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

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Postby Batgirl III » Fri Sep 21, 2007 7:20 pm

Y'see, this is why I just hong out on rooftops and throw batarangs at people. The mystic arts are hard kids.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
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Postby Liryel » Fri Sep 21, 2007 8:13 pm

Batgirl III wrote:Y'see, this is why I just hong out on rooftops and throw batarangs at people. The mystic arts are hard kids.


But much more interesting results when you aren't sure what you're doing. ;)
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Postby Libra » Sat Sep 22, 2007 9:03 am

The Top Hat has nothing to do with it!

(Well. . .only a little. :wink: )
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Postby Thorpacolypse » Sat Sep 22, 2007 6:11 pm

Thorpacolypse wrote:Check out the new special on mouthy powerhouse chicks on Aisle 2! Better get over there quick, they are going fast!

Image
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!


Since I was working on my Outsiders builds, I made a quick update to Grace. Forgot a couple of things the first time, like All-out Attack and Regeneration for bruised conditions.
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Postby Thorpacolypse » Sat Sep 22, 2007 9:33 pm

A new special from our Spawn line hits Aisle 3.

Image
Speak softly and carry a big, freakin sword...

THE REDEEMER III
PL:
12 (180 pp) - OPL: 12; DPL: 12

ABILITIES: STR: 28 (+9) DEX: 14 (+2) CON: NA INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 4 (+6), Bluff (+2), Climb (+9), Concentration (+3), Diplomacy (+2), Disguise (+2), Escape Artist (+2), Gather Info 8 (+10) [Well-Informed], Handle Animal (+2), Intimidate 13 (+15) [Startle], Knowledge [Theology and Philosophy] 8 (+9), Notice 7 (+10), Search (+1), Sense Motive 4 (+7), Stealth 6 (+8), Survival (+3), Swim (+9)

FEATS: All-out Attack, Armor Proficiency, Attack Specialization (1) [Heavenly Sword], Chokehold, Critical Strike, Diehard, Dodge Focus (4), Favored Opponent (2) [Hell spawned], Improved Initiative (1), Power Attack, Rage (1), Startle, Takedown Attack (1), Well-Informed

POWERS:
Immunity (Fortitude Effects) [30]
Protection [5]
Flight [5]
Mind Shield [5]
Detect (Necroplasm, Ranged, Extended x3) [6]
Heavenly Sword (Strike, Extra: Penetrating) [1]
- DC:25:tough
PF: Extended Reach, Holy, Indestructible, Restricted, Mighty
Heavenly Armor (Device, Hard to Lose [20pp]) [5]
Protection (Extra: Impervious [18pp]) [9]
PF: Restricted (1pp)

COMBAT: Base Attack +8, Melee +8, Ranged +8, Heavenly Sword +10, Grapple +17 [Unarmed +9 (Bruise), Heavenly Sword +10 (Lethal)]; Defense 20 (13 flat-footed); Init +6; Knockback -11 (-3 flat-footed)

SAVES: Toughness +14 (+14 flat-footed, +9 Impervious), Fortitude NA, Reflex +5, Will +5

DRAWBACKS:

Abilities 24 + Skills 13 (52 ranks) + Feats 18 + Powers 92 + Combat 28 + Saves 5 – Drawbacks 0 = 180 / 180


Comments: I took a break from all my Outsider and Teen Titans builds to complete Eddie Frank, the 3rd Redeemer. He is not as powerful as the 2nd Redeemer overall, but with his Rage and his sword, he can do more damage to Spawn than the Phil Timper version can. With his Rage, Favored opponent and Spawn’s vulnerability to heavenly weapons, he can deal +21 damage to the hell spawned anti-hero with his sword.

And with his high Toughness save, he's not going down easy so Spawm has to be smart or end up beat down. Very wicked.
Last edited by Thorpacolypse on Wed Jan 28, 2009 6:36 pm, edited 1 time in total.
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Postby Thorpacolypse » Sun Sep 23, 2007 1:27 pm

Thorpacolypse wrote:A heavenly special hits Aisle 3. However, don't think this is a peaceful one...


Image
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.


Cleaned up the other Redeemer while I was working on Redeemer III. I was off by about 15 pp somehow...
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Postby Thorpacolypse » Sun Sep 23, 2007 4:52 pm

The shelves of J-Mart are going to be getting stocked hot and heavy this evening. Lots of backlogged inventory in the warehouse. So let's get starting with this GREEN LIGHT special!

