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

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Postby Thorpacolypse » Wed Oct 03, 2007 10:02 pm

Kreuzritter wrote:*blinks*

oh right, you just watched the anime, as i understand

with some obvious exceptions, i used the manga to build the homunculi. this makes some a bit meaner (such as gluttony and envy), and they have no need to look for the stones themselves

I was just using the twosome to voice my utter distaste for hill (not as bad as your hatred of pym, but using the same scale)


I see where you're coming from now. I do need to hit that online manga link you sent me, though. I just started going through the DVD's, so as you mention, that is my lone point of reference. But at least i am giving an anime a chance. Right, Libra? (Libra loves anime)

Maria Hill does kind of suck. But do you know who REALLY suck? Hank Pym.

Did I mention that Pym sucks?

Ooooo, I should have had him face movie Gluttony! I still might...

So many fights, so little time...
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Postby Libra » Thu Oct 04, 2007 12:35 pm

Libra loves anime


I'd spit on that idea, but I don't want to give it the strength to continue living. :twisted:

( :wink: )
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Postby Thorpacolypse » Thu Oct 04, 2007 9:29 pm

Another GREEN LIGHT special hits the Aisle 1 shelves before the J-Mart closes for the evening.

Image
...ANYTHING I imagine, and I mean anything...Oh, come on, there's no way that big, red, overprotective brother of yours is going to find...uh-oh...

GREEN LANTERN (GUY GARDNER) PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 10 (0) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Bluff 4 (+5), Climb (+3), Concentration 10 (+12), Diplomacy (+1), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 8 (+11), Notice 6 (+8), Sense Motive 8 (+10) [Assessment], Stealth (+2), Survival 4 (+6), Swim (+3)

FEATS: All-out Attack, Assessment, Benefit (2) [Status – Green Lantern, Strength for Intimidate], Equipment (1), Fear Acceptance, Fearless, Improved Initiative (1), Oathbound, Power Attack, Rage (1), Ultimate Effort (1) [Ultimate Will Save]

POWERS:
Will Power Reserve (Blast, Force Constructs, PF: Additional Powers x3 [Force Field, Move Objects, Snare]; 10pp reserve; [13pp]) [5]
Oan (Green) Power Ring (Device, Hard to Lose; PF: Restricted [+8 Will Save or higher to wield], Drawback: Power Loss [when not recharged every 24 Hours; -4pp], Drawback: Power Loss [against the color Yellow] [-1]; [70pp traits]; 52pp) [14]

Communication (Mental, Limited: Green Lanterns [5pp]) [10]
Comprehend (Speak, Understand all languages [6pp]) [3]
Enhanced Feats (Contacts, Diehard, Luck x3 [5pp])
Immunity (Life Support [9pp]) [8]
Morph (Costume [1pp]) [1]
Space Travel (2pp) [2]
Flight (12pp) [6]
Shield (2pp) [2]
Blast (Dynamic Array, PF: Variable Descriptor x2 [Cosmic or Electromagnetic]; 18pp) [8] - DC:23:tough
DAP: Force Constructs (Extra: Movable, Flaw: Feedback, PF: Tether [2pp]) [8]
DAP: Snare (PF: Tether [2pp]) [8] - DC:18:ref
DAP: Move Object (Extra: Perception Range, Flaw: Feedback [2pp]) [8]
DAP: Force Field (Extra: Impervious [2pp]) [8]



EQUIPMENT:
(5ep)

JLA Commlink, GPS (2ep)

COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +11 [Unarmed +3 (Bruise), Blast +8 (Bruise), Full Blast +12 (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -1 (-10 with Force Field)

SAVES: Toughness +3 (+3 flat-footed, +12 with Full Force Field, +9 Impervious with Full Force Field), Fortitude +5, Reflex +5, Will +10 [Ultimate Save]

DRAWBACKS:

Abilities 22 + Skills 10 (40 ranks) + Feats 12 + Powers 65 + Combat 28 + Saves 13 – Drawbacks 0 = 150 / 150

[b]Comments:
One of the Green Lanterns for the Thorpacoverse Sector, the ever lovable Guy Gardner. You know, I couldn’t stand his character at first, but he really grew on me and as think of the bedlam and mayhem creators that we strive to bring to life here at J-Mart, he fits right in!

