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J-Mart: Superboy-Prime, Hyperion VI, Supermen

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Re: J-Mart: John Blake, Superman Playtest

Postby Arthur Eld » Sun Aug 19, 2012 5:50 pm

That was a pretty cool test, and it shows that at higher levels, powerhouse characters are doing a lot of damage. Even though Iron Cross had a full PL on Superman, the sheer amount of damage they could dish out meant neither would last too long. Superman's Regen helped out, though I don't think it should be so quick, but that's a whole nother argument

As for Dazed stacking, I'm not so sure, because you're Dazed until the end of your turn. So if IC Dazes Superman on his turn in round 1, and Superman goes next, also in Round 1, at the end of Round 1, Superman isn't Dazed anymore. I don't think it would come up much in single combat, for those reasons, but even if someone were to say, extra effort for another attack, thus hitting someone twice in one round and the person they hit gets 2nd degree failures twice, they'd still only be Dazed until the end of their next turn.

I'm looking forward to seeing more of your playtests, Thorp!
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Postby Thorpacolypse » Mon Aug 20, 2012 8:30 pm

We've got another new item for our Bleach Aisle hitting the shelves right now!

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Friends are a good thing, even if they tread a different path. - Captain Ukitake

CAPTAIN JŪSHIRŌ UKITAKE
PL: 13 (262 pts) - OPL: 13 ; DPL: 13

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 5, DEXTERITY 5, FIGHTING 13, INTELLECT 3, AWARENESS 6, PRESENCE 4

SKILLS: Acrobatics 3 (+8), Athletics 5 (+9), Close Combat [Zanpakuto] 4 (+17), Deception (+4), Expertise [Kido] 10 (+13) [Ritualist], Expertise [Shinigami] 10 (+13), Insight 6 (+12) [Assessment, Combat Clarity], Intimidation (+4), Investigation 4 (+7), Perception 6 (+12), Persuasion 8 (+12) [Connected], Ranged Combat [Kido] 4 (+13), Stealth 3 (+8), Treatment 1 (+4)

ADVANTAGES: Accurate Attack, Benefit (4) (Status – Captain of Squad 13, Wealth 2 [Independently Wealthy]), Combat Clarity* (1), Connected, Defensive Attack, Defensive Roll (5), Evasion (1), Improved Critical (2) (Unarmed, Swords), Improved Initiative (1), Leadership, Move-by Action, Power Attack, Precise Attack (3) (Close, Cover; Close, Concealment; Ranged, Concealment), Ranged Attack (4), Ritualist, Takedown (1), Teamwork

POWERS:
Shinigami Physiology: Immunity 1 (Aging); 1 pt
Spirit Form: Concealment 10 (All Senses, Flaw: Limited [Only in human world], Permanent); 5 pts
Reiryuko (Spiritual Energy): 20 pt array; 24 pts
Kido - Bakudo (Sai/Horin): Ranged Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, Extras: Extra Condition, Flaw: Limited to Two Degrees); 20 pts
Kido - Hado (Sōren Sōkatsui): Spirit Energy Ranged Damage 10; 1 pt
Kido - Seki: Deflect 10; 1 pt
Reiatsu Release: Burst Area Affliction 10 (Resisted by Will; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst [30 ft radius], Extra: Subtle, Flaw: Activation [Move Action]); 1 pt
Spiritual Awareness: Senses 8 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Accurate, Acute, Ranged, Extended], Enhanced Advantages 1 (Assessment); 1 pt

Hoho: 12 pt Array; 13 pts
Air Walking: Flight 6 (125 mph); 12 pts
Shunpo (Flash Steps): Speed 6 (125 mph), Leaping 4 (120 ft); 1 pt

Zanjutsu: Enhanced Dodge 2 (Flaw: Sustained), Enhanced Parry 2 (Flaw: Sustained), Enhanced Advantage 1 (Improved Defense), (Quirk: Requires sword/zanpakuto); 3 pts
Zanpakuto: 6 pts traits, Extra: Restricted 2 [Jushiro only], Easily Removable (-2 pts); 6 pts
Konso/Hollow Cleansing: Feature 1 (Konso allows pluses to move on to the Soul Society), Feature 1 (When destroying a Hollow, it allows them to move on to the Soul Society or Hell, depending on the life they lived); 2 pts
Sōgyo no Kotowari: Piercing/Slashing Strength-based Damage 3, Enhanced Advantage 1 (Improved Critical); 4 pts

