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

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My Villain Group: The Sewer Rats

Postby JoshuaDunlow » Sat Dec 22, 2007 12:59 am

On Aisle 14, we have an original villain team of mine. Which was spawned from my days of Marvel Super Heroes, Revised Basic. We start with the leader of the group, Tech Rat.

Tech-Rat (Dr. David Jeffries)
Story: Dr. David Jeffries used to be a scientist, that was looking for the cure for several diseases. he was very brilliant even at a young age, before he was to become the strange abomination that he was. A failed experiment, caused his body to mutate in the sewers. When thugs trashed his lab, and left him for dead on the streets. Now he feels he has no choice but to hide, an do what ever it takes to continue his research. He may be a pacifist to a point, but he isn't afraid to get a job done. But he wont go as far as kill an opponent outright. Unless his own life is in jeapordy. He usually lets the others do the heavy stuff, while he sits in the background helping out when needed. Like getting the most powerful characters off the scene with his stun gun. Tech Rat, took four young people under his wing to help teach and utilize their potentials and powers. Lace, Bad Medicine, DJ, and BlackWidow.

Concept: Leader of the Sewer Rats , Power Level 12 (215 pp) , Trade Offs: –2 Attack, for +2 attack DC, Age: 37, Height: 6'8", Weight: 225 lbs, Hair: Russet Brown, Eyes: One orange, and one blue, Base of Operations: The Lair (sewers of freedom city) ; Allegiance: Sewer Rats, Motivations: Responsibility, Goals: To find a cure for cancer

Abilities [38pp]: Strength 12 (+1), Dexterity 22 (+6), Constitution 12 (+1) , Intelligence 30 (+10), Wisdom 18 (+4), Charisma 10 (+0)
Saves [23pp]: Toughness +3/+10 with Defensive Roll , Fortitude +10 , Reflexes +12 , Willpower +12 (+17 w/ Mindshield)
Combat [28pp]: Attack Bonus +6 (+8 Melee, +12 Stun Gun) ,Defense Bonus +8 (+4 Flatfooted), Initiative +10
Skills [22pp]: Acrobatics 8/+14, Bluff 4/4, Climb 8/+14, Computers 4/+14, Craft (Electronics) 8/+18, Diplomacy 4, Disable Device 4/+14, Knowledge (Arcane) 4/+14, Knowledge (Cybernetics) 8/+18, Knowledge (Physical Sciences) 8/+18, Medicine 4/+4, Profession (Inventor) 12/+16, Notice 8/+12, Search 4/+14
Feats [35pp]: Acrobatic Bluff, Attack Focus (Melee) 2, Attack Specialist (Stun Gun) 3, Benefit (Use Dex for climbing), Eidetic Memory, Equipment 10, Evasion 1, Defensive Roll 7, Elusive Target, Improved Initiative, Improved Trip (with his tail), Inspire, Jack of All Trades, Sneak Attack 2, Skill Mastery [Craft (electronics), Knowledge (Physical Sciences), Profession (Inventor), Knowledge (Cybernetics)], Team Work 1
Powers [60pp]:
Humanoid Rat Physiology 6 [Container; Power Feats: Innate] - 31pp
Contains: Additional Limbs 1 [Tail]; Enhanced Dexterity 6; Immunity 2 [Disease & Poison]; Leaping 3; Nauseate "Bite" 4; Super Movement 2 [Sure Footed;SpiderClimb 1]; Super Senses 4 [Darkvision, Scent, Ultra Hearing] 4
Cybernetic Enhancements 4 [Container] 20pp
Contains: Protection 2; Sensory Shield 3 [Vision]; Regeneration 4 [Ability Damage 1, +3 Recovery Bonus]; Super Senses 11 [Microscopic Vision 3, Radio, Tracking, X Ray Vision, Detect Invisible, Infra-vision];
Extensive Training
-Super Senses 4 [Magic Awareness (ranged), Psionic Awareness(ranged)]
-Mind Shield 5
Devices [9pp]:
Device 5 “Stun Gun” – Easy to Remove (15pp)
-Stun 14 (Feat: Sedation)
Equipment [50ep]:
Utility Belt: Communicator (1pt), Explosives (15pts), Cutting Torch (1pt), Smoke Pellets (1pt), Masterwork Multi Tool (2pt);
Armored Van [9ep]
The Lair [21ep]: (Somewhere in the sewers of Freedom City) Size: Large, Toughness 15 ; Features [15]: Communications, Computer, Concealed, FirePrevention System, Garage, Gym, Holding Cells, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 2, Workshop; Defense Systems [3]: Water flows [Trip], Sealing Tunnels [snare (powerfeats: reversible, Extra: Area[Cone])], Eye Bombs [Blast 8(Extra: Area explosion)]
Complications: Reputation (Vigilantee), Secret (Identity), Honor (wont kill),
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Postby JoshuaDunlow » Sat Dec 22, 2007 1:00 am

Next in line for our Sewer Rats line on Aisle 14, we have Bad Medicine.

