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Thorpacolypse
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946

Post by Thorpacolypse » Sun Jul 21, 2013 12:25 pm

Here's another new item for our JSA line!

Image
Ah, sweet land of liberty indeed...

LIBERTY BELLE II (JESSE CHAMBERS) PC
PL: 10 (150 pts) - OPL: 9 ; DPL: 10

ABILITIES: STRENGTH 8, STAMINA 7, AGILITY 3, DEXTERITY 2, FIGHTING 6, INTELLECT 3, AWARENESS 2, PRESENCE 2

SKILLS: Acrobatics 3 (+6/+10), Athletics (+8), Close Combat [Unarmed] 4 (+10), Deception (+2), Expertise [Business] 7 (+10), Insight (+2), Intimidation (+2), Investigation 3 (+6), Perception 3 (+5), Persuasion (+2), Stealth (+3), Technology 4 (+7)

ADVANTAGES: Benefit (2) (Wealth 2 [Independently Wealthy]), Equipment (1), Power Attack, Teamwork

ENHANCED ADVANTAGES:, Agile Feint, Evasion (2), Improved Defense, Improved Initiative (4), Move-by Action, Seize Initiative, Takedown (2)

POWERS:
Speedster Physiology: Immunity 3 (Friction Heat, Poisons [Limited], Diseases [Limited]); 2 pts
Super Speed: Enhanced Dodge 5, Enhanced Parry 5, Speed 14 (32,000 mph), Quickness 12, Enhanced Advantages 12 (see Advantages), Enhanced Skills 2 (Acrobatics 4); 50 pts
Super Speed Movement: Movement 2 (Wall Crawling, Water Running; Flaw: Limited [only when running]); 2 pts

EQUIPMENT:
(5ep)
JSA Commlink: Commlink, GPS, Feature 2 (JSA Brownstone/Camp Hammond Access); 4ep
Prescription Goggles: Feature 1 (Removes Disability complication); 1ep

OFFENSE:
Initiative +19
Close Attack +6
Unarmed +10 [Unarmed +8]
Ranged Attack +2

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

COMPLICATIONS:
Disability: She's near sighted without her glasses or prescription mask/goggles
Motivation: Carrying on the heroic legacy of her mother and father
Power Loss: If she cannot mentally focus on the Speed Force equation, 3x2(9YZ)4A, she loses her super speed powers
Relationships: Her husband, Rick Tyler (Hourman II), her mother

Abilities 66 + Skills 13 (26 ranks) + Advantages 19 + Powers 40 + Defenses 12 = 150 / 150

Comments: Jesse Chambers is a hard character to fit into the PL10 format in 3E, but that should be no surprise, it was the same in 2E. I had to cut a lot of Super Speed stunts to do it, but I suppose they could be power stunted off her Super Speed anyway if it came down to it.

I believe she's back to being Jesse Quick now, but I like her as Liberty Belle, so that's how she rolls in the Thorpacoverse.
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Re: 935

Post by Bladewind » Sun Jul 21, 2013 12:26 pm

Thorpacolypse wrote: That scream reminds me of my wife...
Your wife doesn't frequent the boards, does she? :lol:

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947

Post by Thorpacolypse » Sun Jul 21, 2013 12:26 pm

A J-Mart Favorite item in our PC line hits the Aisle 1 shelves.

Image
I was going to make some sort of balls joke here, but I just can't do it...He's too great of a character.

MISTER TERRIFIC PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 4, DEXTERITY 3, FIGHTING 10, INTELLECT 8, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 6 (+10), Athletics 6 (+9), Close Combat [Unarmed] 3 (+13), Deception (+2), Expertise [Science] 8 (+18), Insight (+3), Intimidation (+2), Investigation 4 (+12), Perception 7 (+10), Persuasion (+2), Sleight of Hand (+3), Stealth 3 (+7), Technology 13 (+20) [Inventor], Treatment 5 (+13), Vehicles (+3)

ADVANTAGES: Beginner's Luck, Benefit (1) (Wealth), Defensive Roll (2), Eidetic Memory, Equipment (1), Improved Initiative (1), Inventor, Jack-of-all-Trades, Languages (1) (2 others, Base: English), Minions (10) (5 T-Spheres)

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:
(5ep)
Fair Play Costume: Protection 1; 1ep
JSA Commlink: Commlink, GPS, Feature 2 (JSA Brownstone/Camp Hammond Access); 4ep

OFFENSE:
Initiative +8
Close Attack +10
Unarmed +13 [Unarmed +3]
Ranged Attack +3

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6, Fortitude +7, Will +8

COMPLICATIONS:
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 72 + Skills 28 (56 ranks) + Advantages 20 + Powers 11 + Defenses 19 = 150 / 150

Comments: Man, Michael Holt was one of DCs big hits (in a sea of misses) over the last decade. Making a legacy character from a decent, but not big name by any means Golden Age hero who by FAR surpasses the original is no easy feat, but they pulled it off with this one.

He wasn’t easy to fit into the PC format, but I made it work. He’s generally a PL9 outside of his skills and that seems to be OK for what I have seen him do in combat, which isn’t a lot, although I admittedly only followed JSA for about 16 months.

What makes him a special is his tech skill and those T-Spheres which came out WAY better than I had hoped and I probably need to dial them back a bit. I based them off of Taliesin’s 2E version, but I made some tweaks to make them a little more potent in combat. Combined with those, he’s a very formidable “solo” hero.

And here they are:
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

Comments: The T-Spheres.
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Thorpacolypse
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948

Post by Thorpacolypse » Sun Jul 21, 2013 12:28 pm

Another J-Mart Favorite item in our PC Line hits the Aisle 1 shelves.

Image
Fists are nature's problem solvers...

