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J-Mart: Paragons R Us - Superboy-Prime

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Re: J-Mart 3E: King Bradley, Vicious, HAIL HYDRA!

Postby Arthur Eld » Tue Jun 07, 2011 12:34 pm

Nice King Bradley! At first, I thought PL 11 was a little low (its how I built him in 2E, but now I had been thinking about PL 12, so he could stand toe-to-toe to Batman, whom I think he could beat), but Multiattack goes a long way to evening that out. Not to mention the one in 4 chance he has of getting a critical.
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Re: #276

Postby luketheduke86 » Tue Jun 07, 2011 7:44 pm

Thorpacolypse wrote:A new item from our Full Metal Alchemist line is hitting the J-Mart shelves!

Image


That Fuhrer Bradley build is very badass! You definitely did credit to one of my favorite FMA characters, now if only you had a build of Scar on here... (hint hint :wink:)
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
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Re: #283

Postby Thorpacolypse » Tue Jun 07, 2011 8:03 pm

Jabroniville wrote:Haha, yeah, the ol' "Bio-Electric FURY OF FENRIS!" line was a classic dumb recurring line for Andreas and his sister. What terrible villains... Who has a giant energy beam that barely effects Rogue-level people?


Fenris has that sucky of a power, that's who! :D I made it 10 ranks but the more I think about it, 8 seems more right. Even though Rogue had her Ms. Marvel powerset then, still, Cyclops and Beast took it full blast and were back in the fight in the next panel, if memory serves.

Gilliam wrote:
Thorpacolypse wrote:POWERS:
BIO-ELECTRIC FURY!: Array, 10 pt array; 11 pts
[i]Bio Electric Blast: Bio-Electric Ranged Damage 10 (Flaw: Limited [must be in contact with sister Andrea's skin]); 10 pts


So if I am reading this right Andreas would have to take off his glove in order to use his bio-electric blast?


You know, I really thought he would have to, but sure enough he's using his blast on Venom Gargan here, and it looks like his gloves are on. Maybe they're not thick enough to cause a complication... :wink:

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Re: #276

Postby Thorpacolypse » Tue Jun 07, 2011 8:07 pm

Arthur Eld wrote:Nice King Bradley! At first, I thought PL 11 was a little low (its how I built him in 2E, but now I had been thinking about PL 12, so he could stand toe-to-toe to Batman, whom I think he could beat), but Multiattack goes a long way to evening that out. Not to mention the one in 4 chance he has of getting a critical.


Thanks, Eld. I almost thought about PL12, but Ling hanging with him, for even the time he did made me think PL11 is about right. I think your PL9 for Ling was dead on so I kinda based his PL off that and the probably PL9 that I will set the Elric Brothers at when I build them in DCA style as opposed to PC.


luketheduke86 wrote:That Fuhrer Bradley build is very badass! You definitely did credit to one of my favorite FMA characters, now if only you had a build of Scar on here... (hint hint :wink:)


I think we can fill that order. I'm in another arc of productivity so I'll try to hit it while I'm rolling. And speaking of rolling, it's time to get back to stocking the shelves...
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#288

Postby Thorpacolypse » Tue Jun 07, 2011 8:36 pm

We're keeping our HAIL, HYDRA! run going with another kinda, sorta HYDRA type build...

Image
Evil should not be that cool looking.

KARL RUPRECHT KROENEN
PL: 10 (165 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 7 (+12) [Agile Feint], Athletics 5 (+8), Close Combat [Long Blades] 4 (+14), Deception (-1), Expertise [Biology] 7 (+10), Expertise [Magic] 3 (+6), Insight (+3), Intimidation 6 (+5), Perception 4 (+7), Persuasion (-1), Ranged Combat [Firearms] 3 (+11), Stealth 7 (+12), Technology 2 (+5), Treatment 4 (+7)

ADVANTAGES: Agile Feint, Diehard, Equipment (2), Fearless, Improved Critical (1) (Long Blades), Improved Initiative (1), Languages (1) (English, Base: German), Move-by Action, Power Attack, Precise Attack (1), Ranged Attack (4), Quick Draw, Takedown (1), Trance

POWERS:
Clockwork Body: Immunity 33 (Fortitude Effects, Aging, Critical Hits), Protection 8, Impervious 3 (6 ranks); 47 pts
Kroenen Blades: 15 pts traits, Easily Removable (-6 pts); 9 pts
Blade Strike: Slashing/Piercing Strength-Based Damage 3, Enhanced Advantages 2 (Improved Critical, Weapon Break); (Extra: Penetrating 6); 11 pts
Blade Spinning: Enhanced Parry 2, Enhanced Dodge 2; 4 pts