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Bad Medicine (Aka James BlackEagle)
Story: James blackeagle was the second member of the group to join, an apache indian who was born with the ability to control earth. His grandfather attempted to teach him the ways of the great spirits, and the elements. But James was just to eager and rash. He left the reservation to make his own life within the world, and quickly became a body guard or bounce thanks to his great size. Since he stands six foot eight inches, his tactics include running at foes so he can use his strike power, or capture them in earth pits. He met tech-rat through Rhonda, and joined the team because tech-rat almost reminds him of his grandfather. He wants to do good, however he is driven by his own inner desires to prove himself to others and to his tribe for the disgrace of leaving them.
Power Level: 10 (150pp), Concept: Bouncer, Age: 25, Height: 6'8", Weight: 245 lbs, Eyes: Brown, Hair: Black, Allegiances: TechRat, Indian Nation, Motivations: Recognition, Goals: To clense himself in the eyes of his tribe

Abilities [26pp]: Strength 16 (+3), Dexterity 16 (+3), Constitution 18 (+4), Intelligence 10 (+0), Wisdom 14 (+2), Charisma 12 (+1)
Saves [14pp]: Toughness +5/+10 Defensive Roll, Fortitude +8, Reflex +8, Willpower +8
Combat Stats [32pp]: Attack Bonus +6 (+10 Melee), Defense Bonus +10 (+5 Flatfooted), Initiative +31, Knockback -5, Grapple +15, Damage: Punch +3, Knife +5, Super Speed Strike +10, Earth Snares (DC 18),
Skills [11pp]: Acrobatics 4/+7, Climb 2/+7, Diplomacy 1/+2, Intimidate 9/+12, Knowledge (Native American) 4/+4, Notice 5/+7, Sense Motive 5/+7, Taunt 8/+9
Feats [8pp]: Attack Focus (Melee) 4, Benefit (Intimidate uses Strength instead), Defensive Roll 5, Evasion, Fast Overun, Improved Grapple, Improved Pin, Move by Action, Power Attack, Take Down Attack
Powers (57pp):
Earth Spirit Channeling 7 [Earth Control; Power Feats: 3 Alternate Powers] 17
AP: Snare 7 [Earth Pits]
AP: Ground Strike 7 [as in super strength to simulate an Earthquake]
AP: Shatter Stone 5 [Disintegrate (Flaw: Limited [Against Earth based items])]
Super Senses 4 [Spirit Awareness (Acute, Radius, Ranged)]
Super Speed 7 [powerfeats: Rapid Attack, Wall Run, Strike]-
Super Strength 2 [Heavy: 920 lbs]
Devices [3pp]:
Device "Spirit Knife" 1 (easy to remove, 3pp)
-Strike 2 (Powerfeats: Mighty, Affects Insubstantial, Increased Critical)
Drawbacks [5pp]: Powerless [Cannot use his Earth Channeling, without his voice; Minor Intensity, Very Common], Vulnerable [Water +1 DC; Minor Intensity, Common Frequency];
Complication: Temper, Honor, Reputation (Vigilante), Secret (Identity)
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Postby JoshuaDunlow » Sat Dec 22, 2007 1:01 am

The third in our Sewer Rats line, is DJ.

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DJ (Aka Dwayne Johnson III)
Story: DWayne johnson otherwise known as DJ, was an up and coming musical artist, with a sound that was all his own. But instead of going into pop, he went into rock. Which was an interesting move for him, that proved to be just the right thing. However an accident behind stage, would affect him for the rest of his life. Perhaps he was a mutant to begin with, but an overload with the sound system caused an explosion. That sent him to the hospital. Over the next few weeks he recovered, gaining enhanced strength and sonic control powers. He got into the sewer rats through Lace, who he was dating before he realized who she was. He joined mostly for the excitement of using hispowers, anyway he wished. Without being a hero all the time. Now he works as a DJ at a local nightclub.

Power Level: 10 (150), Concept: Sound Manipulator/Disc Jockey , Tradeoffs: -2 Attack, for +2 Damage DC. ; -5 Toughness for +2 Defense Bonus, Age: 27, Height: 6'3", Weight: 215 lbs, Eyes: Black, Hair: Black, Allegiances: SewerRats, Motivations: Thrills , Goals: To become Famous

Abilities [25pp]: Strength 30 (+10)/14, Dexterity 14 (+2), Constitution 20(+5), Intelligence 10 (+0), Wisdom 14 (+2), Charisma 16 (+3)
Saves [9pp]: Toughness +5, Fortitude +7, Reflexes +4, Willpower +7
Combat [22pp]: Attack Bonus +6 (+8 Sound Blast), Defense Bonus +5 (+2 flatfooted; +15 with Shield), Initiative +2, Knockback -2, Grapple +21, Damage: Punch +3, Sonic Clap +8, Stun +7
Skills [14pp]: Concentration 6/+8, Craft (Electronics) 4 (+4), Drive 5/+7, Diplomacy 6/+9, Gather Information 6/+9, Intimidate 8/+11, Knowledge (Physical Sciences) 4/+4, Perform (Singing) 3/+6, Perform (Keyboards) 3/+6, Profession (DJ) 8/+10, Notice 4/+6
Feats [7pp]: Attack Specialization (Sound Blast), Benefit (Status) 1, Connected, Distract (Intimidate), Precise Shot, Stunning Attack, and TeamWork.
Powers [71pp]:
Enhanced Ability (Strength) 16
Super Strength 5 [Heavy Load: 51,200 lbs]
Sonic Control 12 [Power Feats: Dynamic, 5 Dynamic Feats]
-DAP: Flight
-DAP: Blast ("Sonic Clap"; Power Feats: Selective; Area Explosion)
-DAP: Drain Toughness (Obects only)
-DAP: Stun (Power Feats: Selective; Extras: Area Cone)
-DAP: Shield
Super Senses 2 [Radio, UltraHearing]
Immunity 8 [Sonic Damage, and Sonic Descriptor]
Complications: Reputation (Vigilante), Secret (Identity)
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Postby JoshuaDunlow » Sat Dec 22, 2007 1:03 am

Perhaps the deadliest member of Sewer Rats is Black Widow, and she is called that for a good Reason. So here she is, #4 on our team rouster for this villain group.

