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J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

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J-Mart III: Game Setting! Ellie, Papa Samdi, Brother X

Postby Thorpacolypse » Fri Oct 02, 2009 7:11 pm

Since I am such a dedicated GM, to make it easier for my players, I am breaking out my current ThorpacoDresdenverse builds here to make it easier for them to see what they're up against without having to dig all the way through the original J-Mart.

I'll also be posting recaps and tidbits to move the game along as well. And hopefully if/when I expand this setting to a Game Room game in 2010, this will serve as a place for builds for that, too.

J-MART EXPANSION! NEW LOCATIONS NOW OPEN!

J-Mart I: The One Stop Shop!
J-Mart II: J-Mart East - Main Setting (Earth-217) Thread
J-Mart III: J-Mart West - ThorpacoDresdenverse Game Setting Thread
J-Mart Settings Thread - The Thorpacoverse
J-Mart Story Hour Location

Setting Info:
House Rules
Equipment
Melee Weapons
Ranged Weapons / Firearms / Heavy Ordinance

Build Index

The Folks Not Trying to Kill Harry and Allies
Brother Xavian
Charlotte Laveau
Elle Lane
Harry Dresden (And Bob)
Karrin Murphy
Michael Carpenter
Mouse
Sobo
Waldo Butters


The Folks Generally Trying to Harry and his Allies
Ghouls
Hellhounds
Papa Samdi
Zombies

The Folks We Ain't Sure About
Last edited by Thorpacolypse on Fri Oct 16, 2009 6:08 pm, edited 17 times in total.
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Re: J-Mart III: The Game Setting!

Postby Thorpacolypse » Fri Oct 02, 2009 7:40 pm

Well, since this is my take on the Dresdenverse for my game, you have to start out with the man its named after, right?

Image
Harry Dresden - Wizard
Lost items found. Paranormal Investigations.
Consulting. Advice. Reasonable Rates.
No Love Potions. Endless Purses or Other Entertainment.


HARRY DRESDEN
PL:
11 (195 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 16 (+3) CHA: 12 (+1)

SKILLS: Bluff 11 (+12) [Taunt], Climb (+2), Concentration 9 (+12), Craft [Chemical] 8 (+12), Diplomacy 7 (+8), Disguise (+1), Escape Artist (+2), Gather Info 11 (+12) [Contacts], Handle Animal (+1), Intimidate (+1), Investigate 8 (+12), Knowledge [Arcane Lore] 8 (+12) [Artificer, Ritualist], Knowledge [Streetwise] 4 (+8), Notice 7 (+10), Profession [Private Investigator] 5 (+8), Search 6 (+10), Sense Motive 7 (+10), Sleight of Hand 6 (+8), Stealth 6 (+8), Survival (+3), Swim (+2)

FEATS: Artificer, Attack Focus (Melee) (4), Benefit (1) [White Council Membership], Contacts, Dedication, Dodge Focus (2), Equipment (7), Improved Initiative (1), Luck (2), Minions (7) [Bob], Power Attack, Ritualist, Sidekick (15) [Mouse], Speed of Thought, Taunt, Tough (1)

BLASTING ROD ENHANCED FEATS: Accurate Attack, Attack Specialization (2) [Mystic Fire Blast], Improved Aim

WIZARD STAFF ENHANCED FEATS: Attack Specialization (2) [Mystic Trip]

LASH ENHANCED FEATS: Eidetic Memory, Luck (1)

POWERS:
Immunity 1 (Aging [Flaw: Limited]; 1pp) [1]
Super Senses 4 (Array; Magical Awareness [Acute, Extended [4pp]) [4]
AP: Clairaudience 2 (Auditory, PF: Ultimate Effort [Ultimate Notice Check]; 1pp) [3]
AP: The Sight 4 (Super Senses 10 [True Sight], Flaw: Tiring, Check Required [Concentration], PF: Eidetic Memory [1pp]) [4]

Fuego! (Mystic Fire Blast 9, Array, Flaw: Check Required [Concentration], Power Drawback: Full Power [uncommon, minor; -1]; [9pp]) [9] - DC:24:tough
AP: Ventas Servitas! (Trip 9, Extra: Knockback, Flaw: Check Required [Concentration], Power Drawback: Full Power [uncommon, minor; -1]; [1pp])
AP: Telekinesis 4 (Extra: Perception Range, Flaw: Check Required [Concentration]; [1pp])

Soulgaze 10 (Telepathy 10; Flaw: Sense Dependent [Eye Contact], Limited to subconscious thoughts [5pp]) [10] - DC:20:will
Force Ring 2 (Device, Hard to Lose, Flaw: Unreliable [5 uses before needing recharge]; [10pp traits]; 6pp) [2]

Mystical Force Bludgeoning Strike 9 (PF: Extended Reach [10pp]) [9] - DC:24:tough
Blasting Rod 1 (Device 1, Easy to Lose [5pp traits]; 3pp) [1]
Removes Full Power Drawback from Mystic Fire Blast Array (1pp) [1]
Enhanced Feats 4 (see Feats [4pp])

Wizard Staff 2 (Device 2, Easy to Lose [10pp traits]; 6pp) [1]
Removes Full Power Drawback from Mystic Trip (1pp) [1]
Enhanced Feats 2 (see Feats [2pp])
Bludgeoning Strike 2 (PF: Mighty, Improved Critical, Improved Block, Improved Disarm, Extended Reach [7pp]) – DC:19:tough

Shield Bracelet 2 (Device 2, Hard to Lose [10pp traits]; 8pp) [2]
Mystic Force Field 7 (Extra: Affects Others, Flaw: Ablative, PF: Progression x2 [5 others]; [10pp])
Silver Pentacle 1 (Device 1, Hard to Lose [5pp traits]; 4pp) [1]
Mind Shield 3 (3pp) [3]
Light Control 2 (Flaw: Check Required [Concentration]; 2pp) [2]

Lash Influence 2 (Container 2, Flaw: Check Required [Will Save against DC15 to avoid ablative influence; [10pp traits]; 8pp) [2]
Hellfire Boost 4 (Boost 4 [Mystic Fire Blast]; 4pp)
Comprehend 2 (Speak, Understand all Languages [4pp])
Enhanced Feats 2 (see Feats [2pp])


EQUIPMENT:
(35ep)

Enchanted Leather Duster (Protection 3, Subtle [4ep]) [3]
Arsenal (13ep):
Masterwork Heavy Pistol (Ballistic Blast 5, PF: Accurate [Limited - +1 to hit]; 50ft range, small [11ep]) [5]
Silver Dagger (Piercing Strike 1, PF: Improved Critical, Mighty, Thrown; Small [1ep]) [1] - DC:18:tough
Sword Cane (Slashing Strike 3, PF: Improved Critical, Mighty, Subtle; Medium [1ep]) [3] - DC:20:tough
Vehicle (8ep):
The Blue Beetle (Mid Size Car archetype, PF: Indestructible, Flaw: Unreliable)
Headquarters (10ep):
Size - Diminutive, Toughness - 12, Magic Defense System, Laboratory, Living Space, Library, Magic Security System, Power: Little Chicago, Summoning Circle [7ep])

COMBAT: Base Attack +5, Melee +9, Ranged +5, Blasting Rod Mystic Fire Blast +9, Wizard Staff Trip +9, Wizard Staff Force Strike +9, Heavy Pistol +6, Grapple +11 [Unarmed +2 (Bruise); Mystic Fire Blast +9 (Bruise/Lethal); Hellfire Mystic Fire Blast +13 (Bruise/Lethal); Trip Knockback +9 (Bruise); Force Strike +9 (Bruise); Heavy Pistol +5 (Lethal/Bruise); Wizard Staff +4, 19-20 Critical (Bruise); Silver Dagger +3, 19-20 Critical (Lethal/Bruise); Sword Cane +5, 19-20 Critical (Lethal/Bruise)]; Defense 18 (13 flat-footed); Init +8; Knockback -3 (-7 with Mystic Force Field)

SAVES: Toughness +7 (+7 flat-footed, +14 with Mystic Force Field), Fortitude +6, Reflex +5, Will +10 (+13 against Mental Effects)

DRAWBACKS: Power Loss - Soulgaze on creatures of Nevernever and previous targets (uncommon, minor; -1), Power Loss - Boundaries (Warded places or when not invited into "home", Magic powers go to half ranks, doubles time of Ritualist and Artificer (uncommon, minor; -1)

Abilities 32 + Skills 26 (104 ranks) + Feats 56 + Powers 49 + Combat 22 + Saves 12 – Drawbacks -2 = 195 / 195

Comments: OK, taking a break from the big alien robots. I agonized over this build for WEEKS, blowing it up and starting over twice before deciding to post it because I love and hate Harry Dresden so much. I love him because he’s a great character and I love the books.

