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Postby Thorpacolypse » Thu Jan 31, 2008 8:30 pm

Thunderstrike wrote:You have quite a run on the PL10 heroes going there Thorpacolyse! Every morning I come in and see the new product on the J-Mart shelves. It's like Christmas every day! :D


Thanks, Thunderstrike. I am fat and jolly and my belly does shake like a bowl full of jelly... :D
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Postby Thorpacolypse » Thu Jan 31, 2008 8:38 pm

Thorpacolypse wrote:A new addition to our Generally Playable PC Conversion line hits the Aisle 1 shelves.

Image
...No jokes with this one, folks. I respect the Bat.

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

ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 22(+6) WIS: 18 (+4) CHA: 12 (+1)

SKILLS: Acrobatics 7 (+11), Bluff (+6), Climb (+4), Computers (+6), Concentration (+4), Craft [Mechanical] 4 (+10), Diplomacy (+1), Disable Device 4 (+10) [Skill Mastery], Disguise (+1), Drive (+4), Escape Artist 7 (+11), Gather Info 9 (+10) [Contacts, Well-Informed], Handle Animal (+1), Intimidate 8 (+14/+16) [Skill Mastery, Startle, Talented], Investigate 7 (+13) [Skill Mastery], Knowledge [Streetwise] 4 (+10), Knowledge [Technology] 4 (+10) [Inventor], Languages 9 (Japanese, Mandarin, Spanish, French, Russian, Arabic, Player picks 3 more languages before game play, Base: English), Medicine (+4), Notice 4 (+8), Pilot (+4), Profession [CEO] (+4), Ride (+4), Search (+6), Sense Motive 8 (+12) [Assessment], Sleight of Hand (+4), Stealth 9 (+13/+15) [Skill Mastery, Talented], Survival (+4), Swim (+4)

FEATS: Assessment, Attack Specialization (2) [Unarmed x2], Beginner's Luck, Benefit (3) [Intelligence for Bluff and Intimidate Checks, Wealth], Challenges (1) [Vanish], Contacts, Defensive Attack, Defensive Roll (1), Dodge Focus (10), Eidetic Memory, Equipment (6), Evasion (1), Improved Initiative (1), Inventor, Jack-of-All-Trades, Luck (2), Master Plan, Power Attack, Skill Mastery (1) [Disable Device, Intimidate, Investigate, Stealth], Sneak Attack (1), Startle, Talented (1) [Intimidate, Stealth], Takedown Attack (1), Ultimate Effort (1) [Ultimate Will Save], Uncanny Dodge [Auditory], Well-Informed

POWERS:
Utility Belt (Device, Hard to Lose [15pp traits]) [3]

Enhanced Feats: Luck (1pp)
Gadgets (Easy to Lose, Extra: Move Action [10pp array], 14pp) [2]
Sample Gadgets:

Batarangs (Blast, PF: Mighty, Accurate, Improved Critical x2 [10pp]) [4] – DC:22:tough
Bat Shuriken (Blast, Extra: Auto-Fire, PF: Accurate [10pp]) [3] – DC:18:tough
Bat Bolos (Snare [10pp]) [5] – DC:20:ref
Grappling Gun (Super-Movement [Swinging], Speed 1 [limited to swinging], 5pp)

EQUIPMENT:
(30ep)

Bat Costume (Protection, CommLink, Night Vision, Rebreather, Flight x2 [Flaw: Gliding ] [8ep]) [3]
Vehicle:
Batmobile (Vehicle: Huge [22ep])
Str 35, Spd 5, Def 8, Tough 9 (Extra: Impervious - 4), Alarm (5, DC 40), Hidden Compartments, Navigation System, Remote Control, Smoke Screen

COMBAT: Base Attack +11, Melee +11, Ranged +11, Unarmed +15, Grapple +15 [Unarmed +4 (Bruise)]; Defense 24 (13 flat-footed); Init +8; Knockback -4 (-3 flat-footed)

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

DRAWBACKS:

Abilities 46 + Skills 21 (84 ranks) + Feats 43 + Powers 12 + Combat 30 + Saves 13 – Drawbacks 0 = 165 / 165

Comments:
Here is The Batman at a playable PL11/165pp. Seeing as how a more complete Batman is probably at least 210pp, one has to make sacrifices and decide what role you want him to perform in your campaign. In this build, I focused more on the investigative, interaction skill laden Batman than the combat Bat-god. He’s still quite combat capable, but I wanted focus more on the Batman that figures everything out as opposed to the one who whoops Lady Shiva from time to time.

