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J-Mart: Viltrumites, Isaiah Bradley, Sportsmaster

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Re: #136

Postby Thorpacolypse » Sun May 20, 2012 7:15 pm

Thorpacolypse wrote:This J-Mart Favorite item is part of our new THE KIDS ARE ALRIGHT line!

Image

EDWARD ELRIC
PL: 9 (187 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 2 [4], STAMINA 4, AGILITY 4, DEXTERITY 4, FIGHTING 8, INTELLECT 5, AWARENESS 2, PRESENCE 3

SKILLS: Acrobatics 6 (+10), Athletics 6 (+10), Close Combat [Unarmed] 4 (+12), Deception 5 (+8), Expertise [Alchemy] 10 (+15) [Ritualist], Insight 5 (+7), Intimidation (+3), Investigation 5 (+10), Perception 6 (+8), Persuasion (+3), Stealth 3 (+7)

ADVANTAGES: Benefit (1) (Uses Expertise [Alchemy] for Ritualist), Conspiracy Theorist* (1), Defensive Roll (2), Equipment (1), Evasion (1), Extraordinary Effort, Improved Initiative (1), Move-by Action, Ranged Attack (2), Ritualist, Ultimate Effort (1) (Expertise [Alchemy])

POWERS:
Automail Limbs: 11 pts traits, Removable (-2 pts); 9 pts
Automail Enhancements: Enhanced Strength 2 (Flaw: Limited to right arm and left leg), Enhanced Dodge 1, Enhanced Parry 1, Leaping 1 (15 ft); 5 pts
Armblade: Slashing/Piercing Strength-Based Damage 2, Enhanced Advantage 2 (Improved Critical, Weapon Break) (Extra: Accurate 2); 6 pts

Alchemic Transmutation: 50 pt Array; 54 pts
Transmutation: Transform 10 (800 lbs, Any object into anything else; Extra: Duration [Continuous], Flaw: Check Required [Expertise: Alchemy]); 50 pts
Transmuted Objects: Create 10 (Extra: Continuous, Movable, Selective, Innate, Precise, Reversible, Flaw: Check Required [Expertise: Alchemy], Range [Close]); 1 pt
Transmutation Snare: Shapeable Area Affliction 9 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Cumulative, Extra Condition, Flaw: Limited to two Degrees, Limited [Ed must be by structure/on ground, targets must be by structure/on ground]); 1 pt
Transmutation Blast: Line Area Damage 9 (Extra: Line Area 2 [60 ft], Variable Descriptor [medium used], Flaw: Limited [Ed must be by structure/on ground, targets must be by structure/on ground]); 1 pt
Transmuted Weapons: Strength-based Damage 3 (Extra: Variable Descriptor [Slashing/Piercing/Bludgeoning], Flaw: Check Required [Expertise: Alchemy]); 1 pt


EQUIPMENT:
(5ep)
State Alchemist Watch: Senses 1 (Time Sense), Enhanced Advantage 2 (Benefit 2 [Status 2 - State Alchemist]); 3ep

OFFENSE:
Initiative +8
Close Attack +8 [Transmutation +8]
Unarmed +12 [Right Arm Unarmed +4; Left Arm Unarmed +2]
Arm Blade +12 [Arm Blade +6, Critical 19-20]
Ranged Attack +6
Special Attack [Transmutation Blast +9, Area Line; Transmutation Snare +9, Area Shapeable]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6, Fortitude +7, Will +11

COMPLICATIONS:
Disability: Has only one real arm and leg without Automail
Enemy: The Homunculi, Dr. Azoth, Scar (kinda)
Fame: The legend of the Full Metal Alchemist is well known in Amestris
Guilt: He has great guilt over what he did to himself and mainly Alphonse during the attempt to bring their mother back to life
Inferiority Complex: He takes great offense to being called short, or the implication that he is short
Obsession: Finding the Philosopher's Stone and restoring he and his brother's bodies
Power Loss: He requires the use of his hands to use Alchemy so binding them, or removal of his automail arm renders him powerless
Relationships: His brother Al, Winry Rockbell, Maes Hughes and his family, his mother's memory
Rivalry: The "Other" Brothers Elric, Scar, Roy Mustang, Ling Yao
Secret: He and Al do not want people to know about their attempt at human transmutation
Temper: His temper (especially when he's called short) gets him into trouble sometimes,

Abilities 64 + Skills 25 (50 ranks) + Advantages 13 + Powers 63 + Defenses 22 = 187 / 187

Comments: A more fleshed out Ed than the PC version I just moved to the PC Superstore. He probably deserved to be a PL10, really, but PL9 just feels more right for he and Al.