Shikai: 40 pts traits, Flaw: Actvation [Move Action], Quirk: Must say Release Name; 38 pts
Dual Blade Strike: Enhanced Piercing/Slashing Strength-based Damage 1, Enhanced Advantage 1 (Improved Critical), (Extra: Split); 3 pts
All Waves, Rise now and Become my Shield, Lightning, Strike now and Become my Blade! Immunity 20 (Energy Damage, Flaw: Sustained), Ranged Damage 15 (Extra: Accurate, Variable Descriptor [Any energy], Flaw: Limited to Energy Attack rank and type he was attacked with]); 37 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +13 [Unarmed +4, Critical 19-20]
Zanpakuto +17 [Sōgyo no Kotowari +7, Critical 18-20; Sōgyo no Kotowari Dual Blades +8, Critical 17-20]
Kido +13 [Bakudo Affliction +10; Hado +10; Seki Deflect +10]
All Waves, Rise Now and Become my Shield, Lightning, Strike Now and Become my Blade! +11 [Energy Damage (up to) +15]
Special Attack [Reiatsu Release +10, Area Burst]

DEFENSES:
Dodge +16 [DC26] Parry +16 [DC26]
Toughness +9, Fortitude +7, Will +15

COMPLICATIONS:
Disability: Jushiro has an illness that weakens him from time to time and causes him to cough up blood, ergo, he needs lots of rest and exerting himself for long periods can be very dangerous to his health
Honor: He is one of the most honorable men in the Seireitei, giving everyone of all classes and rank respect, and refusing to fight with a child or even in the presence of a child
Power Loss: It takes a lot of spiritual energy for Shinigami to use Bankai and Arrancar to use Resurrecion. As such, it is up to the GM to determine when and if those powers can be activated and maintaining usage of those powers can eventually lead to exhaustion and inability to utilize those powers until the users' spiritual pressure has a chance to recharge
Relationships: He is best friends with Captain Kyoraku and is close to his Lieutenant Nanao Ise
Responsibility: As a Shinigami, he has the responsibility to purify hollows, lead pluses to the Soul Society and uphold the laws of the Gotei 13 as the Captain of Squad 13

Abilities 88 + Skills 32 (64 ranks) + Advantages 30 + Powers 90 + Defenses 22 = 262 / 262

Comments: Captain Jushiro Ukitake is one of the coolest characters in Bleach. Stoic, yet empathetic and wise, he is one of the centers of the Gotei 13. His biggest drawback is his lifelong disease he’s had (tuberculosis, never officially heard?) that makes him weak from time to time and causes him to cough up blood.

He’s one of the oldest Captains, and potentially one of the most powerful with his Shikai allowing him to basically absorb any energy attack directed at him and allowing him to send it back with equal force. He and Captain Kyoraku were able to defeat an Espada (who are all going to be between PL11-14 and they defeated Stark, who I have at PL14) without even using their Bankai, which tells you how powerful they could potentially be.

As noted earlier, I pretty much made the decision to make all the Captains the same PL based on the info I have since I think fights between them should be toss-ups, even though their power sets may be different. But when you consider that he, Kyoraku and Zaraki have been shown to handle Espada level opponents without Bankai, and others like Hitsugaya and even Byakuya have had to resort to it to win, you could see that they could potentially go to PL14 or 15 if their max power is ever revealed.

I'm sure I've missed stuff so as always, feedback is welcome.
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Re: J-Mart: John Blake, Superman Playtest, Captain Ukitake

Postby Arthur Eld » Tue Aug 21, 2012 11:35 am

Nice Ukitake build. I always thought he was cool-when he first shows up and takes Byakukya by surprise(!) you realize this is a guy both capable and cool-headed.

One thing I would add to Ukitake is Diehard, cause of the massive injury he takes from Wonderweiss (who was oddly more effective than pretty much any other Arrancar).

Also, why did you decide not to build his energy reflecting as Deflect?
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Re: J-Mart: John Blake, Superman Playtest, Captain Ukitake

Postby Thorpacolypse » Wed Aug 22, 2012 6:55 pm

Arthur Eld wrote:Nice Ukitake build. I always thought he was cool-when he first shows up and takes Byakukya by surprise(!) you realize this is a guy both capable and cool-headed.

One thing I would add to Ukitake is Diehard, cause of the massive injury he takes from Wonderweiss (who was oddly more effective than pretty much any other Arrancar).

Also, why did you decide not to build his energy reflecting as Deflect?


I left Diehard off because of his illness, but I concur with you the more I think about it. Surviving as he has with it probably gives me more reason to give him that.

