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Thorpacolypse
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960

Postby Thorpacolypse » Sun Jul 21, 2013 2:13 pm

We've got another J-Mart Favorite item hitting the Aisle 2 shelves! And it's CRAZY GOOD!

Image
Ah, just another day at the office...

DEADPOOL PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 4, STAMINA 7, AGILITY 5, DEXTERITY 5, FIGHTING 12, INTELLECT 1, AWARENESS -1, PRESENCE 1

SKILLS: Acrobatics 4 (+9), Athletics 5 (+9), Deception 11 (+12) [Daze, Taunt], Expertise [Military] 4 (+5), Insight (-1), Intimidation 6 (+7), Perception 6 (+5), Persuasion (+1), Ranged Combat [Firearms] 5 (+13), Sleight of Hand 1 (+6), Stealth 6 (+11), Vehicles 2 (+7)

ADVANTAGES: All-Out Attack, Close Attack (1), Daze (1) (Deception), Equipment (4), Improved Critical (2) (Swords, Firearms), Improved Initiative (1), Languages (1) (Pick it, Base: English), Minion (4) (Bob, Agent of HYDRA), Power Attack, Quick Draw, Ranged Attack (3), Takedown (1), Taunt

ENHANCED ADVANTAGES: Diehard, Great Endurance

POWERS:
Hello Faithful Readers! Senses 1 [Fourth Wall Awareness]; 1 pt
Crazier Than a Sack of Ferrets: Immunity 2 [Mind Reading]; 2 pts
Healing Factor: Regeneration 8 (2/every 3 rounds, Extra: Persistent), Immunity 2 [Aging, Disease (Limited), Poisons (Limited)], Enhanced Advantages 2 [see Advantages]; 20 pts

EQUIPMENT:
(20ep)
Costume: Protection 1; 1ep
Cell Phone, Standard: Feature 1, Diminutive; 1ep
Arsenal: (23ep)
Assault Rifle: Ballistic Ranged Damage 5, Extra: Multi-Attack; 125 ft range, Large; 15ep
Twin Uzis: Ballistic Ranged Damage 4, Extra: Multiattack, Split; 100 ft range, Medium; 1ep
Twin Katanas: Slashing Strength-Based Damage 3, Critical 19-20, Extra: Split, Medium; 1ep
Fragmentation Grenades: Ballistic Damage 5, Extra: Ranged Area Burst, Range 25 ft; 1ep

OFFENSE:
Initiative +9
Close Attack +13 [Unarmed +4; Katanas +7, Critical 18-20]
Ranged Attack +8 [Frag Grenades +5, Area Burst]
Firearms +13 [Assault Rifle +5, Critical 19-20, Multiattack; Twin Uzis +4, Critical 19-20, Multiattack]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +8, Fortitude +8, Will +3

COMPLICATIONS:
Insanity: He's crazier than a sack o' ferrets and has multiple conversations going on his head with…himself. He also has bouts of drifting off into his own fantasy world, even during intense combat
Addiction: He has a crippling addiction to Yoo-Hoo
Enemy: T-Ray and many others with the list growing daily
Greed: He'll do just about anything to make a buck…except hold a regular job
Reputation: Most everyone knows he's crazy, hero and villain alike and generally do not like associating with him
Motormouth: He also won't shut up…ever
Rivalry: He really, really wants to beat Wolverine but he always comes out the loser in the end and he also has a rivalry with Taskmaster, although they do have a respect for each other. Sorta…

Abilities 68 + Skills 25 (50 ranks) + Advantages 15 + Powers 20 + Defenses 12 = 150 / 150

Comments: Deadpool as PL10 PC. Pretty easy to do, really, Wade’s not a complicated guy.
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961

Postby Thorpacolypse » Sun Jul 21, 2013 2:16 pm

Another item in our PC line hits our Marvel Aisle. And this one is a spicy Cajun item...whoooo, child!

Image
Tres cool, eh, mon ami?

GAMBIT PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 7, DEXTERITY 5, FIGHTING 10, INTELLECT 1, AWARENESS 2, PRESENCE 3

SKILLS: Acrobatics 5 (+12) [Agile Feint], Athletics 5 (+7), Close Combat [Quarterstaff] 2 (+12), Deception 10 (+13/+15) [Attractive], Expertise [Streetwise] 7 (+8), Insight 3 (+5), Intimidation (+3), Investigation 6 (+7), Perception 6 (+8), Persuasion 2 (+5/+7) [Attractive], Ranged Combat [Throwing] 9 (+14), Sleight of Hand 8 (+13), Stealth 6 (+13), Technology 5 (+6)

ADVANTAGES: Agile Feint, Attractive (1), Defensive Roll (2), Equipment (1), Evasion (1), Grabbing Finesse, Improved Critical (1) (Quarterstaff), Improved Initiative (1), Languages (1) (Cajun French, Base: English), Luck (1), Power Attack, Quick Draw, Takedown (1), Uncanny Dodge

POWERS:
Kinetic Energy Control: 16 pt array; 17 pts
Kinetic Blast: Kinetic Energy Ranged Damage 6 (Extra: Multiattack, Flaw: Diminished Range [10/25/50], Quirk [requires small objects]); 16 pts
Kinetic Explosion: Kinetic Energy Area Burst Damage 8 (Extra: Area Burst, Triggered [1 round], Flaw: Quirk [requires large object]); 1 pt

EQUIPMENT:
(5ep)
Armored Costume: Protection 2; 2ep
Arsenal: (3ep)
Folding Quarterstaff: Bludgeoning Strength-Based Damage 2, Feature: Collapsible, Large; 3ep
Playing Cards: 0ep

OFFENSE:
Initiative +11
Close Attack +10 [Unarmed +2]
Quarterstaff +12 [Quarterstaff +4, Critical 19-20]
Ranged Attack +5
Thrown Items +14 [Kinetic Blast +6, Multiattack]
Special Attack [Kinetic Explosion +8, Area Burst]

DEFENSES:
Dodge +13 [DC23] Parry +11 [DC21]
Toughness +7, Fortitude +5, Will +8

COMPLICATIONS:
Prejudice: Mutant
Relationships: Rogue
Responsibility: Depends…sometimes to the X-Men and mutantkind, sometimes to the Thieves' Guild, sometimes to his own damn self
Thrills: He LOVES the thrill of stealing, even when he's trying to walk on the side of the angels

Abilities 66 + Skills 37 (74 ranks) + Advantages 15 + Powers 17 + Defenses 15 = 150 / 150

Comments: Good ol’ Remy as a PL10 PC. I pretty swiped the kinetic energy control mechanic straight from Taliesin since I could not think of a better way to do it, the rest I mainly converted from my last 2E run at Remy and it felt pretty tight.
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962

Postby Thorpacolypse » Sun Jul 21, 2013 2:21 pm

The latest PC build for our Marvel line...*sniff*....it's so beautiful...I tend to get...*sniff*...choked up...