I basically just tweaked my John Stewart build, so I hope I changed the things I planned to change. I increased the Intimidation, changed the tradeoff to allow Guy up to a +16 blast instead of +15 for John and gave Guy the Rage feat, because if anyone should get that additional Will boost, it’s the man whose ring continually sparks as it tries to just CONTAIN his will.

Clean Up 10/28/07: Guy and John Stewart get tweaked. Now their GL rings requires Concentration checks to produce their effects, which I feel is more in line with how they really work.

Clean Up 7/17/08: The Green Lantern of the Thorpacoverse sector, Guy Gardner, is the first of GLs/Power Ring Wielders to be built with the freshly…um, borrowed…power ring mechanic that Taliesin whipped up. It rocks.
Last edited by Thorpacolypse on Tue Jul 22, 2008 8:44 pm, edited 5 times in total.
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Postby Batgirl III » Fri Oct 05, 2007 5:39 am

The Guy... This Gardner!.... A Man Called Guy!

Honestly, I've always liked Guy. Except during his own personal Clone Saga that was "Warrior." The pic above is great too, pretty much telling you everything you want to know about him in a single splash page.

The only problem with it? He's not wearing a ring!
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Postby Libra » Fri Oct 05, 2007 11:56 am

Please take a peek at KerianValentine's signature for my personal poinion of Guy. 8)

(Unless he's changed it. You never know quite what these creative types will do next. . .)
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Postby Thorpacolypse » Sat Oct 06, 2007 11:36 am

The J-Mart warehouse is overflowing yet again as our assembly line has been kicking out builds all week, but the staff has been lollygagging again and not getting the merchandise on the shelves. And yes I am looking at you, Randall!

Please don't, I just ate.

Shut up, Randall!

Be that as it may, here is a new item for Aisle 3 fresh from our new location in Berlin!

Image
Click..tick...whir...tick...whir...click...tick

KARL RUPRECHT KROENEN
PL:
9 (137 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 14 (+2) DEX: 20 (+5) CON: NA INT: 16 (+3) WIS: 12 (+1) CHA: 8 (-1)

SKILLS: Acrobatics 5 (+10), Bluff (-1), Climb (+2), Concentration (+1), Craft [Mechanical] 9 (+12), Diplomacy (-1), Disguise (-1), Escape Artist 5 (+10), Gather Info (-1), Handle Animal (-1), Intimidate (-1), Knowledge [Arcane Lore] 4 (+7), Knowledge [Tactics] 6 (+9), Notice 6 (+7), Search 4 (+7), Sense Motive 8 (+9), Stealth 8 (+13) [Accelerated Stealth, Vanish], Survival (+1), Swim (+2)

FEATS: Accelerated Stealth, All-out Attack, Ambidexterity, Attack Focus (Melee) (4), Attack Specialization (1) [Swords], Blade Flurry (1), Defensive Attack, Defensive Roll (2), Dodge Focus (5), Equipment (2), Finishing Blow, Improved Block (1), Improved Initiative (1), Power Attack, Quick Draw (1), Sneak Attack (1), Takedown Attack (2), Trance, Uncanny Dodge (Auditory), Vanish

ENHANCED FEATS: Fearsome Presence (2), Withstand Damage

POWERS:
Immunity 32 (Fortitude, Critical Hits [32pp]) [32]
Kroenen Blades 3 (Device 3, Easy to Lose [15pp]; 9pp) [3]

Dual Weapon Slashing Strike 4 (Extra: Penetrating [6], PF: Mighty x2, Improved Critical x2, Split Attack, Weapon Break [14pp]) [4] - DC:21:tough
AP: Deflection 11 (Fast and Slow Projectiles, Flaw: Distracting [1pp]) [11]

Kroenen Body Suit 2 (Device 2, Hard to Lose [10pp traits]; 8pp) [2]
Protection 5 (5pp) [5]
Enhanced Feats 3 (see Feats [3pp]) [3]
Regeneration 2 (Recovery Rate 2 [2pp]) [2]
Resurrection (Extra: True Resurrection) 1/day (Flaw: Limited [Requires wind up of heart from outside party])


EQUIPMENT:
(10ep)

Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough

COMBAT: Base Attack +8, Melee +10, Ranged +8, Swords +12, Grapple +12 [Unarmed +2 (Bruise); Kroenen Blades +6, 18-20 Critical (Lethal)]; Defense 21 (13 flat-footed); Init +9; Knockback -3

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

DRAWBACKS: Disability - Mute (Common, major; -4)

Abilities 10 + Skills 14 (56 ranks) + Feats 33 + Powers 46 + Combat 28 + Saves 10 – Drawbacks -4 = 137 / 137

Comments: My favorite undead Nazi assassin. Karl Ruprecht Kroenen is a melee and stealth beast, and I look forward to unleashing him on someone in the Thorpacoverse.

