J-Mart: Preparing for Relocation... :)

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The Ilethryl Knight
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Re: J-Mart 3E PCs: Invincible, Harry Dresden (w/Mouse and Bob)

Postby The Ilethryl Knight » Tue Oct 26, 2010 3:27 pm

Great job on Invincible! I agree, he should have his own show. A cartoon at the least, but live action would be even better.

I also like the Harry Dresden build. I read the first book awhile back (loved it), but never got around to any of the others. One of these days I want to read all of them in order.

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#69

Postby Thorpacolypse » Tue Oct 26, 2010 6:01 pm

A MARVELOUS new item gets stocked on Aisle 1!

Image
CAPTAIN MARVEL!

CAPTAIN MARVEL JR (FREDDY FREEMAN)
PL: 12 (222 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 15, STAMINA 13, AGILITY 2, DEXTERITY 2, FIGHTING 5, INTELLECT 2, AWARENESS 10, PRESENCE 2

SKILLS: Athletics 2 (+17), Close Combat [Unarmed] 4 (+9), Deception (+2), Expertise [Popular Culture] 3 (+5), Insight (+10), Intimidation (+2), Perception (+10), Persuasion 3 (+5), Stealth (+2), Technology 2 (+4)

ADVANTAGES: Teamwork

ENHANCED ADVANTAGES (WISDOM OF SOLOMON): Assessment, Beginner's Luck, Eidetic Memory

ENHANCED ADVANTAGES (STAMINA OF ATLAS): Diehard, Great Endurance

ENHANCED ADVANTAGES (COURAGE OF ACHILLES): Lionheart*

POWERS:
S - Wisdom of Solomon: Enhanced Advantages 3 (see Advantages), Comprehend 3 (Read, Speak, Write All Languages); 9 pts
H - Strength of Hercules: Enhanced Strength 6 (50,000 Tons; Flaw: Limited to Lifting); 6 pts
A - Stamina of Atlas: Enhanced Advantages 2 (see Advantages), Immunity 10 (Life Support), Protection 3, Impervious Toughness 8; 31 pts
Z - Power of Zeus: Movement 1 (Dimensional Travel [Earth/Rock of Eternity); 2 pts
Mystic Lighting Strike: Line Area Damage 12 (Extra: Area Line [30 ft line], Indirect 2 [from Above indoors/outdoors], Flaw: Side Effect [Changes Marvel Family to normal identity if struck]); 14 pts
A - Courage of Achilles: Enhanced Awareness 8, Enhanced Advantages 1 (see Advantages), Immunity 2 (Mind Reading); 19 pts
M - Swiftness of Mercury: 33 pt Dynamic Array; 35 pts
Flight: Flight 14 (32,000 mph), Movement 2 (Space Travel 2) (Extra: Dynamic); 33 pts
Super-Speed: Speed 14 (32,000 mph), Quickness 8 (Extra: Dynamic); 2 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +5
Unarmed +9 [Unarmed +15]
Ranged Attack +2
Special Attack [Lighting Strike +12, Line Area]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +16 (+8 Impervious), Fortitude +14, Will +10

COMPLICATIONS:
Disability: When in his Freddy Freeman identity, he is physically disabled and must use a cane to walk
Enemy: Dr. Sivana, Black Marvel Family, Captain Nazi, Sabbac
Power Loss: Captain Marvel Jr. loses his powers if he can be tricked into saying his magic word or if he's struck by +10 rank Lightning
Relationships: Shazam, Billy Batson (Captain Marvel) and his sister, Mary Batson (Mary Marvel) and to a degree his half-brother Timothy Karnes
Secret Identity: In his normal identity of Freddy Freeman, has STR 0, STA 1, AGL -1, FGT 2, and AWE 2 with corresponding adjustments to his skill ranks and defenses

Abilities 86 + Skills 7 (14 ranks) + Advantages 10 + Powers 108 + Defenses 11 = 222 / 222

Comments: CM3 at a more reasonable level. I just do not see him and Mary at PL14 like they are in H&V 1.
Last edited by Thorpacolypse on Thu Aug 02, 2012 8:35 pm, edited 5 times in total.
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#70

Postby Thorpacolypse » Tue Oct 26, 2010 6:29 pm

We've got one more MARVELOUS SPECIAL for Aisle 1!

Image
And HI to you, too, Mary!

MARY MARVEL
PL: 12 (226 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 15, STAMINA 12, AGILITY 2, DEXTERITY 2, FIGHTING 5, INTELLECT 2, AWARENESS 10, PRESENCE 3

SKILLS: Acrobatics 3 (+5), Athletics (+15), Close Combat [Unarmed] 4 (+9), Deception (+3), Insight 2 (+12), Intimidation (+3), Perception 1 (+10), Persuasion 4 (+7), Stealth (+2)

ADVANTAGES: Equipment (1), Teamwork

ENHANCED ADVANTAGES (WISDOM OF SOLOMON): Assessment, Beginner's Luck, Eidetic Memory

