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

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Postby JoshuaDunlow » Mon Jan 28, 2008 12:14 am

<< Dusts off his cubical, and his computer. And sits down to type of two more special requests for J-Mart's Marvel Line. Soon after , he gets the information he needs. And begins to order, to more as per request by the boss to fill the stores. >>
Here you go boss.. more Marvel babe goodness. Starting with a BANG on Aisle 2!

Image

Boom Boom, aka Tabitha Smith, Power Level 8 (115 pp), Occupation: Adventurer, former student, thief, Citizenship: USA, Place of Birth: Roanoke, Virginia, Known Relatives: Martin Louis Smith (father), Mandy Smith (Step mother), Wanda Jo Biolowsky-Smith (Step mother), Group Affiliation: X factor, Height: 5'5", Weight: 120 lbs, Eyes: Blue, Hair: Blonde; Trade offs: -2 Attack, +2 DC

Abilities [23pp]: Strength 10 (+0), Dexterity 18 (+4), Constitution 12 (+1), Intelligence 14 (+2), Wisdom 15 (+2) Charisma 14 (+2)
Saves [11pp]: Toughness +5, Fortitude 4 (+5), Reflexes 4 (+8), Willpower 3 (+5)
Combat [24pp]: Base Attack +4 (+6 time bombs), Base Defense +8 (+4 flatfooted), Initiative +4, Grapple +5, Knockback -2
Attack (dc): Unarmed +0, Time bombs (dc 23; targeted penetrating burst), Timb bombs (dc 26, penetrating), Concussive Streams (dc 23, Penetrating, line)
Skills [12pp]: Acrobatics 3 (+7), Bluff 6 (+10), Disable Device 5 (+7), Knowledge: Streetwise 5 (+7), Intimidate 3 (+3), Notice 8 (+10), Search 4 (+6), Sleight of Hand 6 (+10), Stealth 8 (+12)
Feats [8pp]: Acrobatic Bluff, Attack Specialist (Time bombs) 1, Defensive Attack, Defensive Roll 1, Elusive Target, Equipment 1, Luck 1, Taunt
Powers [38pp]:
Time Bombs 16 [Array; Power Feats: Subtle (no sound), Triggered, 2 Alternate Powers, Environment Control 1 (Light), Variable (extra damage descriptor-plasma)]
Tabitha can create psionic balls of energy, which she calls her "time bombs". These bombs explode with concussive force. She can produce marble sized bombs which have little concussive impact and which she uses for playing pranks. She has produced time bombs ranging up to the size of beach balls, which, when they explode, can smash tree trunks and even metal objects. Tabitha can control the amount of time between the creation of one of her bombs and the time it detones. She can mentally muffle the sound of the detonation. Under the direction of Pete Wiesomd she learned to focus her power as streams of concussive force.
-BASE: Blast 8 [Force; Extra: Penetrating, Area (burst; targeted)]
-AP: Blast 10 [Force; Power Feats: Penetrating]
-AP: Concussive Streams 8 [Blast, Force; Extra: Penetrating, Area (Line)]
Equipment [Wealth Bonus +4; 8ep]: Comm, Costume [Protection 2, Immunity 3 (heat, cold, own powers), Enhanced Feats: Quickchange 2]
Drawbacks [1pp]: Poor (-4 wealth bonus)
Complications: Secret (identity)
Last edited by JoshuaDunlow on Mon Jan 28, 2008 2:28 pm, edited 1 time in total.
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Postby JoshuaDunlow » Mon Jan 28, 2008 12:16 am

And now on Aisle 2, Lord Cardinal Selene, of the Hellfire Club.

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Black Queen, aka Selene Gallio (presumebly), Power Level: 12 (349pp), Concept: External, Citizenship: Unrevealed, Place of Birth: Unrevealed, Known Relatives: Unrevealed, Group affiliation: Hellfire club, Age: At least 12 millenia (she looks to be in her thirties) , Height: 5'10", Weight: 130 lbs, Eyes: Unknown, Hair: Black

