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

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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby The Ilethryl Knight » Sun Dec 13, 2009 8:04 am

Thorpacolypse wrote:
Woodclaw wrote:These rae very solid builds, nice work (I'm a fan of swashbuckling Kurt too). Just one question, you gave Kurt Distance sense, but I can't quite undertsnad why.


I was trying to come up with a mechanism to help determine his destination when he teleports blind and I thought that covered it. I'm open to better suggestions, though.


Just a thought - how about Precognition, Limited (-2) to determining where his destination would be if he teleports blind, and perhaps Tiring (-1) to reflect that it requires a modicum of Extra Effort since he only seems to pull this sort of thing off on rare occasions.

Super-Senses 4 (Precognition); [Flaws: Limited(to determining where his destination would be if he teleports blind; -2), Tiring (-1)]; 1pp

Would this work for him?
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby Woodclaw » Sun Dec 13, 2009 9:00 am

The Ilethryl Knight wrote:
Thorpacolypse wrote:I was trying to come up with a mechanism to help determine his destination when he teleports blind and I thought that covered it. I'm open to better suggestions, though.


Just a thought - how about Precognition, Limited (-2) to determining where his destination would be if he teleports blind, and perhaps Tiring (-1) to reflect that it requires a modicum of Extra Effort since he only seems to pull this sort of thing off on rare occasions.

Super-Senses 4 (Precognition); [Flaws: Limited(to determining where his destination would be if he teleports blind; -2), Tiring (-1)]; 1pp

Would this work for him?


That's quite a good idea I was thinking about the following combination:

Super-senses 2 (Direction sense, Distance sense; Flaw: Limited [Teleport destination]; 1pp)
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby The Ilethryl Knight » Sun Dec 13, 2009 9:36 am

Woodclaw wrote:Super-senses 2 (Direction sense, Distance sense; Flaw: Limited [Teleport destination]; 1pp)


I imagine he'll like this better. Clean and simple.
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby Thorpacolypse » Sun Dec 13, 2009 11:18 am

The Ilethryl Knight wrote:
Thorpacolypse wrote:
Woodclaw wrote:These rae very solid builds, nice work (I'm a fan of swashbuckling Kurt too). Just one question, you gave Kurt Distance sense, but I can't quite undertsnad why.


I was trying to come up with a mechanism to help determine his destination when he teleports blind and I thought that covered it. I'm open to better suggestions, though.


Just a thought - how about Precognition, Limited (-2) to determining where his destination would be if he teleports blind, and perhaps Tiring (-1) to reflect that it requires a modicum of Extra Effort since he only seems to pull this sort of thing off on rare occasions.

Super-Senses 4 (Precognition); [Flaws: Limited(to determining where his destination would be if he teleports blind; -2), Tiring (-1)]; 1pp

Would this work for him?


I like that. Thanks!


BARON wrote:if you're referring to an example of four color comics; the human torch typically doesn't hit people full blast with fire. he usually does something like encircle them in flame or melt their weapons. it's never "take THAT, bank robber!" *FWOOSH* Even in the silver age, that makes no sense. If he's going to hit Galactus though with a blast of fire, it's lethal damage. there's no going around that.

personally i think if you want that kind of effect, you should put together a feat for it or you could make it an option for anyone. i see two options for the effect itself...

1. as per twin weapon strike. take a -2 to hit with your weapon and if your attack succeeds by 2 or more, deal unarmed damage instead +1 for every 5 points for which you defeat your opponent's defense and you CAN add your strength bonus to the damage. the changes to the feat represent the fact that you don't want your primary weapon damage in the first place. This makes sense mechanically because the effect you want is very similar to that of a twin weapon strike. It's a secondary hit based on the quality of a primary hit.

2. simply make a seperate unarmed attack roll after successfully hitting with your weapon. Add a +2 circumstance bonus to the roll.


I like your 2nd option and also your earlier suggestion of giving an HP for not using them. Both have more flavor, I think.
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby Thorpacolypse » Sun Dec 13, 2009 11:19 am

The Ilethryl Knight wrote:
Woodclaw wrote:Super-senses 2 (Direction sense, Distance sense; Flaw: Limited [Teleport destination]; 1pp)


I imagine he'll like this better. Clean and simple.