As far as the energy reflecting...I honestly can't recall why I didn't go with Deflect. I think it was because at the time, I really wanted him to be untouchable by spirit energy attacks period, and even with a 15 rank Deflect, there exists the possibility that he could be hit. That's probably more accurate as I think about, though. I might change it since I built him a couple of months ago and I'd been waiting to post Bleach stuff while I (slowly) worked on other things.
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Re: J-Mart: John Blake, Superman Playtest, Captain Ukitake

Postby Arthur Eld » Wed Aug 22, 2012 9:23 pm

Yeah I think the bit where Stark (not Ned or Tony) says that there has to be a limit to how much he can absorb and then prepares to fire off 1,000 shots said, to me anyway, that he can be overwhelmed. So I feel like Deflect with Redirect is a better fit than Immunity.
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Re: J-Mart: John Blake, Superman Playtest, Captain Ukitake

Postby Thorpacolypse » Fri Aug 24, 2012 4:36 pm

I saw Expendables 2 last night...Guess what I'll be posting/re-posting in the next few days. 8)

To note, Stallone is 66, Schwarzenegger is 65, Willis 57, CHUCK NORRIS is 72, Lundgren is 54, Van Damme is 51. Hell, even Jet Li is 49. And they all looked great. I'm sure some of it was makeup and years of Hollywood pampering, but still...I gotta get back in the gym. :shock:
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Re: J-Mart: John Blake, Superman Playtest, Captain Ukitake

Postby BARON » Fri Aug 24, 2012 6:13 pm

I'll check it out. I caught a lot of flack for not liking the first one. I seem to have a problem turning my brain off for summer movies. :lol:
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Re: J-Mart: John Blake, Superman Playtest, Captain Ukitake

Postby Thorpacolypse » Sat Aug 25, 2012 7:02 am

BARON wrote:I'll check it out. I caught a lot of flack for not liking the first one. I seem to have a problem turning my brain off for summer movies. :lol:


Shutting your brain off is EXACTLY what you need to do to enjoy those movies. The old guys have learned not to take themselves too seriously and that's what makes them work. You just have sit back, relax, watch hundreds of minions get their heads blown off by 7-8 guys who wade through hails of gunfire and never take a bullet. You'll get the spirit of the movies with my re-models of my original Expendable builds and my new ones from the sequel.
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Re: #18

Postby Thorpacolypse » Sat Aug 25, 2012 7:50 am

Thorpacolypse wrote:And now, thanks to the urging of the Complimenter in Chief and others, The JM starts it's first run of one our favorite specials, the ACTION! series! And we start out with one of the stars of the best bad movie I've seen in a good while!

Image
That's how we deal with death. We keep it lite until we have to get dark. Then we go pitch black. - Barney Ross

BARNEY ROSS
PL: 10 (154 pts) - OPL: 8 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 2, DEXTERITY 4, FIGHTING 8, INTELLECT 2, AWARENESS 3, PRESENCE 3

SKILLS: Athletics 4 (+7), Deception 3 (+6), Expertise [Mercenary] 8 (+10), Expertise [Tactics] 10 (+12), Insight 4 (+7), Intimidation 3 (+6), Perception 5 (+8), Persuasion 3 (+6), Ranged Combat [Pistols] 2 (+12), Sleight of Hand 1 (+5), Stealth 7 (+9), Vehicles 8 (+12)

ADVANTAGES: Close Attack (2), Combat Leader*, Defensive Roll (2), Equipment (22), Evasion (2), Improved Aim, Improved Critical (3) (Firearms 2, Unarmed), Improved Disarm, Improved Initiative (2), Inspire (1), Languages (1) (Spanish, Russian, Base: English), Luck (Recover) (1), Precise Attack (1) (Ranged, Cover), Quick Draw, Ranged Attack (6), Set-Up (1), Takedown (2), Teamwork

POWERS:
NONE

EQUIPMENT:
(110ep)
Bulletproof Vest: Protection 3 (Flaw: Limited to Ballistic Damage), Subtle; 3ep
Binoculars: +5 Perception [Visual at Distance], Tiny; 1ep
Walkie-Talkie: Feature 1 (Radio Communication), Miniscule; 1ep
Cell Phone, Standard: Feature 1 (Cellular Communication), Diminutive; 1ep
Mini-Camera: Feature 1 (Photography), Tiny; 1ep
Big Ass Knife: Piercing Strength-Based Damage 2, Critical 19-20, Small; 3ep
Light Machine Pistol: Ballistic Ranged Damage 3, Extra: Multiattack; 75 ft range, Small; 9ep
Twin Light Pistol: Ballistic Ranged Damage 3 (Extra: Split); 75ft range, Small; 7ep
4ep as needed for situation
Arsenal: (16ep)
Assault Rifle: Ballistic Ranged Damage 5, Extra: Multi-Attack; 125 ft range, Large; 15ep
Fragmentation Grenades: Ballistic Damage 5, Extra: Ranged Area Burst, Range 25 ft; 1ep
Vehicle: (64ep)
Grumman HU-16 Albatross: Size - C, Strength - 10, Speed - 8, Def - 5, Tough - 11, Air-to-Air Missiles [Ballistic Ranged Damage 11, Extra: Area Burst 8, Homing 6], Machine Guns [Ballistic Ranged Damage 6, Extra: Multiattack], Features 2 (Hidden Compartments, Water Landing/Takeoff); 63ep
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8; 1ep