In my setting, he is working with The Red Skull (coming soon) as I mentioned my storyline back in the day. He will show up from time to time as I either continue with that original story as canon, or take things in a new direction.

Clean Up 6/4/10: Kroenen and his corps go down a PL.

Image
Ahem...we said...click...tick...whir...tick...whir...click...tick

KROENEN CORPS
PL:
6 (92 pp) – OPL: 6; DPL: 6

ABILITIES: STR: 14 [10] (+2/0) DEX: 18 [12] (+4/+1) CON: NA INT: 12 (+1) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Acrobatics 5 (+9), Bluff (-1), Climb (+2), Diplomacy (-1), Disguise (-1), Escape Artist (+4), Gather Info (-1), Handle Animal (-1), Intimidate (-1), Knowledge [Tactics] 4 (+5), Notice 4 (+4), Search (+1), Sense Motive 5 (+5), Stealth 5 (+9) [Vanish], Swim (+2)

FEATS: Ambidexterity, Attack Focus (Melee) (2), Challenges (1) [Vanish], Defensive Roll (2), Diehard, Dodge Focus (1), Equipment (2), Improved Block (1), Quick Draw (1), Takedown Attack (1), Teamwork (1)

POWERS:
Enhanced Strength 4 (4pp) [4]
Enhanced Dexterity 6 (6pp) [6]
Immunity 32 (Fortitude, Critical Hits [32pp]) [32]
Kroenen Blades 2 (Device 2, Easy to Lose [10pp]; 6pp) [2]

Dual Slashing Strike 3 (Extra: Penetrating [5], PF: Mighty x2, Improved Critical [9pp]) [3] - DC:20:tough
AP: Deflection 9 (Slow and Fast Projectiles, Flaw: Distracting [1pp]) [9]

Kroenen Body Suit 1 (Device, Hard to Lose [5pp]; 4pp) [1]
Protection 3 (3pp) [3]
Regeneration 2 (Recovery Rate [2pp])
Resurrection (Extra: True Resurrection) 1/day (Flaw: Limited [Requires wind up of heart from outside party])


EQUIPMENT:
(10ep)

Commlink (1ep)
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough

COMBAT: Base Attack +5, Melee +7, Ranged +5, Grapple +9 [Unarmed +2 (Bruise); Kroenen Blades +5, 19-20 Critical (Lethal); Light Pistol +4 (Lethal)]; Defense 17 (13 flat-footed); Init +4; Knockback -2

SAVES: Toughness +5 (+3 flat-footed), Fortitude NA, Reflex +7, Will +3

DRAWBACKS:

Abilities -8 + Skills 6 (24 ranks) + Feats 14 + Powers 52 + Combat 22 + Saves 6 – Drawbacks 0 = 92 / 92

Comments: So when I used them back in my Dead in America storyline, I called them The Kroenen Clones. It was brought to my attention that a might have gone a little overboard in my clone references, so they are now the Kroenen Corps, men who underwent similar procedures to Kroenen and have been trained to fight in his style. I can see using them again. Nightwing deserves a rematch.
Last edited by Thorpacolypse on Sat Jul 10, 2010 9:00 pm, edited 9 times in total.
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Postby Thorpacolypse » Sat Oct 06, 2007 11:55 am

A new special hits the Aisle 1 shelves.


Image
Na-na-na-na, na-na-na-na, Catman!


