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J-Mart I 2E: Green Scar Hulk, Mandrill, Nekra

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Postby Thorpacolypse » Wed Sep 12, 2007 7:46 pm

Kreuzritter wrote:
Chronogoblin wrote:Good fight there boss. What made you choose Spidey for that one?

Chrono


well, for starters, it gives us a hero who has to work for the win. second, my suspicion is that the fact that the supersized glutony's only fight is against somebody with similar powers


Exactamundo!

I thought about throwing a powerhouse or paragon type against him, but I thought Spider-Man would be a good contrast in style, yet had a chance to pull off the win. And he actually did, but most of it was bad rolling for Big G on my part.
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Postby Libra » Thu Sep 13, 2007 8:00 am

Good Call, Old Fellow.

I'm thinking of doing like 10 #1 issues, then working on completing each of the arcs as the mood strikes me. :?


That seems acceptable. For starters. . . :twisted:
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Postby Thorpacolypse » Thu Sep 13, 2007 7:24 pm

Libra wrote:Good Call, Old Fellow.

I'm thinking of doing like 10 #1 issues, then working on completing each of the arcs as the mood strikes me. :?


That seems acceptable. For starters. . . :twisted:


Just kiddin', Libra. I want to do a couple more random rumbles and then try my hand at an actual story. But at J-Mart, we are all about the mediocre builds.

And to that end, I have several more builds that I want to do, and several to clean up so I will start rolling those out again while I ponder my direction.

I may want to go on a tangent with that Gluttony, Lust, BPRD thing, and to that end I am going to be working on some mystics like Zatanna, Dr. Fate, Felix Faust and others.

I also realized I have very few telepaths, so I will be working on River Tam, Jean Grey, Emma Frost and maybe more.

And I still need more villains, so I will be working on more of Batman and Spidey's rogues galleries as well.

AND with Resident Evil: Extinction coming out, I have a hankering to build some characters from that series.

As always, anyone from the mighty J-Mart staff is welcome to tackle any of the above mentioned builds if they so choose.

So to get the next round of discount builds hitting the shelves, it's time for a J-Mart tradition...
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Postby Thorpacolypse » Thu Sep 13, 2007 7:38 pm

That's right folks, its' LADIES' NIGHT at J-Mart again! And check out this special on Aisle 1!

Image
Less talking, more hitting...


HAWKGIRL (SHAYERA HOL)
PL:
10 (150 pp) - OPL: 10; DPL: 10

ABILITIES: STR: 20 [14] (+5/+2) DEX: 20 [14] (+5/+2) CON: 20 [14] (+5/+2) INT: 15 (+2) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Acrobatics/Aerobatics 5 (+10), Climb (+5), Concentration (+2), Escape Artist 4 (+9), Intimidate 10 (+10) [Startle], Investigate 7 (+9), Knowledge [Arcane Lore] 6 (+8), Knowledge [Tactics] 8 (+10), Knowledge [Technology] 6 (+8), Notice 8 (+10), Pilot 5 (+10), Search (+2), Sense Motive 8 (+10) [Assessment], Stealth (+5), Survival (+2), Swim (+5)

FEATS: All-out Attack, Attack Specialization (1) [Thanagarian Mace], Assessment, Defensive Attack, Defensive Roll (2), Dodge Focus (2), Environmental Adaptation [High Altitude], Favored Environment (6) [+2 Attack, +4 Dodge When Flying], Equipment (1), Improved Initiative (1), Leadership, Move-by Action, Power Attack, Startle, Takedown Attack (1)

POWERS:
Regeneration (Recovery Rate)

Regeneration: Recovery Rate 1/day (Flaw: Uncontrolled Reincarnation) [1]
PF: Reincarnation

Nth Metal Harness (Device, Hard to Lose; PF: Restricted [Thanagarian Warriors] [35pp]) [7]
Flight (Drawback: Power Loss - When wings immobilized [4pp]) [3]
Immunity (Cold, Heat [2pp])
Enhanced Strength (6pp) [6]
Enhanced Constitution (6pp) [6]
Enhanced Dexterity (6pp) [6]
Super-Strength (2pp) [1]

