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J-Mart I: Back to work! Green Scar Hulk, Mandrill, Nekra

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Postby Thorpacolypse » Wed Aug 15, 2007 6:56 pm

The J-Mart is jumping! Mike, Teleporting, and BatgirlIII thanks for the latest additions to the J-Mart line of merchandise. No thread ever had a finer crew than you, and the others who posted their builds here

I am proud that you chose to share your talents with the Roll Call world via my humble megastore. From the bottom of my heart, I thank you.




NOW GET BACK TO WORK!!!!! WE GOT CUSTOMERS LINING UP!!!! AND LUKE, WHERE ARE THOSE COOKIES!?!?!?!?

:lol:
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Postby teleportingbassist » Wed Aug 15, 2007 7:12 pm

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Doom does not kill innocents. For you Dante, unless you put me in Aisle 2 IMMEDEATLY, I will make an exception.

"----------Character Details---------
Player Name: Writer
Character Name: Victor von Doom
Character Alias: Doctor Doom
GM's Name: Editor
Height: 6'2""/6'7"" (in Armor)
Weight: 225lb/415lb (in Armor)
Hair: Brown
Eyes: Brown
Power Level: 13
Power Points: 340
--------------------------------------


----------Ability Scores---------
Strength: 38 (+14/0)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 28 (+9)
Wisdom: 28 (+9)
Charisma: 20 (+5)
--------------------------------------

----------Saves---------
Toughness: +12
Fortitude: +12
Reflex: +11
Willpower: +17
--------------------------------------

----------Combat---------
Attack Bonus: +9
Damage Bonus: Unarmed +14
Grapple: +23
Defense Bonus: +12 (+5 flat footed)
Initiative: +2
--------------------------------------

----------Lifting Capacity---------
Light Load: 1600 lbs
Medium Load: 1.6 tons
Heavy Load: 2.4 tons
Max Load: 4.8 tons
Push/Drag: 12.0 tons
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 24 ft / 12 ft / 6 ft
Flight: 500000 ft/r
Teleport: 20 miles ft/r
--------------------------------------

----------Skills---------
  • Acrobatics - 0 (+2)
  • Bluff - 8 (+13)
  • Climb - 2 (+16)
  • Computers - 10 (+19)
  • Concentration - 8 (+17)
  • Craft: Electronic - 8 (+17)
  • Craft: Chemical - 6 (+15)
  • Craft: Mechanical - 4 (+13)
  • Diplomacy - 12 (+17)
  • Disable Device - 10 (+19)
  • Disguise - 0 (+5)
  • Drive - 0 (+2)
  • Escape Artist - 0 (+2)
  • Gather Info - 6 (+11)
  • Handle Animal - 0 (+5)
  • Intimidate - 0 (+5)
  • Investigate - 0 (+9)
  • Knowledge: Physical Sciences - 16 (+25)
  • Knowledge: Life Sciences - 14 (+23)
  • Knowledge: Earth Sciences - 12 (+21)
  • Knowledge: Arcane Lore - 10 (+19)
  • Knowledge: Civics - 8 (+17)
  • Knowledge: Theology and Philosophy - 6 (+15)
  • Knowledge: Technology - 4 (+13)
  • Knowledge: Business - 4 (+13)
  • Knowledge: Behavioral Sciences - 2 (+11)
  • Knowledge: Tactics - 2 (+11)
  • Medicine - 6 (+15)
  • Notice - 8 (+17)
  • Pilot - 0 (+2)
  • Ride - 0 (+2)
  • Search - 8 (+17)
  • Sense Motive - 10 (+19)
  • Sleight of Hand - 0 (+2)
  • Stealth - 0 (+2)
  • Survival - 0 (+9)
  • Swim - 0 (+14)
--------------------------------------