ENHANCED ADVANTAGES (STAMINA OF ATLAS): Diehard, Great Endurance

ENHANCED ADVANTAGES (COURAGE OF ACHILLES): Lionheart*

POWERS:
S - Wisdom of Solomon: Enhanced Advantages 3 (see Advantages), Comprehend 3 (Read, Speak, Write All Languages); 9 pts
H - Strength of Hercules: Enhanced Strength 6 (50,000 Tons; Flaw: Limited to Lifting); 6 pts
A - Stamina of Atlas: Enhanced Advantages 2 (see Advantages), Immunity 10 (Life Support), Protection 3, Impervious Toughness 8; 31 pts
Z - Power of Zeus: Movement 1 (Dimensional Travel [Earth/Rock of Eternity); 2 pts
Mystic Lighting Strike: Line Area Damage 12 (Extra: Area Line [30 ft line], Indirect 2 [from Above indoors/outdoors], Flaw: Side Effect [Changes Marvel Family to normal identity if struck]); 14 pts
[A - Courage of Achilles: Enhanced Awareness 8, Enhanced Advantages 1 (see Advantages), Immunity 2 (Mind Reading); 19 pts
M - Swiftness of Mercury: 33 pt Dynamic Array; 35 pts
Flight: Flight 14 (32,000 mph), Movement 2 (Space Travel 2) (Extra: Dynamic); 33 pts
Super-Speed: Speed 14 (32,000 mph), Quickness 8 (Extra: Dynamic); 2 pts


EQUIPMENT:
(5ep)
Young Justice Communicard: Senses 2 (Communication Link [Radio, Young Justice Members), GPS, Feature 1 (Mount Justice/Avengers Tower Access), Benefit 1 (Young Justice Status); 5ep

OFFENSE:
Initiative +2
Close Attack +5
Unarmed +9 [Unarmed +15]
Ranged Attack +2
Special Attack [Lighting Strike +12, Line Area]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +15 (+8 Impervious), Fortitude +13, Will +11

COMPLICATIONS:
Enemy: Dr. Sivana, Black Marvel Family, Eclipso
Power Loss: Mary Marvel loses her powers ifs he can be tricked into saying her magic word or if she's struck by +10 rank Lightning
Relationships: Shazam, Freddy Freeman (CM3) and her brother, Billy Batson (Captain Marvel)
Secret Identity: In her normal identity of Mary Batson, she has STR 0, STA 0, FGT 1, and AWE 3 with corresponding adjustments to his skill ranks and defenses

Abilities 86 + Skills 7 (14 ranks) + Advantages 11 + Powers 109 + Defenses 13 = 226 / 226

Comments: Sweet Mary at PL12 where I think she should be. Black Mary, though, could probably hit that PL14 in the core book.
Last edited by Thorpacolypse on Thu Aug 02, 2012 8:42 pm, edited 5 times in total.
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#71

Postby Thorpacolypse » Tue Oct 26, 2010 6:45 pm

A WILD AT HEART SPECIAL hits the Aisle 1 shelves as the builds just keep on comin'!

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Look what Aunt Angie brought you kiddos...

THE ENGINEER II
PL: 11 (235 pts) - OPL: 11 ; DPL: 11

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

SKILLS: Athletics (+1), Deception 3 (+5/+7) [Attractive], Expertise [Physical Sciences] 9 (+18) [Skill Mastery], Insight 5 (+9), Intimidation (+2), Investigation 2 (+11), Perception 4 (+8), Persuasion 7 (+9/+11) [Attractive], Stealth (+2), Technology 9 (+18) [Inventor], Treatment 1 (+10), Vehicles 2 (+9)

ADVANTAGES: Attractive (1), Equipment (12), Inventor, Skill Mastery (1) (Expertise [Physical Sciences]), Teamwork

ENHANCED ADVANTAGES (NANOTECH NEUROLOGY): Eidetic Memory, Improvised Tools

POWERS:
Human Remote: Feature 1 (You can function like a “universal remote control” in relationship to machines that include such capabilities, turning them on or off or controlling them like a regular remote would); 1 pt
Nanotech Physiology: Immunity 12 (Life Support, Critical Hits), Protection 8, Impervious 4, Enhanced Fortitude 4; 32 pts
Flight: Flight 10 (2000 mph); 20 pts
Nanotech Neurology: Enhanced Advantages 2 (see Advantages), Quickness 2 (Flaw: Mental Only), Enhanced Dexterity 4; 11 pts
Radio-telepathic Communication: Communication 3 (Mental, Statewide/Small Nation, Extra: Area, Selective, Dimensional); 19 pts
Interface: Comprehend 2 (Speak, Understand Machines); 4 pts
Adaptive Nanotech Biology: 48 pt array; 49 pts
Technomorphing: Variable 4 (20 pts traits, Technological/Mechanical Descriptor; Extra: Action [Move]); 32 pts
Blasters: Ballistic Ranged Damage 9 (Extra: Accurate 2, Multiattack, Split); 1 pt
Sensor Network: Remote Sensing 10 (Visual and Auditory; Flaw: Limited [to Technological Sensors]); 1 pt
Control Technology: Perception Ranged Affliction 10 (Resisted/Overcome by Technology skill or Will; 3rd: Controlled, Extra: Range [Perception Ranged], Flaw: Limited Degree [third degree only], Affects Objects Only, Limited [to Technology]); 1 pt


EQUIPMENT:
(60ep)
The Carrier: Coming eventually, for short term, see BARON's build…

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +1]
Ranged Attack +7
Blasters +11 [Blaster +9, Multiattack]

DEFENSES:
Dodge +10 [DC20] Parry +8 [DC18]
Toughness +10, Fortitude +10, Will +9

COMPLICATIONS:
Motivation: Doing what's right and making the world a better place
Power Loss: Since her powers are tied to her blood, a significant loss of blood or transfusion can reduce or eliminate her powers
Relationships: She has trouble maintain relationships, and greatly misses human contact sans her nano-active skin

Abilities 56 + Skills 21 (42 ranks) + Advantages 19 + Powers 119 + Defenses 20 = 235 / 235

Comments: Angelica Spica, the second Engineer in the Wildstorm universe. She made the cut for the new Stormwatch team in the New 52, amazingly enough, but I’m not sure I like that version as much as the original Authority Angie. Still, she’s a great character to have around, being very versatile and with her Technomorphing, she can whip up anything the team would need.