Abilities [69pp]: Strength 15 (+2), Dexterity 24 (+7), Constitution 24 (+7), Intelligence 22 (+6), Wisdom 26 (+8), Charisma 18 (+4)
Saves [18pp]: Toughness +7/12 (impervious), Fortitude 6 (+13), Reflexes 3 (+10), Willpower 9 (+8)
Combat [38pp]: Base Attack +9, Base Defense +10 (+5 flatfooted), Initiative +7/+35, Grapple +14, Knockback -3/-6
Attack (dc): Unarmed +2, Psychic Vampirism [dc 20 con & wis drain, 10 pts vampiric], Stun (dc 21), Illusion (dc 22), Mental Transformation (dc 18), Dark Dimensional Pocket (dc 18 to resist)
Skills [18pp]: Acrobatics 5 (+12), Bluff 9 (+13/+21 when attractive), Concentration 12 (+20), Intimidate 7 (+11), Knowledge: History 5 (+11), Knowledge: Arcane 14 (+20), Perform: Oratory 8 (+12), Sense Motive 4 (+12), Stealth 8 (+15)
Feats [38pp]: Attractive 2, Benefit (Wealth 5, Status: Goddess, Status: Lord Cardinal of the Hellfire Club) 7, Challenge (Bluff; Durable lie), Connected, Contacts, Equipment 10, Jack of All Trades, Leadership, Minions 13 [20, PL 4 fanatic worshippers], Ritualistic, Well Informed
Powers [174pp]:
Psychic Vampirism 17 [Power Feats: 1 Alternate Power]
-Base: Drain 10 [Con; Power Feats: Progression 4 (hour); Extra: Linked, Vampiric] + Drain 10 [Wis; Extra: Linked]
-AP: Transform 9 [into a psychic vampire; Extra: Continuous, Flaws: Limited (Must succesfully drain first) ]
Psychic Vampire Power Suite (49pp)
-Immunity 5 [Aging, Detect (Psionics), Psionic Awareness]
-Impervious Toughness 7
-Regeneration 1 [Power Feats: Persistant, Regrowth; Ressurection 1]
-Super Strength 3
-Super Speed 7 [Flaws: Tiring]
Telepathy 17 [Array; Power Feats: 3 Alternate Powers]
-Base: Mental Communication 10 + Mind Reading 12 (Extra: Sensory Link)
-AP: Stun 11 [Extra: Ranged]
-AP: Illusion 12 [All Senses; Progression 10]
-AP: Mental Transformation 8 [Extra: Continuous]
Telekinesis 12 [Array; Power Feats: 3 Alternate Powers]
-Base: Move Object 8 [Extra: Perception]
-AP: Forcefield 12 [Extra: Impervious]
-AP: Animate Objects 6 [Extra: Perception]
-AP: Fire Control 10 [APs: Suffocate, snare; Extras: Perception, Flaws: Limited (Requires a flame source)]
Shadow Force Magic 12 [Array; Power Feats: 2 Alternate Powers]
-Base: Darkness Control 12
-AP: Dark Teleportation [Flaws: Medium-Shadows)]
-AP: Dark Dimensional Pocket 8 [Extra: Concentration (Lasting)]
Equipment [50 ep, Wealth Bonus +28]: 50 ep' in vehicles and headquarters.
Drawbacks [-6]: Powerless [magic; if bound or gagged], Weakness [Psychic Dependance; Common, Moderate; Every day (-1 con)], Vulnerable [Psionic Attack (Common, Moderate [+50%])]


Talk, about a hard build.. I could have fleshed her out a lot more. Because their are hints that she could even ressurect the dead with her magic. But there is not proof of that, her psychic dependance was harder to nail down. But i didn't know how to cover it, and i didn't wanna use anyone elses build. Wanted to try and get ir right myself if possible. She ages, so i figured, a con loss seemed about right. According to wikipedia, and references to having fought Conan and Red sonja, this puts her roughly at least 12 millenia old. Overall Selene kicks butt, with a virtual array of powers from vampirism, to magic she could hold her own if she wanted to. But she is smart enough to get out of there when the getting is good, usually with a well placed stun, followed by a prodigious use of Super speed. Why did i cap her at Power level 12, she's a power house yes. But not physically her abilities stem from her mind, and a shrewd intelligence and cunning that has kept her alive. She has the ability to subdue a whole group of heroes if she wants to, and pick them up off one by one. But people like Professor X, and Jean Gray would be evenly matched against her. I put my build of Professor X at PL 12 as well (being much more frugal about it).

Psychic Vampire Templates
Abilities: +2 Strength, +2 Dexterity, +2 Constitution, -5 Intelligence, Wisdom, Charisma
Powers:
-Immunity 3 [Aging, psychic awareness]
-Psychic vampirism [Drain 2 (con; vampiric, linked) + Drain 2 (wis, linked)]
-Super Strength 1
Drawbacks [-3pp]: Weakness [Psychic Dependance; Common, Moderate; Every day (-1 con)], Vulnerable [Psionic Attack (Common, Moderate [+50%])]

This is the shifting of points, when a character becomes a psychic vampire.
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Postby Godfallen » Mon Jan 28, 2008 8:21 am

Thorpacolypse wrote:Keeping in line with our Avengers PC builds, a new special hits the Aisle 2 shelves.

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Now that's the American dream!


gotta love Marvel's best Blonde Bombshell.
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whatever doesn't kill you....makes you stranger
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Postby Thorpacolypse » Mon Jan 28, 2008 6:50 pm

Thorpacolypse wrote:Hitting Aisle 1 is the first in our new line of (generally) rule appropriate playable PC builds. And when you start something like this, you need to start with a big draw. And this one is about the biggest!

Image
Truth, Justice and The J-Mart way.


