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

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Postby Thorpacolypse » Sat Oct 06, 2007 3:29 pm

A J-Mart favorite his the shelves on Aisle 1, fresh from our new Sub Diego location.

Image
King of the seven seas, remember?

AQUAMAN
PL:
12 (200 pp) – OPL: 12; DPL: 11

ABILITIES: STR: 30 (+10) DEX: 14 (+2) CON: 30 (+10) INT: 14 (+2) WIS: 18 (+4) CHA: 14 (+2)

SKILLS: Acrobatics/Aquabatics 8 (+10), Bluff (+2), Climb (+10), Concentration 6 (+10), Diplomacy 7 (+9) [Connected], Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal 11 (+13), Intimidate (+2), Knowledge [Arcane Lore] 5 (+7), Knowledge [Civics] 6 (+8), Knowledge [History] 6 (+8), Notice 6 (+10), Search 5 (+7), Sense Motive 5 (+9) [Assessment], Stealth (+2), Survival (+4), Swim 10 (+20)

FEATS: Accurate Attack, Assessment, Attack Focus (Melee) (2), Benefit (3) [King of the Seas, Wealth x2], Connected, Defensive Attack, Environmental Adaptation (Underwater), Favored Environment (4) [+2 Attack, +2 Dodge Underwater], Improved Initiative (1), Leadership, Power Attack, Takedown Attack (1), Tough (2)

POWERS:
Super-Strength 5 (25 Tons [10pp]) [5]
Comprehend 2 (Speak, Understand Animals, Flaw: Limited to Sea Creatures [2pp]) [2]
Super Senses 4 (Normal Vision [Extended], Low Light Vision [Extended], Normal Hearing [Extended]; 4pp) [4]
Immunity 3 (Suffocation by Drowning, Pressure, Environmental Cold [3pp]) [3]
Swimming 6 (125mph [6pp]) [6]
Animal Control 12 (Array, Extra: Area Burst, Drawback: Limited [sea creatures only], PF: Communication Link, Progression x6 [200 Mile Range]; [31pp]) [12] - DC:22:will
AP: Summon Minion 6 (Extra: Horde, Broad Type [Sea Creatures], PF: Progression x6 [100 Minions], Mental Link [1pp]) [5]

Hydro Suit 1 (Device 1, Hard to Lose [5pp traits], 4pp) [1]
Removes Weakness Drawback (5pp)
Regeneration 7 (Recovery Rate [7pp])
Staggered 1/20 minutes [1]
Disabled 1/hour [2]
Resurrection 1/week [1]
PF: Diehard, Regrowth, Persistent



COMBAT: Base Attack +8, Melee +10, Ranged +8, Underwater Melee +12, Underwater Ranged +10, Grapple +25, Underwater Grapple +27 [Unarmed +10 (Bruise)]; Defense 18 (14 flat-footed, 20 underwater); Init +6; Knockback -6

SAVES: Toughness +12 (+12 flat-footed), Fortitude +10, Reflex +5, Will +7

DRAWBACKS: Weakness - -1 Strength, -1 Constitution per hour, after hour without water (common, severe; -5)

Abilities 60 + Skills 19 (76 ranks) + Feats 20 + Powers 68 + Combat 32 + Saves 6 – Drawbacks -5 = 200 / 200

Commlink: I tried to make Aquaman at PL10/150pp but doggone it, I just felt like he needed a little extra oomph to encompass all of his abilities. The man is one main members of the great generation of DC heroes and I thought he deserved some props. He can rumble, he’s got skills and of course, he has telepathy. I built the Harpoon Hand version, because I thought that was a neat period in his history. The Water hand was a little much for me.

So let's get something straight and I’m only going to say this once, so don’t forget it. (And now the rant begins...)

EVERYBODY GET OFF AQUAMAN’S BACK!

OK, the man is not the greatest of heroes, but he takes more crap than just about any hero I can think of. Why? Because he’s super strong? Because he fights the good fight all the time? Because he overcame losing his hand to continue to be great hero? NOOOOOOO…It always comes back to the talking to fish. It’s aquatic racism, that’s what it is!

Please...Like other heroes don’t have lame powers, too. No one rips Tarzan for talking to monkeys. No one rips the Atom for being able to SHRINK, like that’s so freaking useful most of the time. And don't even get me started with AntGoliathYellowJacket Man again and his TALKING TO ANTS!

I got Aquaman’s back, period. And if you’re not down with that, I got just two words for ya: HANK PYM!!!

In the Thorpacoverse, Aquaman is a reserve member of the Justice League while he continues to deal with his duties in Sub Diego since Attuma has taken over the city of Atlantis and has declared war on all the undersea kingdoms. Orin and Namor have a shaky alliance in hopes that they can overthrow him in the near future.

Clean Up 3/27/08: The Sea King gets pumped up to PL11. Same pp, just some minor tweaks.

Clean Up 1/11/10: Since I was basing him on the awesome Alex Ross version from Justice, I had forgot his regeneration and I added some Progression to his Animal Control (thanks Baron).
Last edited by Thorpacolypse on Mon May 17, 2010 8:40 pm, edited 5 times in total.
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Postby scc » Sat Oct 06, 2007 3:46 pm

New merchandise on Aisle 1!