OFFENSE:
Initiative +10
Close Attack +10 [Unarmed +3, Critical 19-20; Knife +5, Critical 19-20]
Ranged Attack +10 [Assault Rifle +5, Critical 18-20, Multiattack; Frag Grenades +5, Area Burst]
Pistols +12 [Light Machine Pistol +3, Critical 18-20, Multiattack]

DEFENSES:
Dodge +12 [DC22] Parry +9 [DC19]
Toughness +5 (+8 against Ballistics), Fortitude +7, Will +5

COMPLICATIONS:
Relationships: His Expendables buddies, especially Lee Christmas and Tool, Responsibility: Completing the job

Abilities 56 + Skills 29 (58 ranks) + Advantages 52 + Powers 0 + Defenses 17 = 154 / 154

Comments: I gotta give props where they are due, the old man came through in the movie. Stallone’s face may look his age (or least you can tell where the plastic surgeon took that age away) but he was incredibly buff for a 64 year old and even though the movie was technically weak, theatrically it was awesome. It was a good old-fashioned action flick, just like they intended and just like I remember from a simpler time called the 80's, where you don't have to think too hard, political correctness wasn't an issue and no one was trying to prove any points about being a serious actor or anything like that. It looked like they were all having a ball and when you get that from the actors, the same affect usually comes through to the audience.

Stallone's character was Barney Ross, the leader of the team. He really excelled in gunplay and goon sweeping but wasn't near the fighter that some of the others were, as shown when Austin's character kicked his ass. But he was the center of the flick and like I said, he did well at that. He is way over-pointed, mainly because 1) He's Stallone, and 2) I had him pay for the plane, and those are expensive equipment.

Clean Up 8/25/12: Saw the sequel, had to make some updates.


As mentioned, the Expendables updates and additions start now. Had to start with Stallone's character since he is the leader and the best example of the changes I've made to them. My original builds of them were all between PL6-7, which seems to be about right for true human maximums. However...

These are ACTION! movie heroes. They are not real life. Granted, most of what they do is bound by human limits, but let's be "real". These guys wade through places with the air FULL of bullets and do they get hit? Very, very, rarely. So they all are getting sky high Dodge defense. In game terms in that movie, the team took on probably 100-150 minions with assault rifles, 3-4 villains that were equal to their PL and the 9 main good guys took exactly TWO bullets. TWO. In some cases you could write that off as partial or full cover, but at the end battle, Schwarzenegger, Norris, Willis, Stallone, Crews and Couture (that I can recall) were standing in an airline terminal, surrounded by 20-30 guys AND the main bad guys who were all shooting at them and no one got hurt at all. Not a scratch. Stallone two took bullets in the opening sequence and that was it and I'm pretty sure he made the Toughness save on those. It wasn't until Statham and Stallone took on the two main NPC villains that they took any damage at all and that was all Close range damage.

And reflecting on the first movie, the percentages were pretty much the same. None of them ever got shot, even the lesser characters like Toll Road, Hale Caesar and Gunnar. And thinking about all those movies those guys have been in since the 80's, you can probably count on both hands all the times Rambo, John McClane, Lone Wolf McQuade, Cobra, Braddock, etc. all those iconic ACTION! heroes got shot compared to how often they were shot at. But they were all mortal in fist fights and martial arts contests. Seems like whenever they threw down in the big ending fight with the baddie, they always got the crap knocked out of them, but came up with the big finishing move at the end.

So to replicate that, I raised all their PLs, but it's really only for Dodge defense and slightly higher Toughness against Ballistics. But I keep their Parry defenses fairly low in most cases, except for Jet Li and Jason Statham, of course. I think that's a more accurate reflection of how ACTION! heroes really function, especially in The Expendables.
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Re: #25

Postby Thorpacolypse » Sat Aug 25, 2012 8:24 am

Thorpacolypse wrote:Our ACTION! run is coming to a close shortly (for now) with our last item in our Expendables line (for now)!