Image
Dinah, I know you are going to be my mom and all, but this whole making up for lost time thing with the leapfrog and all...a little over the top and a tad creepy...


GREEN ARROW (CONNOR HAWKE)
PL:
10 (135 pp) - OPL: 10; DPL: 10

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

SKILLS: Acrobatics 10 (+14) [Acrobatic Bluff, Improved Trick], Bluff (+4/+5) [Attractive, Redirect, Improved Trick], Climb (+3), Concentration 8 (+11), Diplomacy (+4/+5) [Attractive], Disguise (+1), Escape Artist 6 (+10), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Theology and Philosophy] 6 (+7), Languages 1 (Base: English, Chinese), Medicine 4 (+7), Notice 8 (+11), Search (+1), Sense Motive 11 (+14) [Assessment], Stealth 10 (+14), Survival 4 (+7), Swim (+3)

FEATS: Acrobatic Bluff, Assessment, Attack Focus (Melee) (2), Attack Specialization (1) [Bow], Attack Specialization (1) [Unarmed], Attractive (1), Defensive Attack, Defensive Roll (2), Dodge Focus (7), Elusive Target, Evasion (1), Equipment (2), Improved Critical (4) [Bow x2, Unarmed x2], Improved Initiative (2), Improved Pin, Improved Ranged Disarm, Improved Trick, Improved Trip, Power Attack, Precise Shot (1), Redirect, Ranged Pin, Quick Draw (1), Sneak Attack (1), Takedown Attack (2), Teamwork (1), Uncanny Dodge [Auditory]

POWERS:
None


EQUIPMENT:
(10ep)

Costume (Protection, Commlink [3ep]) [2]
Longbow (PF: Mighty [7ep]) [3] - DC:21:tough

COMBAT: Base Attack +11, Melee +13, Ranged +11, Bow +13, Unarmed +15, Grapple +16 [Unarmed +3, 18-20 Critical (Bruise), Bow +6, 18-20 Critical (Bruise)]; Defense 23 (13 flat-footed); Init +12; Knockback -3 (-2 flat-footed)

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

DRAWBACKS:

Abilities 30 + Skills 17 (68 ranks) + Feats 41 + Powers 0 + Combat 34 + Saves 13 – Drawbacks 0 = 135 / 135


Comments: The 2nd Green Arrow, Connor Hawke. He’s a great archer, but most importantly, he is a top notch martial artist, the equal of just about anyone in the DC universe, and ergo, anyone in the Thorpacoverse.

Clean Up 1/17/08: Minor tweak to Connor to add Sneak Attack.
Last edited by Thorpacolypse on Sat Mar 29, 2008 8:54 am, edited 3 times in total.
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Postby Thorpacolypse » Sun Sep 23, 2007 5:23 pm

Check out this special on Aisle 1. It's magic...

Image
Bad hat, scary good magician.

FELIX FAUST
PL:
12 (180 pp) - OPL: 12; DPL: 12

ABILITIES: STR: 8 (-1) DEX: 10 (0) CON: 10 (0) INT: 22 (+6) WIS: 24 (+7) CHA: 20 (+5)

SKILLS: Bluff 8 (+13) [Distract, Durable Lie, Taunt], Climb (-1), Concentration 8 (+15), Craft [Chemical] 8 (+14), Diplomacy (+5), Disguise (+5), Gather Info 6 (+11) [Contacts, Well-Informed], Handle Animal (+5), Intimidate 4 (+9), Knowledge [Arcane Lore] 14 (+20) [Artificer, Ritualist], Knowledge [History] 4 (+10), Notice 4 (+11), Search (+6), Sense Motive (+7), Sleight of Hand 10 (+10), Stealth 6 (+6), Survival (+7), Swim (-1)

FEATS: Artificer, Attack Specialization (4) [Magic], Benefit (3) [Craft: Chemical for Artificer, Wealth x2], Challenges (1) [Durable Lie], Distract (1) [Bluff], Eidetic Memory, Ritualist, Taunt, Trance, Well-Informed

POWERS:
Variable Power (Magic Descriptor [75pp]) [15]


COMBAT: Base Attack +1, Melee +1, Ranged +1, Magic +9, Grapple +0 [Unarmed -1 (Bruise)]; Defense 16 (13 flat-footed); Init +0; Knockback 0 (0 flat-footed)