Image
Charlton Heston on steroids

The General

"----------Character Details---------
Character Name: Wade Eiling
Character Alias: The General
Height: 12'
Weight: 1378 lbs
Hair: Brown(Shaven)
Eyes: Red
Power Level: 13
Power Points: 237
--------------------------------------

----------Ability Scores---------
Strength: 42 (+16/+10)
Dexterity: 14 (+2)
Constitution: NA
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 10 (0)
--------------------------------------

----------Saves---------
Toughness: +13
Fortitude: +NA
Reflex: +2
Willpower: +6
--------------------------------------

----------Combat---------
Attack Bonus: +10 (melee), +7 (ranged)
Damage Bonus: Unarmed +16, Machine Guns +6
Grapple: +42
Defense Bonus: +5 (+3 flat footed)
Initiative: +6
Knockback: -13
--------------------------------------

----------Lifting Capacity---------
Light Load: 11,337.7 tons
Medium Load: 22,708.2 tons
Heavy Load: 34,078.7 tons
Max Load: 68,157.4 tons
Push/Drag: 170,393.6 tons
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 260 ft / 130 ft / 65 ft
--------------------------------------

----------Skills---------
  • Bluff - 5 (+5)
  • Climb - 0 (+10)
  • Computers - 3 (+4)
  • Concentration - 0 (+1)
  • Diplomacy - 4 (+4)
  • Escape Artist - 0 (+2)
  • Intimidate - 11 (+13)
  • Knowledge: Tactics - 7 (+8)
  • Knowledge: Technology - 4 (+5)
  • Notice - 5 (+6)
  • Search - 3 (+4)
  • Sense Motive - 4 (+5)
  • Stealth - 0 (-2)
  • Survival - 3 (+4)
  • Swim - 0 (+10)
  • Demolitions - 3 (+4)
--------------------------------------

----------Feats---------
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Ambidexterity: Eliminate off-hand penalties
  • Attack Focus Melee (3): +3 bonus to melee attack rolls
  • Connected: Make a diplomacy check to call in favors or aid
  • Distract: Intimidate check to daze opponent 1 round
  • Fearsome Presence (5): Inspire fear in others, DC:15 range: 25
  • Improved Grab: Grapple as a free action after a successful attack
  • Improved Grapple: Make grapple checks with only one hand
  • Improved Initiative: +4 bonus on initiative checks
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Startle: Feint using intimidate rather than bluff
  • Takedown Attack: Gain addtl melee attack when you drop an opponent
  • Ultimate Effort (Toughness): Spend hero point for auto 20 on toughness saves
  • Crushing Pin: If you pin an opponent, you can also inflict your normal unarmed damage
  • Personal Firearms Proficiency: Use any personal firearm without penalty
  • Challenge(Powerful Intimidation): Increase the penalty for demoralizing foes by -1
  • Eagle Eyes: Notice checks have an increment of 100 ft
  • Scent: You can detect and identify individuals by scent alone
  • Extended Scent : Smell increases by a factor of 10
  • Tracking: Follow trails using a particuliar sense
--------------------------------------

----------Powers---------
Device {Dual Machine Guns, easy to lose} Cost 12
Description: Blast 6
Extras: Autofire
Power Feats: Split Attack

Growth - Power Rank 6 - Cost 19
Extras: Continuous
Flaws: Permanent
Power Feats: Innate

Immunity[Critical Hits] - Power Rank 2 - Cost 2
Extras: Linked Regeneration

Immunity[Fortitude] - Power Rank 30 - Cost 31
Power Feats: Innate

Leaping - Power Rank 3 - Cost 3

Impervious Toughness {Plastalloy} - Power Rank 6 - Cost 7
Power Feats: Innate

Regeneration - Power Rank 66 - Cost 36
Flaws: Limited(Mental Attacks)
Power Feats: Persistant, Regrowth, Diehard
Bruised - Power Rank 3 - Cost 3
Unconscious - Power Rank 3 - Cost 3
Injured - Power Rank 6 - Cost 6
Staggered - Power Rank 6 - Cost 6
Disabled - Power Rank 8 - Cost 8
Ability Damage - Power Rank 8 - Cost 8
Recovery Bonus - Power Rank 9 - Cost 14
Resurrection - Power Rank 9 - Cost 18
Extras: True Resurrection

Super-Strength - Power Rank 12 - Cost 26
Power Feats: Bracing, Shockwave
--------------------------------------

----------Cost Summary---------
Abilities: 18
Combat: 28
Saves: 16
Skills: 13
Feats: 26
Powers: 136
Total Cost: 236
--------------------------------------"

Comments: This is The General. This is the version of him when he fought the JLA and the Ultramarines. He is virtually unstoppable. He was able to recover quickly from a tactical atomic rocket, a special weopon that some thought would kill Superman whose radius of explosion was only 4 feet with no fallout. He carries around two machine gun type weopons with seemingly unlimited ammo. I gave him a limitation on his regeneration that it cannot heal mental damage. He transferred his consciosness into the Shaggy Man. That is why I believe he can still be harmed by mental damage though you will find no proof in the comics one way or the other.