Kroenen Body Suit: 5 pts traits, Removable (-1 pt); 4 pts
NONE Immortality 5 (1 day, Flaw: Body must be intact for windup); 5 pts

EQUIPMENT:
(10ep)
Heavy Pistol: Ballistic Ranged Damage 4; 100 ft range, Small; 8ep

OFFENSE:
Initiative +9
Close Attack +10 [Unarmed +3]
Swords +14 [Kroenen Blades +6, Critical 18-20]
Ranged Attack +8
Firearms +11 [Heavy Pistol +4]

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

COMPLICATIONS:
Disability: Mute
Enemy: Hellboy
Patriotism: To the Third Reich
Responsibility: To Grigori Rasputin and the Nazi party

Abilities 44 + Skills 26 (52 ranks) + Advantages 18 + Powers 65 + Defenses 12 = 165 / 165

Comments: Karl Kroenen, my favorite undead Nazi assassin from the Hellboy-verse. He was one of the highlights of the first Hellboy movie and I hope (if they ever get around to it) he shows up again in the 3rd one.

In my setting, while he awaits the inevitable return of Grigori Rasputin, he is working with the Red Skull who is currently in alliance with Baron Strucker and HYDRA so Herr Kroenen is involved in some of their plans. This is all so he makes into the HAIL, HYDRA! run, of course. :wink:
Last edited by Thorpacolypse on Sat Nov 12, 2011 10:55 pm, edited 1 time in total.
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#289

Postby Thorpacolypse » Tue Jun 07, 2011 8:44 pm

This item is another kinda, sorta HYDRA build ends our HAIL, HYDRA! Special for now.

Image
It's hard to believe a dude in that costume is that bad ass, but he is...

BARON HELMUT ZEMO
PL: 11 (211 pts) - OPL: 11 ; DPL: 11

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 4, DEXTERITY 5, FIGHTING 12, INTELLECT 7, AWARENESS 5, PRESENCE 5

SKILLS: Acrobatics 6 (+10), Athletics 6 (+9), Close Combat [Swords] 4 (+16), Deception 10 (+15) [Taunt], Expertise [Civics] 3 (+10), Expertise [Criminal] 5 (+12), Expertise [Science] 4 (+11), Insight 2 (+7) [Assessment], Intimidation 6 (+11), Investigation 4 (+9) [Contacts, Well-Informed],Perception 5 (+10), Persuasion 8 (+13) [Connected], Ranged Combat [Firearms] 2 (+12), Stealth 7 (+11), Technology 4 (+11) [Inventor]

ADVANTAGES: Assessment, Benefit (3) (Status – Baron, Wealth 2 [Independently Wealthy]), Connected, Contacts, Defensive Roll (3), Equipment (6), Favored Foe (Captain America), Improved Initiative (1), Inspire (1), Inventor, Languages (2) (English, 1 more, Base: German), Leadership, Quick Draw, Ranged Attack (5), Takedown (1), Taunt, Well-Informed

POWERS:
Compound X:[b] Immunity 1 (Aging); 1 pt
[b]Mind Shield Headband:
10 pts traits, Removable (-2 pts); 8 pts
Mind Shield: Immunity 10 (Mental Effects); 10 pts
Adhesive X Gun: 36 pts traits, Easily Removable (-14 pts); 22 pts
Adhesive Snare: Ranged Affliction 12 (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); 36 pts

EQUIPMENT:
(30ep)
Armored Costume: Protection 2; 2ep
Arsenal: (8ep)
Light Pistol: Ballistic Ranged Damage 3; 75ft range, Small; 6ep
Sword: Slashing Strength-Based Damage 3, Critical 19-20, Medium; 1ep
Knife: Piercing Strength-Based Damage 1, Critical 19-20, Small; 1ep
20ep for HQ, Vehicle, Weapons as needed

OFFENSE:
Initiative +8
Close Attack +12 [Unarmed +3; Knife +4, Critical 19-20]
Swords +16 [Swords +6, Critical 19-20]
Ranged Attack +10 [Adhesive X Affliction +12]
Firearms +12 [Light Pistol +3]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +8, Fortitude +8, Will +12