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We salute you, Frank Castle...

THE PUNISHER PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 3, DEXTERITY 4, FIGHTING 10, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 4 (+7), Athletics 7 (+10), Deception 5 (+7), Expertise [Military] 8 (+9), Insight 7 (+10) [Assessment], Intimidation 8 (+10) [Startle], Investigation 8 (+9) [Contacts, Well-Informed], Perception 8 (+11), Persuasion (+2), Ranged Combat [Firearms] 3 (+15), Sleight of Hand 3 (+7), Stealth 8 (+11), Vehicles 5 (+9)

ADVANTAGES: Assessment, Benefit (1) [Multiple ID], Contacts, Defensive Roll (1), Equipment (9), Favored Foe (Mobsters), Improved Aim, Improved Critical (3) (Unarmed, Firearms 2), Improved Initiative (1), Languages (1) (Vietnamese, Base: English), Power Attack, Precise Attack (1) (Ranged, Cover), Ranged Attack (8), Quick Draw, Startle, Takedown (1), Uncanny Dodge, Well-Informed

POWERS:
NONE

EQUIPMENT:
(45ep)
Body Armor: Protection 3, Subtle; 4ep
Cell Phone, Standard: Feature 1, Diminutive; 1ep
Binoculars: +5 Perception [Visual at Distance], Tiny; 1ep
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology), Tiny; 1ep
Night Vision Goggles: Senses 1 (Darkvision, -2 Perception), Small; 1ep
Arsenal: (28ep)
RPG: Ballistic Ranged Damage 8, Extra: Area Burst 4; Range 200ft, Large; 20ep, Fragmentation Grenades: Ballistic Damage 5, Extra: Ranged Area Burst, Range 25 ft; 1ep
Heavy Pistol: Ballistic Ranged Damage 4; 100 ft range, Small; 1ep
Heavy Machine Pistol: Ballistic Ranged Damage 4, Extra: Multiattack; 100 ft range, Medium; 1ep
Assault Rifle: Ballistic Ranged Damage 5, Extra: Multi-Attack; 125 ft range, Large; 1ep
Sniper Rifle: Ballistic Ranged Damage 5, Critical 19-20; 125 ft range, Large; 1ep
Pump Shotgun: Solid Shell Ballistic Ranged Damage 5; 75ft range, Large; 1ep
Knife: Piercing Strength-Based Damage 1, Critical 19-20, Small; 1ep
Tear Gas Grenades: Affliction 4 (1st: dazed and visually impaired, 2nd: stunned and visually disabled, 3rd: incapacitated; resisted by Dodge), Extra: Ranged Area Burst, Range 20ft; 1ep
Vehicle: (9ep)
Van: Size - H, Strength - 9, Speed - 5, Def - 6, Tough - 10, Feature - Hidden Compartments; 9ep

OFFENSE:
Initiative +7
Close Attack +10 [Unarmed +3, Critical 19-20; Knife +4, Critical 19-20]
Ranged Attack +12 [RPG +8, Area Burst; Fragmentation Grenades +5, Area Burst; Tear Gas Grenade Affliction +4, Area Burst]
Firearms +15 [Assault Rifle +5, Critical 18-20, Multiattack; Heavy Machine Pistol +4, Critical 18-20, Multiattack; Heavy Pistol +4, Critical 18-20; Sniper Rifle +5, Critical 17-20]

DEFENSES: Dodge +12 [DC22] Parry +12 [DC22]; Toughness +8, Fortitude +7, Will +7

COMPLICATIONS:
Enemy: Jigsaw, Ma Gnuchi, pretty much every gangster/mobster in New York
Honor: He will not kill cops, non-criminal vets, women, children and other innocents
Obsession: With punishing all criminals
Relationships: With the memory of his family, mainly. He has allies from time to time
Reputation: He's the Punisher. Lots of people die around him. Kinda makes him a pariah in the superhero world
Revenge: He wants to get revenge on the entire underworld for the death of his family
Rivalry: He has a bit of a rivalry with other street level heroes like DD and Spidey, who he has helped many times, but continue to try and get him to put down his vendetta. Ain't gonna happen…

Abilities 60 + Skills 37 (74 ranks) + Advantages 35 + Powers 0 + Defenses 18 = 150 / 150

Comments: The man who has always epitomized the essence of J-Mart, The Punisher. There's not much else to say. Dude set off a bomb at the wake of Stilt Man. You just don't get any closer to the J-Mart ideal than that...
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Postby Thorpacolypse » Sun Jul 21, 2013 2:23 pm

Check out a J-Mart Favorite item from our new Top Cow Aisle.

Image
Now, this is the way I like to see the Almighty's work done!

THE MAGDALENA PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 4, DEXTERITY 4, FIGHTING 10, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 5 (+9) [Agile Feint], Athletics 6 (+8), Deception 4 (+5), Expertise [Theology and Philosophy] 7 (+8) [Ritualist], Insight 9 (+11), Intimidation 6 (+7), Investigation 6 (+7), Perception 7 (+9), Persuasion (+1), Stealth 7 (+11), Vehicles 3 (+7)

ADVANTAGES: Agile Feint, Close Attack (3), Defensive Roll (2), Equipment (3), Extraordinary Effort, Favored Foe (Demons), Improved Critical (1) (Long Bladed Weapons), Improved Initiative (1), Languages (1) (Latin, Base: English), Power Attack, Ranged Attack (5), Ritualist, Takedown (1), Uncanny Dodge

POWERS:
Holy See: Perception Range Affliction 6 (Resisted by Will; 1st: Dazed and Will Impaired, 2nd: Stunned and Will Disabled, 3rd: Incapacitated and Transformed (Extras: Extra Condition, Flaw: Sense-Dependent [Visual], Distracting); 12 pts
The Spear of Destiny: 15 pts traits, Easily Removable (-6 pts); 9 pts
Holy Powers: Variable 2 (10 pts traits, Holy Descriptor); 14 pts
Spear Strike: Holy Piercing Strength-based Damage 5 (Extra: Penetrating 7, Improved Critical, Reach); 1 pt

EQUIPMENT:
[i](15ep)