He currently is part of the Suicide Squad and they will probably make him weaker than he was for no apparent reason.
Last edited by scc on Sat May 23, 2009 1:17 pm, edited 8 times in total.
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Postby scc » Sat Oct 06, 2007 3:51 pm

This is my first post on this thread. Looking forward to posting more builds on this high profile thread. Thanks Thorpacolypse. Also I would love to see The General in action. I am not the best at posting battles.
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Postby Thorpacolypse » Sat Oct 06, 2007 5:38 pm

scc wrote:This is my first post on this thread. Looking forward to posting more builds on this high profile thread. Thanks Thorpacolypse. Also I would love to see The General in action. I am not the best at posting battles.


Welcome to the J-Mart Team, scc! And a great first post. I was just thinking of updating Superman and I wondered who might be a good opponent for him. I think we have a strong conten-dah!

Even if it's not Supes, I think I can oblige. I need to run more combat to make sure my upcoming game runs OK.

He'll be indexed in a jiffy! Maybe even half a jiffy, which I believe is technically a jif. :)
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Postby Thorpacolypse » Sat Oct 06, 2007 6:06 pm

It's been a while since we've stocked any original J-Mart merchandise, so we thought we'd put a J-Mart favorite on the shelves.

MIDKNIGHT
PL:
10 (150 pp)

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

SKILLS:
Acrobatics 8 (+13)
Bluff 8 (+10)
Climb (+4)
Computers 4 (+7)
Concentration (+3)
Diplomacy 6 (+8)
Disable Device 3 (+6)
Disguise (+2)
Escape Artist 3 (+8)
Gather Info 8 (+10)
Handle Animal (+2)
Intimidate 6 (+8)
Investigate 5 (+8)
Knowledge: Streetwise 5 (+8)
Knowledge: Technology 3 (+6)
Notice 7 (+10)
Profession [Computer Programmer] 3 (+6)
Search 7 (+10)
Sense Motive 5 (+8)
Stealth 8 (+13)
Survival (+3)
Swim (+4)

FEATS:
All-out Attack
Power Attack
Dodge Focus (8)
Improved Initiative (1)
Equipment (2)
Attack Focus (Melee) (6)
Attack Specialization [Knightwings] (3)
Grappling Finesse
Improved Critical (3) [Strike, Knightwings x2]
Sneak Attack (1)
Uncanny Dodge [Auditory]
Evasion (1)
Acrobatic Bluff
Hide in Plain Sight
Inventor
Master Plan
Taunt
Well-Informed
Connected
Contacts

POWERS:
Strike (Extra: Auto-Fire; Power Feat: Mighty) [2]
- DC:21:toughness
Darkness Control (Darkness - 25 ft radius) [3]
Super Senses (Danger Sense [Auditory], Darkvision) [3]
Speed [1]


EQUIPMENT (10ep)
Costume (Protection [4ep]) [3]
Knightwings (Boomerangs; Power Feat: Ricochet [6ep]) [1] - DC:21:toughness

COMBAT: Base Attack +8, Melee +14, Ranged +8, Knightwings +14, Grapple +19 [Unarmed +4 (Bruise), Strike +6, 19-20 critical (Bruise), Knightwings +6, 18-20 critical (bruise)]; Defense 24 (13 flat-footed); Init +9; Knockback +3 (+1 flat-footed)

SAVES: Toughness +6 (+6 flat-footed) Fortitude +7 Reflex +9 Will +7

DRAWBACKS: Disability -Light sensitivity [Freq DC 10] [Sev DC 5], Vulnerable -Light based dazzle attacks [Freq DC 10] [Sev DC 15]

Abilities 40 + Skills 23 (92 ranks) + Feats 37 + Powers 16 + Combat 28 + Saves 12 – Drawbacks -6 = 150 / 150

Comments: This was a PC I made for an online game that fell apart, that I am hoping to use soon. I made send him with the folks in my ftf game as an NPC that I use to guide them towards the right path when they get off track. And with that group, they'll need it. My group definitely tends to be very Suicide Squad-ish in their dealings with criminals. The last game we ran when we were just learning the system last year ended up with a pretty high body count and at least two potential counts of arson and destruction of public property...

Background: Charlie Tatum was a (you name it, GM) City cop for 25 years. He was one of the few “good cops” left on the force since (insert appropriate mob boss here GM) started buying most of the force off. He was well-respected and well-liked by his peers and superiors, even by most of those on the take. But no one thought as highly of him as his son, Javon. Javon idolized his dad, just as most kids do, and he would tell anyone who would ask (and even most that didn’t), that he wanted to be a cop just like his dad.

Charlie, being the ever proud father, never told Javon that it would never happen for him. Even though Javon stayed true to his word all the way up through high school; never getting in trouble, becoming an all-state football player, a 3.5 student and a high level black belt by the age of 17. Javon was born with a severe light-sensitivity that required him to wear special sunglasses practically all the time. However, he could see very well, if not perfectly, in pitch darkness. Charlie knew that his abnormality would never allow him to pass the police physical, but he kept it to himself, because he would never want to crush his son’s dream. It had been just the two of them since Javon was 3, when his wife, LaTonya, left them, and Charlie and Javon were not just father and son, but best friends.