CATMAN
PL:
9 (135 pp)

ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 16 (+3) WIS: 13 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 8 (+12) [Acrobatic Bluff], Bluff 4 (+5), Climb 6 (+10), Concentration (+1), Diplomacy (+1), Disguise (+1), Escape Artist 6 (+10), Gather Info (+1), Handle Animal (+1), Intimidate 8 (+9) [Startle], Knowledge [Streetwise] 4 (+7), Notice (+1), Search (+3), Sense Motive 10 (+11), Stealth 12 (+16) [Accelerated Stealth], Survival 10 (+11) [Track], Swim (+4)

FEATS: Acrobatic Bluff, All-out Attack, Ambidexterity, Attack Focus (Melee) (2), Challenges (1) [Accelerated Stealth], Defensive Attack, Dodge Focus (5), Elusive Target, Equipment (1), Evasion (1), Improved Initiative (2), Leadership, Power Attack, Quick Draw (1), Redirect, Sneak Attack (1), Startle, Takedown Attack (2), Track, Uncanny Dodge [Auditory]

POWERS:
Catman Costume (Device, Easy to Lose [15pp]) [3]

Strike (Extra: Auto-Fire, PF: Mighty, Improved Critical, Split Attack, Weapon Break [12pp]) [2] - DC:21:tough
Protection (3pp) [3]
Leaping (1pp) [1]

EQUIPMENT:
(5ep)

Knife (PF: Improved Critical [3ep]) [1] - DC:20:tough

COMBAT: Base Attack +9, Melee +11, Ranged +9, Grapple +13 [Unarmed +4 (Bruise), Cat Claw Strike +6, 18-20 Critical, Auto-Fire (Lethal), Knife +5, 19-20 Critical (Lethal)]; Defense 21 (13 flat-footed); Init +12; Knockback -3 (-1 flat-footed)

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

DRAWBACKS:

Abilities 35 + Skills 17 (68 ranks) + Feats 27 + Powers 12 + Combat 30 + Saves 14 – Drawbacks 0 = 135 / 135


Comments: Here is Catman. Geez, for someone who hasn’t read the Secret Six, I’ve sure done a lot of characters from it!

Tom Blake is built to be a melee monster, goon sweeper and capable leader. From what I’ve read, they did a great job of revamping his character and hopefully setting him up for bigger things. It’s hard to do too much with the Catman legacy, but it seems like he might have a shot.
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Postby Khantalas » Sat Oct 06, 2007 12:01 pm

You know, for some reason, when someone says Catman, I expect this one.

Who at least has actual powers, unlike this Catman, who gives me the impression he is Batman with a cat theme.
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Postby Thorpacolypse » Sat Oct 06, 2007 12:12 pm

Khantalas wrote:You know, for some reason, when someone says Catman, I expect this one.

Who at least has actual powers, unlike this Catman, who gives me the impression he is Batman with a cat theme.


From what I have read, he kind of is, but technically, he's a villain. Check out his DC Secret Origin (the link escapes me, but you can Google it), he's actually an interesting character.
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Postby Kreuzritter » Sat Oct 06, 2007 12:34 pm

Khantalas wrote:unlike this Catman, who gives me the impression he is Batman with a cat theme.


that was exactly what the mn's concept was. an evil, cat-themed batman. he even had a kat-amaran, for instance

when meltzer took over green arrow, he wrote catman as a washed up schmuck and loser

gail simone made him freakin awesome, and one of the few people wlling/stupid enough to get in the sack with cheshire
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Postby Thorpacolypse » Sat Oct 06, 2007 12:43 pm

Check out this new merchandise on Aisle 1.

Image
Up and Atom!

And from the bowels of the Boomerang studios, a cry is heard from the Atom Ant shelves, "COPYRIGHT INFRINGEMENT!"


CAPTAIN ATOM
PL:
13 (270 pp) – OPL: 13; DPL: 12 [13]

ABILITIES: STR: 40 [16] (+15/+3) DEX: 14 (+2) CON: 36 [16] (+13/+3) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 3 (+5), Bluff (+1), Climb (+15), Concentration 8 (+10), Diplomacy 6 (+7), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 5 (+6), Knowledge [Tactics] 6 (+7), Notice 5 (+7), Profession [Soldier] 4 (+6), Search (+1), Sense Motive (+2), Stealth (+2), Survival 7 (+9) [Track], Swim (+15)

FEATS: Accurate Attack, Attack Specialization (1) [Unarmed], Attack Specialization (1) [Quantum Control Array], Benefit (1) [Status – Government Clearance], Dodge Focus (2), Equipment (1), Interpose, Leadership, Power Attack, Track