Regeneration (Recovery Rate)
Bruised: Recovery Rate 1/standard action (2pp) [2]
Staggered: Recovery Rate 1/20 minutes (1pp) [1]
Injured: Recovery Rate 1/5 minutes (2pp) [2]
Disabled: Recovery Rate 1/1 hour (2pp) [2]
PF: Diehard, Regrowth (2pp) [2]
Nth Metal Mace (Device, Easy to Lose [40pp]) [8]
Nullify (Magic, Flaw: Touch Range [10pp]) [10] - DC:20:will
Blast (Extra: Penetrating [5], PF: Mighty, Improved Critical x2 [18pp]) [5] - DC:25:tough
AP: Strike (Extra: Penetrating, PF: Mighty, Improved Critical x2, Weapon Break [1pp]) [5] - DC:25:tough


EQUIPMENT:
(5ep)

JLA Communicator (Commlink, GPS [2ep])
Costume (Protection, Subtle [2ep]) [1]

COMBAT: Base Attack +8, Melee +8, Ranged +8, Thanagarian Mace +10, Flying Melee +10, Flying Ranged +10 [Unarmed +5 (Bruise), Thanagarian Mace +10, 18-20 Critical (Bruise)]; Defense 18 (13 flat-footed, 22 Flying); Init +9; Knockback -4 (-2 flat-footed)

SAVES: Toughness +8 (6 flat-footed), Fortitude +7, Reflex +7, Will +5

DRAWBACKS:

Abilities 21 + Skills 17 (68 ranks) + Feats 22 + Powers 55 + Combat 28 + Saves 7 – Drawbacks 0 = 150 / 150


Comments: This Hawkgirl is kind of an amalgam of all the Hawkgirls with an emphasis on Shayera Hol from JLU, the BEST Hawkgirl.

She's strong, tough, and that mace is a beast of a device. I tried to work in most of what I saw her do with it in JLU, and I figured anything else could be power stunted off of it. The Nth Metal harness was a tribute to the current Hawkgirl in the DCU since it was never really referenced in the JLU. I like how this build came out. I just hope I can keep it from getting busy with my upcoming Red Arrow build...
Last edited by Thorpacolypse on Thu Dec 27, 2007 10:07 pm, edited 1 time in total.
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Postby Thorpacolypse » Thu Sep 13, 2007 7:51 pm

Another Ladies' Night special hits the shelves on Aisle 2. This one is from our ever popular X-Men line.

Image
My husband is going to kick Michael Turner's a$$ for drawing me like this!

STORM
PL:
11 (163 pp) – OPL: 11; DPL: 8

ABILITIES: STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3)

SKILLS: Acrobatics 4 (+7), Bluff (+3), Climb (+1), Concentration 8 (+11), Diplomacy 5 (+8), Disable Device 9 (+11), Disguise (+3), Escape Artist 5 (+8), Gather Info (+3), Handle Animal (+3), Intimidate (+3), Knowledge [Streetwise] 4 (+6), Languages 3 (English, Shi’ar, Russian, Base: Swahili), Notice 5 (+8), Pilot 3 (+6), Search (+2), Sense Motive (+3), Sleight of Hand 8 (+11), Stealth 6 (+9), Survival (+3), Swim (+1)

FEATS: Attack Focus (Melee) (2), Bishoujo, Defensive Roll (2), Dodge Focus (4), Environmental Adaptation (Stormy conditions), Improved Initiative (1), Inspire (1), Leadership, Luck (1), Teamwork (1)