I hate him because I am continually losing sleep reading those damn books because I CANNOT PUT THEM DOWN.

And I am not a reader anymore. For the most part, time with the fam and other equally important ventures (like building MnM characters and fantasy football and the like) took too much of my decreasing free time for real reading. Reading comics and TBPs is about the most I have done in ages, but I am hooked on these books something fierce, blowing through the first two in a matter days. I’m now mostly through the 6th and rolling on to probably being into the 7th by tomorrow. Great, great reads.

In the Dresdenverse, Harry is the only openly practicing wizard in the city of Chicago. He’s sometimes functions as a private detective that can use spells to locate cheating spouses and such, but most of the time, he’s embroiled in some nasty supernatural business involving evil wizards, werewolves, vengeful spirits, wicked Sidhe (Faerie) queens who would be statted at about PL20 and at odds with the White Council, the governing body of wizards. He’s usually broke, always in a crappy situation and usually lets his anger and sense of chivalry get him into trouble that the author, Jim Butcher (a fellow Missourian, yippee!), has a great knack for getting him out of in well-thought out, yet not usually obvious ways. As a wizard, Harry is one of the most powerful in world, but is, as he puts it, a magical “thug” being able to destroy a building in a blast, but not being able to perform very technical spells like glamours and veils. And even though he can cut loose with a powerful attack, the act usually leaves him drained and he generally has to think and/or focus on what he’s doing so I based just about everything on concentration checks. He also generally requires a medium for him to focus with like a rod or staff. And I used his mother’s silver pentacle as a focus tool for him to boost any of his effects up to his PL ranks, instead of taking him to full ranks and adding a drawback for him to lose them without something to give him focus.

I may go back and do a PL12 version since I may have undersold him, but for now, I’m pretty satisfied with him. Bob on the other hand…

Bob is Harry’s confidant and magical lab assistant for all intents and purposes. He’s actually a spirit from the Nevernever (the spirit/magical realm in the Dresdenverse) who has eons of magical knowledge and he helps Harry with potion and magical item creation as well as being a great source of historical magical information. Did I mention he lives in a skull? And is a TOTAL horndog? He's a great foil for Harry and adds a needed touch of humor to the usually heavy situations.

Like I said, I love the books and I hope I did him justice in this build which represents him around the 3rd or 4th book. Input from the Dresden diehard is always welcome, and look for more builds from the series, like Karrin Murphy, Michael, Billy and The Alphas and some vamps once I get through this Transformers run.

Still reworking Bob and Mouse, being about the wisest and one of the most entertaining characters in that series, gets his own post coming up shortly.

Image
Arrrr, aye, aye Captain!

BOB
PL:
8 (90 pp) – OPL: 8; DPL: 0

ABILITIES: STR: 10 (0) DEX: 12 (+1) CON: NA INT: 30 (+10) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff (+1), Concentration (+1), Craft [Chemical] 13 (+23), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info 10 (+11) [Contacts, Well-Informed], Handle Animal (+1), Intimidate (+1), Knowledge [Arcane Lore] 13 (+23) [Artificer], Knowledge [History] 5 (+15), Notice (+1), Search (+10), Sense Motive 7 (+8), Stealth (+1), Survival (+1)

FEATS: Artificer, Contacts, Eidetic Memory, Well-Informed

POWERS:
Immunity 30 (Fortitude Effects [30pp]) [30]
Insubstantial 4 (Flaws: Permanent, No Effective Strength [12pp]) [3]
Flight 3 (6pp) [3]
Possession 3 (Array, Flaw: Full Round Action [9pp]) [3]
AP: Telekinesis 4 (PF: Precise [1pp])
AP: Quickness 6 (Flaw: Mental Quickness) and Concealment 2 [Normal Vision]; 1pp)


COMBAT: Base Attack +0, Melee +0, Ranged +0, Grapple +0 [Unarmed +0 (Bruise)] Defense 10 (10 flat-footed); Init +1; Knockback 0

SAVES: Toughness +0 (+0 flat-footed) Fortitude NA, Reflex +1, Will +10

DRAWBACKS: Weakness – When outside of skull without permission, -1 Will per minute, can be fatal [uncommon, irresistible; -6], Vulnerable – Boundaries, Wards [uncommon, irresistible; -4]

Abilities 16 + Skills 12 (48 ranks) + Feats 4 + Powers 59 + Combat 0 + Saves 9 – Drawbacks -10 = 90 / 90

Comments: You just can’t beat Bob. He's a hoot in the books and an invaluable aid to Harry with his hundreds of years of magical knowledge and contacts. With his help, Harry can cut down his potion creation time (Artificer) down to nil compared to how long the MnM system says it is supposed to take, which is WAY to long in my opinion. He can also possess Harry's cat, Mister (who does not get built as a minion because...well, he's a cat and they do whatever the hell they want, I have two so I know) when he needs to go out and about in the daylight.
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Re: J-Mart III: The Game Setting! Harry

Postby Thorpacolypse » Fri Oct 02, 2009 7:44 pm

Now on to some beasts the players got to know pretty well in the first session...

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

HELLHOUNDS
PL:
7 (75 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 5 (Fire Damage [5pp]) [5]
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 43 + Combat 12 + Saves 7 – Drawbacks -8 = 75 / 75

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.
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Re: J-Mart III: The Game Setting! Harry, Hellhounds

Postby Thorpacolypse » Fri Oct 02, 2009 8:10 pm

HOUSE RULES

A few variations and just FYI's for gaming in the Thorpacoverse. In no particular order, just as I think of them:

:arrow: Custom Feats - Some feats used on the builds have been swiped from Baron, Kerian and others, as well as some taken from the Mastermind's Manual, Mecha and Manga, Warriors and Warlocks, etc. Heck, I even made a couple up myself. Here they are:

Aggressive Counter [You have surprise attack after countering a power]
Armor Proficiency [Eliminates penalties for wearing armor]
(Attack) Flurry (+) [Take -2 and increase your damage by +1 for every 5 points above your target's defense]
Break the Style (+) [Gain a bonus to Defense or Attack against a martial artist]
Bullet Time (+) [Gain extra actions when surging]
Catch Attack (+) [Use a blocked of deflected attack to your advantage]
Challenges (+) [Gain the benefits of a Challenge without the penalty]
Combat Leader [You and allies in 50ft radius get +4 bonus on Initiative rolls]
Combat Reaction (+) [Use a particular action as a reaction to a specific trigger]
Combo Action (+) [Gain a combo point with a successful combat action, to pay for the activation of a Combo power.]
Conspiracy Theorist (+) [Make a free, unrelated skill check on a natural 20 in certain skill checks]
Counterattack [Gain an attack of opportunity against an opponent that misses you in melee]
Crushing Pin [Inflict grapple damage on any target you have pinned]
Cunning Fighter [Use Attack Bonus instead of Bluff to Feint in combat]
Deadeye [Aim as a move action]
Dedication [+4 on Will saves and Sense Motive checks when your allegiance is questioned]
Deep Ties (+) [Gain extra hero points when faced with an emotionally important situation]
Defensive Strike [+4 on next attack against opponent that misses you in melee]
Defensive Throw [Trip an opponent that misses you in melee]
Dirty Fighting [+1 damage in close quarters with cover or concealment]
Distracting Looks (+) [Your looks give you a bonus or impose a penalty on people attracted to you]
Dogfighter [Use Pilot check to avoid an attack]
Eagle Eyes [Vision Range Increment 100ft]
Evasive Retreat [Move when an attack misses you]
Fear Acceptance [Acknowledge own fear; Removes Power Loss Drawback on Oan Power Rings]
Finishing Blow [Perform a coup de grace as standard action]
First Strike [+2 damage against flat-footed opponents]
Follow-up Attack [Attack again a foe you knockback]
Follow-up Strike [Follow up a critical hit with a free attack action]
Grappling Block [Free grapple attempt after successful unarmed melee block]
Improved Mental Grapple [+2 bonus on mental grapple checks]
Improved Ranged Disarm [No penalties to ranged disarm attempts]
Improved Trick [Bluff as a move action without penalty]
Improvised Weapons (+) [+1 damage per rank with improvised weapons]
Interface [+4 bonus to a skill that requires tools when you use them]
Knuckle Buster [Use Strength for Intimidate]
Last Stand [Use Extra Effort to ignore all damage penalties for one round]
Lionheart [+4 bonus against Fear and related effects]
Low Profile (+) [Skill checks to gain info on your suffer a penalty]
Martial Artist [Treat unarmed attacks as armed]
Martial Strike (+) [+1 unarmed damage per rank]
Mechanical Genius [+4 bonus to Craft and Disable Device checks with a chosen technology]
Mobility [+4 dodge bonus against attacks of opportunity when you move out of a threatened square]
Monkey Climber [Use Acrobatics instead of Climb skill when climbing steep inclines]
Ninja Run (+) [Run for longer and ignore difficult terrain]
Oathbound [+1 to Aid others of your allegiance, +1 to attack foes of an opposing allegiance]
Online Research [Use Computers instead of Gather Information when looking for information]
Passing Attack [Keep moving after a charge]
Perfect Timing [Use Hero Point to arrive at the right place, at the right time]
Precise Strike [Your melee attacks ignore any cover that is less than total]
Rallying Cry [Spend a hero point to allow new Will save for allies against mental effects]
Rapid Fire (+) [Attack with two ranged weapons at once]
Rhythm of Combat [You are aware of how combat is going for allies and foes]
Rope Burster [Use Strength for Escape Artist checks]
Rousing Speech (+) [Use a specific interaction skill to give a bonus to an ally for one round]
Salvage [Gain a bonus pool for Craft checks by cannibalizing existing machines]
Sense Murderous Intent [Use Sense Motive instead of Notice pinpoint hostile targets]
Sidestep [Gain a 5-ft step instead of an attack of opportunity]
Slap Silly (+) [Interrupt a grapple attempt with a well placed slap!]
Speed of Thought [Use Int modified instead of Dex modifier for initiative checks]
Steadfast [+4 bonus on attempts to trip]
Sweeping Strike [Combine a successful uarmed attack with a free trip attack]
Swift [You can run at Speed rank 1]
Talented (+) [+2 to two skills]
Tech Familiarity [You are proficient with alien, arcane or otherwise exotic technology]
Tough (+) [+1 to Toughness saving throws]
Twin Weapon Strike [Attack with two weapons at once]
Two-Weapon Mastery (+) [+1 Damage per rank when using weapons in both hands]
Unbalancing Strike [Remove an opponent's dodge bonus with a melee attack]
Up the Wall [Use Acrobatics instead of Climb skill to scale certain inclines]
Well-Known (+) [People you meet make an automatic Gather Information check to recognize you]
Withstand Damage [Reduce dodge bonus to increase Toughness bonus]
Zen Strike [Use your Wisdom instead of your Strength for melee damage]

:arrow: Split Attack with Dual Weapons - When a character has two weapons they can take Split Attack as an additional ep or pp cost depending on if the weapons are equipment of devices. The ranks of the weapons do not stack, but you can get the rull ranks of each as a Split Attack, which any applicable offhand penalties incurred, if applicable.

Example: Vigilante is using two heavy pistols, +4 damage each and has paid for two pistols with his EP. He does not get a combined +8 in a single attack, just +4. If he is facing two opponents, he can use Split Attack to get +4 damage to each attack instead of +2 to each.

A two-bladed item or natural weapons, like Wolverine's claws still split damage with a Split Attack.

:arrow: Rage - One rank of the Rage feat will not be assessed against PL limits due to the offensive/defensive tradeoff inherent in the feat. Any subsequent ranks for duration or increase of power are assessed against the caps.

:arrow: Sneak Attack - One point of the first of the Sneak Attack feat will not count against PL cap limits.

Example: A PL10 Nightwing has an attack bonus of +13 and a damage bonus of +6 and he has the Sneak Attack feat. He gets a surprise attack on an opponent and hits so he can add the full +2 to his attack. If he had +7 damage, he could only take +1 damage onto his attack with Sneak Attack.

:arrow: Combat Feat Cap Reduction: Combat feats that you bend your caps like All-Out Attack, Accurate Attack, Defensive Attack, Power Attack and any of the martial arts feats from the Mastermind Manual are capped at 3 ranks instead of their listed caps in the books.

Example: Batman goes to Power Attack The Joker. Normally he could take up -5 on his attack bonus and add +5 to damage. Under the Thorpacolypse House Rules, he can only take -3 off his attack and +3 to his damage.

:arrow: Taking 10 with Combat Feats: This may already be legal, but just to note it, I am allowing PCs to take 10 and use combat feats like Power Attack when dealing with minions.

:arrow: Batgirl's Variant Cape Rules. If you haven't read this, READ IT shortly. Genius stuff from her as usual. Expect some Bat-Family updates with some of this stuff in the near future.

Batgirl III's Guide to Capes

:arrow: Silverback's crit chart. GENIUS for an Iron Age dude like me. If a critical hit is scored, the player rolls to see where it hit. I always like this variant rule in D&D and I'm glad there's something for MnM.

Silverback wrote:Adapting this from a Champions resource.