While Charlie never shared Javon’s visual issues, they did share something else. Charlie used to refer to it as his “seventh sense” (the sixth, as he always said, being his ability to sniff out a donut shop from a mile away). It always seemed like when there was a bad situation or danger near, Charlie could sense it. It helped him escape many a tight spot in his career. Javon could do the same thing. It especially served him well on the football field, where he was nearly unstoppable as running back at times, as he could always feel where the defenders were coming from, even if he couldn’t see them.

Going into his senior year, though, Javon’s world came crashing down. On a hot July night, Charlie and his partner, Mick Harriston, responded to a breaking and entering call at the RMX Chemical plant. The full details of the incident have never been released, but when the second unit arrived, they saw Mick face down in a pool of blood on the street and Charlie’s limp body hung on a street light some 15 feet in the air. The police searched the scene, but found no trace of the perpetrator and only a few odd chemicals missing. Amazingly, they were both still alive and were rushed to the hospital. Mick has been in a coma ever since. Charlie survived for two more days in the hospital before passing on.

Javon was devastated, as you would expect; even the hero’s treatment that his father received at his funeral was a slight comfort. After that, Javon moved in with his aunt Sophie to finish up his senior year before heading to Stanford on a full-ride scholarship. Even though he was able to keep his grades up, and continue to excel in his areas of interest, the uncertainly surrounding his father’s death consumed him. When he decided to request a formal inquiry, he got little cooperation. After months of red tape and delays, he finally snapped during a meeting in the District Attorney’s office as ended up getting arrested; however, not before using his fighting skill to incapacitate 10 police officers. It was during this incident that another ability of his manifested itself, the ability to create darkness in a small area, and with his ability to see in the dark, it gave him an incredible advantage over his opponents.

Javon was eventually given 3 years probation, despite the severity of the incident “as a last favor to Charlie” according to the DA. Because of his probation, and his desire to find out what happened to his father, Stanford pulled their scholarship and Javon enrolled at Jacobson Community College in (GM’s) city. He studied computer science during the days, and in the evenings, he continued to hone his fighting skills, as he swore to scour the underworld looking for leads, contacts, anything to help him find out what happened to his father. As he began searching through the dark areas of the city, he realized just how bad things had become. There were too many crooked cops to count, too many drug kings, too many mob bosses and recently, too many super criminals lurking in the bowels of the city for him to even know where to start when looking for his father’s murderer.

During one of his excursions into a bad area of (you name it, GM) City, he took down a gang of thugs that were about to assault a young woman. The woman told him she asked a cop for help just minutes before they closed in on her but he refused to get involved. It was after that incident that he realized his calling. He would be the city’s protector now, where the police no longer were able to perform that duty. With his ability to work in the darkness, and harkening back to what the young lady that he saved called him (her knight) he became MidKnight, the dark light of justice in a city blanketed in the suffocating darkness of a crime ridden city.
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Postby Thorpacolypse » Sat Oct 06, 2007 9:19 pm

Our villains line continues to grow by leaps and bounds. Check out this special from our Gotham location on Aisle 1!

Image
No offense, Bats, but I'd really rather have a one of the hot blonde chicks from the other King Kong movies up here than you.

CLAYFACE PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 26 [12] (+8/+1) DEX: 12 (+1) CON: 20 [16] (+5/+3) INT: 13 (+1) WIS: 10 (0) CHA: 14 (+2)

SKILLS: Bluff 8 (+10), Climb (+4), Diplomacy (+2), Disguise (+2), Escape Artist (+1), Gather Info (+2), Handle Animal (+2), Intimidate 9 (+11), Notice 4 (+4), Perform [Acting] 8 (+10), Search (+1), Sense Motive 7 (+7), Stealth 8 (+9), Swim (+4)

FEATS: All-out Attack, Attack Focus (Melee) (6), Dodge Focus (1), Improved Initiative (1), Power Attack

ENHANCED FEATS: Ambidexterity, Crushing Pin, Fearsome Presence (4), Improved Grab, Improved Grapple

POWERS:
Clay Form 19 (Alternate Form, Extra: Continuous, Flaw: Permanent [95pp traits]; 95pp) [19]

Immunity 11 (Life Support, Critical Hits [11pp]) [11]
Growth 4 (12pp]) [4]

Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Enhanced Strength 6 (6pp) [6]
Super-Strength 2 (4pp) [2]
Insubstantial 1 (PF: Selective [6pp]) [1]
Elongation 4 (4pp) [4]
Protection 8 (8pp) [8]
Enhanced Feats 8 (see Feats [8pp]) [8]
Super-Movement 3 (Slithering, Sure-Footed, Wall-Crawling [6pp]) [3]
Morph 10 (Humanoids; Array [20pp]) [10]
AP: Snare 10 (Extra: Engulf [1pp]) [10] - DC:20:ref
AP: Suffocation 10 (1pp) [10] - DC:20:fort
AP: Strike 10 (Extra: Penetrating [1pp]) [10] - DC:25:tough
Regeneration 2 (Recovery Rate +2 [2pp]) [2]
Regeneration 10 (Recovery Bonus, Flaw: Requires natural earth/clay; [4pp])