SUPERMAN PC
PL:
11 (165 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 38 [14] (+14/+2) DEX: 12 (+1) CON: 30 [16] (+10/+3) INT: 14 (+2) WIS: 16 (+3) CHA: 18 (+4)

SKILLS: Bluff (+4), Climb (+14), Concentration 7 (+10), Diplomacy 8 (+12), Disguise (+4), Escape Artist (+1), Gather Info (+4), Handle Animal (+4), Intimidate (+4), Investigate 5 (+7), Languages (English, Base: Kryptonian), Notice 4 (+7), Profession [Reporter] 3 (+6), Search (+1), Sense Motive (+3), Stealth (+1), Survival (+3), Swim (+14)

FEATS: All-out Attack, Attack Focus (Melee) (2), Dodge Focus (2), Favored Environment (1) [+1 Dodge when flying], Inspire (1), Interpose, Leadership, Luck (3), Power Attack, Takedown Attack (1)

POWERS:
Enhanced Strength (Dynamic Array [24pp]) [24]
DAP: Heat Vision (Blast, Array; Extra: Penetrating, Flaw: Distracting; PF: Accurate, Precise) [11] - DC:26:tough
DAP: Cold Control (Snare, PF: Accurate) [11] - DC:21:ref
DAP: Cold Control (Weaken, PF: Accurate) [11] - DC:26:tough
DAP: Super Senses

Normal Vision [Extended x5], Normal Hearing [Acute, x4], , Detect Life [Visual], X-Ray Vision [Flaw: Limited (Cannot penetrate Lead)], Microscopic Vision, Ultra Hearing [Acute, Extended], Ultra-Vision
Enhanced Constitution [14]
Impervious Toughness [5]
Protection (Extra: Impervious) [5]
Immunity (Life Support) [9]
Flight (Dynamic Array [20pp]) [10]
DAP: Super-Speed [4]
DAP: Super-Strength (PF: Super-Breath, Countering Punch) [9]

Regeneration (Recovery Rate, Flaw: Requires sunlight)

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


COMBAT: Base Attack +6, Melee +8, Ranged +6, Grapple +31 (with full Enhanced Strength and Super-Strength) [Unarmed +14 (Bruise), Heat Vision +11 (Bruise)]; Defense 16 (12 flat-footed, 17 when Flying); Init +2 (+18 with Super-Speed); Knockback -12

SAVES: Toughness +15 (+15 flat-footed, +10 Impervious), Fortitude +13, Reflex +2, Will +7

DRAWBACKS: Power Loss -When exposed to Kryptonite or Red Sun radiation [-4], Vulnerable -Magic (eliminates Impervious Protection) [-2], Weakness -Kryptonite poisoning (-1 con per minute, can kill) [-5]

Abilities 30 + Skills 7 (28 ranks) + Feats 14 + Powers 97 + Combat 20 + Saves 8 – Drawbacks -11 = 165 / 165

Comments:
Per my previous post, here is the first of the J-Mart line that focuses on playable PC builds. And of course, I needed to start with the man himself. My plan is to do a couple of fights with the JLA and you can’t do that without the icon himself in PL11 playable form.

YES, I took a lot of drawbacks, but if I was GM-ing, I would allow them since they are all appropriate and they are pretty much same as the ones most people have on their Kryptonian builds.

More playable goodness coming up! PL11 (and/or PL10) Wonder Woman, Batman and Martian Manhunter are on deck. And my boldest venture yet, PL10/150 versions of The Authority just for Libra. :)

Clean Up 1/28/08: A couple of minor tweaks to this build as I get more used to PC building. I'm sure there will be more to come.


Doing some updates tonite. Tweaked my PL11 Superman PC. I tweaked the PL10 version, too, but not enough to repost. I had miscounted the drawbacks and found an extra pp so I added another rank of Luck. I'll explain my reasoning as I edit my PL15 NPC build of Supes which got a pretty good overhaul.
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Postby JackGiantkiller » Mon Jan 28, 2008 7:04 pm

Power Loss (Not vulnerability) on Impervious Protection is worth one point, not two, Thorp.:) Unless you mean for Supes to lose both the Impervious from his toughness and his whole Impervious protection?

And wouldn't the red sun power loss, since it affects 6 powers, be worth 6 points? Or does that not work that way?

Still, way cool, as is most J-Mart merchandise.:)
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Postby Thorpacolypse » Mon Jan 28, 2008 7:08 pm

Thorpacolypse wrote:And now we get some updates to our ICONS Line, the first one hitting the shelves on Aisle 1. This one is a RED and BLUE LIGHT Special!

Image
The greatest hero ever. The 3rd most recognizable logo in the world. Saved the world more times than I count. A dozen movies made about me. A half dozen TV shows. Thousands of people have my logo tattooed on their bodies.

I would trade it all for ONE DECENT VIDEO GAME BASED ON ME!!!!