POWERS:
Enhanced Strength 24 (24pp) [24]
Enhanced Constitution 20 (20pp) [20]
Flight 8 (2500 mph, Dynamic Array [16pp array]; 17pp) [8]
DAP: Super-Strength 8 (819 Tons [2pp]) [8]
Quantum Control Array 16 (Radiation Blast 16, PF: Split Attack, Variable Descriptor [Any Energy]; [35pp array]; 35pp) [16] - DC:31:tough
AP: Atomic Transmutation 5 (Transform Anything into Anything [1pp]) [5] - DC:15:fort
AP: Create Objects 11 (Extra: Movable, PF: Innate, Affects Insubstantial [1pp]) [11]

Immunity 11 (Life Support, Starvation/Thirst, Aging [Limited]; 11pp) [11]
Protection 2 (2pp) [2]
Protection 3 (Extra: Impervious, Flaw: Limited [Against Energy Attacks Only]; 3pp) [3]
Absorption 12 (Energy, Extras: Energy Storage, Power Magnet, Flaw: Side-Effect [Temporal Movement [Quantum Leaps], PF: Slow Fade 2 (1pp/5 minutes); 62pp) [12]

Absorption Effects (24pp Boost):
Boost (Flight) [12]
Boost Blast 12 (Extra: Area Burst [1pp]) [16] - DC:26:ref
AP: Transform 6 (One kind of energy into another [1pp]) [6]


EQUIPMENT:
(5ep)

Avengers Communicard (Commlink, GPS [2ep]),

COMBAT: Base Attack +8, Melee +8, Ranged +8, Unarmed +10, Quantum Control Array +10, Grapple +31 [Unarmed +15 (Bruise); Radiation Blast +16 (Bruise/Lethal)]; Defense 18 (13 flat-footed); Init +2; Knockback -7 (-10 against Energy Attacks)

SAVES: Toughness +15 (+15 flat-footed, +18 against Energy Attacks, +15 Impervious against Energy Attacks), Fortitude +16, Reflex +5, Will +8

DRAWBACKS:

Abilities 24 + Skills 11 (44 ranks) + Feats 11 + Powers 184 + Combat 28 + Saves 12 – Drawbacks 0 = 270 / 270

Comments: I dig Captain Atom. I’ve only seen a little of him but I liked him in JLU and in the Superman/Batman I’ve read. I am very intrigued about his crossover into the Wildstorm universe. I’m really going to have to check that out. And the whole Monarch thing has me intrigued as well.

Captain Atom is a paragon and energy absorber of the highest level. When fully boosted from Energy Absorption, he can match Superman in strength or speed, and even operating at normal levels, he can match any of the top paragons in the Thorpacoverse. I didn’t realize he was quite that level until recently, but he’s definitely a beast.

Clean Up 9/5/08: Captain Atom gets a PL bump and some tweaking as I get ready to work on my Monarch build (thanks for scooping me, Godfallen). He gets a PL bump and his Absorption gets straightened out a bit. I didn't keep the original PL13 build because...well, I didn't like it...

Clean Up 2/26/10: A minor update to my Captain Atom build. I was really thinking hard about killing off the Absorption, but to me, that’s what makes him…him, no matter how expensive and clunky it is. Since I’m not setting a pp limit on these “main” builds, I saw no reason to change it. On a PC version, though, definitely.
Last edited by Thorpacolypse on Fri Feb 26, 2010 8:04 pm, edited 2 times in total.
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Postby Thorpacolypse » Sat Oct 06, 2007 12:59 pm

Another addition to our Villains line hits the Aisle 2 shelves. This item should FLY off the shelves!

Image
I'll get you Spidey because I can fly and...well, that's about it...but let's see you do it, smarty pants!

