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J-Mart: Paragons R Us - Superboy-Prime

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Re: #530

Postby badpenny » Tue Apr 17, 2012 8:08 pm

Thorpacolypse wrote:PSYLOCKE

Psychic Senses: Senses 3 (Danger Sense [Mental, Extended], Telepathic Awareness); 3 pts


Thorp, the base mental sense is Close range, so that Extended should actually be Ranged.

Is Psylocke really back to being a telepath again? Wow, if anyone deserves a What Powers Does She Have This Month? award, it's her!
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#531

Postby Thorpacolypse » Tue Apr 17, 2012 8:15 pm

Now that we're letting the guys back in the store, we've got a new build for Aisle 1! And it's terrific!

Image
I'm one of the smartest men in the world, but I'm acting like a neanderthal. A frightened caveman whose only method for expressing pain... is pure unadulterated rage. Is that who I really am? - Mr. Terrific

MISTER TERRIFIC
PL: 10 (200 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 5, DEXTERITY 4, FIGHTING 10, INTELLECT 11, AWARENESS 4, PRESENCE 2

SKILLS: Acrobatics 8 (+13), Athletics 10 (+13), Close Combat [Unarmed] 5 (+15), Deception 5 (+7), Expertise [Business] 2 (+13), Expertise [Lawyer] 4 (+15), Expertise [Psychology] 4 (+15), Expertise [Science] 9 (+20), Insight 7 (+11) [Assessment], Intimidation (+2), Investigation 4 (+15), Perception 8 (+12), Persuasion (+2), Sleight of Hand (+4), Stealth 4 (+9), Technology 9 (+20) [Inventor, Skill Mastery, Ultimate Effort], Treatment 5 (+16), Vehicles (+4)

ADVANTAGES: Assessment, Beginner's Luck, Benefit (4) (Wealth 4 [Multi-millionaire]), Conspiracy Theorist* (1), Defensive Roll (2), Eidetic Memory, Equipment (6), Improved Initiative (1), Inventor, Jack-of-all-Trades, Languages (3) (10 others, Base: English), Minions (10) (5 T-Spheres), Power Attack, Ranged Attack (3), Skill Mastery (1) (Technology), Takedown (1), Teamwork, Ultimate Effort (1) (Ultimate Technology Check), Well-Informed

POWERS:
T-Mask: 14 pts traits, Removable (-3 pts); 11 pts
Invisible to Machines: Concealment 10 (All Senses, Flaw: Limited [Machines only]); 10 pts
Technical Interfacing: Senses 2 (Communication Link [T-Spheres, Radio]), Comprehend 1 (Speak, Understand Machines, Flaw: Limited [Modern technology]); 4 pts


EQUIPMENT:
(30ep)
Fair Play Costume: Protection 1; 1ep
Justice League Communicard: Senses 2 (Communication Link [Radio, Justice League Members), GPS, Feature 1 (Watchtower/Avengers Mansion Access), Benefit 1 (Justice League Status); 5ep
Headquarters: (24ep)
9th Dimension HQ: Work in progress…

OFFENSE:
Initiative +9
Close Attack +10
Unarmed +15 [Unarmed +3]
Ranged Attack +7

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6, Fortitude +8, Will +12

COMPLICATIONS:
Guilt: The accidental deaths of his brother, wife and
unborn child still weigh heavily on Mister Terrific’s mind.
Prejudice: His well-documented Atheism puts him at odds with people at times
Relationships: Karen Starr, his assistant Aleeka, and his protégé (gotta find that kid's name…)
Responsibility: To his company, Holt Industries and to making the world a better place through science and technology
Rivalry: All are generally good natured, but he has business rivalries with Bruce Wayne and Tony Stark, and superhero rivalries with Batman, Iron Man and Hank Pym

Abilities 84 + Skills 42 (84 ranks) + Advantages 41 + Powers 11 + Defenses 22 = 200 / 200

Comments: My Earth-217 take on Michael Holt incorporates his iconic version with his New 52 version which had loads of potential, but didn’t pan out. I bought the first arc and it was OK, but it could have been SO much better.

On Earth-217, he's still one of the smartest men in the world (probably not #3 with Reed, Doom and Lex ahead of him), one of the most successful and one of the most eligible bachelors. He's one of the leaders of the Initiative, the revamped superhero training program and he helps out with the Justice League when needed.

And here are his trusty, remodeled T-Spheres.