Injured 1/minute [3]
Disable 1/minute [5]
PF: Diehard, Regrowth


COMBAT: Base Attack +3, Melee +8, Ranged +2, Grapple +22 [Unarmed +8 (Bruise); Strike +10 (Bruise)]; Defense 16 (12 flat-footed); Init +5; Knockback -6

SAVES: Toughness +13 (+13 flat-footed), Fortitude +8, Reflex +3, Will +5

DRAWBACKS: Involuntary Transform - Into formless sludge when struck with +10 water attack (Uncommon, irresistible; -5), Vulnerable -Fire/Heat attacks (uncommon, major ; -3), Vulnerable -Cold/Ice Attacks (uncommon, major; -3)

Abilities 17 + Skills 11 (44 ranks) + Feats 18 + Powers 87 + Combat 18 + Saves 10 – Drawbacks -11 = 150 / 150

Comments: My take on Clayface, at least the animated version. Feat of Clay is my favorite Batman TAS episode(s) bar none, and I really loved their take on the Clayface character. I had forgotten that the original DCU Clayface was so different. Apparently the latest version is more like Matt Hagen from the Batman TAS.

Clayface a tough enemy for Batman because of his shape shifting abilities. He is hard to hurt, and even if you do, he is tough to hang onto.

Clean Up 6/12/09: I took another run at an Hagen inspired Clayface. This one came out a lot better.
Last edited by Thorpacolypse on Fri Jun 12, 2009 9:38 pm, edited 2 times in total.
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Postby Thorpacolypse » Sat Oct 06, 2007 9:40 pm

Yet another addition to our Villains line gets stocked on the Aisle 1 shelves.

Image
You laugh, but mark my words, the Nazi party will rise again!

And again!

And again!

And again!

Because apparently comic, movie and TV writers will never get tired of using Nazi's as the "root of all evil" villains!


CAPTAIN NAZI
PL:
11 (158 pp) – OPL: 11; DPL: 11

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

SKILLS: Acrobatics 6 (+7), Bluff 6 (+7), Climb (+12), Concentration (+2), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate 9 (+10) [Startle], Knowledge [History] 6 (+8), Knowledge [Tactics] 6 (+8), Notice 4 (+6), Search (+2), Sense Motive 6 (+8), Stealth (+1), Survival (+2), Swim (+12)

FEATS: All-out Attack, Attack Focus (Melee) (2), Chokehold, Dodge Focus (2), Improved Grab, Improved Grapple, Improved Initiative (1), Leadership, Power Attack, Startle, Takedown Attack (1)

POWERS:
Immunity 10 (Aging, Life Support [10pp]) [10]
Protection 2 (2pp) [2]
Impervious Toughness 8 (8pp) [8]
Flight 6 (500 mph; Dynamic Array [12pp array]; 13pp) [6]
DAP: Super-Strength 5 (45 Tons, PF: Shockwave, Countering Punch [2pp]) [5]
DAP: Super-Speed 2 (25mph; PF: Rapid Attack [2pp]) [2]

Cybernetic Eyes 1 (Device, Hard to Lose [5pp traits]; 4pp) [1]

Super-Senses 5 (Normal Vision [Extended x2], Infravision, Darkvision [5pp])

COMBAT: Base Attack +8, Melee +10, Ranged +8, Full Super Strength Grapple +27 [Unarmed +12 (Bruise)]; Defense 18 (13 flat-footed); Init +5 (+13 with Super Speed)

SAVES: Toughness +14 (+14 flat-footed, +8 Impervious), Fortitude +13, Reflex +4, Will +5

DRAWBACKS: Weak Point - Cybernetic Eyes (uncommon, minor; -1), Disability -Blindness if cybernetic eyes disabled (uncommon, minor; -1)

Abilities 60 + Skills 11 (44 ranks) + Feats 13 + Powers 41 + Combat 28 + Saves 7 – Drawbacks -2 = 158 / 158

Comments: Nothing like a Nazi Superman to get the peeps riled up. Here is Captain Nazi, long time foe of the Marvel family, current thorn in the side of the JSA. He’s a pretty straightforward paragon build with the extra kick of that Immortality power since he recently told Black Adam he will always exist as long as the Nazi beliefs exist. So he’s DEFINITELY immortal because Nazis are a villain staple in comics and movies so they will never go away.

Clean Up 1/17/10: Captain Nazi is a hard build to determine PL. One book he’s rumbling with Captain Marvel, the next book, Catman or Red Hood are pwning him. Plus, he’s pretty much the arch of CM3, who is about a PL9-10 IMHO. So PL11 is where I went with him for this update.
Last edited by Thorpacolypse on Sun Jan 17, 2010 10:35 am, edited 3 times in total.
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Postby Thorpacolypse » Sat Oct 06, 2007 9:51 pm

As Dante has mentioned, there have been a lot of DC builds being stocked recently in comparison to the Marvel merchandise and he is correct. So our buyers went out and acquired this bit of Marvel merchandise for Aisle 2 and got a promise from the supplier that there will be a run of Marvel themed merchandise coming up later in the month!