SUPERMAN
PL:
15 (285 pp) – OPL: 15; DPL: 15

ABILITIES: STR: 46 [16] (+18/+3) DEX: 14 (+2) CON: 30 [16] (+10/+3) INT: 20 (+5) WIS: 18 (+4) CHA: 20 (+5)

SKILLS: Bluff (+4), Climb (+18), Concentration 6 (+10), Diplomacy 11 (+15) [Combat Diplomacy, Connected], Disguise (+4), Escape Artist (+2), Gather Info 6 (+10) [Contacts], Handle Animal (+4), Intimidate (+4), Investigate 6 (+11), Languages 1 (Base: English, Kryptonian), Knowledge [Kryptonian Sciences] 4 (+9), Knowledge [Current Event] 4 (+9), Notice 8 (+12), Profession [Reporter] 4 (+8), Search (+5), Sense Motive 6 (+10), Stealth (+2), Survival (+4), Swim (+18)

FEATS: All-out Attack, Attack Specialization (1) [Heat Vision], Attack Specialization (1) [Unarmed], Benefit (1) [Status – World’s Greatest Hero], Challenges (1) [Combat Diplomacy], Connected, Contacts, Dodge Focus (2), Equipment (5), Favored Environment (2) [Flying], Improved Grapple, Inspire (3), Interpose, Leadership, Luck (6), Power Attack, Ultimate Effort (2) [Ultimate Toughness Save, Ultimate Strength Check]

POWERS:
Enhanced Strength [30]
Enhanced Constitution [20]
Impervious Toughness [5]
Force Field (Extra: Impervious, Continuous PF: Subtle) [8]
Immunity (Life Support) [9]
Space Travel [2]
Heat Vision (Blast, Array; Extra: Penetrating, Flaw: Distracting; PF: Precise [32pp]) [16] - DC:31:tough
AP: Cold Control (Snare [1pp]) [16] – DC:26:ref
AP: Cold Control (Weaken [1pp]) [16] – DC:31:tough
AP: Super Senses (1pp)

Normal Vision [Extended x5], Normal Hearing [Acute, x4], Detect Life [Visual], X-Ray Vision, Microscopic Vision, Ultra Hearing [Acute, Extended], Ultra-Vision, Infravision

Flight (Dynamic Array [30pp) [15]
DAP: Super-Speed [6]
DAP: Super-Strength (PF: Super-Breath, Countering Punch) [14]

Regeneration (Recovery Rate, Flaw: Requires sunlight)

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


EQUIPMENT:
(25ep)

Headquarters:
Fortress of Solitude
(Size: Huge; Toughness: 20; Features: Communications, Computer, Concealed, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System 3 (Strength check, DC 30), Workshop;
Powers: Super Movement (Dimensional Movement [Phantom Zone]: Portal)

COMBAT: Base Attack +10, Melee +10, Ranged +10, Heat Vision +12, Unarmed +12, Full Super Strength Grapple +42 [Unarmed +18 (Bruise), Heat Vision Blast +16 (Bruise)]; Defense 20 (14 flat-footed, 22 Flying); Init +2 (+26 w/Super Speed); Knockback -15

SAVES: Toughness +18 (+8 flat-footed, +13 Impervious) [Ultimate Save], Fortitude +18, Reflex +4, Will +10

DRAWBACKS: Power Loss -When exposed to Kryptonite or Red Sun radiation [-4], Vulnerable -Magic (eliminates Impervious Protection) [-2], Weakness -Kryptonite poisoning (-1 con per minute, can kill) [-5]

Abilities 44 + Skills 14 (56 ranks) + Feats 31 + Powers 158 + Combat 36 + Saves 16 – Drawbacks -11 = 288 / 288


Comments: The updated Earth-217 version of Superman. Only made one real change from my earlier build and that is changing his Boost to an Alternate Form. Please allow me to explain my thinking.

In the Superman/Batman arc where Darkseid was after Supergirl, Supes and Darkseid fought and Superman Boom Tubed the both of them right next to the sun where he proceeded to whoop the tar out of him. Also, at the end of JLU, after being so used to holding back, Supes smacked Darkseid halfway across Metropolis. This got me to thinking that there are really two Supermen; the one that is around most of the time; great but controlled, and the other, more powerful, version. Ergo, the Alternate Form.

All that being said, I am not completely satisfied with it, but I do think I am on the right track for at least what I am looking for. On my earlier build, I used Taliesin’s Boost idea, which kind of worked, but I was looking for something that would increase a number of traits at once. I may alter that Alt Form a bit, but I need to think about it more and see where I can cut points, because 275 was about as high as I wanted to go, at least for now.

Clean Up 12/10/07: OK, I fixed the Force Field and fixed the Enhanced Constitution so all should be good with Supes. For the moment...

Clean Up 1/28/08: Yea, it's time for the monthly Superman update! took of that Alternate Form and took him down to PL15 from PL16. I solved my problem with his "holding back" by giving him 5 more ranks in Luck and realizing that he can power attack to get up to +25 punch with Luck and Power Attack, which should eliminate my concerns about his not hitting as hard as he could. He should be able to hang with anyone I've do so far except for Prime, which it's been proven that he can't on his own. But we always know Supes can sure get lots of help when he needs it.


An update to my NPC Big Blue. Feels better overall.

At least for today...
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Postby Thorpacolypse » Mon Jan 28, 2008 7:09 pm

JackGiantkiller wrote:Power Loss (Not vulnerability) on Impervious Protection is worth one point, not two, Thorp.:) Unless you mean for Supes to lose both the Impervious from his toughness and his whole Impervious protection?