T-SPHERES
PL: 9 (98 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH -4, STAMINA NA, AGILITY 0, DEXTERITY 0, FIGHTING 0, INTELLECT NA, AWARENESS 0, PRESENCE NA

SKILLS: Athletics (-4), Ranged Combat [Weapon Systems] 12 (+12), Stealth (0/+16)

ADVANTAGES: Teamwork

POWERS:
Machine Construct: Immunity 30 (Fortitude Effects); 30 pts
Balls of Steel: Protection 7; 7 pts
Small Size: Shrinking 16 (-4 Str, +8 Dodge/Parry, +16 Stealth, -8 Intimidation, Speed -4, -4 Mass; Extra: Innate, Flaw: Permanent); 33 pts
Self Propulsion: Flight 5 (60 mph); 10 pts
Invisible to Machines: Concealment 10 (All Sense, Flaw: Limited to machines); 10 pts
Carrying Others: Enhanced Strength 5 (100 lbs; Flaw: Limited to Lifting); 5 pts
Projected Display: Feature 1 (You can create small, simple, and fairly obvious visual images suitable for displaying information, the equivalent of showing 3-D pictures); 1 pt
T-Database: Feature 1 (Database); 1 pt
Recording Device: Feature 1 (Video/Audio Recording); 1 pt
Weapon Systems: 12 pt Array; 18 pts
Laser Blast: Laser Ranged Damage 6; 12 pts
Visual Dazzle: Ranged Affliction 6 (Resisted/Overcome by Fortitude; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Cumulative, Flaw: Limited to one sense [Visual]); 1 pt
Knockout Gas: Cloud Area Affliction 6 (Resisted by Fortitude; 1st: Fatigued, 2nd: Exhausted, 3rd: Asleep, Extra: Area Cloud [30 ft radius]); 1 pt
Obscuring Fog: Cloud Area Concealment 4 (All Visual, Extra: Area Cloud [30 ft radius], Attack); 1 pt
Radio Emitters: Communication 3 (Radio, Statewide/Small Nation); 1 pt
Laser Grid: Shapeable Area Damage 6 (Extra: Area Shapeable [30 ft volume], Duration [Sustained], Flaw: Distracting, Limited [only as Team Attack]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +0
Close Attack +0 [Unarmed -4]
Ranged Attack +0
Weapon Systems +12 [Laser Blast +6; Dazzle Affliction +6]
Special Attack [Knockout Gas Affliction +6, Area Cloud; Laser Grid +6, Area Shapeable]

DEFENSES:
Dodge +11 [DC21] Parry +10 [DC20]
Toughness +7, Fortitude +-5, Will +0

COMPLICATIONS:
Responsibility: Serve Mister Terrific
Vulnerable: T-Spheres are vulnerable to EMPs and magnetic effects, taking an extra degree of failure against them

Abilities -30 + Skills 6 (12 ranks) + Advantages 1 + Powers 116 + Defenses 5 = 98 / 98
Last edited by Thorpacolypse on Sat Oct 13, 2012 9:06 am, edited 1 time in total.
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#532

Postby Thorpacolypse » Tue Apr 17, 2012 9:15 pm

We've got a new item in our WAR IS HELL line for Aisle 2!

Image
Yeah, well, that's two Problems down. The World is saved, again, and I've made up with Tony Stark. Now I got to solve my own Problems. - James Rhodes

WAR MACHINE
PL: 11 (218 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 3 [12], STAMINA 3, AGILITY 2, DEXTERITY 5, FIGHTING 8, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Athletics 5 (+8/+17), Deception (+2), Expertise [Soldier] 9 (+10), Insight 4 (+7), Intimidation 3 (+5), Investigation 3 (+4), Perception 7 (+10), Persuasion 5 (+7), Ranged Combat [Guns] 2 (+10), Ranged Combat [Weapon Systems] 2 (+10), Stealth 6 (+8), Technology 6 (+7), Vehicles 8 (+13)

ADVANTAGES: Accurate Attack, All-Out Attack, Benefit (1) , Close Attack (2), Defensive Roll (2), Equipment (1), Improved Aim, Improved Critical (1) (Weapon Array), Improved Initiative (1), Languages (2) (Farsi, 4 others, Base: English), Leadership, Power Attack, Precise Attack (1) (Ranged, Cover), Ranged Attack (3), Takedown (1)

POWERS:
War Machine Iron Man Armor 2.0: 115 pts traits, Removable (-23 pts); 93 pts
Armor: Protection 8, Impervious 6; 22 pts
Life Support System: Immunity 8 (disease, poison, all environmental conditions, suffocation); 8 pts
Thrusters: Flight 10 (2000 mph); 20 pts
Sensors: Variable 1 (5 pts traits, Flaw: Limited [Sensory powers only]); 5 pts
Communications System: Communication 3 (Radio, Statewide/Small Nation); 12 pts
Hydraulic Strength: Enhanced Strength 9; 18 pts
Weapons Systems: 20 pt array; 24 pts
Repulsors: Energy Ranged Damage 12; 24 pts
Cloaking: Concealment 4 (All Visual); 1 pt
Phasing: Movement 3 (Permeate 3); 1 pt
Stun Weapon: Ranged Affliction 12 (Resisted by Fortitude, 1st: Impaired, 2nd: Disabled, 3rd: Incapacitated); 1 pt
Homing Missiles: Ballistic Ranged Damage 10 (Extra: Homing 2, Linked [Senses]), Senses 1 (Infravision); 1 pt
Machine Gun: Ballistic Ranged Damage 8 (Extra: Multiattack); 1 pt
Micro Missiles: Ballistic Ranged Burst Area Damage 8 (Extra: Burst Area [30 ft radius]); 1 pt