And yes, he and Al are part of the Thorpacoverse Young Justice or Young Avengers team, I haven't decided which yet or the full reasons why, but they are!


Ed gets an update as I move the PC version to the PC Superstore.
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Re: #137

Postby Thorpacolypse » Sun May 20, 2012 7:16 pm

Thorpacolypse wrote:This item is a companion piece to the previous item that hit the shelves and it's also a part of our THE KIDS ARE ALRIGHT line!

Image
Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's first law of Equivalent Exchange. In those days, we really believed that to be the world's one, and only truth.

ALPHONSE ELRIC
PL: 9 (185 pts) - OPL: 9 ; DPL: 9

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

SKILLS: Acrobatics 5 (+8), Athletics 4 (+11), Close Combat [Unarmed] 2 (+11), Deception (+2), Expertise [Alchemy] 11 (+13) [Ritualist], Insight 5 (+9), Intimidation (+2), Investigation 3 (+5), Perception 3 (+7), Persuasion 8 (+10), Ranged Combat [Throwing] 5 (+7), Stealth (+3)

ADVANTAGES: Benefit (1) (Uses Expertise [Alchemy] for Ritualist), Close Attack (2), Extraordinary Effort, Fast Grab, Improved Disarm, Ritualist, Takedown (1)

POWERS:
Armor Body: Immunity 33 (Fortitude Effects, Aging, Critical Hits), Protection 11, Impervious 4; 52 pts
Alchemic Transmutation: 45 pt Array; 48 pts
Transmutation: Transform 9 (400 lbs, Any object into anything else; Extra: Duration [Continuous], Flaw: Check Required [Expertise: Alchemy]); 45 pts
Transmutted Objects: Create 9 (Extra: Continuous, Movable, Selective, Innate, Precise, Reversible, Flaw: Check Required [Expertise: Alchemy], Range [Close]); 1 pt
Transmutation Snare: Shapeable Area Affliction 9 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Cumulative, Extra Condition, Flaw: Limited to two Degrees, Limited [Ed must be by structure/on ground, targets must be by structure/on ground]); 1 pt
Transmutation Blast: Line Area Damage 9 (Extra: Line Area 2 [60 ft], Variable Descriptor [medium used], Flaw: Limited [Ed must be by structure/on ground, targets must be by structure/on ground]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +9 [Transmutation +9]
Unarmed +11 [Unarmed +7]
Ranged Attack +2
Throwing +7
Special Attack [Transmutation Blast +9, Area Line; Transmutation Snare +9, Area Shapeable

DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +11 (+4 Impervious), Fortitude NA, Will +10

COMPLICATIONS:
Disability: With his soul bound to the armor, he no sense of touch, taste or smell
Enemy: The Homunculi, Dr. Azoth, Scar (kinda)
Guilt: He has great guilt over what he and Ed did in attempting to bring their mother back to life
Motivation: Finding the Philosopher's Stone and restoring he and his brother's bodies
Power Loss: He requires the use of his hands to use Alchemy so binding them, or removal of his armored arms renders him powerless
Relationships: His brother Ed, Winry Rockbell, Maes Hughes and his family, his mother's memory, and he is a sucker for stray animals
Secret: He and Ed do not want people to know about their attempt at human transmutation
Vulnerable: His soul is bound to the armor with a blood seal on the inner neck of the armor. If it is rubbed off, he dies instantly

Abilities 44 + Skills 23 (46 ranks) + Advantages 8 + Powers 100 + Defenses 10 = 185 / 185

Comments: Ed’s brother Al, from Full Metal Alchemist. The little kid's soul bound to a massive suit of armor, Al is the emotional center of the series, IMHO. He keeps the volatile Ed grounded and focused and his people skills, despite his condition are invaluable as they work to get their bodies back.

As a build, Al is a fine brick and almost as good Alchemy as Ed. I did give him the Distracing flaw on his since I envision him still needing to draw a transmutation circle at this point.


