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Thorpacolypse
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Re: J-Mart: Bleach stuff, Wight, Ghoul, Troll, Demons

Postby Thorpacolypse » Tue Jan 15, 2013 4:08 pm

scc wrote:Awesome stuff Thorp! Looking forward to more demons. Really like the Vrock. Though I thought your quote would be "You smell what the Vrock is cooking!" :lol:


I can't believe I missed that as much as I love The Rock! I may have to change it. :wink:
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733

Postby Thorpacolypse » Tue Jan 15, 2013 4:21 pm

We've still got a HELLUVA SPECIAL going here at J-Mart!

Image
We are legion...

LEGION DEMON (STANDARD)
PL: 6 (73 pts) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 4, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 3 (+5), Expertise [Military] 5 (+5), Insight (+1), Intimidation 4 (+4), Perception 3 (+4), Ranged Combat [Bow] 3 (+5), Stealth (+2)

ADVANTAGES: Close Attack (1), Defensive Roll (1), Equipment (3), Interpose, Languages (1) (Common, 1 other, Base: Abyssal)

POWERS:
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Regeneration 2 (1/every 5 rounds); 2 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts

EQUIPMENT:
(15 pts)
Hellforged Plate Mail: Protection 3; 3 pts
Medium Shield: +2 to Active Defenses; 4 pts
Arsenal: (8 pts)
Longbow: Ranged Piercing Damage 3; 6 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pt
Dagger: Piercing Strength-Based Damage 1, Dangerous; 1 pt

OFFENSE:
Initiative +2
Close Attack +7 [Unarmed +2; Longsword +5, Critical 19-20; Dagger +3, Critical 19-20]
Ranged Attack +2
Bow +5 [Longbow +3]

DEFENSES:
Dodge +3 (+5 with Shield) [DC13/15] Parry +4 (+6 with Shield) [DC14/16]
Toughness +6 (+5 without Defensive Roll), Fortitude +5, Will +4

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Responsibility: To their demon lord and/or their commander.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 26 + Skills 9 (18 ranks) + Advantages 9 + Powers 22 + Defenses 7 = 73 / 73

Comments: These are the shock troops of the Abyss, the Legion Demons. They exist only to fight and destroy the foes of the Demon Lords, obeying orders without question. A handful of them are no problem for higher level characters, but generally they come in hordes.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

LEGION DEMON (VETERAN)
PL: 7 (89 pts) - OPL: 7 ; DPL: 7

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 5, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 3 (+6), Expertise [Military] 6 (+6), Insight (+1), Intimidation 6 (+6), Perception 4 (+5), Ranged Combat [Bow] 5 (+7), Stealth (+2)

ADVANTAGES: Close Attack (3), Equipment (4), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Abyssal), Interpose

POWERS:
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Regeneration 2 (1/every 5 rounds); 2 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts

EQUIPMENT:
(20 pts)
Hellforged Plate Mail: Protection 3; 3 pts
Medium Shield: +2 to Active Defenses; 4 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (9 pts)
Masterwork Longbow: Ranged Piercing Damage 4; 8 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pt

OFFENSE:
Initiative +6
Close Attack +8 [Unarmed +3; Longsword +6, Critical 19-20; Dagger +4, Critical 19-20]
Ranged Attack +2
Bow +7 [Longbow +4]

DEFENSES:
Dodge +6 (+8 with Shield) [DC16/18] Parry +6 (+8 with Shield) [DC16/18]
Toughness +6, Fortitude +7, Will +5

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Responsibility: To their demon lord and/or their commander.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 32 + Skills 12 (24 ranks) + Advantages 10 + Powers 22 + Defenses 13 = 89 / 89

Comments: These guys are a step up from the standard Legion Demons. They’re more experienced and thusly more accurate and harder to hit than the grunts.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

LEGION DEMON (ELITE)
PL: 8 (108 pts) - OPL: 7 ; DPL: 7

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 3, DEXTERITY 3, FIGHTING 7, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 4 (+7), Deception (+1), Expertise [Military] 6 (+7), Insight (+1), Intimidation 6 (+7), Perception 6 (+7), Persuasion (+1), Ranged Combat [Bow] 5 (+8), Stealth (+2)

ADVANTAGES: Benefit (1) (Status – Legion Elite), Close Attack (3), Equipment (4), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Abyssal), Interpose, Takedown (1), Teamwork