----------Feats---------
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Chokehold: Cause an opponent you are grappling to suffocate
  • Critical Strike: Score critical hits against targets normally immune to them
  • Improved Grab: Grapple as a free action after a successful attack
  • Improved Pin: -4 penalty on grappling checks against you
  • Move-by Action: Move both before and after a standard action
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Ambidexterity: Eliminate off-hand penalties
  • Assessment: Know a subject's relative offensive and defensive ability
  • Diehard: Automatically stabilize when dying
  • Eidetic Memory: Perfect recall of everything you've experienced
  • Fearless: Immunity to fear effects
  • Artificer: Use Knowledge (arcane lore) & Craft to create magical inventions
  • Jack-of-All-Trades: Use any skill untrained
  • Ritualist: Can create and cast arcane rituals
  • Benefit (6): Leader of Latveria, Diplomatic Immunity, Wealth 4
--------------------------------------

----------Powers---------
Magic {} - Power Rank 12 - Cost 27 (2 * 12 + 3)
Description: Mystical

Base Power of Magic (24/24)
Blast {} - Power Rank 12 - Cost 24 (2 * 12)
Description: Eldritch Energy

Alternate Power 1 of Magic (24/24)
Snare {} - Power Rank 12 - Cost 24 (2 * 12)
Description: Mystical Bonds

Alternate Power 2 of Magic (24/24)
Teleport {} - Power Rank 6 - Cost 24 (4 * 6)
Description: Portal Through Air
Extras: Portal [+2]

Alternate Power 3 of Magic (12/24)
Supermovement: Dimensional Movement 3 {} - Power Rank 3 - Cost 12 (4 * 3)
Description: Dimensional Rift
Extras: Portal [+2]

Mind Switch {} - Power Rank 12 - Cost 12 (1 * 12)
Description: Body Switch
Flaws: Sense Dependent: Visual [-1]

Device [Hard to Lose] {} - Power Rank 27 - Cost 110 (4 * 27 + 2)
Description: Armor
Drawbacks: Restricted: Doom Only

Component of Container Device [Hard to Lose]
Armor Systems {} - Power Rank 14 - Cost 31 (2 * 14 + 3)
Description: Technology

Base Power of Armor Systems (28/28)
Enhanced Strength {} - Power Rank 28 - Cost 28 (1 * 28)

Alternate Power 1 of Armor Systems (28/28)
Force Constructs {} - Power Rank 14 - Cost 28 (2 * 14)
Description: Force Field
Extras: Continuous [+1]
Flaws: Cover Only [-1]

Alternate Power 2 of Armor Systems (28/28)
Blast {} - Power Rank 14 - Cost 28 (2 * 14)
Description: Concussive

Alternate Power 3 of Armor Systems (14/28)
Communication (Radio) {} - Power Rank 14 - Cost 14 (1 * 14)
Description: Video Transfer

Component of Container Device [Hard to Lose]
Energy Field {} - Power Rank 8 - Cost 32 (4 * 8)
Description: Electricity

Component of Container Device [Hard to Lose]
Supersenses: Detect Magic [Ranged, Anlytical, Acute], Microscopic Vision 2 (Cellular), Extended Vision 7 (2500), Ultra-Hearing, Infravision, Timesense, Radio {} - Power Rank 17 - Cost 17 (1 * 17)
Description: Sensors

Component of Container Device [Hard to Lose]
Protection {} - Power Rank 6 - Cost 14 (2 * 6 + 2)
Description: Armoring
Extras: Impervious 8 [+1]

Component of Container Device [Hard to Lose]
Flight {} - Power Rank 12 - Cost 24 (2 * 12)
Description: Rocket Belt

Component of Container Device [Hard to Lose]
Immunity [Life Support, Need For Sleep, Sustenance] {} - Power Rank 11 - Cost 11 (1 * 11)
Description: Armor Systems

Component of Container Device [Hard to Lose]
Enhanced Attack {} - Power Rank 3 - Cost 6 (2 * 3)
Description: Targeting Systems

Force Field {} - Power Rank 4 - Cost 4 (1 * 4)
Description: Mystic Shield
Extras: Linked [+0] Shield

Shield {} - Power Rank 3 - Cost 3 (1 * 3)
Description: Mystic Shield
Extras: Linked [+0] Force Field
--------------------------------------


----------Cost Summary---------
Abilities: 54
Combat: 36
Saves: 27
Skills: 46
Feats: 21
Powers: 156
Total Cost: 340
--------------------------------------
Comments: Fine Boss, back to work, back to work. I think Doom, personally, is underappreciated in that he is second in line to the Sorcerer Supreme behind Doctor Strange. Yes, he is obscenely expensive. But he's Doctor Doom.