And here's my update to Al. I have he and Ed at the same PL, even though outside of their alchemy, they are quite different.
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Re: #552

Postby Thorpacolypse » Sun May 20, 2012 7:52 pm

Thorpacolypse wrote:We've got a J-Mart Favorite item for Aisle 9!

Image
I promise before God, I won't hurt your brother. But you should listen to him, Fullmetal. Your life for another is not a fair exchange. There is nothing in this world that can equal the loss of my brother and my people. Nothing will make it easier to bear!

SCAR
PL: 10 (153 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 5 (+10) [Agile Feint], Athletics 8 (+12), Close Combat [Unarmed] 3 (+13), Deception (+1), Expertise [Alchemy] 4 (+5), Expertise [Tactics] 6 (+7), Expertise [Theology and Philosophy] 6 (+7), Insight 5 (+9) [Assessment], Intimidation 8 (+9), Investigation 3 (+4), Perception 3 (+7), Persuasion (+1), Ranged Combat [Throwing] 2 (+7), Stealth 5 (+10)

ADVANTAGES: Agile Feint, Assessment, Benefit (1) (No ID), Defensive Roll (3), Evasion (1), Favored Foe (State Alchemists), Improved Initiative (1), Languages (1) (English, 1 other, Base: Ishbalan), Move-by Action, Ranged Attack (2), Takedown (1), Uncanny Dodge

POWERS:
Right Arm of Destruction: 21 pt array; 24 pts
Destructive Blast: Line Area Damage 10 (Extra: Line Area 2 [60 ft], Variable Descriptor [ground/structure touched], Flaw: Limited [Scar must be by structure/on ground, targets must be by structure/on ground]); 21 pts
Right Hand of Judgment: Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Cumulative); 1 pt
Disintegration Touch: Weaken Toughness 7 (Extra: Affects Objects, Linked), Damage 7 (Extra: Linked); 1 pt
Hole in the Ground: Burrowing 6 (4 mph); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +10 [Unarmed +4; Right Hand of Judgment Affliction +10]
Unarmed +13 [Unarmed +4]
Ranged Attack +5
Throwing +7
Special Attack [Destructive Blast +10, Area Line]

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

COMPLICATIONS:
Enemy: Lots, mainly the homunculi, the military, sometimes the Elrics…basically everyone in Amestris seemingly at times
Hatred: He hates Zolf Kimbley, the Crimson Alchemist, for killing his brother
Honor: He is a man of his word, despite his violent and vengeful nature and never takes the life of an innocent (well, as he sees innocence)
Relationships: May Chang and Shao-Bo
Revenge: He hates all alchemists due to the killings of his people in Ishbal and he is out for revenge

Abilities 64 + Skills 29 (58 ranks) + Advantages 15 + Powers 24 + Defenses 21 = 153 / 153

Comments: One of the baddest men in the FMA universe, Scar. He's complex, too. He starts out as a state alchemist killer but you find out there are reasons for it, well, at least for some of them. And after trying to kill Ed at first, they become allies for a while, once the machinations of the state military come to light.

From a power standpoint, he's right up there with anyone in the FMA verse, including King Bradley who he actually kills in the 2nd anime. That may mean a bump to PL11 at some point, at least on defense.


Here is Scar, from Full Metal Alchemist. Love that show.
Last edited by Thorpacolypse on Fri May 25, 2012 4:42 pm, edited 2 times in total.
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Re: J-Mart: Madame Masque, Elric Bros. update, Scar

Postby Gazman » Tue May 22, 2012 8:16 pm

Nice Fuma! One of the only animes that I could even stand to watch, never mind actually follow.
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Re: J-Mart: Madame Masque, Elric Bros. update, Scar

Postby Thorpacolypse » Wed May 23, 2012 4:40 pm

Gazman wrote:Nice Fuma! One of the only animes that I could even stand to watch, never mind actually follow.


I was the same way really, until I started with FMA. And that was only after Kreuzritter convinced me with his awesome 2E FMA builds. Now I can stand a handful of animes but apparently they are the "mainstream" ones like Bleach and Ghost in the Shell. The more off the wall stuff, and the older stuff like Dragonball Z, is just lost on me.

I just started Samurai Champloo, though, and it's very good. It may be fall/winter before I get through it all, though. Summertime is busy at Thorpe's Deep. :wink:
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Re: #494

Postby Thorpacolypse » Wed May 23, 2012 5:14 pm

Thorpacolypse wrote:We're still WILD AT HEART at J-Mart! Check out this new item!