It wasn’t easy, but I feel pretty good about this build. The PL10/150pp version I want to do is going to be LOT tougher, though…

Clean Up 1/31/08: Some minor tweaks to the Batman at PL11/165, adding the Utility Belt as a Device and basically re-building off my PL10 build. Nothing major, just some tightening. The main change was adding the Batmobile because he HAD to have it in my little world...


Cleaned up the PL11/165pp Batman. Elric should be happier with my lessen abuse of the Equipment rules this time... :)
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Postby Thorpacolypse » Thu Jan 31, 2008 8:52 pm

Thorpacolypse wrote:And now we shift back to our Gotham location for the unveiling of new merchandise on Aisle 1.

Image
TIMMAY!!! TIMMAY!!! TIMMAY!!!

ROBIN PC
PL:
8 (120 pp) – OPL: 8; DPL: 8

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

SKILLS: Acrobatics 8 (+12) [Acrobatic Bluff, Skill Mastery], Bluff 6 (+8), Climb (+1), Computers 4 (+9), Concentration (+2), Craft [Electronic] 4 (+9), Diplomacy (+2), Disable Device 5 (+10), Disguise (+2), Drive 2 (+6), Escape Artist 6 (+10), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Investigate 5 (+10) [Skill Mastery], Knowledge [Technology] 4 (+9), Notice 6 (+8), Search 3 (+8), Sense Motive 8 (+10) [Assessment, Skill Mastery], Stealth 8 (+12) [Skill Mastery], Survival (+2), Swim (+1)

FEATS: Acrobatic Bluff, Assessment, Attack Focus (Melee) (4), Defensive Roll (1), Dodge Focus (7), Eidetic Memory, Equipment (3), Grappling Finesse, Improved Initiative (1), Leadership, Luck (1), Master Plan, Skill Mastery (1) [Acrobatics, Investigate, Sense Motive, Stealth], Set Up, Sneak Attack (1), Takedown Attack (1), Teamwork (1), Uncanny Dodge [Auditory]

POWERS:
Utility Belt (Device, Hard to Lose [15pp traits]) [3]

Enhanced Feats: Luck (1pp)
Gadgets (Easy to Lose [10pp array], 14pp) [2]
Sample Gadgets:

Bo Staff (Strike, PF: Extended Reach, Split Attack, Improved Critical, Improved Disarm) [3] - DC:19:tough
Robinrangs (Blast, Extra: Auto-Fire; PF: Improved Critical) [3] - DC:18:tough

EQUIPMENT:
(15ep)

Costume (Protection, CommLink, Night Vision Goggles [5ep]) [3]
Robincycle (Standard Archetype, Extra: Remote [10ep])

COMBAT: Base Attack +7, Melee +11, Ranged +7, Grapple +15 [Unarmed +1 (Bruise), Bo Staff +5, 19-20 Critical (Bruise), Robinrangs +4, Auto-Fire (Bruise)]; Defense 21 (12 flat-footed); Init +8; Knockback -2

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

DRAWBACKS:

Abilities 30 + Skills 18 (72 ranks) + Feats 30 + Powers 12 + Combat 22 + Saves 8 – Drawbacks 0 = 120 / 120

Comments:
And the last of the Bat Brothers is complete!

Robin is built to be a leader, investigator and team player. He's not great shakes in combat, but can goon sweep and divert attention from bigger fish for Batman or his teammates in the Teen Titans.

Clean Up 1/31/08: Tim gets an update into playable status at PL8/120pp. Tightend up a lot off that original build that had 145pp and put him in line with current vein of Bat family builds where his Utility Belt is a Device. He will be a fun play.


Wow. Had to go all the back to Page 5 for this update. Seems like so long ago...

Tim gets the PC makeover.
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Postby Thorpacolypse » Thu Jan 31, 2008 9:07 pm

Thorpacolypse wrote:Another Special in our Gotham location on Aisle 1.

Image
Not gonna joke about Nightwing. He's the man.