Image

Lots of work to be done though!
Last edited by Thorpacolypse on Sat Oct 03, 2009 2:55 pm, edited 1 time in total.
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Re: J-Mart III: The Game Setting! Harry, Hellhounds

Postby Thorpacolypse » Fri Oct 02, 2009 8:14 pm

Equipment List: DEFINITELY a work in progress... :wink:

ELECTRONICS:
Camera (Tiny [1ep])
Cell Phone, Standard (Diminutive [1ep])
iPhone (Phone, Camera, PDA, Video Camera; Diminutive [3ep])
Commlink (Miniscule [1ep])
Desktop Computer (Large [1ep])
Masterwork Desktop Computer (Large [2ep])
Laptop (Medium [1ep])
PDA (Tiny [1ep])
Digital Audio Recorder (Tiny [1ep])
Video Camera (Small [2ep])
GPS Receiver (Tiny [1ep])
Hologram Cube (Small [5ep])

CRIMINAL/SURVEILLANCE GEAR:
Caltrops (Small [1ep])
Handcuffs (Tiny [1ep])
Lock Release Gun (Tiny [1ep])
Lockpick Kit (Tiny [1ep])
Masterwork Lockpick Kit (Tiny [2ep])
Binoculars (Tiny [1ep])
Concealable Microphone (Miniscule [1ep])
Mini-Tracer (Miniscule [1ep])
Night Vision Goggles (Small [1ep])
Parabolic Microphone (Small [1ep])
Listening Drone (Tiny [4ep])
Broom (Search vs. Sleight of Hand [Bugs], Medium [1ep])
Geiger Counter (Medium [1ep])
Radio Scrambler (Obscure 3 [Radio], Small [3ep])
Psi-Detector (Small [1ep])
Mana Detector (Small [1ep])

SURVIVAL GEAR:
Camo Clothing (Medium [1ep])
Cold Weather Clothing (Medium [1ep])
Earplugs (Miniscule [1ep])
Flashlight (Tiny [1ep])
Flash Goggles (Tiny [1ep])
Gas Mask (Small [1ep])
Multi-Tool (Tiny [1ep])
Rebreather (Tiny [1ep])
SCUBA Gear (Large [1ep])
First Aid Kit (+2 Medicine [First Aid], Medium [1ep])
Medical Kit (+2 Medicine, Medium [1ep]))
Tool Kit (+2 Craft [Mechanical/Structural], Medium [2ep])
Masterwork Tool Kit (Medium [3ep])
Arsonist's Kit (+2 Demolitions [Fires], Medium [2ep])
Burglar's Kit (+2 Disable Device/Climb, Medium [1ep])
Cleaner's Kit (+2 Investigate Cleaning, Medium [1ep])
Computer Kit (+2 Computers, Medium [1ep])
Demolitions Kit (+2 Demolitions [Explosives], Medium [1ep])
Disguise Kit (Reduce Disguise time, Medium [1ep])
Electronics Kit (+2 Craft [Electronics], Medium [1ep])
Investigator's Kit (+2 Investigate, Medium [1ep])
Repair Kit (+2 Craft [Mechanical], Medium [1ep])
Survival Kit (+2 Survival, Medium [1ep])
HAZMAT Suit (Medium [1ep])
MOLLE Vest (+5 Carrying Strength [EQ only], Medium [1ep])
Parachute (Slow Fall 1 [1ep])
Signal Flare (Small [1ep])
Flight Suit (+2 Pilot sharp turns, Medium [2ep])
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Re: J-Mart III: The Game Setting! Harry, Hellhounds

Postby Thorpacolypse » Fri Oct 02, 2009 8:16 pm

Weapon List - Melee Weapons

SWORDS:
Bastard Sword (Slashing Strike 4, PF: Mighty, Improved Critical, Drawback: Inaccurate with one hand; Medium [6ep])
Claymore (Slashing Strike 3, PF: Mighty, Improved Critical, +1 to block; Medium [6ep])
Cutlass (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep])
Great Scimitar (Slashing Strike 4, PF: Mighty, Improved Critical x2; Medium [7ep])
Greatsword (Slashing Strike 5, PF: Mighty, Improved Critical; Large [7ep])
Longsword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep])
Ninjato (Slashing Strike 2, PF: Mighty, Improved Critical, Multi-Purpose Tool; Small [5ep])
Rapier (Piercing Strike 2, PF: Mighty, Improved Critical x2; Medium [5ep])
Saber (Slashing Strike 2, PF: Mighty, Improved Critical; Medium [4ep])
Scimitar (Slashing Strike 2, PF: Mighty, Improved Critical x2; Medium [5ep])
Short Sword (Slashing Strike 2, PF: Mighty, Improved Critical; Small [4ep])
Sword (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep])
Machete (Slashing Strike 3, PF: Mighty; Medium [4ep])
Katana (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep])

KNIVES:
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [4ep])
Kris Knife (Piercing Strike 1, PF: Mighty, Improved Critical x2, Thrown; Small [5ep])
Kurkis (Piercing Strike 1, PF: Mighty, Improved Critical x2, Thrown; Small [5ep])
Emei Piercers (Piercing Strike 1, PF: Mighty, Improved Critical x2, Thrown; Small [5ep])
Sai (Piercing Strike 1, PF: Mighty, Improved Critical, Improved Disarm x2, Thrown; 10 ft range, Small [5ep])
Punching Dagger (Piercing Strike 1, PF: Mighty; Tiny [2ep])

AXES:
Handaxe (Slashing Strike 1, PF: Mighty; Small [2ep])
Throwing Axe (Slashing Strike 1, PF: Mighty, Thrown; Small [3ep])
Battleaxe (Slashing Strike 3, PF: Mighty; Medium [4ep])
Greataxe (Slashing Strike 5, PF: Mighty, Extended Reach; Large [7ep])

HAMMERS:
Warhammer (Bludgeoning Strike 3, PF: Mighty, Thrown; 10 ft, Medium [5ep])
Great Hammer (Bludgeoning Strike 5, PF: Mighty, Extended Reach; Large [7ep])
Maul (Bludgeoning Strike 4, PF: Mighty, Extended Reach, +2 Trip, +2 Sunder, Restricted [12 Str +]; Large [7ep])

OTHERS:
Tonfa (Bludgeoning Strike 1, PF: Mighty; Medium [2ep])
Mere Club (Bludgeoning Strike 2, PF: Improved Critical, Mighty; Medium [4ep])
Flail (Bludgeoning Strike 2, PF: Mighty, Extended Reach [10ft.], +2 Trip, +2 Disarm; Medium [6ep])
Great Flail (Bludgeoning Strike 4, PF: Mighty, Extended Reach [15ft.], +2 Trip, +2 Disarm; Large [8ep])
Chain (Bludgeoning Strike 2, PF: Mighty, Extended Reach [10ft.], Trip; Medium [7ep])
Sheng Bao (Meteor Hammer; Bludeoning Damage 2, PF: Mighty, +4 to keep hidden, Double Weapon, 20ft reach; Medium
Nunchakus (Bludgeoning Strike 2, PF: Mighty; Small [3ep])
San Jie Gun (Bludgeoning Strike 2, PF: Mighty, +2 Feints, -4 Target's Block roll, Double Weapon; Large [8ep])
War Fan (Slashing [Open]/Piercing [Closed] Strike 2, PF: Mighty, +2 Feint or +1 Dodge, +4 to keep hidden; Small [7ep])
Quarterstaff (Bludgeoning Strike 2, PF: Extended Reach, Mighty; Large [4ep])
Escrima Sticks (Bludgeoning Strike 2, PF: Improved Block, Mighty, Split Attack [5ep])
Halberd (Piercing Strike 3, PF: Mighty, Extended Reach; Large [5ep])
Scythe (Slashing Strike 3, PF: Mighty, Extended Reach, +2 Trip; Large [6ep])
Chainsaw (Slashing Strike 6; Large [6ep])
Last edited by Thorpacolypse on Fri Oct 02, 2009 8:37 pm, edited 2 times in total.
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Re: J-Mart III: Game Setting! Harry, Hellhounds, House Rules, EQ

Postby Thorpacolypse » Fri Oct 02, 2009 8:18 pm

Weapon List - Ranged Weapons / Firearms / Explosives / Heavy Ordinance

BOWS:
Shortbow (Piercing Blast 2, PF: Mighty; 60 ft range, Large [7ep])
Longbow (Piercing Blast 3, PF: Mighty; 100 ft range, Large [10ep])
Composite Bow
Heavy Crossbow (Piercing Blast 3, PF: Improved Critical; 120ft range, Medium [10ep])
Light Crossbow (Piercing Blast 2, PF: Improved Critical; 80ft range, Medium [8ep])