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Black Widow (Aka Andrea Soto)
Story: Andrea soto grew up being blind, looking for a way to see again. She was bitter, and turned to martial arts and larcenous pursuits to help attempt to do so. But her more lucrative parents, wanted her to study law. So she became a lawyer, something she was good at. But she wasn't in it for the satisfaction of defending the system. She wanted to use it. Black Mail, Extortion, and Intimidating. All things she was rather good at, helped her track down and steal an experimental body armor that would allow people to function in low sensory situations. Which was perfect for her so she became the BlackWidow. Eventually she ran into Dr. David Jeffries who offered her a proposition. And would work on cybernetic replacements so she could see again, if she helped work for his group. She agreed and has never looked back yet. I would like to point out, she is perhaps the most evil of the group. She has no problems killing others.

Power Level: 11 (165 pp), Concept: High powered Lawyer, and Super Criminal, Age: 24, Height: 5'5", Weight: 112 lbs, Eyes: Blue, Hair: Black, Allegiances: Sewer Rats, Motivations: Evil, Goals: To become the mayor of the game city

Abilities [29pp]: Strength 10 (+0), Dexterity 23/18(+6), Constitution 10 (+0), Intelligence 18 (+4), Wisdom 17 (+3), Charisma 16 (+3)
Saves [16pp]: Toughness 0/+10 in armor, Fortitude +3, Reflexes +12, Willpower +10
Combat (24pp): Attack Bonus +6 (+10 with Razor Discs), Defense Bonus +8 (+4 Flatfooted), Initiative +8
Skills (22pp): Acrobatics 8/+14, Bluff 12/+15, Concentration 7/+10, Gather Information 7/+10, Intimidate 7/+10, Investigation 6/+10, Knowledge (Civics) 10/+14, Languages 1 (English, Japanese), Notice 15/+18, Profession (Lawyer) 10/+13, Sense Motive 5/+8
Feats [18pp]: Acrobatic Bluff, Attack Specializations (Razor Discs) 2, Benefit (wealth) 2, Benefit (Status) 2, Connected, Contatcts, Dodge Focus 2, Evasion, Fearless, Improved Initiative, Improved Pin, Improved Trip, Precise Shot, Sneak Attack, Taunt, and Ultimate Effort (Reflex Save).
Power (4pp):
Cybernetic Eyes (4pp)
-Sensory Shield 2 (+4 to visual dazzle attacks)
-Super Senses 2 (Darkvision)
Devices [56]:
BlackWidow Armor 14 [Device; Hard to Remove] -48
-Additional Limbs 5 [25 tendrils; Alternate Powers: Trip 5]
-Blast 8 [Razor sharp discs; Feats: Homing, Ricochet Extras: Penetrating, Auto Fire]
-Concealment 10 [Flaws: limited to shadows, passive]
-Enhanced Dexterity 5
-Leaping 3 [x8 leaping]
-Protection 10
-Super Movement 1 [Wallcrawling]
-Super Senses 5 [Blindsighted (radius)]
Drawbacks [4]: Normal Identity (Full Round)
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Postby JoshuaDunlow » Sat Dec 22, 2007 1:04 am

And last but not least the fifth member of the Sewer Rats, the magical and irresistable Lace.

Image

Lace (Rhonda Black)
Story: Rhonda was Tech-Rat's first recruit, he saved her life froma gang rape. And she was grateful to the man so she joined the group. He has tried to help her curl her drug addiction, but he hasn't had much luck. Its going to take some willpower on her own to kick her habit. She grew up on the streets, and by the age of fourteen she ran away from an abusive foster home. So she hooked up with the wrong crowd, and started turning tricks to survive. She has moved on though, and has upgraded to an exotic dancer and part time thief. Her magical abilities and nullfication powers, make her an interesting choice. And her ability to seduce men, is renknown. In fact she will flirt with the most handsome man of a hero team. She knows that DJ has a crush on her, and she is more than eager to wrap him around her finger. Getting him to do what ever she wants.

Concept: Exotic Dancer/Thief , Power Level 10 (150 pp), Trade Offs: -2 attack bonus, for +2 DC increase; -2 defense for +2 toughness, Age: 23, Height: 5'8", Weight: 140 lbs, Eyes: Blue, Hair: Black, Base of Operations: The Lair, Allegiance: Dr. David Jeffries, Motivations: Greed, Thrills, Goals: To become clean