And this special is guaranteed to bowl the customers over!

You're bowling me over with your lame arse jokes again!

Shut up, Randall!

Image
Really, this is my blast field. This has nothing to do with those chimichangas I had for lunch...

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

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

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

FEATS: All-out Attack, Attack Focus (Melee) (5), Defensive Attack, Dodge Focus (2), Fast Overrun, Favored Environment (2) [+2 Dodge when flying], Improved Initiative (2), Inspire (1), Leadership, Luck (1), Passing Attack, Power Attack, Teamwork (2)

POWERS:
Flight 9 (5,000 mph, Drawback: Only forward flight [-1]; 17pp) [9]
Blast Field 9 (Container 9, Drawback: Can only activate when flying [45pp traits]; 42pp) [9]
Blast 9 (Extra: Trail Area, Flaw: Range [Touch]; 18pp) [9] - DC:19:ref
DAP: Super-Strength 5 (3 Tons [2pp])
Force Field 10 (Dynamic Array, Extra: Impervious [21pp]
DAP: Force Constructs 10 (2pp) [10]
DAP: Strike 10 (Extra: Penetrating [2pp]) [10] - DC:25:tough

Regeneration 3 (Recovery Rate [3pp])

Resurrection 1/day, Extra: True Resurrection [2]

EQUIPMENT:
(5ep)

Leather Jacket and Costume (Protection 1, Subtle [2ep]) [1]
Commlink, GPS, Flash Goggles (3ep)

COMBAT: Base Attack +5, Melee +10, Ranged +5, Grapple +12 [Unarmed +2 (Bruise); Force Strike +10 (Bruise); Blast Trail +9 (Bruise)]; Defense 16 (12 flat-footed, 18 when Flying); Init +10; Knockback -1 (-11 with Force field)

SAVES: Toughness +2 (+2 flat-footed, +12 with Force Field, +12 flat-footed with Force field, +10 Impervious with Force Field), Fortitude +5, Reflex +7, Will +7

DRAWBACKS:

Abilities 24 + Skills 12 (48 ranks) + Feats 21 + Powers 62 + Combat 18 + Saves 13 – Drawbacks 0 = 150 / 150

Comments: Had to build Cannonball because I was reading X-Men #201 the other day and I forgot how cool he was. I’m loving he and Bobby carrying story these past couple of issues and I’ve always been a Cannonball fan.

Sam’s power set is pretty neat. He has a Force Field that he can only access when he is flying and it also gives him the ability to hit with a penetrating or Area Burst strike and also leave a trail of kinetic energy than can damage anyone coming in contact with it. Add those abilities to his leadership skills and you’ve got a top level X-Men on your hands.

Clean Up 1/1/09: Sam needed a clean up. I put his Blast Field powers into a Container that only works when flying and made a few other adjustments. I mainly reworked it because I felt he really needed Inspire and higher ranks in Tactics based on his recent performances.
Last edited by Thorpacolypse on Sat Jan 16, 2010 2:12 pm, edited 4 times in total.
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Postby Thorpacolypse » Sat Oct 06, 2007 10:00 pm

Man, the J-Mart stockers were busy today! A personal record for posting!

10 new builds
2 updates
1 new build from scc

13 TOTAL BUILDS today. Granted, I had a week's worth of builds I needed to post, but that's a ton of stuff. Amazing what you can do when you kid naps and your wife is obsessed with college football today! And you put off your 10,000 "honey do's" for another week... :oops:

I've got a few more in the tank and then it will probably be a good lull in posting next week because I have a business trip in the middle of the week and gaming later, so whatever ain't up by Tuesday probably won't be up for a week.

Hope everyone is having a great weekend and thanks for shopping at J-Mart!
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Postby Libra » Mon Oct 08, 2007 8:12 am

We did and you're welcome. 8)
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Postby Thorpacolypse » Mon Oct 08, 2007 9:41 pm

Thorpacolypse wrote:Attention, J-Mart shoppers:

New Canadian imports hitting Aisle 2 right now!

Image
You know what they say about a man with long claws, baby...

WOLVERINE
PL:
11 (189 pp)

ABILITIES: STR: 20 [16] (+5/+3) DEX: 16 (+3) CON: 20 (+5) INT: 10 (0) WIS: 18 (+4) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb 7 (+10), Concentration (+4), Diplomacy (-1), Disguise (-1), Escape Artist (+3), Gather Info (-1), Handle Animal 9 (+8) [Animal Empathy], Intimidate 13 (+12) [Distract, Skill Mastery, Startle], Languages 6 (Base: English, Cheyenne, Japanese, Lakota, Mandarin, Russian, Spanish), Knowledge [Streetwise] 6 (+6), Knowledge [Tactics] 8 (+8), Notice 11 (+15) [Skill Mastery], Sense Motive 8 (+12) [Skill Mastery], Stealth 12 (+15), Survival 12 (+16) [Skill Mastery], Swim (+3)

