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Thorpacolypse wrote:Check out the new special on mouthy powerhouse chicks on Aisle 2! Better get over there quick, they are going fast!
Wanna go do it on the floor of the Pequod again?
GRACE
PL: 9 (125 pp)
ABILITIES: STR: 30 (+10) DEX: 10 (0) CON: 30 (+10) INT: 10 (0) WIS: 12 (+1) CHA: 15 (+2)
SKILLS: Bluff 4 (+6), Climb (+10), Concentration (+1), Diplomacy (+2), Disguise (+2), Gather Info 4 (+6) [Contacts], Handle Animal (+2), Intimidate 10 (+12) [Startle], Knowledge [Streetwise] 6 (+6), Notice (+1), Profession [Bouncer] 4 (+5), Sense Motive (+1), Survival (+1), Swim (+10)
FEATS: All-out Attack, Attack Focus (Melee) (3), Chokehold, Contacts, Defensive Roll (1), Dodge Focus (1), Equipment (1), Finishing Blow, Improved Critcal (1) [Unarmed], Improved Grapple, Interpose, Startle, Takedown Attack (1)
POWERS:
Super-Strength [4]
PF: Groundstrike, Bracing
Impervious Toughness [9]
Regeneration (Recovery Rate)
Regeneration: Bruised 1/round [1]
Regeneration: Injured 1/5 minutes [2]
Regeneration: Disabled 1/hour [2]
PF: Regrowth, Diehard, Persistent
Equipment (5ep)
Commlink, Cell Phone, GPS, PDA (4ep)
COMBAT: Base Attack +5, Melee +8, Ranged +5, Grapple +22 [Unarmed +10 (Bruise)] Defense 17 (13 flat-footed) Init +0 Knockback -10 (-2 flat-footed)
SAVES: Toughness +11 (+10 flat-footed, +9 Impervious) Fortitude +12 Reflex +2 Will +4
DRAWBACKS:
Abilities 47 + Skills 7 (28 ranks) + Feats 15 + Powers 27 + Combat 22 + Saves 7 – Drawbacks 0 = 125 / 125
One of my favorite characters of the past couple of years, Grace from The Outsiders. Granted, she is the stereotype mouthy powerhouse brawler that most super teams have, but I like her anyway. The way they wrote her to needle Dick and Roy all the time, her romps with Roy, and then her new relationship with Thunder was all good stuff, at least in my opinion. However, I think Outsiders has gone downhill since the Crisis, but maybe they'll get it together after this Checkmate crossover deal is done.
Plain and simple, she is meant to hit hard, take a shot and keep coming. And trash talk you the entire time!


Thorpacolypse wrote:A heavenly special hits Aisle 3. However, don't think this is a peaceful one...
Say your prayers, Spawn...
THE REDEEMER II
PL: 12 (188 pp)
ABILITIES: STR: 30 (+10) DEX: 16 (+3) CON: NA INT: 13 (+1) WIS: 14 (+2) CHA: 10 (0)
SKILLS: Acrobatics 4 (+7), Climb (+10), Concentration (+2), Escape Artist (+3), Gather Info 8 (+8), Intimidate 12 (+12) [Startle], Investigate 6 (+7), Knowledge [Theology and Philosophy] 6 (+7), Notice 6 (+8), Search (+1), Sense Motive 6 (+8), Stealth (+3), Survival (+2), Swim (+10)
FEATS: All-out Attack, Armor Proficiency, Critical Strike [Hellspawn], Dodge Focus (4), Favored Opponent (2) [Hellspawn], Improved Critical (4) [Holy Lance x2, Holy Fire Blast x2], Improved Grapple, Improved Initiative (1), Power Attack, Startle, Takedown Attack (1)
POWERS:
Immunity (Fortitude Effects) [30]
Protection [7]
Teleport (PF: Easy) [5]
Mind Shield [5]
Detect (Necroplasm, Ranged, Extended x3) [6]
Holy Lance (Holy Fire Strike, Extra: Penetrating, PF: Extended Reach) [12] - DC:27:tough
AP: Holy Fire Blast [12] - DC:27:tough
Heavenly Armor (Device, Hard to Lose [10pp])
Protection (Extra: Impervious [10pp]) [5]
COMBAT: Base Attack +10, Melee +10, Ranged +10, Holy Lance Grapple +20 [Unarmed +10 (Bruise), Holy Lance +12, 18-20 Critical (Lethal), Holy Fire Blast +12, 18-20 Critical (Bruise)]; Defense 22 (14 flat-footed); Init +7 ; Knockback -8 (-3 flat-footed)
SAVES: Toughness +12 (+12 flat-footed, +5 Impervious), Fortitude NA, Reflex +5, Will +7 (+12 against Mental effects)
DRAWBACKS:
Abilities 23 + Skills 12 (48 ranks) + Feats 18 + Powers 92 + Combat 36 + Saves 7 – Drawbacks 0 = 188 / 188
Comments: One of Heaven’s bad arses, The Redeemer II. I only read the book where he took on Spawn once, and there was not a lot of info on him in Wikipedia, but I perused Kerian's build, read the book again and went to work.
He came out TOUGH, even though he didn't hit the recommended PP cap for his level. A Wolverine should be able to take him, but against Spawn, he is gonna lay him out if Spawn doesn't get initiative and take him out quick. With his ability to hit Spawn with a +21 Holy Fire blast or strike, Spawn has little chance against him without some serious luck. Gotta have them rumble in the near (6 months at this rate) future.
Update 9/22/07: Made an update here while I was working on Redeemer III. I completely messed up the points the first time.