Costume/Body Armor: Protection 2; 2ep
Cell Phone, Standard: Feature 1, Diminutive; 1ep
Holy Water Vial: Feature 1; 1 ep
Holy Symbol: Feature 1; 1ep
Arsenal: (10ep)
Light Pistol: Ballistic Ranged Damage 3; 75ft range, Small; 6ep
Chakram: Slashing Strength-Based Ranged Damage 2; 50ft range, Small; 1ep
Longsword: Slashing Strength-Based Damage 3, Critical 19-20; Medium; 1ep
Knife: Piercing Strength-Based Damage 1, Critical 19-20, Small; 1ep
Shuriken: Piercing Ranged Damage 1, Extra: Multiattack; 25ft range, Small; 1ep

OFFENSE:
Initiative +8
Close Attack +13 [Unarmed +2; Spear of Destiny +7, Critical 18-20; Longsword +5, Critical 18-20; Knife +3, Critical 19-20]
Ranged Attack +9 [Light Pistol +3; Chakram +4; Shuriken +1, Multiattack]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7, Fortitude +6, Will +9

COMPLICATIONS:
Enemy: Several, mainly the Son of Satan at the moment
Motivation: To do the right thing for the right reasons, not for the corrupt church
Responsibility: To live up to her as the descendant of Christ and rid the world of the evils that threaten it
Rivalry: The Catholic Church, who she feels used her and her predecessors

Abilities 54 + Skills 30 (60 ranks) + Advantages 23 + Powers 21 + Defenses 22 = 150 / 150

Comments: The Magdalena rocks. As I’ve said before I am a big fan of Witchblade and Darkness. And as fans of the series know, a major recurring character is The Magdalena. She is a direct descendent of Mary Magdalene and Jesus of Nazareth, and as such, she is charged by the church to be a holy warrior, striking down that which they deem a threat to the church (or more to the point, the power of certain people within the church), such as The Darkness. She's recently left the church to continue the good fight on her own, but in her new solo series, she is working with them again to try and stop the son of Satan.

She is a formidable warrior and can hang with Sara (Witchblade), Jackie (The Darkness) and Dani (The Angelus) for a while, but once they start using their superhuman abilities, she is usually in trouble. But her Holy See, which shows the recipients past sins to them, works similar to Ghost Rider’s Penance Stare, so she can lay out opponents that way, the Spear of Destiny can do some wicked things, too, in the right situation. However, I didn’t get to see much of it, so I just gave it a low Variable Power effect that can be used as a plot device or a last resort when she is in trouble against unholy foes.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:24 pm

Check out this new item in our X-Verse line on Aisle 2.

Image
So...my powers this week are....?

PSYLOCKE PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 4, DEXTERITY 2, FIGHTING 10, INTELLECT 2, AWARENESS 4, PRESENCE 2

SKILLS: Acrobatics 8 (+12) [Agile Feint], Athletics 5 (+7), Close Combat [Long Blades] 5 (+15), Close Combat [Unarmed] 2 (+12), Deception (+2/+4) [Attractive], Expertise [Model] 3 (+5), Insight 6 (+10), Intimidation (+2), Perception 6 (+10), Persuasion 3 (+5/+7) [Attractive], Stealth 9 (+13), Vehicles 3 (+5)

ADVANTAGES: Agile Feint, Attractive (1), Defensive Roll (4), Equipment (2), Improved Initiative (1), Languages (1) (Japanese, Base: English), Takedown (1), Trance

ENHANCED ADVANTAGES: Improved Critical (1) (Long Blades), Improved Initiative (1), Power Attack, Uncanny Dodge

POWERS:
Mind Shield: Enhanced Will 2 (Flaw: Limited to Mental Effects); 1 pt
Psionic Combat: Enhanced Advantages 4 (see Advantages), Enhanced Skills 2 (Close Combat: Long Blades 2, Close Combat: Unarmed 2), Enhanced Dodge 2, Enhanced Parry 2; 8 pts
Psychic Senses: Senses 3 (Danger Sense [Mental, Extended], Telepathic Awareness); 3 pts
Psionic Powers: Array, 24 pt array; 28 pts
Telepathy: Mind Reading 8, Communication 2 (Mental); 24 pts
Psychic Katana: Psychic Damage 10 (Resisted by Will); 1 pt
Mind Control: Perception Ranged Affliction 6 (Resisted by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extras: Cumulative); 1 pt
Mental Blast: Perception Ranged Damage 6 (Resisted by Will); 1 pt
Telekinesis: Move Object 10 (Extra: Accurate 4); 1 pt

EQUIPMENT:
[i](10ep)

X-Men Uniform: Commlink (Feature 1, Miniscule); 1ep
Twin Katanas: Slashing Strength-Based Damage 3, Critical 19-20, Extra: Split, Medium; 4ep

OFFENSE:
Initiative +12
Close Attack +10 [Psychic Katana +10]
Unarmed +12 [Unarmed +2]
Long Blades +13 [Katanas +4, Critical 18-20]
Ranged Attack +2
Telekinesis +10 [Telekinetic Grab +10]
Special Attacks [Mental Blast +6]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +5, Will +10 (+12 against Mental Effects)

COMPLICATIONS:
Phobia: She has a strong fear of dying again
Prejudice: Mutant
Relationships: Her brothers, Jamie Braddock (coo-coo, coo-coo), and Brian (Captain Britain)

Abilities 56 + Skills 23 (46 ranks) + Advantages 17 + Powers 35 + Defenses 19 = 150 / 150

Comments: Now this Psylocke was haaaaaaard to fit into the PC format, but I think I got her close to where I want her. I was trying to figure out how to work in her Psionic combat, but form looking at some other builds and looking back at some other old 2E versions of her, I think I got the mechanic down. If her telepathy is nullified, she loses several advantages, defense and accuracy in melee, which seems fair. Otherwise, she’s a full PL10 on offense and defense, a rarity among most of my PC X-Men builds. And with her psychic abilities on top of that, she’s a tough customer among PCs.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:26 pm

We've got a our first item for the PC Superstore Bleach Aisle. And I figured we would start out with the main item from that line to start.

