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Thorpacolypse
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Re: J-Mart 3E: Reptil, Veil, Finesse, Hazmat, Striker, Mettle

Post by Thorpacolypse » Sun Jul 24, 2011 8:54 am

Horsenhero wrote:
hero4hire wrote:Striker has a copy and paste typo in his complications.
Inexperienced: As a new hero, Veil can make mistakes or poor decisions in crisis/combat situations
See? Stryker is so inexperienced he forgot his own name!....and gender. :twisted:
LOL. I guess if I run him, he'll get an extra HP right off the bat! :D
Jabroniville wrote:The DCA issues are probably a case of too many cooks, and the right hand not knowing what the left one is doing. Plus lazy editing (since it's just in PDF form, HOPEFULLY they can fix most of them before it's time to go to print). It's REALLY easy to assume the Strength scores match the old ones, without realizing that Strength 4 now gives you an 800-lb. lift. Plus, it makes sence that Cheshire could do tons of damage in melee- just give her a Strike-type power to reflect better hitting power. I do that for my martial artist builds, and I know many others do as well. As it stands, though- Cheshire is stronger than Nightwing, and WAY stronger than Black Canary, both of which are all wrong.
BARON wrote:the funniest is the errata from the heroes handbook not making it into H&V1 :lol: :roll: :roll:
I'm hip, Jab. It's easier for us to be more consistent with stats since we're all doing our builds for our little "universes". And in the end, just like each our own threads, things will vary based on how we see the characters or our thoughts on power level or what "iconic" means. It's like comparing Jim Lee's take on Superman compared to Grant Morrisons's compared to John Byrne's compared to Marv Wolfman, etc. over the years, we can all see things differently, and that's fine. Like Jon L and others have said, if you don't like the build, don't use it and build your own. So I will. It's all good in the end, and anything that gives me an excuse to build I will always take. 8)

But I do concur that it's funny that the errata did not make it into PDF. But after all the delays, I'm just glad we got it. :wink:
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#332

Post by Thorpacolypse » Sun Jul 24, 2011 10:01 am

THE ROBOTS IN DISGUISE are back with this item for Aisle 17!

Image
I'm gonna make the fourth movie, you watch and see...

LONG HAUL
PL: 11 (145 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 12, STAMINA 12, AGILITY 0, DEXTERITY 0, FIGHTING 6, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics (+12), Close Combat [Unarmed] 2 (+8), Expertise [Cybertron] 3 (+3), Insight (+1), Intimidation 9 (+9), Perception 2 (+3), Ranged Combat [Weapon Array] 9 (+9), Technology 3 (+3), Vehicles 5 (+5)

ADVANTAGES: Chokehold, Favored Foe (Autobots), Improved Grab, Improved Smash, Languages (1) (English, Base: Cybertronian), Takedown (1)

POWERS:
Cybertronian Size: Growth 10 (+10 Str, +10 Sta, -5 Dodge/Parry, -10 Stealth, +5 Intimidation, Speed +1, +10 Mass; Extra: Permanent, Innate); 21 pts
Cybertronian Physique: Protection 3, Impervious 7 (14 ranks), Immunity 13 (Aging, Life Support, Sleep), Senses 1 (Radio); 31 pts
Robot in Disguise: Morph 1 (Dump Truck, Extra: Metamorph); 6 pts
Weapon Array: 30 pts traits, Removable (-6 pts); 24 pts
Grenade Launcher: Ballistic Ranged Burst Area Damage 9 (Extra: Area Burst [30ft]); 27 pts
Flamethrower: Ranged Cone Area Damage 9 (Extra: Cone Area [30 ft], Secondary Effect); 1 pt
Blaster: Ranged Damage 13; 1 pt
Heavy Machine Gun: Ballistic Ranged Damage 9 (Extra: Multiattack); 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +6
Unarmed +8 [Unarmed +12]
Ranged Attack +0
Weapon Array +9 [Blast +13; Heavy Machine Gun +9, Multiattack; Rocket Launcher +9, Area Burst], Flamethrower +9, Cone Area]

DEFENSES:
Dodge +2 [DC12] Parry +4 [DC14]
Toughness +15 (+7 Impervious), Fortitude +14, Will +7

COMPLICATIONS:
Alien: Long Haul and the other Cybertronians sometimes have problems grasping the culture of Earth
Enemy: The Autobots
Responsibility: To Megatron and the Decepticon cause
Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them
Vulnerable: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks

Abilities 22 + Skills 17 (33 ranks) + Advantages 6 + Powers 82 + Defenses 18 = 145 / 145

Comments: Long Haul is part of Devastator, but apparently there is more than one because one did form his leg, but then another was at the big fight at the end of ROTF. He’s just another big dumb bruiser that Megatron can throw at the Autobots.
Last edited by Thorpacolypse on Sun Jul 08, 2012 6:42 pm, edited 2 times in total.
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#333

Post by Thorpacolypse » Sun Jul 24, 2011 10:06 am

We have more THE ROBOTS IN DISGUISE in our Decepticons line!