THE VULTURE
PL:
9 (101 pp) – OPL: 8; DPL: 9

ABILITIES: STR: 20 [8] (+5/-1) DEX: 14 [10] (+2/0) CON: 14 [10] (+2/0) INT: 18 (+4) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Aerobatics 8 (+10) [Aerobatic Bluff], Bluff 6 (+6), Climb (+5), Computers 6 (+10), Concentration (+2), Craft [Electronic] 7 (+11), Craft [Mechanical] 7 (+11), Disable Device 4 (+8), Escape Artist (+2), Intimidate 6 (+6), Knowledge [Streetwise] 4 (+8), Knowledge [Technology] 7 (+11) [Inventor], Notice (+2), Search (+4), Sense Motive 5 (+7), Stealth (+2), Survival (+2), Swim (+5)

FEATS: Fast Overrun, Favored Environment (8) [+4 Attack, +4 Dodge when Flying], Favored Opponent (1) [Spider Man], Improved Initiative (1), Inventor, Move-by Action, Set-Up, Sneak Attack (1), Teamwork (1)

POWERS:
Flying Harness 7 (Device 7, Hard to Lose, PF: Restricted [Harness training]; [35pp traits]; 29pp) [7]

Flight 4 (100 mph, Drawback: Power Loss [when wings bound/disabled, uncommon, minor; -1]; 7pp) [4]
Enhanced Strength 12 (12pp) [12]
Enhanced Dexterity 4 (4pp) [4]
Enhanced Constitution 4 (4pp) [4]
Enhanced Feats 1 (Aerobatic Bluff [1pp]) [1]
Protection 5 (5pp) [5]
Shield 1 (1pp) [1]
Immunity (Aging [Limited]; 1pp) [1]


COMBAT: Base Attack +4, Melee +4, Ranged +4, Flying Melee +8, Flying Ranged +8, Grapple +9, Flying Grapple +13 [Unarmed +5 (Bruise)]; Defense 17 (13 flat-footed, 21 when Flying); Init +6; Knockback-3

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

DRAWBACKS:

Abilities 10 + Skills 15 (60 ranks) + Feats 16 + Powers 29 + Combat 20 + Saves 11 – Drawbacks 0 = 101 / 101

Comments: The Vulture, one of the great one trick ponies in all of comicdom. Gotta love a guy who can…well, fly. Novel in the 60’s, kind of old hat today, but still, the guy has given Spidey a run for his money several times. I could have given him a few more PP, but I like the fact that 99pp villain can actually be a challenge if used properly.

He really functions best in the Sinister Six or something like that where he can us his Teamwork and Set Up feats and get opportunities for sneak attacks from his fellow Spidey haters. On his own, he will need an Invention of some sort to get Spidey off guard or create a situation where there's lots of civilians being threatened or something like that, and then he has a shot to take him down.
Last edited by Thorpacolypse on Fri Jan 15, 2010 8:48 pm, edited 1 time in total.
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Postby Thorpacolypse » Sat Oct 06, 2007 1:59 pm

Another item in our villains line comes to us from our Gotham location.

Step right up kids, pick a Penguin, any Penguin!

Image
A campy Penguin, perhaps?

Image
A creepy Penguin?

Image
A classic Penguin?

THE PENGUIN
PL:
8 (139 pp) – OPL: 8; DPL: 8

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

SKILLS: Bluff 10 (+12) [Taunt], Climb (+1), Concentration (+3), Craft [Mechanical] 5 (+8), Diplomacy 10 (+12) [Connected], Disguise (+2), Escape Artist (+1), Gather Info 13 (+15) [Contacts, Well-Informed], Handle Animal 6 (+8) [Animal Empathy], Intimidate 8 (+10), Knowledge [Business] 7 (+10), Knowledge [Current Event] 9 (+12), Knowledge [Streetwise] 7 (+10), Notice 4 (+7), Profession [Night Club Owner] 5 (+8), Search (+3), Sense Motive 6 (+9), Stealth (+1), Survival (+3), Swim 6 (+7)

FEATS: Accurate Attack, Animal Empathy, Attack Specialization (1) [Umbrellas], Benefit (2) [Wealth x2], Clean (2), Connected, Contacts, Defensive Roll (2), Dodge Focus (5), Equipment (8), Improved Initiative (1), Minions (10) [25 Thugs, 10 Birds], Power Attack, Quick Draw (1), Taunt, Tough (1), Well-Informed

POWERS:
Trick Umbrellas 3 (Gadgets 3, Easy to Lose, Flaw: Limited to Umbrellas [15pp traits]; 15pp) [3]

Sample Umbrellas:
Machine Gun Umbrella (Blast, Ballistic, Extra: Auto-Fire [15pp]) [5] - DC:20:tough
Helicopter Umbrella (Flight [4pp]) [2]
Sword Umbrella (Strike, PF: Mighty, Improved Critical x2) [5] - DC:21:tough