EDIT: Forgot his benefits.
Last edited by teleportingbassist on Thu Aug 16, 2007 8:43 am, edited 1 time in total.
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Postby Thorpacolypse » Wed Aug 15, 2007 8:08 pm

Great job, Teleportingbassist. Way to throw down, Doom-style. I was hoping someone would get to him soon, I have a plan for him in a future story...

Just in case anyone was wondering, I am working on:

Ra's Al Ghul
The Green and Red Arrows
Doctor Octopus
And cleaning up a ton of originals (geez, I had about 200 builds in different stages of creation. My CCCS was worse than I thought)

By the way, team, any of you have or feel like tackling a Doctor Strange and or Doctor Fate build(s)?
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Postby teleportingbassist » Wed Aug 15, 2007 8:18 pm

I will, if you don't mind ridiculous arrays/variable powers.
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Postby JoshuaDunlow » Wed Aug 15, 2007 8:59 pm

I'm trying to figure out who to do next myself.
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Postby Mike5000us » Thu Aug 16, 2007 12:38 am

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Doctor Strange PL : X [470pp]
AKA: Dr. Stephen Strange, Stephen Saunders; Red Rajah

Abilities: STR: 12 (+1), DEX: 20 (+5), CON: 28 ( +8 ), INT: 18 (+4), WIS: 36 (+13), CHA: 16 (+3)
Saves: Toughness +8, Fortitude +16, Reflex +5, Will +26
Combat: Attack +13; Damage +1 (Unarmed) / +Varies (Magic); Defense +12; Initiative +5/Varies depending on Super-Speed
Skills: Bluff 2 (+5), Concentration 12 (+25), Diplomacy 12 (+15), Gather Information 12 (+15), Intimidate 8 (+11), Knowledge [Arcane Lore] 36 (+40), Medicine 6 (+19), Notice 8 (+21), Profession [Physician] 4 (+17), Sense Motive 8 (+21)
Feats: Benefit 3 (Status: Sorcerer Supreme of Earth, Wealth 2), Connected, Contacts, Equipment 2, Fascinate [Diplomacy], Improved Trip, Minion 2 (Wang [Butler]), Options 4 (Combat Challenges, Enhanced Hero Points, Extraordinary Effort, Save Vs. Fatigue), Ritualist, Skill Mastery (Diplomacy, Gather Information, Knowledge [Arcane Lore], Medicine), Trance, Ultimate Effort 3 (Knowledge [Arcane Lore], Magical Rituals, Variable Power)

Powers:
Drain X (Variable Power; Extras: No Save Throw, Total Fade)
Linked Power: Boost X (Variable Power; Extras: Action 3 [Reaction], No Save Throw, Total Fade; Flaw: Limited [Only up to the ranks he drained from his Target])
Linked Power: Mind Reading X (Extras: Action 4 [Reaction/Reaction], Duration [Continuous], No Save Throw; Flaw: Limited [Only those he drained])
Enhanced Luck 5
Immortality
Power Reserve 30 (Enhanced Luck and Variable Power; Flaws: Tiring)
Variable Power 20 (Multiple Powers of a Magical Descriptor; Drawback: Power Loss [When unable to gesture or speak; Common, Minor; -2pp])

Device 11 “Book of the Vishanti” (Easy to Lose)
Traits:
*Deflect 10 (Energy attacks; Extra: No Save Throw, Reflection)
*Enhanced Skill 40 (Knowledge [Arcane Lore])
*Quickness 10 (Flaw: One Type [Mental])
Device 3 “Cloak of Levitation” (Hard to Lose)
Traits:
*Additional Limbs 2 (Power Feat: Ambidexterity)
*Flight 6
Device 11 “Eye of Agamotto” (Hard to Lose; Power Feat: Restricted [Only those of Pure Soul])
Traits:
*Magic 15 (Light of Truth; Extra: Wide Array)
*DAP: Disintegration 5 (Extras: No Save Throw, Penetrating 2; Flaw: Distracting, Limited [Evil Mystical Beings])
*DAP: Force Field (Extra: Impervious)
*DAP: Super-Movement 3 (Dimensional Movement 3; Power Feat: Progression 3)
*DAP: Super-Senses (Flaw: Duration [Sustained])
*DAP: Telepathy [Psychic]
Device 10 “Orb of Agamotto” (Easy to Lose; Power Feat: Restricted [Those who can Magically unlock its case])
Traits:
*ESP 20 (Visual; Power Feat: Dimensional 2 [Magical Dimensions])
*Super-Senses 8 (Postcognition, Precognition)