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

ABILITIES: STR: 16 (+3) DEX: 22 (+6) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 18 (+4)

SKILLS: Acrobatics 10 (+16) [Accelerated Acrobatics, Acrobatic Bluff, Perfect Balance, Skill Mastery], Bluff (+4), Climb (+3), Computers (+3), Concentration (+2), Diplomacy 6 (+10) [Connected], Disable Device (+3), Disguise (+4), Drive (+6), Escape Artist 4 (+10), Gather Info 4 (+8), Handle Animal (+4), Intimidate (+4), Investigate 8 (+11) [Skill Mastery], Knowledge [Streetwise] 4 (+7), Knowledge [Tactics] 4 (+7), Languages 3 (Cantonese, Japanese, Player picks another language prior to gameplay, Base: English), Medicine (+2), Notice 8 (+10) [Skill Mastery], Pilot (+6), Profession (+2), Ride (+6), Search 5 (+8), Sense Motive 10 (+12) [Assessment], Sleight of Hand (+6), Stealth 6 (+12) [Skill Mastery], Survival (+2), Swim (+3)

FEATS: Acrobatic Bluff, Assessment, Attack Focus (Melee) (4), Beginner's Luck, Challenges (2) [Accelerated Acrobatics, Perfect Balance], Connected, Defensive Attack, Defensive Roll (1), Dodge Focus (9), Equipment (1), Evasion (1), Grappling Finesse, Improved Defense, Improved Initiative (1), Jack-of-All-Trades, Leadership, Luck (1), Master Plan, Power Attack, Quick Draw (1), Set-Up, Skill Mastery (1) [Acrobatics, Investigate, Notice, Stealth], Sneak Attack (1), Takedown Attack (2), Teamwork (1), Uncanny Dodge [Auditory]

POWERS:
Nightwing Gauntlets (Device, Hard to Lose [15pp traits]) [3]

Enhanced Feats: Luck (1pp)
Gadgets (Easy to Lose [10pp array], 14pp) [2]
Sample Gadgets:

Escrima Sticks (Strike 2, PF: Mighty, Split Attack, Improved Critical [5ep]) [2] – DC:20:tough
Nightarangs (Blast, PF: Mighty, Accurate, Improved Critical x2 [10pp]) [4] – DC:22:tough
Wing Dings (Blast, Extra: Auto-Fire, PF: Accurate [10pp]) [3] – DC:18:tough
Grappling Gun (Super-Movement [Swinging], Speed 1 [limited to swinging], 5pp)

EQUIPMENT:
(5ep)

Costume (Protection, Camouflage [Urban], CommLink [5ep]) [3]

COMBAT: Base Attack +9, Melee +13, Ranged +9, Grapple +19 [Unarmed +3 (Bruise)]; Defense 23 (12 flat-footed); Init +10; Knockback -4 (-3 flat-footed)

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

DRAWBACKS:

Abilities 42 + Skills 18 (72 ranks) + Feats 39 + Powers 12 + Combat 26 + Saves 13 – Drawbacks 0 = 150 / 150


Comments: And last, but certainly not least, the first Bat Brother.

I know this Nightwing seems pretty suped up but in The Age of Thorpacolypse, he is one of the new leaders of the superhero society since the Justice League and Avengers were pretty much wiped out in the Thorpacolypse cataclysm.

But really, the main reason I went all out on him is because I went all out on Jason Todd and Robin, and Dick HAS to be better or the dynamic of the dysfunctional Bat-brothers doesn’t work.

I built him to be a great leader and as usual, be a great goon sweeper and team player, the same things Dick was always good at, just a little bit better than normal.

Not a lot different from other builds, he’s a leaner, quicker Batman clone for the most part, and one of the best leaders in the game. I plan on making him one the main players in my upcoming story thread. IF I actually get around to actually lining out the story as opposed to flirting with a hundred different ideas!

Clean Up 11/12/2007: As stated in my Batman clean up, I rolled Nightwing's Gadgets into his Equipment. I also tweaked a couple of feats. He's ready for his fight now.

Clean Up 1/13/2008: I removed my original NPC build of Nightwing and replaced it with this PL10 PC playable version. This is the one that I will be using to continue in my current storyline and in subsequent stories.

Clean Up 1/31/08: A couple of tweaks to the Nightwing build in my continual obsession with the Gotham folks. Shifted the Gadgets out into powers and added Skill Mastery to his feats which he should have had in the first place.


