite is well known for being one of Superman’s main foes because he has the ability to mimic and drain all of an opponent’s abilities, and Superman is his favorite snack.

I am iffy on his power structure, which I started out with a Requires Grapple flaw, then changed it because he could never win a grapple against Superman without some sort of super strength, which he shouldn’t have. So it’s plain old touch range Transfer, and borrowed heavily from Taliesin’s power structure for it. I didn’t realize he could change his looks, too, but after some Wiki research, I added it in, too.
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Re: J-Mart II: Joker, Rulk, Red Skull

Postby Dreaming Psion » Sun Dec 06, 2009 7:29 pm

Thorpacolypse wrote:Moving onto other new items, check this new piece of merchandise in our Villains Line.

Image
I really suck. Not Pym suck, but literally, I suck powers.

[b]PARASITE


Another Pym joke? Wow, you really pull out all the stops. Your disdain for him must be undying :lol:
Check out the anime/manga 3e thread
My new Oddballs reborn thread
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Re: J-Mart II: Joker, Rulk, Red Skull, Parasite

Postby Thorpacolypse » Sun Dec 06, 2009 8:11 pm

A GREEN LIGHT SPECIAL hits the shelves.

Image
Oh boy...

GREEN ARROW (OLIVER QUEEN)
PL:
10 (158 pp) – OPL: 10; DPL: 10

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

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

FEATS: Assessment, Attack Focus (Ranged) (1), Attack Specialization (1) [Bow], Attack Specialization (1) [Sword], Attractive (1), Benefit (3) [Wealth x3], Deadeye, Defensive Roll (1), Dodge Focus (5), Eagle Eyes, Equipment (2), Improved Aim, Improved Critical (2) [Bow x2], Improved Initiative (1), Improved Ranged Disarm, Luck (1), Power Attack, Precise Shot (2), Quick Draw (1), Ranged Pin, Taunt, Ultimate Effort (1) (Ultimate Aim), Uncanny Dodge (Visual)

POWERS:
Bow and Trick Arrows 8 (Device 8, Easy to Lose [40pp traits]; 24pp) [8]

Normal Bladed Arrows (Piercing Blast 7, Extra: Auto-Fire [21pp]) [7] - DC:22:tough
AP: Bow Smash (Bludgeoning Strike 2, PF: Mighty [1pp]) [2] - DC:20:tough
AP: Acetylene Arrow (Disintegration 3 (Extra: Duration [Sustained]; 1pp) [3] - DC:13/18:fort/tough
AP: Acid arrow (Disintegration 5 [1pp]) [5] - DC:15/20:fort/tough
AP: Bola arrow (Snare 5, Extra: Linked with Trip, Transparent; Trip 5, Extra: Linked with Snare, PF: Improved Throw [1pp]) [5] - DC:15:ref
AP: Boxing glove arrow (Blast 4, Extra: Linked with Stun; Stun 4, Extra: Linked with Blast, Ranged, PF: Accurate [1pp]) [4] - DC:19/19:tough/fort
AP: Cryonic Arrow (Ice Snare 7, Extra: Targeted Area Burst [1pp]) [7] - DC:17:ref
AP: Drill Arrow (Piercing Blast 7, Extra: Penetrating [1pp]) [7] - DC:22:tough
AP: Explosive Arrow (Ballistic Blast 7, Extra: Area Explosion [1pp]) [7] - DC:17/22:ref/tough
AP: Extinguisher arrow (Nullify Fire 7 [All powers with fire descriptor], Extra: Targeted Area Burst, Alternate Save [Reflex]; 1pp) [7] - DC:17:ref
AP: Flash arrow (Visual Dazzle 7, Extra: Area Burst [1pp]) [7] - DC:17/17:ref/fort
AP: Glue arrow (Adhesive Snare 7, Extra: Targeted Burst Area, Contagious [1pp]) [7] - DC:17:ref
AP: Grappling hook arrow (Super-Movement 1 [Swinging]; 1pp) [1]
AP: Jet arrow (Flight 5, Flaw: Instant Duration [1pp]) [5]
AP: Magnetic arrow (Magnetic Control 7, Extra: Targeted Burst Area, Flaw: Ranged [1pp]) [7]
AP: Net arrow (Net Snare 7, Extra: Targeted Area Burst [1pp]) [7] - DC:17:ref
AP: Parachute arrow (Flight 1, Extra: Affects Others, Ranged, Flaw: Gliding) [1]
AP: Smoke arrow (Obscure 7 [visual and olfactory]; 1pp) [7]
AP: Sonic arrow (Nauseate 7, Extra: Ranged [1pp]) [7] - DC:17:fort
AP: Tear gas arrow (Visual Dazzle 3, Extra: Targeted Cloud Area, Linked with Nauseate); Nauseate 3 (Extra: Targeted Cloud Area, Linked with Dazzle) [3] - DC:13/13:ref/fort


EQUIPMENT:
(10ep)

Costume (Protection 2, Commlink, GPS [4ep]) [2]
Rebreather (1ep)
Sword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep]) [3] - DC:21:tough