EQUIPMENT:
(40ep)

Undercover Vest (Protection, Subtle [2ep]) [1]
Cell phone, GPS (2ep)
Holdout Pistol (Ballistic Blast 3, PF: Subtle; 30 ft range, Tiny [7ep]) [3]
Headquarters (17ep):
Iceberg Lounge and Penthouse (Skyscraper Archetype)
Vehicle (12ep):
Penguin Limo (Limo archetype, Extras: Caltrops, Alarm, Hidden Compartments, Smokescreen)

COMBAT: Base Attack +8, Melee +8, Ranged +8, Umbrellas +10, Grapple +8 [Unarmed +1 (Bruise); Light Pistol +3 (Lethal)]; Defense 21 (13 flat-footed); Init +5; Knockback -2

SAVES: Toughness +5 (+3 flat-footed), Fortitude +4, Reflex +4, Will +7

DRAWBACKS:

Abilities 22 + Skills 24 (96 ranks) + Feats 40 + Powers 15 + Combat 28 + Saves 10 – Drawbacks 0 = 139 / 139

Comments: Waugh, waugh, waugh, waugh...

I LOVES me some Oswald Cobblepot. And I miss Burgess Meredith...

His current incarnation as a "legitimate" club owner while dealing with the unsavory element on the sly is perfect for him. I always thought he was way overmatched as a real villain for the Batman, but in that role, he can really cause Bats problems.

As expected, he's not much for combat, but can hold his own against the Bat Family for a while with his Trick Umbrellas. He is best used as a side character in a campaign, much as he is used in the DCU now. But with those birds and minions that would have to mow through if you were trying to take him out, he could be a decent challenge in a PL6-8 game.

Clean Up 1/21/09: The Penguin gets a tweak. Took him up to a full, albeit overpriced, PL8. With his interaction skills and Gadgets, I felt those extra PP were justified.
Last edited by Thorpacolypse on Sat Jan 16, 2010 8:02 am, edited 3 times in total.
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Postby Thorpacolypse » Sat Oct 06, 2007 2:13 pm

Thorpacolypse wrote:This is a classic piece of merchandise going on special on Aisle 1. It's an oldy but a goody!

Image
No jokes on this one, folks. Ted's the man.


WILDCAT (TED GRANT)
PL:
10 (135 pp)

ABILITIES: STR: 20 (+5) DEX: 18 (+4) CON: 19 (+4) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+10) [Acrobatic Bluff, Improved Trick], Bluff (+2) [Improved Trick], Climb 4 (+9), Concentration (+3), Diplomacy 6 (+8) [Connected], Disguise (+2), Drive 4 (+8), Escape Artist 4 (+8), Gather Info 8 (+10), Handle Animal (+2), Intimidate 6 (+8) [Startle], Investigate 4 (+5), Knowledge [Streetwise] 6 (+7), Knowledge [Tactics] 6 (+7), Notice 8 (+11), Profession [Boxer] 6 (+9), Search (+1), Sense Motive 10 (+13) [Assessment], Stealth 6 (+10), Survival (+3), Swim (+5)

FEATS: Acrobatic Bluff, All-out Attack, Assessment, Attack Focus (Melee) (6), Attack Specialization (2) [Unarmed], Connected, Defensive Attack, Defensive Roll (2), Dodge Focus (6), Equipment (3), Improved Block (1), Improved Critical (2) [Unarmed], Improved Defense (1), Improved Grab, Improved Pin, Improved Initiative (1), Improved Trick, Luck (1), Power Attack, Second Chance (1) [Toughness Saves against Physical Damage], Startle, Stunning Attack, Takedown Attack (2), Teamwork (1), Ultimate Effort (1) [Ultimate Toughness Save]

POWERS:
None


EQUIPMENT:
(15ep)

Costume (Protection, Camouflage [Urban], Fearsome Presence x3 [6ep]) [2]
Motorcycle (Standard [9ep]),

COMBAT: Base Attack +5, Melee +11, Ranged +5, Unarmed +15, Grapple +20 [Unarmed +5, 18-20 Critical (Bruise)]; Defense 22 (13 flat-footed); Init +8; Knockback -4 (-2 flat-footed)