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

OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +12]
Ranged Attack +8
Weapons Systems +10 [Repulsors +12, Critical 19-20; Stun Weapon +12, Critical 19-20; Machine Gun +8, Critical 19-20, Multiattack], Homing Missiles +10, Critical 19-20; Micro Missiles +8, Area Burst]

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +5 (+13 in Armor, +6 Impervious in Armor), Fortitude +10, Will +10

COMPLICATIONS:
Patriotism: He's a longtime soldier and strongly believes in the ideals of duty and his country
Relationships: He dearly loves his mother, and is close to Tony Stark, Pepper Potts and John Henry Irons

Abilities 54 + Skills 30 (60 ranks) + Advantages 20 + Powers 92 + Defenses 22 = 218 / 218

Comments: Good old Rhodey. He’s been around a long time and I really liked his solo series from a couple of years back during Dark Reign. I kind of built him in his Iron Man 2.0 armor, at least what I could gather from the Wikis. This armor allows him to go invisible and phase through objects, but he can’t do either and use his weapons, so it fits perfectly in his array.

I am considering raising him to PL12 to match Tony since this armor, and his recent armor have had him pretty much at Tony's level, really, but I stuck with this for now since I suppose Stark should have some edge. He would never seem to be the type to give his best stuff away, even to his best friend.
Last edited by Thorpacolypse on Sat Oct 13, 2012 9:07 am, edited 1 time in total.
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Re: J-Mart: Psylocke, Mister Terrific, War Machine

Postby JoshuaDunlow » Tue Apr 17, 2012 10:17 pm

Nice stuff thorp.. Big question is , how are oyu handling Impervious. The way it was in 2E? Cause I noticed you generally have low levels of impervious.
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Re: J-Mart: Psylocke, Mister Terrific, War Machine

Postby Thorpacolypse » Wed Apr 18, 2012 6:45 am

JoshuaDunlow wrote:Nice stuff thorp.. Big question is , how are oyu handling Impervious. The way it was in 2E? Cause I noticed you generally have low levels of impervious.


Yep. In the 3E RAW, Impervious 6 would only take out 3 ranks of damage, but I am just stating like 2E where Impervious 6 takes out 6 ranks of damage but costs 2 pts per rank like 3E does. I thought the RAW was confusing.
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Re: J-Mart: Psylocke, Mister Terrific, War Machine

Postby Horsenhero » Wed Apr 18, 2012 7:03 am

I've always thought that was a pretty sensible houserule Thorp. Take something confusing and make it simple.
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Re: J-Mart: Psylocke, Mister Terrific, War Machine

Postby prodigyduck » Wed Apr 18, 2012 10:55 am

Horsenhero wrote:I've always thought that was a pretty sensible houserule Thorp. Take something confusing and make it simple.


Agreed.
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Re: J-Mart: Psylocke, Mister Terrific, War Machine

Postby Thorpacolypse » Wed Apr 18, 2012 8:48 pm

prodigyduck wrote:
Horsenhero wrote:I've always thought that was a pretty sensible houserule Thorp. Take something confusing and make it simple.


Agreed.


Trust me, it's completely against my history to make something LESS complicated, but every now and then I break out with something that make sense. :wink:

16 days until The Avengers... :mrgreen:
Last edited by Thorpacolypse on Thu Apr 19, 2012 7:14 pm, edited 1 time in total.
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Re: J-Mart: Psylocke, Mister Terrific, War Machine

Postby Jabroniville » Thu Apr 19, 2012 3:14 pm

Yeah, the wording used for 3e's Impervious is completely confusing- I had to re-read it like three times to "get it", and even then I backcheck every few months out of fear I've screwed something up. It's basically "costs 2 points per 1-point negated, minus 1 if you have a fraction". It's the only power in the game that works that way.
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#533

Postby Thorpacolypse » Fri Apr 20, 2012 8:45 pm

For this short special, we're turning the clock back to a simpler time. Yes, a time before everyone had a cell phone...when a little show called the X-Files ruled the geek landscape...and when people actually could say Joey Lawrence was cool. And the greatest invention of all time was brought to life:

Internet porn... 8)

So put on your flannel shirts and crank up the Nirvana as we implore you to ALL HAIL THE 90'S! That's right, we've got a run of characters that ruled the Iron Age of comics! To kick us off, check out this BLACK LIGHT SPECIAL on Aisle 2!

Image
Big guns and dressed black. The 90's will NEVER die!

VENOM (FLASH THOMPSON)
PL: 11 (239 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 9, STAMINA 8, AGILITY 10, DEXTERITY 4, FIGHTING 10, INTELLECT 1, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 6 (+16) [Agile Feint], Athletics 3 (+12), Close Combat [Unarmed] 3 (+13), Deception 6 (+7), Expertise [Military] 8 (+9), Insight 4 (+7) [Assessment], Intimidation 6 (+7), Investigation 4 (+5), Perception 10 (+13), Persuasion (+1), Ranged Combat [Guns] 5 (+12), Ranged Combat [Web Shooters] 3 (+10), Stealth 5 (+15) [Hide in Plain Sight], Vehicles 5 (+9)

ADVANTAGES: Assessment, Equipment (6), Hide in Plain Sight, Improved Aim, Improved Critical (1) (Guns), Languages (2) (Farsi, 4 others, Base: English), Leadership, Quick Draw, Ranged Attack (3), Takedown (1), Tracking