Image
I still liked him better as a big ass alien cassette player.

SOUNDWAVE
PL: 11 (232 pts) - OPL: 11 ; DPL: 10

ABILITIES: STRENGTH 10, STAMINA 9, AGILITY 1, DEXTERITY 4, FIGHTING 6, INTELLECT 4, AWARENESS 5, PRESENCE 2

SKILLS: Athletics (+10), Close Combat [Unarmed] 4 (+10), Deception 8 (+10), Expertise [Cybertron] 3 (+7), Insight (+5), Intimidation 7 (+9/+13), Investigation 9 (+13) [Well-Informed], Perception 4 (+9), Persuasion (+2), Ranged Combat [Blast] 8 (+12), Stealth (+1/-7), Technology 8 (+12) [Skill Mastery], Vehicles 3 (+7)

ADVANTAGES: Chokehold, Favored Foe (Autobots), Sidekick (29) (Ravage, Laserbeak), Skill Mastery (1) (Technology), Well-Informed

POWERS:
Cybertronian Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass; Extra: Permanent, Innate); 17 pts
Cybertronian Physique: Protection 3, Impervious 6 (12 ranks), Immunity 13 (Aging, Life Support, Sleep), Senses 1 (Radio); 28 pts
Robot in Disguise: Morph 2 (Satellite/Mercedes, Extra: Metamorph); 11 pts
Datalink: Comprehend 2 (Speak, Understand Machines); 4 pts
Communications Specialist: Communication 4 (Worldwide, Radio; Extra: Area, Selective, Subtle), Comprehend 3 (Read, Speak, Understand all languages); 31 pts
Sound Blaster: 20 pts traits, Easily Removable (-8 pts); 12 pts
Sound Blast: Sonic Ranged Damage 10 (20 pts)

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +6
Unarmed +10 [Unarmed +10]
Ranged Attack +4
Sound Blaster +12 [Sound Blaster +10]

DEFENSES:
Dodge +6 [DC16] Parry +8 [DC18]
Toughness +12, Fortitude +11, Will +10

COMPLICATIONS:
Alien: Soundwave and the other Cybertronians sometimes have problems grasping the culture of Earth
Enemy: The Autobots
Responsibility: To Megatron and the Decepticon cause
Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them
Vulnerable: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks

Abilities 50 + Skills 27 (54 ranks) + Advantages 33 + Powers 100 + Defenses 22 = 232 / 232

Comments: Soundwave had a bigger role in Dark of the Moon. He was still coordinating some communications and sending Laserbeak out to wreak havoc, but he also was involved in the big fight at the end, unless in ROTF where he just floated out in space.
Last edited by Thorpacolypse on Sat Nov 12, 2011 11:31 pm, edited 1 time in total.
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#334

Post by Thorpacolypse » Sun Jul 24, 2011 10:14 am

We've got one more item in our Decepticons line (for today, anyway) but don't worry our ROBOTS IN DISGUISE Special will keep on rolling!

Image
Dude got whacked in car form...how lame is that?!?!?

SIDEWAYS
PL: 10 (165 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 7, STAMINA 8, AGILITY 4, DEXTERITY 2, FIGHTING 6, INTELLECT 2, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 4 (+8), Athletics 2 (+9), Deception 9 (+10) [Taunt], Expertise [Cybertron] 3 (+5), Insight (+2), Intimidation 5 (+6/+8), Investigation 5 (+7), Perception 3 (+5), Persuasion (+1), Ranged Combat [Blast] 8 (+10), Stealth 4 (+8/+3), Vehicles 5 (+7)

ADVANTAGES: Defensive Attack, Evasion (1), Favored Foe (Autobots), Improved Aim, Languages (1) (English, Base; Cybertronian), Move-by Action, Taunt

POWERS:
Cybertronian Size: Growth 5 (+5 Str, +5 Sta, -2 Dodge/Parry, -5 Stealth, +2 Intimidation, Speed +1, +5 Mass; Extra: Permanent, Innate); 13 pts
Cybertronian Physique: Protection 2, Impervious 6 (12 ranks), Immunity 13 (Aging, Life Support, Sleep), Senses 1 (Radio); 29 pts
Robot in Disguise: Morph 1 (Audi R8, Extra: Metamorph); 6 pts
Style: Speed 3 (16 mph), Leaping 1 (15 ft); 4 pts
Weapon Array: 17 pts traits, Easily Removable (-6 pts); 11 pts
Blasters: Plasma Ranged Damage 8; 16 pts
Missiles: Ballistic Ranged Burst Area Damage 5 (Extra: Multiattack); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +6 [Unarmed +7]
Ranged Attack +2
Weapon Array +10 [Plasma Rifle +8; Machine Guns +5, Multiattack]