It be. I like both, though. Clean and simple is the way a normal man would go, but I have never been described as a normal man. :wink:
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby Thorpacolypse » Sun Dec 13, 2009 2:17 pm

I apologize for what I am about to do in advance. Please forgive me, but I need more disposable villains for my setting, especially the X-Verse. And when you need that, there's only one group that comes to mind.

Prepare yourself for now begins the porting over of THE ACOLYTES!

No, boss...please...I'll actually *shudder* WORK...I swear!

Sorry, Randal. It has to be done. Just...take some antacids and a some anti-depressants and we'll get through this.

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If one more of you asks me to sing Jack and Diane I am going to rip your lungs out!!!

MELLENCAMP
PL:
10 (135 pp) – OPL: 10; DPL: 9.5

ABILITIES: STR: 30 (+10/+6) DEX: 12 (+1) CON: 24 (+7/+5) INT: 14 (+2) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb 2 (+8), Concentration (+1), Escape Artist (+1), Intimidate 10 (+10/+12), Notice (+1), Search (+2), Sense Motive (+1), Stealth (+1/-3), Survival (+1), Swim (+6)

FEATS: All-out Attack, Attack Focus (Melee) (4), Finishing Blow, Improved Grab, Interpose, Power Attack, Takedown Attack (1), Teamwork (1)

POWERS:
Growth 4 (Extras: Action [Continuous], Flaw: Permanent, PF: Innate) [4]

Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Super-Strength 4 (8pp) [4]
Protection 7 (Extra: Impervious [14pp]) [7]
Piercing Strike 1 (PF: Mighty, Split Attack [3pp]) [1] - DC:26:tough
Super-Senses 11(Normal Sight [Extended], Darkvision, Scent [Extended, Acute, Analytical, Hearing [Extended, Acute, Analytical], Track [by scent]; 11pp) [11]
Sensory Shield 4 (All senses [8pp]) [4]
Additional Limb 1 (Tail [1pp]) [1]
Immunity 1 (Physical Drain Effects [5pp]) [5]


COMBAT: Base Attack +5, Melee +8, Ranged +4, Grapple +26 [Unarmed +10 (Bruise), Claw Strike +11 (Lethal)]; Defense 15 (12 flat-footed); Init +1; Knockback -10

SAVES: Toughness +14 (+14 flat-footed), Fortitude +10, Reflex +3, Will +5

DRAWBACKS: Weak Point -Internal organs [uncommon, minor; -1]

Abilities 30 + Skills 3 (12 ranks) + Feats 11 + Powers 61 + Combat 22 + Saves 9 – Drawbacks -1 = 135 / 135

Comments: And so it begins...the porting over from the original J-Mart to the new of the kings and queens of 90's sucky villainy..THE ACOLYTES!

So I was flipping through some old X books (which got me started on this whole X-verse run again) and I came across Mellencamp, who could have been a great character if they actually gave him a real comic name, especially since he kind of looked like the Abomination. But just Mellencamp? I mean, I like John Cougar Mellencamp as much as the next guy, but certainly they could have given a better tribute to him than this?

See, Mellencamp was made into a pretty decent powerhouse, especially for the Acolytes. He was super strong, next to invulnerable, had a load of super senses, was one of the few Acolytes that Scarlet Witch could stand to talk to and was considered the Noble Knight of The Acolytes because he had a strong personal code and would often give his fellow mutant opponents an opportunity to avoid the fight. But when they chose to rumble, he would be a beast and a half. He also abhored torture because he was abused terribly as a child, leading to his fanatical devotion to Magneto. That all sounds like the makings of a good character, but as usual, he got buried and finally whacked by Madrox duplicating INSIDE OF HIM (ergo, the weak point :wink: ). Yet, we get continual doses of all kinds of lame characters. I just don’t get it.
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby JoshuaDunlow » Sun Dec 13, 2009 2:43 pm

Just thought id add my own two cents on this;

What about a Supersense 4 [Blind Teleport Location Awareness (Accurate +2)], using precognition seems so messy in the long run. Such an awareness i would think is about 2 pts, but i could see it costing 4 pts before the accurate.
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby BARON » Sun Dec 13, 2009 2:52 pm

there's an issue of excalibur where kurt says that his "spatial awareness is infallible. it needs to be in order to navigate when i teleport"

i say if you want to do it at all (i wouldn't bother), is make it a super skill (super senses 4: accurate, radius, ranged mental sense; 4pp)
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby Thorpacolypse » Sun Dec 13, 2009 8:21 pm

More X-Fodder for my setting.