POWERS:
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Regeneration 2 (1/every 5 rounds); 2 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts

EQUIPMENT:
(20 pts)
Hellforged Plate Mail: Protection 3; 3 pts
Medium Shield: +2 to Active Defenses; 4 pts
Dagger: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (9 pts)
Masterwork Longbow: Ranged Piercing Damage 4; 8 pts
Longsword: Slashing Strength-Based Damage 3, Dangerous; 1 pt

OFFENSE:
Initiative +6
Close Attack +10 [Unarmed +3; Longsword +6, Critical 19-20; Dagger +4, Critical 19-20]
Ranged Attack +2
Bow +8 [Longbow +4]

DEFENSES:
Dodge +7 (+9 with Shield) [DC17/19] Parry +7 (+9 with Shield) [DC17/19]
Toughness +7, Fortitude +8, Will +6

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Responsibility: To their demon lord and/or their commander.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 48 + Skills 13 (26 ranks) + Advantages 13 + Powers 22 + Defenses 12 = 108 / 108

Comments: These are the field generals of Hell’s armies, the Elite. They are badasses and generally are not minions, unlike the Veterans and grunts.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:34 pm, edited 1 time in total.
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734

Postby Thorpacolypse » Tue Jan 15, 2013 4:28 pm

Our HELLUVA SPECIAL is rolling on with this new item for Aisle 22!

Image
You gotta love the head hook.

ASSASSIN DEMON
PL: 8 (150 pts) - OPL: 8 ; DPL: 8

ABILITIES: STRENGTH 5, STAMINA 4, AGILITY 4, DEXTERITY 2, FIGHTING 9, INTELLECT 2, AWARENESS 3, PRESENCE 3

SKILLS: Acrobatics 1 (+5), Athletics 7 (+12), Deception 4 (+7), Expertise [Tactics] 4 (+6), Insight 3 (+6), Intimidation 6 (+9), Investigation 7 (+9), Perception 6 (+9), Persuasion (+3), Stealth 8 (+12) [Skill Mastery]

ADVANTAGES: Improved Critical (1) (Claws), Improved Initiative (1), Languages (1) (Common, 1 other, Base: Abyssal), Move-by Action, Skill Mastery (1) (Stealth), Takedown (1)

POWERS:
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 3, Impervious 3, Regeneration 2 (1/every 5 rounds); 11 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 20 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
Razor Sharp Claws: Slashing Strength-based Damage 2 (Extra: Split); 3 pts
Teleporting: Teleport 3 (250 ft/8 miles; Extra: Easy, Extended, Increased Mass 3 [400 lbs]); 15 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +8
Close Attack +9 [Unarmed +5; Claws +7, Critical 19-20]
Ranged Attack +2

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +7 (+3 Impervious), Fortitude +7, Will +7

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings
Obsession: Causing as much death and destruction as they can
Power Loss: Demons lose their Impervious Toughness against Holy attacks
Rivalry: Most other demons
Vulnerable: Demons are vulnerable against holy effects and in holy locations
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name

Abilities 64 + Skills 23 (46 ranks) + Advantages 6 + Powers 54 + Defenses 12 = 159 / 159

Comments: This is an Assassin Demon, based on the Babau from D&D, just not as slimy. They are masters of stealth and their main attack is teleporting up close to a foe then going after them with their claws. If they are outnumbered, they are known for grabbing a foe, then teleporting off with them where they can deal with them one on one.
Last edited by Thorpacolypse on Sat Feb 08, 2014 9:51 pm, edited 1 time in total.
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Re: #249, #67, #68

Postby Thorpacolypse » Wed Jan 16, 2013 8:19 pm

Thorpacolypse wrote:Another take on one of the biggest J-Mart Favorites...