SAVES: Toughness +0 (+0 flat-footed), Fortitude +2, Reflex +2, Will +12

DRAWBACKS: Power Loss -Magic - when unable to gesture [-1]

Abilities 34 + Skills 18 (72 ranks) + Feats 16 + Powers 90 + Combat 14 + Saves 9 – Drawbacks -1 = 180 / 180

Comments: Let me start off with saying that I love doing mystic builds because, A) They can be built fast, B) they can do just about anything. Felix Faust had some good moments on JLU and I am doing a run on mystics so I had to build him. His shtick is taunting his opponents into leaving themselves open for mystic blast or some other devastating effect. If the tide is turning against him, he can also teleport away or summon some backup. He is tailor made to take on a whole group of heroes.

Clean Up 8/31/08: Cleaned up Felix as I start going through some Mystic builds. Didn't make a lot of changes, and since he's meant to be an NPC, I left his Variable Power just to make it easy on a GM (and mainly myself).
Last edited by Thorpacolypse on Wed Jan 28, 2009 7:38 pm, edited 3 times in total.
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Postby Thorpacolypse » Sun Sep 23, 2007 5:33 pm

Another RED LIGHT special hits our Aisle 1 shelves.

Image
OK, look I know the costume sucks, but Ollie gave it to me. Don't tell me you don't wear stuff your folks gave you that looks whack.


RED ARROW
PL:
10 (150 pp) - OPL: 10; DPL: 10

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

SKILLS: Acrobatics 8 (+12), Bluff 4 (+7/+11) [Attractive, Improved Trick, Taunt], Climb (+3), Concentration (+2), Craft [Mechanical] 8 (+10), Diplomacy (+3/+7) [Attractive, Connected], Disable Device 8 (+10), Disguise (+3), Escape Artist (+4), Gather Info 6 (+9), Handle Animal (+3), Intimidate (+3), Knowledge [Streetwise] 6 (+8), Knowledge [Technology] 8 (+10), Notice 8 (+10), Search (+2), Sense Motive 5 (+7) [Assessment], Sleight of Hand 4 (+8), Stealth 8 (+12), Survival 6 (+8), Swim 4 (+7)

FEATS: Accurate Attack, Assessment, Attack Focus (Ranged) (6), Attractive (1), Connected, Defensive Roll (1), Dodge Focus (7), Defensive Attack, Equipment (3), Improved Aim, Improved Critical (2) [Bow x2], Improved Initiative (1), Improved Ranged Disarm, Improved Trick, Luck (1), Precise Shot (1), Quick Draw (2), Ranged Pin, Taunt, Teamwork (1), Tough (1), Ultimate Effort (1) [Ultimate Aim]

POWERS:
Bow (Device, Easy to Lose [25pp]) [5]

Rapid Fire Arrows (Blast, Extra: Auto-Fire [18pp]) [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:
(15ep)

Costume (Protection, Commlink, GPS [4ep]) [2]
Rebreather (1ep)
Blaster Pistol (10ep) [5] - DC:20:tough

COMBAT: Base Attack +10, Melee +10, Ranged +14, Grapple +13 [Unarmed +3 (Bruise), Bow +6, 18-20 Critical (Lethal), Blaster Pistol +5 (Lethal)]; Defense 23 (13 flat-footed); Init +8; Knockback -3 (-2 flat-footed)

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

DRAWBACKS:

Abilities 35 + Skills 20 (80 ranks) + Feats 35 + Powers 15 + Combat 32 + Saves 13 – Drawbacks 0 = 150 / 150


Comments: Roy Harper’s latest incarnation, Red Arrow. Still a great archer, just not quite as good as Ollie, but better than Connor Hawke and the new Speedy. And I kept the blaster pistol in his weaponry because I still miss those Arsenal days with the Outsiders…

Clean Up 1/18/2008: Roy gets a little tweak as well to make him a little better in melee combat. I felt I shortchanged him in my initial build.
Last edited by Thorpacolypse on Fri Jan 18, 2008 8:40 pm, edited 1 time in total.
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Postby Thorpacolypse » Sun Sep 23, 2007 5:43 pm

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!


Image
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!


An update to Ollie while I was working on his proteges. He now comes in at a balanced PL11/165.
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Postby Thorpacolypse » Sun Sep 23, 2007 5:53 pm

Another item in our Mystics line hits the Aisle 1 shelves.