Image
Gunner Jensen: Who am I gonna pick on?
Yin Yang: You find some other minority.


GUNNAR JENSEN
PL: 9 (112 pts) - OPL: 7 ; DPL: 9

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 1, DEXTERITY 2, FIGHTING 6, INTELLECT 3, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 3 (+7), Deception 5 (+5), Expertise [Chemistry] 5 (+8), Expertise [Mercenary] 4 (+7), Intimidation 8 (+8), Perception 4 (+4), Ranged Combat [Firearms] 4 (+9), Stealth 6 (+7), Vehicles 5 (+7)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (2), Crushing Pin*, Equipment (13), Improved Aim, Improved Critical (2) (Rifles, Unarmed), Improved Grab, Improved Initiative (1), Languages (1) (Spanish, Swedish, Base: English), Power Attack, Precise Attack (1) (Ranged, Cover), Quick Draw, Ranged Attack (3), Second Chance (1) (Toughness checks against Bludgeoning Damage), Takedown (1), Withstand Damage (1)

POWERS:
NONE

EQUIPMENT:
(13ep)
Bulletproof Vest: Protection 3 (Flaw: Limited to Ballistic Damage), Subtle; 3ep
Binoculars: +5 Perception [Visual at Distance], Tiny; 1ep
Walkie-Talkie: Feature 1 (Radio Communication), Miniscule; 1ep
Cell Phone, Standard: Feature 1 (Cellular Communication), Diminutive; 1ep
Big Ass Knife: Piercing Strength-Based Damage 2, Critical 19-20, Small; 3ep
Sniper Rifle: Ballistic Ranged Damage 5, Critical 19-20 (Extra: Extended Range); 250 ft range, Large; 17ep
Light Machine Pistol: Ballistic Ranged Damage 3, Extra: Multiattack; 75 ft range, Small; 9ep
Arsenal: (16ep)
Assault Rifle: Ballistic Ranged Damage 5, Extra: Multi-Attack; 125 ft range, Large; 15ep
Fragmentation Grenades: Ballistic Damage 5, Extra: Ranged Area Burst, Range 25 ft; 1ep
Vehicle: (10ep)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8; 10ep

OFFENSE:
Initiative +1
Close Attack +8 [Unarmed +4, Critical 19-20; Knife +6, Critical 19-20]
Ranged Attack +5 [Frag Grenades +5, Area Burst]
Firearms +9 [Sniper Rifle +5, Critical 18-20; Assault Rifle +5, Critical 19-20, Multiattack; Light Machine Pistol +3, Critical 19-20, Multiattack]

DEFENSES:
Dodge +11 [DC21] Parry +6 [DC16]
Toughness +4 (+7 against ballistics, Second Chance, Withstand Damage*), Fortitude +7, Will +3

COMPLICATIONS:
Addiction: He's got a drug problem is he's trying (?) to beat
Relationships: His partners in The Expendables, particularly Barney Ross and Yin Yang
Responsibility: Getting the job done

Abilities 40 + Skills 22 (44 ranks) + Advantages 34 + Powers 0 + Defenses 16 = 112 / 112

Comments: IMHO, Dolph Lundgren here stole the picture. Not with his acting prowess, of course, but with his lack thereof and his drug-addled wackiness. Sly threw his old buddy a bone and he took advantage of it. I can totally see him as Piledriver or Bulldozer, hell, even The Wrecker of The Wrecking Crew in a Marvel movie, can't you? Hmmmm...I should send that in to John Favreau... :wink:

I got a kick out of his little rivalry with Li's character and they actually put on a pretty good fight, with a classic technician vs. brute matchup. But geez, between his mumbling, Stallone's mumbling, Statham and Lee's accents, and Mickey Rourke's...well, mumbling, I thought the freakin' movie should have had subtitles!

And this is it for my Expendables run for now. I might go back and work up Tool (Rourke), and the bad guys, especially Stone Cold and Gary Daniel's characters who rocked, later on, but I didn't have the juice for that right now. I want to finish up this ACTION! run and move into other things.

Clean Up 8/25/12: Dolph was fun in the sequel as well.


I'm not going to repost all of the team, but I made a lot of changes to Gunnar so I thought I would note him. Apparently Dolph wasn't going to be in the sequel unless his character was changed a bit, so Sly accommodated him and gave him so more lines and threw in his real life Chemist background. It really fit since chemists would obviously be fantastic druggies. :wink:
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Re: #22

Postby Thorpacolypse » Sun Aug 26, 2012 9:01 am

Thorpacolypse wrote:The ACTION! run just keeps on rolling with another new item in our Expendables line!