Nightwing gets another tweak as I create and/or edit some Bat family builds.
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Postby Thorpacolypse » Thu Jan 31, 2008 9:37 pm

Thorpacolypse wrote:Even in the midst of our massive employee recruitment drive, J-Mart will continue it's goal of providing mediocre quality builds at rock bottom prices! Check out this special on Aisle! It's an old request for surefire fan favorite!

Image
How the heck am I supposed to learn to talk with no mouth hole in my costume?

BATGIRL III (CASSANDRA CAIN) PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 16 (+3) DEX: 20 (+5) CON: 14 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 10 (0)

SKILLS: Acrobatics 10 (+15) [Acrobatic Bluff, Skill Mastery], Climb (+3), Concentration 6 (+10), Disable Device 5 (+6), Escape Artist 5 (+10), Intimidate 10 (+10) [Skill Mastery], Investigate 5 (+6), Knowledge [Tactics] 7 (+8), Notice 5 (+9), Search (+1), Sense Motive 12 (+19) [Assessment, Fast Assessment, Skill Mastery, Ultimate Check], Stealth 11 (+16) [Accelerated Stealth, Skill Mastery, Vanish], Survival (+4), Swim (+3)

FEATS: Acrobatic Bluff, Ambidexterity, Assessment, Attack Specialization (2) [Unarmed], Benefit (1) [No ID], Blind-Fight, Challenges (4) [Accelerated Stealth, Fast Assessment, Vanish], Defensive Attack, Defensive Roll (1), Dodge Focus (10), Elusive Target, Equipment (5), Evasion (1), Grappling Finesse, Improved Critical (3) [Unarmed x3], Improved Defense (1), Improved Initiative (2), Move-by Action, Power Attack, Skill Mastery (1) [Acrobatics, Intimidate, Sense Motive, Stealth], Sneak Attack (1), Stunning Attack, Takedown Attack (2), Ultimate Effort (1) [Ultimate Sense Motive Check]

POWERS:
Super Senses (Danger Sense, Uncanny Dodge x2 [Visual, Auditory]) [3]
Immunity (Interaction Effects) [5]
Utility Belt (Device, Hard to Lose [15pp traits]) [3]

Enhanced Feats: Luck (1pp)
Gadgets (Easy to Lose [10pp array], 14pp) [2]
Sample Gadgets:

Batarangs (Blast, PF: Mighty, Accurate, Improved Critical x2 [10pp]) [4] – DC:22:tough
Bat Shuriken (Blast, Extra: Auto-Fire, PF: Accurate [10pp]) [3] – DC:18:tough

EQUIPMENT:
(5ep)

Costume (Protection, Subtle, CommLink [4ep]) [3]

COMBAT: Base Attack +11, Melee +11, Ranged +11, Unarmed +15, Grapple +17 [Unarmed +3, 17-20 Critical (Bruise)]; Defense 24 (12 flat-footed); Init +13; Knockback -3 (-2 flat-footed)

SAVES: Toughness +6 (+5 flat-footed), Fortitude +5, Reflex +12 [Evasion], Will +5

DRAWBACKS:

Abilities 30 + Skills 19 (76 ranks) + Feats 40 + Powers 20 + Combat 30 + Saves 11 – Drawbacks 0 = 150 / 150


Comments: Here’s my take on Cassie, pre OYL. I know it's blasphemy around here, but I really didn't know much about her since I was out of comics for a while, but from Wikipedia and a little bit of exposure to her OYL, I think I got her abilities pretty close.

Even though a lot of people didn't like her post OYL incarnation, I kind of dig it when they let characters of dubious background go heel for a while. At least the Slade drugging her thing gave some explanation, as opposed to those out of the blue villain turns that happen way too often.

Clean Up 1/31/08: Moved my original build of Batgirl into playable status. She's more focused on unarmed combat now, and even though I gave her the same Gadget ability as the other Bat family builds I've done recently, I don't plan on using it very often, other than the swingline and batarangs. But since she is back in the fold, she should at least have the options for those things.


Cassie gets a tweak to get her to playable status.
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Postby Thorpacolypse » Thu Jan 31, 2008 9:52 pm

Hitting the shelves on Aisle 2 is a GREEN light special that also fits in our villains line.

Image
Eat your heart out, Jim Morrison. I AM THE LIZARD KING!