Abilities [24pp]: Strength 10 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 12 (+1), Charisma 16/22 (+6)
Saves [9pp]: Toughness +1/+12 with forcefield, Fortitude +7, Reflex +10 , Willpower +5 (+15 with mind shield)
Combat [8pp]: Attack Bonus +2 (+4 Melee, +10 Magic), Defense Bonus +10 [+2 Flatfooted] , Initiative +3
Skills [12pp]: Acrobatics 2 (+5), Bluff 8 (+14, +18 with Attractive), Concentration 4 (+5), Knowledge (Arcane) 5 (+6), Knowledge (popular culture) 2 (+3), Knowledge (Street Culture) 4(+5), Notice 5 (+6), Perform (Exotic Dancing) 6 (+12), Sleight of Hand 6 (+9), Stealth 6 (+9)
Feats [23pp]: Attack Focus (Melee) 2, Attack Specialization (Magic) 4, Contacts (Street Gangs), Distract (Bluff), Dodge Focus 6, Equipment 4, Minions 3 (2 30 pp street punks), Ritualist, Taunt
Powers [57p]:
Glamour 2 [Container; Contains: Enhanced Charisma +6, Enhanced Feats: Attractive, Fascinate 2 (Perform, Bluff), Ultimate Skill (Bluff)]
Super Senses 4 [Magic Awareness (Radius, Acute, Extended)]
Magic 17 [Power Feats: Affects Insubstantial, Dynamic, 7 Dynamic Alternate Powers]
Base Spell: Mystic Passage 14 [Power Feats: Easy, Progression 4; Extra: Portal; Flaw: Long Range; 2pp/Level +5]
DAP: Nullify 12 [Can nullify all powers at once; Extra: Duration (increased to concentration); Flaw: Limited to Touch, Cannot affect Technology; 2pp per level]
DAP: Mystic Bolt 10 [Power Feats: Split Attack, Homing; Extra: Penetrating]
DAP: Mystic Binding 12 [PF: Reversible] 1pp + 2/level
DAP: Flight 17 [2pp per level]
DAP: ESP 16 [Power Feats: Dimensional; Vision & Hearing; 2pp per level +1]
DAP: Summon 11 [Can summon 2 warrior demons; PF: Progression 1; Extras: Horde] 1pp + 3pp/level
DAP: Forcefield 12 [Power Feats: Selective; Extras: Impervious] 2 pp/level +1
Devices [18pp]: Magic Necklace 6 [Device; Easy to remove]
Contains: MindShield 10, QuickChange 2, Enhanced Saves (+2 Reflexes, +3 Fortitude, +3 Willpower), Healing 4[Power Feats: Persistant, Regrowth; Extras: Energizing, Total; Flaws: Self Only]; Immunity 1 [Poison]
Drawbacks [-7]: Power Loss (Cannot use Nullify & Magic, without gestures or speaking; Moderate Intensity, Frequency Very Common) +3 ; Weakness [Drug Addiction (-1 to all checks, attack rolls, and defense); Minor Intensity, Very common]
Equipment [20]: Knife (4), PepperSpray (15), Cellphone (1)
Complications: Addicted to Drugs, Secret (Identity), Reputation (Vigilantee)

It's incredible what a character can look like, by just adding a few more points. My original build for her was nothing like this. After updating her with what i know now, she just rocks. This character was majorly under 150 pp's. You can find the original write up on the link for the Sewer Rats.
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Postby Libra » Sat Dec 22, 2007 9:45 am

Good work as always J-Mart drones!

(I meant employees. Honest, I did! :wink: 8) )
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 » Sun Dec 23, 2007 7:08 pm

Before the J-Mart management takes a short Chrishannukwanboxing break, the J-Mart shelves are getting stocked again. Check out this special on Aisle 2. This build is special as it is an old Thorpacolypse family heirloom.

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My god has a hammer. - Nick Fury

THOR
PL:
15 (257 pp) – OPL: 15; DPL: 15

ABILITIES: STR: 40 (+15) DEX: 14 (+2) CON: 36 (+13) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4)

SKILLS: Bluff (+4), Climb (+11), Concentration 5 (+10), Diplomacy 3 (+7), Disguise (+4), Escape Artist (+2), Gather Info (+4), Handle Animal (+4), Intimidate 9 (+13) [Powerful Intimidation], Knowledge [Tactics] 8 (+10), Notice 5 (+8), Search (+2), Sense Motive 7 (+10) [Assessment], Stealth (+2), Survival (+5), Swim (+11)

FEATS: All-out Attack, Assessment, Attack Focus (Melee) (2), Benefit (1) [Status – God of Thunder], Challenges (1) [Powerful Intimidation], Improved Grapple, Improved Initiative (2), Leadership, Lionheart, Luck (1), Takedown Attack (2)

ENHANCED FEATS: Dodge Focus (2), Power Attack

POWERS:
Asgardian Physiology 7 (Container [35pp traits]; 35pp) [7]

Density 4 (Extra: Continuous, Flaw: Permanent, PF: Buoyant, Innate [14pp]) [4]
Strength +8, Impervious Toughness +2, Immovable +1, Super Strength +1, Mass x4
Super-Strength 3 (66 Tons [6pp]) [3]
Impervious Toughness 3 (3pp) [3]
Immunity 6 (Aging, Disease, Environmental Cold, Environmental Heat, Radiation, Vacuum [6pp]) [6]
Super Senses 6 (Normal Vision [Extended x2, Counters Illusion], Normal Hearing [Extended x2]; 6pp) [6]

Super-Strength 5 (1884 Tons [10pp]) [5]
Immunity 1 (Own Powers [1pp])