FEATS: All-out Attack, Animal Empathy, Attack Focus (Melee) (6), Defensive Roll (2), Distract (1) [Intimidate], Dodge Focus (4), Endurance (2), Improved Initiative (1), Improved Sunder, Luck (1), Power Attack, Rage (2) [10 rounds], Skill Mastery (1) [Intimidate, Notice, Sense Motive, Survival], Startle, Takedown Attack (2), Teamwork (1), Tough (1), Uncanny Dodge [Olfactory], Weapon Break

POWERS:
Adamantium Skeleton (Container, PF: Innate [20pp]) [4]

Density (Extra: Duration, Flaw: Permanent [6pp]) [2]
Strike (Extras: Auto-Fire, Penetrating, PF: Improved Critical x2 [13pp]) [3]
Protection (1pp) [1]
Strike (PF: Mighty, Quick Draw, Split Attack [5pp]) [3] - DC:23:tough
Immunity (Aging, Poison, Disease) [3]
Super Senses [8]
Normal Sight, Hearing [Extended]; Scent [Extended, Accurate], Low-Light Vision, Track x2
Regeneration: Recovery Bonus +4 [4]
Regeneration: Recovery Rate

Bruised 1/round no rest [3]
Injured 1/round [4]
Staggered 1/round [4]
Disabled 1/minute [5]
Ability Damage 1/minute [5]
Resurrection 1/hour [4]
PF: Diehard, Regrowth, Persistent

COMBAT: Base Attack +6, Melee +12, Ranged +6, Grapple +18 [Unarmed +5 (Bruise), Adamantium Claw Strike +8, 18-20 Critical, Auto-Fire x2 (Lethal), Raging Adamantium Claw Strike +10, 18-20 Critical, Auto-Fire x2 (Lethal)] Defense 22 (14 flat-footed) Init +7 Knockback -6 (-2 flat-footed)

SAVES: Toughness +10 (+8 flat-footed) Fortitude +12 [Endurance] Reflex +9 Will +9

DRAWBACKS: Vulnerable -Magnetic Attacks [Freq DC 15] [Sev DC 15], Involuntary Transform -Berserker Rage (attacks friend or foe in range) [Freq DC 15] [Sev DC 15]

Abilities 28 + Skills 23 (92 ranks) + Feats 31 + Powers 67 + Combat 28 + Saves 18 – Drawbacks -6 = 189 / 189

• The best he is at what he does, the old Canucklehead, Wolverine. He stabs, takes a beating, gets up and stabs again.
• Not much different here than the other Wolverine builds, except the way I constructed his Strike. With his bone claws, ergo, he has a natural Strike. With his Adamantium skeleton enhancements, his Strike becomes more devastating, so I added another layer of Auto-Fire and Penetrating. I think it represents his ability well.


Minor update to Wolvie. I forgot the Persistent feat on his Regen. I need to do the same to Mr. Creed.
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Postby Thorpacolypse » Mon Oct 08, 2007 9:53 pm

Thorpacolypse wrote:It's a slow night at J-Mart, only one piece of merchandise to add to the shelves, but it's a J-Mart favorite.

Image
God bless America...

JOSIAH X
PL:
10 (150 pp)

ABILITIES: STR: 24 [16] (+7/+3) DEX: 22 [14] (+6/+2) CON: 24 (+7/+2) INT: 20 (+5/0) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 4 (+10), Bluff (+2), Climb 3 (+10), Concentration (+3), Diplomacy 6 (+8), Disguise (+2), Escape Artist (+6), Gather Info 6 (+8), Handle Animal (+2), Intimidate 10 (+12) [Startle], Investigate 3 (+8), Knowledge [Streetwise] 4 (+9), Knowledge [Theology and Philosophy] 7 (+12), Notice 5 (+8), Perform [Oratory] 8 (+10), Profession [Minister] 4 (+7), Search 4 (+9), Sense Motive 6 (+9) [Assessment], Stealth 4 (+10), Survival (+3), Swim (+7)

FEATS: All-out Attack, Armor Proficiency, Assessment, Challenges (Combat Diplomacy), Chokehold, Defensive Attack, Diehard, Dodge Focus (1), Elusive Target, Endurance (1), Evasion (1), Improved Critical (1) [Unarmed], Inspire (2), Leadership, Power Attack, Startle, Takedown Attack (2), Uncanny Dodge [Visual]

POWERS:
Enhanced Strength [8]
Enhanced Constitution [10]
Enhanced Dexterity [8]
Enhanced Intelligence [10]
Super-Strength [1]
Immunity (Intoxication) [1]
Shield (Device, Easy to Lose [10pp]) [2]

Shield (3pp) [3]
Strike (PF: Improved Critical x2, Mighty, Thrown [7pp]) [3] - DC:25:tough

EQUIPMENT:
(5ep)

Chain Mail (Protection [3ep]) [3]
Cell Phone, Mini-Tracer (2ep)

COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +18 [Unarmed +7, 19-20 Critical (Bruise), Shield Strike +10, 18-20 Critical (Bruise)]; Defense 20 (13 flat-footed); Init +6; Knockback -5 (-2 flat-footed)

SAVES: Toughness +10 (+10 flat-footed), Fortitude +10 [Endurance], Reflex +9 [Evasion], Will +7

DRAWBACKS:

Abilities 24 + Skills 19 (76 ranks) + Feats 20 + Powers 45 + Combat 32 + Saves 10 – Drawbacks 0 = 150 / 150

Here is Josiah X, the son of the black Captain America, Isaiah Bradley. He’s currently missing in the Marvel universe, but found in the Thorpacoverse, and working will be involved in the story with Jason Todd and Luke Cage, if I ever get it going...