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I'm not Superman, so I can't say anything big like I'll protect everyone on earth. I'm not a modest guy who will say it's enough if I can protect as many people as my two hands can handle either. I want to protect a mountain-load of people. - Ichigo Kurosaki

ICHIGO KUROSAKI
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 5, STAMINA 7, AGILITY 4, DEXTERITY 3, FIGHTING 9, INTELLECT 1, AWARENESS 1, PRESENCE 2

SKILLS: Acrobatics 3 (+7), Athletics 3 (+8), Close Combat [Zanpakuto] 1 (+10), Deception (+2), Insight 4 (+5), Intimidation 5 (+7), Perception 4 (+5), Persuasion (+2), Ranged Combat [Shikai] 4 (+7), Stealth (+4)

ADVANTAGES: Diehard, Interpose, Move-by Action, Power Attack, Takedown (1), Tough* (3)

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): 10 pt array; 11 pts
Reiatsu Release: Burst Area Affliction 10 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst [30 ft radius], Extra: Subtle, Flaw: Activation [Move Action], Uncontrolled); 10 pts
Spiritual Awareness: Senses 4 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Ranged, Extended]; 1 pt

Hoho: 8 pt Array; 9 pts
Air Walking: Flight 4 (32 mph); 8 pts
Shunpo (Flash Steps): Speed 4 (32 mph), Leaping 4 (120 ft); 1 pt

Zanpakuto: 23 pts traits, Extra: Restricted 2 [Ichigo only], Easily Removable (-10 pts); 15 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
Zangetsu Array: 20 pt array; 22 pts
Sealed Form: Piercing/Slashing Strength-based Damage 5, Enhanced Advantage 2 (Improved Critical, Weapon Break), (Extra: Penetrating 7, Reach [5 ft]); 1 pt
Getsuga Tensho! Spirit Energy Ranged Damage 10; 20 pts
Getsuga Tensho! Beam: Spirit Energy Line Area Damage 10 (Extra: Line Area [30 ft line]); 1 pt

BANKAI! 11 pts traits, Flaw: Activation (Move Action); 10 pts
Tensa Zangetu!: Enhanced Strength 1, Enhanced Stamina 2, Enhanced Advantages 3 (All-Out Attack, Extraordinary Effort, Luck [Instant Counter]), Enhanced Hoho 1 [Flight 5 or Speed 5 total]); 11 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +9
Unarmed +9 [Unarmed +4; Bankai Unarmed +5]
Zanpakuto +10 [Zangetsu Strike +9, Critical 19-20; Bankai Zangetsu Strike +10, Critical 19-20]
Ranged Attack +3
Getsuga Tensho +7 [Getstuga Tensho +10]
Special Attack [Getsuga Tensho Wave +10, Area Line; Reiatsu Release Affliction +10, Area Burst]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +8 (+10 with Bankai), Fortitude +8 (+10 with Bankai), Will +10

COMPLICATIONS:
Dark Side: Due to his accelerated training to achieve Bankai, his hollow side is strong and threatens to overtake him if he loses control
Enemy: King Fisher and others
Guilt: Ichigo’s guilt over his mother’s death seeps over to when he thinks he fails others and causes his combat focus to drop like a rock, Motivation: Ichigo will get involved in situations he knows nothing about at the drop of a hat if it means protecting someone in danger
Normal Identity: In soul reaper form, Ichigo’s mortal body falls unconscious. However, since he has Kon or a number of other ways to make sure his body is taken care of, this complication does not come into effect too often
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: Initially, he as strong ties with Orihime, Chad, Tatsuki and Keigo Asano. He is close with his family, his sisters Yuzu and Karin, and even his dad, Ishiin. Eventually, this expands to being tight with Uryu and Rukia
Responsibility: To protect Karakiura Town as a substitute Soul Reaper
Rivalry: With his dad, Ishiin Kurosaki, who is always "surprise" attacking him to toughen him up and Uryu Ishida who wants to prove the Quincies are better than the Shinigami

Abilities 58 + Skills 12 (24 ranks) + Advantages 9 + Powers 52 + Defenses 19 = 150 / 150

Comments: This is my PL10 take on Ichigo Kurosaki, the main protagonist from Bleach. I have several Bleach builds in process for here and J-Mart I since it is my favorite anime, even over Full Metal Alchemist and Ghost in the Shell (again, damn you Kreuz for opening the door to me liking anime after YEARS of hating it). If you're not familiar, I think Dreaming Psion did a summary on his 3E Anime Thread (soon to be bumped), Arthur Eld has done several character in 3E and Cake, Grahf, Kerian Valentine and myself did several characters in 2E.

Here is a link to the summary I did in 2E and a link to the Bleach Wiki for more info if you'd like to find out more about the series:

Thorpacolypse Bleach Summary

Bleach WIki

I'll have more comments on the J-Mart I builds, but basically Ichigo is the main character in the series and in my mind, the most balanced. He picked up his swordsmanship skills fast so he can handle his Zanpakuto but he's also got some of the highest spirit energy in the show so he can hit hard. Sounded like a balanced PL10 to me. I felt like I got all his basics in, at least from his earlier incarnation and even included a mini-Bankai setup which takes him from about PL9 to his full PL10. Normally Bleach builds are a pain in the arse, but I had fun with this one since Ichigo is pretty straight forward. Hit fast and hard, never give up, protect your friends and store up tons of HP to beat the previously-unbeatable-big-bad at the end.
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966

Postby Thorpacolypse » Sun Jul 21, 2013 2:28 pm

The J-Mart PC line is back in business after a brief hiatus and we're kicking things back into gear with a SAMURAI SATURDAY SPECIAL!

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It just don't get no cooler than that, folks.

AFRO SAMURAI PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 6, DEXTERITY 3, FIGHTING 11, INTELLECT 1, AWARENESS 4, PRESENCE 1

SKILLS: Acrobatics 9 (+15) [Agile Feint], Athletics 9 (+13), Close Combat [Swords] 2 (+13), Deception (+1), Expertise [Current Event] 4 (+5), Insight 11 (+15) [Assessment], Intimidation 8 (+9), Investigation 4 (+5), Perception 7 (+11), Persuasion (+1), Ranged Combat [Throwing] 4 (+7), Sleight of Hand 7 (+10), Stealth 4 (+10), Treatment 3 (+4)

ADVANTAGES: Accurate Attack, All-Out Attack, Agile Feint, Assessment, Defensive Attack, Defensive Roll (2), Equipment (1), Evasion (1), Favored Foe (Samurai), Improved Critical (2) (Swords 2), Improved Initiative (1), Languages (1) (English, Base: Japanese), Move-by Action, Power Attack, Precise Attack (2) (Close, Cover; Close, Concealment), Quick Draw, Takedown (2), Tracking

POWERS:
Anime Movement: Leaping 1 (15 ft), Speed 1 (4 mph); 2 pts

EQUIPMENT:
(5ep)
Katana: Slashing Strength-Based Damage 3, Critical 19-20, Medium; 4ep

OFFENSE:
Initiative +10
Close Attack +11 [Unarmed +4; Katana +7, Critical 17-20]
Ranged Attack +3
Throwing +7

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7, Fortitude +9, Will +11

COMPLICATIONS:
Enemy: Justice
Motivation: Becoming Number 1
Reputation: Bad assssssssssssssss samurai and stone cold demon slayer
Rivalry: With all those who also seek to rise to Number 1, or any spot that Afro currently holds

Abilities 70 + Skills 36 (72 ranks) + Advantages 22 + Powers 2 + Defenses 20 = 150 / 150

Comments: Afro Samurai from one of my favorite mini-series, the appropriately named Afro Samurai. He rocks. The game for the 360 kinda sucked, but he rocked nonetheless.