I'm not a huge fan of her remodel in the New 52, although I like The Stormwatch book overall.
Last edited by Thorpacolypse on Fri Aug 03, 2012 8:08 pm, edited 5 times in total.
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Re: J-Mart 3E PCs: Harry Dresden, Wolvie x2, Red Robin (yum)

Postby ClassDunce » Tue Oct 26, 2010 7:39 pm

I am a huge fan of Tim Drake, I grew up reading him and have followed his solo titles and all of his various miniseries team ups with Impulse and Superboy even before Young Justice. Tim is the shit and one of the most interesting characters in the DC universe. I'm loving him as Red Robin, I was a little wary about the change at first but Tim as Red Robin just works on hundred different levels. It's one of the best titles DC is putting out right now.

I dig the build. Of course Player Level is kind of subjective with Tim since he not adverse to cheating in a fight. He did beat Lady Shiva in a Duel by poisoning her dinner...
"When they ask how I died, tell them: still angry." - Quellcrist Falconer

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#72

Postby Thorpacolypse » Mon Nov 01, 2010 6:54 pm

Our Bleach Line gets another new item with this J-Mart Favorite hitting the shelves.

Image
The more complex a person, the weaker they are. - Chad

"CHAD" YASUTORA SADO
PL: 10 (153 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 7, STAMINA 7, AGILITY 1, DEXTERITY 1, FIGHTING 6, INTELLECT 2, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 3 (+4), Athletics 3 (+10), Expertise [School Work] 1 (+3), Expertise [String Instruments] 1 (+3), Insight 7 (+9), Intimidation 5 (+5), Investigation , Perception 2 (+4), Stealth 4 (+5)

ADVANTAGES: Close Attack (2), Diehard, Fast Grab, Improved Grab, Interpose, Languages (1) (Spanish, English, Base; Japanese), Ranged Attack (3), Takedown (1), Teamwork

ENHANCED ADVANTAGES (El Brazo Derecho del Gigante):, Benefit (1), Improved Defense, Withstand Damage* (1)

POWERS:
Pesquisa: Senses 7 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Accurate, Acute, Ranged, Extended], Enhanced Advantages 1 (Assessment); 8 pts
Sonido: Speed 4 (32 mph), Leaping 4 (120 ft); 8 pts
El Brazo Derecho del Gigante (Right Arm of the Giant): 33 pts traits, Flaw: Activation (Move Action); 32 pts
[b]Defensive Shield: Protection 5, Impervious 5, Enhanced Advantages 3 (see Advantages); 18 pts
Second Form: 14 pt array; 15 pts
El Directo Blast: Spirit Energy Ranged Damage 12 (Flaw: Distracting, Accurate 2); 14 pts
El Directo Strike: Bludgeoning Strength-based Damage 5 (Extra: Penetrating 9); 1 pt

El Brazo Izquierdo del Diablo (Left Arm of the Devil): 14 pts traits, Flaw: Activation [Move Action]; 13 pts
[b]La Muerte: Bludgeoning Strength-based Damage 7, Enhanced Advantages 3 (All-Out Attack, Improved Critical 2), (Extra: Multiattack, Penetrating 10, Flaw: Inaccurate, Tiring); 14 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +8 [Unarmed +7; El Directo Strike +12]
La Muerte +6 [La Muerte +14, Critical 18-20]
Ranged Attack +4
El Directo +8 [El Directo Blast +12]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +7 (+12 with El Brazo Derecho del Gigante, +5 Impervious with El Brazo Derecho del Gigante), Fortitude +11, Will +9

COMPLICATIONS:
Honor: Chad is a gentle soul and has a strict code of honor
Motivation: Protecting people
Pacifist: As very much a pacifist, he sometimes has trouble fighting to his potential
Relationships: His friends Ichigo, Uryu, Orihime and Rukia

Abilities 52 + Skills 13 (26 ranks) + Advantages 16 + Powers 56 + Defenses 16 = 153 / 153

Comments: Chad is one of the bigger hitters of the main group with his strength and his wicked La Muerte attack but he’s still way below Captain/Espada level, although he shown to be able to hang with some of them if need be.
Last edited by Thorpacolypse on Fri Jul 06, 2012 6:27 pm, edited 2 times in total.
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#73

Postby Thorpacolypse » Mon Nov 01, 2010 7:07 pm

When the J-Mart franchise first started, we had a vision. A vision of mediocre quality builds at the lowest prices on Roll Call. But we also had a plan for our builds. But those builds would also live up to the highest standards of mayhem and graphic violence that you have come to expect from the American media. While at times we have lost our way, building characters like Reed Richards who...*shudder*...thinks, but right now, we are getting back to our roots and posting a character who defines the essence of J-Mart.

A man of ideals.

A man with a code of honor.

A man with lots, and lots of guns who shoots lots and lots and lots of people.

*sniff* He's beautiful...