Image
Trench (Schwarzenegger): I need a gun, something big. [looks at Caesar's gun]
Trench: Preferably yours!
Hale Caesar: No way man, this is my woman!
Barney Ross: Give it to him, you got a back-up don't you? [Caesar reluctantly hands over his gun]
Hale Caesar: If I don't get this back, your ass is terminated.


HALE CAESAR
PL: 9 (108 pts) - OPL: 7 ; DPL: 9

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 2, DEXTERITY 3, FIGHTING 7, INTELLECT 0, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 2 (+4), Athletics 5 (+9), Deception 3 (+4), Expertise [Culinary] 4 (+4), Expertise [Mercenary] 6 (+6), Insight 3 (+5), Intimidation 6 (+7), Perception 5 (+7), Persuasion (+2), Sleight of Hand 1 (+4), Stealth 6 (+8), Vehicles 5 (+8)

ADVANTAGES: All-Out Attack, Equipment (14), Evasion (1), Improved Initiative (1), Languages (1) (Spanish, 1 other, Base: English), Ranged Attack (4), Takedown (1), Teamwork

POWERS:
NONE

EQUIPMENT:
(70ep)
Bulletproof Vest: Protection 3 (Flaw: Limited to Ballistic Damage), Subtle; 3ep
Binoculars: +5 Perception [Visual at Distance], Tiny; 1ep
Walkie-Talkie: Feature 1 (Radio Communication), Miniscule; 1ep
7.62mm (M60) Machine Gun: Ballistic Ranged Damage 6, Extra: Multiattack; 150 ft range, Large; 18ep
Switchblade: Piercing Strength-Based Damage 1, Critical 19-20, Small; 3ep
Light Machine Pistol: Ballistic Ranged Damage 3, Extra: Multiattack; 75 ft range, Small; 9ep
Arsenal: (25ep)
AA-12: Ballistic Ranged Damage 8, Extra: Multi-Attack; 200 ft range, Large; 24ep
Fragmentation Grenades: Ballistic Damage 5, Extra: Ranged Area Burst, Range 25 ft; 1ep
Vehicle: (10ep)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8; 10ep

OFFENSE:
Initiative +6
Close Attack +7 [Unarmed +3; Switchblade +4, Critical 19-20]
Ranged Attack +7 [AA-12 +8, Multiattack; M60 +6, Multiattack; Machine Pistol +3, Multiattack; Frag Grenades +5, Area Burst]

DEFENSES:
Dodge +11 [DC21] Parry +7 [DC17]
Toughness +4 (+7 against Ballistics), Fortitude +7, Will +5

COMPLICATIONS:
The Finer Things: He likes good food and coffee and always comes prepared to eat well. If not, he gets cranky…
Relationships: His partners in The Expendables
Responsibility: Getting the job done

Abilities 46 + Skills 23 (46 ranks) + Advantages 24 + Powers 0 + Defenses 15 = 108 / 108

Comments: The man, Terry Crews, as his Expendables character Hale Caesar. He didn’t get that much screen time, but he had some funny lines and his usage of the AA-12 gun rocked the house. That’s the only reason he gets the PL7 that I had reserved for Yang, Ross and Christmas. Without it, he’s more in line with the PL6 “lesser” members of the group.

One thing you'll note as that I have been very liberal with my usage of the Evasion feat for all the action heroes, mainly because I always visualize that feat as the leaping escape from the big explosion so common in action movies. They probably don't really deserve it in game terms, but hey, every now then you gotta go with flavor over real game mechanics!

Clean Up 8/26/12: Hale gets an update, too. And apparently Terry hit the gym big time before The Expendables rang the bell at the NY Stock Exchance... :shock:

Image


My update to Hale Caeser. I had to add that pic from them at the NYSE with Crews showing off. Man, I gotta him the gym... :wink:
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Postby Thorpacolypse » Sun Aug 26, 2012 9:31 am

Now that I've completed the updates to all the original Expendables, time for some additions from the sequel. And of course, you can only start one place when you're going down that path...

Image
Barney Ross: I heard you were dead.
Booker: Yeah, I heard that, too.