COMBAT: Base Attack +10, Melee +10, Ranged +11, Bow +13, Sword +12, Grapple +13 [Unarmed +3 (Bruise); Arrow Blast +7, Auto-Fire (Bruise/Lethal); Sword +6, 19-20 Critical (Bruise/Lethal)]; Defense 23 (14 flat-footed); Init +9; Knockback -3

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

DRAWBACKS:

Abilities 40 + Skills 15 (60 ranks) + Feats 32 + Powers 24 + Combat 36 + Saves 11 – Drawbacks 0 = 158 / 158

Comments: My latest reworking of Ollie almost had him come out a balanced PL10, amazingly enough. But I decided to add in a couple more feats for flavor so he comes in very slightly overpointed. Since I consider an “average” hero PL9, Ollie at PL10 is perfect since he’s still street level, but definitely more than an “average” hero. I will probably put Roy and Conner at PL9 when I rework them.

This Ollie is a nightmare for the street level villains, with an Auto-Fire arrow blast and tons of other ways to affect saves. He can mix up his caps and with his sky high attack bonus, if you give him a chance to aim, he ain't missin'. On Earth-217, he's still protecting Star City and serving with the Justice League, along with his wife, Black Canary.

Clean Up 4/20/10: So I finally got Silver Age and with that comes that wicked cool Gimmick Arrows setup. I took it down a rank from 8 to 7 to allow Ollie to be a bit more accurate, but we’ll have to see how it plays.
Last edited by Thorpacolypse on Thu Apr 29, 2010 8:21 pm, edited 1 time in total.
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Re: J-Mart II: Joker, Rulk, Red Skull, Parasite

Postby Thorpacolypse » Sun Dec 06, 2009 8:18 pm

Our last item for the evening is a BLACK LIGHT SPECIAL.

Image
For god's sake, Ollie, PLEASE shut up!

BLACK CANARY
PL:
10 (142 pp) – OPL: 10; DPL: 10

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

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

FEATS: Assessment, Attack Focus (Melee) (6), Attack Specialization (1) [Unarmed], Contacts, Cunning Fighter, Defensive Attack, Defensive Roll (3), Distracting Looks (1), Dodge Focus (6), Equipment (3), Follow-up Strike, Grappling Finesse, Improved Critical (3) [Unarmed x3], Improved Initiative (1), Leadership, Power Attack, Precise Strike, Sneak Attack (1), Stunning Attack, Takedown Attack (2), Unbalancing Strike, Uncanny Dodge (Auditory)

POWERS:
Sonic Control 10 (Array, Extras: Cone Area, Flaw: Distracting, Touch Range [10pp array]; 10pp) [10] - DC:20:ref
AP: Sonic Blast 10 (Extras: Cone Area, Flaw: Distracting, Touch Range [1pp]) [10] - DC:20/25:ref/tough
AP: Sonic Stun 6 (Extras: Cone Area, Flaw: Distracting [1pp]) [6] - DC:16/16:ref/fort


EQUIPMENT:
(15ep)

Leather Jacket (Protection 1 [1p]) [1]
Commlink, Multi-tool, GPS (3ep)
Vehicle (11ep):
Motorcycle (Standard Archetype, Extras: Hidden Compartments, Alarm [11ep]),

COMBAT: Base Attack +7, Melee +13, Ranged +7, Unarmed +15, Grapple +15 [Unarmed +2, 17-20 Critical (Bruise); Sonic Blast +10 (Bruise)]; Defense 24 (14 flat-footed); Init +8; Knockback -3

SAVES: Toughness +6 (+3 flat-footed), Fortitude +5, Reflex +8, Will +7

DRAWBACKS:

Abilities 32 + Skills 17 (68 ranks) + Feats 39 + Powers 12 + 30 + Saves 12 – Drawbacks 0 = 142 / 142

Comments: Black Canary has never been a big fave of mine, but she’s grown on me over the years. A top notch martial artist with that fall back power of the Canary Cry is not anyone to be taken lightly, though, especially in the street level adventures she’s usually involved in.

I made her a wicked martial artist, with tons of feats and a high crit range and her Canary Cry is pretty standard for most builds of her on the tank. I also gave him some good leadership skills, as she has been a great level for the Birds of Prey and did a good job in the Justice League, although I would have like McDuffie to give her more time in the role. As such, she is a co-chair of my Justice League, working right with Cyclops.
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Re: J-Mart II: Havok, She-Hulk, Doc Samson, Gambit, Joker

Postby The Ilethryl Knight » Mon Dec 07, 2009 10:12 am

Thorpacolypse wrote:I guess my Stat Fu continues to increase, thank goodness. I may be up to a yellow belt now!


Please don't sell yourself short, sensei. Your Stat Fu is strong! Yellow is too weak a color for the likes of you. Give yourself a higher-ranking belt, pronto!

BTW, nice Rulk!
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Re: J-Mart II: Joker, Rulk, Red Skull

Postby Thorpacolypse » Mon Dec 07, 2009 8:52 pm

Arthur Eld wrote:Don't the last couple of issues of Hulk indicate that Rulky here has some sort of energy-related Transfer power?


Huh...I must have missed that, although I am a month behind on my pulls (damn Christmas shopping). I'll have to check that out next weekend when I get paid.
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