DEFENSES:
Dodge +10 [DC20] Parry +8 [DC18]
Toughness +10 (+6 Impervious), Fortitude +10, Will +7

COMPLICATIONS:
Alien: Sideways and the other Cybertronians sometimes have problems grasping the culture of Earth
Enemy: The Autobots
Responsibility: To Megatron and the Decepticon cause
Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them
Vulnerable: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks

Abilities 44 + Skills 24 (48 ranks) + Advantages 7 + Powers 71 + Defenses 19 = 165 / 165

Comments: Sideways had a memorable moment in ROTF, but mainly because of the way he got pwned by Sideswipe, who had a great acrobatic move where he cut old Sideways in two while he was in his Audi form. Apparently, this makes him the only Transformer in the 3 movies to get offed in his alt form, so at least he gets some distinction for that.
Last edited by Thorpacolypse on Sat Nov 12, 2011 11:32 pm, edited 1 time in total.
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#335

Post by Thorpacolypse » Sun Jul 24, 2011 6:57 pm

Now it's time to add some more items to our Autobots Line in our ROBOTS IN DISGUISE SPECIAL!

Image
Damn, I'm good...

SIDESWIPE
PL: 11 (175 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 8, STAMINA 7, AGILITY 5, DEXTERITY 3, FIGHTING 10, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 5 (+10) [Agile Feint], Athletics 2 (+10), Deception 7 (+8) [Taunt], Expertise [Cybertron] 4 (+5), Insight (+2), Intimidation (+1), Perception 3 (+5), Persuasion (+1), Ranged Combat [Blast] 8 (+11), Stealth 6 (+11), Technology 4 (+5), Vehicles 5 (+8)

ADVANTAGES: Agile Feint, Close Attack (2), Defensive Attack, Evasion (1), Favored Foe (Decepticons), Improved Initiative (1), Languages (1) (English, Base: Cybertronian), Move-by Action, Power Attack, Quick Draw, Takedown (1), Taunt

POWERS:
Cybertronian Size: Growth 5 (+5 Str, +5 Sta, -2 Dodge/Parry, -5 Stealth, +2 Intimidation, Speed +1, +5 Mass; Extra: Permanent, Innate); 13 pts
Cybertronian Physique: Protection 3, Impervious 6 (12 ranks), Immunity 13 (Aging, Life Support, Sleep), Senses 1 (Radio); 29 pts
Robot in Disguise: Morph 1 (Chevrolet Corvette Stingray, Extra: Metamorph); 6 pts
Style: Speed 4 (30 [60] mph), Leaping 1 (15 ft); 5 pts
Weapon Array: 20 pts traits, Easily Removable (-8 pts); 12 pts
Blasters: Plasma Ranged Damage 9; 18 pts
Missiles: Ballistic Ranged Damage 6 (Extra: Multiattack); 1 pt
Arm Blades: Slashing/Piercing Strength-based Damage 2, Enhanced Advantages 1 (Improved Critical), (Extra: Split, Penetrating 8]; 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +5
Close Attack +12 [Unarmed +8; Arm Blades +10, Critical 19-20]
Ranged Attack +3
Blaster +11 [Blaster +9; Autoblaster +6, Multiattack]

DEFENSES:
Dodge +10 [DC20] Parry +12 [DC22]
Toughness +10 (+6 Impervious), Fortitude +11, Will +8

COMPLICATIONS:
Alien: Sideswipe and the other Cybertronians sometimes have problems grasping the culture of Earth
Enemy: The Decepticons
Responsibility: To his Autobot teammates and to the people of Earth
Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them
Vulnerable: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks

Abilities 54 + Skills 22 (44 ranks) + Advantages 13 + Powers 65 + Defenses 21 = 175 / 175

Comments: Sideswipe had such a cool kill of Sideways in ROTF that I guess they thought he deserved get more time in Dark of the Moon. He didn’t do anything nearly as sweet in this flick, but he still looked pretty cool and helped Ironhide finish off The Dreads, so at least he got to do something.
Last edited by Thorpacolypse on Sat Nov 12, 2011 11:33 pm, edited 3 times in total.
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#336

Post by Thorpacolypse » Sun Jul 24, 2011 7:09 pm

Our ROBOTS IN DISGUISE SPECIALS keeps on rollin' with this new item for Aisle 17!

Image
Anyone who can still talk smack while they're getting ripped in half is my type of man.