I know, Randal, I know...*sniff*...without further ado. The latest PC build for our Marvel line...*sniff*

Image
They laugh at the law. The rich ones who buy it and twist it to their whims. The other ones, who have nothing to lose, who don't care about themselves, or other people. All the ones who think they're above the law, or outside it, or beyond it. They know all the law is good for is to keep good people in line. And they all laugh. They laugh at the law. But they don't laugh at me. - Punisher

THE PUNISHER
PL: 10 (159 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 1 (+5), Athletics 5 (+8), Close Combat [Unarmed] 1 (+13), Deception 7 (+8), Expertise [Demolitions] 7 (+8), Expertise [Military] 7 (+8), Expertise [Streetwise] 9 (+10), Insight 4 (+7), Intimidation 12 (+13) [Daze, Startle], Investigation 6 (+7), Perception 6 (+9), Persuasion (+1), Ranged Combat [Guns] 4 (+14), Stealth 8 (+12), Technology 4 (+5), Treatment 2 (+3), Vehicles 3 (+7)

ADVANTAGES: Daze (1) (Intimidation), Defensive Roll (2), Equipment (11), Favored Foe (Mobsters), Improved Aim, Improved Critical (2) (Guns, Unarmed), Improved Initiative (1), Last Stand*, Power Attack, Quick Draw, Ranged Attack (6), Startle, Takedown (2), Tracking, Well-Informed

POWERS:
NONE

EQUIPMENT:
(55 pts)
Undercover Vest: Protection 2, Extra: Subtle, Flaw: Limited to ballistics; 3 pts
Cell Phone, Standard: Feature 1 (Cellular Communication); 1 pt
Binoculars: Feature 1 (+5 Perception [Visual at Distance]); 1 pt
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pts
Masterwork Heavy Pistol: Ranged Ballistic Damage 5; 10 pts
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (26 pts)
RPG: Burst Area Ballistic Ranged Damage 8, Burst Area 4, Extra: Burst Area (30 ft radius); 20 pts
Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 1 pt
Heavy Machine Pistol: Ranged Multiattack Ballistic Damage 4; 1 pt
7.62mm (M60) Machine Gun: Ranged Multiattack Ballistic Damage 6; 1 pt
Masterwork Sniper Rifle: Ranged Ballistic Damage 6, Dangerous, Extended Range (50/100/250); 1 pt
Pump Shotgun: Ranged Solid Shell Ballistic Damage 5; 1 pt
Tear Gas Grenades: Cloud Area Affliction 4 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition); 1 pt
Vehicle: (11 pts)
Van: Size - H, Strength - 9, Speed - 5, Def - 6, Tough - 11, Features - Hidden Compartments, Multiple License Plates; 11 pts

OFFENSE:
Initiative +8
Close Attack +12 [Knife +4, Critical 19-20]
Unarmed +13 [Unarmed +3, Critical 19-20]
Ranged Attack +10 [RPG +8, Burst Area ; Fragmentation Grenades +5, Area Burst; Tear Gas Affliction +4, Area Burst]
Guns +14 [Heavy Pistol +5, Critical 19-20; M60 Machine Gun +6, Critical 19-20, Multiattack; Machine Pistol +4, Multiattack; Sniper Rifle +6, Critical 18-20; Shotgun +5]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6 (+4 without Defensive Roll, +8 against Ballistics, +6 without defensive roll against Ballistics), Fortitude +9, Will +9

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
Reputation: He's the Punisher. Lots of people die around him. Kinda makes him a pariah in the superhero world
Rivalry: He has a bit of a rivalry with other street level heroes like Daredevil 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 64 + Skills 43 (86 ranks) + Advantages 33 + Powers 0 + Defenses 19 = 159 / 159

Build 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. He shoots people. He stabs people. He snaps necks. He kills bad guys dead. Pretty much his role in the Thorpacoverse.

You just don't get any closer to the J-Mart ideals of pointless violence and continual mayhem than that...

Secret Origins: When mobsters slew his family, Frank Castle vowed to spend the rest of his life avenging them. Trained as a Marine and equipped with state-of-the-art weapons, he now wages a one-man war against crime as the Punisher.

The Story so Far: Castle managed to survive the attack on his family but was deeply traumatized by the incident. He was going to testify in court to identify the shooters, but Castle was denied this since the New York police department were deeply connected to the Mafia. He decided not to return to Marine duty, but instead outfitted himself with assorted weapons and a battle suit that displayed a large death's head on the chest, and embarked on a one-man anti-crime campaign throughout New York City. Castle devoted the rest of his life to eradicating organized crime, using the nom de guerre of the Punisher.

The Punisher used his combat experience (four years as a US Marine in a special operations unit in the Vietnam War), guerrilla warfare (combat assault attacks, assassinations, ambushes, hit and runs, bombings, using the enemies' own money, weapons, and supplies against them), urban warfare (using the crowded city of New York to blend in and disappear), psychological warfare (putting fear into the hearts of criminals), using detective-like skills (talking to people, reading obtained files on the people he goes after, tracking and surveying the enemy), always adapting to the enemy such as using the Mafia's own methods and tactics against them (interrogating and torturing suspects to death in order to get information from them) and whatever resources and means may be necessary to do so, ranging from light anti-tank weaponry to enraged polar bears, piranhas, and even a hydrogen bomb.

The Punisher has fought virtually about every known criminal organization, including the Italian Mafia, the Russian Mafia, the Japanese Yakuza, the Colombian and Mexican drug cartels, the Chinese Triads, Jamaican Yardies, the Aryan Brotherhood, the Irish Mob, biker gangs, street gangs, gunrunning militias, muggers, killers, rapists, psychopaths, sadists, pedophiles, and corrupt cops.

