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Foreshadow wrote:Both Graviton and Magneto should have more lifting ability. Graviton can lift part of Manhattan, and all Thor can do is stop it from falling too fast. Like Superman these characters should have ranks in power lifting for their power, though you are right to keep their Blast damage down.
Yet, if any character in the marvel U for the Avengers villains deserves to have a high rank it would be Graviton. Rank 20 isn't uncalled for, though 18 works, and honestly 19 might be the perfect choice, yet he should have like powerlifting 4 or 5 on top of that so that he can lift 23 or 24 or 25 in strength equivalent. He literally can lift huge amounts of weight with his power and its not an exaggeration.
Foreshadow wrote:Of course, he can also control electromagnetic energy. If I were a writer in the Marvel U. I'd have Magneto tear Iron Man's armor straight off and be able to by pass whatever defense Iron Man had so that was basically useless, call it a Nullify Technology effect, but that's because I like Magneto and like many writers I'd write what I like and if someone didn't like it, so what as I know someone would balk at that suggestion but I've read a lot of ideas I would balk at in real comics (and insert some lame reason why it won't work but as the writer I'd figure a way to nerf such reasoning just to make Iron Man fans say "Damn you Magneto!").
So I'd simply suggest a type of Nullify Technology (ie disrupt the metal/energy that it uses) but of course that is just me suggesting that.

Thorpacolypse wrote:Here comes another one of THE BIG GUNS OF THE THORPACOVERSE, and this one is a 5-Star JM Favorite!
My god has a hammer - Nick Fury
THOR
PL: 14 (242 pp) - OPL: 14 ; DPL: 14
ABILITIES: STRENGTH 15, STAMINA 14, AGILITY 2, DEXTERITY 2, FIGHTING 10, INTELLECT 1, AWARENESS 4, PRESENCE 4
SKILLS: Athletics 1 (+16), Deception (+4), Expertise [Magic] 6 (+7) [Ritualist], Expertise [Tactics] 9 (+10), Insight 6 (+10), Intimidation 9 (+13) [Startle], Perception 5 (+9), Persuasion (+4), Stealth (+2), Vehicles 4 (+6)
ADVANTAGES: All-Out Attack, Benefit (3) (Status – Thunder, Prince of Asgard), Defensive Roll (1), Equipment (1), Improved Grab, Improved Initiative (1), Languages (1) (English, Base: Ancient Norse), Leadership, Lionheart*, Ranged Attack (8), Ritualist, Startle, Takedown (1)
ENHANCED ADVANTAGES: Asgardian Physiology - Diehard, Great Endurance
ENHANCED ADVANTAGES: Mjolnir - Improved Smash, Weapon Break
POWERS:
Asgardian Physiology: Immunity 5 (Aging, Disease, Poison, Heat, Cold), Impervious Toughness 5 (9 ranks), Feature 2 (Increased Mass 2), Senses 2 (Normal Sight [Extended], Normal Hearing [Extended], Regeneration 1; 19 pts
Asgardian Strength: Enhanced Strength 6 (50K Tons; Flaw: Limited to Lifting); 6 pts
Asgardian Armor: 11 pts traits, Removable (-2 pts); 9 pts
Asgardian Plate: Protection 3, Impervious Toughness 4 (8 ranks); 11 pts
God of Thunder: Environment 5 (500 ft radius; Impede Movement, Visibility); 10 pts
Mjolnir: 66 pts traits, Easily Removable (-26 pts); 40 pts
Indestructible: Feature 1 (Indestructible); 1 pts
Hammer Spinning: Enhanced Dodge 2; 2 pts
Magic Detection: Senses 2 (Detect Magic [Mental, Ranged]); 2 pts
Life Support: Immunity 4 (Suffocation [Need to breathe], Vacuum, High Pressure); 4 pts
Mjolnir Weather Control: Enhanced Environment 5 (2 Mile radius; Extra: Selective [10]); 20 pts
Hammer Time! Array, 33 pt array; 37 pts
Call the Lightning: Electrical Ranged Damage 15 (Extra: Indirect 3); 33 pts
Hammer Throw:Bludgeoning Strength-Based Ranged Damage 3 (Extra: Penetrating 15); 1 pts
Hammer Strike Bludgeoning Strength-Based Damage 3, Enhanced Advantages 2 (see Advantages) (Extra: Penetrating 15); 1 pt
Wind Riding: Flight 9 (1000 mph), Movement 1 (Space Travel); 1 pt