JAZZ
PL: 11 (194 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 7, STAMINA 6, AGILITY 6, DEXTERITY 4, FIGHTING 9, INTELLECT 1, AWARENESS 3, PRESENCE 3

SKILLS: Acrobatics 7 (+13) [Agile Feint], Athletics 3 (+10), Close Combat [Unarmed] 6 (+15), Deception 4 (+7) [Taunt], Expertise [Cybertron] 5 (+6), Expertise [Military] 9 (+10), Insight 4 (+7), Intimidation 2 (+5/+7), Perception 5 (+8), Persuasion (+3), Ranged Combat [Blast] 10 (+14), Stealth 5 (+11/+6), Technology 5 (+6), Vehicles 3 (+7)

ADVANTAGES: Agile Feint, Benefit (1) (Second in Command of the Autobots), Defensive Attack, Evasion (1), Favored Foe (Decepticons), Fearless, Improved Critical (1) (Blaster), Improved Hold, Improved Initiative (1), Languages (1) (Hip Hop English, Base: Cybertronian), Leadership, Power Attack, Quick Draw, Set-Up (1), Takedown (1), Taunt, Uncanny Dodge

POWERS:
Cybertronian Size: Growth 5 (+5 Str, +5 Sta, -2 Dodge/Parry, -5 Stealth, +2 Intimidation, Speed +1, +5 Mass; Extra: Permanent, Innate); 11 pts
Cybertronian Physique: Protection 3, Impervious 5 (10 ranks), Immunity 13 (Aging, Life Support, Sleep), Senses 1 (Radio); 27 pts
Robot in Disguise: Morph 1 (Pontiac Solstice, Extra: Metamorph); 6 pts
Jazz Style: Speed 2 (8 [16] mph), Leaping 1 (15 ft); 3 pts
Weapon Array: 19 pts traits, Easily Removable (-6 pts); 13 pts
Rapid Fire Blasts: Ion Ranged Damage 6 (Extra: Multiattack); 18 pts Blasters: Ion Ranged Damage 8; 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +9
Unarmed +15 [Unarmed +7]
Ranged Attack +4
Blasters +14 [Ion Blaster +8, Critical 19-20; Rapid Fire Blasts +6, Critical 19-20, Multiattack]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +9 (+5 Impervious), Fortitude +9, Will +10

COMPLICATIONS:
Alien: Jazz and the other Cybertronians sometimes have problems grasping the culture of Earth
Enemy: The Decepticons
Relationships: His close Autobot teammates
Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them
Vulnerable: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks

Abilities 58 + Skills 34 (68 ranks) + Advantages 17 + Powers 60 + Defenses 25 = 194 / 194

Comments: Jazz was a fun character in the first movie. He had a couple of good moments before he got ripped in half by Megatron, which was a cool moment, too, even if it ended badly for him.

A couple of things to note with Jazz, and the other bots I’ve build so far. You all may have noticed that I am really trying to vary the Growth on the Transformers, even if a lot of their total stats are not that different. It’s really just a quirk in my own mind to show their varying sizes, which I see as a definitive trait of the bots over the years. I kind of made up my own chart to split the heights out at 3 ft intervals (at least below 60 ft) so it works pretty well I think to show how much bigger Optimus is than someone like Jazz.

I was also going to remove the Alien complication from him since he seemed to grasp Earth culture, well, at least hip-hop culture (and they bagged on Mudflap and Skids in ROTF…please) pretty well, but I gave that to most of the Cybertronians to give them a chance at an HP for those moments when the differences in our cultures really come into play. It’s mostly because of all those goofy situations that got into when dealing humans in all the different series than in the movies.
Last edited by Thorpacolypse on Sat Nov 12, 2011 11:34 pm, edited 1 time in total.
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#337

Post by Thorpacolypse » Sun Jul 24, 2011 8:06 pm

The ROBOTS IN DISGUISE just keep coming with this new item in our Autobots line!

Image
I wonder what he thinks about the new U.S. Healthcare plan?

RATCHET
PL: 11 (190 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 8, STAMINA 9, AGILITY 1, DEXTERITY 4, FIGHTING 8, INTELLECT 4, AWARENESS 6, PRESENCE 2

SKILLS: Acrobatics 6 (+7), Athletics 1 (+9), Deception (+2), Expertise [Cybertron] 3 (+7), Insight 5 (+11) [Assessment], Intimidation (+2/+5), Investigation 3 (+7), Perception 5 (+11), Persuasion 5 (+7), Ranged Combat [Blast] 8 (+12), Stealth (+1/-6), Technology 6 (+10), Treatment 9 (+13) [Skill Mastery], Vehicles 3 (+7)

ADVANTAGES: Assessment, Close Attack (3), Favored Foe (Decepticons), Improvised Tools, Languages (1) (English, Base: Cybertronian), Power Attack, Skill Mastery (1) (Treatment), Teamwork