THE LIZARD
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 30 [10] (+10/0) DEX: 24 [10] (+7/0) CON: 28 [10] (+9/0) INT: 10 (0) WIS: 14 (+2) CHA: 8 (-1)

SKILLS: Acrobatics 6 (+13), Bluff (-1), Climb 3 (+13), Concentration (+2), Diplomacy (-1), Disguise (-1), Escape Artist (+7), Gather Info (-1), Handle Animal 11 (+10) [Animal Empathy], Intimidate 10 (+9), Notice (+2), Sense Motive (+2), Stealth 2 (+9), Survival 6 (+8), Swim 2 (+12)

FEATS: All-out Attack, Animal Empathy, Attack Focus (Melee) (6), Dodge Focus (3), Evasion (1), Fearsome Presence (4), Improved Grapple, Rage (1), Trance

POWERS:
Enhanced Strength [20]
Enhanced Constitution [18]
Enhanced Dexterity [14]
Super-Strength [3]
Additional Limbs (Tail) [1]
Speed [1]
Leaping [2]
Protection (Extra: Impervious) [4]
Super-Movement (Wall Crawling) [1]
Animal Control (Extra: Area Burst, Flaw: Limited to reptiles, PF: Progression x6) [10]
Regeneration: Recovery Rate

Bruised 1/round [1]
Injured 1/minute [3]
Disabled 1/minute [5]
PF: Diehard, Regrowth


COMBAT: Base Attack +2, Melee +8, Ranged +2, Grapple +21 [Unarmed +10 (Bruise)]; Defense 17 (12 flat-footed); Init +7; Knockback -8

SAVES: Toughness +13 (+13 flat-footed, +4 Impervious) Fortitude +11, Reflex +8 [Evasion], Will +4

DRAWBACKS: Involuntary Transform -into normal identity (-2), Vulnerable -Cold based attacks (-2), Weakness -exposure to cold (-1 con/per minute, can kill) (-3)

Abilities 2 + Skills 10 (40 ranks) + Feats 19 + Powers 109 + Combat 12 + Saves 5 – Drawbacks -7 = 150 / 150

Comments:
The Lizard. Not for sure why I felt compelled to build him now, but I did and he’s semi-playable, even though that was not really my intent. He can be handful for Spidey just because he’s hard to hurt, but Spidey should be able to outsmart him and take him out.
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Postby Libra » Fri Feb 01, 2008 1:07 pm

Wow. Had to go all the back to Page 5 for this update. Seems like so long ago...


Aye, many-many moons ago, on a dark, dark night. . . :wink:
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Postby Arnwolf » Fri Feb 01, 2008 1:37 pm

Has Hank Pym done something I do not know about recently?
I remember him as a shy quiet scientist type.

Thorpacolypse wrote:Geez, we've been unloading this truck from Gotham for days, and we're still not done! Another daily special hits the Aisle 1 shelves.

Image
Back in black...

BATGIRL III (CASSANDRA CAIN) (E217)
PL:
10.5 (150 pp) – OPL: 11; DPL: 10

ABILITIES: STR: 16 (+3) DEX: 20 (+5) CON: 14 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 10 (0)

SKILLS: Acrobatics 10 (+15) [Acrobatic Bluff, Skill Mastery], Climb (+3), Concentration 6 (+10), Disable Device 5 (+6), Escape Artist 5 (+10), Intimidate 10 (+10) [Skill Mastery], Investigate 5 (+6), Knowledge [Tactics] 7 (+8), Notice 6 (+10), Search (+1), Sense Motive 14 (+18) [Assessment, Combat Clarity, Fast Assessment, Skill Mastery, Ultimate Check], Stealth 12 (+17) [Accelerated Stealth, Skill Mastery, Vanish], Survival (+4), Swim (+3)

FEATS: Acrobatic Bluff, All-out Attack, Ambidexterity, Assessment, Attack Specialization (2) [Unarmed], Benefit (1) [No ID], Blind-Fight, Challenges (4) [Accelerated Stealth, Combat Clarity, Fast Assessment, Vanish], Defensive Attack, Defensive Roll (2), Dodge Focus (10), Elusive Target, Equipment (5), Evasion (1), Grappling Finesse, Improved Critical (3) [Unarmed x3], Improved Defense (1), Improved Initiative (2), Improved Trick, Move-by Action, Power Attack, Skill Mastery (1) [Acrobatics, Intimidate, Sense Motive, Stealth], Sneak Attack (1), Stunning Attack, Takedown Attack (2), Ultimate Effort (1) [Ultimate Sense Motive Check]