I wanted to make a Cap-type to work in with the group, and he more than fit the bill, having the same physical abilities as Cap, but not the experience, or charisma. However, he can turn on the charm when he needs to, as any good minister can.

His shield is not nearly as handy as Cap’s, but still very useful. I am still debating on the indestructible feat, since I thought I read that it was, but now I’m doubting myself and I have not been able to find out any more on it. Again, if anyone knows, please advise.

Clean Up 10/08/07: Tweaked Josiah X just a little in preparation for his big rumble...


RANDALL, CLEAN UP ON AISLE 2!

Hey, I finally got my Freedom City book back so know I am ready to set up the previously requested battle:

JOSIAH X vs. THE WHITE KNIGHT!

Look for it to hit the J-Mart shelves this weekend! And look for the forthcoming tales in the following weeks/months:

GENERAL MAYHEM: The General vs. The Thorpacoverse JLA!

WILD IN GOTHAM: The legendary Wildcat protects Gotham in the Dark Knight's stead against one of his deadliest foes!

LEGACY: Rose Wilson AKA Ravager has to decide what her legacy will be...

SINS OF THE FATHERS: THe BPRD and several other heroes must unravel a mystery that threatens the future of all magic in the Thorpacoverse...

DEAD IN AMERICA: Captain America's remains are missing. Can anyone really stay DEAD IN AMERICA?
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Postby Libra » Tue Oct 09, 2007 8:36 am

:shock:

(Please excuse me. I'm going to be quietly drooling in that corner of your office.)
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Postby scc » Tue Oct 09, 2007 9:38 pm

Because no one demanded it, this new merchandise is on aisle 2. Just be glad it is free.

Image
Open up and say ahhh

Cottonmouth

"----------Character Details---------
Character Name: Unknown
Character Alias: Cottonmouth
Height: 6'
Weight: 200 lbs
Hair: Black
Eyes: Brown
Power Level: 6
Power Points: 61
--------------------------------------

----------Ability Scores---------
Strength: 15 (+2)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 10 (0)
--------------------------------------

----------Saves---------
Toughness: +4
Fortitude: +6
Reflex: +4
Willpower: +2
--------------------------------------

----------Combat---------
Attack Bonus: +6 (melee), +4 (ranged)
Damage Bonus: Unarmed +2, Bite +6
Grapple: +8
Defense Bonus: +6 (+3 flat footed)
Initiative: +5
Knockback: -2
--------------------------------------

----------Lifting Capacity---------
Light Load: 66 lbs
Medium Load: 133 lbs
Heavy Load: 200 lbs
Max Load: 400 lbs
Push/Drag: 1000 lbs
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 12 ft / 6 ft / 3 ft
--------------------------------------

----------Skills---------
  • Bluff - 3 (+3)
  • Climb - 0 (+2)
  • Escape Artist - 0 (+1)
  • Intimidate - 6 (+6)
  • Knowledge: Streetwise - 4 (+4)
  • Notice - 2 (+2)
  • Profession: Mercenary - 4 (+4)
  • Search - 2 (+2)
  • Sense Motive - 2 (+2)
  • Stealth - 5 (+6)
  • Swim - 0 (+2)
--------------------------------------

----------Feats---------
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Attack Focus Melee (2): +2 bonus to melee attack rolls
  • Connected: Make a Diplomacy check to call in favors or aid
  • Dodge Focus: +1 dodge bonus
  • Improved Initiative: +4 bonus on initiative checks
  • Tough: Bonus to toughness saves
--------------------------------------

----------Powers---------
Strike {Bionically enhanced jaws} - Power Rank 4 - Cost 8
Flaws: Distracting
Power Feats: Mighty, Power Attack, Improved Critical, Intimidating Presence, Improved Grab, Improved Pin
--------------------------------------

----------Cost Summary---------
Abilities: 13
Combat: 18
Saves: 8
Skills: 7
Feats: 7
Powers: 8
Total Cost: 61
--------------------------------------"

Comments: This is Cottonmouth. Member of the Serpent Society. He is a one trick pony. All he does is bite with his bionically enhanced jaws. One thing I haven't figured out about Cottonmouth is how he bites people and does not get sick. Could be fun on a team of villians in a low power level campaign.

Updated 10/18/07: Removed the drawback of power loss if he cannot bite. So now he is 61 points of terror.
Last edited by scc on Mon Aug 17, 2009 1:33 pm, edited 4 times in total.
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Postby scc » Tue Oct 09, 2007 9:44 pm

I really look forward to all the fights you have lined up. Especially The General versus the JLA. Should be alot of fun. I really enjoy being on this thread. Hope this Cottonmouth writeup doesn't get me kicked off. :wink:
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