Equipment:
Headquarters “Sanctum Sanctorum” (Size: Large; Toughness: 15; Features: Concealed, Laboratory, Library, Living Space, Security System, Workshop; 10ep)

Abilities 70 + Combat 50 + Saves 21 + Skills 25 + Feats 24 + Powers 280 = 470pp

Designer’s Notes
:arrow: Behold the Sorcerer Supreme and true ruler of the Marvel Universe 616. I say ruler because all the other Sorcerer Supremes of other Dimensions also happen to be their destined rulers. Ole Strange is way to modest for that it seems. Power Wise he has a Unparallel Level of Magical Power that draws from personal, divine and universal sources. He can take a entity magical might as well as their mind, boosting his powers and gaining they memories and duties. He can further boost his mystical might by calling on the power of varies entities this is represented by Enhanced Luck and Power Reserve. He’s a extremely skill martial artist capable of dominating and defeating Dormammu in single non-magical combat. Being granted Immortality by Death itself, he constitution went thru the roof! Last but not least he has a mess load of Magical items that further magnify his already God-Defeating Power. For all his Power and skill he constantly holds his self back…he defeated Eternity, the reality altering Scarlet Witch and stop the Living Tribunal yet he claims there are limits to his. Well guess that all depends on who his writer at the times.

History
Stephen Vincent Strange is born on November 18, 1930] in Philadelphia, Pennsylvania to Eugene and Beverly Strange. A few months later, the Stranges move to a farm in Nebraska where Stephen is brought up alongside his brother Victor and sister Donna.

Stephen becomes an accomplished, but arrogant, surgeon until he suffers subtle, though profound, neurological damage in an automobile accident in 1963. His hands in particular are no longer able to make the precise, fine movements necessary for surgery, although their overall mobility remains. Unable to continue his profession and too proud to accept subordinate medical assignments, he becomes unemployed and destitute. He is reduced to being a derelict, performing shady medical prodedures for little money. Learning of a hermit called the Ancient One who might possibly cure him, the desperate Strange ventures to the man's isolated Himalayan abode and asks him for aid. The Ancient One instead offers to take Strange on as an apprentice in the mystic arts. Strange refuses, but cannot leave immediately due to a sudden blizzard.

While staying for the duration of the storm, Strange witnesses the Ancient One's apprentice, Baron Mordo, secretly attack the teacher with mystically summoned skeletons, which the old man easily dispells. Strange, his skepticism eroding, confronts Mordo about the treachery but Mordo responds with restraining spells that keep Strange from warning the Ancient One or attacking Mordo physically. Amazed by these displays of magic, alarmed by Mordo, but frustrated by the mystic restraints, Strange undergoes a change of heart. Deciding that the only way to stop Mordo is to learn magic himself in order to challenge Mordo on his terms, Strange accepts the Ancient One's offer. Pleased by Strange's acceptance for unselfish reasons, the Ancient One removes the mystic restraints, explaining that he is well aware of Mordo's treachery but prefers to keep Mordo close by in order to control and possibly change him. Strange studies magic under the Ancient One for seven years and returns to the United States in the 1970s.

Based in his Sanctum Sanctorum mansion in New York City's Greenwich Village neighborhood, Strange uses his new abilities to fight such mystic enemies as recurring nemesis Mordo; the flame-headed otherdimensional ruler Dormammu (and his sister Umar), with whom he clashes often; and Strange's first recorded foe upon returning to America, Nightmare. He also gains a valuable ally in Wong, a loyal servant who is part of a line trained to serve the current Sorcerer Supreme.