Image
Harry's a wizard. A genuine, honest-to-good-ness wizard. He's Gandalf on crack and an IV of Red Bull, with a big leather coat and a .44 revolver in his pocket. He'll spit in the eye of gods and demons alike if he thinks it needs to be done, and to hell with the consequences-and yet somehow my little brother manages to remain a decent human being. - Thomas

HARRY DRESDEN (WHITE NIGHT-TURN COAT)
PL: 10 (199 pts) - OPL: 10 ; DPL: 10

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

SKILLS: Athletics 6 (+8), Deception 9 (+11), Expertise [Magic] 10 (+13) [Artificer, Ritualist], Expertise [Streetwise] 4 (+7), Insight (+2), Intimidation 4 (+6), Investigation 10 (+13) [Contacts, Well-Informed], Perception 8 (+10), Persuasion (+2), Ranged Combat [Firearms] 4 (+7), Ranged Combat [Magic] 3 (+6/+8), Stealth 5 (+7), Treatment 1 (+4), Vehicles 4 (+7)

ADVANTAGES: Artificer, Benefit (1) (Status – Warden of The White Council), Close Attack (2), Contacts, Equipment (6), Extraordinary Effort, Improved Initiative (1), Luck (Inspiration) (1), Minions (9) (Bob The Skull), Ritualist, Taunt, Well-Informed

POWERS:
Wizard Physiology: Feature 1 (Longevity), Regeneration 1 (1/every 5 rounds, Extra: Persistent); 3 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 4 (Normal Hearing [Accurate, Extended, Counters Concealment], Flaw: Duration [Concentration]); 1 pt
The Sight: Senses 8 (Normal Vision [Accurate, Analytical, Counters Concealment, Counters Illusion], Flaw: Duration [Concentration]); 1 pt

Magic Array: 24 pt array; 29 pts
Fuego!: Fire Ranged Damage 12; 24 pts
Fuego! (Dos): Line Area Fire Damage 10 (Extra: Area Line [30 ft line]); 1 pt
Soulfire: Ranged Spiritual Damage 12 (Extra: Alternate Resistance [Will], Flaw: Unreliable [5 uses]); 1 pt
Forzare!: Move Object 8 (Extra: Damaging); 1 pts
Hexus!: Perception Range Nullify 8 (Technology, Extra: Broad, Simultaneous, Flaw: Limited [modern technology]); 1 pt
Ventas Servitas!: Move Object 7 (Extra: Perception Range, Precise); 1 pts


Shield Bracelet: 24 pts traits, Removable (-5 pts); 19 pts
[Magic Shield: Enhanced Parry 3, Enhanced Dodge 3, Protection 4, Enhanced Advantages 3 (Improved Defense, Interpose, Withstand Damage), Impervious 5 (Flaw: Sustained); 23 pts
Protective Objects: Create 7 (Extra: Impervious, Movable, Flaw: Range [Close]); 1 pt


Silver Pentacle Necklace: 4 pts traits, Removable (-1 pts); 3 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


Enhanced Leather Duster: 3 pts traits, Removable (-1 pts); 2 pts
Protection Enchantments: Protection 2, Immunity 2 (Critical Hits, Flaw: Limited [Projectiles]); 3 pts

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

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


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


EQUIPMENT:
(30ep)
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, Features (Magic Defense System, Summoning Circle [Dimensional Portal, Check Required [Expertise: Magic], Laboratory, Living Space, Library); 5ep

OFFENSE:
Initiative +6
Close Attack +8 [Unarmed +2; Staff +4; Force Rings +5, Multiattack; Sword Cane +5, Critical 19-20; Silver Dagger +3, Critical 19-20]
Ranged Attack +3
Magic +6 (+8 with Staff/Rod) [Fuego +12; Forzare +8; Soulfire +12]
Firearms +7 [Heavy Pistol +4]
Special Attack [Fuego! +8, Line Area; Ventas Servitas +7, Perception]

DEFENSES:
Dodge +7 (+10 with Shield Bracelet) [DC17/20] Parry +7 (+10 with Shield Bracelet) [DC17/20]
Toughness +6 (+10 with Shield Bracelet, +5 Impervious with Shield Bracelet), Fortitude +8, Will +12

COMPLICATIONS:
Accident: Wizards and technology don't mix. Also, Harry has a tendency to do a LOT of property damage
Doing Good: Harry 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
Responsibility: He sees Chicago as his town to protect from any and all supernatural threats
Rivalry: With the old guard of the White Council, especially Morgan
Secret: Oh, he has a few…a half brother…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 48 + Skills 34 (68 ranks) + Advantages 26 + Powers 71 + Defenses 20 = 199 / 199

Comments: So this is my full bore, almost all “leveled up” Harry as of the next to last two novels Small Favor and White Knight. This is before his life got turned upside down and he gained additional powers in Changes. Here he has better control over his blasting and other powers and has upgraded his Shield Bracelet and such. Here he still has the Beetle (and I kept the indestructible, I don't care what any of you say, I think its demise in Changes was an illusion...) and his usual stuff.