POWERS:
Flight 4 (100 mph; Extra: Affects Others, PF: Progression [5 Others]; [14pp]) [4]
Super Senses 1 (Weather Sense [Mental]; 1pp) [1]
Immunity 11 (Weather Effects, Lightning [11pp]) [11]
Weather Control 13 (Dynamic Array, 3/pp rank Mix and Match Environments [39pp array]) [13]
DAP: Lightning Blast 12 (Lightning, Extra: Line Area, PF: Indirect x2 [2pp]) [12] - DC:22/27:ref/tough
DAP: Tornado 9 (Air Control 9, Extra: Cone Area, Duration [Concentration]; 2pp) [9]
DAP: Dazzle 9 (Auditory and Visual, PF: Area Burst [2pp]) [9] - DC:19:fort


EQUIPMENT:
(5ep)

Costume (Protection 2, PF: Subtle; Commlink, GPS [4ep]) [2], Lock picks (1ep),

COMBAT: Base Attack +7, Melee +9, Ranged +7, Grapple +10 [Unarmed +1 (Bruise); Lightning Blast +12 (Bruise)]; Defense 20 (13 flat-footed); Init +7; Knockback -3

SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +5, Will +9

DRAWBACKS: Claustrophobia (Acts as a fear effect when trapped in a closed space; DC15 will save [uncommon, major; -3pp])

Abilities 28 + Skills 15 (60 ranks) + Feats 15 + Powers 71 + Combat 26 + Saves 11 – Drawbacks -3 = 163 / 163

Comments: My take on the storm goddess and current Queen of Wakanda, Storm.

Clean Up 1/28/09: Took my original PL10 Storm build up to PL11 to go along with those 165pp. Storm rocks, even with me building her...
Last edited by Thorpacolypse on Thu Jan 14, 2010 9:44 pm, edited 4 times in total.
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Postby Thorpacolypse » Thu Sep 13, 2007 8:03 pm

Another Ladies' Night special hits our Aisle 2 shelves. This is another one from our top selling X-Men line and this one is a J-Mart Favorite!

Image
So...what's my powerset this month?

PSYLOCKE
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 14 (+2) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 18 (+4) CHA: 12 (+1)

SKILLS: Acrobatics 7 (+11) [Acrobatic Bluff], Bluff (+1), Climb (+2), Concentration 9 (+13), Diplomacy (+1), Disable Device 5 (+7), Disguise (+1), Escape Artist 4 (+8), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Languages 1 (Japanese, Base: English), Notice 5 (+9), Search 5 (+7), Sense Motive 8 (+12), Stealth 8 (+12) [Accelerated Stealth, Vanish], Survival (+4), Swim (+2)

FEATS: Attack Specialization (1) [Katana], Attack Specialization (1) [Unarmed], Acrobatic Bluff, Bishoujo, Challenges (2) [Accelerated Stealth, Vanish], Defensive Roll (2), Dodge Focus (7), Equipment (2), Evasion (1), Improved Critical (2) [Psychic Knife, Unarmed], Improved Initiative (1), Ninja Run (1), Power Attack, Sneak Attack (1), Takedown Attack (2), Tough (1), Uncanny Dodge (Danger Sense)

POWERS:
Psychic Knife 10 (Mental Blast 10, Array, Flaw: Touch Range [20pp]) [10] - DC:20:will
AP: Telepathy 10 (1pp) [10] - DC:20:will
AP: Mind Control 10 (1pp) [10] - DC:20:will

Mind Shield 5 (5pp) [5]
Super-Senses 6 (Aura Reading, Danger Sense [Mental]; 6pp) [6]


EQUIPMENT:
(10ep)

Costume (Protection 1, PF: Subtle [3ep]) [1]
Katana (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep]) [3] - DC:25:tough
CommLink, GPS (2ep)

COMBAT: Base Attack +10, Melee +10, Ranged +10, Katana +12, Unarmed +12, Grapple +12 [Unarmed +2, 19-20 Critical (Bruise); Katana +5, 19-20 Critical (Lethal/Bruise); Psychic Knife +10, 19-20 Critical (Bruise)]; Defense 23 (13 flat-footed); Init +8; Knockback -3