Image
Is it me, or does she look like one of the Jacksons?!?!?

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

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

SKILLS: Athletics 5 (+14), Close Combat [Unarmed] 4 (+9), Deception (+1), Insight 3 (+5), Intimidation 4 (+5), Perception 5 (+7), Persuasion (+1), Ranged Combat [Throwing] 6 (+10), Stealth 3 (+5)

ADVANTAGES: Accurate Attack, Equipment (1), Improved Aim, Improved Initiative (1), Languages (1) (English, 1 other, Base: Swahili), Power Attack, Ranged Attack (2), Throwing Mastery (1), Weapon Break

POWERS:
Invulnerable Skin: Protection 5, Impervious 9, Immunity 5 (Critical Hits, Pressure, Environmental Heat, Environmental Cold); 28 pts
Rock Hard Fists: Bludgeoning Strength-based Damage 2 (Extra: Penetrating 9); 11 pts
Super Speed: Speed 5 (60 mph), Quickness 4; 9 pts
Alternate Effects of Strength Damage: 2 pts
Groundstomp: Burst Area Affliction 9 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Area Burst [30 ft], Flaws: Limited to two degrees, Instant Recovery, Limited [Flint must be on the ground, targets must be on the ground]); 1 pt
Shockwave: Line Area Force Damage 9 (Extras: Line Area [30 ft], Flaws: Distracting); 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 +5
Unarmed +9 [Unarmed +9; Rock Hard Fists +11]
Ranged Attack +4
Throwing +10
Special Attack [Shockwave +9, Area Line; Groundstrike +9, Area Burst]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +15 (+9 Impervious), Fortitude +12, Will +8

COMPLICATIONS:
Disability: Her skin is invulnerable but her internal organs are not, making her susceptible to internal injury
Motivation: Working for justice and making the world a better place

Abilities 64 + Skills 15 (30 ranks) + Advantages 10 + Powers 50 + Defenses 11 = 150 / 150

Comments: Flint was one of Stormwatch’s bricks who was a lot like Luke Cage. She’s not incredibly strong, but has unbreakable skin. I’ve read several issues now and she hasn’t taken a lick of damage and even Luke gets knocked out a lot, so I may have even undersold her Toughness for the sake of keeping her at PL10.

She has also shown great aim in throwing stuff as well as some super speed so when you throw all that in, she comes up to playable points, which works out well.


Replacing builds again, this time with Flint from Stormwatch. Even though she is at playable level, I'm not putting her in the PC Superstore. I see those PC builds as characters that usually go well below or above playable points but are built specifically to be PCs. Some builds, like Flint here, or my last Bullseye review just happen it hit that, so they stay here.
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Re: #495

Postby Thorpacolypse » Wed May 23, 2012 5:33 pm

Thorpacolypse wrote:Another WILD AT HEART special hits the Aisle 1 shelves!

Image
Firestar? Never heard of her...

FAHRENHEIT
PL: 9 (133 pts) - OPL: 9 ; DPL: 9

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

SKILLS: Acrobatics 4 (+7), Athletics 4 (+5), Close Combat [Unarmed] 2 (+7), Deception 6 (+7), , Insight 3 (+5), Intimidation (+1), Perception 3 (+5), Persuasion (+1), Ranged Combat [Fire Control] 2 (+7), Stealth 2 (+5), Technology 2 (+4)

ADVANTAGES: Favored Environment (Flying), Improved Disarm, Improved Initiative (1), Ranged Attack (2), Teamwork

POWERS:
Tough Girl: Protection 4; 4 pts
Thermal Updrafts: Flight 6 (125 mph); 12 pts
Fireproof: Immunity 10 (All Heat/Fire Effects); 10 pts
Fire Control: 22 pt Array; 25 pts
Fire Blast: Fire Ranged Damage 11; 22 pts
Nova Burst: Fire Burst Area Damage 10, Feature 1 (Extraordinary Effect for +2 ranks); (Extra: Area Burst 2 [60 ft radius], Flaw: Tiring); 1 pt
Melt: Ranged Weaken Toughness 11 (Flaw: Affects Objects Only [no recovery, must be repaired]); 1 pt
Pyrokinesis: Fire Perception Ranged Shapeable Area Damage 6 (Extra: Area Shapeable [30 cubic ft, Volume Rank 5], Flaw: Limited [Existing fire only]); 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 +7
Close Attack +5
Unarmed +7 [Unarmed +1]
Ranged Attack +5
Fire Control +7 [Fire Blast +11; Melt +11]
Special Attack [Nova Burst +9, Area Burst; Pyrokinesis +6, Perception]