I am considering making his Blast array Unreliable (5 uses) because he usually runs out of steam after a cutting loose for a while, but in the later novels, he's shown to be a bit more durable magic-wise thanks to his re-learning his craft as he teaches Molly. We'll see how this plays.

Clean Up 4/27/12: Minor tweaks to my Harry, just adding Hexus, to allow him to blow up some tech if he needs to. I'm moving Bob and Mouse here now, too, since I am moving my PC Harry to the other thread.


Minor tweaks to Harry again. Narsil's recent build reminded me of his ability to Create objects with his Shield Bracelet (thanks, Narsil) and I also wanted to refine a couple of other things for two reasons: 1st - I am about 1/3 of the way through Cold Days and I feel another Dresden run comin' on, included White Knight Harry and 2nd - With all these fantasy builds I'm doing, it's not inconceivable that some of them could make their way into the modern Thorpacoverse and someone has to deal with them... :wink:
Last edited by Thorpacolypse on Mon Jan 21, 2013 9:14 pm, edited 1 time in total.
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735

Postby Thorpacolypse » Wed Jan 16, 2013 8:39 pm

Our HELLUVA SPECIAL continues with this new item for Aisle 22!

Image
You got me where you want me
I ain't nothing but your fool
You treated me mean oh you treated me cruel
Chain, chain, chain, chain of fools - Aretha Franklin


CHAIN DEMON
PL: 8 (122 pts) - OPL: 8 ; DPL: 8

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

SKILLS: Athletics (+4), Close Combat [Chains] 3 (+9), Deception (+2), Expertise [Abyssal Lore] 3 (+5), Insight (+3), Intimidation 8 (+10), Perception 4 (+7), Persuasion (+2), Stealth (+2)

ADVANTAGES: Fast Grab, Improved Disarm, Improved Grab, Improved Initiative (1), Languages (1) (Common, 1 other, Base: Abyssal)


POWERS:
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 3, Impervious 3, Regeneration 2 (1/every 5 rounds); 11 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
Moving Chains: Enhanced Dodge 2 (Flaw: Sustained), Enhanced Parry 2 (Flaw: Sustained), Enhanced Advantages 3 (Fast Grab, Improved Disarm, Improved Grab); 7 pts
Dancing Chain Strike: Bludgeoning Strength-based Damage 3 (Extra: Dangerous, Multiattack, Reach 3 [15 ft]); 8 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +6 [Unarmed +4]
Chain Strike +9 [Chain Strike +7, Critical 19-20, Multiattack]
Ranged Attack +2

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +7 (+3 Imprvious), Fortitude +8, Will +8

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 50 + Skills 9 (18 ranks) + Advantages 2 + Powers 46 + Defenses 15 = 122 / 122

Comments: Chain Demons are based on the Kytons, demonic creatures with chains wrapped around their body that they use for defense and a vicious Multiattack strike.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:35 pm, edited 1 time in total.
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736

Postby Thorpacolypse » Wed Jan 16, 2013 8:42 pm

This HELLUVA SPECIAL keeps on rolling with this J-Mart Favorite item!

Image
Now THAT'S a load of bull!

GORISTRO
PL: 12 (163 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 12, STAMINA 14, AGILITY 0, DEXTERITY 0, FIGHTING 6, INTELLECT -2, AWARENESS 1, PRESENCE -2

SKILLS: Athletics (+12), Insight (+1), Intimidation 10 (+8/+12), Perception 10 (+11), Stealth (+0/-8)

ADVANTAGES: All-Out Attack, Close Attack (4), Diehard, Fearless, Improved Critical (1) (Gore), Improved Initiative (1), Power Attack, Takedown (1)