Long story short, Afro is a master samurai ranked at Number 5 when the series begins and he is fighting his way up the ranks to finally fight and kill Number to take his place as the new Number 1. And like any good anime, the samurai are far from normal samurai and to be honest I don’t know if they even fit a real description of samurai, but regardless, they make for interesting opponents and good drama. Especially Justice, the current Number 1, And with Samuel L. Jackson doing his voice and his sidekick Ninja Ninja (who I still haven’t found out whether he was real or just an aspect of Afro’s psyche) you can’t go wrong with wasting a few hours of watching it.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:29 pm

Our SAMURAI SATURDAY SPECIAL continues with this J-Mart Favorite Item!

Image
Long ago in a distant land, I, Aku, the shape-shifting Master of Darkness, unleashed an unspeakable evil! But a foolish Samurai warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time and flung him into the future, where my evil is law! Now the fool seeks to return to the past, and undo the future that is Aku!

SAMURAI JACK
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 6, DEXTERITY 2, FIGHTING 13, INTELLECT 1, AWARENESS 5, PRESENCE 1

SKILLS: Acrobatics 12 (+18) [Agile Feint], Athletics 8 (+12), Deception (+1), Insight 6 (+11) [Assessment], Intimidation (+1), Investigation 2 (+3), Perception 3 (+8), Persuasion 6 (+7), Sleight of Hand 5 (+7), Stealth 4 (+10), Treatment 2 (+3)

ADVANTAGES: Agile Feint, Assessment, Defensive Attack, Defensive Roll (2), Evasion (1), Extraordinary Effort, Improved Critical (2) (Swords, Unarmed), Improved Defense, Improved Disarm, Improved Initiative (1), Leadership, Move-by Action, Power Attack, Precise Attack (1) (Close, Concealment), Redirect, Takedown (2), Uncanny Dodge

POWERS:
Samurai Speed: Speed 1 (4 mph), Leaping 4 (120 ft); 5 pts
Mystic Katana: 15 pts, Easily Removable (-6 pts); 9 pts
Katana Strike: Slashing Strength-based Damage 3, Enhanced Advantages 3 (Improved Critical 2, Weapon Break), (Extra: Penetrating 7, Affects Insubstantial 2, Quirk: Power Loss [cannot affect anyone pure of heart]); 15 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +13 [Unarmed +4, Critical 19-20; Mystic Katana +7, Critical 17-20]
Ranged Attack +2

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +8, Will +12

COMPLICATIONS:
Enemy: Aku
Honor: Jack lives by the code of the Samurai and is one of the most honorable men in the world
Man out of Time: Thrust into Aku's future world, Jack sometimes struggles to blend in
Motivation: Defeating Aku
Relationships: His family and to a degree, The Scotsman and his wife

Abilities 72 + Skills 24 (48 ranks) + Advantages 20 + Powers 14 + Defenses 20 = 150 / 150

Comments: Gotta get back, back to the past…

Samurai Jack is one of the coolest shows ever. The animation, the story, the portrayal of Jack…it’s all awesomesauce. And it looks like Boomerang is running it again late night so I’m going to have to start recording them again.

The only thing I wasn’t sure about this PC build of Jack was the Leaping. After the episode with the ape dudes, he was leaping hundreds of feet, but I figure this is good enough for now.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:31 pm

Since I got distracted yesterday, we're having to extend our special so we're onto SAMURAI SUNDAY! Check out this new item from our brand spankin' new Samurai Champloo line!

Image
Mugen: [after finding a bag of coins in the river] We hit the potjack!
Fuu: That's jackpot!
Mugen: All I know is we're filthy bitch!
Fuu: Filthy rich!
Jin: I hope you're doing that deliberately.


MUGEN
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 7, DEXTERITY 3, FIGHTING 12, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Acrobatics 9 (+16) [Agile Feint, Skill Mastery], Athletics 10 (+13), Close Combat [Swords] 2 (+14), Deception 6 (+7), Expertise [Dance] 4 (+4), Expertise [Streetwise] 7 (+7), Insight 7 (+8) [Assessment], Intimidation 6 (+7), Perception 4 (+5), Persuasion (+1), Ranged Combat [Throwing] 6 (+9), Sleight of Hand 4 (+7), Stealth 3 (+10)

ADVANTAGES: Agile Feint, All-Out Attack, Assessment, Defensive Attack, Defensive Roll (2), Diehard, Equipment (2), Evasion (1), Fearless, Grabbing Finesse, Improved Critical (3) (Swords 2, Unarmed), Improved Defense, Improved Initiative (1), Improved Trip, Instant Up, Luck (Improve Roll) (1), Move-by Action, Power Attack, Quick Draw, Redirect, Skill Mastery (1) (Acrobatics), Takedown (2), Uncanny Dodge

POWERS:
Nirai Kanai Rejection: Immortality 6 (1/day, Flaw: Limited [body must remain intact]); 6 pts

EQUIPMENT:
(10ep)
Katana: Slashing Strength-Based Damage 3, Critical 19-20, Medium; 4ep
Tanto: Piercing Strength-Based Damage 2, Critical 19-20, Small, Extra: Subtle (concealed in scabbard of Katana); 4ep

OFFENSE:
Initiative +11
Close Attack +12 [Unarmed +3, Critical 19-20]
Swords +14 [Katana +6, Critical 17-20]
Ranged Attack +3
Throwing +9

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +8, Will +8

COMPLICATIONS:
Enemy: Several, he's been quite the fight picker (and ass kicker) over the years
Motivation: Fighting, usually, but he also gets pretty motivated by cash and women
Responsibility: To help Fuu find the Samurai Who Smells of Sunflowers
Rivalry: With Jin
Show-off: That one's pretty obvious if you watch the show…
Vulnerable: Mugen's champloo fighting style is not very effective in close quarters and he can be vulnerable in such situations

Abilities 62 + Skills 34 (68 ranks) + Advantages 28 + Powers 6 + Defenses 20 = 150 / 150

Comments: Since I am now watching animes (damn you, Kreuz and Dreaming Psion), I am going back and watching several series that are highly rated. So I started Samurai Champloo recently. It’s really good. It’s about a trio of characters, Mugen, a nihilistic street fighter with a nice streak; Jin, a stoic samurai who is trying to live down an event in his part, and Fuu, a young girl who ended up losing her family and home because of events brought about by a conflict with a Yakuza boss that Jin and Mugen ran afoul of. Long story short, Mugen and Jin are complete opposites and want to kill each other, but they feel they owe Fuu and are traveling with her to help her find the Samurai Who Smells of Sunflowers (I can’t recall why off the top of my head). Mugen and Jin promise to not kill each other until they complete their obligation. They travel around and adventure ensues and of course, they all become close, despite what they say about each other.