ENHANCED ADVANTAGES (SPIDER SENSE): Agile Feint, Defensive Attack, Evasion (1), Move-by Action, Power Attack, Redirect, Uncanny Dodge

POWERS:
Spider Sense Immunity: Immunity 1 (Spider-Senses); 1 pt
Healing Factor: Protection 1, Regeneration 3 (1/every 3 rounds, Extra: Persistent); 5 pts
Spider-Senses: Enhanced Advantages 7 (see Advantages), Enhanced Skills 3 (Acrobatics 4 ranks, Close Combat [Unarmed] 2), Enhanced Skills 1 (Perception 4 ranks, Flaw: Limited to Danger Sense checks), Enhanced Dodge 2, Enhanced Parry 2, Senses 6 (Danger Sense [Mental, Ranged, Extra: Extended 2, Counters Concealment]); 22 pts
Spider-Strength: Enhanced Strength 1 (25 Tons; Flaw: Limited to lifting); 1 pts
Does Whatever a Spider Can: Leaping 2 [30 ft], Movement 2 (Wall-Crawling 2), Speed 2 (8 mph); 8 pts
Cellular Morphing: 10 pt array; 11 pts
Morphing: Morph 2 (People roughly same size and gender); 10 pts
Blending: Concealment 2 (Flaw: Blending); 1 pt

Web Swinging: Movement 1 (Swinging), Speed 4 (32 mph); 6 pts
Organic Webbing: 31 pt array; 34 pts
Web Slinging: Ranged Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Cumulative, Extra Condition, Split, Flaw: Limited [to 2 Degrees]); 31 pts
Web Throwing: Move Object 10; 1 pt
Webbing over the eyes: Ranged Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Cumulative, Flaw: Limited to one sense [Visual]); 1 pt
Web Objects: Create 6 (Extra: Continuous, Stationary, Tether, Flaw: Permanent, Quirk 2 [No complex objects, Stationary requires anchor]); 1 pt


EQUIPMENT:
(25ep)
Justice League Communicard: Senses 2 (Communication Link [Radio, Justice League Members), GPS, Feature 1 (Watchtower/Avengers Mansion Access), Benefit 1 (Justice League Status); 5ep
Arsenal: (20ep)
Tri-Gun: Ballistic Ranged Damage 6, Extra: Multiattack; 150 ft range, Large; 18ep
Multiple Knives: Piercing Strength-Based Damage 1, Critical 19-20, Small; 1ep
Heavy Machine Pistol: Ballistic Ranged Damage 4, Extra: Multiattack; 100 ft range, Medium; 1ep
Fragmentation Grenades: Ballistic Damage 5, Extra: Ranged Area Burst, Range 25 ft; 1ep
4ep as needed for situation

OFFENSE:
Initiative +10
Close Attack +10 [Knife +10, Critical 19-20]
Unarmed +13 [Unarmed +9]
Ranged Attack +7
Web Shooters +10 [Web Slinging Affliction +10; Web Throwing +10]
Guns +12 [Tri-Gun +6, Multiattack; Heavy Machine Pistol +4, Multiattack]
Special Attack [Fragmentation Grenades +5, Area Burst]

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

COMPLICATIONS:
Addiction: Flash faces a constant battle of giving into the symbiote completely. He generally maintains control, but he can't let it go
Disability: Without the symbiote, Flash lost his legs below the knee in the Iraq War
Enemy: Carnage, Anti-Venom and the symbiote sees Spider-Man as an enemy even though Flash doesn't
Patriotism: Flash is a decorated soldier and he truly believes in honoring and defending his country
Power Loss: Without the symbiote, he loses all powers and his abilities drop to STR 3, STA 3, AGL 0, FGT 6
Relationships: He is close to his high school friends and his girlfriend, Betty Brandt
Temper: If Flash loses his temper, Flash has to make progressive Will checks starting at DC15 to remain in control of the symbiote. If he fails, the symbiote can take over, changing him into a murderous beast (stat changes are up to GM, but you can include Growth 2-4 with corresponding changes in strength and defenses) and he will have to make a declining Will check starting at DC25 to regain control
Vulnerable: The Venom symbiote is particularly vulnerable to fire and sonic effects. He takes one additional degree of effect against fire and two degrees against sonic effects. Since Anti-Venom’s webbing is derived from himself itself, excessive use can weaken the him, rendering his powers impaired, disabled, and finally debilitated

Abilities 92 + Skills 29 (58 ranks) + Advantages 27 + Powers 80 + Defenses 11 = 239 / 239

Comments: He may not have been Venom in the 90's but Venom got huge then, so he kicks off this little 90's run. This is my first run at the requested Flash Thompson Venom. I will probably have to make changes, but this is how I remember him from when he first got the symbiote. Basically the government ripped the symbiote out of Mac Gargan and had been experimenting with it to gain control over it. Once they did, they picked Flash, who figuratively jumped at the chance to be bonded with the symbiote since it would allow him serve his country and walk again. The symbiote is kept sedated so Flash can maintain control, and they set it up where Flash can only use it on 20 missions, then he’s done. However, it looks like that might get extended since the response for Flash Venom has been pretty good.