BOOKER
PL: 10 (140 pts) - OPL: 8; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 2, DEXTERITY 4, FIGHTING 12, INTELLECT 1, AWARENESS 4, PRESENCE 1

SKILLS: Athletics 4 (+6), Deception (+1), Expertise [Soldier] 12 (+13), Insight 4 (+8), Intimidation 7 (+8), Investigation 4 (+5), Perception 5 (+9), Persuasion (+1), Ranged Combat [Guns] 2 (+11), Stealth 11 (+13), Vehicles 3 (+7)

ADVANTAGES: Combat Clarity* (1), Diehard, Equipment (7), Evasion (2), Favored Environment (Gunfights), Fearless, Improved Aim, Improved Critical (4) (Guns 2, Unarmed 2), Improved Initiative (3), Languages (2), Luck (Edit Scene) (1), Luck (Improve Roll) (1), Move-by Action, Precise Attack (2) (Close, Cover; Ranged, Cover), Quick Draw, Ranged Attack (5), Takedown (2), Tracking, Uncanny Dodge

POWERS:
NONE

EQUIPMENT:
(35ep)
Tactical Vest: Protection 3, Limited to Ballistic Damage, Subtle; 3ep
Binoculars: +5 Perception [Visual at Distance], Tiny; 1ep
Knife: Piercing Strength-Based Damage 1, Critical 19-20, Small; 2ep
Heavy Pistol: Ballistic Ranged Damage 4; 100 ft range, Small; 8ep
4ep as needed for situation
Arsenal: (17ep)
Assault Rifle: Ballistic Ranged Damage 5, Extra: Multi-Attack; 125 ft range, Large; 15ep
Light Machine Pistol: Ballistic Ranged Damage 3, Extra: Multiattack; 75 ft range, Small; 1ep
Fragmentation Grenades: Ballistic Damage 5, Extra: Ranged Area Burst (30 ft radius), Range 25 ft; 1ep

OFFENSE:
Initiative +14
Close Attack +12 [Unarmed +2, Critical 18-20; Knife +3, Critical 19-20]
Ranged Attack +9
Guns +11 [Pistol +4, Critical 18-20; Assault Rifle +5, Critical 18-20, Multiattack; Light Machine Pistol +3, Critical 18-20, Multiattack]
Special Attack [Frag Grenades +5, Area Burst]

DEFENSES:
Dodge +15 [DC25] Parry +13 [DC23]
Toughness +2 (+5 against Ballistics), Fortitude +6, Will +6

COMPLICATIONS:
He works alone: He's a lone wolf and he likes it that way
Responsibility: Finishing his job

Abilities 56 + Skills 26 (52 ranks) + Advantages 38 + Powers 0 + Defenses 20 = 140 / 140

Comments: The legendary Chuck Norris got to kick some ass old school in Expendables 2. He was only in the film for a little bit, but of course, he stole the show. He mowed down goon after goon and of course, didn’t get a scratch, hence the sky high Dodge. As noted in the earlier builds, I think that’s the key piece I’ve been missing in my action hero builds. Keeping him at PL10 made for a low Toughness, but remember, this is a character, not the real Chuck. He would have Immunity to everything if it were really Chuck. 8)

Booker was a crazy good marksman and he’d been waging a solo war against the large Russian cartel for years, so I gave him high stealth and decent investigative skills, along with Tracking, so The Lone Wolf can always hunt his quarry. He didn't do any melee stuff in the final cut of the film (and really, Chuck is 72, he might break a hip doing a roundhouse kick at this age) but it's Chuck, so I made him top level for the characters in The Expendables world.

And there was a better in line the movie I could have used, but I hate to spoil it... :wink:

It should be noted that:

When you write Chuck Norris backwards it reads: "It's Time To Die"...

Chuck Norris doesn't have a shadow. His shadow isn't stupid enough to follow him around.

The original plan for Hiroshima and Nagasaki was to send in Chuck Norris. We decided to go the humane route.

Chuck Norris’ roundhouse-kick is so powerful, it can be seen from outer space by the naked eye.

When an episode of Walker Texas Ranger was aired in France, the French surrendered to Chuck Norris just to be on the safe side.

Chuck Norris can cut scissors with paper

If Chuck Norris dreams of killing you, you die in real life.

Guns don't kill people. Chuck Norris kills people.

Example learns by Chuck Norris.
Last edited by Thorpacolypse on Sun Aug 26, 2012 6:30 pm, edited 2 times in total.
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Postby Thorpacolypse » Sun Aug 26, 2012 12:20 pm

Our ACTION! run continues with this addition to our Expendables Aisle!