Mugen has a great fighting style that mixes in parts of other styles and has a break dancing feel to it, which is aiding by the great hip hop soundtrack from the late Nujabes. His freewheeling, fast moving style has a drawback in that he’s not very good in close spaces, so I had to add that complication. Otherwise, he and Jin are pretty much head and shoulders above most of the guys they encounter so even in an NPC build, I’d be tempted to go PL10 although I think my main build of them will be PL9 since most of the goons are at best PL3 and PL5 would probably be elite for the timeframe of the show.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:32 pm

We're closing out our SAMURAI SUNDAY SPECIAL with this new item!

Image
Jin: You're the lowest of the low.
Mugen: What'd you say?
Jin: Your stance leaves you wide open, and your moves are totally inefficient. All in all, your fighting style is a mess.
Mugen: You son of a...
Jin: I swear, you are the most undisciplined fighter I've ever known...
Mugen: Shut your damn mouth!
Jin: ...and the only one I wasn't able to kill.

JIN
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 6, DEXTERITY 3, FIGHTING 13, INTELLECT 2, AWARENESS 3, PRESENCE 0

SKILLS: Acrobatics 9 (+15) [Agile Feint], Athletics 10 (+12), Close Combat [Swords] 2 (+15), Deception 5 (+5), Insight 10 (+13) [Assessment], Investigation 1 (+3), Perception 7 (+10), Persuasion 5 (+5), Ranged Combat [Throwing] 7 (+10), Sleight of Hand 4 (+7), Stealth 4 (+10)

ADVANTAGES: Accurate Attack, Agile Feint, Assessment, Defensive Attack, Defensive Roll (3), Equipment (2), Evasion (1), Favored Foe (Samurai), Grabbing Finesse, Improved Critical (3) (Swords 2, Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Initiative (1), Improved Trip, Instant Up, Leadership, Luck (Improve Roll) (1), Move-by Action, Power Attack, Precise Attack (2) (Close, Cover; Close, Concealment), Quick Draw, Seize Initiative, Takedown (2), Trance, Uncanny Dodge, Weapon Bind

POWERS:
NONE

EQUIPMENT:
(10ep)
Twin Katanas: Slashing Strength-Based Damage 3, Critical 19-20, Medium, Extra: Split; 9ep

OFFENSE:
Initiative +10
Close Attack +13 [Unarmed +2]
Swords +15 [Katana +5, Critical 17-20]
Ranged Attack +3
Throwing +10

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +7, Will +10

COMPLICATIONS:
Aloof: Jin keeps to himself and keeps his emotions close to the vest, making him hard to read and to get to know
Honor: Jin lives strictly by the Bushido code
Motivation: Proving himself to be the best Samurai he can be
Responsibility: To help Fuu find the Samurai Who Smells Like Sunflowers
Rivalry: With Mugen
Secret: His past

Abilities 64 + Skills 32 (64 ranks) + Advantages 34 + Powers 0 + Defenses 20 = 150 / 150

Comments: Jin is the calm yin to Mugen’s raging yang. He’s a stoic, strict samurai that has a secret that he wants to atone for. His style is very smooth and quick as opposed to Mugen’s improvised, frenetic style which makes for some great fights between them and their opponents. And his dry sardonic wit has given some of the best comedic moments of the series.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:33 pm

Still got one more anime related PC to drop here tonight at J-Mart!

Image
What am I?

CASSHERN PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 5, DEXTERITY 2, FIGHTING 8, INTELLECT 1, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 10 (+15) [Agile Feint], Athletics 2 (+10), Close Combat [Unarmed] 4 (+12), Insight (+2), Intimidation 7 (+7), Perception 5 (+7), Ranged Combat [Throwing] 4 (+6), Stealth (+5)

ADVANTAGES: Agile Feint, Defensive Attack, Diehard, Evasion (1), Improved Critical (2) (Unarmed 2), Improved Initiative (1), Move-by Action, Power Attack, Seize Initiative, Takedown (2), Uncanny Dodge

POWERS:
Robot Physique: Immunity 11 (Aging, Life Support), Protection 2, Speed 3 (16 mph), Leaping 3 (60 ft); 19 pts
Regeneration: Regeneration 5 (1/every other round), Immortality 6 (1 day); 17 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +9 (Seize Initiative)
Close Attack +8
Unarmed +12 [Unarmed +8, Critical 18-20]
Ranged Attack +2
Throwing +6

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +10, Fortitude +11, Will +9

COMPLICATIONS:
Devour Casshern!: The robots believe that by eating Casshern they can avoid The Ruin
Disability: Amnesia
Enemy: Braiking Boss
Reputation: The Bringer of The Ruin
Rivalry: Dio
Survival Mode: Whenever his "life" is truly threatened, he will enter a berserk fury, attacking all who are near, even those who do are not his enemies

Abilities 68 + Skills 16 (32 ranks) + Advantages 13 + Powers 36 + Defenses 17 = 150 / 150

Comments: I’ve started watching the anime Casshern Sins on Adult Swim’s Toonami and it’s pretty good. I’ve only gotten through about 4 ½ episodes but it’s intriguing. Basically they rebooted the earlier Casshern series to where he was a robot assassin for the main villain, Braiking Boss, who, along with his robot army, had pretty much taken over the world. Casshern, along with two other of Braiking’s best assassins, was sent to kill this girl that was supposed to mankind’s savior and he succeeded.

Once he did, though, the world completely fell apart and the robots, that were supposed to be immortal, began to rust and age quickly because the girl’s death brought about what is known as The Ruin. Casshern seems to be the only one immune but he also lost his memory, so he has no idea what he did or why, at this point, but needless to say he has a lot of enemies now. Somehow the legend as gotten out that if the robots eat Casshern, they will gain his immortality. So of course, because of all those factors, he has to fight a LOT. And man, is he good at it. So that’s how I build him as a PC. All melee, all the time, and if he gets hit, he comes back quick.
Last edited by Thorpacolypse on Wed Aug 07, 2013 7:09 pm, edited 1 time in total.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:49 pm

Check out this new PC item for Aisle 2!