SAVES: Toughness +8 (+6 flat-footed) [Ultimate Save], Fortitude +8, Reflex +9, Will +7

DRAWBACKS:

Abilities 38 + Skills 21 (84 ranks) + Feats 41 + Powers 0 + Combat 22 + Saves 13 – Drawbacks 0 = 135 / 135

Comments: I’ve always liked Wildcat, the great boxing/hand-to-hand combat trainer of street level heroes throughout the DC universe. He even trained Batman, apparently, which I did not realize. I remember reading his stuff as a kid MANY years ago, and I always liked his style. Re-reading some of that now, I realize he was a serious chauvanist (still kind of is) but hey, no one is perfect.

I built him to be tough, which how I always saw him. He gets pounded on, but always keeps coming and usually gives as good as he gets. He'd be a terror in a street level game.

Update 10/6/07: A couple of minor updates to Ted, putting him at 135pp.


A couple of tweaks to Ted in preparation for building his kiddo, Tom.
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Postby Thorpacolypse » Sat Oct 06, 2007 2:17 pm

Thorpacolypse wrote:Ah, a J-Mart favorite item. No monkeying around with this one, though...

Image
Kneel before Grodd...
(And from the Phantom Zone a cry goes out: "Copyright infringement! No one steals Zod's lines!!! Ursa, get the Phantom Lawyers!!!")


GORILLA GRODD
PL:
12 (195 pp)

ABILITIES: STR: 30 (+10/+6) DEX: 16 (+3) CON: 22 (+6/+4) INT: 26 (+8) WIS: 18 (+4) CHA: 14 (+2)

SKILLS: Acrobatics 6 (+9), Bluff (+2), Climb 6 (+12), Computers 4 (+12), Concentration (+4), Craft [Electronic] 6 (+14) [Inventor], Diplomacy (+2), Disguise (+2), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate 11 (+15), Knowledge [Technology] 7 (+15) [Inventor], Notice (+4), Search (+8), Sense Motive 4 (+8) [Assessment], Stealth (+3), Survival (+4), Swim (+6)

FEATS: Assessment, Attack Specialization (1) [Unarmed], Chokehold, Crushing Pin, Defensive Roll (2), Dodge Focus (4), Eidetic Memory, Equipment (2), Inventor, Master Plan, Minions (9) [25 Armed Intelligent Gorillas], Speed of Thought

POWERS:
Growth
(Extra: Duration [Continuous], Flaw: Permanent; PF: Innate) [4]
Super Senses (Scent, Low Light Vision) [2]
Protection [4]
Mind Shield [5]
Mind Control
(Extra: Area, Array [36pp]) [12] - DC:22:will
AP: Telepathy [12] - DC:22:will
AP: Mental Blast [9] - DC:19:will
AP: Pain (Flaw: Touch Range) [12] - DC:22:will
AP: Mental Transform [9] - DC:24:will

EQUIPMENT:
(10ep)

Blaster Pistol (10ep) [5] – DC:20:tough

COMBAT: Base Attack +10, Melee +9, Ranged +9, Unarmed +11, Grapple +25 [Unarmed +10 (Bruise), Blaster Pistol +5 (Lethal)]; Defense 19 (12 flat-footed); Init +8; Knockback -6 (-3 flat-footed)

SAVES: Toughness +12 (+10 flat-footed), Fortitude +10, Reflex +4, Will +8 (+13 against Mental Attacks)

DRAWBACKS:

Abilities 54 + Skills 11 (44 ranks) + Feats 25 + Powers 64 + Combat 32 + Saves 9 – Drawbacks 0 = 195 / 195

Comments: After his tour de force performance in the last season of JLU, how could I not show Grodd some love. He is a top level telepath and mastermind, capable of holding his own with pretty much anyone in my universe, and capable of making life miserable for a group of heroes with the right resources. And in my universe, you know he'll get those resources without fail.

Update 10/06/07: Powered up Grodd a bit in preparation for using him in an upcoming storyline and/or campaign. Increased his Telepathy ranks and made him a little tougher in melee combat, and most importantly, I gave him some minions to work with so he doesn't have to do much but sit back and mind control or Mental Transform some folks and then reap the benefits.


Grodd gets an overhaul. I messed up his Telepathy ranks before and I also needed to toughen him up for a potential rumble in the near future.
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