Asgardian Armor 2 (Device 2, Hard to Lose, PF: Restricted [Asgardians]; [10pp traits]; 9pp) [2]
Protection 5 (Extra: Impervious [10pp]) [5]
Weather Control 6 (Mix-and-Match Environments, 4pp per rank, Extra: Independent, Effects: Cold, Distraction, Hamper Movement, Reduced Visibility [24pp]) [6]
Mjolnir, Hammer of Thor 14 (Device 14, Easy to Lose PF: Indestructible, Restricted x2 [Must be worthy to wield]; [70pp traits]; 45pp) [14]

Enhanced Feats 3 (see Feats [3pp]) [3]
Space Travel 1 (1pp) [1]
Immunity 2 (Suffocation [No need to breathe], 2pp) [2]
Flight 7 (1000 mph; Drawback: Power Loss [when Hammer Thrown, uncommon, minor; -1]; 13pp) [7]
Thrown Hammer 18 (Array, Bludgeoning Blast 3, Extra: Penetrating [18], PF: Accurate, Mighty x15, Ricochet x2, Improved Critical x2, Improved Ranged Disarm [44pp]) [3] - DC:33:tough
AP: Power Reserve 22 (Weather Control 11 [44pp reserve]; 1pp) [11]
AP: Hammer Strike 18 (Bludgeoning Strike 3, Extra: Penetrating [18], PF: Mighty, Improved Critical x2, Improved Sunder, Weapon Break [1pp]) [3] - DC:33:tough
AP: Deflect 11 (Energy Attacks, Extra: Action [Move Action], Reflection [1pp]) [11]
AP: Super-Movement 2 (Dimensional [Earth/Asgard], Extras: Attack, Portal [1pp])
AP: Lightning Blast 18 (PF: Indirect x2 [1pp]) [18] - DC:33:tough
AP: Dazzle 11 (Auditory and Visual, Extra: Area Burst [1pp]) [11] - DC:21/21:ref/fort
AP: Air Control 11 (Strong Wind, 4pp per rank [-4 ranged checks, -8 Notice checks, no muscle-triggered ranged weapons]; 1pp) [11]


COMBAT: Base Attack +10, Melee +12, Ranged +10, Mjolnir +12, Grapple +37 [Unarmed +15 (Bruise); Mjolnir +18, 18-20 Critical (Bruise/Lethal); Lightning Strike +18 (Bruise/Lethal)]; Defense 20 (14 flat-footed); Init +10; Knockback -16

SAVES: Toughness +20 (+20 flat-footed, +10 Impervious), Fortitude +16, Reflex +3, Will +10

DRAWBACKS: Normal Identity - Donald Blake (Full Round Action [common, major; -4]), Involuntary Transform - Transforms into Donald Blake when separated from Mjolnir for more than a minute (uncommon, major; -4)

Abilities 70 + Skills 10 (40 ranks) + Feats 17 + Powers 121 + Combat 36 + Saves 11 – Drawbacks -8 = 257 / 257

Comments: Finally, I sat down and built the man my family and my web moniker are named for, the Mighty Thor. It’s probably not a big stretch to figure out that my last name is Thorpe (and that my first name begins with a J…) and with that, my dad and I have always had a fascination with the Norse gods, and Thor in particular since we assumed that is where our name came from. Well, at least our family's Americanized name, I doubt my African ancestors knew anything about Thor. :)

Anyway, I wanted to wait a while on this one since Joshua had posted a great Thor before, and I wanted to make sure I was at a point where I felt comfortable with my statting abilities (outside of constructs, at least) where I could build him the way I wanted and I feel I have done that. He’s a step above Herc, a half step below the Hulk, Supes and Doomsday, but other than that, no one should touch him. With power to spare and all kinds of ranged attacks if things get too hot in close (his big advantage over Herc, Hulk and Doomsday) he can hang with anyone and give even cosmic level villains fits.

I did tie a lot of his abilities into his weapon(s) and items, but I thought it made it cleaner that way. I know he can control weather without it, but I have rarely seen him do that, I've been reading Thor off and on since Reagan was in office.

It will probably need some clean up later, but I am really happy with the way he came out.

In the Thorpacoverse, he’s still focusing on finding all the Asgardians who were transformed into human form during the Ragnarok breaking event. He has established New Asgard in Missouri (I’ll be damned if I let Oklahoma have it like they did in main continuity!), not too far from Central City. However, he is still involved in big events from time to time and as Donald Blake, he is working as a surgeon for a traveling medical team, allowing him to search the Asgardians as well as provide aid to the humans he has sworn to protect.

Clean Up 7/22/08: Thor gets a clean up and bump up to full PL15 from my original PL14.5 build. Not enough of a difference really to keep the old build like I had been doing, but I did figure out how to work in his Weather Control and have Mjolnir increase it: Power Reserve. I made it an AP off his Lightning Blast and it gives him enough PP to make his Weather Control a very god-like 15 ranks.

Clean Up 11/22/09: Back when I was debating what PL to make Thor for my main setting, I did reworked his PL14 version here and I figured I might as well post it. The PL15 version remains for comparison.

Clean Up 2/26/10: Sigh...Thor goes back to PL15 and the PL14 goes down as the prosperity build. One day...one day i will be happy with a build.

Ah, who am I kidding. I'll be rebuilding these guys forever!

Image
Yea, verily thou must praise mine offspring, The Mighty Thorpacolypse!