Image
I never knew my father. I was raised...to be someone different than him. And now I'm supposed to be him. I never asked for that, but when the opportunity found me...I was curious. I wanted to know what it was like. To have people look at me and see...my father. - Daken

DAKEN
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 4, STAMINA 7, AGILITY 5, DEXTERITY 2, FIGHTING 10, INTELLECT 2, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 2 (+7), Athletics 4 (+8), Deception 8 (+9), Expertise [Streetwise] 3 (+5), Insight (+3), Intimidation 8 (+9), Investigation (+2), Perception 7 (+10), Persuasion (+1), Sleight of Hand (+2), Stealth 6 (+11), Technology (+2), Treatment (+2), Vehicles (+2)

ADVANTAGES: All-Out Attack, Close Attack (3), Improved Critical (1) (Claws 2), Improved Initiative (1), Jack-of-all-Trades, Languages (1) (English, Base: Japanese), Power Attack, Takedown (1)

ENHANCED ADVANTAGES: Diehard, Great Endurance

POWERS:
Healing Factor: Immunity 2 (Aging, Disease [Limited], Poisons [Limited]), Enhanced Advantages 2 (see Advantages), Regeneration 8 (2/every three rounds); 12 pts
Enhanced Senses: Senses 7 (Normal Sight [Extended], Normal Hearing [Extended]; Scent [Extended, Acute, Tracking], Low-Light Vision); 7 pts
Bone Claws: Strength Based Damage 3; 3 pts
Pheromones: 12 pt array; 14 pts
Emotion Control: Perception Ranged Affliction 6 (Resisted by Will; 1st: Dazed, 2nd: Compelled, Extras: Cumulative, Flaw: Sense Dependent [Scent], Limited to two degrees); 12 pts
Scent Hiding: Concealment 2 (All Olfactory Senses); 1 pt
Displacement: Perception Ranged Affliction 6 (Resisted by Will; 1st: Vulnerable, 2nd: Defenseless, Flaw: Sense Dependent [Scent], Limited to two degrees); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +13 [Unarmed +4; Claws +7, Critical 19-20]
Ranged Attack +2

DEFENSES:
Dodge +11 [DC21] Parry +13 [DC23]
Toughness +7, Fortitude +8, Will +10

COMPLICATIONS:
Enemy: Wolverine, Cyber
Prejudice: Mutant
Temper: Although at quite the same frequency as his dad, he can lose his temper from time to time and go into a berserker rage
Vulnerable: He is vulnerable to the Muramasa blade and items made from it that cancel out his healing factor and can kill him

Abilities 68 + Skills 19 (38 ranks) + Advantages 13 + Powers 33 + Defenses 17 = 150 / 150

Comments: Daken as a PC. Since I was working on him anyway, I figured I might as well get all the versions of him done that I wanted to do. So we have him as a PC, one for DCA and on my other thread (which might get consolidated here in the near future because I am lazy) I have him tweaked a bit for my personal setting.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:50 pm

A new item from our X-Verse line is getting stocked on Aisle 2! And it's another J-Mart Favorite item.

Image
That's why I am a leader. The blind leading the blind, maybe...but a leader nonetheless. A leader because I'm prepared to take the fall, and because I'm prepared to make the hard decisions. Such as the one you made, Mom, that day you pushed Alex and I out into the sky with a single parachute between us. Because a leader knows, it's not so hard to die for your people. It's hard to order your people to die for you. And leading with certainty into an uncertain future doesn't require sight. It requires vision. It requires holding on. And no matter what happens, never letting go. - Cyclops

CYCLOPS
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 4 (+7), Athletics 3 (+5), Close Combat [Unarmed] 2 (+10), Deception 3 (+7), Expertise [Tactics] 11 (+13), Insight (+4), Intimidation 1 (+5), Investigation 3 (+5), Perception 3 (+7), Persuasion 6 (+10), Ranged Combat [Blast] 5 (+8), Stealth (+3), Vehicles 7 (+10)

ADVANTAGES: Defensive Roll (1), Improved Initiative (1), Inspire (3), Leadership, Teamwork

POWERS:
Complex Mathematics: Quickness 3 (Flaw: Mental only, Limited [Complex mathematics only]); 1 pt
Summers Brother: Immunity 2 (Own powers, Havok's powers); 2 pts
Optic Blasts: 28 pt array; 31 pts
Concentrated Blast: Ranged Damage 12, Enhanced Advantages 3 (All Out Attack, Power Attack, Precise Attack [Ranged, Cover; Ranged Concealment]); 28 pts
Wide Area Blast: Cone Area Damage 10 (Extra: Area Cone 2 [60 ft]); 1 pt
Line Area Blast: Line Area Damage 10 (Extra: Line Area 2 [60 ft]); 1 pt
Multi-Blast: Ranged Damage 8 (Extra: Multiattack), Enhanced Advantages 3 (All Out Attack, Power Attack, Precise Attack [Ranged, Cover; Ranged Concealment]); 1 pt


EQUIPMENT:
(5ep)
X-Men Costume: Commlink (Senses 1 [Communication Link, Radio; X-Men), Protection 2, Immunity 2 (Environmental Cold, Environmental Heat); 5ep

OFFENSE:
Initiative +7
Close Attack +8
Unarmed +10 [Unarmed +2]
Ranged Attack +3
Optic Blast +8 [Optic Blasts +12; Multi-Blast +8, Multiattack]
Special Attack [Wide Blast +10, Area Cone; Blast Line +10, Area Line]

DEFENSES:
Dodge +13 [DC23] Parry +11 [DC21]
Toughness +7, Fortitude +8, Will +12

COMPLICATIONS:
Enemy: Several, but Vulcan and Mister Sinister are pretty personal
Power Loss: Prolonged absence from sunlight causes his powers to fade
Prejudice: Mutant
Relationships: Emma Frost, his brother Havok, his father Corsair, and the memory of Jean Grey
Responsibility: To lead the X-Men and sometimes, all of mutantkind
Rivalry: He and Wolverine had a long running rivalry for the affections of Jean Grey and even though she is gone, there are still some unresolved issues between them
Uncontrolled Optic Blasts: Without his visor, Scott's optic blasts would be uncontrollable and always on. He also only see's things through a red tint

Abilities 60 + Skills 24 (48 ranks) + Advantages 7 + Powers 34 + Defenses 25 = 150 / 150

Comments: Cyclops as a PC. I'd just like to take this opportunity to say I hate, and I mean HATE the way they made Cyclops into the villain in AvX. I knew they would make somebody the heavy, like they did Iron Man in Civil War, but geez, they've really taken him down a path that will be hard to bring him out of. But maybe that's the whole reason Bendis did what he did it, to give himself a challenge in bringing him back to the light later on. Maybe they are setting him to be the new Magneto since Mags has been a pretty good reformed villain as of late.