Thorpacolypse wrote:A landmark J-Mart special hits Aisle 1! This is another GREEN LIGHT special, but most importantly, it is posted BUILD 150#!!! Way to go, team!
I don't miss...
GREEN ARROW (OLIVER QUEEN)
PL: 11 (165 pp)
ABILITIES: STR: 16 (+3) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3)
SKILLS: Acrobatics 8 (+12), Bluff 8 (+11/+15) [Attractive, Improved Trick, Taunt], Climb (+3), Concentration (+3), Craft [Mechanical] 8 (+10), Diplomacy 4 (+8/+11) [Attractive, Connected], Disguise (+3), Drive 4 (+8), Escape Artist 4 (+8), Gather Info 8 (+11), Handle Animal (+3), Intimidate (+3), Knowledge [Business] 6 (+8), Knowledge [Civics] 6 (+8), Knowledge [Streetwise] 6 (+8), Notice 8 (+11), Profession [CEO] 4 (+7), Search 6 (+8), Sense Motive 8 (+11) [Assessment], Sleight of Hand 4 (+8), Stealth 8 (+12), Survival 4 (+7), Swim (+3)
FEATS: Accurate Attack, All-out Attack, Assessment, Attack Specialization (3) [Bow], Attack Specialization (1) [Sword], Attractive (1), Benefit (3) [Wealth], Connected, Defensive Attack, Defensive Roll (2), Dodge Focus (6), Equipment (4), Improved Aim, Improved Critical (2), Improved Initiative (1), Improved Ranged Disarm, Improved Trick, Power Attack, Precise Shot (2), Quick Draw (1), Ranged Pin, Taunt, Teamwork (1), Tough (1), Ultimate Effort (1) [Ultimate Aim]
POWERS:
Bow (Device, Easy to Lose [25pp]) [5]
Exploding Arrows (Blast, Extra: Explosion [18pp]) [6] - DC:16:ref
Exploding Arrows (2nd Save) [6] - DC:21:tough
AP: Flash Arrows (Dazzle: Visual [1pp]) [6] - DC:16:ref
AP: Flash Arrows (2nd Save) [6] - DC:16:fort
AP: Net Arrows (Snare, Extra: Area Burst [1pp]) [6] - DC:16:ref
AP: Rubbed Tip Arrows (Stun [1pp]) [6] - DC:16:fort
AP: Bolo Arrows (Trip [1pp]) [6]
AP: Grappling Gun Arrow (Super Movement [Swinging] [1pp]) [2]
AP: Sonic Arrows (Dazzle: Audio [1pp]) [6] - DC:16:ref
AP: Sonic Arrows (2nd Save) [6] - DC:16:fort
AP: Blast Arrows (PF: Variable Descriptor [1pp]) [6] - DC:21:tough
EQUIPMENT:
(20ep)
Costume (Protection, Commlink, GPS [4ep]) [2]
Longbow (PF: Mighty [7ep]) [3] - DC:21:tough
Sword (6ep) [3] - DC:19:tough, Rebreather (1ep)
2ep free as needed for situation
COMBAT: Base Attack +10, Melee +10, Ranged +10, Bow +16, Sword +12, Grapple +13 [Unarmed +3 (Bruise), Longbow +6, 18-20 Critical (Lethal), Bow Blasts +6, 18-20 Critical (Bruise)]; Defense 24 (14 flat-footed); Init +8; Knockback -4 (-2 flat-footed)
SAVES: Toughness +8 (+6 flat-footed), Fortitude +7, Reflex +9, Will +7
DRAWBACKS:
Abilities 36 + Skills 26 (104 ranks) + Feats 39 + Powers 15 + Combat 36 + Saves 13 – Drawbacks 0 = 165 / 165
Comments: Can’t help it, always been an Ollie fan. I’m a liberal at heart (socially) so he always hit home with me. Couldn't have picked a much better build than this one to be 150.
Ollie is, well, the Ollie you know and love. Best in the game with the bow, and improving in melee with his swordsmanship skill. He'll have cameos when I start writing for sure, if not a feature.
Update 9/23/07: Quick update to Ollie while I was working on Connor and Roy. I forgot to add in his Equipment points and of all things, I forgot Ranged Pin, one the "must have" feats for any super archer!







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