Image
For Nabu's sake, turn down that stereo!!!

DR. FATE
PL:
14 (210 pp) - OPL: 14; DPL: 14

ABILITIES: STR: 30 [12] (+10/+1) DEX: 12 (+1) CON: 14 (+2) INT: 16 (+3) WIS: 26 [20] (+8/+5) CHA: 14 (+2)

SKILLS: Bluff (+2), Climb (+10), Concentration 11 (+19), Diplomacy 10 (+12) [Connected], Disguise (+2), Escape Artist (+1), Gather Info 8 (+10) [Contacts, Well-Informed], Handle Animal (+2), Intimidate (+2), Knowledge [Arcane Lore] 19 (+22) [Ritualist], Notice 4 (+12), Search (+3), Sense Motive (+8), Stealth (+1), Survival (+8), Swim (+10)

FEATS: Attack Specialization (1) [Unarmed], Attack Specialization (2) [Magic Array], Connected, Contacts, Dodge Focus (2), Improved Initiative (1), Ritualist, Trance, Well-Informed

POWERS:
Helm of Nabu Endowment (Container [100pp]) [20]
Enhanced Strength (18pp) [18]
Enhanced Wisdom (6pp) [6]
Immunity (Aging [1pp]) [1]
Flight (8pp) [4]
Enhanced Feats: Luck x2 (2pp) [2]
Magic Array (Dynamic Array [48pp])
Mystic Blast (Extra: Penetrating [1pp]) [16] - DC:31:tough
DAP: Mystic Force Field (Extra: Affects Others, Impervious [2pp]) [16]
DAP: Telekinesis (Extra: Perception Range, PF: Precise [2pp]) [14]
DAP: Create Object (Extra: Movable, PF: Affects Insubstantial, Selective, Precise, Subtle, Tether [2pp]) [14]
DAP: Dazzle (Visual, Extra: Area Burst, Selective [2pp]) [12] - DC:22:ref
DAP: Snare (Extra: Targeted Shapeable Area, PF: Tether, Reversible [2pp]) [14] - DC:24:ref
DAP: Illusion (All Senses [2pp]) [12] - DC:22:will
DAP: Astral Form (2pp) [8]
AP: Transform (Anything into Anything [1pp]) [8] - DC:18:fort
AP: Teleport (Extra: Accurate, Affects Others, Selective Attack, Flaw: Long Range, PF: Selective, Progression x5 [1pp]) [14]

Amulet of Anubis (Device, Hard to Lose [20pp traits]; 16pp) [4]
Super Senses (Aura Reading, Detect Magic, Cosmic Awareness, True Sight, PF: Dimensional [20pp])

COMBAT: Base Attack +8, Melee +8, Ranged +8, Unarmed +10, Magic Array +12, Grapple +18 [Unarmed +10 (Bruise), Mystic Blast +18 (Bruise)]; Defense 20 (14 flat-footed); Init +5; Knockback -1 (-17 with Force Field)

SAVES: Toughness +2 (+2 flat-footed, +18 with Force Field, +18 flat-footed with Force Field, +16 Impervious with Force Field), Fortitude +5, Reflex +4, Will +12

DRAWBACKS:

Abilities 28 + Skills 13 (52 ranks) + Feats 11 + Powers 116 + Combat 32 + Saves 10 – Drawbacks 0 = 210 / 210

Comments: My take on Dr. Fate, the Kent Nelson version. I haven’t been following 52 (but I hear I really should just for Black Adam) so I don’t know anything about his successor yet, if there is one. Last thing I saw, Ralph Dibny was wearing the helm and I hope they really don’t make him Doctor Fate! Mystical and stretchy? Too much…

I’ve been a fan of the good Doctor since I started reading comics back in the Golden Age (well, Silver anyway) and he has continually been a force to be reckoned with ever since. I know that Kent Nelson has actual magic abilities, but for ease of the build and its use, I put all the powers into his devices. With the helm actually allowing Nabu to possess him, it seemed like a fair way to handle those abilities. That Variable Power with magic can do a lot of damage or bail his allies out of just about any situation.

Clean Up 9/25/08: An update of Doctor Fate to a more playable version. Still has recommended starting playable PP for his level, but I refined his Nabu abilities and made his magic an array instead of Variable Power (which I LOATHE for PCs).
Last edited by Thorpacolypse on Thu Sep 25, 2008 7:22 pm, edited 2 times in total.
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Postby Thorpacolypse » Sun Sep 23, 2007 6:18 pm

Here comes another item in our X-Men line for our stock on Aisle 2.