Flash is a decorated soldier who is no strange to Black Ops, so when you the symbiote to him, he becomes a nightmare in that type of setting. I didn’t actually see him use much of the symbiotes abilities other than the enhanced abilities and morphing, but I assume he can still web sling and such like Venom always has. He generally goes hand-to-hand or uses his guns and only uses his full symbiote powers when he gets in a really bad situation, lest he risk losing control.
Last edited by Thorpacolypse on Sat Oct 13, 2012 9:09 am, edited 1 time in total.
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#534

Postby Thorpacolypse » Fri Apr 20, 2012 8:54 pm

Our ALL HAIL THE 90'S SPECIAL continues with the OV (Original Venom) hitting the Aisle 2 shelves!

Image
You're anti-comic sales is what you are...

ANTI-VENOM (EDDIE BROCK)
PL: 11 (235 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 10, STAMINA 10, AGILITY 10, DEXTERITY 3, FIGHTING 8, INTELLECT 0, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 5 (+15), Athletics 3 (+13), Close Combat [Unarmed] 2 (+12), Deception (+2), Expertise [Journalism] 5 (+5), Expertise [Streetwise] 5 (+5), Insight (+2), Intimidation 9 (+11) [Startle], Investigation 5 (+5), Perception 7 (+9), Persuasion (+2), Ranged Combat [Web Shooters] 7 (+10), Stealth (+10)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (2), Power Attack, Startle

ENHANCED ADVANTAGES (SPIDER SENSE): Evasion (1), Move-by Action, Takedown (1), Uncanny Dodge

POWERS:
Spider Sense Immunity: Immunity 1 (Spider-Senses); 1 pt
Healing Factor: Protection 2, Regeneration 3 (1/every 3 rounds, Extra: Persistent); 6 pts
Spider-Senses: Enhanced Advantages 4 (see Advantages), Enhanced Skills 3 (Acrobatics 4 ranks, Close Combat [Unarmed] 2 ranks), Enhanced Skills 1 (Perception 4 ranks, Flaw: Limited to Danger Sense checks), Enhanced Parry 2, Senses 6 (Danger Sense [Mental, Ranged, Extra: Extended 2, Counters Concealment]); 17 pts
Spider-Strength: Enhanced Strength 1 (50 Tons; Flaw: Limited to lifting); 1 pts
Does Whatever a Spider Can: Leaping 2 [30 ft], Movement 2 (Wall-Crawling 2), Speed 2 (8 mph); 8 pts
Cellular Morphing: 10 pt array; 11 pts
Morphing: Morph 2 (People roughly same size and gender); 10 pts
Blending: Concealment 2 (Flaw: Blending); 1 pt

Anti-Venom Powers: 30 pt array; 31 pts
Curing Others: Nullify 10 (Foreign Agent-Based Powers, Extras: Simultaneous, Continuous, Flaws: Range [Close], Fades); 30 pts
Curing Disease: Healing 10 (Extra: Restorative, Persistent, Flaw: Others only); 1 pt

Web Swinging: Movement 1 (Swinging), Speed 4 (32 mph); 6 pts
Organic Webbing: 31 pt array; 34 pts
Web Slinging: Ranged Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Cumulative, Extra Condition, Split, Flaw: Limited [to 2 Degrees]); 31 pts
Web Throwing: Move Object 10; 1 pt
Webbing over the eyes: Ranged Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Cumulative, Flaw: Limited to one sense [Visual]); 1 pt
Web Objects: Create 6 (Extra: Continuous, Stationary, Tether, Flaw: Permanent, Quirk 2 [No complex objects, Stationary requires anchor]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +10
Unarmed +12 [Unarmed +10]
Ranged Attack +3
Webbing +10 [Webbing Slinging Affliction +10; Web Throwing +10]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +12, Fortitude +11, Will +7

COMPLICATIONS:
Enemy: Carnage, Venom, Mr. Negative
Motivation: Taking down Mr. Negative and being seen as the hero that he believes himself to have always been
Power Loss: Without his powers, he loses all powers and his abilities drop to Str 4, STA 3, AGL 2, FGT 4
Reputation: Former villain, long time flake
Vulnerable: Like Venom, Anti-Venom is particularly vulnerable to fire and sonic effects. He takes one additional degree of effect against fire and two degrees against sonic effects. Since Anti-Venom’s webbing is derived from himself itself, excessive use can weaken the him, rendering his powers impaired, disabled, and finally debilitated

Abilities 90 + Skills 19 (38 ranks) + Advantages 11 + Powers 109 + Defenses 6 = 235 / 235

Comments: Eddie is the man most identified with the Venom symbiote so I guess he really should have led of the 90's run, but oh well. Eddie lost the Venom symbiote and kinda faded out for a while, then the Marvel writers got the great idea to have him get negative Venom powers from Mister Negative to become Anti-Venom. All the powers of Venom, but with the added power of being able to “cure” people, including saving junkies of the poisons in their systems, people dying of foreign-agent based diseases and of course, people with foreign-agent based powers like Spidey.