COMPLICATIONS:
Disability: He has been disfigured by accident and wears his full face mask to hide it
Enemy: Any Captain America
Legacy: To live up the Baron Zemo legacy
Patriotism: Still believes strongly in the Nazi way

Abilities 88 + Skills 37 (74 ranks) + Advantages 31 + Powers 31 + Defenses 24 = 211 / 211

Comments: I hadn’t seen a ton of stuff with Zemo in it over the years until I picked up a couple of Thunderbolts trades and I became a fan. He's a great mastermind villain and can actually hold his own in combat against the Captain America with his swordsmanship. Throw in a little Adhesive X, and he can give a team of heroes a lot of trouble. But his strengths are planning and keeping the heroes off guard until he can unleash his master stroke, whatever that is at the time.

They showed him as part of HYDRA in the new Avengers cartoon, so I figured that was enough for him to end my HAIL, HYDRA! run this time. Like I said, Kraken and The Hive will come later once I get more info on them.

Clean Up 11/28/12: Minor tweak to Zemo as I had messed up some math.
Last edited by Thorpacolypse on Wed Nov 28, 2012 9:09 pm, edited 3 times in total.
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#290

Postby Thorpacolypse » Tue Jun 07, 2011 9:27 pm

We keep adding to our Villains Line with this new item for Aisle 2.

Image
Even long time jobbers deserve a bad ass moment every now and then...

RHINO
PL: 10 (115 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 11, STAMINA 10, AGILITY 2, DEXTERITY 1, FIGHTING 7, INTELLECT -1, AWARENESS 0, PRESENCE 0

SKILLS: Athletics (+11), Close Combat [Unarmed] 2 (+9), Expertise [Criminal] 5 (+4), Insight 3 (+4), Intimidation 11 (+11/+12), Perception 2 (+3), Stealth (+2/+1)

ADVANTAGES: All-Out Attack, Crushing Pin*, Fast Grab, Improved Grab, Improved Trip, Languages (1) (English, Base: Russian), Power Attack, Takedown (1)

POWERS:
Rhino Treatments: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Continuous, Innate); 5 pts
Rhino Speed: Speed 3 (16 mph); 3 pts
Rhino Suit: 29 pts traits, Removable (-6 pts); 22 pts
Rhino Hide: Protection 3, Impervious 6, Immunity 2 (own slam attack damage); 17 pts
Strength Enhancement: Enhanced Strength 2, Enhanced Strength 3 (Flaw: Limited to Resisting Movement); 7 pts
Chemical Immunity: Immunity 5 (Chemical Effects, Environmental Cold, Environmental Heat, Pressure); 5 pts
Rhino Gore: Piercing/Bludgeoning Strength-based Damage 2 (Extra: Variable Descriptor [Piercing/Bludgeoning], Flaw: Limited [only when charging or with slam attack]); 2 pts

EQUIPMENT:
[i]NONE


OFFENSE:
Initiative +2
Close Attack +7 [Rhino Charge +13]
Unarmed +9 [Unarmed +11]
Ranged Attack +1

DEFENSES:
Dodge +5 [DC15] Parry +6 [DC16]
Toughness +13 (+6 Impervious), Fortitude +13, Will +6

COMPLICATIONS:
Enemy: Spider-Man, Hulk
Guilt: Even though he blames Spider-Man mostly, he blames himself for the death of his beloved Oksana
Reputation: Dumb super powered goon

Abilities 52 + Skills 11 (22 ranks) + Advantages 8 + Powers 31 + Defenses 13 = 115 / 115

Comments: Poor Rhino. His last feature in Amazing Spider-Man was gut-wrenching. He tries to go straight with the love of a good woman but alas, it is not meant to be. You can see the end coming a mile away but you actually hope the writers don’t do what you know they are going to. But it happens anyway and even though you knew it would end that way all along, it’s still sad.

I had hoped he might make a face turn, but the world needs super strong jobbers more, I suppose, so back to fighting Spidey and Hulk he goes.
Last edited by Thorpacolypse on Fri Jun 08, 2012 8:51 pm, edited 3 times in total.
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Re: J-Mart 3E: Karl Kroenen, Baron Zemo, Rhino

Postby scc » Wed Jun 08, 2011 9:17 am

I love Rhino! I remember I had a modded version of Marvel Ultimate Alliance. I used Rhino and my nephews used Venom, Human Torch and Deadpool. They laughed at him at first but in the end he saved the day by touching Dr Doom's cape. So he will always be a superhero to me. Nice build by the way. Maybe his growth should be permanent since you made it innate.
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Re: J-Mart 3E: Karl Kroenen, Baron Zemo, Rhino

Postby badpenny » Wed Jun 08, 2011 10:27 am

Has the price on this item been mislabeled?