And wouldn't the red sun power loss, since it affects 6 powers, be worth 6 points? Or does that not work that way?

Still, way cool, as is most J-Mart merchandise.:)


Hmmm, I'm not sure. Elric would know the theory.
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Postby JackGiantkiller » Mon Jan 28, 2008 7:12 pm

That's cool. I'm making more St. Louis characters, btw. The most recent one is from East St. Louis, Illinois.
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Postby Thorpacolypse » Mon Jan 28, 2008 7:20 pm

JackGiantkiller wrote:That's cool. I'm making more St. Louis characters, btw. The most recent one is from East St. Louis, Illinois.


Kewl. Da Lou in da house!
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Postby Thorpacolypse » Mon Jan 28, 2008 7:37 pm

Thorpacolypse wrote:Another addition to our Minions line gets stocked on the Aisle 2 shelves.

Image
I...think this one pretty much speaks for itself.


SHIELD AGENT
PL:
5 (55 pp) - OPL: 5; DPL: 5

ABILITIES: STR: 14 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb 4 (+6), Concentration (+1), Escape Artist (+1), Intimidate 4 (+4), Knowledge [Tactics] 4 (+5), Notice 4 (+5), Profession [Soldier] 4 (+5), Search 4 (+5), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+2)

FEATS: Dodge Focus (1), Equipment (5), Set-Up, Teamwork (1)

POWERS:
None

EQUIPMENT:

(25ep)
Body Armor (Protection [3ep]) [3]
Commlink, GPS, Handcuffs (3ep)
1ep free as needed for situation
SHIELD Arsenal:
Assault Rifle (Ballistic Blast, Extra: Auto-Fire [16ep]) [5] - DC:20:tough
Fragmentation Grenades (Ballistic Blast, Extra: Explosion [1ep]) [5] - DC:15:ref
Fragmentation Grenades (2nd Save) [5] - DC:20:tough
Knife (PF: Improved Critical [1ep]) [1] - DC:18:tough

COMBAT: Base Attack +5, Melee +5, Ranged +5, Grapple +7 [Unarmed +2 (Bruise), Assault Rifle +5, Auto-Fire (Lethal), Fragmentation Grenades +5 (Lethal), Knife +3, 19-20 Critical (Lethal)]; Defense 15 (12 flat-footed); Init +1; Knockback -3 (-1 flat-footed)

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

DRAWBACKS:

Abilities 15 + Skills 6 (24 ranks) + Feats 8 + Powers 0 + Combat 18 + Saves 8 – Drawbacks 0 = 55 / 55

Comments: In preparation for a Agents to PL5 from PL6 as part of my overall PL reviews.


Tweak to the Hulk fodder...I mean, SHIELD Agents.
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Postby Thorpacolypse » Mon Jan 28, 2008 7:46 pm

Thorpacolypse wrote:Here's a comes an all-time best seller on Aisle 2! Better get your SHIELDs up for this one!

I cannot tell you just how bad you suck at this...

Shut...up...Randall!!!

Image
Move it ya goldbricks before I sic KITT on ya! Or even worse, Pamela Anderson!

NICK FURY
PL:
9 (165 pp) – OPL: 9; DPL: 9

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

SKILLS: Bluff 6 (+10), Climb (+3), Computers 4 (+7), Concentration (+4), Diplomacy 7 (+11) [Connected], Disable Device 6 (+9), Disguise (+4), Drive 4 (+8), Escape Artist (+2), Gather Info 8 (+12) [Contacts, Well-Informed], Handle Animal (+4), Intimidate 4 (+8), Investigate 8 (+11), Knowledge [Civics] 5 (+8), Knowledge [Streetwise] 4 (+7), Knowledge [Tactics] 8 (+11), Knowledge [History] 4 (+7), Notice 6 (+10), Pilot 4 (+6), Profession [Government Agent] 4 (+8), Search (+3), Sense Motive 6 (+10) [Assessment], Stealth 6 (+8), Survival 6 (+10), Swim (+3)

FEATS: Assessment, Attack Specialization (2) [Firearms], Benefit (1) [Shield Clearance], Connected, Contacts, Defensive Attack, Dodge Focus (2), Elusive Target, Equipment (5), Improved Aim, Improved Initiative (1), Inspire (2), Leadership, Minions (10) [100 SHIELD Agents], Power Attack, Set-Up, Teamwork (1), Tough (1), Well-Informed

POWERS:
Immunity (Aging) [1]
Gadgets (Easy to Lose [15pp array]) [3]

Sample Gadgets:

EQUIPMENT:
(25ep)

S.H.I.E.L.D. Body Armor (Protection [3ep]) [3]
CommLink, GPS, Handcuffs, PDA, Mini-Tracer (5ep)
Arsenal (17ep array):
Assault Rifle (Extra: Auto-Fire [15ep]) [5] – DC:20:tough
Knife (PF: Improved Critical [1ep]) [1] – DC:19:tough
Heavy Pistol (1ep) [4] – DC:19:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Firearms +12, Grapple +13 [Unarmed +3 (Bruise), Assault Rifle +5, Auto-Fire (Lethal), Knife +4, 19-20 Critical (Lethal), Heavy Pistol +4 (Lethal)]; Defense 20 (14 flat-footed); Init +6; Knockback -4 (-2 flat-footed)