It wasn’t too bad of a gimmick for Eddie, but I’m glad they ended it in Spider-Island. I like him now where he is hunting the symbiotes as more of old crazy Eddie.
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#535

Postby Thorpacolypse » Fri Apr 20, 2012 9:06 pm

ALL HAIL THE 90'S as we drop another violent build for Aisle 2!

Image
If I was named Cletus, I'd probably have some violent tendencies, too...

CARNAGE (CLETUS KASADY)
PL: 11 (222 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 11, STAMINA 9, AGILITY 10, DEXTERITY 4, FIGHTING 9, INTELLECT 0, AWARENESS 3, PRESENCE 0

SKILLS: Acrobatics 6 (+16), Athletics 4 (+15), Deception 6 (+6), Expertise [Survival] 5 (+5), Insight (+3), Intimidation 11 (+11) [Startle], Perception 6 (+9), Ranged Combat [Web Shooters] 6 (+10), Stealth (+10)

ADVANTAGES: All-Out Attack, Close Attack (2), Improved Critical (2) (Short Blades 2), Improved Initiative (1), Last Stand*, Power Attack, Startle, Takedown (1)

ENHANCED ADVANTAGES (SPIDER SENSE): Defensive Attack, Evasion (2), Favored Foe (Symbiotes), Move-by Action, Seize Initiative, Uncanny Dodge, Withstand Damage* (1)

POWERS:
Spider Sense Immunity: Immunity 1 (Spider-Senses); 1 pt
Healing Factor: Protection 1, Regeneration 5 (1/every other round, Extra: Persistent); 7 pts
Spider-Senses: Enhanced Advantages 8 (see Advantages), Enhanced Skills 2 (Acrobatics 4 ranks), Enhanced Skills 1 (Perception 4 ranks, Flaw: Limited to Danger Sense checks), Enhanced Dodge 2, Enhanced Parry 2, Senses 6 (Danger Sense [Mental, Ranged, Extra: Extended 2, Counters Concealment]); 22 pts
Spider-Strength: Enhanced Strength 1 (100 Tons; Flaw: Limited to lifting); 1 pts
Does Whatever a Spider Can: Leaping 2 [30 ft], Movement 2 (Wall-Crawling 2), Speed 2 (8 mph); 8 pts
Cellular Morphing: 10 pt array; 11 pts
Morphing: Morph 2 (People roughly same size and gender); 10 pts
Blending: Concealment 2 (Flaw: Blending); 1 pt
Web Swinging: Movement 1 (Swinging), Speed 4 (32 mph); 6 pts
Organic Webbing and Weapons: 31 pt array; 37 pts
[i]Web Slinging: Ranged Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Cumulative, Extra Condition, Split, Flaw: Limited [to 2 Degrees]); 31 pts, Web Throwing: Move Object 10; 1 pt
Webbing over the eyes: Ranged Affliction 10 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Cumulative, Flaw: Limited to one sense [Visual]); 1 pt
Web Objects: Create 6 (Extra: Continuous, Stationary, Tether, Flaw: Permanent, Quirk 2 [No complex objects, Stationary requires anchor]); 1 pt
Carnage Blades: Piercing/Slashing Strength-based Damage 0 (Extra: Penetrating 10, Split); 1 pt
Tendril Blade Burst: Burst Area Piercing/Slashing Damage 11 (Extra: Area Burst [30 ft radius], Selective); 1 pt
Blade Blast: Piercing/Slashing Ranged Damage 8 (Extra: Accurate 3, Multiattack, Penetrating 5); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +14
Close Attack +11 [Unarmed +11; Tendril Blades +11, Critical 18-20]
Ranged Attack +4
Web Shooters +10 [Webbing Affliction +10; Web Throwing +10; Blade Blast +8, Multiattack]
Special Attack [Tendril Burst +11, Area Burst]

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

COMPLICATIONS:
Enemy: Spider-Man, Venom, Anti-Venom
Insanity: Cletus was already a pretty whacked out serial killer before the symbiote attached and now he is just an evil murder machine
Power Loss: Without his powers, he loses all powers and his abilities drop to STR 3, STA 4, AGL 2, FGT 7
Vulnerable: The Carnage symbiote is particularly vulnerable to fire and sonic effects. He takes one additional degree of effect against fire and two degrees against sonic effects. Since Anti-Venom’s webbing is derived from himself itself, excessive use can weaken the him, rendering his powers impaired, disabled, and finally debilitated

Abilities 92 + Skills 18 (36 ranks) + Advantages 19 + Powers 84 + Defenses 9 = 222 / 222

Comments: I never really got Carnage but I figured since I was working on Eddie and Flash, I might as well whip him up. He’s basically the same as Venom, but he’s stronger, regenerates better and a bit more deadly overall. But the whole serial killer turned superhuman serial killer doesn’t do much for me. Very 90’s, for sure.
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#536

Postby Thorpacolypse » Fri Apr 20, 2012 9:12 pm

Not only shalt thou ALL HAIL THE 90'S but bow in reverance to the man, er, THE MAIN MAN that has, and will always be considered the true essence of J-Mart!!! If ya don't, by Feetal's Gizzard, you're all gettin' FRAGGED!