Dimensional Movement: Movement 2 (Dimensional [Midgard/Asgard/Hell]; Extra: Portal 2); 1 pt
EQUIPMENT:
(5ep)
JLA Communicard: Commlink, GPS, Feature 2 (Avengers Mansion/Watchtower Access); 4ep
OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +15; Mjolnir Strike +18]
Ranged Attack +10 [Mjolnir Thrown +18; Lightning Blast +15]
DEFENSES:
Dodge +8 [DC18] Parry +10 [DC20]
Toughness +18 (+9 Impervious), Fortitude +16, Will +10
COMPLICATIONS:
Enemy: Loki, Midgard Serpent
Identity: He has a normal identity of Donald Blake, surgeon
Power Loss: When separated from Mjolnir more than a minute, he reverts to Donald Blake
Relationships: His father Odin, his wife Frigga, and the Warriors Three
Responsibility: To protect and defend Asgard and the mortal world, Midgard, Rivalry: He has a long running rivalry with Hercules
Abilities 104 + Skills 20 (40 ranks) + Advantages 30 + Powers 76 + Defenses 12 = 242 / 242
Comments: The Mighty Thor, the patron deity of The JM and the entire J-Mart Franchise. The 3E Thor is not a lot different from my earlier Thunder God builds, he’s a team wrecker and total epic level hero. I have him at the top of my range (currently) for my main setting and I think it’s fitting. Thor is consistently portrayed as the “most powerful being on Earth” in most of the Marvel continuities. He’s been even more powerful since he came back and stopped holding back himself, or so he told Tony Stark when he laid the smack down on him shortly after his return.
In the Thorpacoverse, he’s still focusing on finding all the Asgardians who were transformed into human form during the Ragnarok breaking event. He has established New Asgard in Missouri (I’ll be damned if I let Oklahoma have it like they did in main continuity!), not too far from Central City. However, he is still involved in big events from time to time and as Donald Blake, he is working as a surgeon for a traveling medical team, allowing him to search the Asgardians as well as provide aid to the humans he has sworn to protect. And as stated in the Superman build, he and the other big name heroes are part-time members of both The Avengers and the Justice League.
Clean Up 11/18/10: Thor gets to be the first J-Mart 3E build to get a full review. Far more solid build now, cleaning up his Mjolnir array, getting rid of a few exta Advantages and so on.





Thorpacolypse wrote:Since insomnia has struck me again, let's keeping going with THE BIG GUNS OF THE THORPACOVERSE run. This item is also a GREEN LIGHT SPECIAL!
HULK SMASH!
And I still really miss Michael Turner...![]()
THE HULK (SAVAGE)
PL: 15 (196 pp) - OPL: 15 ; DPL: 15
ABILITIES: STRENGTH 15 [17] [20], STAMINA 15 [17] [19], AGILITY 2, DEXTERITY 1, FIGHTING 6, INTELLECT -1, AWARENESS 2, PRESENCE -1
SKILLS: Athletics (+15/+17/+20), Deception (-1), Insight 5 (+7), Intimidation 14 (+13), Perception 5 (+7), Persuasion (-1), Stealth (-2)
ADVANTAGES: All-Out Attack, Chokehold, Close Attack (3), Fast Grab, Fearless, Improved Grab, Improved Smash, Power Attack, Ranged Attack (4), Second Chance (1) (Will Saves against Mind Control), Takedown (1)
ENHANCED ADVANTAGES: Diehard, Great Endurance
POWERS:
Hulk Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +1, +4 Mass; Extra: Permanent, Innate); 9 pts
Healing Factor: Immunity 11 (Aging, Poisons [Limited], Need to Sleep, Thirst, Pressure, Heat, Cold, Radiation Effects), Enhanced Advantages 2 (see Advantages), Regeneration 5; 18 pts
HULK IS STRONGEST THERE IS!: Enhanced Strength 6 (6000 Tons/400,000 Tons, Flaw: Limited to Lifting); 6 pts
Hulk Hide: Protection 2, Impervious Toughness 8 (15 ranks); 17 pts
Incredible Leg Strength: Leaping 15 (30 miles), Speed 5 (60 mph); 20 pts
Incredible Senses: Senses 4 (Normal Vision [Counters Concealment]; Direction Sense, Distance Sense [Limited to location of origin]; 3 pts