The Punisher has also assaulted such criminal business enterprises as drugs, weapons smuggling, money laundering and human trafficking. The Punisher fought organized crime long enough to know their modus operandi and predict their actions. Many of these organizations tried to kill the Punisher, using both their own men and hired contract killers. But the Punisher managed to kill almost every type of assassin, hitman, bounty hunter, and mercenary, even the superhuman ones that have been sent after him.

Characterization: The Punisher works outside the traditional system of law and order. He is a remorseless and cold-blooded killer. The Punisher possesses no superhuman abilities and succeeds solely through ingenuity and the rigorous training of his military upbringing, a finely honed killer instinct and an extensive arsenal of weapons culled from fallen foes and military allies.

Unlike most heroes, Castle has no dual identity, no "real world" job, no known hobbies, and few friends. He spends nearly all of his time planning his next hit, stopping only to recover from injuries or fatigue. Money taken from criminals is used to purchase food, weapons, ammunition, and pay the rent of his many safehouses. He also disregards what the police and the public think of him, and is known to kill corrupt cops. He is viewed as a dangerous criminal by the public and by most members of the superhero community.

Friends and Foes: He doesn’t have many allies and most of his foes he’s killed. He has a bit of a friendship with the Midnighter, who supports his killing of the bastards that need killing, but they are rarely in contact due to Frank’s mobile lifestyle.
Last edited by Thorpacolypse on Fri Feb 07, 2014 8:24 pm, edited 5 times in total.
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#74

Postby Thorpacolypse » Tue Nov 02, 2010 7:48 pm

Another staple of the J-Mart Franchise hits the shelves.

Image
The Gun Kata. Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly.

JOHN PRESTON
PL: 10 (165 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 4, DEXTERITY 6, FIGHTING 13, INTELLECT 2, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 7 (+11), Athletics 5 (+7), Close Combat [Swords] 2 (+15), Expertise [Criminology] 5 (+7), Insight 11 (+13), Investigation 8 (+10), Perception 8 (+10), Ranged Combat [Firearms] 4 (+14), Sleight of Hand 1 (+7), Stealth 3 (+7)

ADVANTAGES: Benefit (2) (Status - SHIELD Clearance), Combat Clarity* (1), Equipment (2), Defensive Roll (2), Evasion (1), Improved Aim, Improved Critical (3) (Guns 2, Swords), Improved Disarm, Improved Initiative (2), Quick Draw, Precise Attack (2) (Ranged, Cover; Ranged, Concealment), Ranged Attack (4), Takedown (2), Uncanny Dodge

POWERS:
Gun Kata: 24 pt Array; 26 pts
Clear the Room: Ranged Shapeable Area Ballistic Damage 6 (Extra: Shapeable Area x2 [60 ft volume]): 24 pts
Focused Shot: Ranged Multiattack Ballistic Damage 6; 1 pt
Tetragrammaton Burst: Ballistic Burst Area Damage 6 (Extra: Burst Area 2 [60 ft radius], Selective); 1 pt


EQUIPMENT:
(15 pts)
Arsenal: (14 pts)
Twin Heavy Machine Pistols: Ranged Multiattack Ballistic Damage 4, Split; 13 pts
Katana: Slashing Strength-Based Damage 3, Dangerous; 1 pt

OFFENSE:
Initiative +12
Close Attack +13 [Unarmed +3]
Katanas +15 [Katanas +5, Critical 19-20]
Ranged Attack +10
Guns +14 [Gun Kata Focused Shot +6, Critical 18-20, Multiattack; Clear the Room +6, Shapeable Area; Heavy Machine Pistols +4, Critical 18-20, Multiattack]
Special Attack [Tetragrammaton Burst +6, Burst Area ]

DEFENSES:
Dodge +15 [DC25] Parry +13 [DC23]
Toughness +5 (+3 without Defensive Roll), Fortitude +7, Will +9

COMPLICATIONS:
Emotionally Stunted: Having been denied emotions for so long, he sometimes struggles to control or recognize them properly.
Enemy: There are some former members of Father's regime that seek revenge on him.
Power Loss: Preston loses his Gun Kata power without guns. He prefers pistols, but any guns will do.
Relationships: His son and daughter
Responsibility: To uphold his duties as a SHIELD agent and take out any remnants of the former Librian regime.
Rivalry: He is currently on the trail of a mercenary named Kid Karma that has abilities similar to the Tetragrammaton Clerics.

Abilities 64 + Skills 27 (54 ranks) + Advantages 26 + Powers 26 + Defenses 22 = 165 / 165

Build Comments: One of the staples of the J-Mart franchise, John Preston from Equilibrium. Not a lot of changes from my 2E conversion of him other than a slight change to his Gun Kata ability. In 3E, Targeted Area has been replaced by Ranged Area (same thing, different name near as I can tell) and he has to pay an extra cost for the extra range, but it’s still a wicked ability. With an 60 ft. shapeable area, he can wipe out up to 12 goons a round, which seems to track with what he did in the movie.

Secret Origins: Little is known about John Preston’s early life. What is known is that he is from the country of Libria. After a brutal civil war, a totalitarian state emerged whose ideology determined human emotion to be the root cause of conflict. Despite the reservations (and protests) of a number of countries across the globe, all emotionally-stimulating material is banned and "Sense Offenders" are apprehended and consigned to "combustion" (death by incineration). All citizens are required to take daily injections of Prozium to suppress emotion and encourage obedience.