POWERS:
Cybertronian Size: Growth 7 (+7 Str, +7 Sta, -3 Dodge/Parry, -7 Stealth, +3 Intimidation, Speed +1, +7 Mass; Extra: Permanent, Innate); 15 pts
Cybertronian Physique: Protection 3, Impervious 5 (10 ranks), Immunity 13 (Aging, Life Support, Sleep), Senses 1 (Radio); 27 pts
Robot in Disguise: Morph 1 (Search and Rescue Hummer H2, Extra: Metamorph); 6 pts
Medical Senses: Scent [Analytical], Normal Vision [Extended, Penetrates Concealment]; 5 pts
Weapon Array: 24 pts traits, Removable (-5 pts); 20 pts
Machine Guns: Ballistic Ranged Damage 7 (Extra: Multiattack); 21 pts
Blasters: Ballistic Ranged Damage 10 (Extra: Split); 1 pt
Missiles: Ballistic Ranged Burst Area Damage 7 (Extra: Area Burst [30 ft]); 1 pt
Buzzsaw: Slashing Strength-based Damage 1 (Extra: Penetrating 8]; 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +11 [Unarmed +8; Buzzsaw +9, Critical 19-20]
Ranged Attack +4
Weapon Array +12 [Blasters +10; Missiles +7, Area Burst; Machine Guns +7, Multiattack]

DEFENSES:
Dodge +9 [DC19] Parry +10 [DC20]
Toughness +12 (+5 Impervious), Fortitude +11, Will +11

COMPLICATIONS:
Alien: Ratchet and the other Cybertronians sometimes have problems grasping the culture of Earth
Conflicted: He generally does not believe in violence, but he knows that the war must be fought to ensure long term peace in the galaxy
Enemy: The Decepticon
Relationships: His close Autobot teammates
Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them
Vulnerable: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks

Abilities 56 + Skills 27 (53 ranks) + Advantages 10 + Powers 74 + Defenses 23 = 190 / 190

Comments: Ratchet never showed a lot of combat abilities in the movies, other than having a huge arsenal and a couple of nice moves with his buzzsaw but the Wiki said he was the only Autobot outside of OP that could hang with Megatron. Just not buying it. He’s a healer first and foremost and he can just kick a little ass when he has to.
Last edited by Thorpacolypse on Sat Nov 12, 2011 11:35 pm, edited 2 times in total.
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#338

Post by Thorpacolypse » Sun Jul 24, 2011 8:11 pm

Another item in our ROBOTS IN DISGUISE SPECIAL hits the shelves and it's a J-Mart Favorite item!

Image
Welcome to the gun show, baby!

IRONHIDE
PL: 12 (205 pts) - OPL: 12 ; DPL: 12

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

SKILLS: Acrobatics 7 (+10), Athletics 2 (+12), Close Combat [Unarmed] 2 (+12), Deception (+2), Expertise [Cybertron] 4 (+5), Expertise [Military] 11 (+12), Insight 6 (+9) [Assessment], Intimidation 6 (+8/+12) [Startle], Perception 6 (+9), Persuasion (+2), Ranged Combat [Blast] 4 (+12), Stealth 5 (+8/0), Technology 4 (+5), Vehicles 3 (+7)

ADVANTAGES: All-Out Attack, Assessment, Defensive Attack, Favored Foe (Decepticons), Improved Aim, Improved Critical (1) (Blaster Array), Improved Disarm, Improved Initiative (1), Languages (1) (English, Base: Cybertronian), Leadership, Power Attack, Precise Attack (1) (Ranged, Cover), Quick Draw, Ranged Attack (4), Startle, Takedown (1), Teamwork

POWERS:
Cybertronian Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass; Extra: Permanent, Innate); 17 pts
Cybertronian Physique: Protection 3, Impervious 6 (12 ranks), Immunity 13 (Aging, Life Support, Sleep), Senses 1 (Radio); 29 pts
Robot in Disguise: Morph 1 (GMC Topkick, Extra: Metamorph); 6 pts
Weapon Array: 24 pts traits, Removable (-5 pts); 19 pts
Ion Blasters: Ranged Damage 12; 24 pts
Missile Launchers: Ballistic Ranged Burst Area Damage 8 (Extra: Area Burst [30 ft]); 1 pt
Machine Guns: Ballistic Ranged Damage 8 (Extra: Multiattack); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +10
Unarmed +12 [Unarmed +10]
Ranged Attack +8
Weapon Array +12 [Blaster +12, Critical 19-20; Machine Guns +8, Critical 19-20, Multiattack], Rocket Launchers +8, Area Burst]

DEFENSES:
Dodge +11 [DC21] Parry +11 [DC21]
Toughness +13 (+6 Impervious), Fortitude +12, Will +12

COMPLICATIONS:
Alien: Ironhide and the other Cybertronians sometimes have problems grasping the culture of Earth
Enemy: Punk ass Decepticons
Relationships: His Autobot teammates
Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them
Vulnerable: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks

Abilities 54 + Skills 30 (60 ranks) + Advantages 20 + Powers 73 + Defenses 28 = 205 / 205

Comments: Good old Ironhide has had some good moments in the series, even if he got stuck with the lame “attempting to be hip ‘punk ass Decepticons’” lines. He’s a leader, one of the best Autobot combatants and really about the only one other than Optimus who can hang with the big bricks of the Decepticons on his own.
Last edited by Thorpacolypse on Sat Nov 12, 2011 11:36 pm, edited 1 time in total.
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#339

Post by Thorpacolypse » Sun Jul 24, 2011 8:20 pm

The last item(s) in our ROBOTS IN DISGUISE SPECIAL for now is a 3 FOR 1 Deal!