Image
*sniff*...he's...*sniff*...beautiful...*sniff*...

LOBO
PL: 13 (292 pts) - OPL: 13 ; DPL: 13

ABILITIES: STRENGTH 16, STAMINA 16, AGILITY 4, DEXTERITY 3, FIGHTING 8, INTELLECT 2, AWARENESS 4, PRESENCE 0

SKILLS: Athletics 4 (+20), Expertise [Chemistry] 11 (+13), Expertise [Streetwise] 11 (+13), Insight (+4), Intimidation 22 (+22) [Daze, Startle], Perception 6 (+10), Ranged Combat [Guns] 2 (+12), Stealth 6 (+10), Technology 8 (+10), Vehicles 10 (+13)

ADVANTAGES: All-Out Attack, Close Attack (2), Damaging Escape*, Daze (1) (Intimidation), Diehard, Equipment (12), Fearless, Great Endurance, Improved Critical (1) (Unarmed), Improved Initiative (2), Power Attack, Ranged Attack (7), Second Chance (1) (Will Checks against Mental Effects), Startle, Takedown (1)

POWERS:
Barred from Heaven and Hell: Immortality 6 (1 day); Immunity 2 (Aging, Disease); 14 pts
I C’n Smell Ya From Here: Senses 18 (Scent [Acute, Extended 15, Ranged, Tracking]); 18 pts
The Main Man Goes Where He Wants: Leaping 5 (500 ft); Speed 5 (60 MPH); 10 pts
I Speak 17,897 Languages to be Exact: Comprehend 3 (Speak, Understand, Read All Languages); 6 pts
No One Tells This Bastich What to Do!: Immunity 5 (Mind Control); 5 pts
Last Czarnian (Thank Feetal): Feature 1 (Iron Stomach), Immunity 10 (Life Support), Protection 2, Regeneration 8 (2/every 3 rounds); 21 pts
Super-Strength: Enhanced Strength 4 (25,000 Tons, Flaw: Limited to Lifting); 4 pts
Fraggin' Arsenal: 40 pt traits, Easily Removable (-16 pts); 24 pts
Hook and Chain: Piercing/Slashing Damage 0, Enhanced Advantages 3 (Improved Disarm, Improved Trip, Weapon Bind), (Extra: Reach 4 [20 ft], Linked), Affliction 13 (Resisted by Dodge/Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobile, Extra: Cumulative, Extra Condition, Linked, Reach 4 [20 ft], FLaw: Limited to two Degrees); 37 pts
Bolter Gun: Ballistic Ranged Damage 12 (Extra: Multiattack); 1 pt
Frag Grenades: Ranged Burst Area Ballistic Damage 12 (Extra: Area Burst [30 ft]); 1 pt
Fraggin' Knife: Slashing/Piercing Strength-based Damage 0, Enhanced Advantages 2 (Improved Critical 2); 1 pt


EQUIPMENT:
(60ep)
Vehicle: (56ep)
Spazz Fragg 666: Size - Medium, Str - 8, Speed - Flight 12 (8000 mph; AE: Space Travel 3), Def - 10, Tough - 12, Features (Navigation System, Remote Control [Whistling], Ballistic Ranged Damage 10); 56ep

OFFENSE:
Initiative +12
Close Attack +10 [Unarmed +16, Critical 19-20; Hook Chain +16; Fraggin' Knife +16, Critical 19-20], Ranged Attack +10
Guns +12 [Bolter Gun +12, Multiattack]
Special Attack [Fraggin' Grenades +12, Area Burst]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +18, Fortitude +16, Will +10

COMPLICATIONS:
Enemy: The Main Man might have pissed off a few people in his day, and vice versa, but he really has it in for Deadpool
Feetal’s Gizz!: Lobo’s got a temper
Honor: The Main Man’s word is his bond
My Fishies!: Lobo has a soft spot for his space dolphins and Al and Darlene, the folks who run his favorite intergalactic diner
Reputation: The Main Man: Lobo’s reputation and a trail of dead bodies precede him
Thrills: The Main Man LOVES a good brawl, with anyone, anywhere and especially if there's some dough riding on it

Abilities 106 + Skills 40 (80 ranks) + Advantages 34 + Powers 102 + Defenses 10 = 292 / 292

Comments: Now you all know if I was rebuilding DCA builds, I couldn’t resist tweaking the Main Man for my setting. I was really surprised he was only PL13 in the DCA build, but he’s another character you can build at just about any PL and be right. Sometimes Superman can’t put him down, sometimes Batman can knock him out with one punch, sometimes he can lift a whole bar, sometimes he struggles to lift a car. Depends on the writers, I guess.