Libria is governed by the Tetragrammaton Council led by a figurehead known as "Father". Father never interacts with anyone directly, but is seen on giant video screens throughout the city. The Tetragrammaton Council uses the police to maintain conformity. At the pinnacle of Librian law enforcement are the Grammaton Clerics, who are trained in the martial art of gun kata. The Clerics frequently raided the "Nether" region outside the city where they searched for and destroyed illegal materials – art, literature, and music – and executed the people hiding them. Despite their ongoing efforts, a resistance movement, known as the "Underground", emerged with the goal of toppling Father and the Tetragrammaton Council.

John Preston became a high-ranking Grammaton Cleric. He is a widower with two children whose wife, Viviana, was executed for a crime known as "Sense Offense" – when a citizen ceased to take their Prozium regimen.

The Story so Far: After having to execute his partner for Sense Offense, he accidentally broke his daily vial of Prozium. His son reminded him that he needs to go to Equilibrium, log the loss, and request a replacement. The building is temporarily closed due to terrorist activity, so he is unable to obtain another vial before going on the next raid. As a result, he begins to experience brief episodes of emotion evoking more memories and making him more aware of his surroundings. He intentionally skipped more doses of Prozium and hid them behind the mirror in his bathroom.

Preston's partner was replaced with career-conscious Brandt who revealed his admiration for Preston's "uncompromising" work as a Cleric. On their first raid together, they arrested Mary O'Brien, a citizen within the city identified as a Sense Offender. To Brandt's surprise, Preston prevented him from executing O'Brien on the spot choosing instead to keep her alive for interrogation. Without Prozium, Preston continued to struggle with his emotions and has a hard time hiding them from others. Brandt grows suspicious of Preston's hesitation to execute Sense Offenders and destroy contraband. Preston eventually uncovers clues that led to a meeting with Jurgen, the leader of the Underground resistance. Jurgen convinced him that assassinating Father must happen to help their movement succeed. They plan to disrupt Prozium production which will then lead to an uprising by the populace.

Preston is apprehended by police and brought before Vice-Counsel DuPont, who revealed there is a traitor in the upper ranks of the Clerics. DuPont appears to be onto Preston, but then tells him that the traitor is the number one threat to society and needs to be stopped. Somewhat relieved to learn he hasn't been implicated, Preston cordially agreed and promised to locate the Underground's leadership. Meeting with Jurgen again, Preston is advised to allow O'Brien's execution to take place in order to avoid sabotaging plans for the revolution. He is unable to watch her execution and unsuccessfully rushes to stop it. Brandt catches Preston having an emotional breakdown in the streets, arrested him, and brought him before the Vice-Counsel. DuPont is tricked by Preston into believing that Brandt is the real traitor. Following Brandt's arrest, Preston is informed that a search of his home will take place as a formality. He rushes home to destroy the hidden vials only to find his son already has. His son tells him that he stopped taking Prozium after his mother died.

Carrying out Jurgen's plan to have the leaders of the Underground captured, Preston is granted exclusive audience with Father. He has to take a test first, in which it is revealed that Brandt was not truly arrested. He was part of a ruse to expose Preston allowing him to turn in the leaders of the Underground before being executed. DuPont is also exposed to be the real Father, whom he secretly replaced following the original Father's death. It also becomes clear that DuPont did not take Prozium and can feel emotions. DuPont taunts him, asking Preston how it felt to betray the Underground. Enraged, Preston fights his way into DuPont's office, which is filled with illegal artwork and ornate furniture. After killing all of DuPont's bodyguards, he defeated Brandt in a katana battle, which leads to a final gun kata showdown with DuPont. Preston defeated DuPont, but before being executed, DuPont tries to convince Preston to spare him on the account he represents life and feeling. Preston refused, shot DuPont and destroyed the government's control systems that broadcast video of Father. The Underground carried out the destruction of Prozium manufacturing and storage facilities, while scores of rebels successfully attack key points throughout the city.

In order to ensure his children’s safety, Preston accepted assistance from SHIELD to relocate to the US and has become one of their most effective secret assets.

Characterization: John Preston enjoyed the status of a Tetragrammaton Cleric 1st Class, which was the highest possible level for a Cleric. As such, his physical skills, including acrobatics martial arts, and particularly the arts of the Gun Kata, are superb. He is easily able to take on several well-trained men in gun combat, emerging victorious in a couple of seconds, either by use of melee or ranged attacks. His accuracy and speed is unsurpassed, even in complete darkness, so that he can hit targets on all sides of him, and even behind him. His exceptional calmness and discipline are most useful in combat situations. When starting a Gun Kata he enters a near trance-like state of calmness that fools even a polygraph detector. He’s also rather intelligent, deductive and plans ahead in time. His main weakness is the lack of social skills, although as a Cleric he didn’t need to do much talking.

Preston is also very intuitive and capable of sensing other peoples’ emotions. Due to the effect of life-long use of the emotion-calming drug Prozium, Preston, like most contemporaries had very little personality to speak of. In his actions, although not in his words, he also demanded a certain degree of respect from colleagues and the general public. 