Super Strength Stunts: Alternate Effect Array from Strength (3 pts)
AE - Sonic Slam: Cone Area Affliction 13 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, Extra: Area Cone, Flaw: Limited to Two Degrees); 1 pt
AE - Super-Breath: Cone Area Move Object 13 (Flaw: Close Range, Limited Direction [towards or away]); 1 pt
AE - Groundstrike: Burst Area Affliction 13 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Area Burst, Linked, Flaws: Limited to two degrees, Instant Recovery, Limited [Hulk must be on the ground, targets must be on the ground]); Linked Effect: Damage 13 (Extras: Area Burst, Linked, Flaws: Limited to Objects, Limited [Hulk must be on the ground, targets must be on the ground]); 1 pt
Hulking Out: Enhanced Strength 3, Enhanced Stamina 2 (Flaw: Uncontrolled); 5 pts
Total Hulk Out: Enhanced Strength 2, Enhanced Stamina 2, Enhanced Protection 1, Enhanced Advantage 1 (Close Attack), Enhanced Regeneration 2 (Flaw: Uncontrolled); 8 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative +2
Close Attack +9 (+10 with Total Hulk Out) [Unarmed +15; Hulking Out Unarmed +17; Total Hulk Out Unarmed +20]
Ranged Attack +5
Special Attack [Groundstrike Affliction +13, Area Burst; Groundstrike Damage +13, Area Burst]
DEFENSES:
Dodge +6 [DC16] Parry +8 [DC18]
Toughness +15 (+8 Impervious, +17 when Hulking Out, +20 with Total Hulk Out), Fortitude +15 (+17 when Hulking Out, +19 with Total Hulk Out), Will +10
COMPLICATIONS:
Enemy: Thunderbolt Ross, The Abomination, The Leader and others
Identity: When calm or he has his energy drained, he reverts to his Bruce Banner form (see Banner build)
Temper: He can get a WEE bit angry at times, causing him to do the wrong thing but never to mean to hurt innocents
Abilities 62 + Skills 11 (22 ranks) + Advantages 19 + Powers 86 + Defenses 18 = 196 / 196
Comments: HULK SMASH!
Here is the Savage Hulk of the 3E Thorpacoverse. He wasn't a hard build except figuring out how to mimic his Rage. I went with an Uncontrolled Strength enhancement for now, but I might go back work up something more equivalent to 2E Rage later on. I kept him a PL below Superman and Thor, but that can be deceiving since his Toughness when he's Hulking Out is at 20, making it hard for either of them to hurt him. Plus he can outlift them, actually. But my goal for my setting was to keep everyone but those two exemplars of the big comic universes heroes and some villains (who have to be a higher PL of course for gaming challenges) at PL13 max. Considering he's not the most accurate melee combatant in the world, I think it works fine.
Clean Up 11/19/10: HULK GET CLEAN UP! OK, so I decided to make Hulk a liiiiittle more powerful at the top end. He's still a PL12-ish at base, then he goes up to around PL13 then with a TOTAL Hulk Out, he goes to PL15. I guess I could have used one power structure with the Uncontrolled, but I liked 2, at least for now.




Unknown Soldier wrote:Hey! I've been looking for some Fallout builds (Super Mutants, Nightkin, Random Baddies), so I'm going to request some here! Thanks!

Thorpacolypse wrote:Our last Villain addition for the night is a RED LIGHT SPECIAL for Aisle 2!
OK, so the mustache...why does it disappear when he Rulks out?
THE RED HULK
PL: 14 (267 pp) - OPL: 14 ; DPL: 14
ABILITIES: STRENGTH 17, STAMINA 15, AGILITY 1, DEXTERITY 2, FIGHTING 7, INTELLECT 2, AWARENESS 2, PRESENCE 2
SKILLS: Athletics (+17), Deception 8 (+10), Expertise [Military] 13 (+15), Insight 5 (+7) [Assessment], Intimidation 11 (+13) [Startle], Investigation 5 (+7), Perception 5 (+7), Persuasion (+2), Ranged Combat [Firearms] 3 (+11), Stealth (-3), Technology 5 (+7), Vehicles 5 (+7)
ADVANTAGES: All-Out Attack, Assessment, Benefit (1) (Military Clearance), Chokehold, Close Attack (4), Favored Foe (The Hulk), Improved Grab, Improved Hold, Improved Initiative (1), Leadership, Lionheart*, Power Attack, Ranged Attack (6), Startle, Takedown (1)