OTHER RANGED:
Chakram (Slashing Blast 2, PF: Mighty; 30ft range, Small [6ep])
Sling (Bludgeoning Blast 2, PF: Mighty; 20ft range, Small [3ep])
Javelin (Piercing Strike 2, PF: Mighty, Thrown, Extended Range x3; 80ft range, Medium [7ep])
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [3ep])
Boomerang (Bludgeoning Blast 2, PF: Mighty; 20ft range, Medium [6ep])


PISTOLS:
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep])
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep])
Mini Holdout Pistol (Ballistic Blast 2, PF: Subtle; 20 ft range, Diminuitive [5ep])
Holdout Pistol (Ballistic Blast 3; 30 ft range, Tiny [6ep])
Light Machine Pistol (Ballistic Blast 4, Extra: Auto-Fire; 40 ft range, Small [12ep])
Heavy Machine Pistol (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [15ep])
Glock Pistol (Ballistic Blast 4, Feature: Disguised, Flaw: Assembly Required; 40 ft range, Small [6ep])
Glock Pistol (Ballistic Blast 4, Feature: Disguised; 40 ft range, Small [9ep])

RIFLES:
Mini-Submachine Gun (Ballistic Blast 4, Extra: Auto-Fire; 40 ft range, Small [12ep])
Submachine Gun (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [15ep])
Assault Rifle (Ballistic Blast 6, Extra: Auto-Fire; 60 ft range, Large [18ep])
7.62mm (M60) Machine Gun (Ballistic Blast 7, Extra: Auto-Fire; 60 ft range, Large [21ep])
.50-caliber Machine Gun (Ballistic Blast 8, Extra: Auto-Fire; 80 ft range, Large [24ep])
Hunting Rifle (Ballistic Blast 6; 60 ft range, Large [12ep])
Sniper Rifle (Ballistic Blast 6, PF: Extended Range x4, Improved Critical; 250 ft range, Large [17ep])
Pump Shotgun (Buckshot Ballistic Blast 6; PF: Accurate, Drawback: Weakness [1/2 damage against targets with any increase in natural Toughness Save; 40ft range, Large [13ep])
Pump Shotgun (Solid Shell Ballistic Blast 6; 50ft range, Large [14ep])
Sawed Off Shotgun (Buckshot Ballistic Blast 6; PF: Accurate, Drawback: Weakness [1/2 damage against targets with any increase in natural Toughness Save; 10ft range, Medium [13ep])
Sawed-off Shotgun (Solid Shell Ballistic Blast 6; +1 to hit, 40ft range, Medium [14ep])

EXPLOSIVES:
Fragmentation Grenades (Ballistic Blast 6, Extra: Explosion, Range 60 ft [18ep])
Tear Gas Grenades (Dazzle 4 [Visual], LP: Nauseate 4, Extra: Explosion [28ep])
Exploding Cufflink (Ballistic Blast 2, Extra: Explosion, PF: Disguised, Range 20ft [7ep])
Silence Grenades (Obscure 4 [Auditory], Range 40ft [4ep])
Sleep Gas Pellet (Sleep 3, Extra: Range, Explosion, Range 30ft [12ep])
Flash Bang Grenade (Dazzle 4 [Visual and Auditory, Extra: Area Burst, Range 40ft [16ep])
Sleep Gas Grenade (Fatigue 4, Extra: Cloud Area, Range 40ft [16ep])
Smoke Grenade (Obscure 2 [Visual], Range 20ft [4ep])
Dynamite (Ballistic Blast 5, Extra: Explosion, Range 50ft [15ep])
Plastic Explostive (Ballistic Blast 10, Extra: Explosion, Range 100ft [30ep])

HEAVY ORDINANCE:
RPG (Ballistic Blast 8, Extra: Explosion 4; Range 70ft, Large [20ep])
Flamethrower (Fire Blast 6, Extra: Line Area, Range 25ft Large [12ep])
Heavy Flamethrower (Fire Blast 8, Extra: Line Area, Range 30ft, Large [16ep])
Grenade Launcher (Ballistic Blast 5, Extra: Explosion, Range 70ft, Large [15ep])
SAM Launcher (Ballistic Blast 8, Extra: Explosion 2, Range 2500ft, Large [22ep])
LAW Rocket (Ballistic Blast 10, Extra: Explosion 2, Range 150ft, Large [22ep])

OTHERS:
Laughing Gas (Nauseate 8, Range 10ft [17ep])
Paralyzing Ring (Paralyze 7, Extra: Poison, PF: Disguised, Range 5ft [22ep])
Poison Lipstick A (Drain Strength 5, Extra: Poison, PF: Disguised, Range 5ft. [11ep])
Poison Lipstick B (Paralyze 7, Extra: Poison, PF: Disguised, Range 5ft [22ep])
Sleep Gas Ring (Sleep 5, PF: Disguised, Range 10ft [11ep])
Glop Gun (Snare 5, Range 50ft, Medium [10ep])
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Re: J-Mart III: Game Setting! Harry, Hellhounds, House Rules, EQ

Postby Thorpacolypse » Sun Oct 04, 2009 7:22 am

And where would a wizard be without his faithful dog?

Image
Uh, Thomas, why did you buy large breed puppy chow?

MOUSE
PL:
7 (85 pp) – OPL: 7; DPL: 7

ABILITIES: STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 10 (0) WIS: 16 (+3) CHA: 10 (0)

SKILLS: Climb 4 (+8), Concentration (+3), Escape Artist (+2), Notice 10 (+13), Sense Motive 10 (+13), Stealth (+2), Survival (+3), Swim (+4)

FEATS: Attack Focus (Melee) (8), Diehard, Dodge Focus (1), Improved Grab, Improved Trip, Interpose, Sweeping Strike, Teamwork (1), Tough (3)

POWERS:
Leaping 1 (1pp) [1]
Super-Strength 1 (2pp) [1]
Super-Senses 4 (Detect [Dark Magic, Mental], Scent, Ultrahearing [4pp]) [4]
Sonic Control 7 (Flaw: Tiring, PF: Progression x3 [10pp]) [7]
Bite 1 (Piercing Strike 2, PF: Mighty, Improved Critical [4pp]) [2] - DC:21:tough


COMBAT: Base Attack +0, Melee +8, Ranged +0, Grapple +13 [Unarmed +4 (Bruise); Bite +6, 19-20 Critical (Lethal/Bruise)]; Defense 17 (13 flat-footed); Init +2; Knockback -3

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

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

Abilities 26 + Skills 6 (24 ranks) + Feats 18 + Powers 21 + Combat 12 + Saves 10 – Drawbacks -8 = 85 / 85

Comments: And where would a wizard be without his faithful dog? This is Mouse, Harry Dresden's dog as of about Blood Rites. Mouse started out as a tiny puppy that Harry saves when he was hired by a Tibetan monk to rescue Mouse and the rest of his litter, who had been kidnapped by a black sorcerer and his pack of demonic, flaming-poo-throwing monkeys (it was a hysterical opening chapter). However, being the troublemaker of the litter, he ended up stowing away in the Blue Beetle during the trip back to the airport to meet Brother Wang. With no way of reaching the monk when he discovered the mistake, Harry ended up adopting the puppy. In no time at all, Harry realizes that Mouse is no ordinary puppy and as he grows, he becomes a valued ally to Harry, as he can detect dark magic and seems to have human intelligence.

As a Temple Dog, he also showed the ability to bark loud enough to wake an entire apartment building when the fire alarms failed but it wiped him out. The pic is as close as I could get to what breed they assume he is and he's even bigger than that horse shown in the pic. He's shown other abilities and I'm sure this will be do for a reworking as the series continues.
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Re: J-Mart III: Game Setting! Harry, Hellhounds, House Rules, EQ

Postby Thorpacolypse » Sun Oct 04, 2009 7:29 am

Time for a little law and order to this thread!