WILDCAT PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 3, DEXTERITY 2, FIGHTING 12, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 6 (+9), Athletics 7 (+11), Close Combat [Unarmed] 4 (+16), Deception (+2), Expertise [Military] 7 (+8), Expertise [Streetwise] 7 (+8), Insight 4 (+7) Assessment, Intimidation 6 (+8), Investigation 6 (+7), Perception 7 (+10), Persuasion (+2), Ranged Combat [Throwing] 3 (+5), Stealth 7 (+10), Vehicles 10 (+12)

ADVANTAGES: Assessment, Defensive Roll (1), Equipment (3), Fast Grab, Improved Critical (2) (Unarmed 2), Improved Hold, Improved Initiative (1), Power Attack, Precise Attack (1), Takedown (2), Teamwork

POWERS:
Slowed Aging: Feature 1 (Longevity); 1 pt
Cat Like Senses: Senses 3 (Normal Vision [Extended], Dark Vision); 3 pts
Tough old Bastard: Protection 2 (Extra: Innate); 3 pts
9 Lives: Immortality 11 (30 minutes; Flaw: Limited [8 uses]); 11 pts

EQUIPMENT:
(15ep)
JSA Commlink: Commlink, GPS, Feature 2 (JSA Brownstone/Camp Hammond Access); 4ep
Vehicle:
(10ep)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8; 10ep

OFFENSE:
Initiative +7
Close Attack +12
Unarmed +16 [Unarmed +4, Critical 18-20]
Ranged Attack +2
Throwing +5

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +8, Fortitude +8, Will +7

COMPLICATIONS:
Chauvinist: Ted can be a bit of a chauvinist at times, which has gotten him into lots of trouble with female teammates
Honor: Ted likes straight up, mano a mano fights. He won't take shortcuts
Relationships: His son Tom, several JSA teammates
Responsibility: To train the heroes of tomorrow and protect the streets of Gotham (when he's there)

Abilities 64 + Skills 37 (74 ranks) + Advantages 15 + Powers 18 + Defenses 16 = 150 / 150

Comments: Loves me some Ted Grant. Gruff, chauvinistic and tough as f****** nails, he’s a the no-nonsense heart, or I guess actually guts of the JSA.
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949

Post by Thorpacolypse » Sun Jul 21, 2013 12:30 pm

Another new PC item for Aisle 1!

Image
That's OK, Tim, I'm really glad he's back, too...

SUPERBOY (CONNER KENT) PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 13, STAMINA 10, AGILITY 1, DEXTERITY 1, FIGHTING 5, INTELLECT 2, AWARENESS 1, PRESENCE 1

SKILLS: Athletics (+13), Close Combat [Unarmed] 2 (+7), Deception (+1), Expertise [Farmer] 2 (+4), Insight (+1), Intimidation (+1), Investigation 3 (+5), Perception 5 (+6), Persuasion (+1), Ranged Combat [Heat Vision] 6 (+10), Stealth (+1), Technology 2 (+4)

ADVANTAGES: All-Out Attack, Beginner's Luck, Equipment (1), Improved Initiative (1), Interpose, Languages (1), Power Attack, Ranged Attack (3)

ENHANCED ADVANTAGES:, Diehard, Great Endurance

POWERS:
Kryptonian Physiology: Enhanced Advantages 2 (see Advantages), Immunity 10 (Life Support), Regeneration 5 (Flaw: Limited [Requires direct exposure to yellow sunlight); 15 pts
Telekinetic Force Field: Protection 4 (Flaw: Sustained); 4 pts
Power Far Beyond Those of Mortal Boys: Dynamic Array (21 pt array, 33 pts)
Heat Vision: Heat Ranged Damage 10 (Extra: Dynamic); 21 pts
Tactile Telekinesis: Transform 10 (Working objects into non-working objects, Extra: Dynamic); 21 pts
Able to Leap Tall Buildings: Flight 10 (2,000 mph, Extra: Dynamic); 2 pts
Super-Speed: Speed 11, Quickness 11 (Extra: Dynamic); 2 pts
Super-Strength: Enhanced Strength 5 (1K Tons; Flaw: Limited to Lifting, Extra: Dynamic); 2 pts
Super-Breath: Cone Area Move Object 10 (Flaw: Close Range, Limited Direction [towards or away], Extra: Dynamic); 2 pts
Super Senses: Senses 16 (Normal Hearing [Acute and Extended 2], Normal Vision [Extended 2], Infravision [Extended], Microscopic Vision 3, Ultra-Hearing [Extended], Vision Penetrates Concealment [Extended, Flaw: Cannot see through lead], Extra: Dynamic); 1 pt


EQUIPMENT:
(5ep)
Commlink: Feature 1, Miniscule; 1ep

OFFENSE:
Initiative +5
Close Attack +5 [Tactile Telekinesis +10]
Unarmed +7 [Unarmed +13]
Ranged Attack +4 [Heat Vision +10]
Special Attack [Super-Breath +10, Cone Area]

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +14, Fortitude +12, Will +5

COMPLICATIONS:
Enemy: Knockout, Cadmus, Lex Luthor (sometimes), King Shark, Superboy Prime
Identity: Conner Kent, not very mild-mannered high school student
Power Loss: Superboy loses his powers and his Str and Sta are reduced to 2 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, Supergirl, Krypto, Tim Drake-Wayne, Bart Allen, Martha Kent
Responsibility: Superboy feels a strong sense of responsibility to use his powers for the benefit of all and to live up the standards of his “cousin/father”
Secret: Only a few people know about half his DNA coming from Lex Luthor
Vulnerable: Superboy is as vulnerable to magic as anyone else. His Toughness is not Impervious against magical attacks and he loses his Force Field 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 68 + Skills 10 (20 ranks) + Advantages 12 + Powers 49 + Defenses 11 = 150 / 150

Comments: Conner as a PL10 PC. He was tough. I thought it would be easier since I built him pretty easily as a PL9 PC with 2E, but that was not the case. Maybe I'll need to take another run it after I've built some more, but I feel pretty comfortable with the system now, and this took me hours. Granted, I was watching Firebreather on Cartoon Network when I was working on it and I was helping the Little Thorpacolypse with PSP Lego Batman, but still...

I was able to fit in pretty much all the Kryptonian powers, even though I don't like so many of them in one array. I guess I could have made his Strength Enhanced and went with two arrays, but this seems OK for now. I'm not thrilled with this build, but after watching Young Justice this weekend, too, I really wanted to get it posted and I am now cracking on PL10/150 pt versions of other Titans and young heroes to put into my own Young Justice for some playing. I thought the show rocked and I am really looking forward to the season starting in January. And they actually made Aqualad look good. Will wonders never cease. 8)
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950

Post by Thorpacolypse » Sun Jul 21, 2013 12:31 pm

Another new item in THE KIDS ARE ALRIGHT line hits the Aisle 1 shelves!