POWERS:
Super Senses (Danger Sense, Uncanny Dodge x2 [Visual, Auditory]) [3]
Immunity (Interaction Effects) [5]


EQUIPMENT:
(25ep)

Costume (Protection, Subtle, CommLink [4ep]) [2]
Utility Belt (21ep array):
Gadgets (Equipment, Extra: Move Action [15ep array], 21ep) [3]
Sample Gadgets:
Batarangs (Blast, Extra: Penetrating, PF: Mighty x3, Split Attack, Accurate, Improved Critical [15ep]) [3]- DC:21:tough
Bat Shuriken (Blast: Extra: Auto-Fire, PF: Accurate x2, Improved Critical [15ep]) – DC:19:tough

COMBAT: Base Attack +12, Melee +12, Ranged +12, Unarmed +16, Grapple +17 [Unarmed +3, 17-20 Critical (Bruise)]; Defense 24 (12 flat-footed); Init +13; Knockback -3 (-1 flat-footed)

SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +13 [Evasion], Will +5

DRAWBACKS:

Abilities 30 + Skills 20 (80 ranks) + Feats 48 + Powers 8 + Combat 32 + Saves 12 – Drawbacks 0 = 150 / 150


Comments: Reworked Batgirl. Again, tighter build, just as effective, dying to playtest.

I almost gave her strike or Martial Strike, but I am trying to stay away from that with my martial artists at this point. Play-testing may lead me elsewhere, but we’ll see. Her big benefit is that she is impossible to feint and should rarely miss with her Unarmed attacks and has a 20% crit chance with them. Wicked.

And don’t worry folks, she is still a good guy on Earth-217. She did have her wandering period again, but has come back home. She is the one person that is open to giving Jason the benefit of the doubt, and considering her history, it’s no wonder why.

Maybe I’ll pit her against MY Wolverine and see how she does since it is obvious Taliesin was being forced into having Cassandra win since Batgirl III was leaning on him. :)

Or even better, I’ll let her beat up on Pym…Oooooo, maybe I’ll have the whole Bat Family take on Pym! And then Doomsday can take on Pym! And then Apocalypse and his Four Horsemen! Now that’s entertainment folks!

Have I mentioned that Hank Pym sucks?
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Postby luketheduke86 » Fri Feb 01, 2008 4:25 pm

uh oh,, iet-quay about ym-pay or we'll get another ant-ray....lol j/k thorp

but on a somewhat related note, i was never really all that down on Pym before (mostly cause as a kid i thought being able to grow and shrink at will would be awesome) but after reading the Death of Captain America and his only line in it which was during the funeral...i now hate him as well... :evil:
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Postby JackGiantkiller » Fri Feb 01, 2008 4:33 pm

Sure he's got the growth adjustment to his defense...which then puts him under caps. As he did not get a commensurate toughness bonus to balance him out...anyway.:) it don't matter. Long as you know why he's there.
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Postby Taliesin » Fri Feb 01, 2008 4:47 pm

Thorpacolypse wrote:POWERS:
Utility Belt (Device, Hard to Lose [15pp traits]) [3]

Enhanced Feats: Luck (1pp)
Gadgets (Easy to Lose, Extra: Move Action [10pp array], 14pp) [2]
Sample Gadgets:

Batarangs (Blast, PF: Mighty, Accurate, Improved Critical x2 [10pp]) [4] – DC:22:tough
Bat Shuriken (Blast, Extra: Auto-Fire, PF: Accurate [10pp]) [3] – DC:18:tough
Bat Bolos (Snare [10pp]) [5] – DC:20:ref
Grappling Gun (Super-Movement [Swinging], Speed 1 [limited to swinging], 5pp)


This double dips the Easy to Lose/Hard to Lose Flaw, doesn't it? I don't think you can nest Gadgets (which are just Variable Devices) into Devices, or else, apply the Losable Flaw only once to go from Hard to Lose Device to Easy to Lose Gadgets.
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Postby Thorpacolypse » Fri Feb 01, 2008 7:45 pm

Taliesin wrote:
Thorpacolypse wrote:POWERS:
Utility Belt (Device, Hard to Lose [15pp traits]) [3]

Enhanced Feats: Luck (1pp)
Gadgets (Easy to Lose, Extra: Move Action [10pp array], 14pp) [2]
Sample Gadgets:

Batarangs (Blast, PF: Mighty, Accurate, Improved Critical x2 [10pp]) [4] – DC:22:tough
Bat Shuriken (Blast, Extra: Auto-Fire, PF: Accurate [10pp]) [3] – DC:18:tough
Bat Bolos (Snare [10pp]) [5] – DC:20:ref
Grappling Gun (Super-Movement [Swinging], Speed 1 [limited to swinging], 5pp)


This double dips the Easy to Lose/Hard to Lose Flaw, doesn't it? I don't think you can nest Gadgets (which are just Variable Devices) into Devices, or else, apply the Losable Flaw only once to go from Hard to Lose Device to Easy to Lose Gadgets.


Well kind of, I guess, but that was not my intent. What I was going for (and it's really a matter of wording) is that I wanted to make sure the Bat family did not have the ability to just create Gadgets at any point, like say in a situation where the Joker has Robin tied up and took off his belt. I always felt that at least the greater majority of their goodies comes from the belt, which would be Hard to Lose, but if it was removed, there go the Gadgets.

But I also didn't think their Gadgets themselves were Hard to Lose so I made them Easy to Lose and put them in the Utility Belt as a way to express that. Elric and I discussed and he agreed that they were not Hard to Lose items, per se and recommended just using Variable Power, which is the same thing as Gadgets in essence, but eliminates the whole easy to lose/hard to lose issue. MDSnow did his Utility Belts with Variable Power, so I may just reword it to that since my current wording is kind of confusing.

Or I will just call it Utility Belt (Gadgets, Easy to Lose, Drawback: Power Loss [if Utiliy Belt removed]) or something like that.

Thanks for the input. Bat builds are cruel mistress... :D
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Postby Thorpacolypse » Fri Feb 01, 2008 8:10 pm

Hitting the Aisle 1 shelves is a great new addition to our villains line.

Image
Before I kill you Superman, you must tell me the secret of how these glasses fooled so many people for so many years...It's inconcievable!

THE CYBORG (HANK HENSHAW)
PL:
13 (375 pp) – OPL: 13; DPL: 13

ABILITIES: STR: 44 (+17/+1) DEX: 12 (+1) CON: NA INT: 20 (+5) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff 7 (+8), Climb (+17), Computers 16 (+21), Concentration (+1), Craft [Mechanical] 10 (+15), Craft [Electronic] 10 (+15), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate 11 (+12), Knowledge [Physical Sciences] 6 (+11), Knowledge [Technology] 12 (+17) [Inventor], Notice (+1), Pilot 7 (+8), Search (+5), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+17)

FEATS: All-out Attack, Benefit (1) [Grandmaster of The Manhunters], Dodge Focus (1), Eidetic Memory, Fearsome Presence (5), Inventor, Master Plan, Minions (22) [100 Fanatical Manhunters], Set-Up

POWERS:
Immunity (Fortitude) [30]
Enhanced Strength [31]
Protection [12]
Impervious Toughness [7]
Datalink [20]
AP: Machine Control [20]
AP: Animate Objects (Machines) [10]
Space Travel [2]
Heat Vision (Blast, Array; Extra: Penetrating, Flaw: Distracting; PF: Precise [31pp array]) [15] - DC:30:tough
AP: Super Senses
Normal Vision [Extended x5], Normal Hearing [Acute, x4], , Detect Life [Visual], X-Ray Vision, Microscopic Vision, Ultra Hearing [Acute, Extended], Ultra-Vision
AP: Shapeshift (Limited: Machines or Machine Weapons) [4]
Force Field (Extra: Impervious, Duration [Continuous]) [5]
Flight (Dynamic Array [26pp]) [13]
DAP: Super-Speed (PF: Rapid Attack) [5]
DAP: Super-Strength [13]

Regeneration: Recovery Bonus +14 [14]

Regeneration: Recovery Rate
Resurrection 1/day [2]
PF: Reincarnation (Machine Host as long as consciousness survives)