Chemical Immunity: Immunity 9 (Chemical Effects, Environmental Cold, Environmental Heat, Pressure); 9 pts


Chemical Effects Immunity comes out to 6 points. Hmm. That seems steep to me. Sounds like a rare descriptor. I've got mouths to feed, so I'm gonna haggle you down to two points.

Whaddya say?
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Re: #283

Postby Gilliam » Wed Jun 08, 2011 11:58 am

Thorpacolypse wrote:
Gilliam wrote:
Thorpacolypse wrote:POWERS:
BIO-ELECTRIC FURY!: Array, 10 pt array; 11 pts
[i]Bio Electric Blast: Bio-Electric Ranged Damage 10 (Flaw: Limited [must be in contact with sister Andrea's skin]); 10 pts


So if I am reading this right Andreas would have to take off his glove in order to use his bio-electric blast?


You know, I really thought he would have to, but sure enough he's using his blast on Venom Gargan here, and it looks like his gloves are on. Maybe they're not thick enough to cause a complication... :wink:


I could believe that otherwise he would have to be wearing a bracelet made of of his sisters .... umh why don't we take a look at that new batch of puppies ...
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Re: #285

Postby Geekery » Wed Jun 08, 2011 2:54 pm

It's hard to believe a dude in that costume is that bad ass, but he is...
BARON HELMUT ZEMO


It's the fur accents. See also Sabertooth (q.v.).
no, grant morrison is never right about anything.
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Re: #278-#279

Postby Geekery » Wed Jun 08, 2011 3:01 pm

Thorpacolypse wrote:BARON WOLFGANG VON STRUCKER
AE - Claw Drain: Weaken 10 (Flaw: Grab Based); 1 pt[/i]


Um, Weaken what? Stamina, I guess? I'm all about the nit-pick...
no, grant morrison is never right about anything.
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Re: J-Mart 3E: Karl Kroenen, Baron Zemo, Rhino

Postby scc » Wed Jun 08, 2011 3:17 pm

Image
Image


Taboo
PL 14


Abilities
Strength 15(Max Growth), Stamina 18(Max Growth), Agility 0, Dexterity 0, Fighting 5, Intellect 2, Awareness 0, Presence 1

Powers
The Thing from the Murky Swamp!:
Huge Pile of Mud: Growth 8 [Permanent; Innate]
Colossal Pile of Mud: Growth 4 [Continuous]
Flight 8
Immense Strength: Power-Lifting 1
Mud Grapple: Snare 8 [Mud Snare, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile); Linked(Suffocation), Progressive; Close, Grab-Based]
Mud Grapple: Suffocation 8 [Mud clogging airways, Resisted by Fort(Dazed, Stunned, Incap); Linked(Snare); Grab-Based, Limited(Defenseless and Immobile Targets due to Snare) ]
Mud-Slinging: Snare 8 [Mud Snare, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile); Progressive; Diminished Range -3]
Mudlike Body: Insubstantial 1 [Permanent; Innate]; Immunity 30 [Bludgeoning and Piercing; Limited(Half Effect); Innate]; Impervious Toughness 7 [Limited(Bludgeoning and Piercing)]
Many Pieces of Ooze: Summon 4 [Continuous, Heroic, Horde, Multiple Minions 30, Reaction(When blown apart); Limited 2(When Taboo is destroyed), Limited(No longer works once Taboo comes back to life), Uncontrolled(Amount of minions can vary depending on the damage that killed Taboo and some can be weaker than others)]
Space Traveler: Movement 2; Immunity 10 [Life Support]
Swamp Demon: Concealment 2 [Visual; Continuous; Limited(Swamp or Muddy areas), Passive; Precise]; Enhanced Trait 16 [Stealth; Limited(Swamp or Muddy areas)]
Telepathy: Communication 1 [Mental within 100 ft; Area]; Mind Reading 8 [Limited(Surface Thoughts)]
Terrible Immortal: Immortality 2 [Limited(Will not reform when the majority of body parts are prevented from coming back together), Uncontrolled(Could take longer depending on how long the pieces of ooze take to reform)]