THOR
PL:
14 (245 pp) – OPL: 14; DPL: 14

ABILITIES: STR: 40 (+15) DEX: 14 (+2) CON: 36 (+13) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4)

SKILLS: Bluff (+4), Climb (+11), Concentration 5 (+10), Diplomacy 3 (+7), Disguise (+4), Escape Artist (+2), Gather Info (+4), Handle Animal (+4), Intimidate 9 (+13) [Powerful Intimidation], Knowledge [Tactics] 8 (+10), Notice 5 (+8), Search (+2), Sense Motive 7 (+10) [Assessment], Stealth (+2), Survival (+5), Swim (+11)

FEATS: All-out Attack, Assessment, Attack Focus (Melee) (2), Benefit (1) [Status – God of Thunder], Challenges (1) [Powerful Intimidation], Improved Grapple, Improved Initiative (2), Leadership, Lionheart, Luck (1), Takedown Attack (2)

ENHANCED FEATS: Dodge Focus (2), Power Attack

POWERS:
Asgardian Physiology 7 (Container [35pp traits]; 35pp) [7]

Density 4 (Extra: Continuous, Flaw: Permanent, PF: Buoyant, Innate [14pp]) [4]
Strength +8, Impervious Toughness +2, Immovable +1, Super Strength +1, Mass x4
Super-Strength 3 (66 Tons [6pp]) [3]
Impervious Toughness 3 (3pp) [3]
Immunity 6 (Aging, Disease, Environmental Cold, Environmental Heat, Radiation, Vacuum [6pp]) [6]
Super Senses 6 (Normal Vision [Extended x2, Counters Illusion], Normal Hearing [Extended x2]; 6pp) [6]

Super-Strength 5 (1884 Tons [10pp]) [5]
Immunity 1 (Own Powers [1pp])
Asgardian Armor 2 (Device 2, Hard to Lose, PF: Restricted [Asgardians]; [10pp traits]; 9pp) [2]

Protection 5 (Extra: Impervious [10pp]) [5]
Weather Control 5 (Mix-and-Match Environments, 4pp per rank, Extra: Independent, Effects: Cold, Distraction, Hamper Movement, Reduced Visibility [20pp]) [5]
Mjolnir, Hammer of Thor 14 (Device 14, Easy to Lose PF: Indestructible, Restricted x2 [Must be worthy to wield]; [70pp traits]; 45pp) [14]
Enhanced Feats 3 (see Feats [3pp]) [3]
Space Travel 1 (1pp) [1]
Immunity 2 (Suffocation [No need to breathe], 2pp) [2]
Flight 7 (1000 mph; Drawback: Power Loss [when Hammer Thrown, uncommon, minor; -1]; 13pp) [7]
Thrown Hammer 18 (Array, Bludgeoning Blast 3, Extra: Penetrating [18], PF: Accurate, Mighty x15, Ricochet x2, Improved Critical x2, Improved Ranged Disarm [44pp]) [3] - DC:33:tough
AP: Power Reserve 22 (Weather Control 11 [44pp reserve]; 1pp) [11]
AP: Hammer Strike 18 (Bludgeoning Strike 3, Extra: Penetrating [18], PF: Mighty, Improved Critical x2, Improved Sunder, Weapon Break [1pp]) [3] - DC:33:tough
AP: Deflect 11 (Energy Attacks, Extra: Action [Move Action], Reflection [1pp]) [11]
AP: Super-Movement 2 (Dimensional [Earth/Asgard], Extras: Attack, Portal [1pp])
AP: Lightning Blast 18 (PF: Indirect x2 [1pp]) [18] - DC:33:tough
AP: Dazzle 11 (Auditory and Visual, Extra: Area Burst [1pp]) [11] - DC:21/21:ref/fort
AP: Air Control 11 (Strong Wind, 4pp per rank [-4 ranged checks, -8 Notice checks, no muscle-triggered ranged weapons]; 1pp) [11]


COMBAT: Base Attack +8, Melee +10, Ranged +8, Mjolnir +10, Grapple +35 [Unarmed +15 (Bruise); Mjolnir +18, 18-20 Critical (Bruise/Lethal); Lightning Strike +18 (Bruise/Lethal)]; Defense 18 (13 flat-footed); Init +10; Knockback -16

SAVES: Toughness +20 (+20 flat-footed, +10 Impervious), Fortitude +16, Reflex +3, Will +9

DRAWBACKS: Normal Identity - Donald Blake (Full Round Action [common, major; -4]), Involuntary Transform - Transforms into Donald Blake when separated from Mjolnir for more than a minute (uncommon, major; -3)

Abilities 70 + Skills 10 (40 ranks) + Feats 17 + Powers 117 + Combat 28 + Saves 10 – Drawbacks -7 = 245 / 245
Last edited by Thorpacolypse on Fri Feb 26, 2010 8:14 pm, edited 6 times in total.
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Postby JackGiantkiller » Sun Dec 23, 2007 7:33 pm

This is an amazingly good Marvel Thor, Thorpacolypse. I love the build, the way you handled Mjolnir, everything.

I do have a comment to make about your real name. A Thorpe is a small settlement...smaller than a hamlet. It's a word that was greatly in use in Old England, though it *is* Norse in origin.

edit: i feel kinda bad for pointing that out...perhaps the word is somehow related to the God in its earliest origins.
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Postby Thorpacolypse » Sun Dec 23, 2007 7:39 pm

JackGiantkiller wrote:This is an amazingly good Marvel Thor, Thorpacolypse. I love the build, the way you handled Mjolnir, everything.