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

DRAWBACKS: Disability -One eye [-1]

Abilities 41 + Skills 25 (100 ranks) + Feats 35 + Powers 19 + Combat 36 + Saves 10 – Drawbacks -1 = 165 / 165

Comments: Gotta love Nick! But even more so, gotta love The Hoff! I just couldn't pass up using that pic. I remember watching that pitiful attempt at a Nick Fury movie a few years ago and laughing my arse off, not at the parts they intended to be funny mind you, but still I was dying. America may have talent, but not The Hoff. And it doesn't matter because he's still just cool, even if he's a raging alcoholic...

Anyway, back to the "real" Nick, he's got top notch ranged ability and is a leader through and through. I did not give him the SHIELD minions or Helicarrier because he doesn't have them all the time, especially not now in the main Marvel continuity.

And I had to give him Gadgets because he was one of the original comic book secret agents, and what is a good secret agent without gadgets? Plus with all his SHIELD connections, you know he is going to get the good stuff for whatever he needs.

Clean Up 1/28/08: Updated Nick after that playtesting in my initial storyline. Took him down a PL, but since he has been reinstated as Directer of SHIELD in the Thorpacoverse (and better be soon in the real Marvel continuity, those schmucks) he needed Minions and few other things.

Here are the updated minions:

SHIELD AGENT
PL:
5 (55 pp) - OPL: 5; DPL: 5

ABILITIES: STR: 14 (+2) DEX: 13 (+1) CON: 14 (+2) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb 4 (+6), Concentration (+1), Escape Artist (+1), Intimidate 4 (+4), Knowledge [Tactics] 4 (+5), Notice 4 (+5), Profession [Soldier] 4 (+5), Search 4 (+5), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+2)

FEATS: Dodge Focus (1), Equipment (5), Set-Up, Teamwork (1)

POWERS:
None


EQUIPMENT:
(25ep)

Body Armor (Protection [3ep]) [3]
Commlink, GPS, Handcuffs (3ep)
1ep free as needed for situation
SHIELD Arsenal:
Assault Rifle (Ballistic Blast, Extra: Auto-Fire [16ep]) [5] - DC:20:tough
Fragmentation Grenades (Ballistic Blast, Extra: Explosion [1ep]) [5] - DC:15:ref
Fragmentation Grenades (2nd Save) [5] - DC:20:tough
Knife (PF: Improved Critical [1ep]) [1] - DC:18:tough

COMBAT: Base Attack +5, Melee +5, Ranged +5, Grapple +7 [Unarmed +2 (Bruise), Assault Rifle +5, Auto-Fire (Lethal), Fragmentation Grenades +5 (Lethal), Knife +3, 19-20 Critical (Lethal)]; Defense 16 (13 flat-footed); Init +1; Knockback -3 (-1 flat-footed)

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

DRAWBACKS:

Abilities 15 + Skills 6 (24 ranks) + Feats 8 + Powers 0 + Combat 18 + Saves 8 – Drawbacks 0 = 55 / 55


Updated Nick Fury, but I never change that pic. That one's for you, Libra! *smile*
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Postby Elric » Mon Jan 28, 2008 7:56 pm

Thorpacolypse wrote:
JackGiantkiller wrote:Power Loss (Not vulnerability) on Impervious Protection is worth one point, not two, Thorp.:) Unless you mean for Supes to lose both the Impervious from his toughness and his whole Impervious protection?

And wouldn't the red sun power loss, since it affects 6 powers, be worth 6 points? Or does that not work that way?

Still, way cool, as is most J-Mart merchandise.:)


Hmmm, I'm not sure. Elric would know the theory.


Power Loss is a minor uncommon drawback on a particular power, worth 1 pp for each power (regardless of how many pp that power cost- this is a source of problems). So Power Loss [Impervious Toughness, to magic] should be 1 pp. Of course, you've built Supes with Protection (Extra: Impervious) and Impervious Toughness, so in theory you could take a power loss drawback on each and get 2 pp for that. Or you could only lose one of the two and get 1 pp.

Superman having those two powers isn't any different most of the time than Protection 5 (Extra: Impervious 10) except that by having the powers separate he gets an extra pp from Power Loss than if he only had that one power. This kind of "splitting powers in a way that gets you extra pp for power loss drawbacks" should be frowned upon. However, actually losing 5 ranks in Protection and all 10 points of Impervious is fairly severe and magic is generally a fairly common descriptor, so I don't see this as particularly abusive (just a little bit problematic).