Image
So much for his speed being scary...

KID FLASH (BART ALLEN) PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 4, DEXTERITY 3, FIGHTING 6, INTELLECT 3, AWARENESS 1, PRESENCE 2

SKILLS: Acrobatics 5 (+9), Athletics 2 (+3), Close Combat [Unarmed] 2 (+8), Deception 6 (+8), Insight (+1), Intimidation (+2), Perception (+1), Persuasion (+2), Ranged Combat [Deflect] 5 (+8), Stealth (+4), Technology 2 (+5)

ADVANTAGES: Beginner's Luck, Eidetic Memory, Equipment (1), Taunt

ENHANCED ADVANTAGES: Agile Feint, Evasion (2), Improved Defense, Improved Initiative (6), Move-by Action, Seize Initiative, Takedown (1), Uncanny Dodge

POWERS:
Speedster Physiology: Immunity 3 (Friction Heat, Poisons [Limited], Diseases [Limited]), Protection 3; 5 pts
Fastest Kid Alive: Enhanced Parry 9, Enhanced Dodge 9, Speed 15 (64,000 mph), Quickness 11, Enhanced Advantages 14 (see Advantages); 58 pts
Super Speed Stunts: Array, 16 pt array; 20 pts
Tornado Blast: Cone Area Move Object 8 (Extra: Area Cone [30 ft.], Flaw: Ranged [Close]); 16 pts
Rapid Attack: Burst Area Bludgeoning Damage 5 (Extra: Area Burst [30 ft.], Selective); 1 pt
Speed Movement: Movement 2 (Wall Crawling, Water Running); 1 pt
Rapid Punches: Bludgeoning Multiattack Unarmed Damage 8 (Extra: Multiattack); 1 pt
Catch Projectiles: Deflect 15; 1 pt


EQUIPMENT:
(5ep)
Young Justice Commlink: Communication 2, Feature 2 (Titans Tower East/West Access); 4ep

OFFENSE:
Initiative +28
Close Attack +6
Unarmed +8 [Unarmed +1; Rapid Punches +8, Multiattack]
Ranged Attack +3
Deflect +8
Special Ranged Attacks [Tornado Blast Move Object +8, Area Cone; Rapid Attack +5, Area Burst]

DEFENSES:
Dodge +15 [DC25] Parry +15 [DC25]
Toughness +5, Fortitude +5, Will +4

COMPLICATIONS:
Enemy: Professor Zoom, Superboy-Prime, Inertia, The Rogues
Identity: He generally maintains the Bart Allen secret identity
Relationships: Barry and Iris Allen, Wally West and his family, Max Mercury, Superboy, Red Robin and Wonder Girl
Reputation: He's known as a bit of a flake
Thrills: Bart loves to do things to push the envelope including taking a joyride in the Batmobile…

Abilities 44 + Skills 11 (22 ranks) + Advantages 19 + Powers 68 + Defenses 8 = 150 / 150

Comments: Always liked Bart and that Teen Titans where he some of the other are taking a joyride in the Batmobile is classic. Especially Tim talking about sliding some extra stuff into the Batarang budget because "it's larger than you'd think". :wink:

I also love it that Superboy Prime is scared of him because really, and we've debated this many times on the Tank, speedsters are really the most gamebreaking characters out there, outside of the mega-Variable Power types. I try to keep them somewhat in line and I messed around the tactical movement option from the 2E Mastermind's Manual, but I was iffy on that. After a couple of games, I just let them go and really, at least the way my player used his character was fine.
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951

Post by Thorpacolypse » Sun Jul 21, 2013 12:34 pm

This next build was a request and it's part of our THE KIDS ARE ALRIGHT Special!

Image
First Aquaman finally gets some decent run in Brave and the Bold. Now a decent take on Aqualad?!?!?

Start checking outside your windows for four big guys on horses, folks...these are the end times...


AQUALAD II (KALDUR'AHM)
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 5 (+9), Athletics 4 (+12), Close Combat [Unarmed] 1 (+11), Deception (+3), Insight 3 (+5), Intimidation (+3), Perception 5 (+7), Persuasion 6 (+9), Ranged Combat [Aquakinesis Array] 5 (+10), Stealth 3 (+7)

ADVANTAGES: Close Attack (2), Defensive Roll (2), Equipment (1), Favored Environment (Underwater), Improved Initiative (1), Languages (1) (Atlantean, Base: English), Leadership, Power Attack, Ranged Attack (2), Teamwork

POWERS:
Atlantean Physiology: Immunity 3 (Suffocation [Drowning], Pressure, Cold), Movement 1 (Environmental Adaptation [Aquatic], Senses 1 (Low Light Vision), Swimming 8 (120 mph); 14 pts
Water Control Rods: 10 pts traits, Easily Removable (-4 pts); 6 pts
Aquakinesis Control: Removes Uncontrolled Flaw From Aquakinesis Array 10; 10 pts
Aquakinesis: Array, 10 pt array; 13 pts
Water Blast: Ranged Damage 10 (Flaw: Uncontrolled); 10 pts
Water Control: Move Object 10 (Extra: Damaging, Flaw: Limited [Water only], Uncontrolled); 1 pt
Hard Water: Bludgeoning Strength-Based Damage 2 (Extra: Variable Descriptor [Slashing/Bludgeoning], Flaw: Uncontrolled); 1 pt
Hard Water Shields: Enhanced Parry 2, Enhanced Dodge 2, Impervious 6 (12 ranks), (Flaw: Uncontrolled); 1 pt
Electric Shock: Ranged Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Flaw: Uncontrolled); 1 pt


EQUIPMENT:
(5ep)
Young Justice Commlink: Feature 1, Miniscule; 1ep

OFFENSE:
Initiative +8
Close Attack +10 [Hard Water Strike +10]
Unarmed +11 [Unarmed +8]
Ranged Attack +5
Aquakinesis Array +10 [Water Blast +10; Electric Shock Affliction +10]

DEFENSES:
Dodge +8 [DC18] Parry +8 [DC18]
Toughness +10, Fortitude +10, Will +7

COMPLICATIONS:
Enemy: Black Manta, The Light
Legacy: He is the son of the supervillian Black Manta and strives to live down that legacy

Abilities 76 + Skills 16 (32 ranks) + Advantages 13 + Powers 34 + Defenses 11 = 150 / 150

Comments: So I watched the Young Justice preview movie over Thanksgiving weekend on Cartoon Network and was really impressed. They did a good job of capturing the characters and the plot was pretty decent. The main thing that got me was their new take on Aqualad, who will lead the team as opposed to Robin (pretty ballsy on the creative team's part) hopefully continuing to restore some relevance to the Aqua-world.