I do have a comment to make about your real name. A Thorpe is a small settlement...smaller than a hamlet. It's a word that was greatly in use in Old England, though it *is* Norse in origin.

edit: i feel kinda bad for pointing that out...perhaps the word is somehow related to the God in its earliest origins.


Don't feel bad, chief, I knew thorp was a small town which I actually learned from my early D&D days (who says RPG-ing doesn't educate). I just LIKE to think it has something to do with the mighty one, which it may, just not as closely as I would like. :D

And I do bring tha thunder!!! Well, mainly after I have a lot of chili and beer... :shock:
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Postby JackGiantkiller » Sun Dec 23, 2007 7:48 pm

Thorpacolypse wrote:
JackGiantkiller wrote:This is an amazingly good Marvel Thor, Thorpacolypse. I love the build, the way you handled Mjolnir, everything.

I do have a comment to make about your real name. A Thorpe is a small settlement...smaller than a hamlet. It's a word that was greatly in use in Old England, though it *is* Norse in origin.

edit: i feel kinda bad for pointing that out...perhaps the word is somehow related to the God in its earliest origins.


Don't feel bad, chief, I knew thorp was a small town which I actually learned from my early D&D days (who says RPG-ing doesn't educate). I just LIKE to think it has something to do with the mighty one, which it may, just not as closely as I would like. :D

And I do bring tha thunder!!! Well, mainly after I have a lot of chili and beer... :shock:


Whew.:) I have this tendency to type educational type stuff before i think about the consequences. I'm glad I didn't distress you. Humourously, even though I had known the word before that, my mind was flashing back to the settlement size tables in the DMG as I was posting...
I love Storm Gods. All of them. Thor, Taranis(Celtic), Taru (he's Sumerian), Perun (Russian), Set, etc. (Zeus isn't really my thing.) Most of them, interestingly, are big redheads with hammers, axes or maces. Even Raiden, the Japanese Thunder God, is portrayed as a red head. (In his case it's the skin that's red, not the hair, but still.:)
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Postby Thorpacolypse » Sun Dec 23, 2007 7:58 pm

Another big time build hits the Aisle 2 shelves. It's another J-Mart favorite and another build that fits the essence of J-Mart...

Image
HERCALEEZ!!! HERCALEEZ!!! HERCALEEZ!!!

HERCULES
PL:
14 (210 pp) – OPL: 14; DPL: 14

ABILITIES: STR: 44 (+17) DEX: 12 (+1) CON: 44 (+17) INT: 12 (+1) WIS: 14 (+2) CHA: 18 (+4)

SKILLS: Bluff (+4/+8) [Attractive], Climb (+17), Concentration (+2), Diplomacy (+4/+8) [Attractive], Disguise (+4), Escape Artist (+1), Gather Info (+4), Handle Animal (+4), Intimidate 6 (+10), Knowledge [History] 9 (+10), Knowledge [Theology and Philosophy] 9 (+10), Notice 6 (+8), Ride 5 (+6), Search (+1), Sense Motive 6 (+8), Stealth (+1), Survival 6 (+8), Swim (+17)

FEATS: Accurate Attack, Attack Specialization (1) [Bow], Attractive (1), Crushing Pin, Dodge Focus (2), Grappling Block, Improved Critical (1) [Unarmed], Improved Grab, Improved Grapple, Improved Initiative (1), Improved Pin, Inspire (1), Interpose, Luck (1), Power Attack, Takedown Attack (1), Tough (1)

POWERS:
Impervious Toughness 9 (9pp) [9]
Immunity 5 (Aging, Disease, Environmental Cold, Heat, Pressure [5pp]) [5]
Super-Strength 10 (5734 Tons; PF: Groundstrike, Countering Punch, Shockwave [23pp]) [10]
Leaping 4 (4pp) [4]
Regeneration 8 (Recovery Rate [8pp])

Bruised 1/round [1]
Injured 1/1 minute [3]
Disabled 1/20 minutes [3]
PF: Diehard


COMBAT: Base Attack +11, Melee +11, Ranged +11, Bow +13, Grapple +38 [Unarmed +17, 19-20 Critical (Bruise)]; Defense 20 (14 flat-footed); Init +5; Knockback -13

SAVES: Toughness +18 (+18 flat-footed, +9 Impervious), Fortitude +17, Reflex +5, Will +7

DRAWBACKS:

Abilities 84 + Skills 12 (48 ranks) + Feats 18 + Powers 49 + Combat 38 + Saves 9 – Drawbacks 0 = 210 / 210

Comments: One of my favorites from the old days of the Champions, Hercules. He takes a bit of crap in the comic community about being a Thor punching bag, but Herc has done a lot of good things in his run and I love the fact that he’s getting the Incredible Herc comic going. He and Amadeus Cho should rock.

Build-wise, he’s a top tier powerhouse who can slug it out with Thor, Supes and the like, but in the end, he’ll probably fall. But who knows, he might get lucky and win one for the Greeks!

As far as his role in the Thorpacoverse, he and Cho are going to be working through 12 new labors to help avoid a cataclysmic event that I have yet to finish dreaming up. They will be getting help from, get thwarted by a number of characters along the way. They are also part of Nightwing and Cage’s team from time to time. And of course, Herc and Thor have dust ups from time to time because, well, that's just what they do.

And no mace. Never liked the mace...