Doctor Strange encounters such cosmic beings as the Living Tribunal, and the personification of the universe itself, Eternity, as well as numerous superheroes and even, at one Times Square New Year's celebration, longtime family friend and author Tom Wolfe (who allowed his likeness to be used in Doctor Strange vol. #180, May 1969). On one journey to Dormammu's realm, Strange meets and eventually falls in love with Clea, the tyrant's human-appearing niece.

When the demonic entity Shuma-Gorath tries to cross into the Earth's dimension from within the mind of the Ancient One, Strange is forced to sacrifice his mentor in order to save humanity's collective soul. After his mentor's death — in which the Ancient One becomes "one with the universe" and a lingering presence — Strange inherits the mantle and power of Sorcerer Supreme of Earth's plane.

After taking his lover Clea as his disciple, one of his first tasks as Sorcerer Supreme is to confront the personification of Death. After proving himself worthy, Strange is granted the immortality befitting his new role. As Sorcerer Supreme, Dr. Strange is near ageless and immune to dying from natural causes. His predecessor, the Ancient One, had lived for over five centuries.

The Ancient One, much later, fought Dr. Strange in the five-issue miniseries X-Statix Presents: Dead Girl . He was depicted as having been condemned to Hell, without a Marvel Universe-continuity explanation.

When fighting the undying ones, Dr. Strange manipulates the Hulk and Namor to assist him in defeating them. When Baron Mordo returns the identity of Stephen Strange to Dr. Strange, Dr. Strange again recruits the anti-heroes the Hulk, Namor the Sub-Mariner and the Silver Surfer to form the sporadically summoned superhero "non-team", the Defenders.

In a 1982-83 arc, Strange successfully invokes the "Montesi Formula" that eliminates all vampires in the Marvel Universe. Though this is considered permanent at the time, in the early 1990s Strange finds it necessary to organize, in Defenders fashion, a group of vampire hunters dubbed the Nightstalkers — Frank Drake, Blade and the vampiric private detective Hannibal King. The three are told they have been brought together to fend off supernatural threats, and only later learn it is in fact to prepare for the weakening of the Montesi Formula and the expected return of Dracula. By the time vampires do indeed come back, throughout various Marvel occult comics in the mid-1990s, Strange has been temporarily usurped as Sorcerer Supreme by the demonic Salome and replaced by his own creation Strange.

His position restored shortly afterward, Strange, by the mid-2000s, serves chiefly as a supporting character to whom Marvel superheroes might turn for matters concerning magic and the supernatural. Other times, he directly intervenes in crises. In one instance, S.H.I.E.L.D. psionic personnel are hunting the Dire Wraiths with help of Rom the Spaceknight, but are being easily killed by the enemy's wizards. Strange appears of his own accord to give the psionic personnel improved resistance to the attacks.

It is revealed that Doctor Strange has been a member of the Illuminati, a secret alliance of several prominent superheroes, since just after the Kree-Skrull War. In the final known meeting of the group, Strange vehemently opposes the proposed Superhuman Registration Act, and informs Iron Man and Mister Fantastic that they are never to call on him again. Some time later, Wong tells Hank Pym and the Wasp that Strange has no intention of supporting the Act and is in seclusion in the Arctic. The government declares Dr. Strange exempt from registration. He is then seen in the North Pole, fasting and meditating. During his meditation, he speaks with Uatu the Watcher who asks why he doesn't use his immense power to end the conflict with a wave of his hand. Strange says that a Sorcerer Supreme has no business in mankind's social matters but he will pray for an outcome that will benefit mankind and spill the least amount of blood.

Following the Civil War, Doctor Strange joins the renegade team New Avengers, and houses the team in his Sanctum Sanctorum under the guise of a Starbucks under construction]. The team's objectives are twofold; they are dedicated to 'saving people the way [they] want to', and finding out who is behind the recent events that have turned the world upside down (The Scarlet Witch's madness, the decision to banish the Hulk, etc.) When the New Avengers go to Japan to retrieve Maya Lopez (who has been killed, resurrected, and brainwashed by The Hand under Elektra's leadership) he is stabbed by Maya[7]. He then contacts Wong through the Orb of Agamotto, who helps him release his Astral Form from the Hand's dark magic; he then uses his Astral Form to free Maya from the Hand's brainwashing].