This is my PL10 take on Aqualad from the new Young Justice cartoon. Granted, it was hard to get a real good read on him from one show, but taking a bit from that, Mera and the new comic continuity Aqualad, I cobbled something together that should work OK in a PL10 Young Justice game.

Now they haven't shown much yet, but this is my take on him as of that limited exposure. They have brought his character into the main DCU starting in Brightest Day, with his powers being more like Mera's Hard Water capabilities. In the show, he did a number of things, including hitting Superboy with an electric shock that was powerful enough to stun him for a bit. His tattoos glowed whenever he used his powers, but outside of the shock, he used those rods he keep in his backpack to access his powers so I went with the powers being uncontrolled and the rods removing the flaw. I figure that works for now and gives the tie of Atlantean tech and magic combining to produce his powers.
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952

Post by Thorpacolypse » Sun Jul 21, 2013 12:35 pm

We've got another in our THE KIDS ARE ALRIGHT SPECIAL for Aisle 1!

Image
She is gonna make a kick ass Wonder Woman someday. But hopefully not too soon...

WONDER GIRL PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 4 (+7), Athletics (+10), Deception 3 (+5), Expertise [Popular Culture] 3 (+5), Insight (+3), Intimidation 5 (+7), Perception 2 (+5), Persuasion (+2), Ranged Combat [Lasso] 7 (+10), Stealth (+3), Technology 2 (+4)

ADVANTAGES: All-Out Attack, Close Attack (2), Diehard, Equipment (1), Improved Initiative (1), Interpose, Power Attack, Takedown (1), Teamwork

ENHANCED ADVANTAGES: Improved Defense

POWERS:
Amazonian Senses: Senses (Normal Sight [Extended], Normal Hearing [Extended, Accurate]); 3 pts
Super-Strength: Enhanced Strength 2 (100 Tons; Flaw: Limited to Lifting); 2 pts
Amazonian Bracers: 5 pts traits, Removable (-1 pts); 4 pts
Enhanced Defenses: Enhanced Dodge 2, Enhanced Parry 2, Enhanced Advantages 1 (see Advantages); 5 pts
Lasso of Zeus: 21 pts traits, Easily Removable (-8 pts); 13 pts
Lasso Slinging: Move Object 10; 20 pts
AE - Lighting Stun: Electrical Affliction 10 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt

Flight: Flight 7 (250 mph); 14 pts

EQUIPMENT:
(5ep)
Teen Titans/Young Justice Commlink: Features 3 (Commlink, Titans Tower, Mount Justice Access); 3 ep

OFFENSE:
Initiative +7
Close Attack +10 [Unarmed +10]
Ranged Attack +3
Lasso +10 [Lasso Slinging Move Object +10; Electrical Affliction +10]

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

COMPLICATIONS:
Relationships: Her mother, Conner Kent, Diana Prince, Donna Troy, Tim Drake, Bart Allen
Rivalry: Her half brother Ares
Temper: Her temper can get her into trouble sometimes

Abilities 82 + Skills 13 (26 ranks) + Advantages 12 + Powers 34 + Defenses 9 = 150 / 150

Comments: Cassie has been a pretty good character over the years, even if she hasn’t taken off like Donna or Diana. Her current run as leader of the Teen Titans has been pretty good, from the little I have read.
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953

Post by Thorpacolypse » Sun Jul 21, 2013 12:37 pm

Here's another new item in our PC line for Aisle 2!

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Sorry, she just scares me...

X-23 PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 8, AGILITY 5, DEXTERITY 4, FIGHTING 10, INTELLECT 2, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 6 (+11), Athletics 6 (+9), Close Combat [Claws] 4 (+14), Deception 5 (+5), Insight 5 (+7), Intimidation 7 (+7), Investigation 3 (+5), Perception 8 (+10), Ranged Combat [Firearms] 1 (+5), Stealth 6 (+11), Vehicles 1 (+5)

ADVANTAGES: All-Out Attack, Equipment (1), Improved Critical (2) (Claws 2), Improved Initiative (1), Languages (1) (Pick It, Base: English), Power Attack, Takedown (1)

ENHANCED ADVANTAGES: Diehard, Great Endurance

POWERS:
Healing Factor: Immunity 2 (Aging, Disease [Limited], Poisons [Limited]), Enhanced Advantages 2 (see Advantages), Regeneration 8 (2/every 3 rounds, Extra: Persistent); 20 pts
Enhanced Senses: Senses 8 (Normal Sight [Extended], Normal Hearing [Extended]; Scent [Extended, Accurate, Acute, Tracking], Low-Light Vision); 8 pts
Adamantium Claws: Slashing Strength-Based Damage 3 (Extra: Penetrating 5); 8 pts

EQUIPMENT:
(5ep)
Commlinks: Feature 2 (X-Men Commlink, Young Justice Commlink); 2ep

OFFENSE:
Initiative +9
Close Attack +10 [Unarmed +3]
Claws +14 [Claws +6, Critical 18-20]
Ranged Attack +4
Firearms +5

DEFENSES:
Dodge +10 [DC20] Parry +12 [DC22]
Toughness +8, Fortitude +8, Will +7

COMPLICATIONS:
Enemy: Kimura, The Facility
Prejudice: Mutant
Relationships: She is protective of her teammates in the New X-Men, especially Hellion, and has grown fond of her new teammates (in my setting) in Young Justice, particularly Ravager and Red Robin. She is also very close to Wolverine
Reputation: She has been a trained killer for years and even though she is trying to live a better life, many people will not let her forget what she's done
Vulnerable: She was encoded with trigger scents and possibly phrases that can turn her into a berserker
Vulnerable: Due to the Adamantium on her claws, she is slightly more vulnerable to magnetic attacks

Abilities 68 + Skills 26 (52 ranks) + Advantages 11 + Powers 33 + Defenses 12 = 150 / 150

Comments: X-23 as a PC. I only made her a PL10 with her claws and in Parry Defense so I don’t think she’s too off the mark. I wanted her and my Batgirl Cass to be pretty close in case I test them against each other. OK, WHEN I test them against each other! Gotta think positive!
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954

Post by Thorpacolypse » Sun Jul 21, 2013 12:48 pm

The J-MART PC Line keeps on rolling with this J-Mart Favorite item hitting the Aisle 1 shelves.