And I hope someone gets the Klumps reference...

Clean Up 3/9/10: Herc goes back to PL14 to keep up with the paragon Joneses of the Thorpacoverse...
Last edited by Thorpacolypse on Tue Mar 09, 2010 8:07 pm, edited 2 times in total.
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Postby Thorpacolypse » Sun Dec 23, 2007 8:10 pm

This item getting stocked on Aisle 2 is a HELLUVA deal...

Image
Oops...wrong Son of Satan...

Randall...

OK, OK...but you gotta admit, that's funny!

For once, I do. Just put the right pic up, please.

Image
Back! Back you lawyers, back!!!


DAIMON HELLSTROM, SON OF SATAN
PL:
15 (275 pp) – OPL: 16, DPL: 14

ABILITIES: STR: 22 [30] (+10/+6) DEX: 14 (+2) CON: 22 (+6) INT: 19 (+4) WIS: 20 (+5) CHA: 18 (+4)

SKILLS: Bluff 8 (+12/+16), Climb (+10), Concentration 6 (+11), Diplomacy (+4), Disguise (+4), Escape Artist (+2), Gather Info (+4), Handle Animal (+4), Intimidate 4 (+8/+16), Knowledge [Arcane Lore] 12 (+16/+20) [Ritualist], Knowledge [Theology and Philosophy] 12 (+16/+20), Notice 6 (+11), Profession [Priest] 4 (+9), Search (+4), Sense Motive 8 (+13), Stealth (+2), Survival (+5), Swim (+10)

FEATS: Attack Focus (Melee) (2), Attack Specialization (1) [Hellfire Blast], Dodge Focus (2), Equipment (17), Ritualist

POWERS:
Hellfire Control (Blast, Array [20pp]) [10] - DC:25:tough

AP: Exorcism [10]
AP: Healing [10]

Morph (Any demonic appearance) [2]
Super Senses [12]

Detect Evil, Magic (Mental, Ranged, Extended x2, Acute, Assessment)
Trident (Device, Easy to Lose [15pp])
Flight (4pp) [2]
Boost: Hellfire Control (4pp) [2] - DC:27:tough
Strike (PF: Mighty, Improved Critical, Thrown [7pp]) [4] - DC:25:tough

Black Halo - Ruler of Hell (Container [115pp]) [23]
Enhanced Feats: Benefit [Status - Ruler of Hell] (12pp)
Favored Environment x8 (+4 Attack, +4 Dodge), Improved Initiative x2, Luck
Enhanced Skills: Bluff +4, Intimidate +8, Knowledge: Theology and Philosophy +4, Knowledge: Arcane Lore +4 (5pp)
Enhanced Strength (8pp) [8]
Comprehend (Read, Speak all Languages [6pp]) [3]
Variable Power ([60pp array] 84pp) [12]


EQUIPMENT:
(85ep)

Headquarters:
Mansion and...well, Hell:
Variable Power - 10 (Magical Descriptor [60ep])
25ep for Features

COMBAT: Base Attack +6, Melee +8, Ranged +6, Hellfire Blast +8, Hell Melee +12, Hell Ranged +10, Hell Hellfire Blast +12 [Unarmed +6 (Bruise), Hell Unarmed +10 (Bruise), Hellfire Blast +10 (Bruise), Trident Hellfire Blast +12 (Bruise)] Defense 18 (13 flat-footed, 22 when in Hell); Init +2 (+10 in Hell); Knockback -3 (-1 flat-footed)

SAVES: Toughness +6 (+6 flat-footed, up to +16 in Hell), Fortitude +8, Reflex +5, Will +9

DRAWBACKS: Power Loss -When he loses followers [Freq DC 15] [Sev DC 10], Vulnerable -Holy attacks (25% in Hell, 50% outside of Hell) [Freq DC 15] [Sev DC 10]

Abilities 55 + Skills 15 (60 ranks) + Feats 23 + Powers 153 + Combat 24 + Saves 9 – Drawbacks -4 = 275 / 275

Comments: I really had no intention of ever building Daimon when I started this store, but when I started skimming through the Marvel Wiki page, he jumped out as someone who might be a useful NPC at some point, so here he is.

Daimon used to be a kind of lame, a sometimes member of The Defenders and other B and C-list comics, but eventually he came to accept his heritage, killed his demon father and took over as lord of “Hell” (which is actually only one of many demonic dimensions which also include Nebraska and Iowa, little known fact).

On Earth, he’s not that great. In Hell, however, he’s nigh omnipotent. Even though he rules Hell, he’s actually not that bad a guy and has helped many of the Marvel heroes in situations where his particular expertise was needed.
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Postby Sidious » Sun Dec 23, 2007 9:57 pm

Correct me if i'm wrong but have they removed the whole revalation about his family thing? Last i had known he was the son of Satanish and the grandson of Dormamuu, or some combination of that. I know Dor was in there somewhere.

Has that been tossed out the window now and he's now the son of satan again? I remember the old (90's) series where he got the halo and won hell, I've been terribly lax in keeping up with his newest series.
Live fast. Love hard. Die with your mask on.
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Postby JoshuaDunlow » Sun Dec 23, 2007 10:39 pm

Bravo, love the thor. And i really love the Daimon Hellstrom.
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Postby JackGiantkiller » Sun Dec 23, 2007 11:15 pm

Hellstorm rocks. And this is a good build of him.
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