Image
You better not be lying to me, Dresden, or so help me I'll shoot you myself.

KARRIN MURPHY
PL:
7 (105 pp) – OPL: 7; DPL: 7

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

SKILLS: Acrobatics 4 (+7), Bluff (+2), Climb (+2), Concentration (+3), Diplomacy (+2), Disguise (+2), Drive 3 (+6), Escape Artist (+3), Gather Info 6 (+8) [Well-Informed], Handle Animal (+2), Intimidate 6 (+8), Investigate 8 (+10), Knowledge [Arcane Lore] 4 (+6), Knowledge [Civics] 4 (+6), Knowledge [Streetwise] 5 (+7), Knowledge [Tactics] 5 (+7), Notice 5 (+8), Search 4 (+6), Sense Motive 5 (+8) [Assessment], Stealth 5 (+8), Survival (+3), Swim (+2)

FEATS: Assessment, Attack Focus (Melee) (3), Attack Specialization (1) [Handguns], Benefit (1) [Head of Chicago S.I.], Defensive Roll (2), Dodge Focus (3), Equipment (5), Improved Aim, Improved Critical (3) [Firearms, Unarmed x2], Improved Initiative (1), Luck (1), Power Attack, Takedown Attack (1), Well-Informed

POWERS:
None


EQUIPMENT:
(25ep)

Undercover Vest (Protection 1, PF: Subtle [2ep]) [1]
Cell Phone, Handcuffs (2ep)
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough
Vehicles (10ep):
Mid-Size Car (9ep)
Motorcycle (1ep)

COMBAT: Base Attack +7, Melee +10, Ranged +7, Handguns +9, Grapple +12 [Unarmed +2, 18-20 Critical (Bruise); Heavy Pistol +5, 19-20 Critical (Lethal/Bruise)]; Defense 19 (13 flat-footed); Init +7; Knockback -2

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

DRAWBACKS:

Abilities 28 + Skills 16 (64 ranks) + Feats 25 + Powers 0 + Combat 26 + Saves 10 – Drawbacks 0 = 105 / 105

Comments: Taking a page from Input.Jack, after searching the web for Dresden images, and finding very few that I liked, I decided to go another route and use pics of people I think would portray the characters well in the movie that I hope against hope gets made. I hope the lack of success of the TV show on SyFy didn't kill, but then again, it's not like Firefly's short run kept Serenity from being made. Anyway, For Karrin Murphy, I went with Reese Witherspoon because I thought she was a very close body type to Murph's description in the books and it would be a great role for her to try and stretch as a tough city cop.

Murph rocks. Karrin Murphy is the head of the Chicago PD Special Investigations Department (S.I.) in the Dresdenverse. At the beginning of the series, she is one of the few who believes that Harry is the real deal whereas most of her unit and the city at large thinks he’s a charlatan. Oh, how wrong they are, we quickly learn.

As the books progress, their relationship changes from a pretty much purely professional relationship to where they pretty much become best friends and they come to depend on each other for support outside of the realm of dealing with supernatural baddies. I hold out hope that they’ll end up together at some point, but so far, Butcher is keeping them apart. Probably best considering that most relationships in books and TV where there’s a lot of romantic tension between characters is a good thing that usually cripples the series (see Moonlighting, Friends and countless others) once they finally get together.

As a character and build, she’s a street level badass. She’s a black belt in several martial arts, an award winning markswoman and a great cop. Considering she’s gone toe-to-toe with vampires, evil wizards, a 1000 lb. werewolf and Dresden himself (in training and in a couple of misunderstanding situations), I almost made her an undercapped PL10, but I’ll hold off on that for a while.
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Re: J-Mart III: Game Setting! Harry, Hellhounds, House Rules, EQ

Postby Thorpacolypse » Sun Oct 04, 2009 7:35 am

And now we need some faith...

Image
We must have faith, Harry.

MICHAEL CARPENTER
PL:
9 (135 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 4 (+7), Bluff (+4/+6) [Favored Opponent], Climb (+4), Concentration (+4), Craft [Structural] 8 (+10), Diplomacy 11 (+15), Disguise (+4), Drive 3 (+6), Escape Artist (+3), Gather Info (+4), Handle Animal (+4), Intimidate (+4/+6) [Favored Opponent], Knowledge [Theology and Philosophy] 8 (+10), Notice 6 (+10), Profession [Carpenter] 6 (+10), Search (+2), Sense Motive 6 (+10/+12) [Assessment, Favored Opponent], Stealth (+3), Survival (+4/+6) [Favored Opponent], Swim (+4)

FEATS: All-out Attack, Armor Proficiency, Assessment, Attack Focus (Melee) (3), Defensive Attack, Dodge Focus (2), Equipment (2), Favored Opponent (2) [The Order of the Blackened Denarius], Improved Block (1), Improved Critical (1) [Sword], Improved Initiative (1), Inspire (5), Leadership, Luck (2), Perfect Timing, Power Attack, Takedown Attack (2), Tough (1)

POWERS:
Amoracchius 4 (Holy Sword, Device, Easy to Lose, PF: Restricted [Chosen/Worthy to Wield]; [20pp traits]; 13pp) [4]

Holy Strike 4 (Extras: Penetrating [8], Auto-Fire [Limited: Damage bonus only], PF: Affects Insubstantial x2, Mighty, Improved Critical x2, Weapon Break [20pp])

EQUIPMENT:
(15ep)

Plate Armor (Protection 4 [4pp]) [4]
Kevlar Undercover Vest (Protection 1, Subtle [2ep]) [1]
Vehicle (9ep):
Pickup truck (standard archetype)

COMBAT: Base Attack +7, Melee +10, Ranged +7, Grapple +14 [Unarmed +4 (Bruise); Amoracchius +8, 17-20 Critical, Auto-Fire (Lethal/Bruise)]; Defense 18 (13 flat-footed); Init +7; Knockback -5

SAVES: Toughness +10 (+10 flat-footed), Fortitude +8, Reflex +6, Will +9

DRAWBACKS:

Abilities 42 + Skills 13 (52 ranks) + Feats 29 + Powers 13 + Combat 26 + Saves 12 – Drawbacks 0 = 135 / 135

Comments: I can’t let MD Snowman hog all the Dresdenverse goodness! Here’s my take on Michael Carpenter. For those not familiar with the Dresden Files series (YOU SHOULD BE, GO BUY STORM FRONT, NOW, NOW, NOW!!!!) Michael is introduced in the 3rd book, Grave Peril, as a Knight of the Cross, one of the 3 men chosen to wield the holy swords that actually have a piece of THE Cross in their hilt, giving them divine power. Michael and his family become key characters in the series, with his wife Charity loathing Harry (for a while, anyway) and (spoiler alert) his oldest daughter Molly eventually becoming Harry’s apprentice.

Since MD took my initial choice of who would play Michael in my movie, I went with my 2nd option, Dean Cain. He's got the look and character for the role and hey, his career could use the boost because my screenplay would be a BLOCKBUSTER. :wink:

Michael is one of, if not the only truly good character in the book. His unshakeable faith and honor are a needed commodity in the Dresdenverse as the forces of evil gain strength and Harry's does battle with his own dark urges and influences. From a build standpoint, in addition to being a melee machine, one of the great tricks of the Knight’s is showing up whenever they are needed exactly when they’re needed, hence the addition of the handy dandy new feat from Mecha and Manga, Perfect Timing. It allows you to burn an HP and show up where you are needed. Which is odd that I just got that PDF JUST when I was in the middle of putting the finishing touches on Michael…

Coincidence…I think not… :shock:
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Re: J-Mart III: Game Setting! Harry, Hellhounds, House Rules, EQ

Postby Thorpacolypse » Sun Oct 04, 2009 7:38 am

And because it's Octoberfest season!