POWERS:
Goristro Size: Growth 8 (+8 Str, +8 Sta, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 4, Impervious 7, Regeneration 3 (1/every 3 rounds); 21 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 20 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
Demon Bull Speed: Speed 2 (8 mph/120 fpr); 2 pts
Gore: Piercing Strength-based Damage 2 (Extra: Penetrating 10, Flaw: Limited to when charging); 6 pts
Goristro Stomp: Burst Area Force Damage 12 (Extras: Burst Area [30 ft radius], Linked [Affliction], Flaws: Limited [Goristro must be on the ground, targets must be on the ground]), Burst Area Affliction 12 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Vulnerable, 2nd: Stunned and Prone, Extra: Burst Area [30 ft radius], Extra Condition, Linked [Damage], Flaw: Instant Recovery, Limited to two degrees, Limited [Goristro must be on the ground, targets must be on the ground]); 24 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +10 [Unarmed +12; Gore +14, Critical 19-20]
Ranged Attack +0
Special Attack [Goristro Stomp Damage/Affliction +12, Burst Area]

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +18 (+7 Impervious), Fortitude +15, Will +9

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings
Obsession: Causing as much death and destruction as they can
Power Loss: Demons lose their Impervious Toughness against Holy attacks
Rivalry: Most other demons
Vulnerable: Demons are vulnerable against holy effects and in holy locations
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name

Abilities 26 + Skills 10 (20 ranks) + Advantages 11 + Powers 95 + Defenses 21 = 163 / 163

Comments: Loves Goristros. Huge, minotaur-like demonic engines of destruction. A fine challenge to throw at your heroes to set them up to face an even higher level demon, which is frightening in that your heroes should be good and beat up after dealing with this (or "these" if you’re particularly hateful as a GM, which I totally respect :twisted: ) brute(s).
Last edited by Thorpacolypse on Sat Feb 08, 2014 9:52 pm, edited 1 time in total.
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Re: J-Mart: Bleach stuff, Wight, Ghoul, Troll, Demons

Postby kenmadragon » Wed Jan 16, 2013 9:47 pm

I just have to ask...Has anyone ever actually tried playing a game based in the Thorpacoverse? Because there are a ton of really good builds here, and it would be a shame to not have them have their time to shine.

I just have to say, love the fantasy builds so far, and the Helluva Specials. I'm running a D&D 3.5 game for my table top group right now, and they have just entered the nine hells. I'm planning on pitting them up against some of your creations, just to mess with them. :twisted: they have read the stat-blocks from the D&D books, but they won't see a conversion from an M&M build to D&D coming!

also, minor thing, but I always thought of Dresden's Kinetic Force Rings as a STR based Damage 5 Linked: Move Object 3 [flaws: Reduced range(close), Limited(away), Unreliable(5 uses)] for 6 points seeing as his Force Rings always seem to blast his opponents flying backwards whenever he hits them. I mean, even when his opponents can withstand his punches, they are mostly thrown back by the sudden burst of kinetic energy that is being transfered into them...also, changing it to something like that would simply add another point to the total powers, and bring his PP total up to a round 200. :)

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Re: J-Mart: Bleach stuff, Wight, Ghoul, Troll, Demons

Postby Jungle_Nin » Wed Jan 16, 2013 11:09 pm

Small question... what does OPL and DPL mean?

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Re: J-Mart: Bleach stuff, Wight, Ghoul, Troll, Demons

Postby kenmadragon » Wed Jan 16, 2013 11:16 pm

Offensive Power Level & Defensive Power Level.

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Re: J-Mart: Bleach stuff, Wight, Ghoul, Troll, Demons

Postby Thorpacolypse » Thu Jan 17, 2013 7:38 pm

kenmadragon wrote:I just have to ask...Has anyone ever actually tried playing a game based in the Thorpacoverse? Because there are a ton of really good builds here, and it would be a shame to not have them have their time to shine.

I just have to say, love the fantasy builds so far, and the Helluva Specials. I'm running a D&D 3.5 game for my table top group right now, and they have just entered the nine hells. I'm planning on pitting them up against some of your creations, just to mess with them. :twisted: they have read the stat-blocks from the D&D books, but they won't see a conversion from an M&M build to D&D coming!

also, minor thing, but I always thought of Dresden's Kinetic Force Rings as a STR based Damage 5 Linked: Move Object 3 [flaws: Reduced range(close), Limited(away), Unreliable(5 uses)] for 6 points seeing as his Force Rings always seem to blast his opponents flying backwards whenever he hits them. I mean, even when his opponents can withstand his punches, they are mostly thrown back by the sudden burst of kinetic energy that is being transfered into them...also, changing it to something like that would simply add another point to the total powers, and bring his PP total up to a round 200. :)


I've run a session or two in my Dresdenverse setting, which was fun, and I've done a couple of tests but nothing major. All the builds are free reign so feel to use anything you want and keep poking me to start a game in the Game Room before summer when all my time is taken up with running the Little Thorpacolypses to summer theater and baseball games. :wink:

I'll definitely consider that Knockback style for the Force Rings. That does seem pretty close to how the effect is portrayed in the books.
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Postby Thorpacolypse » Thu Jan 17, 2013 7:46 pm

This HELLUVA SPECIAL just keeping rolling with this new item!