For reference, my PL 12 PC build of Superman doesn't have Protection- just Impervious Toughness 11 (and Con), and Power Loss (Impervious Toughness vs. magic) for 1 pp. In fact, Power Loss probably isn't even meant to model something like this- Vulnerability (magic) outright seems like the thing to use- but Vulnerability at the minor level is not severe enough for points it gives you and Vulnerability (major) is too severe. Vulnerability (moderate) to magic (adding 50% to the DC) could work for Superman, but in practice that will mean he gets mind-controlled and the like all the time, which might not be a desirable outcome in play.

Likewise, in theory you could take 6 power loss drawbacks for Kryptonite/Red Sun radiation. But in practice, it's sort of abusable to take power loss drawbacks on all of your powers separately, especially when some of those powers cost few pp. Baron and I both use Normal Identity (the 4 pp version) to represent Superman losing his powers in the presence of Kryptonite. I can't speak for Baron, but I liked it because it's compact notation-wise, doesn't present the 'taking a drawback on too many powers' problem, and it also lets you have him lose some of his other abilities (e.g., Ultimate Strength check) when exposed to Kryptonite. OK, that was probably more about Power Loss as it applies to Superman than you ever wanted to read. J-Mart's constant thirst for high quantity is rubbing off :)
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Postby Thorpacolypse » Mon Jan 28, 2008 8:27 pm

Elric wrote:
Thorpacolypse wrote:
JackGiantkiller wrote:Power Loss (Not vulnerability) on Impervious Protection is worth one point, not two, Thorp.:) Unless you mean for Supes to lose both the Impervious from his toughness and his whole Impervious protection?

And wouldn't the red sun power loss, since it affects 6 powers, be worth 6 points? Or does that not work that way?

Still, way cool, as is most J-Mart merchandise.:)


Hmmm, I'm not sure. Elric would know the theory.


Power Loss is a minor uncommon drawback on a particular power, worth 1 pp for each power (regardless of how many pp that power cost- this is a source of problems). So Power Loss [Impervious Toughness, to magic] should be 1 pp. Of course, you've built Supes with Protection (Extra: Impervious) and Impervious Toughness, so in theory you could take a power loss drawback on each and get 2 pp for that. Or you could only lose one of the two and get 1 pp.

Superman having those two powers isn't any different most of the time than Protection 5 (Extra: Impervious 10) except that by having the powers separate he gets an extra pp from Power Loss than if he only had that one power. This kind of "splitting powers in a way that gets you extra pp for power loss drawbacks" should be frowned upon. However, actually losing 5 ranks in Protection and all 10 points of Impervious is fairly severe and magic is generally a fairly common descriptor, so I don't see this as particularly abusive (just a little bit problematic).

For reference, my PL 12 PC build of Superman doesn't have Protection- just Impervious Toughness 11 (and Con), and Power Loss (Impervious Toughness vs. magic) for 1 pp. In fact, Power Loss probably isn't even meant to model something like this- Vulnerability (magic) outright seems like the thing to use- but Vulnerability at the minor level is not severe enough for points it gives you and Vulnerability (major) is too severe. Vulnerability (moderate) to magic (adding 50% to the DC) could work for Superman, but in practice that will mean he gets mind-controlled and the like all the time, which might not be a desirable outcome in play.

Likewise, in theory you could take 6 power loss drawbacks for Kryptonite/Red Sun radiation. But in practice, it's sort of abusable to take power loss drawbacks on all of your powers separately, especially when some of those powers cost few pp. Baron and I both use Normal Identity (the 4 pp version) to represent Superman losing his powers in the presence of Kryptonite. I can't speak for Baron, but I liked it because it's compact notation-wise, doesn't present the 'taking a drawback on too many powers' problem, and it also lets you have him lose some of his other abilities (e.g., Ultimate Strength check) when exposed to Kryptonite. OK, that was probably more about Power Loss as it applies to Superman than you ever wanted to read. J-Mart's constant thirst for high quantity is rubbing off :)


So long story short, I can reword the drawback for 6pp for the Power Loss and then drop the Vulnerability to one pp and be at the same point, and be generally OK, or I can give back 2pp and adjust my build...

Rewording is a'comin'!
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Postby Thorpacolypse » Mon Jan 28, 2008 9:08 pm

Getting stocked on Aisle 1 is another PC build. This is another of the J-Mart's best sellers and it's a WONDER-ful item!

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Amazonian giggity...

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

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

SKILLS: Acrobatics 5 (+7), Bluff 4 (+6), Climb (+10), Concentration (+4), Diplomacy 8 (+10), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal 4 (+6), Intimidate 8 (+10), Knowledge [Arcane Lore] 4 (+6), Notice (+4), Pilot 4 (+6), Search (+2), Sense Motive 6 (+10), Stealth (+2), Survival (+4), Swim (+10)

FEATS: All-out Attack, Attack Focus (Melee) (5), Attack Specialization (2) [Lasso Snare], Attractive (1), Equipment (1), Improved Critical (3) [Unarmed x3], Improved Initiative (1), Luck (1), Power Attack, Takedown Attack (1), Tough (1)

POWERS:
Super-Strength (Dynamic Array [10pp]; 11pp) [5]
DAP: Flight (2pp) [5]
DAP: Super-Speed (PF: Rapid Attack [2pp]) [2]