Image
Harry: We're not going to die, Butters! Because Thomas is too pretty to die. And because I'm too stubborn to die. And most of all because tomorrow is Oktoberfest, Butters, and polka will never die. Say it with me.

Butters: Polka will never die!


WALDO BUTTERS
PL:
3 (44 pp) – OPL: 3; DPL: 3

ABILITIES: STR: 8 (-1) DEX: 12 (+1) CON: 10 (0) INT: 16 (+3) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb (-1), Computers 4 (+7), Concentration (+1), Escape Artist (+1), Investigate 3 (+6), Knowledge [Arcane Lore] 2 (+5), Knowledge [Life Sciences] 8 (+11), Knowledge [Technology] 3 (+6), Medicine 7 (+8), Notice 5 (+6), Perform [One Man Polka Band] 4 (+4), Profession [Medical Examiner] 6 (+7), Search 6 (+9), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (-1)

FEATS: Dodge Focus (1), Equipment (3), Luck (1), Ritualist, Teamwork (1)

POWERS:
NONE


EQUIPMENT:
(15ep)

One Man Polka Band Outfit (Protection 1 [2ep]) [1]
Cell Phone, PDA, Laptop (3ep)
Vehicle (9ep):
Small Pickup (Large Car archetype),

COMBAT: Base Attack +0, Melee +0, Ranged +0, Grapple -1 [Unarmed -1 (Bruise)]; Defense 15 (12 flat-footed); Init +1; Knockback 0

SAVES: Toughness +1 (+1 flat-footed), Fortitude +3, Reflex +4, Will +4

DRAWBACKS:

Abilities 8 + Skills 12 (48 ranks) + Feats 7 + Powers 0 + Combat 8 + Saves 9 – Drawbacks 0 = 44 / 44

Comments: As I peck away at the Dresdenverse, here is one of my favorite characters, Waldo Butters. He would be played by Peter Macnicol in my movie. We'd have to make Butters a bit older than the 37-ish he is in the book, but he's still my ideal choice for the role. Butters has popped up in a few books as Murphy’s main contact at the Chicago city morgue. He had been the one to see few vampire bodies that Harry had torched and confirmed that they were not human remains. Seeing as how the general public in the Dresdenverse is completely unaware or in denial about the supernatural world, he was sent to a mental institution for 90 days and then they tried to get rid of him. But he didn’t fold and despite being a pipsqueak and chicken of a man, he has become a mainstay of Harry’s inner circle, feeding him info on strange deaths in town, helping him with technology (which Harry has little knowledge of because wizards + technology = boom in the Dresdenverse) and patching him up when going to the hospital would be a bad idea. And in Dead Beat, he really helped save the world.

Plus, he’s a huge polka fan and has a One Man Polka Band suit, hence the quote. And I had to give it to him as Equipment, even if he doesn’t wear it all the time. But when he does, it has to have Protection because come on, how can you shoot or hit someone properly through all the mess of cymbals, drums and horns? It might Impervious 10, really, or could actually be Shield 20, depending on your interpretation.

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Re: J-Mart III: Game Setting! Harry, Hellhounds, House Rules, EQ

Postby Thorpacolypse » Sun Oct 04, 2009 7:49 am

Time for some characters that try to kill Harry and his ilk.

Image
Thank goodness for tattered rags... :shock:

GHOUL (STANDARD)
PL:
4 (58 pp) – OPL: 4; DPL: 4

ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 10 (0) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb 4 (+8), Diplomacy (-1), Disguise (-1), Escape Artist (+4), Gather Info (-1), Handle Animal (-1), Intimidate (-1), Notice 3 (+3), Stealth (+4), Swim (+4)

FEATS: All-out Attack, Attack Focus (Melee) (1), Dodge Focus (1)

POWERS:
Morph 2 (Human form/Ghoul form [2pp]) [2]
Leaping 1 (1pp) [1]
Speed 1 (1pp) [1]
Protection 1 (1pp) [1]
Claw Strike 1 (Piercing Strike 1, PF: Mighty [2pp]) [1] - DC:20:tough
Regeneration: Recovery Bonus +1 (1pp) [1]
Regeneration: Recovery Rate (11pp)

Bruised 1/round [1]
Injured 1/minute [3]
Staggered 1/minute [3]
Disabled 1/hour [2]
PF: Diehard, Regrowth


COMBAT: Base Attack +2, Melee +3, Ranged +2, Grapple +7 [Unarmed +4 (Bruise); Claw Strike +5 (Lethal/Bruise)]; Defense 13 (11 flat-footed); Init +4; Knockback -2

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

DRAWBACKS:

Abilities 22 + Skills 2 (8 ranks) + Feats 3 + Powers 18 + Combat 8 + Saves 6 – Drawbacks 0 = 59 / 59

Comments: In preparation for the Dresdenverse game I am running with my FTF group, here some Dresdenverse style ghouls. In that universe, they are not undead, but vicious humanoid predators, normally employed by the “evil” side, like Red Court Vampires or evil wizards. They normally appear as normal humans, but when it's time to kill, the morph in a more ghoul-ish appearance and show off their supernatural speed and toughness. They are not much of a challenge to Harry and his allies in small numbers, but the problem is that they usually show up in a large numbers and that makes them a real challenge.
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Re: J-Mart III: Game Setting! Harry, Hellhounds, House Rules, EQ

Postby Thorpacolypse » Sun Oct 04, 2009 7:51 am

You can't keep a dead guy down...

Image
We prefer to be called living impaired.

ZOMBIE (DRESDENVERSE)
PL:
3 (19 pp) – OPL: 3; DPL: 2.5

ABILITIES: STR: 18 [10] (+4/0) DEX: 10 (0) CON: NA INT: NA WIS: 10 (0) CHA: NA

SKILLS: Bluff (NA), Climb (+4), Computers (NA), Diplomacy (NA), Disable Device (NA), Disguise (NA), Gather Info (NA), Handle Animal (NA), Intimidate (NA), Investigate (NA), Search (NA), Swim (+4)

FEATS: Attack Specialization (1) [Unarmed]

POWERS:
Immunity 32 (Fortitude Effects, Critical Hits [32pp]) [32]
Protection 5 (5pp) [5]
Enhanced Strength 8 (8pp) [8]
Super-Strength 1 (2pp) [1]
Speed 1 (Flaw: Only when running [1pp]) [1]


COMBAT: Base Attack +0, Melee +0, Ranged +0, Unarmed +2, Grapple +5 [Unarmed +4 (Bruise)]; Defense 10 (10 flat-footed); Init +0; Knockback -2

SAVES: Toughness +5 (+5 flat-footed), Fortitude NA, Reflex +0, Will +1

DRAWBACKS:

Abilities -30 + Skills 0 (0 ranks) + Feats 1 + Powers 48 + Combat 0 + Saves 0 – Drawbacks 0 = 19 / 19

Comments: This is my take on the zombies from the Dresdenverse circa Dead Beat. The necromancers in that book suped up their zombies to where one of them was able to toss a desk, files and a computer across the room with one hand and then they were able to bend Harry’s steel reinforced door. They were also able to sprint across a parking lot and catch the Beetle with Harry flooring it. Well, maybe that doesn’t equate to Speed 1 really since the Beetle sure ain’t the General Lee, but hey, makes it challenging for the PCs to get away, I think.
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Re: J-Mart III: Game Setting! Ghouls, Zombies

Postby Thorpacolypse » Sun Oct 04, 2009 7:56 am

Check out this original item for the game.

Image
My family has been protecting New Orleans for hundreds of years, and you ain't gonna be the one to break the line...