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We'd like to thank Tyrion Lannister for greatly enhanced the Imp brand again.

IMP
PL: 5 (134 pts) - OPL: 5 ; DPL: 5

ABILITIES: STRENGTH 0, STAMINA 2, AGILITY 3, DEXTERITY 1, FIGHTING 4, INTELLECT 1, AWARENESS 1, PRESENCE 3

SKILLS: Acrobatics 1 (+4), Athletics 2 (+2), Deception 10 (+13), Expertise [Abyssal Lore] 5 (+6), Expertise [Magic] 8 (+9) [Ritualist], Insight (+1), Intimidation (+3), Perception 4 (+5), Persuasion 10 (+13), Stealth (+3/+11)

ADVANTAGES: Close Attack (1), Improved Initiative (1), Languages (1) (Common, Arcane, Base: Abyssal), Move-by Action, Ritualist

POWERS:
Imp Size: Shrinking 8 (-2 Str, +4 Dodge/Parry, +8 Stealth, -4 Intimidation, Speed -2, -2 Mass; Extra: Innate, Permanent); 17 pts
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pt
Demonic Toughness: Regeneration 2 (1/every 5 rounds); 2 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
Wings: Flight 2 (8 mph/120 fpr; Flaw: Wings); 2 pts
Vanish: Concealment 4 (All Visual); 8 pts
Shapeshifting: Morph 2 (Small Animals); 10 pts
Poison Stinger: Piercing Strength-based Damage 2 (Extra: Linked [Weaken]), Weaken Agility 5 (Extra: Linked [Damage]); 7 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +7
Close Attack +5 [Poison Stinger +2; Weaken Agility +5]
Ranged Attack +1

DEFENSES:
Dodge +7 [DC17] Parry +8 [DC18]
Toughness +2, Fortitude +4, Will +5

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 38 + Skills 20 (40 ranks) + Advantages 5 + Powers 65 + Defenses 6 = 134 / 134

Comments: Imps are wicked little demons that are known for ingratiating themselves to mages and helping twist them into warlocks with rabid desire for more magic power, usually the dark kind. They often pretend to be cat familiars and such until they are ready to show their true form.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:36 pm, edited 1 time in total.
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Postby Thorpacolypse » Thu Jan 17, 2013 8:15 pm

We're keeping this HELLUVA SPECIAL going with this new item for Aisle 22!

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These guys bear a striking resemblance to my 7th grade math teacher. And sadly, I'm not really kidding...

GNAW DEMON
PL: 5 (69 pts) - OPL: 5 ; DPL: 5

ABILITIES: STRENGTH 2, STAMINA 4, AGILITY -1, DEXTERITY 0, FIGHTING 2, INTELLECT -1, AWARENESS 1, PRESENCE -2

SKILLS: Athletics (+2), Deception (-2), Insight (+1), Intimidation (-2/-4), Perception 3 (+4), Persuasion (-2), Stealth 3 (+2/+6)

ADVANTAGES: Close Attack (3)

POWERS:
Small Demon: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1, -1 Mass; Extra: Innate, Permanent); 9 pts
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 1, Impervious 2, Regeneration 2 (1/every 5 rounds); 7 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 4 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision); 4 pts
Bite: Piercing Strength-based Damage 1 (Extra: Split); 2 pts
Wings: Flight 1 (4 mph/60 fpr; Flaw: Wings); 1 pts
Abyssal Hunger: Piercing Strength-based Damage 3 (Extra: Dangerous, Flaw: Limited to opponents that have taken at least 3-1st, 2-2nd or 1-3rd degree damage failures); 2 pts
Pain-Induced Teleport: Reaction Teleport 1 (60 ft; Extra: Reaction, Flaw: Limited to when Gnaw Demon takes 3-1st, 2-2nd or 1-3rd degree damage failures); 4 pts
Hungry Teleport: Teleport 1 (60 ft; Flaw: Limited space adjacent to opponents that have taken at least 3-1st, 2-2nd or 1-3rd degree damage failures); 1 pt