SAVES: Toughness +7 (+5 flat-footed), Fortitude +6, Reflex +8 (Evasion), Will +9

DRAWBACKS:

Abilities 32 + Skills 13 (52 ranks) + Feats 28 + Powers 33 + Combat 32 + Saves 12 – Drawbacks 0 = 150 / 150

Comments: I've always liked Psylocke, and while I don’t really have anything against her new incarnation, I liked the “classic” Psylocke better. So that’s who I built. She’s a decent telepath, a top notch ninja and that Psychic Knife is just wicked. With that high stealth ability, she can sneak up on an opponent and catch them flat-footed with that bad boy and take out them out of a fight quick.

Clean Up 6/20/08: Thanks to Hardkor and Elric, I realized some tweaks needed to be more to Betsy. Now her Melee attack does not break caps which I had forgotten to fix earlier.
Last edited by Thorpacolypse on Sun Jan 17, 2010 9:57 am, edited 6 times in total.
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Postby Kreuzritter » Thu Sep 13, 2007 8:07 pm

gonna need a new source for that pic. that site doesn't do offsite linking
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Postby Elric » Thu Sep 13, 2007 8:09 pm

Thorpacolypse wrote:Another Ladies' Night special hits the shelves on Aisle 2. This one is from our ever popular X-Men line.

Image
My husband is going to kick Michael Turner's a$$ for drawing me like this!

STORM


And you have the nerve to complain about "impossible proportions" :)
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Postby Thorpacolypse » Thu Sep 13, 2007 8:21 pm

Elric wrote:
Thorpacolypse wrote:Another Ladies' Night special hits the shelves on Aisle 2. This one is from our ever popular X-Men line.

Image
My husband is going to kick Michael Turner's a$$ for drawing me like this!

STORM


And you have the nerve to complain about "impossible proportions" :)


Well, see I...it's like this....see, what I meant was...

Ah, forget it. That pic is off da chain!!!
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Postby Thorpacolypse » Thu Sep 13, 2007 8:36 pm

The J-Mart Ladies' Night Specials just keep on coming. Check out this special on Aisle 2.

Image
I think it's obvious where I am storing all that energy I absorb...

MS. MARVEL
PL:
12 (172 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 34 [10] (+12/0) DEX: 16 (+3) CON: 34 [14] (+12/+2) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Bluff (+3), Climb (+12), Concentration (+2), Diplomacy 4 (+7), Disguise (+3), Escape Artist (+3), Gather Info 6 (+9), Handle Animal (+3), Intimidate 5 (+8), Knowledge [Tactics] 6 (+8), Notice 8 (+10), Pilot 8 (+11), Search (+2), Sense Motive 6 (+8), Stealth (+3), Survival 5 (+7), Swim (+12)

FEATS: Attack Focus (Melee) (4), Attack Specialization (2) [Blast x2], Benefit (1) [Government Clearance], Distracting Looks (1), Dodge Focus (2), Improved Initiative (1), Leadership, Power Attack, Teamwork (1)

POWERS:
Enhanced Strength 24 (24pp) [24]
AP: Energy Blast 12 (1pp) [12] - DC:27:tough
AP: Dazzle 12 (Visual, Extra: Area Burst, Flaw: Range [Touch]; 1pp) [12] - DC:22:ref

Enhanced Constitution 20 (20pp) [20]
Protection 2 (2pp) [2]
Flight 6 (500 mph; Dynamic Array [12pp array]; 13pp) [6]
DAP: Super-Strength 5 (45 Tons; PF: Countering Punch, Bracing [2pp]) [5]
Impervious Toughness 12 (Flaw: Limited [only against Energy attacks]; 6pp) [12]


COMBAT: Base Attack +8, Melee +12, Ranged +8, Energy Blast +12, Full Super Strength Grapple +29 [Unarmed +12 (Bruise); Energy Blast +12 (Bruise)]; Defense 20 (14 flat-footed); Init +7; Knockback -7 (-13 vs. Energy Attacks)