Preston’s ability to sense emotions was a tremendous asset in his line of work, but he never really understood the meaning of the emotions that he sensed. Curiously, he ignored the feelings that he sensed from his family members completely. As he quit taking Prozium, his feelings began to surface rather quickly. Preston was taken completely by surprise and found himself both confused and horrified by these feelings. Sensations of guilt manifested themselves almost immediately as well, from his non-active role in saving the life of his now-deceased wife, and for having killed so many human beings just for them having emotions. These feelings of guilt would later provide him with the resolve for a new purpose; to give people back its emotional freedom.

In the end, he learned that without control emotion is chaos. He taught himself to control his emotions, so that he could work just as effectively as before, but this time for the emotional freedom of the people.

Friends and Foes: Rumors persist that a number of former Clerics and Librian loyalists are on the hunt for him to bring him to “justice”, but so far, he and his family have enjoyed a fairly peaceful existence in their new home.

Clean Up 11/27/10: I finally got what Xarathos and others were getting at about Removable not distinguishing between the Device and Require Medium/item structures in 2E. After looking at Taliesin's Cap and USAgent builds again, I realized my flaw. So I am fixing Preston and my Steve Rogers and Bucky Cap builds to get those mechanics right.
Last edited by Thorpacolypse on Thu Mar 13, 2014 4:33 pm, edited 4 times in total.
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#75

Postby Thorpacolypse » Tue Nov 02, 2010 7:57 pm

More items for our Bleach Aisle are hitting the shelves!

Image
(To Aisslinger Wernarr) I have not exterminated you so that you can relay a message to Aizen. Tell him the Quincy are here and that in reality it's not the Shinigami he should fear but rather the Quincy! - Uryu Ishida

URYU ISHIDA
PL: 10 (168 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 5, DEXTERITY 5, FIGHTING 6, INTELLECT 4, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 6 (+11), Athletics 3 (+4), Close Combat [Seele Schneider] 5 (+11), Deception 5 (+5), Expertise [Ginto] 3 (+7), Expertise [Sewing] 8 (+12), Insight 6 (+8) [Assessment], Investigation 1 (+5), Perception 5 (+7), Ranged Combat [Bow] 5 (+12), Stealth (+5), Technology 1 (+5)

ADVANTAGES: Accurate Attack, Defensive Roll (4), Evasion (1), Favored Foe (Shinigami), Improved Aim, Improved Critical (2) (Spirit Bow, Seele Schneider), Improved Disarm, Improved Initiative (1), Languages (1) (German, Spanish, Base: Japanese), Move-by Action, Precise Attack (1) (Ranged, Concealment), Ranged Attack (2)

POWERS:
Quick Change Artist: Feature 1 (Quick Change); 1 pt
Master Tailor: Quickness 4 (Flaw: Limited to Sewing); 2 pts
Spiritual Awareness: Senses 7 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Accurate, Acute, Ranged, Extended], Enhanced Advantages 1 (Assessment); 1 pt
Hirenkyaku: 8 pt Array; 9 pts
Air Walking: Flight 4 (32 mph); 8 pts
God Steps: Speed 4 (32 mph), Leaping 4 (120 ft); 1 pt

Ginrei Kojaku Spirit Bow: 24 pt array; 26 pts
Heilig Pfeil:[b] Spirit Energy Ranged Damage 8 (Extra: Multiattack); 24 pts
[b]Spirit Arrow Ricochet:[b] Spirit Energy Ranged Damage 8 (Extra: Penetrating 6, Ricochet 2); 1 pt
[b]Licht Regen:
Spirit Energy Line Area Damage 10 (Extra: Area Line 2 [60 ft], Flaw: Tiring); 1 pt
Deflection: Deflect 12; 1 pt

Seele Schneider: 14 pts traits, Extra: Restricted [Quincies only], Easily Removable (-6 pts); 9 pts
Seele Schneider Strike: Piercing/Slashing Strength-based Damage 6, Enhanced Advantage 1 (Critical), (Extra: Penetrating 7, Multiattack, Flaw: Limited [Damage drops 3 and loses Multiattack against non Arrancar/Hollow opponents]); 14 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +6 [Unarmed +1]
Seele Schneider +11 [Seele Schneider +7, Critical 18-20]
Ranged Attack +7
Spirit Bow +12 [Ricochet Arrows +8, Critical 19-20; Heilig Pfeil +8, Critical 19-20, Multiattack]
Special Attack [Light Regen +10, Area Burst]

DEFENSES:
Dodge +14 [DC24] Parry +13 [DC23]
Toughness +6, Fortitude +6, Will +8

COMPLICATIONS:
Daddy Issues: He and has father do not see eye to eye about their roles as Quincies
Enemy: Hollows, Soul Reapers (sometimes), Captain Mayuri Kurotsuchi (sometimes)
Motivation: Proving the Quincies are not all gone and that they are better (or at least as good) as the Shinigami
Pain In The Ass: While Uryu generally has good intentions, he often comes off as aloof and patronizing
Relationships: He is friends with Orihime, Chad, Rukia and Ichigo (most of the time). Sorta Renji, too, sometimes…
Rivalry: With Ichigo and sometimes, well a lot of the time, Renji
Secret Identity: He keeps his identity as a Quincy secret from most people

Abilities 50 + Skills 24 (48 ranks) + Advantages 17 + Powers 51 + Defenses 26 = 168 / 168

Comments: Uryu Ishida is one of the more interesting characters in Bleach. He started out as Ichigo's rival in Karakura Town but after helping rescue Rukia and becoming friends with Orihime, Chad and the others, he's been Ichigo's ally more often than not. Still, he holds a grudge against the Shinigami because they exterminated almost all the Quincies a millenium ago (which comes back to bite them BIG TIME in the latest arc, The Thousand Year War) and that included his beloved grandfather.
Last edited by Thorpacolypse on Fri Jul 06, 2012 6:37 pm, edited 2 times in total.
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Re: #74

Postby Xarathos » Tue Nov 02, 2010 8:19 pm

Thorpacolypse wrote:Another staple of the J-Mart Franchise hits the shelves.