Image
How'd you do that? - Billy to Barney Ross

BILLY "THE KID" TIMMONS
PL: 8 (98 pts) - OPL: 8 ; DPL: 8

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 3, DEXTERITY 4, FIGHTING 6, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 8 (+10), Deception 2 (+3/+5) [Attractive], Expertise [Soldier] 6 (+7), Insight 3 (+5), Intimidation 2 (+3), Perception 3 (+5), Persuasion (+1/+3) [Attractive], Ranged Combat [Guns] 4 (+10), Stealth 5 (+8), Vehicles 3 (+7)

ADVANTAGES: Accurate Attack, Attractive (1), Close Attack (1), Equipment (10), Evasion (1), Improved Aim, Improved Critical (2) (Rifles 2), Improved Initiative (1), Languages (1) (2 others, Base: English), Precise Attack (2) (Ranged, Cover; Ranged, Concealment), Ranged Attack (2), Takedown (1)

POWERS:
NONE

EQUIPMENT:
(50ep)
Light Tactical Vest: Protection 3, Limited to Ballistic Damage, Subtle; 3ep
Commlink: Feature 1 (Radio Communication), Miniscule; 1ep
Cell Phone, Standard: Feature 1 (Cellular Communication), Diminutive; 1ep
Binoculars: +5 Perception [Visual at Distance], Tiny; 1ep
Knife: Piercing Strength-Based Damage 1, Critical 19-20, Small; 2ep
Heavy Pistol: Ballistic Ranged Damage 4; 100 ft range, Small; 8ep
Assault Rifle: Ballistic Ranged Damage 5, Extra: Multi-Attack; 125 ft range, Large; 15ep
2ep as needed for situation
Arsenal: (17ep)
Barrett M107 Rifle: Ballistic Ranged Damage 6, Critical 19-20 (Extra: Extended Range 2); Large; 15ep
Assault Rifle: Ballistic Ranged Damage 5, Extra: Multi-Attack; 125 ft range, Large; 1ep
Fragmentation Grenades: Ballistic Damage 5, Extra: Ranged Area Burst (30 ft radius), Range 25 ft; 1ep

OFFENSE:
Initiative +7
Close Attack +7 [Unarmed +2; Knife +3, Critical 19-20]
Ranged Attack +6
Guns +10 [Sniper Rifle +6, Critical 17-20; Assault Rifle +5, Critical 18-20, Multiattack; Heavy Pistol +4, Critical 18-20]
Special Attack [Frag Grenades +5, Area Burst]

DEFENSES:
Dodge +10 [DC20] Parry +6 [DC16]
Toughness +3 (+6 against Ballistics), Fortitude +5, Will +5

COMPLICATIONS:
Relationships: The love of his life, Sophia
Responsibility: To finish the job

Abilities 44 + Skills 18 (36 ranks) + Advantages 24 + Powers 0 + Defenses 12 = 98 / 98

Comments: Liam Hemsworth, Chris’ younger brother and the betrothed of one Miley Cyrus played, Billy, nicknamed Billy the Kid, the token new guy in The Expendables. He actually wasn’t bad, but I’m torn as to whether my thoughts about his acting are based on fact, or based on the competition he had in the show. Heck, Miley herself would have probably looked like Glenn Close in comparison to Stallone, Lundgren and the other stiffs. But I digress…

He starts getting that red shirt feel about 10 minutes in, and I’ll leave it at that. He was a kick ass sniper, and had an impressive uphill sprint during a mission, unless I missed something, it didn’t look like he got switched out for a stuntman, so I gotta give mad props for his training at least.

If anyone knows what type of gun he used, let me know so I can name it right. I’m going to be reworking my little Equipment Guide to change the ranges, get rid of size (not used in 3E I just never changed it from my 2E templates) add weapons and such. It looked a bit higher cal than a regular rifle, but I haven’t been to find anything about it so far in my net searches.
Last edited by Thorpacolypse on Sun Aug 26, 2012 7:54 pm, edited 2 times in total.
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Re: J-Mart: Expendables Redux, Booker (Norris), Billy

Postby marcoasalazarm » Sun Aug 26, 2012 12:28 pm

That rifle he's packing on the picture looks like a one of those .50 BMG Barrett guns. Which is a freaking monstrosity IRL, being an anti-materiel rifle and all (the sniper guy on the fourth Rambo movie used one too. Shot through bunched-together bundles of folks and vaporized heads with that thing).

Could be wrong, though.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Re: J-Mart: Expendables Redux, Booker (Norris), Billy

Postby catsi563 » Sun Aug 26, 2012 6:50 pm

Yeah thats what it is allright. A macmillian barret 50 cal antimaterial rifle.

it shoots through vehicles stone walls and pretty much anything shy of tanks.

guy in iraq hit 3 targets behind a stone wall in one shot from a mile out with one. Pretty impressive shot actualy.
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