Qwardian Power Ring (Device, Hard to Lose; PF: Restricted [+8 Intimidate or higher]; 105pp) [21]
Communication (Mental, Limited: Sinestro Corps [9pp]) [18]
Comprehend (Speak, Understand all languages [6pp]) [3]
Enhanced Feats (Diehard, Luck [2pp])
Immunity (Life Support [9pp]) [9]
Morph (Costume [1pp]) [1]
Space Travel (2pp) [2]
Flight (16pp) [8]
Blast (Energy, Extra: Targeted Area [Shapeable], Penetrating, Flaw: Check Required [Concentration], Dynamic Array [48pp]) [16] - DC:31:tough
DAP: Force Constructs (Extra: Movable, PF: Selective, Tether, Progression x3 [2pp]) [13]
DAP: Snare (2pp) [16] - DC:26:ref
DAP: Stun (2pp) [16] - DC:26:fort
DAP: Move Object (2pp) [14]
DAP: Force Field (Extra: Impervious [2pp]) [14]
DAP: Dazzle (Visual [2pp]) [16] - DC:26:ref


COMBAT: Base Attack +9, Melee +9, Ranged +9, Full Super Strength Grapple +39 [Unarmed +17 (Bruise), Heat Vision Blast +15 (Bruise), Power Ring Blast +16 (Bruise)]; Defense 19 (14 flat-footed); Init +1 (+21 with Super-Speed)

SAVES: Toughness +17 (+17 flat-footed, +12 Impervious), Fortitude NA, Reflex +4, Will +8

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

Abilities 10 + Skills 20 (80 ranks) + Feats 34 + Powers 278 + Combat 34 + Saves 10 – Drawbacks -11 = 375 / 375

Comments:
After I do a few PC builds, I always have to cut loose with a high powered build to combat all the restraint I am showing in those PL10 builds. The benefit of said action this time is The Cyborg, Hank Henshaw, key member of The Sinestro Corps and current Grandmaster of The Manhunters.

Hank has all of Superman’s powers (long story) and has a pretty much immortal machine consciousness that allows him to take over machines and constantly rebuild his body from organic and technical materials. And if that wasn’t enough, he now has a power ring (actually several) and an army of Manhunter robots to sic on his enemies. Ergo, he’s an army unto himself. But the thing that makes him the most dangerous is that he wants to die to be rejoined with the love of his life who died in his origin story (which he blamed Superman for, starting their whole issues) and if you’re using this build in gameplay (which I highly recommend if you don’t like your players…) you should play him as a man who’s plan reflect that end. It could be a great goal for your players to actually help him die. In a good way...

Here are some Manhunters:

MANHUNTERS (MINIONS)
PL:
8 (120 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 26 (+8) DEX: 10 (0) CON: NA INT: 12 (+1) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb (+8), Diplomacy (-1), Disguise (-1), Gather Info (-1), Handle Animal (-1), Intimidate 10 (+9), Knowledge [History] 4 (+5), Notice 6 (+6), Profession [Manhunter] 6 (+6), Search (+1), Sense Motive 6 (+6), Swim (+8)

FEATS: Fearless, Interpose

POWERS:
Immunity (Fortitude) [30]
Protection [10]
Impervious Toughness [5]
Drain (Power Rings, Extra: Perception Range [24pp]) [8] - DC:18:fort
AP: Boost (Power Rings, Extra: Perception Range, Flaw: Restorative only) [8] - DC:18:fort
AP: Blast (Extra: Penetrating) [8] - DC:23:tough
AP: Stun [8] - DC:18:fort


COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +16 [Unarmed +8 (Bruise), Blast +8 (Bruise)]; Defense 16 (13 flat-footed); Init +0; Knockback -7

SAVES: Toughness +10 (+10 flat-footed, +5 Impervious), Fortitude NA, Reflex +1, Will +3

DRAWBACKS:

Abilities 6 + Skills 8 (32 ranks) + Feats 2 + Powers 72 + Combat 28 + Saves 4 – Drawbacks 0 = 120 / 120


[/b]
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Postby The Wonderous » Fri Feb 01, 2008 8:14 pm

Thorpacolypse wrote:
Thanks for the input. Bat builds are cruel mistress... :D


Yeah, you ain't kidding after I posted that Respect the Bat thread I went to work on what I thought was an appropriate Batman build but I stopped once I got down to all his peripheral stuff i.e. Utility Belt, Batmobile, Batcycle, Batjet, Wayne Manor/Batcave...etc, etc, etc. I just feel that I spent so long getting the man himself right there was no way I was gonna put in the time to build every device...not now anyway.
KICK ASS WITH WONDEROUS!!!
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Postby JackGiantkiller » Fri Feb 01, 2008 8:20 pm

Scary.
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