SAVES: Toughness +14 (+14 flat-footed, +12 Impervious vs. Energy Attacks), Fortitude +13, Reflex +6, Will +7

DRAWBACKS:

Abilities 24 + Skills 13 (52 ranks) + Feats 14 + Powers 80 + Combat 32 + Saves 9 – Drawbacks 0 = 172 / 172

Comments: Good old wrapped-up-in-Stark’s-web Carol Danvers, the original Ms. Marvel. Got her powers back from Rogue and now she’s back to fight the good fight. I actually have a Ms. Marvel #1 from 1976, I believe, in decent condition. I bet it’s worth at least $5… :)

Ms. Marvel is pretty straight forward. She’s a brick that can absorb energy. That’s pretty much it. And that’s OK, I’ve always liked her and bricks with brains (and beauty) are few and far between so she’ll always have a place in the comic world.

Clean Up 7/22/08: Took Ms. Marvel down to starting PP for her PL. I basically trimmed her Absorption and a few feats and there you have it. As is now my custom, the original PL12 build remains for posperity.

MS. MARVEL
PL:
12 (195 pp) - OPL: 12; DPL: 12

ABILITIES: STR: 34 (+12/+1) DEX: 12 (+1) CON: 34 (+12/+2) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3)

SKILLS: Bluff 4 (+7/+11) [Attractive], Climb (+12), Concentration (+1), Diplomacy 4 (+7/+11) [Attractive], Disable Device 6 (+8), Disguise (+3), Escape Artist (+1), Gather Info 8 (+11), Handle Animal (+3), Intimidate 4 (+7), Knowledge [Tactics] 6 (+8), Notice 8 (+9), Search 6 (+8), Sense Motive 6 (+7), Stealth 4 (+5), Survival (+1), Swim (+12)

FEATS: All-out Attack, Attack Focus (Melee) (4), Attack Specialization (2) [Blast], Attractive (1), Benefit (1) [Avengers Clearance], Dodge Focus (5), Fast Overrun, Power Attack, Tough (1)

POWERS:
Enhanced Strength [22]
Enhanced Constitution [20]
Flight (Dynamic Array [12pp]) [6]

DAP: Super-Strength (PF: Countering Punch, Bracing) [5]
Immunity (Life Support) [9]
Impervious Toughness (Extra: Absorption [Energy] [40pp]) [11]

Absorption Effects:
Boost: Blast (Variable Descriptor Based on Energy Absorbed, Flaw: Full Round) [11] - DC:26:tough
AP: Boost: Dazzle (Visual, Flaw: Full Round) [11] - DC:21:ref

COMBAT: Base Attack +8, Melee +12, Ranged +8, Blast +12, Grapple +29 [Unarmed +12 (Bruise), Blast +11 (Bruise)]; Defense 21 (13 flat-footed); Init +1; Knockback -12 (-3 flat-footed)

SAVES: Toughness +13 (+13 flat-footed, +11 Impervious), Fortitude +12, Reflex +4, Will +6

DRAWBACKS:

Abilities 20 + Skills 14 (56 ranks) + Feats 17 + Powers 107 + Combat 28 + Saves 9 – Drawbacks 0 = 195 / 195
Last edited by Thorpacolypse on Sat Jan 16, 2010 10:22 am, edited 4 times in total.
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Postby Thorpacolypse » Thu Sep 13, 2007 8:46 pm

Our last LADIES' NIGHT special for this evening hits the Aisle 14 shelves.

Image
My name is Alice...and I remember EVERYTHING...

Well, apparently, Alice you forgot that you're that you're not supposed to come to church, quite that loaded for bear. One firearm is usually more than sufficient for most Catholic services. But you are well within standards for Southern Baptist and Shiite Muslim services.