Image
I think I am going to refrain from smart ass comments with the Acolytes. It's superfluous.

CHROME
PL:
8 (120 pp) – OPL: 8; DPL: 6

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

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

FEATS: Attack Specialization (2) [Transform], Defensive Roll (2), Dodge Focus (2), Equipment (1), Improved Initiative (1), Set-Up, Teamwork (1)

POWERS:
Transform 9 (Anything into anything [500 lbs]; 54pp) [9]


EQUIPMENT:
(5ep)

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

COMBAT: Base Attack +4, Melee +4, Ranged +4, Transform +8, Grapple +6 [Unarmed +2 (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -2

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

DRAWBACKS:

Abilities 18 + Skills 8 (32 ranks) + Feats 10 + Powers 54 + Combat 20 + Saves 10 – Drawbacks 0 = 120 / 120

Comments: Sorry, more Acolytes. This time I am porting over Chrome, whose mutant power allowed him to change anything into anything so he was actually pretty powerful, but Claremont made sure he gotten taken out in battles early to keep things even, or just flat didn't use him. His most famous moment was using his power to form a protective cocoon around Magneto to save his life when Asteroid M crashed, proving that it is indeed best to go out in a blaze of glory. But fret not True Believers, no Acolyte is dead in my setting.

Well, not until Deadpool or Wolverine or Cable or someone else offs them. But at least they get to live a while longer while I decide on my playtests. :wink:

And I am not taking the time to rework most of them unless I see where they can really benefit from something I've picked up in Mecha and Manga or Warriors and Warlocks. I built them to suck originally, and by god, I stand by their crappiness. They are here to get pwned by the X-Men and I think my first runs at them can do just that!
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby Thorpacolypse » Sun Dec 13, 2009 8:28 pm

Another port of X-Fodder gets stocked on the shelves.

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The next person that asks me if I'm horny gets a face full of claw!

GARGOUILLE
PL:
8 (105 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 22 [6] (+6/0) DEX: 18 (+4) CON: 20 [10] (+5/0) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Aerobatics/Acrobatics 9 (+13), Climb 4 (+10), Concentration (+1), Escape Artist (+4), Intimidate 7 (+7/+5), Knowledge [Streetwise] 5 (+5), Notice 4 (+5), Sense Motive 4 (+5), Stealth 6 (+10/+14), Survival (+1), Swim (+6)

FEATS: All-out Attack, Attack Focus (Melee) (4), Equipment (1), Evasion (1), Favored Environment (2) [+2 Dodge when Flying], Fast Overrun, Fearsome Presence (2), Improved Initiative (1), Power Attack, Set-Up, Teamwork (1)

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

Atk/Def +1, Grapple - 4, Stealth +4, Intimidate - 2, Space 5ft, Reach 5ft, Carrying ¾
Enhanced Strength 16 (16pp) [16]
Enhanced Constitution 10 (10pp) [10]
Flight 4 (100 mph; Drawback: Power Loss [if wings disabled; uncommon, minor; -1pp]; 7pp) [4]
Protection 2 (2pp) [2]
Claw Strike 1 (Piercing Strike 1, PF: Mighty, Improved Critical, Split Attack [4pp]) [1] - DC:22:tough


EQUIPMENT:
(5ep)

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

COMBAT: Base Attack +4, Melee +9, Ranged +5, Grapple +11 [Unarmed +6 (Bruise); Claw Strike +7, 19-20 Critical (Bruise)]; Defense 17 (14 flat-footed, 19 when Flying); Init +8; Knockback -4

SAVES: Toughness +8 (+8 flat-footed), Fortitude +6, Reflex +8 (Evasion), Will +4

DRAWBACKS:

Abilities 10 + Skills 10 (40 ranks) + Feats 16 + Powers 41 + Combat 20 + Saves 8 – Drawbacks 0 = 105 / 105

Comments: Gargouille is from one of the later versions of the Acolytes. She has a whole “mutant gargoyle” theme going on. Like the rest, she sucks but she actually has a bit of potential if used properly and she had a decent cameo in Messiah CompleX. She's strong, has a good claw strike and can fly fast and maneuver well. But like most of the Acolytes, she won’t be used right, so no need to really worry about it, she'll get pwned as the Gargouille we all know and love.
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby BARON » Sun Dec 13, 2009 8:59 pm

yeah i like the idea of low levels for goon villains like the acolytes. you can't very well book them as the puddy patrol of the x-men universe if they've got a shot at beating the X-Men
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby Jabroniville » Mon Dec 14, 2009 12:00 am