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Thomas Blake, everyday you should get down on your imaginary knees and thank Gail Simone for making you a great character.

CATMAN PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 4, DEXTERITY 5, FIGHTING 11, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Acrobatics 6 (+10), Athletics 9 (+13), Close Combat [Short Blades] 2 (+15), Deception 8 (+9), Expertise [Big Cats] 7 (+8), Expertise [Streetwise] 7 (+8), Insight 7 (+9) [Assessment], Intimidation 10 (+11) [Startle], Investigation 6 (+7), Perception 13 (+15) [Skill Mastery, Tracking], Persuasion (+1), Ranged Combat [Thrown Blades] 4 (+11), Sleight of Hand 2 (+7), Stealth 9 (+13)

ADVANTAGES: All-Out Attack, Animal Empathy, Assessment, Close Attack (2), Defensive Roll (2), Equipment (1), Improved Critical (3) (Unarmed, Short Blades 2), Improved Initiative (1), Languages (2) (Swahili, Mandarin, Base: English), Power Attack, Quick Draw, Ranged Attack (2), Skill Mastery (1) (Perception), Startle, Takedown (1), Tracking

POWERS:
Trained Scent: Senses 3 (Scent [Extended, Acute]); 3 pts

EQUIPMENT:
(5ep)
Costume: Protection 1; 1ep
Arsenal: (4ep)
Cat Claws: Piercing Strength-Based Damage 1, Critical 19-20, Split, Small; 3ep
Knives: Piercing Strength-Based Damage 1, Critical 19-20, Split, Small; 1ep

OFFENSE:
Initiative +8
Close Attack +13 [Unarmed +4, Critical 19-20]
Short Blades +15 [Knives +5, Critical 17-20; Cat Claws +5, Critical 17-20]
Ranged Attack +7
Thrown Blades +11

DEFENSES:
Dodge +12 [DC22] Parry +13 [DC23]
Toughness +7, Fortitude +7, Will +5

COMPLICATIONS:
Honor: He lives by the code of the big cats
Motivation: Proving himself against Batman and his daddy issues
Relationships: The Secret Six, Cheshire, his son, his pride
Reputation: Former loser villain

Abilities 64 + Skills 45 (90 ranks) + Advantages 22 + Powers 3 + Defenses 16 = 150 / 150

Comments: So I get about 8-10 monthly pulls and I shift the selections from time to time to follow writers I like. Geoff Johns, Greg Pak, so and so forth. I started getting the new Birds of Prey when I found out Gail Simone was going to be writing it because she is pretty much at the top of my list right now. I picked up the Secret Six trade on recommendation 2-3 years ago and loved it. And I have been getting the new series ever since. I share books with a lady at work and she and I both cannot wait every month for that book above all others. It's fantastic. It's so wrong it's beyond right. It's not for the faint of heart, with Catman, Bane and Deadshot (and others) whacking people left and right, but it's so well written and funny all the while, you can't put it down.

And the one thing that is most amazing is that Gail Simone has turned Catman, former Catwoman rip-off turned fat joke jobber villain into such an awesome character in such a short time. She had him finally decide to get it together, he left the US to live with a pride of lions and became one of the greatest trackers and hunters in the world. He joined up with Deadshot and the Six and he's become so wicked that he fought Batman to a standstill and you could believe it. Amazing character transformation.

So when I saw Advocate Jack's Catman for H&V a few months ago, I was totally stoked and he did a great job with the build. But I had to give him some love so I whipped up a PC version for my own usage (or anyone else's) if they want. The rest of the Six will be getting some PC builds as well.
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955

Post by Thorpacolypse » Sun Jul 21, 2013 2:03 pm

We've got another J-Mart Favorite item tonight as a part of our PC Line for the Dresdenverse!

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Paranoid? Probably. But just because you're paranoid doesn't mean that there isn't an invisible demon about to eat your face.

There was a sound of impact, a raspy, dry scream, and the vampire went down hard. It lay on the ground like a butterfly pinned to a card, arms and legs thrashing uselessly. Its chest and collarbone had been crushed. By an entire frozen turkey. A twenty-pounder. The plucked bird must have fallen from an airplane overhead, doubtlessly manipulated by the curse. By the time it got to the ground, the turkey had already reached its terminal velocity, and was still hard as a brick. The drumsticks poked up above the vampire's crushed chest, their ends wrapped in red tinfoil. The vampire gasped and writhed a little more. The timer popped out of the turkey. Everyone stopped to blink at that for a second. I mean, come on. Impaled by a guided frozen turkey missile. Even by the standards of the quasi-immortal creatures of the night, that ain't something you see twice. "For my next trick," I panted into the startled silence, "anvils."