Dr. Strange was among the members of the Illuminati who, alarmed at the continuing destruction caused by the Hulk, agreed to exile the Hulk into space. Upon the Hulk's eventual, enraged return to Earth, Dr. Strange declines Iron Man's request to use magic to again banish the Hulk, arguing the Hulk would simply return yet again, even angrier. Strange telepathically tries to contact Bruce Banner inside the Hulk's mind, but is overwhelmed by the amount of anger that the Hulk feels for the Illuminati. Strange, using his astral form, is later successful, and when the Hulk transforms back into Bruce Banner, Strange speaks with him in physical form — a ploy by the Hulk in order to crush Strange's hands. Driven to desperation, Strange invokes the power of Zom, one of his most powerful enemies, to give him the strength to battle the Hulk on a higher level.
"Ah man, I guess I'm just going to have to kill you now!"
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Postby Mike5000us » Thu Aug 16, 2007 12:45 am

Thorpacolypse wrote:Great job, Teleportingbassist. Way to throw down, Doom-style. I was hoping someone would get to him soon, I have a plan for him in a future story...

Just in case anyone was wondering, I am working on:

Ra's Al Ghul
The Green and Red Arrows
Doctor Octopus
And cleaning up a ton of originals (geez, I had about 200 builds in different stages of creation. My CCCS was worse than I thought)

By the way, team, any of you have or feel like tackling a Doctor Strange and or Doctor Fate build(s)?


Well here is my "God/Titan/Entity defeating" Doctor Strange. However one of my co-workers like Teleportingbassist might be the one to portray how he is consistently presented, This is Doctor Strange at his very best.

By the way nice Doom, Teleportingbassist. You sure did improve over the months. Keep up the good work.
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Postby Servitor_2152 » Thu Aug 16, 2007 6:36 am

:shock:

A PL X character from Mike5000us? Isn't that one of the signs of the Apocalypse?
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Postby Mike5000us » Thu Aug 16, 2007 7:37 am

Servitor_2152 wrote::shock:

A PL X character from Mike5000us? Isn't that one of the signs of the Apocalypse?


Lol, what's that suppose to mean...I think I'll add Doctor Fate to the list too? What do you think boss?
Last edited by Mike5000us on Thu Aug 16, 2007 7:50 am, edited 1 time in total.
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Postby Servitor_2152 » Thu Aug 16, 2007 7:50 am

Mike5000us wrote:
Servitor_2152 wrote::shock:

A PL X character from Mike5000us? Isn't that one of the signs of the Apocalypse?


Lol, what's that suppose to mean...I think I add Doctor Fate to the list too? What do you think boss?


It's just that seeing a PL X build from you, a statter who regularly churns out PL 20+ builds and a vocal proponent of the idea that "everything has a Power Level" is . . . a bit shocking.

I'd like to see Fate, to see how he stacks up to UberStrange at the height of his power.
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Postby Mike5000us » Thu Aug 16, 2007 8:19 am

Servitor_2152 wrote:
Mike5000us wrote:
Servitor_2152 wrote::shock:

A PL X character from Mike5000us? Isn't that one of the signs of the Apocalypse?


Lol, what's that suppose to mean...I think I add Doctor Fate to the list too? What do you think boss?


It's just that seeing a PL X build from you, a statter who regularly churns out PL 20+ builds and a vocal proponent of the idea that "everything has a Power Level" is . . . a bit shocking.

I'd like to see Fate, to see how he stacks up to UberStrange at the height of his power.


Well it seems at least magically there is nothing he can't do, he's literally a "Deus Ex Machina" in that regard. Plus he is technically the ruler of Marvel Dimension/Universe 616 since the Sorcerers Supremes are the rulers of the Dimensions/Universes. So all of these factors constitutes his PL X status. However he's not the a "true" PL X in the regard that he's statless, that status fall to Marvel's The One above All. He a PL X being in that there nothing he couldn't do mystically, he effectively has no limits.