I just kept the same PL, but made him harder to put down, which the way I like him. I also added a few things that got missed. So he's as tough as Superman, regenerates like Wolverine and keeps the mayhem coming like the Scourge of the Cosmos that he is. So bring it on ya bastiches! Let the fraggin' begin!
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Re: J-Mart: Venom (Flash), Anti-Venom, Carnage, The Main Man

Postby Gazman » Sat Apr 21, 2012 9:01 am

<3 the 90s. That was my formative decade and the time I was most into comics. Pulling monthlies and the like. I must gotten like every Venom miniseries they put out. Now I realize how ridiculous it was. But back then... hooboy. I loved how ridiculous it was.
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#537

Postby Thorpacolypse » Sat Apr 21, 2012 9:33 pm

Our ALL HAIL THE 90'S SPECIAL rolls on with a J-Mart Favorite item!

Image
If this is my last war...then I know I've found the only cause worth dying for... - Cable

CABLE
PL: 12 (244 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 4 [8\, STAMINA 5, AGILITY 4, DEXTERITY 5, FIGHTING 12, INTELLECT 6, AWARENESS 5, PRESENCE 5

SKILLS: Acrobatics 4 (+8), Athletics 6 (+14), Close Combat [Unarmed] 4 (+16), Deception 5 (+10), Expertise [History] 4 (+10), Insight 6 (+11), Intimidation 7 (+12), Investigation 3 (+9), Perception 7 (+12), Persuasion 3 (+8), Ranged Combat [Guns] 4 (+16), Stealth 8 (+12), Technology 10 (+16), Vehicles 5 (+10)

ADVANTAGES: Defensive Roll (3), Combat Leader*, Equipment (9), Extraordinary Effort, Favored Foe (Apocalypse), Improved Critical (1) (Guns), Improvised Tools, Leadership, Power Attack, Quick Draw, Ranged Attack (7), Takedown (1), Trance

POWERS:
Cybernetic Left Eye: Senses 4 (Normal Vision [Extended], Infravision [Extended, Tracking]); 4 pts
Cybernetic Left Arm: Enhanced Strength 4 (Quirk: Limited to Left Arm); 7 pts
Bodyslide: Teleport 12 (Extra: Increased Mass 4, Flaw: Extended Only, Limited [Requires Deadpool]); 16 pts
Dominus Objective: 20 pts, Removable (-4 pts); 16 pts
Cyberpathy: Comprehend 2 (Speak, Understand Machines), Communication 4 (Radio, Worldwide); 20 pts
Cone of Silence: 25 pts traits, Removable (-5 pts); 20 pts
Force Blast: Ranged Damage 10 (Extra: Dynamic); 21 pts
Force Lifting: Move Object 10 (Extra: Dynamic); 2 pts
Force Field: Protection 4 (Extra: Dynamic, Flaw: Sustained), Impervious 5 (Flaw: Sustained, Extra: Dynamic); 2 pts


EQUIPMENT:
(45ep)
Arsenal: (22ep)
7.62mm (M60) Machine Gun: Ballistic Ranged Damage 6, Extra: Multiattack; 150 ft range, Large; 18ep
Blaster Rifle: Energy Ranged Damage 8; Range 200ft, Large; 1ep
Heavy Blaster Pistol: Energy Ranged Damage 6; Range 150ft, Small; 1ep
Fragmentation Grenades: Ballistic Damage 5, Extra: Ranged Area Burst, Range 25 ft; 1ep
Flash Bang Grenade: Ranged Area Burst Affliction 4 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware, Extra: Ranged Area Burst [30 ft]); 1ep
3ep as needed for situation
Headquarters: (20ep)
Greymalkin: Size - Huge, Tough - 14, Features (Communications, Computer, Defense System, Fire Prevention System, Gym, Hangar, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System); 20ep

OFFENSE:
Initiative +4
Close Attack +12
Unarmed +16 [Unarmed +8]
Ranged Attack +12 [Force Blast +10]
Guns +16 [Big Ass Gun +8, Critical 19-20; Blaster Pistol +6, Critical 19-20; 7.62mm (M60) Machine Gun +6, Critical 19-20, Multiattack]
Special Attack [Frag Grenades +5, Area Burst; Flash Bang Affliction +4, Area Burst]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +8 (+12 with Force Field, +5 Impervious with Force Field), Fortitude +11, Will +13

COMPLICATIONS:
Enemy: Apocalypse, Strife, Bishop
Man out of Time: Sometimes Nate has problems dealing with being in the past that could shape his future
Obsession: Preventing the future mutant holocaust
Prejudice: Mutant
Relationships: He will defend Hope Summers to his last breath and he is getting closer to his father, Scott Summers (Cyclops)

Abilities 92 + Skills 38 (76 ranks) + Advantages 29 + Powers 63 + Defenses 22 = 244 / 244

Comments: As 90’s as he was and still can be, I like Cable. I thought some of X-Sanction showed what he was really capable of as he pretty much had the Avengers down for the count because he knew they would be the force that could determine Hope’s fate. At the end of that, I guess she healed his TO Virus but he’s in a coma. I’m sure he will come back full bore, with god-level telekinesis probably, at some point in AvX, though.

However, I like him with no TK so that’s how I built him. I might build him with his full TK for the heck of it, though. And of course, I had to build his Bodyslide the way it was for a while where he could only use it with Deadpool, which was pretty funny.
Last edited by Thorpacolypse on Fri Dec 07, 2012 9:07 pm, edited 3 times in total.
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