Immunity (Aging [1pp]) [1]
Super Senses (Normal Sight [Extended, Counters Illusion], Normal Hearing [Extended]; 5pp) [5]

Magic Lasso (Device, Easy to Lose, PF: Indestructible [20pp traits]; 17pp) [4]
Snare (Flaw: Limited [One Subject at a time], PF: Reversible, Tether [11pp]) [9] – DC:24:ref
LP: Mind Control (Extra: Conscious, Flaws: Limited [Snared subjects, Only to tell truth] [9pp]) [9]

Bracers of Aegis (Device, Hard to Lose, PF: Restricted [Amazons], Indestructible, [5pp]; 6pp) [1]
Enhanced Feats: Dodge Focus x4, Improved Defense [5]

EQUIPMENT:
(5ep)

Costume (Protection, Subtle [2ep]) [1]
CommLink (1ep),

COMBAT: Base Attack +5, Melee +10, Ranged +5, Lasso Snare +9, Grapple +25 (with full Super-Strength) [Unarmed +10, 17-20 Critical (Bruise)]; Defense 18 (12 flat-footed); Init +6 (+14 with Super-Speed); Knockback -6

SAVES: Toughness +12 (+12 flat-footed), Fortitude +10, Reflex +4, Will +7

DRAWBACKS:

Abilities 60 + Skills 9 (36 ranks) + Feats 23 + Powers 35 + Combat 18 + Saves 5 – Drawbacks 0 = 150 / 150

Comments: Here’s a playable PL10/150pp Wonder Woman. Even though I generally like how she came out, this build is a prime example of the thought process that yes, you can make just about any character in a playable format, but in many cases, it doesn’t really do justice to the character. I feel that this is a good representation of the character, but I really think she needs to be at least PL12/180 to get the bulk of her abilities.

Still, she hits hard, has a good Improved Critical (Batman does say she’s the best melee fighter in the world) and can do most of the things she always does, just not as well. But again, in a PL10 gaming situation, she’s still pretty dang tough.

Clean Up 8/18/08: A minor tweak to Diana. Just shifted her bracers from Shield to Dodge Focus on recommendation from Elric.
Last edited by Thorpacolypse on Mon Aug 18, 2008 7:37 pm, edited 1 time in total.
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Postby Thorpacolypse » Mon Jan 28, 2008 9:18 pm

Hitting the Aisle 1 shelves is a J-Mart favorite from our playable JLU line.

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Nathaniel Adam = Captain Atom...well, it's better than Arthur Light and Victor Friesz, I suppose...

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

ABILITIES: STR: 30 (+10/+2) DEX: 10 (0) CON: 30 (+10/+2) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+10), Concentration (+1), Diplomacy (+1), Disguise (+1), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Tactics] 6 (+7), Notice (+1), Pilot 6 (+6), Profession [Soldier] 5 (+6), Search (+1), Sense Motive (+1), Survival 3 (+4), Swim (+10)

FEATS: All-out Attack, Attack Specialization (2) [Unarmed], Attack Specialization (2) [Blast], Dodge Focus (1), Interpose, Leadership, Power Attack

POWERS:
Enhanced Strength [16]
AP: Radiation Control (Blast, Extra: Penetrating, Flaw: Fades) [8] - DC:23:tough
Enhanced Constitution [16]
Protection [3]
Immunity (Life Support) [9]
Space Travel [1]

Impervious Toughness (Extra: Absorption [Energy], Energy Storage, Power Magnet, Flaws: Limited [against Energy attacks only], Side-Effect [Temporal Movement "Quantum Leaps"]) [8]
PF: Slow Fade (1pp per 10 minutes)
Absorption Effects:
Boost (Blast, Radiation, Extra: Area Burst) [8] - DC:23:tough
AP: Boost (Flight) [8]
AP: Boost (Super-Strength) [8]

Regeneration (Recovery Rate)
Resurrection (Extra: True Resurrection) 1/day [2]

COMBAT: Base Attack +6, Melee +6, Ranged +6, Unarmed +10, Blast +10, Grapple +16, Full Super Strength Grapple +24 [Unarmed +10 (Bruise), Radiation Blast +8 (Bruise)]; Defense 17 (13 flat-footed); Init +0 Knockback -10

SAVES: Toughness +13 (+13 flat-footed, +8 Impervious against Energy Attacks) Fortitude +10, Reflex +2, Will +4

DRAWBACKS:

Abilities 14 + Skills 5 (20 ranks) + Feats 9 + Powers 93 + Combat 24 + Saves 5 – Drawbacks 0 = 150 / 150

Comments:
I’ve been a Captain Atom mark for a while now, so he was one of the people on my short list to make a PC build of, since that is my new passion. I didn’t really have that hard of a time paring him down from my PL13 build, really, I just trimmed his Absorption and few other things and he slid in perfectly. I wanted his blast to be a little more powerful, but in the end, I wanted him to be a little more about melee combat, so I left his blast at 8 ranks and arrayed it off his Enhanced Strength to save points and keep his Absorption at a high rate.
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