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

COMPLICATIONS:
Motivation: Justice and making the world a better place
Relationships: She has had an on-again, off-again relationship with Hellstrike for a while
Vulnerable: Lauren has shown to be vulnerable to cold based attacks, taking an extra degree of failure against them

Abilities 42 + Skills 14 (28 ranks) + Advantages 6 + Powers 51 + Defenses 20 = 133 / 133

Comments: Fahrenheit is a long running member of Stormwatch, one of their flying blasters along with Hellstrike. She didn’t strike me as incredibly powerful, so I went with PL9 and with her Favored Environment of flying, she can hit PL10 levels.


Another Stormwatch build here with Fahrenheit.
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Re: #497

Postby Thorpacolypse » Wed May 23, 2012 6:49 pm

Thorpacolypse wrote:We're still WILD AT HEART here at J-Mart with this BIG TIME SPECIAL for Aisle 1!

Image
Believe it or not, Liefeld did NOT draw this...

MAUL
PL: 11 (108 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 1 [15], STAMINA 1 [13], AGILITY 1, DEXTERITY 2, FIGHTING 5, INTELLECT 6 [-2], AWARENESS 4 [-2], PRESENCE 2

SKILLS: Athletics 2 (+3/+17), Close Combat [Unarmed] 2 (+7), Deception (+2), Expertise [Biochemist] 7 (+13), Expertise [Science] 6 (+12), Insight (+4), Intimidation 3 (+5/+11), Perception 1 (+5), Persuasion (+2), Stealth (+1/-11), Technology 6 (+12), Treatment 3 (+9)

ADVANTAGES: All-Out Attack, Crushing Pin*, Damaging Escape*, Equipment (1), Fast Grab, Improved Grab, Power Attack, Startle

POWERS:
Massive Size: Enhanced Strength 2 (Flaw: Sustained), Protection 3 (Flaw: Sustained), Growth 12 (+12 Str, +12 Sta, -6 Dodge/Parry, -12 Stealth, +6 Intimidation, Speed +1, +12 Mass; Flaw: Side Effect [loses 1 rank of Intellect every rank of Growth after 4, loses 1 rank of Awareness every 2 ranks of Growth); 19 pts
Shoulder Horns: Piercing Damage 2, Enhanced Advantage 1 (Improved Critical); 3 pts

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 +1
Close Attack +5 [Horns +3, Critical 19-20; Full Growth Horns +17, Critical 19-20]
Unarmed +7 [Unarmed +3; Full Growth +15]
Ranged Attack +2

DEFENSES:
Dodge +10 (+4 at Full Growth) [DC20/14] Parry +10 (+4 at Full Growth) [DC20/14]
Toughness +1 (+16 at Full Growth), Fortitude +3 (+15 at Full Growth), Will +7

COMPLICATIONS:
Enemy: Daemonites
Relationships: He is in love with Voodoo

Abilities 44 + Skills 15 (30 ranks) + Advantages 8 + Powers 22 + Defenses 19 = 108 / 108

Comments: Maul was too easy of a build so I know I messed something up…

He’s basically like the team Hulk where he can growth to increase his strength but as he gets bigger, he gets dumber and less aware so I put in Side Effects to his Growth to show that. At normal size, he’s a genius biochemist. He has also been shown to be able to shrink and his intelligence increases, but that felt like a Power Stunt too me since it strains him. I probably need to go over it again, but I thought this was a good start.


WildCATs main brick, Maul.
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Re: #476

Postby Thorpacolypse » Wed May 23, 2012 7:21 pm

Thorpacolypse wrote:We're going to add some new items to our Villains Line tonight as we begin work on one of our favorite kinda jobber teams, The Marauders. Check out this new item on Aisle 2!

Image
I don't care how visually cool her power is, she's still going to get pwned.