HARRY DRESDEN PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 4, AGILITY 2, DEXTERITY 1, FIGHTING 6, INTELLECT 3, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 5 (+7), Close Combat [Quarterstaff] 1 (+7), Deception 8 (+9) [Taunt], Expertise [Magic] 9 (+12) [Artificer, Ritualist], Insight (+2), Intimidation 4 (+5), Investigation 8 (+11) [Well-Informed], Perception 7 (+9), Persuasion (+1), Ranged Combat [Firearms] 4 (+5), Ranged Combat [Magic] 6 (+7/+11), Stealth 5 (+7), Treatment 1 (+4), Vehicles 4 (+5)

ADVANTAGES: Artificer, Equipment (6), Improved Initiative (1), Minion (7) (Bob The Skull), Power Attack, Ritualist, Taunt, Well-Informed

POWERS:
Wizard Physiology: Feature 1 (Longevity), Regeneration 1; 2 pts
Wizard Senses: 5 pt array, 8 pts
Soulgaze: Mind Reading 10 (Extra: Affects Others, Flaw: Sense Dependent [Eye Contact], Distracting, Uncontrolled; 5 pts
Magic Senses: Senses 1 (Magical Awareness [Mental, Ranged, Acute, Extended]); 1 pt
Listening: Senses 1 (Normal Hearing [Accurate, Extended, Counters Concealment], Flaw: Duration [Concentration]); 1 pt
The Sight: Senses 1 (Normal Vision [Accurate, Analytical, Counters Concealment, Counters Illusion], Flaw: Duration [Concentration]); 1 pt

Magic Array: Array; 18 pt array, 19 pts
Fuego!: Fire Ranged Damage 9; 18 pts
Ventas Servitas!: Move Object 6 (Extra: Perception Range, Damaging); 1 pts


Shield Bracelet: 10 pts traits, Removable (-2 pts); 8 pts
Magic Shield: Enhanced Parry 2, Enhanced Dodge 2, Protection 6 (Flaw: Sustained); 10 pts

Silver Pentacle Necklace: 3 pts traits, Removable (-1 pts); 2 pts
Family Bond: Senses 1 (Communication Link [Mental with brother], Enhanced Will Save 2; 3 pts
Light the Way: Environment 1 (Light 1); 1 pt


Magic Foci: 4 pt array; 6 pts
Kinetic Force Rings: 5 pts traits, Removable (-1 pts); 4 pts[/b]
Magic Force Strike: Bludgeoning Strength-based Damage 5 (Extra: Multiattack, Flaw: Unreliable [5 uses]); 5 pts

Blasting Rod: 4 pts traits, Easily Removable (-2 pts); 1 pt[/b]
Rod Strike: Bludgeoning Strength-based Damage 1; 1 pt
Fuego! Enhancements: Fuego! (Extra: Accurate 2), Enhanced Advantages 1 (Accurate Attack); 3 pts


Wizard Staff: 5 pts traits, Easily Removable (-2 pts); 1 pt
Staff Bash: Bludgeoning Strength-based Damage 2; 2 pts
Magic Enhancements: Enhanced Skills 2 (Ranged Combat: Magic 4), Enhanced Advantages 1 (Accurate Attack); 3 pts


EQUIPMENT:
(30ep)
Enchanted Leather Duster: Protection 2 (Extra: Subtle); 3ep
Magic Kit: Feature 1 (spellcasting paraphernalia); 1ep
Arsenal: (10ep)
Heavy Pistol: Ballistic Ranged Damage 4; 100 ft range, Small; 8ep
Sword Cane: Slashing Strength-Based Damage 3, Critical 19-20, Subtle, Medium; 1ep
Silver Dagger: Piercing Strength-Based Damage 1, Critical 19-20, Small; 1ep
Vehicle: (11ep)
The Blue Beetle: Size - L, Strength - 5, Speed - 5, Def - 8, Tough - 8, Feature 1 (Indestructible); 11ep
Headquarters: (5ep)
Basement Apartment: Size - Diminutive, Toughness - 10, Magic Defense System, Summoning Circle [Dimensional Portal, Check Required [Expertise: Magic], Laboratory, Living Space, Library; 5ep

OFFENSE:
Initiative +6
Close Attack +6 [Unarmed +2; Force Rings +5, Multiattack; Sword Cane +5, Critical 19-20; Silver Dagger +3, Critical 19-20]
Staff +7 [Staff +4]
Ranged Attack +1
Magic +7 (+11 with Magic Foci) [Fuego +9]
Firearms +5 [Heavy Pistol +4]
Special Attack [Ventas Servitas +6, Perception]

DEFENSES:
Dodge +6 (+8 with Shield Bracelet) [DC16/18] Parry +6 (+8 with Shield Bracelet) [DC16/18]
Toughness +6 (+12 with Shield Bracelet), Fortitude +6, Will +9 (+11 with Silver Pentacle)

COMPLICATIONS:
Accident: Wizards and technology don't mix
Doing Good: Harry Dresden has a strong sense of right and will bend heaven and earth to do the right thing
Enemy: John Marcone, The Denarians, The Street Wolves, and many, many others
Honor: Can never say no to a woman in need
Pain In The Ass: Despite his good intentions and strong relationships he's forged, he can still make people want to kill him like no one you've ever seen
Power Loss: Wizards lose their magic under running water and within thresholds
Relationships: Karrin Murphy, Susan Rodriguez, The Carpenter family, especially Molly, The Alphas, his brother, Mister, Mouse, Butters
Reputation: Only Wizard in the Phone Book, Broke the First Law of Magic, Rumors of Working for Marcone, loose cannon among the White Council
Rivalry: With the old guard of the White Council, especially Morgan
Secret: Oh, he has a few…a half-brother of interesting lineage…various instances of "bending" the 7 Laws…his faerie connections…his debts to Mab, and others
Temper: He has a quick temper at times which can cause his magic to go out of control as well as to cause him to make rash, unwise decisions

Abilities 42 + Skills 31 (62 ranks) + Advantages 19 + Powers 45 + Defenses 13 = 150 / 150

Comments: This is one of my favorite PC builds that I have done so far in 3E. I had a goal of making Harry playable and fitting in all the stuff that I wanted and I got really, really, close and feel really good about the build. I got in his magic, all of his stuff without making it equipment (except the duster and I don’t feel bad about that one, an armored "duster" would be the same, enchantment, kevlar, what's the diff?) and enough minion ranks get Bob where I wanted him. Normally, though, I can knock out a build in anywhere from about 20 minutes to 30 minutes or so with formatting from my Excel sheet to Word and such, but this one took me almost an hour and 45 minutes, so it was a labor of love for sure!

If you are not familiar with Harry Dresden and the Dresden Files series, shame on you. You are not banished from J-Mart (yet) but you better get to reading. I LOVE those books. Those books are like Harry Potter for grownups and just as addictive. There's way too much to go into here and it's late so I will stop my ramble but read the books. Seriously.

For those in the know, I hope I did him justice. This is not what he's become over the past few books but somewhere right around the time he takes on Molly as an apprentice without the Lash influence yet.
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956

Post by Thorpacolypse » Sun Jul 21, 2013 2:07 pm

We've got a HELLUVA SPECIAL hitting the J-Mart shelves now!