ENHANCED ADVANTAGES: Diehard, Great Endurance
POWERS:
Rulk Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +1, +4 Mass; Extra: Permanent, Innate); 9 pts
Healing Factor: Immunity 6 (Aging, Poisons [Limited], Need to Sleep, Thirst, Pressure, Heat, Cold), Enhanced Advantages 2 (see Advantages), Regeneration 5; 13 pts
Super-Strength!: Enhanced Strength 5 (100K Tons, Flaw: Limited to Lifting); 5 pts
Rulk Hide: Protection 4, Impervious Toughness 8 (15 ranks); 19 pts
Incredible Leg Strength: Leaping 15 (30 miles), Speed 5 (60 mph); 20 pts
Incredible Senses: Senses 2 (Normal Vision [Counters Concealment]); 2 pts
Super Strength Stunts: Alternate Effect Array from Strength (3 pts)
AE - Sonic Slam: Cone Area Affliction 13 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, Extra: Area Cone, Flaw: Limited to Two Degrees); 1 pt
AE - Super-Breath: Cone Area Move Object 13 (Flaw: Close Range, Limited Direction [towards or away]); 1 pt
AE - Groundstrike: Burst Area Affliction 13 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Area Burst, Linked, Flaws: Limited to two degrees, Instant Recovery, Limited [Hulk must be on the ground, targets must be on the ground]);
Linked Effect: Damage 13 (Extras: Area Burst, Linked, Flaws: Limited to Objects, Limited [Hulk must be on the ground, targets must be on the ground]); 1 pt
Gamma Radiation Aura: Area Burst Affliction 2 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst); 4 pts
The Madder He Gets, The Hotter He Gets: Enhanced Burst Area Affliction 8 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst, Flaw: Fades); 8 pts
Gamma Radiation Absorption: Immunity 10 (Radiation Damage/Effects); 10 pts
Gamma Energy Draining: Grab Based Affliction 14 (Resisted by Fort; 1st: Dazed, 2nd: Stunned, 3rd: Transformed, Extra: Cumulative, Flaw: Range [Grab-Based], Limited [Affects Gamma Radiation Based Beings only]); 7 pts
EQUIPMENT:
NONE
OFFENSE:
Initiative +5
Close Attack +11 [Unarmed +17]
Ranged Attack +8
Special Attack [Gamma Radiation Aura +2, Area Burst; Enhanced Gamma Radiation Aura +10 Area Burst]
DEFENSES:
Dodge +7 [DC17] Parry +7 [DC17]
Toughness +19 (+8 Impervious), Fortitude +16, Will +11
COMPLICATIONS:
Enemy: The Hulk
Identity: Very few people know he is really Thunderbolt Ross, Relationships: He is very protective of his daughter, Betty Ross-Banner, despite their many issues
Responsibility: He feels it is his responsibility to protect America and destroy The Hulk
Temper: Thanks to influx of gamma radiation, he can lose his already considerable temper more easily
Weakness: When he gets mad, his radiation aura increases and if he stays hot for more than 5 rounds, he gets tired then exhausted the following round
Weakness: Absorbing Negative Zone radiation imposes the exhausted condition on him
Abilities 96 + Skills 29 (58 ranks) + Advantages 26 + Powers 96 + Defenses 20 = 267 / 267
Comments: Even though the Red Hulk reveal was a bit of a letdown, seeing as how it was exactly who I thought it was, I dig old Rulky. At least Ross has some decent motivation for hating the Hulk and wanting to have the power he has. Plus, I always liked Ross as a pain in the ass villain.
In my setting, he is secretly working for someone in a high place, making sure that Rogers' turn as top cop doesn't go smoothly enough for it to be a long term situation.
Clean Up 11/24/10: Rulk gets a clean up. Took him up a PL and added his Gamma Draining Affliction which he has used a lot recently so I felt it deserved more than power stunt status.

Thorpacolypse wrote:Without further ado, The JM is kicking off a new special for this weekend. We're rolling out THE BIG GUNS OF THE THORPACOVERSE! And they don't get any bigger than this one...