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

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

SKILLS: Acrobatics 4 (+7), Athletics 5 (+7), Close Combat [Swords] 2 (+12), Deception 7 (+10/+12) [Attractive], Expertise [Criminal] 5 (+8), Insight (+2), Intimidation 4 (+7), Perception 3 (+5), Persuasion (+3/+5) [Attractive], Ranged Combat [Guns] 3 (+10), Sleight of Hand 5 (+9), Stealth 5 (+8), Technology 5 (+8)

ADVANTAGES: Attractive (1), Close Attack (2), Defensive Attack, Defensive Roll (3), Equipment (4), Improved Initiative (1), Languages (1) (2 others, Base: English), Leadership, Luck (Edit Scene) (1), Power Attack, Ranged Attack (3)

POWERS:
Psionic Dragon Summoning: 25 pt array; 28 pts
Dragon Body Strike: Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Reach 5 [30 ft], Split, Flaw: Noticeable); 25 pts
Dragon Mind Strike: Affliction 10 (Resisted by Will; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Reach 5 [30 ft], Split, Flaw: Noticeable); 1 pt
Telepathy: Mind Reading 10 (Extra: Subtle); 1 pt
Illusions: Illusion 8 (Visual, Auditory; Extra: Selective, Flaw: Resistible); 1 pt[/1]

EQUIPMENT:
[i](20ep)

Interdimensional Weapon Arsenal: (20ep)
Blaster Rifle: Energy Ranged Damage 8; Range 200ft, Large; 16ep
Cutlass: Slashing Strength-Based Damage 3, Critical 19-20; Medium; 1ep
3ep for other weapons as needed

OFFENSE:
Initiative +7
Close Attack +10 [Unarmed +2; Dragon Strike Afflictions +10]
Swords +12 [Cutlass +5, Critical 19-20
Ranged Attack +7
Guns +10 [Blaster Rifle +8]

DEFENSES:
Dodge +10 [DC20] Parry +12 [DC22]
Toughness +6, Fortitude +7, Will +10

COMPLICATIONS:
Enemy: Wolverine
Mental Instability: There are some that question her sanity. And those people are smart
Motivation: As an Interdimensional pirate, she is all about the booty. Pirate booty, that is
Reputation: Pirate

Abilities 56 + Skills 24 (48 ranks) + Advantages 19 + Powers 28 + Defenses 23 = 150 / 150

Comments: Chimera is a character that originally started out as a Wolverine foe then kind of disappeared for a while. She showed up with the Sisterhood of Mutants during that arc, then now she is leading a new version of The Marauders, so she gets a spot during this run.

I have never seen her in action so this is all wiki fueled, but I guess her psionic dragons do damage externally and psionically so I gave her an option for either type of affliction and I tagged on her telepathy and illusion casting as well.


I'm going to take a break from the Wildstorm stuff for just a little bit and post some other stuff I've been working on, The Marauders. They've been around the X-Verse for a good long while and I am lacking in X-Verse merchandise, strangely enough, so I am going to work on that over the next few months. I'm starting off with Chimera, who is new to the team, but her power looks pretty cool, so I thought I would whip her up, even though I've never actually read anything with her in it.
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Re: J-Mart: Scar, Flint, Fahrenheit, Maul, Chimera

Postby Unbeliever » Wed May 23, 2012 8:14 pm

I'm a pretty big FMA fan. What's Scar's Right Hand of Judgment supposed to signify? I always remember his just demolishing people, which seems like a straightforward Disintegration rather than incapacitating or stunning them.
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Re: J-Mart: Scar, Flint, Fahrenheit, Maul, Chimera

Postby Thorpacolypse » Thu May 24, 2012 8:59 pm

Unbeliever wrote:I'm a pretty big FMA fan. What's Scar's Right Hand of Judgment supposed to signify? I always remember his just demolishing people, which seems like a straightforward Disintegration rather than incapacitating or stunning them.


I added that as an Alternate Effect, but I was looking for something simple, and not just damage, for his head blowing up thingy. It's probably better represented as the old 2E Corrosion mechanic, but I thought I would try the Affliction first.
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Re: J-Mart: Scar, Flint, Fahrenheit, Maul, Chimera

Postby Arthur Eld » Fri May 25, 2012 11:05 am

Scar's Weaken Toughness should probably have Affects Objects as well. Nice touch with the Burrowing, but I would have thought of that as a power stunt.
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Re: J-Mart: Scar, Flint, Fahrenheit, Maul, Chimera

Postby Thorpacolypse » Fri May 25, 2012 4:39 pm

Arthur Eld wrote:Scar's Weaken Toughness should probably have Affects Objects as well. Nice touch with the Burrowing, but I would have thought of that as a power stunt.