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What is it that makes a man a man? Is it his origins — the way things start? Or is it something else, something harder to describe? - Professor Trevor Bruttenholm

HELLBOY PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 8, STAMINA 9, AGILITY 2, DEXTERITY 2, FIGHTING 8, INTELLECT 2, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 3 (+5), Athletics 2 (+10), Deception (+1), Expertise [History] 8 (+10), Expertise [Magic] 10 (+12) [Artificer, Ritualist], Insight 4 (+7), Intimidation 6 (+7), Investigation 7 (+9) [Well-Informed], Perception 4 (+7), Persuasion (+1), Stealth 3 (+5), Technology 3 (+5)

ADVANTAGES: All-Out Attack, Artificer, Close Attack (4), Diehard, Equipment (3), Great Endurance, Improved Initiative (1), Power Attack, Ranged Attack (5), Ritualist, Takedown (1)

ENHANCED ADVANTAGES: Improved Grab, Improved Critical (1) (Right Hand of Doom)

POWERS:
Prehensile Tail: Extra Limbs 1; 1 pt
Polyglot: Comprehend 3 (Speak, Read, Understand all Languages); 6 pts
Demon Physiology: Immunity 7 (Aging, Disease, All Environmental Conditions), Protection 3, Leaping 1 (15 ft), Regeneration 2; 12 pts
Right Hand of Doom: 10 pts traits
Fist Bash: Bludgeoning Strength-Based Damage 2, Enhanced Advantages 2 (see Advantages); 4 pts
Shielding: Enhanced Parry 2; 2 pts

Mystic Trinkets: 7 pts traits, Easily Removable (-2 pts); 5 pts
Mystic Trinkets: Variable 1 (Mystic Descriptor); 7 pts

EQUIPMENT:
(15ep)
Commlink: Feature 1, Miniscule; 1ep
Arsenal: (12ep)
The Samaritan: Ballistic Ranged Damage 6; 150 ft range, Medium; 12ep

OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +8; Right Hand of Doom +10, Critical 19-20]
Ranged Attack +7 [The Samaritan +6]

DEFENSES:
Dodge +7 [DC17] Parry +8 [DC18]
Toughness +12, Fortitude +10, Will +7

COMPLICATIONS:
Disability: Because of his appearance, he can encounter problems in public
Enemy: Grigori Rasputin, Baba Yaga, Karl Kroenen, Prince Nuada
Legacy: He is the Beast of the Apocalypse, with the ability to release the Odgru Jahad and bring about the destruction of Earth. He prefers not to think about it…
Quirk: He will not allow cats to be hurt and will go out of his way to protect them, even in combat and he takes in strays all the time
Relationships: Abe Sapien, Liz Sherman, Trevor Bruttenholm (still alive in my setting, by the way), the rest of the BPRD
Responsibility: Protect the world from "thing that go bump in the night"
Rivalry: He and Harry Dresden have a long running rivalry stemming from a misunderstanding over a woman
Vulnerable As a demon, he can be bound or be seriously affected the spells of anyone saying his true name, Anung Un Rama

Abilities 66 + Skills 25 (50 ranks) + Advantages 23 + Powers 28 + Defenses 8 = 150 / 150

Comments: My PC take on the World’s Greatest Paranormal Investigator, Hellboy. He's been a fave for a good while. Hellboy 2 is one of my all-time favorite movies. Can't say for sure exactly why, but it is. And Hellboy has always been a fave character.
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957

Post by Thorpacolypse » Sun Jul 21, 2013 2:08 pm

Check out this PC item for our Mortal Kombat Aisle!

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Thunder take you!

RAIDEN PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 5, STAMINA 6, AGILITY 4, DEXTERITY 3, FIGHTING 12, INTELLECT 1, AWARENESS 5, PRESENCE 4

SKILLS: Acrobatics 5 (+9), Athletics (+5), Close Combat [Unarmed] 3 (+15), Deception (+4), Insight 3 (+8), Intimidation 1 (+5), Perception 3 (+8), Persuasion 4 (+8), Ranged Combat [Electrical Control] 9 (+12), Stealth (+4)

ADVANTAGES: Benefit (1) (Status – Elder God), Diehard, Improved Critical (1) (Unarmed), Improved Initiative (1), Leadership, Takedown (1)

POWERS:
Elder God Physiology: Immunity 2 (Aging, Disease), Protection 2; 4 pts
Thunder God (but not THE God of Thunder…): Immunity 5 (Electrical Damage); 5 pts
Moves Like Lightning: 8 pt array; 9 pts
Flight: Flight 4 (32 mph); 8 pts
Teleporting: Teleport 2 (Extra: Easy, Turnabout); 1 pt

Electrical Control: 16 pt array; 18 pts
Lightning Blast: Ranged Damage 8; 16 pts
Chain Lightning: Ranged Damage 5 (Extra: Multiattack, Indirect 2); 1 pt
Electrocution: Affliction 8 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +8
Close Attack +12 [Electrocution Affliction +8]
Unarmed +15 [Unarmed +5, Critical 19-20]
Ranged Attack +3
Electrical Control +12 [Lightning Blast +8; Chain Lightning +5, Multiattack]
Special Attack [Lightning Storm +5, Area Burst]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +8, Fortitude +8, Will +9

COMPLICATIONS:
Enemy: Shang Tsung, Shinnock, Shao Khan
Not from this Earth: Being an immortal Elder God, he sometimes operates on a level that mortals cannot comprehend and his eternal view can conflict with the more immediate needs/plans of mortals
Obsession: Protecting the Earthrealm
Pawn of the Cosmos: Raiden is often forbidden from getting involved in mortal conflicts or if he does, his powers are often lessened to even the scales

Abilities 80 + Skills 14 (28 ranks) + Advantages 6 + Powers 36 + Defenses 14 = 150 / 150

Comments: Here is Raiden in a playable PL10 PC format. Obviously not as powerful as my main build of him, but he’s a tough out for the MK group with his fairly high toughness and his electrical powers.

Still cruising Wikis for the others, Mike, but I'll get to them. Eventually... :wink:
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Post by Thorpacolypse » Sun Jul 21, 2013 2:09 pm

Check out this new PC item in our Mortal Kombat line!