ALICE
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 22 [12] (+6/+1) DEX: 22 [14] (+6/+2) CON: 22 [14] (+6/+2) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 6 (+12), Bluff (+1), Climb (+6), Concentration (+2), Diplomacy (+1), Disguise (+1), Drive 2 (+8), Escape Artist (+6), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7), Investigate 5 (+6), Notice 8 (+10), Search 7 (+8), Sense Motive 8 (+10), Stealth (+6), Survival 6 (+8) [Track], Swim (+6)

FEATS: All-out Attack, Attack Specialization (1) [Firearms], Critical Strike [T-Virus Infected], Defensive Roll (1), Dodge Focus (5), Evasion (1), Favored Opponent (2) [T-Virus Infected], Favored Opponent (1) [Umbrella Company Associates], Improved Critical (1) [Unarmed], Power Attack, Quick Draw (1), Takedown Attack (2), Track, Uncanny Dodge (Auditory)

POWERS:
Enhanced Strength 10 (10pp) [10]
Enhanced Dexterity 8 (8pp) [8]
Enhanced Constitution 8 (8pp) [8]
Leaping 1 (1pp) [1]
Speed 1 (1pp) [1]
Immunity 2 (Aging [Limited], Disease [2pp]) [2]
Super Senses 1 (Detect T-Virus Infected [Mental]; 1pp)
Regeneration 2 (Recovery Bonus +2 [2pp]) [2]
Regeneration 13 (Recovery Rate [13pp])

Bruised 1/round no rest [1]
Injured 1/minute [3]
Staggered 1/5 minutes [2]
Disabled 1/hour [2]
Resurrection 1/day [2]
PF: Diehard, Persistent, Regrowth


COMBAT: Base Attack +10, Melee +10, Ranged +10, Firearms +12, Grapple +16 [Unarmed +6, 19-20 Critical (Bruise)]; Defense 21 (13 flat-footed); Init +6; Knockback -3

SAVES: Toughness +7 (+6 flat-footed), Fortitude +7, Reflex +7 (Evasion), Will +7

DRAWBACKS:

Abilities 18 + Skills 12 (48 ranks) + Feats 21 + Powers 45 + Combat 32 + Saves 7 – Drawbacks 0 = 135 / 135

Comments: Couldn’t help myself. With Resident Evil: Extinction coming out, I had to whip up Alice. I didn’t add in the telekinetic/telepathic enhancements she got at the end of Apocalypse because I want to see how she uses them in this potentially “so bad it’s great” sequel. And come on, Mike Epps is back for this one. That mother#$*%* is too damn funny to for me to at not least go see Extinction at a matinee or something!

Alice herself is a very formidable opponent in a street level, or MnM version of RE type game. I really went all out on her with a 160pp. With a little restraint, though, she could easily be toned down to playable level. But she can move, she’s strong, great with ranged weapons and loaded for bear with her arsenal.

Jill, Nemesis, Carlos and LJ (Epps) are coming in the near future.

Clean Up 5/24/09: Hmmm...didn't really get those other characters posted like I planned. But it's only been a year or two, who's counting?

Anyway, after watching Resident Evil: Apocalypse for like the 100th time (and I don't know why, I really don't), I decided to rework Alice and take her to playable PP. I ditched the arsenal since I figured she really just picks up weapons as she goes along, much like a video game character made into a movie character should.
Last edited by Thorpacolypse on Sun May 24, 2009 4:34 pm, edited 2 times in total.
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Postby Elric » Thu Sep 13, 2007 8:50 pm

Thorpacolypse wrote:MS. MARVEL

[b]POWERS:
Enhanced Strength [22]
Enhanced Constitution [20]
Flight (Dynamic Array [12pp]) [6]

DAP: Super-Strength (PF: Countering Punch, Bracing) [5]
Immunity (Life Support) [9]
Absorption (Energy [40pp]) [10]
Absorption Effects:
Boost: Blast (Variable Descriptor Based on Energy Absorbed) [10] - DC:25:tough
AP: Boost: Dazzle (Visual) [10] - DC:20:ref

Abilities 20 + Skills 14 (56 ranks) + Feats 17 + Powers 93 + Combat 28 + Saves 8 – Drawbacks 0 = 180 / 180


Something about your powers math is off: In particular, the first two powers cost 42 points; Flight being dynamic costs 13 pp; the dynamic AP costs 2 pp; Immunity costs 9 pp; Absorption costs 41 pp (counting the Boost: Dazzle effect). So that should total to 107. Of course, Absorption on a character who is already at her Toughness save caps is wasting a reasonable number of points (and/or isn't legal, since it counts against your Toughness save caps).