Good catch Eld, thanks. That's why that effect costs 21 pts but I forgot to put the extra on it. As it stands, it should have been 10 ranks for each effect and instead of 7.
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Re: #109

Postby Thorpacolypse » Sat May 26, 2012 3:02 pm

Thorpacolypse wrote:We've got another new item for Aisle 2 in our Villains Line!

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Ah, brick jobbers...how I love them...

BLOCKBUSTER
PL: 9 (95 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 11, STAMINA 9, AGILITY 1, DEXTERITY 0, FIGHTING 7, INTELLECT -1, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 3 (+14), Insight (+1), Intimidation 8 (+8), Perception 1 (+2), Stealth (+1)

ADVANTAGES: All-Out Attack, Fast Grab, Favored Foe (X-Men), Power Attack

POWERS:
Mutant Physiology: Protection 2, Impervious 6, Immunity 3 (Pressure, Environmental Heat, Environment Cold); 17 pts
Alternate Effect of Strength Damage: 1 pt
Groundstrike: Burst Area Affliction 9 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Area Burst 2 [60 ft], Flaws: Limited to two degrees, Instant Recovery, Limited [Blockbuster must be on the ground, targets must be on the ground]); 1 pt

EQUIPMENT:
[i]NONE


OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +11]
Ranged Attack +0
Special Attack [Groundstrike Affliction +9, Area Burst]

DEFENSES:
Dodge +6 [DC16] Parry +7 [DC17]
Toughness +11 (+6 Impervious), Fortitude +12, Will +4

COMPLICATIONS:
Motivation: Marauding
Prejudice: Mutant
Reputation: Replaceable clone jobber villain

Abilities 56 + Skills 6 (12 ranks) + Advantages 4 + Powers 18 + Defenses 11 = 95 / 95

Comments: Ah, Blockbuster. Proof that anyone can have a good moment. Dude actually broke Thor’s arm. Then he got annihilated by Mjolnir, but still, that was a moment to remember amongst a sea of getting pwned moments in his supervillain career.


Keeping Marauders rolling, here is Blockbuster, their team brick.
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Re: #205

Postby Thorpacolypse » Sat May 26, 2012 3:10 pm

Thorpacolypse wrote:Another X-Lady (well, kinda) hits the shelves on this extended version of LADIES' NIGHT!

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EEEEEEEEEEEEEEEEEEEEEEEEEEvil...

MALICE
PL: 11 (163 pts) - OPL: 11 ; DPL: 4

ABILITIES: STRENGTH NA, STAMINA 0, AGILITY 2, DEXTERITY 2, FIGHTING 5, INTELLECT 3, AWARENESS 3, PRESENCE 3

SKILLS: Athletics NA, Close Combat [Possession] 3 (+8), Deception 13 (+16), Expertise [Criminal] 2 (+5), Insight 4 (+7), Intimidation 4 (+7), Perception 4 (+7), Persuasion 4 (+7), Stealth (+2)

ADVANTAGES: All-Out Attack, Favored Foe (X-Men), Improved Initiative (1), Leadership, Ranged Attack (5), Teamwork

POWERS:
Psionic Entity: Insubstantial 4 (Incorporeal, Extra: Permanent, Innate), Concealment 3 (Visual, Auditory, Extra: Duration [Continuous], Precise); 32 pts
Possession: Affliction 14 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Affects Corporeal, Cumulative, Concentration, Merge with Subject, Flaw: Noticeable [choker appears]); 56 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +5 [Unarmed NA]
Possession +8 [Possession Affliction +14]
Ranged Attack +7

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +0, Fortitude +6, Will +10

COMPLICATIONS:
Motivation: Marauding
Prejudice: Mutant
Reputation: Replaceable clone jobber villain

Abilities 26 + Skills 17 (34 ranks) + Advantages 10 + Powers 88 + Defenses 22 = 163 / 163

Comments: Malice is a long time Marauder that exists as an incorporeal entity who takes over other bodies for pretty much as long as she wants until they are able to save. Some people can do it fast, both for Polaris and Omega Sentinel, the possession went on for weeks, so either they rolled REALLY bad on their saves, it was no save, or pure Continuous, which I would hate to really use in game for something like that. So we’ll make it short term possessions like Deadman for now.


Malice of the Marauders.
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