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I am Sub-Zero! Grandmaster of the Lin Kuei! And you are trespassing! FIGHT!

SUB-ZERO PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 5, DEXTERITY 4, FIGHTING 10, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 7 (+12) [Agile Feint], Athletics 7 (+10), Close Combat [Unarmed] 3 (+13), Deception (+2), Insight (+3), Intimidation 6 (+8), Investigation 2 (+3), Perception 5 (+8), Persuasion (+2), Ranged Combat [Cold Control] 4 (+12), Sleight of Hand 3 (+7), Stealth 7 (+12)

ADVANTAGES: Agile Feint, Chokehold, Defensive Attack, Defensive Roll (3), Improved Disarm, Improved Critical (1) (Unarmed), Improved Initiative (1), Instant Up, Languages (1) (English, 1 other, Base: Mandarin), Move-by Action, Power Attack, Ranged Attack (4), Takedown (1)

POWERS:
Sub Zero Physiology: Immunity 5 (Cold Effects), Movement 1 (Sure Footed), Feature 1 (Longevity); 7 pts
Cryomancy: 16 pt array; 18 pts
Freezing Ice: Ranged Affliction 8 (Resisted by Dodge; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Alternate Resistance [Resisted by Dodge], Cumulative, Extra Condition, Flaw: Limited to two Degrees, Distracting); 16 pts
Ground Ice: Line Area Affliction 10 (Resisted by Dodge; 1st: Hindered, 2nd: Prone, Extras: Area Line 2 [60 ft], Flaws: Limited to two degrees, Instant Recovery, Limited [Sub Zero must be on the ground, targets must be on the ground]); 1 pt
Ice Blast: Ranged Damage 8 (Extra: Multiattack, Flaw: Distracting, Unreliable [5 uses]); 1 pt
Freezing Teleport: Teleport 1 (60 ft; Extra: Linked), Ranged Affliction 8 (Resisted by Dodge; 1st: Vulnerable, 2nd: Defenseless, Flaw: Limited to two degrees, Distracting); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +10
Unarmed +13 [Unarmed +3, Critical 19-20]
Ranged Attack +8
Cryomancy +12 [Freeze Affliction +8; Ice Blast +8, Multiattack]
Special Attack [Ground Ice Affliction +10, Line Area]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +6, Fortitude +8, Will +9

COMPLICATIONS:
Enemy: Shang Tsung, Scorpion
Relationships: His brother, Kuai Liang
Reputation: Assassin with a heart so KOLD!
Responsibility: Win the Mortal Kombat Tournament and bring honor back to the Lin Kuei

Abilities 62 + Skills 22 (44 ranks) + Advantages 18 + Powers 26 + Defenses 22 = 150 / 150

Comments: So I decided to make some Mortal Kombat builds at PL10/150 since fighting game characters are the prime examples of “starting PCs” to me and I would like to play them against some of my Marvel/DC/Image PCs just for the heck of it. This Sub-Zero isn’t a ton different than my first version, but he’s definitely a little more skilled and a little harder to hit.
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Post by Thorpacolypse » Sun Jul 21, 2013 2:11 pm

Check out this BLUE LIGHT SPECIAL hitting the J-Mart shelves!

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Kurt was the only guy that ever looked me in the eyes like a man, and spoke to me like one, and treated me like one. No matter what I did or where I was or how I felt. He was my best friend and he never treated me like a damn animal. - Wolverine at Nightcrawler's Funeral

NIGHTCRAWLER PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 8, DEXTERITY 4, FIGHTING 12, INTELLECT 2, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 8 (+16) [Agile Feint], Athletics 5 (+7), Deception (+2), Expertise [Arcana] 3 (+5), Expertise [Theology and Philosophy] 3 (+5), Insight 2 (+5), Intimidation (+2), Perception 2 (+5), Persuasion (+2), Sleight of Hand 3 (+7), Stealth 5 (+13), Technology 3 (+5), Vehicles 2 (+6)

ADVANTAGES: Agile Feint, Close Attack (2), Defensive Roll (3), Equipment (1), Evasion (1), Languages (1) (English, Base: German), Set-Up, Takedown (1), Teamwork

POWERS:
Shadow Blending: Concealment 2 (Visual, Flaw: Blending, Limited [to Shadows]); 1 pt
Wall Crawling: Movement 1 (Wall-Crawling); 2 pts
Night Vision: Senses 2 (Darkvision); 2 pts
Mutant Physique: Prehensile Tail (Extra Limbs 1), Speed 1 (4 mph), Leaping 1 (15 ft); 3 pts
BAMF!: Array, 24 pt array; 26 pts
Bamfing: Teleport 9 (2 Miles; Extras: Easy, Turnabout, Increased Mass 4 [800 lbs]); 24 pts
AE - Rapid Attack Bamfs: Bludgeoning Damage 6 (Extra: Area Burst 2 [60 ft radius], Selective); 1 pt
AE - Sickening Bamfs: Affliction 6 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Cumulative); 1 pt


EQUIPMENT:
(5ep)
Rapier: Piercing Strength-Based Damage 2, Critical 18-20; Medium; 4ep
Commlink: Feature 1, Miniscule; 1ep

OFFENSE:
Initiative +8
Close Attack +14 [Unarmed +2; Rapier +4; Rapid Attack BAMFS +6]
Ranged Attack +4

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +5, Will +7

COMPLICATIONS:
Acceptance: Demonic appearance
Honor: Kurt is a very religious man and tries to live his life in a Christian manner, and will not use his rapiers to cause lethal damage or use them at all if he feels that it is not honorable
Prejudice: Mutant

Abilities 72 + Skills 18 (36 ranks) + Advantages 12 + Powers 34 + Defenses 14 = 150 / 150

Comments: Kurt as a PL10 PC. I gotta admit, for an old jaded dude like me, Kurt's funeral in Uncanny X-Men #524 was an emotional moment. Especially Beast lighting into Cyclops for the decisions he made that led to Kurt's death and the artwork conveying the overwhelming emotions felt by Wolverine as he made that statement through gritted teeth and his later glare at Hope and statement that she better be worth it. Great stuff.
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