Personally, I think it should be totally fine to have a character with both high Con and Absorption, with the caveat that you don't get to go above your PL cap but if one gets drained you still have the other one as backup- but Steve's Official Rules answers disagree. My NPC build of Ms. Marvel is built just like yours, but that's due to a behind the scenes rule that it's legal combined with not having to care about how many pp I spend. I'd do it differently for a PC build, to save points. You can probably add a -1/rank flaw to Absorption that it only functions as Impervious, not as Impervious Protection (given that you're already hit your Toughness save cap in other ways). That would save points and fix the potential rules problem.
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Postby Thorpacolypse » Thu Sep 13, 2007 8:57 pm

Elric wrote:
Thorpacolypse wrote:MS. MARVEL

[b]POWERS:
Enhanced Strength [22]
Enhanced Constitution [20]
Flight (Dynamic Array [12pp]) [6]

DAP: Super-Strength (PF: Countering Punch, Bracing) [5]
Immunity (Life Support) [9]
Absorption (Energy [40pp]) [10]
Absorption Effects:
Boost: Blast (Variable Descriptor Based on Energy Absorbed) [10] - DC:25:tough
AP: Boost: Dazzle (Visual) [10] - DC:20:ref

Abilities 20 + Skills 14 (56 ranks) + Feats 17 + Powers 93 + Combat 28 + Saves 8 – Drawbacks 0 = 180 / 180


Something about your powers math is off: In particular, the first two powers cost 42 points; Flight being dynamic costs 13 pp; the dynamic AP costs 2 pp; Immunity costs 9 pp; Absorption costs 41 pp (counting the Boost: Dazzle effect). So that should total to 107. Of course, Absorption on a character who is already at her Toughness save caps is wasting a reasonable number of points (and/or isn't legal, since it counts against your Toughness save caps).

Personally, I think it should be totally fine to have a character with both high Con and Absorption, with the caveat that you don't get to go above your PL cap but if one gets drained you still have the other one as backup- but Steve's Official Rules answers disagree. My NPC build of Ms. Marvel is built just like yours, but that's due to a behind the scenes rule that it's legal combined with not having to care about how many pp I spend. I'd do it differently for a PC build, to save points. You can probably add a -1/rank flaw to Absorption that it only functions as Impervious, not as Impervious Protection (given that you're already hit your Toughness save cap in other ways). That would save points and fix the potential rules problem.


My math is off a lot so I double check it. Using the Simpson sheet, though, the points for feats aren't listed in the Text import, but they are included in the overall cost.

Using the Absorption as Imperivous was my intent as I mention in the Saves area. I just didn't write it that way in the powers. I don't even think I'll need to take a Drawback because I could have take the Absorption extra on Impervious Toughness/Protection at a +3 modifier and it would be the same cost as Absorption by itself.

Thanks for persuing the builds. I always like to get input!
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Postby Elric » Thu Sep 13, 2007 9:04 pm

Thorpacolypse wrote:My math is off a lot so I double check it. Using the Simpson sheet, though, the points for feats aren't listed in the Text import, but they are included in the overall cost.

Using the Absorption as Impervious was my intent as I mention in the Saves area. I just didn't write it that way in the powers. I don't even think I'll need to take a Drawback because I could have take the Absorption extra on Impervious Toughness/Protection at a +3 modifier and it would be the same cost as Absorption by itself.