CHARLOTTE LAVEAU
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 16 (+3) WIS: 16 (+3) CHA: 18 (+4)

SKILLS: Acrobatics 4 (+6), Bluff 3 (+7/+11) [Attractive], Climb (+1), Concentration 10 (+13), Craft [Artistic] 3 (+6), Craft [Chemical] 6 (+9), Diplomacy 6 (+10/+14) [Attractive, Connected, Fascinate], Disguise (+4), Escape Artist (+2), Gather Info 4 (+8) [Contacts, Well-Informed], Handle Animal (+4), Intimidate (+4), Knowledge [Arcane Lore] 9 (+12) [Artificer, Ritualist], Notice 5 (+8), Search 5 (+8), Sense Motive 6 (+9), Stealth 5 (+7), Survival (+3), Swim (+1)

FEATS: Artificer, Attack Focus (Melee) (2), Attack Specialization (1) [Staff], Attack Specialization (2) [Sorcery Array], Attractive (1), Benefit (4) [White Council Membership, Status – New Orleans Mystical Family Name, Wealth x2], Connected, Contacts, Defensive Roll (1), Equipment (3), Fascinate (1) [Diplomacy], Improved Initiative (1), Improved Throw, Luck (2), Minions (3) [Zombi], Ritualist, Well-Informed

WIZARD STAFF ENHANCED FEATS: Accurate Attack, Attack Specialization (1) [Sorcery Array], Power Attack

SHIELD BRACELET: Dodge Focus (1)

POWERS:
Super Senses 4 (Array; Magical Awareness [Mental, Acute, Extended [4pp]) [4]
AP: Clairaudience 2 (Auditory, PF: Ultimate Effort [Ultimate Notice Check]; 1pp) [3]
AP: The Sight 4 (Super Senses 10 [True Sight], Flaw: Tiring, Check Required [Concentration], PF: Eidetic Memory [1pp]) [4]

Soulgaze 10 (Telepathy 10; Flaw: Sense Dependent [Eye Contact], Limited to subconscious thoughts [5pp]) [10] - DC:20:will
Sorcery Magic Array 10 (Magic 10, Flaw: Side Effect [Must make save against DC10 + rank of power or suffer Fatigue [20pp array]; 10pp) [10]
Base Power: Mystic Lightning Blast 10 (20pp) [10]
AP: Mystic Binding 10 (Snare 10; [1pp]) [10]
AP: Veil 10 (Concealment 10 [Visual, Auditory, Olfactory], Extra: Affects Others, Flaw: Passive, PF: Progression 5 [25 others]; 1pp) [10]

Shield Bracelet 4 (Device 4, Hard to Lose, PF: Restricted [Wizards]; [20pp traits]; 17pp) [4]
Force Field 8 (Extra: Impervious, Affects Others, Flaw: Ablative, PF: Progression x3 [10 others]; [19pp]) [8]
Enhanced Feats 1 (see Feats [1pp])

Wizard Staff 2 (Device 2, Easy to Lose [10pp traits]; 6pp) [2]
Enhanced Feats 3 (see Feats [3pp]) [3]
Bludgeoning Strike 2 (PF: Mighty, Extended Reach, Improved Critical, Improved Block, Improved Disarm [7pp]) [2] - DC:18:tough


EQUIPMENT:
(20ep)

Enchanted Jacket (Protection 3 [3ep]) [3]
Wizard's Kit (2ep)
10ep for office and various equipment

COMBAT: Base Attack +4, Melee +6, Ranged +4, Sorcery Array +8, Staff +8, Sorcery Array with Staff +10, Grapple +7 [Unarmed +1 (Bruise); Mystic Lightning Blast +10 (Bruise); Staff +3, 19-20 Critical (Bruise)]; Defense 17 (13 flat-footed); Init +6; Knockback -2 (-10 with Force Field)

SAVES: Toughness +5 (+4 flat-footed, +13 with Force Field, +12 flat-footed with Force Field, +8 Impervious with Force Field), Fortitude +4, Reflex +5, Will +12

DRAWBACKS: Power Loss -Soulgaze on creatures of Nevernever and previous targets (uncommon, minor; -1), Power Loss -Boundaries (Warded places or when not invited into "home", Magic powers go to half ranks, doubles time of Ritualist and Artificer (uncommon, minor; -1), Power Loss -When unable to speak or gesture (uncommon, moderate; -2)

Abilities 28 + Skills 17 (68 ranks) + Feats 31 + Powers 43 + Combat 20 + Saves 15 – Drawbacks -4 = 150 / 150

Comments: The current queen of New Orleans mysticism, the great granddaughter of Marie Laveau, Charlotte Laveau. Her disappearance is the event that draws the party in the ThorpacoDresdenverse game I'm running to New Orleans to investigate. She's beautiful, smart, powerful and beloved by the local populace, even the ones that don't believe in magic. Which, considering the supernatural history of New Orleans, ain't that many folks, but still.

Charlotte has a sterling reputation with the White Council and her disappearance is a great concern to them. The Senior Council was going to send one of their own but a recent uprising of ghouls and Red Court Vampires in California has drawn their attention so Regional Commander, Warden Sterling Williams in Alabama called on Dorian Bishop and the Kincaid-like Viktor (Well, we think that's his name, I can never get Gilwen to name his characters until the last minute...) to look into the situation. What has become of Charlotte? Was it the Red Court? Was it Yakuza Boss Mistuyuki Yamada? Was it long time rival, gang lord and Voodoo Priest Papa Samdi? Is it linked to the Amulet of Delphine LaLaurie?

Only the GM knows for sure. :wink:
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Re: J-Mart III: Game Setting! Ghouls, Zombies

Postby Thorpacolypse » Sun Oct 04, 2009 7:59 am

Another new item for the ThorpacoDresdenverse game.

Image
No one messes with my girls.

SOBO
PL:
8 (126 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 28 (+9/+2) DEX: 14 (+2) CON: 26 (+8/+2) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb (+9), Concentration 6 (+7), Escape Artist (+2), Knowledge [Arcane Lore] 6 (+6) [Ritualist], Language 1 (English, Base: Creole French), Notice 4 (+5), Sense Motive 7 (+8), Stealth (+2), Survival (+1), Swim (+9)

FEATS: All-out Attack, Attack Focus (Melee) (2), Chokehold, Crushing Pin, Equipment (2), Improved Grab, Improved Grapple, Improved Pin, Power Attack, Ritualist, Withstand Damage

POWERS:
Enhanced Strength 13 (13pp) [13]
Enhanced Constitution 12 (12pp) [12]
Super-Strength 5 (10pp) [5]
Protection 2 (2pp) [2]
Amulet of Protect 2 (Device, Hard to Lose [10pp traits]; 8pp) [2]

Impervious Toughness 10 (10pp) [10]
Guardian of the Mind Necklace 4 (Device, Hard to Lose [20pp traits]; 16pp) [4]
Immunity 20 (Mental Effects [20pp]) [20]

EQUIPMENT:
(10ep)

Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough

COMBAT: Base Attack +5, Melee +7, Ranged +5, Grapple +21 [Unarmed +9 (Bruise); Heavy Pistol +5 (Lethal)]; Defense 16 (13 flat-footed); Init +2; Knockback -10

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

DRAWBACKS:

Abilities 15 + Skills 6 (24 ranks) + Feats 13 + Powers 61 + Combat 22 + Saves 9 – Drawbacks 0 = 126 / 126

Comments: Sobo is the bodyguard of Charlotte Laveau, who is the missing wizard that my players have gone down to New Orleans to try and find. He watches her back and is like a big brother to her apprentice, Elle Lane, who has been helping the PCs get started on the case. He hasn't gotten too involved in things yet, but as things continue to roll along, they'll need his muscle and street savvy.
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