Advantages
Diehard
Fast Grab
Improved Grab
Languages 2 [English, Portuguese, Base: Native Language ]
Prone Fighting
Startle
Ultimate Effort [Toughness Checks]

Skills
Athletics (+15), Close Combat: Unarmed 3 (+8), Close Combat: Grappling 3 (+8), Deception 6 (+7), Insight (+0), Intimidation 6 (+13 at Max Growth), Perception 4 (+4), Persuasion (+1), Ranged Combat: Mud-slinging 6 (+6), Stealth 0 (-12 at Max Growth), Technology 2 (+4)

Offense
Initiative +0
Unarmed +8, Damage 15, At Maximum Growth
Mud-Slinging +6, Damage 8, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile)
Mud Grapple Snare +8, Damage 8, Resisted by Dodge(Hindered and Vulnerable, Defenseless and Immobile)
Mud Grapple Suffocation +8, Damage 8, Resisted by Fort(Dazed, Stunned, Incap)

Defense
Dodge 0(Max Growth), Parry 0(Max Growth)
Toughness 18 (Max Growth), Fortitude 18(Max Growth), Will 10

Power Points
Abilities 34 + Powers 420 + Advantages 8 + Skills 15 + Defenses 17 = Total 494

Complications
Disability: Can only communicate telepathically.
Disability: Has a hard time bracing against certain effects since it has no bone structure.
Enemy: Creatures from his home planet think Taboo is ill and needs treatment.
Obsession: Conquering Planet Earth.
Reputation: Untrustworthy monster.

Design Notes
This is Taboo an enemy of humanity. Offensively it is PL 11.5 due to it's strength and attack. Defensively it is PL 14 due to it's Will and Fortitude when at maximum height. In Brazil in the amazon was rumors of a swamp demon named Taboo. The explorer Norrin Conrad went to investigate and to his surprise Taboo was real. But it was an alien lifeform not a demon. The creature communicated with him telepathically and told Conrad that it's shipped crashed and because of Earth's gravity it was isolated to the swamp. It asked for his help. Conrad returned to New York and told the United Nations about the stranded alien. The scientific community created a device to help the creature return home. Once the monster got the device it revealed it's true nature. It did not crash land on Earth. It came here to find out about Earth's scientific progress. It flew under it's own power into space with the device and threateed to return to conquer Earth. But the scientists put in a failsafe just in case the creature was lying and set off an H-bomb the blew the creature to bits. But that was not the end of Taboo. Every part of it was a living organism. These pieces fell back to Earth and reformed Taboo. It went on a spree of destruction and all seemed lost, especially when creatures from Taboo's own planet arrived. But they came to take Taboo back since they said he was not well. Taboo actually comes from a peaceful race of aliens. They repaired the damage done by Taboo and took it into custody. At one point in time he was captured by the Collector and put in a zoo beneath Canada, but an attack by the Mole Man released the creature. It is now part of Mole Man's array of monsters but it can't sit too well for Taboo being a subordinate.

Taboo is very tough due to it's mudlike body. Even a clone created by Xemnu took blows from an angry Hulk with no ill effect. So I gave it Immunity half effect from blunt and piercing attacks. Plus it has impervious toughness to those attacks. It's most expensive power is it's summon ability. With it it can summon 60 pieces of ooze, but only after he is blown to bits. Of course it is possible that Taboo would be blown into more than 60 pieces but I figure these small bits would only become powerful enough to be a heroic minion if they were human size. Plus it would get crazy expensive. I made the minions heroic so it wouldn't be easy for the heroes to stop Taboo from reforming. Stats for his minions could vary slightly. They are pretty much mindless with their only goal is to reform Taboo. So mental stats would be lacking. They would be normal size so remove Taboo's growth powers from them. They would benefit from a mudlike body but impervious and overall toughness would not be high. And no mudslinging or mud grapple ability. So not very powerful but annoying. It's disability was exploited by Hulk when he smashed a riverbed and cracked the earth underneath and created a whirlpool which Taboo could not resist. And the Nova Corps used gravimetric fields to force the monster back to it's lair. I made it's mudslinging progressive since it hardens after an opponent is hit with it, and when it grapples you it will cover you in the mudlike substance so I linked suffocation to snare. Fun monster.
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Re: #278-#279

Postby Thorpacolypse » Wed Jun 08, 2011 7:13 pm

badpenny wrote:Has the price on this item been mislabeled?