Who knows? All I know is that I don't like it.
Last edited by Thorpacolypse on Wed Aug 07, 2013 7:12 pm, edited 1 time in total.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:52 pm

Another new item in our X-Verse line is getting stocked on Aisle 2!

Image
Oh, my stars and garters... - Beast

BEAST
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 8, STAMINA 7, AGILITY 8, DEXTERITY 2, FIGHTING 6, INTELLECT 8, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 8 (+16), Athletics 5 (+13), Close Combat [Unarmed] 6 (+12), Deception (+1), Expertise [Science] 5 (+13), Insight (+2), Intimidation (+1), Investigation 2 (+10), Perception 3 (+5), Persuasion (+1), Sleight of Hand (+2) , Stealth (+8), Technology 5 (+13) [Technology], Treatment 4 (+12), Vehicles (+2)

ADVANTAGES: Beginner's Luck, Benefit (1) (Ambidexterity), Defensive Attack, Eidetic Memory, Equipment (1), Inventor, Jack-of-all-Trades, Move-by Action, Teamwork,

POWERS:
Beast Hide: Feature 1 (Insulating Fur); 1 pts
Beast Physiology: Feature 1 (Prehensile Feet), Leaping 2 (30 ft), Speed 2 (8 mph), Movement 1 (Wall Crawling), Regeneration 3 (1/every 3 rounds); 9 pts
Beast Senses: Senses 4 (Low Light Vision, Scent [Acute, Ranged, Extended]); 4 pts
Pheromones: Perception Ranged Affliction 2 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, Extra: Cumulative, Subtle, Flaw: Limited [to two degrees], Limited [opposite sex only], Sense Dependent [Olfactory]); 4 pts

EQUIPMENT:
(5ep)
X-Men Costume: Commlink (Senses 1 [Communication Link, Radio; X-Men), Protection 1, Immunity 2 (Environmental Cold, Environmental Heat); 4ep

OFFENSE:
Initiative +8
Close Attack +6
Unarmed +12 [Unarmed +8]
Ranged Attack +2

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +8, Fortitude +10, Will +9

COMPLICATIONS:
Fame: He is one of the leading spokesman for the Mutant race in addition to being a world class biologist
Monstrous Appearance: Anthropomorphic feline appearance can be unsettling for those not used to him
Phobia: With his mutation constantly in flux, he has a great fear of losing his intelligence and becoming a true beast
Prejudice: Mutant
Relationships: Most of the X-Men, although he is very close to Professor X, his fellow "First Class"-mates (even though he and Scott are on the outs right now), Hank Pym, Janet Van Dyne (from his time with the Avengers), and he is currently sort of dating Abigail Brand of S.W.O.R.D.

Abilities 84 + Skills 19 (38 ranks) + Advantages 9 + Powers 18 + Defenses 20 = 150 / 150

Comments: I am really happy with the way this PC version of Hank came out. He wasn't that hard to fit into the PL10/150 pt format, and he came out to a full PL10 on defense, and unarmed, which felt right, and he’s a kickin’ scientist, tech guy and medic which has really become his main role in the X-Verse as of late. Well, at least before he walked out, but you hope he and Scott will make up eventually, even with the dick moves Cyke has pulled recently.
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Postby Thorpacolypse » Sun Jul 21, 2013 2:53 pm

We've got a HOT new item for Aisle 1!

Image
Now and forever...Giggity...

STARFIRE PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 10, STAMINA 10, AGILITY 3, DEXTERITY 3, FIGHTING 10, INTELLECT 1, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 5 (+8), Athletics (+10), Deception 3 (+5/+10) Attractive], Insight (+2), Intimidation 7 (+9), Investigation , Perception 3 (+5), Persuasion 3 (+5/+10) Attractive], Ranged Combat [Blast] 5 (+8), Stealth (+3)

ADVANTAGES: All-Out Attack, Attractive (2), Improved Initiative (1), Power Attack, Takedown (1), Teamwork

POWERS:
Language Assimilation: Comprehend Languages 2 (Speak and Understand all languages; Quirk: Requires Physical Contact to “Learn”); 3 points
Solar Conversion: Flight 10 (2,000 MPH); 20 pts
Solar Sustenance: Immunity 10 (Life Support; Flaw: Limited [Requires sunlight]); 5 pts
Starbolt Array: 24 pt Array; 25 pts
Starbolt Blast: Ranged Damage 12; 24 pts
Solar Enhanced Strength: Enhanced Strength 9; 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +10 [Unarmed +10]
Ranged Attack +3
Starbolts +8 [Starbolts +12]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +10, Fortitude +10, Will +8

COMPLICATIONS:
Alien: Being from Tamaran, she sometimes has trouble adjusting to life on Earth, Enemy: Starfire’s sister, Blackfire, harbors a deep resentment toward and lifelong hatred for her
Power Loss: During any prolonged period without exposure to sunlight, Starfire loses her Flight and Starbolts powers
Relationships: She has unresolved feelings for Dick Grayson and she is close to her New Titans teammates, Donna Troy, Beast Boy and Cyborg
Temper: She is well known for her hot temper which gets her into trouble sometimes (even leading to her rumbling with Wonder Woman)

Abilities 64 + Skills 13 (26 ranks) + Advantages 7 + Powers 53 + Defenses 13 = 150 / 150

Comments: Kory is an interesting character to me because she’s gone through such ups and downs in the DCU depending on the writers’ whim. She was a breakout character in Wolfman’s Teen Titans run, mainly, I think, because of the fan service aspects but along the way, she got some pretty decent writing for the “hot girl from another world” angle she was given. But other writers have pretty much totally used her as fan service. She seems to bounce from supporting role to supporting role but I think she could carry a book if it’s done right.

As a build, I built her to be a step below the true powerhouse females of the DCU but more powerful than most of her Titans era compadres (outside of Donna Troy, who I would probably stat stronger). Her strength is hard to nail down but I figured about the 25 ton range is good and it stills leaves her enough cap room to be very accurate. They always made a big deal about her training with the Warlords of Okaara, so I wanted to take advantage of that.
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