Concerning Doctor Fate, I would peg him weaker than Strange at his height, he couldn't stand to the Spectre, Anti-Moniter, Imperiex, and other high end beings in DC. His overall power is that of a Lord of Order/Chaos. However I haven't been keeping up with him recently so there could be some improvements of him.
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Postby Libra » Thu Aug 16, 2007 9:38 am

Dr Strange's middle name is Vincent?

Now why doesn't that surprise me. . . 8)
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#125

Postby Thorpacolypse » Thu Aug 16, 2007 7:14 pm

Again, noting our lack of villains, here is a J-Mart special on Aisle 2, sure to GRAB you!

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Tell me this look isn't better than the bowl cut they try to keep me in...

DR. OCTOPUS
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 29 [9] (+9/-1) DEX: 10 (0) CON: 14 (+2) INT: 20 (+5) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Bluff (+2), Climb 4 (+13), Computers 8 (+13), Concentration (+3), Craft [Electronic] 10 (+15), Craft [Mechanical] 10 (+15) [Inventor, Skill Mastery], Diplomacy (+2), Disable Device 10 (+15) [Skill Mastery], Disguise (+2), Gather Info (+2), Handle Animal (+2), Intimidate 8 (+10) [Skill Master, Startle], Knowledge [Physical Sciences] 8 (+13), Knowledge [Streetwise] 4 (+9), Knowledge [Technology] 10 (+15) [Inventor, Skill Mastery], Notice 6 (+9), Profession [Scientist] 5 (+8), Search (+5), Sense Motive 5 (+8), Survival (+3), Swim (+9)

FEATS: Attack Specialization (3) [Tentacles], Dodge Focus (1), Equipment (1), Inventor, Master Plan, Skill Mastery (1) [Craft: Mechanical, Disable Device, Intimidate, Knowledge: Technology], Startle, Tough (1)

ENHANCED FEATS: Ambidexterity, Chokehold, Crushing Pin, Improved Block (2), Improved Grab, Improved Grapple, Improved Initiative (1), Improved Trip, Move-by Action, Prone Fighting, Weapon Bind, Weapon Break

POWERS:
Tentacle Harness (Container [70pp]) [14]
Enhanced Strength (Flaw: Limited to Additional Limbs [10pp]) [20]
Strike (PF: Mighty, Improved Critical, Split Attack [4pp]) [1] - DC:25:tough
Additional Limbs (3pp)
Elongation (Flaw: Limited to Additional Limbs [2pp]) [3]
Enhanced Feats (see Feats [14pp])
Enhanced Defense (16pp) [8]
Enhanced Reflex Save (5pp) [5]
Speed (1pp) [1]
Protection (3pp) [3]
Super Movement (Wall-Crawling, Sure-Footed [3pp]) [3]
Super-Strength (Flaw: Limited to Additional Limbs, PF: Super-Breath [5pp]) [4]
Super-Senses (Detect Movement [Radius], Uncanny Dodge [Visual] [4pp])


EQUIPMENT:
(5ep)

Costume (Protection, Subtle [2ep]) [1]
Flash Goggles, Cell Phone (2ep)

COMBAT: Base Attack +4, Melee +4, Ranged +4, Tentacles +10, Grapple +3, Tentacle Grapple +26 [Unarmed -1 (Bruise), Tentacle Unarmed +9 (Bruise), Tentacle Strike +10, 19-20 Critical (Bruise)]; Defense 23 (16 flat-footed); Init +4; Knockback -3

SAVES: Toughness +7 (+7 flat-footed), Fortitude +5, Reflex +7, Will +8

DRAWBACKS:

Abilities 23 + Skills 21 (84 ranks) + Feats 24 + Powers 56 + Combat 16 + Saves 10 – Drawbacks 0 = 150 / 150


Comments: I've always been a fan Doc Ock, but after Spider-Man 2, I gained a whole new appreciation for him, with Alfred Molina's fantastic portrayal of the scary Doc Ock. He really stole that movie, but then again, most villains do in the big budget super hero flicks, don't they?