Thanks for perusing the builds. I always like to get input!


You're welcome. Glad to be of help! You're right that the +3 modifier for Absorption (from Ultimate Power) is the better way to go than what I suggested. Undoubtedly Steve Kenson saw how Absorption in the core book ran into the problem I mentioned and changed it to an extra on Impervious in Ultimate Power for exactly this reason! I haven't had UP very long so I didn't remember this change.
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Postby Thorpacolypse » Fri Sep 14, 2007 7:26 pm

Starting our new mystics line, here is a new build for Aisle 2.

Image
Well, I'm a Voodoo Child, Voodoo Child...


BROTHER VOODOO
PL:
10 (170 pp)

ABILITIES: STR: 22 [14] (+6/+2) DEX: 12 (+1) CON: 22 [16] (+6/+3) INT: 16 (+3) WIS: 22 (+6) CHA: 14 (+2)

SKILLS: Bluff 8 (+10), Climb (+6), Concentration 9 (+15), Craft [Chemical] 8 (+11), Diplomacy (+2), Disguise (+2), Escape Artist (+1), Gather Info 8 (+10), Handle Animal 6 (+8), Intimidate (+2), Knowledge [Arcane Lore] 13 (+16) [Artificer], Medicine 3 (+9), Notice 4 (+10), Dance 4 (+6), Profession [Voodoo Priest] 4 (+10), Search (+3), Sense Motive (+6), Stealth (+1), Survival (+6), Swim (+6)

FEATS: Attack Specialization (1) [Unarmed], Attack Specialization (2) [Magic Attacks], Artificer, Benefit (1) [Houngan Supreme], Dodge Focus (2), Equipment (2), Luck (1), Contacts, Ritualist, Trance, Track

POWERS:
Spirit Summoning (Container [45pp]) [9]
Possession (Flaw: Requires Concentration Check [30pp]) [10]
- DC:20:will
Enhanced Strength (8pp) [8]
Enhanced Constitution (7pp) [6]
Voodoo Magic (Array [20pp]) [10]
Hypnosis [10]
- DC:20:will
AP: Animal Control [10] - DC:20:will
AP: Plant Control [10] - DC:20:ref
AP: Immunity (Fire, Flaw: Duration [Sustained])
LP: Elemental Control (Fire, Flaw: Limited [cannot produce, only control existing flames]) [10]
AP: Smoke and Drums (Concealment, Visual) [2]

EQUIPMENT:
(10ep)

Robes (Protection, Subtle [2ep]) [1]
HQ: Voodoo Lair (8ep)
Dock, Garage, Isolated, Lab, Library, Living Space, Security System, Workshop,

COMBAT: Base Attack +6, Melee +6, Ranged +6, Unarmed +8, Magic +10, Grapple +10 (+14 with Spirit Summoning) [Unarmed +2 (Bruise), Unarmed +6 with Spirit Summoning (Bruise)] Defense 18 (13 flat-footed) Init +1 Knockback -2 (-1 flat-footed)

SAVES: Toughness +4 (+4 flat-footed, +7 with Spirit Summoning) Fortitude +3 (+6 with Spirit Summoning), Reflex +4, Will +10

DRAWBACKS:

Abilities 34 + Skills 17 (68 ranks) + Feats 14 + Powers 73 + Combat 24 + Saves 8 – Drawbacks 0 = 170 / 170


Comments: A slightly suped up version of Brother Voodoo for The Thorpacoverse. I'm not that thrilled with this build, but I am tired of fiddling with it for now, so I will clean it up later.

In short, he is the high Voodoo Priest of the world and in addition to his magical capabilities, he can summon the spirit of his dead brother and increase his strength and fortitude. His brother's spirit can also Possess other people. One of his AP: is Immunity to Fire with the additional ability to control the existing flames, he cannot create them.

Overall, he's a neat supporting character and he will come in handy if I actually decide to work on the story arc in New Orleans that I have swimming around in my head.
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