Image Image Image
Ooo, Cybertronian giggity...

ARCEE (CHROMIA, ELITA ONE)
PL: 9 (172 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 5, STAMINA 5, AGILITY 6, DEXTERITY 4, FIGHTING 8, INTELLECT 1, AWARENESS 2, PRESENCE 2 [1]

SKILLS: Acrobatics 5 (+11) [Agile Feint], Athletics 4 (+9), Deception (+2), Expertise [Cybertron] 4 (+5), Expertise [Military] 6 (+7), Insight 5 (+7), Intimidation (+2), Investigation 3 (+4), Perception 5 (+7), Persuasion (+2), Ranged Combat [Blast] 6 (+12), Stealth 2 (+8), Technology 4 (+5), Vehicles 5 (+9)

ADVANTAGES: Agile Feint, Close Attack (3), Defensive Attack, Evasion (1), Favored Foe (Decepticons), Improved Initiative (1), Languages (1) (English, Base: Cybertronian), Leadership (Arcee only), Move-by Action, Ranged Attack (2), Set-Up (2), Takedown (1), Teamwork, Uncanny Dodge

POWERS:
Cybertronian Physique: Protection 2, Impervious 5 (10 ranks), Immunity 13 (Aging, Life Support, Sleep), Senses 1 (Radio); 26 pts
Robot in Disguise: Morph 1 (Buell Firebolt/Suzuki/Ducati, Extra: Metamorph); 6 pts
Style: Speed 2 (8 [16] mph), Leaping 1 (15 ft); 3 pts
Weapon Array: 19 pts traits, Removable (-4 pts); 15 pts
Autoblasters: Ballistic Ranged Damage 6 (Extra: Multiattack); 18 pts
Missiles: Ballistic Ranged Burst Area Damage 6 (Extra: Area Burst [30 ft]); 1 pt
Arm Blades: Slashing/Piercing Strength-based Damage 1 (Extra: Split, Penetrating 5); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +11 [Unarmed +5; Arm Blades +6]
Ranged Attack +6
Blasters +12 [Autoblasters +6, Multiattack; Missiles +6, Area Burst]

DEFENSES:
Dodge +11 [DC21] Parry +11 [DC21]
Toughness +7 (+5 Impervious), Fortitude +8, Will +9

COMPLICATIONS:
Alien: Arcee, Chromia, Elita One and the other Cybertronians sometimes have problems grasping the culture of Earth
Enemy: The Decepticons
Inferiority Complex: The girls always feel the need to prove themselves against their male Autobot counterparts
Relationships: Her close Autobot teammates
Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them
Vulnerable: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks

Abilities 66 + Skills 25 (50 ranks) + Advantages 17 + Powers 45 + Defenses 18 = 172 / 172

Comments: The poor girls only got a little screen time in ROTF, but at least Arcee is getting some good run in Transformers: Prime, which is better than I thought it was going to be. But then again, most of the original stuff on The Hub has been. I love Dan Vs., mainly because I work with a guy named Dan and a guy named Chris and they are almost the spitting images of those characters. But I digress…

Arcee and her sisters are a good trio, hard to hit and possibly able to take down a mid-level Decepticon like Mixmaster, Soundwave but not anyone like Starscream or Shockwave. Once I refine my Transformers mechanics, I will have to test that out. I am still debating on how much damage the big hitter Decepticons should do compared to how much the Autobots, who are more high attack/teamwork for damage types.

And that's about it for the Transformers for now. I have the NEST guys about done and I might drop Sam and Simmons if I get the time to work on them, but I'm going back to some comic builds for a while. I do want to work up Sentinel Prime, Dino and Devastator and others, but I've lost my Transformers mojo at the moment. I'm sure when the Blu-Ray comes out, I'll be back in the mood and I'll hit the rest.
Last edited by Thorpacolypse on Sat Nov 12, 2011 11:37 pm, edited 3 times in total.
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Re: J-Mart 3E: Autobots...roll out!

Post by ClassDunce » Sun Jul 24, 2011 9:59 pm

I think the ARCEE's are Ducati's not Buell's. It really wouldn't make sense for them to be Buell's anyway since Harley shut down the Buell manufacturing in 2009 I think. Which was kind of a shame since I think if Harley had put some more advertising into the Buell's and made them more available that the sales would've been much higher especially with as many Sport Bikes as you see on the roads right now.

Eric Buell, the guy that designs the bikes, has set up his own company again but he's so small right now that he's I think a year away from having a bike ready and even then he's only doing limited runs of about 100 of them for sale. They'll be like $40,000 a piece too, we're talking high end racing bikes. There's not much of a sales reason for the movie or the bikes to tie into each other as of yet if ever.