I went with the version of Doc where his tentacle harness is bonded to him and not removable outside of major surgery, more similar to his movie incarnation. I think his best trick is that I gave him Improved Grab and Grapple so he can make 3 grapple checks at once with his tentacles (gotta have the one for balance). Spidey will have to out quick Doc, because even with his new levels of power, he's not going overpower him.

Clean Up 5/1/08: A little tweak to Doc Oc to get him up to a balanced PL10/150.
Last edited by Thorpacolypse on Sat Dec 20, 2008 3:54 pm, edited 3 times in total.
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Postby Thorpacolypse » Thu Aug 16, 2007 7:29 pm

Another great villain special on Aisle 1! This one comes from our Gotham location.

Image
When they talk about ice in your veins...

MISTER FREEZE
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 28 [10] (+9/0) DEX: 10 (0) CON: 12 (+1) INT: 20 (+5) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Climb (+9), Concentration (+2), Craft [Chemical] 8 (+12), Craft [Mechanical] 8 (+12), Intimidate 6 (+6), Knowledge [Physical Sciences] 8 (+12), Knowledge [Technology] 8 (+12) [Inventor], Medicine 8 (+10), Notice 3 (+5), Search (+5), Sense Motive 3 (+5), Survival (+2), Swim (+9)

FEATS: Attack Specialization (1) [Unarmed], Attack Specialization (1) [Freeze Gun], Dodge Focus (2), Inventor, Minions (9) [2 Fanatical Polar Bears], Quick Draw (1), Speed of Thought

POWERS:
Immunity 11 (Cold Effects, Aging [Limited]; 11pp) [11]
Freeze Suit 10 (Device 10, Hard to Lose, Power Feat: Restricted [User must be immune to environmental cold], Flaw: Weak Point [Helmet, uncommon, minor; -1], [50pp traits]; 40pp) [10]

Enhanced Strength 18 (18pp) [18]
Immunity 9 (Life Support [9pp])
Protection 6 (Extra: Impervious [12pp]) [6]
Protection 5 (5pp) [5]
Shield 2 (2pp) [2]
Super-Strength 2 (2.4 Tons [4pp]) [2]

Freeze Gun 10 (Device 10, Easy to Lose [50pp traits]; 30pp) [10]
Ice Blast 12 (24pp) [12] - DC:27:tough
LP: Snare 12 (24pp) [12] - DC:22:ref
AP: Create Object 12 (1pp) [12]
AP: Environmental Control 8 (Mix and Match Environments, 3pp/rank; Hamper Movement, Distraction [1pp]) [8]


COMBAT: Base Attack +6, Melee +6, Ranged +6, Freeze Gun +8, Unarmed +8, Grapple +17 [Unarmed +9 (Bruise); Ice Blast +12 (Bruise/Lethal)]; Defense 18 (12 flat-footed); Init +5; Knockback -9

SAVES: Toughness +12 (+12 flat-footed, +6 Impervious), Fortitude +5, Reflex +3, Will +6

DRAWBACKS: Weakness - Exposure to above freezing temperatures when outside of suit; -1 constitution, -1 checks, -1 attack every minute (can be fatal [common, moderate; -6])

Abilities 16 + Skills 12 (48 ranks) + Feats 16 + Powers 81 + Combat 20 + Saves 11 – Drawbacks -6 = 150 / 150

Comments: One of my favorite Bat-villains. I really like how he came out. That suit is wicked. I think I got his drawbacks about right from what I've seen, but that constitution loss may be too severe. He'd basically be dead in 10 minutes outside of the suit, so I may move that back to 5 minute intervals. We'll see, and of course, I am always open to feedback.

Clean Up 5/20/08: Victor gets a tweak down to playable level.

Clean Up 3/1/10: Victor gets another tweak while I am working on cold controllers. I think this one, while remaining at playable level, is more dangerous than my last version. I focused more on the effects of his Freeze Gun than on his scientific prowess.
Last edited by Thorpacolypse on Sat Jul 10, 2010 8:53 pm, edited 3 times in total.
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Postby JoshuaDunlow » Thu Aug 16, 2007 7:37 pm

I have to say that Dr. Doom write up is off the hook 8)
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