Image
OK, punk, I can blast you with this gun, roast you with my energy blast or worst of all, get you all greasy and gunky with my Geri Curl!


BISHOP
PL:
11 (165 pp)

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

SKILLS: Acrobatics 4 (+6), Bluff (+2), Climb (+4), Concentration (+3), Diplomacy 4 (+6), Disguise (+2), Escape Artist (+2), Gather Info 6 (+8) [Contacts], Handle Animal (+2), Intimidate 10 (+12) [Startle], Investigate 8 (+10), Knowledge [History] 8 (+10), Knowledge [Streetwise] 8 (+10), Notice 4 (+7), Profession [Cop] 6 (+9), Search 6 (+8), Sense Motive 6 (+9), Stealth 6 (+8), Survival (+3), Swim (+4)

FEATS: Accurate Attack, Contacts, Defensive Attack, Dodge Focus (2), Equipment (3), Improved Aim, Interpose, Leadership, Power Attack, Quick Draw (1), Set-Up, Startle, Teamwork (1)

POWERS:
Blast (Energy, Flaw: Fades, PF: Variable Descriptor [whatever energy absorbed last]) [2]
- DC:17:tough
Absorption (Energy, Extra: Energy Storage [100pp]
PF: Energy Conversion) [10]
Boost: Blast [20pp]) [10] - DC:27:tough
AP: Boost: Strength (10pp) and Constitution (10pp)
AP: Healing
Super-Senses (Time Sense, Location Sense) [2]


EQUIPMENT:
(20ep)

Body Armor (Protection [2ep]) [2]
CommLink, Handcuffs, GPS (3ep)
2ep free as needed for situation
Arsenal:
Heavy Machine Pistol (Extra: Auto-Fire [10ep]) [4] - DC:19:tough
Energy Sword (PF: Improved Critical [1ep]) [3] - DC:22:tough
Blaster Pistol (1ep) [5] - DC:20:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +14 [Unarmed +4 (Bruise), Blast +2 (Bruise), Boosted Blast +12 (Bruise), Blaster Pistol +5 (Lethal), Energy Sword +7, 19-20 Critical (Lethal), Heavy Machine Pistol +4, Auto-Fire (Lethal)]; Defense 18 (13 flat-footed); Init +2; Knockback -2 (-7 against Energy attacks, -1 flat-footed)

SAVES: Toughness +4 (+14 against Energy Attacks, +4 flat-footed), Fortitude +6, Reflex +5, Will +6

DRAWBACKS:

Abilities 30 + Skills 19 (76 ranks) + Feats 16 + Powers 58 + Combat 32 + Saves 10 – Drawbacks 0 = 165 / 165


Comments: Bishop came out better than I expected. He is basically an energy absorber mixed in with a street level cop and he makes for an interesting character. In pure physical combat, he’s OK, but against energy attacks, he’s a monster.
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Postby Thorpacolypse » Sun Sep 23, 2007 6:38 pm

Another hot item from our Gotham location hits the shelves on Aisle 1.

Image
OK, me and Conner Kent, just sitting around dead and we know there are Lazarus Pits just sitting around...He-LLO!?!?!


AZRAEL (JEAN-PAUL VALLEY)
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: 14 [10] (+2/0) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+11), Bluff (+2), Climb 4 (+9), Computers 6 (+8), Concentration (+1), Diplomacy (+2), Disable Device 6 (+8), Disguise (+2), Escape Artist 6 (+11), Gather Info (+2), Handle Animal (+2), Intimidate 12 (+14) [Startle], Knowledge [Arcane Lore] 4 (+6), Knowledge [Tactics] 6 (+8), Knowledge [Theology and Philosophy] 8 (+10), Notice 9 (+10), Ride 2 (+7), Search (+2), Sense Motive 12 (+13), Stealth 10 (+15) [Accelerated Stealth], Survival (+1), Swim (+5)

FEATS: Accurate Attack, All-out Attack, Beginner's Luck, Challenges (1) [Accelerated Stealth], Diehard, Dodge Focus (5), Elusive Target, Improved Initiative (2), Improved Pin, Power Attack, Rage (2) [10 rounds], Ranged Pin, Startle, Stunning Attack, Takedown Attack (2), Uncanny Dodge [Auditory]