EDIT: Actually this got my curiosity up. You're correct one of the Arcee's was a Buell Firebolt but the other's were not, one was a Ducati and the other one is I think a Suzuki. I liked the Arcee's, I thought the designs were neat.
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Re: J-Mart 3E: Autobots...roll out!

Post by Blitz » Mon Jul 25, 2011 9:44 pm

Enemy: The Decepticons
Responsibility: To Megatron and the Decepticon cause
Copypasta error on Sideswipe.

Sorry to use my first post on this forum to point out a mistake. It's only because I love this thread!

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Re: J-Mart 3E: Autobots...roll out!

Post by saint_matthew » Mon Jul 25, 2011 10:07 pm

Blitz wrote:Copypasta error on Sideswipe.
Your first post & you're correcting people... Oh you are going to fit in here just fine :lol:

Welcome aboard Blitz, pull up a chair & kick back :D
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Re: J-Mart 3E: Autobots...roll out!

Post by Thorpacolypse » Tue Jul 26, 2011 7:09 pm

saint_matthew wrote:
Blitz wrote:Copypasta error on Sideswipe.
Your first post & you're correcting people... Oh you are going to fit in here just fine :lol:

Welcome aboard Blitz, pull up a chair & kick back :D
Fix made, but I would be remiss if I did not gig you about correcting my mistake with a mistake in your post. Although copypasta does sound good and make me hungry... :wink:

All kidding aside, thanks for the catch. And never be worried about correcting people here, Blitz. As long as it's done in a decent manner, it's all good, we all make mistakes. Even Saint Matthew. No matter what he says. :wink:
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Re: #49

Post by Thorpacolypse » Tue Jul 26, 2011 7:28 pm

Thorpacolypse wrote:Back to work, back to the old school name and back...with a VENGEANCE!!! BU-WAHAHAHAHA!!!

So to kick off a big run of builds, here is a J-Mart Favorite getting stocked on Aisle 2!

Image
I'm the Juggernaut, beeeeeeatches...

JUGGERNAUT
PL: 12 (226 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 16, STAMINA 16, AGILITY 1, DEXTERITY 0, FIGHTING 4, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics (+16), Expertise [Criminal] 3 (+3), Expertise [Military] 5 (+5), Insight (+1), Intimidation 12 (+12/+14) [Startle], Perception (+1), Ranged Combat [Throwing] 4 (+4), Stealth (+1/-3)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (4), Crushing Pin *, Improved Grab, Power Attack, Startle, Takedown (2), Ultimate Effort (1)

ENHANCED ADVANTAGES: Diehard, Great Endurance

POWERS:
Large Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, +4 Mass; Extra: Permanent, Innate); 9 pts
Invulnerability: Protection 4, Impervious Toughness 14 (28 ranks), Immunity 12 (Life Support, Sleep, Starvation/Thirst), Immunity 40 (All Toughness Effects, Flaw: Limited [Half effect]), Enhanced Advantages 2 (see Advantages), Regeneration 2; 88 pts
Unstoppable Juggernaut: Speed 2 (8 mph), Burrowing 5 (4 mph), Enhanced Strength 10 (Flaw: Limited to Movement Resistance Effects and Being Thrown); 17 pts
Super-Strength: Enhanced Strength 4 (25, 000 Tons, Flaw: Limited to Lifting); 4 pts, Helmet: 20 pts traits, Removable (-4 pts); 16 pts
Mental Immunity: Immunity 20 (Mental Effects); 20 pts
Super Strength Stunts: Alternate Effect Array from Strength; 2 pts
AE - Groundstomp: Burst Area Affliction 12 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Area Burst 2 [60 ft], Flaws: Limited to two degrees, Instant Recovery, Limited [Juggernaut must be on the ground, targets must be on the ground]); 1 pt
AE - Groundstrike: Line Area Force Damage 12 (Extras: Line Area 2 [60 ft], Flaws: Distracting, Limited [Juggernaut must be on the ground, targets must be on the ground]); 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +8 [Unarmed +16]
Ranged Attack +0
Throwing +4
Special Attacks [Groundstrike +12, Line Area]

DEFENSES:
Dodge +0 [DC10] Parry +2 [DC12]
Toughness +20 (+14 Impervious), Fortitude +16, Will +5

COMPLICATIONS:
Conflicted: Cain is conflicted between unleashing his full power through bad deeds, or attempting to atone for them
Hatred: Charles Xavier
Relationships: He has a long association with Black Tom Cassidy
Reputation: Long time criminal

Abilities 76 + Skills 12 (24 ranks) + Advantages 14 + Powers 135 + Defenses 5 = 226 / 226

Comments: My first run at Juggernaut for 3E. Instead of going with an immunity to damage, I just went with sky high Impervious and overall toughness, giving the big guns a chance to take him out, but not any lower opponents he might face, like the X-Men. I like him being able to be hurt, being undamageable just doesn't fit with the J-Mart Franchise Philosophy. And that is...