Image

POWERS:
Gun Kata: Ranged Shapeable Area Damage 5 (Extra: Ranged Shapeable Area 2 [60 ft. area], Flaw: Requires Firearms); 15 pts



Very nice build. Always loved John Preston . . .

Just a clarification: I've noticed from the 3e Weapon Master archetype that the Flaw: Requires Firearms seems to have been rolled into the Removable flaw. Cost-wise it looks like that's what you're already doing if my math is right, but I just wanted to check and see if I was right. :)

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Re: J-Mart 3E PCs: Catman, Punisher, John Preston, Daredevil

Postby catsi563 » Tue Nov 02, 2010 9:11 pm

may also want to raise his strength a little as well. The picture you used is a prime example. In the commentary of the movie the director talked about that scene. They had a big burly stunt man who tried and wasnt able to do the one handed double ratchet of those shotguns.

Bale came in and did it in one take. That takes some force to ratchet one of those like that.
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Re: J-Mart 3E PCs: Catman, Punisher, John Preston, Daredevil

Postby ClassDunce » Wed Nov 03, 2010 5:18 am

Bale himself is a beast though physically lol, there's no other actor out there that has as much control over his body as Bale does. He can lose and gain massive amounts of weight at will almost, putting on and taking off muscle whenever he wants. He had the advantage of still having his American Psycho/Reign of Fire muscle for Equilibrium and then he lost all of that, every ounce of muscle, for the Machinist. He then packed on 30-40 pounds of muscle in like no time at all for Batman Begins. He just finished filming The Fighter where he played a crack head older brother to a boxer where he lost a god awful amount of weight again and he's going to have trouble gaining that muscle back for The Dark Knight Rises.

The guy has a shameful amount of discipline regarding his body and I'm eternally jealous of that.
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Re: J-Mart 3E PCs: Catman, Punisher, John Preston, Daredevil

Postby Horsenhero » Wed Nov 03, 2010 7:11 am

Nice DD build. I'm truly going to miss him when he's gone. Yes, by plan Shadowland is DD's last storyline before the character is shuffled into storage (never say oblivion. Death is a revolving door at the big 2), and Black Panther(?), takes over as the grim protector of NYC's back alleys. Don't ask me...I didn't plan it.

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Re: J-Mart 3E PCs: Catman, Punisher, John Preston, Daredevil

Postby Thorpacolypse » Wed Nov 03, 2010 5:59 pm

catsi563 wrote:may also want to raise his strength a little as well. The picture you used is a prime example. In the commentary of the movie the director talked about that scene. They had a big burly stunt man who tried and wasnt able to do the one handed double ratchet of those shotguns.

Bale came in and did it in one take. That takes some force to ratchet one of those like that.


Hmmm...I'll see if I can squeeze a couple more points somewhere to make that happen. That's a good point, although the 3E lifting between Str 2 (200 lbs) and 3 (400 lbs) always gives me pause. That's one of my real issues with the 3E system, but I suppose I could take use IKs lifting strength chart, which I like.

ClassDunce wrote:Bale himself is a beast though physically lol, there's no other actor out there that has as much control over his body as Bale does.

The guy has a shameful amount of discipline regarding his body and I'm eternally jealous of that.


Hey, ClassDunce, there's no shame in a lack of discipline. Not everyone can be like me and Bale. I mean, when it comes to discipline and food, I have few equals. I mean, a lot of people STOP eating when they're full but not me. Being full is no excuse for stopping eating! You sit there until you've eaten more than a small country, THEN take your leave. That's how I roll. :wink:

Horsenhero wrote:Nice DD build. I'm truly going to miss him when he's gone. Yes, by plan Shadowland is DD's last storyline before the character is shuffled into storage (never say oblivion. Death is a revolving door at the big 2), and Black Panther(?), takes over as the grim protector of NYC's back alleys. Don't ask me...I didn't plan it.


I knew they were knocking Matt off at the end of Shadowland, but I didn't know T'Challa was taking over. Might be interesting if handled right. Every now and then a shakeup is good for these long running characters. Well, sometimes. Let's not talk about Superman Blue... :shock:
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Re: J-Mart 3E PCs: Catman, Punisher, John Preston, Daredevil

Postby Horsenhero » Wed Nov 03, 2010 6:25 pm

Well, of the Shadowland books....Blood on the Streets has been my favorite so far. Misty is awesome, as always. Silver Sable is way cool. The Shroud is insanely competent and this may be the best treatment he's ever gotten since his creation in Super-Villain Team-Up (remember that book?), and Paladin is...well...a douche really, but, not every character can be amazing. The Ghost Rider one-shot had awesome art and a kinda blah story. Shadowland itself has been cool. The Moon Knight tie in has been so-so, as has Powerman. I didn't read the Punisher tie-in, but, Daughters of the Shadow has been pretty good storywise, but, I'm not sold on the art. I haven't read the T-bolts tie-in issues either, so I can't tell you whether those are any good, but, Moonstone and Juggernaut versus a horde of ninjas sounds like it should be a good time.


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