POWERS:
Enhanced Strength (6pp) [6]
Enhanced Constitution (6pp) [6]
Enhanced Dexterity (6pp) [6]
Enhanced Intelligence (4pp) [4]
Super-Strength (2pp) [1]

AP: Leaping (1pp) [2]
Mantle of Azrael (Device, Hard to Lose [30pp array]; 24pp) [6]

Protection (Extra: Impervious [8pp]) [4]
Enhanced Feats: Fearsome Presence x4, Improved Sunder (5pp)
Flaming Sword (Strike, Extra: Penetrating, PF: Mighty, Improved Critical x2 [12pp]) [3] - DC:23:tough
AP: Ignite (Fire Control, Flaw: Touch Range [1pp]) [6] - DC:21:tough
AP: Flaming Daggers (Strike, Extra: Auto-Fire, PF: Mighty, Improved Critical x2, Split Attack [1pp]) [2] - DC:22:tough
AP: Throwing Blades (Blast, Extra: Auto-Fire, PF: Mighty, Improved Critical, Ricochet [1pp]) [3] - DC:23:tough
Super-Movement (Slow Fall [2pp])


COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +16 (+18 Raging) [Unarmed +5 (Bruise), Raging Unarmed +7 (Bruise), Flaming Sword +8, 18-20 Critical (Lethal), Flaming Daggers +7, 18-20 Critical, Auto-Fire (Lethal), Throwing Blades +8, 19-20 Critical, Auto-Fire (Lethal)]; Defense 21 (13 flat-footed); Init +13; Knockback -6 (-2 flat-footed)

SAVES: Toughness +9 (+9 flat-footed, +4 Impervious), Fortitude +7 (+9 Raging), Reflex +9, Will +5 (+7 Raging)

DRAWBACKS: Normal Identity - [-4]

Abilities 18 + Skills 23 (92 ranks) + Feats 23 + Powers 48 + Combat 32 + Saves 10 – Drawbacks -4 = 150 / 150

Comments: Didn’t know a lot about Azrael until recent when I started perusing the boards and skimming through a friend’s copy of Knight Fall and I now am an Azrael fan. In researching the build, you can see what a terror he could be in a Gotham setting. With his damage potential and his ability to absorb some punishment, he would put a gang of thugs or low level villains out to pasture very quickly.
Last edited by Thorpacolypse on Sun Apr 06, 2008 7:34 am, edited 2 times in total.
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Postby Thorpacolypse » Sun Sep 23, 2007 6:52 pm

A SHOCKING special hits Aisle 2.

Image
Cool powers. Bad...bad...BAD...costume...

SHOCKER
PL:
9 (125 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 4 (+6), Bluff 7 (+8), Climb (+2), Concentration (+1), Craft [Electronic] 8 (+10), Craft [Mechanical] 8 (+10), Diplomacy (+1), Disable Device 7 (+9), Disguise (+1), Escape Artist (+2), Gather Info 8 (+9) [Contacts, Well-Informed], Handle Animal (+1), Intimidate (+1), Knowledge [Streetwise] 6 (+8), Knowledge [Technology] 8 (+10), Notice 5 (+6), Search (+2), Sense Motive 5 (+6), Stealth 6 (+8), Survival (+1), Swim (+2)

FEATS: All-out Attack, Contacts, Defensive Roll (1), Dodge Focus (3), Improved Initiative (1), Power Attack, Tough (1), Well-Informed

POWERS:
Vibro Gauntlets 6 (Device, Hard to Lose [30pp traits]; 24pp) [6]

Vibration Control 9 (Blast, Extra: Cone Area [27pp]) [9] - DC:19/24:ref/tough
AP: Stun 9 (Extra: Area Burst [1pp]) [9] - DC:19/19:ref/fort
AP: Stun 6 (Extra: Aura [1pp]) [6] - DC:16:fort
AP: Deflect 9 (All Ranged [1pp]) [9]

Shocker Costume 3 (Device, Hard to Lose [15pp traits]; 12pp) [3]
Immunity 6 (Snares, Own Powers [6pp]) [6]
Protection 4 (Extra: Impervious [8pp]) [4]
Enhanced Feats 1 (Quick Change [1pp]) [1]


COMBAT: Base Attack +9, Melee +9, Ranged +9, Grapple +11 [Unarmed +2 (Bruise); Vibration Blast +9 (Bruise)]; Defense 19 (13 flat-footed); Init +6; Knockback -6

SAVES: Toughness +9 (+8 flat-footed, +4 Impervious), Fortitude +6, Reflex +5, Will +4

DRAWBACKS:

Abilities 22 + Skills 18 (72 ranks) + Feats 10 + Powers 36 + Combat 30 + Saves 9 – Drawbacks 0 = 125 / 125

Comments: A bad costume, but a decent villain, the Shocker. One of my favorite Spidey villains.