Good ol' Acolytes. You can always count on them to be introduced a half-dozen generic guys at a time, each with a silly, one-note power and all wearing the same costume.
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby The Ilethryl Knight » Mon Dec 14, 2009 7:12 am

Teleport idea:Teleport 4; (Extra: Accurate +1; Flaw: Concentration Check Required -1)

You could make this an alternate power of his regular Teleport power, allowing him to teleport accurately by concentrating. Possibly give him a few ranks concentration as well, which seems reasonable for him.

Another Teleport idea: Since his normal power is Teleport 4 (PF: Easy, Progression x2, Turnabout [12pp]) [4], I was thinking you could give him an alternate power of the same rank, but remove the power feats and add the Accurate extra instead. So, you'd have...

Teleport 4 (PF: Easy, Progression x2, Turnabout [12pp]) [4]
AP: Teleport 4 (Extra: Accurate +1) [4]
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby Thorpacolypse » Mon Dec 14, 2009 7:24 pm

The Ilethryl Knight wrote:Teleport idea:Teleport 4; (Extra: Accurate +1; Flaw: Concentration Check Required -1)

You could make this an alternate power of his regular Teleport power, allowing him to teleport accurately by concentrating. Possibly give him a few ranks concentration as well, which seems reasonable for him.

Another Teleport idea: Since his normal power is Teleport 4 (PF: Easy, Progression x2, Turnabout [12pp]) [4], I was thinking you could give him an alternate power of the same rank, but remove the power feats and add the Accurate extra instead. So, you'd have...

Teleport 4 (PF: Easy, Progression x2, Turnabout [12pp]) [4]
AP: Teleport 4 (Extra: Accurate +1) [4]


I like that, too. You guys put a lot more thought into it than I did, I can tell you that. I was just gonna wing it if something like that came up!

After I get some X-Verse stuff up, I'll edit him with one of these great suggestions. And see, this is why I still consider myself a yellow belt! :wink:
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Re: J-Mart II: Juggernaut...b*tch, Doctor Doom, More X-Men

Postby Thorpacolypse » Mon Dec 14, 2009 7:36 pm

More X-suckiness hits the shelves.

Image
This dude sucked so bad, he didn't even get a codename...

DELGADO
PL:
8 (100 pp) – OPL: 8; DPL: 7.5

ABILITIES: STR: 32 [16] (+11/+3) DEX: 12 (+1) CON: 28 [16] (+9/+3) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb (+3), Concentration 6 (+7), Escape Artist (+1), Intimidate 9 (+9), Notice (+1), Profession [Soldier] 6 (+7), Sense Motive 4 (+5), Stealth (+1), Survival 6 (+7), Swim (+3)

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

POWERS:
Mutant Powers 7 (Container [35pp traits]; 35pp) [7]

Growth 8 (Extra: Duration [Continuous], Flaw: Permanent [24pp]) [8]
Attack/Def -2, Grapple +8, Stealth -8, Intimidation +4, Space 15ft, Reach 10ft, Strength +16, Con +8, Carrying Strength +10
Enhanced Constitution 4 (4pp) [4]
Super-Strength 3 (8.3 Tons; PF: Groundstrike [7pp]) [3]


EQUIPMENT:
(5ep)

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

COMBAT: Base Attack +3, Melee +5, Ranged +3, Grapple +8, Full Growth Grapple +27 [Unarmed +3 (Bruise); Full Growth Unarmed +11 (Bruise)]; Defense 14 (11 flat-footed) Init +1; Knockback -5

SAVES: Toughness +5 (+5 flat-footed, +11 at Full Growth, +11 flat-footed at Full Growth), Fortitude +7 (+13 Full Growth), Reflex +2, Will +4

DRAWBACKS:

Abilities 16 + Skills 8 (32 ranks) + Feats 11 + Powers 35 + Combat 22 + Saves 8 – Drawbacks 0 = 100 / 100

Comments: Delgado was one of the bruisers from the first team of Acolytes. I wasn’t for sure about his Growth since no limits were anywhere and the artwork made it difficult to judge, so I just gave him 8 ranks and called it good. He’s no match for Colossus or any of the other X-bricks, really, but he can slow them down enough for a teammate to step in and help.
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