EQUIPMENT:
NONE

OFFENSE:
Initiative -1
Close Attack +5 [Unarmed +2; Bite +3; Abyssal Hunger +5, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +5 (+2 Impervious), Fortitude +5, Will +3

COMPLICATIONS:
Disability: Gnaw Demons are slow and clumsy, only able to move 15 ft per round when not flying.
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks.
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 12 + Skills 3 (6 ranks) + Advantages 3 + Powers 46 + Defenses 5 = 69 / 69

Comments: These are some nasty little buggers from the MM2 that I had to bring into my setting. Gnaw demons are little, ugly, squat things that float around the periphery of battles until someone gets pretty hurt, then they pop in and try to get a quick meal. I had fun converting their powers over to MnM and I like the way they came out.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:37 pm, edited 1 time in total.
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Postby Thorpacolypse » Fri Jan 18, 2013 9:03 pm

We're keeping this HELLUVA SPECIAL rolling with another new item for Aisle 22!

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No monkey business here...

APE DEMON
PL: 7 (80 pts) - OPL: 7 ; DPL: 7

ABILITIES: STRENGTH 8, STAMINA 7, AGILITY 3, DEXTERITY 0, FIGHTING 6, INTELLECT -2, AWARENESS 2, PRESENCE -2

SKILLS: Acrobatics 2 (+5), Athletics 5 (+13), Insight (+2), Intimidation (-2), Perception 3 (+5), Stealth (+3)

ADVANTAGES: Fast Grab

POWERS:
Ape Demon Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Unholy Creature: Feature 1 (All attacks have Unholy descriptor); 1 pts
Demonic Toughness: Protection 2, Impervious 3, Regeneration 2 (1/every 5 rounds); 10 pts
Demonic Immunities: Immunity 20 (Aging, Sleep, Poison, Starvation and Thirst, Disease [Flaw: Limited to half effect], Acid Damage [Flaw: Limited to half effect], Electricity Damage [Flaw: Limited to half effect], Heat/Fire Effects [Flaw: Limited to half effect]); 15 pts
Demonic Senses: Senses 5 (Normal Vision [Extended], Normal Hearing [Extended], Darkvision, Scent [Acute]); 5 pts
Leaping Demon: Leaping 1 (15 ft), Speed 1 (4 mph/60 fpr); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +6 [Unarmed +8]
Ranged Attack +0

DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +9 (+3 Impervious), Fortitude +9, Will +3

COMPLICATIONS:
Enemy: Angels, Holy Warrior, Celestial beings.
Obsession: Causing as much death and destruction as they can.
Power Loss: Demons lose their Impervious Toughness against Holy attacks
Rivalry: Most other demons.
Vulnerable: Demons are vulnerable against holy effects and in holy locations.
Weakness: Demons can be bound by invoking their true name. They also lose their immunities against and cannot use their powers against someone who has invoked their real name.

Abilities 26 + Skills 5 (10 ranks) + Advantages 1 + Powers 42 + Defenses 6 = 80 / 80

Comments: Based on the Barlgura, Ape Demons are fast, strong, vicious front line combatants for the demon lords.
Last edited by Thorpacolypse on Mon Apr 21, 2014 3:37 pm, edited 1 time in total.
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Re: J-Mart: Bleach stuff, Wight, Ghoul, Troll, Demons

Postby Woodclaw » Sat Jan 19, 2013 2:48 am

I always thought that D&D went really apes (pun intended) with demons/devils. Some designs were good, some barely decent, others really awful. My biggest grip is that -- like pretty much every kind of monster in D&D -- there are simply too many, a lot of them with overlapping roles, making the GM job a lot harder.

Given that I like how your hellish minions are coming together Thorp.
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Re: J-Mart: Bleach stuff, Wight, Ghoul, Troll, Demons

Postby Narsil » Sat Jan 19, 2013 2:53 am

I liked that there were insane numbers of variations of demons and devils. It added to the tone of the infinite hellish/abyssal wastelands that they originated from, and also the unpredictability of what sort of creatures could be scratching at the outside walls of reality just waiting for the opportunity to eat your face.
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