It is a remarkable dichotomy. In many ways, Clark is the most human of us all. Then... he shoots fire from the skies, and it is difficult not to think of him as a god. And how fortunate we all are that it does not occur to him. -- Batman
SUPERMAN (KAL-EL)
PL: 14 (251 pp) - OPL: 14 ; DPL: 14
ABILITIES: STRENGTH 18, STAMINA 15, AGILITY 2, DEXTERITY 2, FIGHTING 8, INTELLECT 2, AWARENESS 5, PRESENCE 5
SKILLS: Athletics (+18), Deception (+5), Expertise [Farmer] 3 (+5), Expertise [Journalism] 6 (+8), Insight 5 (+10), Intimidation (+5), Perception 5 (+10), Persuasion 7 (+12), Ranged Combat [Heat Vision] 5 (+10), Stealth (+2), Technology 3 (+5)
ADVANTAGES: Accurate Attack, Benefit (1) (He’s Superman), Close Attack (2), Connected, Equipment (5), Extraordinary Effort, Improved Initiative (1), Inspire (1), Interpose, Languages (1) (Kryptonian, Base: English), Lionheart*, Luck (1), Perfect Timing, Ranged Attack (3), Ultimate Effort (2) (Ultimate Toughness, Ultimate Strength)
ENHANCED ADVANTAGES: Diehard, Great Endurance
POWERS:
More Powerful Than a Locomotive: Enhanced Strength 5 (200K Tons; Flaw: Limited to Lifting); 5 pts
Invulnerability: Protection 3, Impervious Toughness 9 (17 pts), Enhanced Advantages 2 (see Advantages), Immunity 10 (Life Support), Regeneration 5 (Flaw: Limited [Requires direct exposure to yellow sunlight); 35 pts
Powers Far Beyond Those of Mortal Men: Dynamic Array, 31 pt array; 39 pts
Able to Leap Tall Buildings: Flight 13 (16,000 mph), Movement 2 (Space Travel 2), (Extra: Dynamic); 31 pts
DAE - Faster Than a Speeding Bullet: Speed 15, Quickness 15; 2 pt
DAE - Heat Vision: Heat Ranged Damage 15; 2 pts
DAE - Super Cold Breath: Cone Area Affliction 14 (Resisted by Dodge; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Area Cone, Cumulative, Extra Condition, Flaw: Limited 2 to degrees, Distracting); 2 pts
DAE - Super-Breath: Cone Area Move Object 14 (Extra: Area Cone 2 [60 ft], Flaw: Range [Close], Limited Direction [towards or away]); 2 pts
DAE - Super Senses: Senses 19 (Normal Hearing [Acute and Extended 2],
Normal Vision [Extended 3], Infravision [Extended], Microscopic Vision 4, Ultra-
Hearing [Extended], Vision Penetrates Concealment [Extended, Flaw: Cannot see through lead]); 2 pt2[/i]
EQUIPMENT:
(25ep)
Headquarters: (25ep)
Fortress of Solitude (see DCA core book)
OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +18]
Ranged Attack +5
Heat Vision +10 [Heat Vision +15]
Special Attacks [Super Cold Breath +14, Area Cone; Super Breath Move Object +14, Area Cone]
DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +18 (+9 Impervious, Ultimate Effort), Fortitude +16, Will +10
COMPLICATIONS:
Identity: Clark Kent, mild-mannered reporter for the Daily Planet
Power Loss: Superman loses his powers and his Str and Sta are reduced to 3 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers
Relationships: Superman’s closest relationship is with his wife, Lois Lane. Other important people in his life include his mother, Martha Kent, and friends and co-workers Jimmy Olsen, Perry White, and Catherine “Cat” Grant
Responsibility: Superman feels a strong sense of responsibility to use his powers for the benefit of all
Weakness: Superman is as vulnerable to magic as anyone else. His Toughness is not Impervious against magical attacks and he loses his 3 ranks of Protection
Weakness: Kryptonite...Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large enough amount) imposes the dying condition and may lead to death
Abilities 114 + Skills 17 (34 ranks) + Advantages 26 + Powers 78 + Defenses 16 = 251 / 251
Comments: Look, I know the DCA group at Green Ronin have done, and will do some excellent builds. I believe the builds in the DCA core book are generally excellent. They are fin versions of the iconic characters, they show how to use the system and Kenson's Batman is genius, IMHO.
HOW-EV-AH…
I have to build DC characters. I don’t want to. I have to. It’s part of my disease, CCCS, Compulsive Character Creation Syndrome that I have been afflicted with since I started playing D&D back in the 80’s. It got worse with MnM 2E has not abated as only thing stopping me from statting all the time are the silly distractions of family and work. And as the original J-Mart proves, I love to build the big names over and over and over with different takes. And that will not change with 3E. So I will keep building DC character up to and after Heroes and Villains 1 & 2 come out. 'Cause that's what I do.
So here is my Superman. I borrowed from the DCA version of course, but took him down a PL and gave him a little Thorpacoverse house rule flavor and tweaks to make him how I like him. I'm still iffy on the Kryptonian setup at this point, but trust me, there will be updates as we get more new 3E books and as I continue to get comfortable with the system.
In the Thorpacoverse, he is pretty much his usual self. However, the main players in my world, meaning the usual suspects of Supes, Batman, Wonder Woman, Thor, Steve Rogers and Iron Man are members of both the Justice League and The Avengers in order to foster more commaradarie between the big time teams of the Thorpacoverse and the superhero community overall. None of them are working with either team all the time, but any of them could show up in future Thorpacoverse type team rumbles and such.
Clean Up 11/24/10: Clark gets a clean up. I did a little shifting with his power, making several of them part of a dynamic array. I can't wait to test it. I find it hard to believe it will be a big issue mechanically, but we'll see.




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