No one, and I mean, NO ONE is above an ass-whuppin'!

Well, except Chuck Norris and that really goes without saying. 8)

Clean Up 7/26/11: Made some updates to Juggy, changing his Toughness from +24 to +20 with half immunity. So he can be hurt, but it sure ain't easy. And I kept him at PL12, despite all the sky high PLs in the DCA book. This feels more like him to me, not a PL14 or anything like that. I like a few X-Men actually having a chance to take him down without a telepath.


No new builds tonight, but LOTS of updates. Here's some tweaks to The Juggernaut (bitch) and I think he's ready to roll now.
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Re: #14

Post by Thorpacolypse » Tue Jul 26, 2011 7:35 pm

Thorpacolypse wrote:Check out this CAN'T MISS SPECIAL on Aisle 2!

Image
Acuse me of cheating at cards, will ya?!?!?! This deck had 3 Aces of Spades when I got it!!!

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

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 4, DEXTERITY 7, FIGHTING 10, INTELLECT 0, AWARENESS 3, PRESENCE 0

SKILLS: Acrobatics 5 (+9), Athletics 4 (+7), Close Combat [Unarmed] 2 (+12), Deception 10 (+10), Expertise [Assassin] 10 (+10), Insight (+3), Intimidation 10 (+10), Perception 4 (+7), Sleight of Hand 6 (+13), Stealth 7 (+11), Vehicles 2 (+9)

ADVANTAGES: All-Out Attack, Benefit (3) (No ID, Wealth 2 [Independently Wealthy]), Defensive Roll (2), Equipment (2), Improved Aim, Improved Critical (2) (Thrown Weapons 2), Improved Initiative (1), Improvised Weapon (1), Precise Attack (2) (Ranged, Cover; Ranged, Concealment), Quick Draw, Ranged Attack (8), Second Chance (1) (Ranged Attacks with Thrown Weapons), Takedown (1), Throwing Mastery (4), Ultimate Effort (1) (Ultimate Aim)

POWERS:
Adamantium Spinal Reinforcements: Protection 1, Enhanced Strength 1, Immunity 2 (Critical Hits [Flaw: Limited to bludgeoning]); 4 pts[/b]
Bullseye!: Variable Power 1 (one power of a particular description [Auto-Fire on any ranged attack/effect], Extra: Action [Free]); 5 pts

EQUIPMENT:
(5ep)
Arsenal: (5ep)
Shuriken: Piercing Ranged Damage 1, Extra: Multiattack; 25ft range, Small; 3ep
Knife: Piercing Strength-Based Damage 1, Critical 19-20, Small; 1ep
Fake Tooth: Feature 1 (Hidden in mouth); 1ep

OFFENSE:
Initiative +8
Close Attack +10
Unarmed +12 [Unarmed +3]
Ranged Attack +15 [Shuriken +5, Critical 18-20, Multiattack]; Thrown Items +4, Critical 18-20, Multiattack]

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

COMPLICATIONS:
Addiction: Bullseye LOVES to kill and will sometimes take unnecessary risks to do so
Enemy: Daredevil, Elektra, Clint Barton
Insanity: He's pretty much off the rails and requires medication to curb his homicidal urges
Rivalry: He has a bit of a mercenary/assassins rivalry with Taskmaster and Deadpool
Vulnerable: His Adamantium skeletal reinforcements make him vulnerable to magnetic effects

Abilities 60 + Skills 30 (60 ranks) + Advantages 31 + Powers 9 + Defenses 20 = 150 / 150

Comments: Loves me some Bullseye. In 2E he was hard to stretch to 150pp, but in 3E, I had a hard time keeping him even close. Maybe I was just having a bit of a man crush on him at the moment, but I don’t think so. Especially the way he's been written throughout Dark Reign. He's been a major badass. His fight with Deadpool was awesome and he held his own until the end. But apparently DD took him out recently, so I guess he's on hiatus for a while in the Marvel U.

But around here, he's killing every chance he gets and stocking away the dough in case he has to bribe his way out of getting killed by Deadpool again. :wink:

As far as his abilities go, I went the route I did on his last build I did in 2E with the Variable Power (swiped from Taliesin's Ultimate Hawkeye) that allows him Multiattack on anything ranged, which includes his throwing, a bow, gun, anything. I was going to limit it to just the damage increase, but he can took a ton of mooks with scattershots so I left it as the full monty.

I've got Kingpin on deck, but I haven't started DD or Elektra yet so the completion of the Unholy Trinity will be a ways off.

Clean Up 7/26/11: I am really happy with the way Bullseye came out this time. He came in at playable points and I feel good about his accuracy/damage tradeoff this time. I almost took him to PL11, but I like him the same level as DD and Elektra.
Really happy with the way this update to Lester turned out. I wasn't even trying to get him to playable points, but that's where he ended up and I like the feel of his this build. I wasn't planning on testing him anytime soon, but now I think I really want to.
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