Clean Up 5/22/09: A review of some Spidey-verse character led me to re-do of the Shocker. Not a lot of changes, just a bit of clean up to make him a little more of a challenge.
Last edited by Thorpacolypse on Wed Jan 13, 2010 7:48 pm, edited 3 times in total.
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Postby Thorpacolypse » Sun Sep 23, 2007 8:01 pm

A TWO FOR ONE special hits the Aisle 10 shelves. Don't let the name fool you, this one is anything but plain.

Image
There are so many jokes with these two, I don't even know where to begin.

Comments: OK, filet me all you want (or flay, whichever way you prefer to use the phrase) but I really liked Mr. and Mrs. Smith. Despite the massive overexposure of Ms. Jolie and Mr. Pitt during and after the whole "affair" thing, I thought the movie itself was very entertaining. Some of the lines were dead on for those of us that have been married a while, and the action sequences were handled pretty well for the most part. And Angelina was in the movie, so right there, they had me. :)

As far as the characters go, John and Jane are the top assassins for their respective employers and as such, I gave them high ranged bonuses and decent melee attacks. They really do most of their damage with guns, but that fight scene between the two of them showed that they can handle themselves in a scrap if need be. I went back and forth on their PL, but considering they took out dozens of other assassins, who are generally PL5, I figured PL8 would be about right for a successful venture against those odds.

Overall, I built these mainly for fun but if I ever do something like Wordmaker's cop themed thing, I can definitely see involving them.
And of course, I am posting them together because really, even though they tried to kill each other half of the movie, they are a matched set.
---------------------------------------------


JOHN SMITH
PL:
8 (120 pp) - OPL: 8; DPL: 8

ABILITIES: STR: 15 (+2) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3)

SKILLS: Acrobatics 4 (+7), Bluff 4 (+11/+15) [Attractive, Taunt], Climb (+2), Computers 4 (+6), Concentration (+1), Diplomacy 4 (+11/+15) [Attractive], Disable Device 7 (+9), Disguise 4 (+7), Drive (+3), Escape Artist 6 (+9), Gather Info 4 (+7) [Contacts], Handle Animal (+3), Intimidate (+3), Investigate (+2), Knowledge [Streetwise] 4 (+6), Knowledge [Tactics] 6 (+8), Medicine (+1), Notice 8 (+9), Perform [Dance] 4 (+7), Pilot (+3), Profession [Assassin] 7 (+8), Ride (+3), Search 6 (+8), Sense Motive 8 (+9) [Assessment], Sleight of Hand (+3), Stealth 9 (+12), Survival (+1), Swim (+2)

FEATS: Accurate Attack, Assessment, Attack Focus (Ranged) (2), Attractive (2), Contacts, Defensive Attack, Dodge Focus (4), Equipment (9), Elusive Target, Improved Aim, Improved Critical (2) [Unarmed, Heavy Pistol], Improved Initiative (1), Jack-of-All-Trades, Power Attack, Set-Up, Takedown Attack (1), Taunt

POWERS:
None


EQUIPMENT:
(45ep)

Tactical Vest (Protection, Subtle [3ep]) [2]
Cell Phone, PDA, GPS, Mini-Tracer, Binoculars, Flash Goggles, Multi-Tool (7ep)
9ep free as needed for situation
Arsenal (26ep array):
Twin Heavy Pistols (PF: Split Attack [16ep]) [4] - DC:19:tough
Sniper Rifle (PF: Improved Critical [1ep]) [5] - DC:20:tough
Assault Rifle (Extra: Auto-fire [1ep]) [5] - DC:20:tough
Machine Pistol (Extra: Auto-Fire [1ep]) [3] - DC:18:tough
Shotgun (1ep) [5] - DC:20:tough
Knife (PF: Improved Critical [1ep]) [1] - DC:18:tough
Fragmentation Grenades (Extra: Explosion [1ep]) [5] - DC:15:ref
4ep free as needed for situation