Chemical Immunity: Immunity 9 (Chemical Effects, Environmental Cold, Environmental Heat, Pressure); 9 pts


Chemical Effects Immunity comes out to 6 points. Hmm. That seems steep to me. Sounds like a rare descriptor. I've got mouths to feed, so I'm gonna haggle you down to two points.

Whaddya say?


Hmmmm...we usually have a very strict no haggle price structure here at J-Mart, but in this case, I will accept your offer. Not sure what they heck I was thinking on that one.

Geekery wrote:
Thorpacolypse wrote:BARON WOLFGANG VON STRUCKER
AE - Claw Drain: Weaken 10 (Flaw: Grab Based); 1 pt[/i]


Um, Weaken what? Stamina, I guess? I'm all about the nit-pick...


Please, nit-pick away. It's the only way I'll learn. 8)

See, this is what happens when I get on these building runs. I get sloppy! Two boo-boos in a row! I gotta slow down again... :shock:
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#291

Postby Thorpacolypse » Wed Jun 08, 2011 8:02 pm

To heck with slowing down, we're kicking out more builds! Hot on the heels of our HAIL, HYDRA! Special, we've got another group of would-be-world dominators in green ready to hit the J-Mart shelves! Brace yourselves for the epic crappiness of:

THE LIZARD LEAGUE!!!

Image

Comments: I'm not going to spend a lot of time talking about these losers, so I will let Comicvine tell their story to you.

http://www.comicvine.com/king-lizard/29-49629/

Long story short, they are Kirkman's take on the standard world domination organization with a lizard theme. Nothing groundbreaking with them, just good old fashioned doomed plans and goofy costumes.

First off, their leader:

Image
Is it cowardice or genius to hide until the outcome of the battle is in doubt?

KING LIZARD
PL: 7 (139 pts) - OPL: 7 ; DPL: 7

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

SKILLS: Athletics 3 (+5), Close Combat [Unarmed] 3 (+11), Deception 7 (+12) [Fascinate, Taunt], Expertise [Civics] 7 (+12), Expertise [Criminal] 7 (+12), Insight 5 (+7), Intimidation 4 (+9), Investigation 6 (+11) [Contacts, Well-Informed], Perception 5 (+7), Persuasion 6 (+11) [Connected], Ranged Combat [Firearms] 4 (+9), Stealth 5 (+7), Technology 2 (+7)

ADVANTAGES: Benefit (6) (Status 3 – Leader of the Lizard League, Lizard League resources; Wealth 3 [Millionaire]), Connected, Contacts, Defensive Roll (2), Equipment (10), Fascinate (1) (Deception), Improved Defense, Improved Initiative (1), Inspire (1), Leadership, Ranged Attack (2), Taunt, Well-Informed

POWERS:
Lizard King Physiology: Feature 1 (Green Skin); 1 pt

EQUIPMENT:
(50ep)
Lizard League Commlink: Senses 1 (Communication Link [Radio, Lizard League]); 1ep
Light Pistol: Ballistic Ranged Damage 3; 75ft range, Small; 6ep
43ep for weapons, HQ, Vehicles as needed

OFFENSE:
Initiative +6
Close Attack +8
Unarmed +11 [Unarmed +2]
Ranged Attack +5
Firearms +9 [Light Pistol +3]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +4, Fortitude +5, Will +9

COMPLICATIONS:
Arrogance: He sees himself as the true leader of the league and eventually the world and all others are beneath him
Obsession: Ruling the world and gaining greater power for himself and his league
Reputation: Their plans never end up working out in the end, so he's kind of seen as a failure
Rivalry: Many others within the league want to take his place so he must constantly be on his guard

Abilities 58 + Skills 32 (64 ranks) + Advantages 29 + Powers 0 + Defenses 20 = 139 / 139

Comments: King Lizard is the head of the Lizard League, the Invincible-verse’s Cobra/HYDRA analogue. Much like those organizations, they have big plans that never, EVER come to fruition. And in their last big one, King Lizard spent much of the big fight hiding until the outcome was nearly decided and he came out to try and kill a nearly incapacitated Rex Splode, who still beat him down. This makes me think that PL7 is probably overselling him, but I wanted to give him a decent chance if he actually got into a fight.

For his minions, you could just take the HYDRA goons I built and give them a new battle cry. Or use BARON'S minions that he built for The Monarch and remove the wings. That might be more realistic... :wink:

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Last edited by Thorpacolypse on Sat Nov 12, 2011 10:57 pm, edited 1 time in total.
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