COMBAT: Base Attack +9, Melee +9, Ranged +11, Grapple +11 [Unarmed +2, 19-20 Critical (Bruise), Heavy Pistol +4, 19-20 Critical (Lethal), Sniper Rifle +5, 19-20 Critical (Lethal), Assault Rifle +5, Auto-Fire (Lethal), Machine Pistol +3, Auto-Fire (Lethal), Shotgun +5/+6 (Lethal), Knife +2, 19-20 Critical (Lethal), Fragmentation Grenades +5 (Lethal)]; Defense 20 (13 flat-footed); Init +7; Knockback -3 (-1 flat-footed)

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

DRAWBACKS:

Abilities 29 + Skills 23 (92 ranks) + Feats 31 + Powers 0 + Combat 30 + Saves 7 – Drawbacks 0 = 120 / 120


Comments: Mr. Smith from the underrated action flick, Mr. and Mrs. Smith.

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

JANE SMITH
PL:
8 (125 pp) - OPL: 8; DPL: 8

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

SKILLS: Acrobatics 6 (+9), Bluff 4 (+11/+15) [Attractive, Taunt], Climb (+1), Computers 4 (+7), Concentration (+2), Diplomacy 4 (+11/+15) [Attractive], Disable Device (+3), Disguise 4 (+7), Drive 5 (+8), Escape Artist (+3), Gather Info 6 (+9) [Contacts], Handle Animal (+3), Intimidate 6 (+9), Investigate (+3), Knowledge [Streetwise] 6 (+9), Knowledge [Tactics] 6 (+9), Medicine (+2), Notice 6 (+8), Perform [Dance] 4 (+7), Pilot (+3), Profession [Assassin] 6 (+8), Ride (+3), Search 5 (+8), Sense Motive 6 (+8) [Assessment], Sleight of Hand 4 (+7), Stealth 7 (+10), Survival (+2), Swim (+1)

FEATS: Accurate Attack, Assessment, Attack Focus (Ranged) (1), Attractive (2), Contacts, Defensive Attack, Defensive Roll (1), Dodge Focus (5), Elusive Target, Equipment (11), Grappling Finesse, Improved Aim, Improved Critical (2) [Heavy Pistol, Assault Rifle], Improved Initiative (1), Jack-of-All-Trades, Master Plan, Power Attack, Takedown Attack (1), Taunt

POWERS:
None


EQUIPMENT:
(55ep)

Tactical Vest (Protection, Subtle [3ep]) [2]
Cell Phone, PDA, GPS, Mini-Tracer, Binoculars, Flash Goggles, Multi-Tool (7ep)
19ep free as needed for situation
Arsenal (26ep array):
Twin Heavy Pistols (PF: Split Attack [16ep]) [4] - DC:19:tough
Sniper Rifle (PF: Improved Critical [1ep]) [5] - DC:20:tough
Assault Rifle (Extra: Auto-fire [1ep]) [5] - DC:20:tough
Machine Pistol (Extra: Auto-Fire [1ep]) [3] - DC:18:tough
Shotgun (1ep) [5] - DC:20:tough
Knife (PF: Improved Critical [1ep]) [1] - DC:18:tough
Whip (PF: Improved Trip, Improved Disarm [1ep])
Fragmentation Grenades (Extra: Explosion [1ep]) [5] - DC:15:ref
3ep free as needed for situation

COMBAT: Base Attack +10, Melee +10, Ranged +11, Grapple +11 [Unarmed +1 (Bruise), Heavy Pistol +4, 19-20 Critical (Lethal), Sniper Rifle +5, 19-20 Critical (Lethal), Assault Rifle +5, 19-20 Critical, Auto-Fire (Lethal), Machine Pistol +3, Auto-Fire (Lethal), Shotgun +5/+6 (Lethal), Knife +2, 19-20 Critical (Lethal), Fragmentation Grenades +5 (Lethal)]; Defense 21 (13 flat-footed); Init +7; Knockback -2 (-1 flat-footed)

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

DRAWBACKS:

Abilities 28 + Skills 23 (92 ranks) + Feats 35 + Powers 0 + Combat 32 + Saves 7 – Drawbacks 0 = 125 / 125


Comments: Mrs. Smith, from Mr. and Mrs. Smith.
Last edited by Thorpacolypse on Sun Dec 23, 2007 10:48 am, edited 1 time in total.
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