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

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Postby Thorpacolypse » Fri Feb 01, 2008 8:22 pm

Another MORE POWER build hits the Aisle 1 shelves.

Image
I mean, really, I know he's got godlike power with being Ion and all, but does he really have to look THAT cocky about it?

GREEN LANTERN (SODAM YAT/ION)
PL:
17 (399 pp) – OPL: 17; DPL: 17

ABILITIES: STR: 44 [14] (+17/+2) DEX: 14 (+2) CON: 36 [16] (+13/+3) INT: 16 (+3) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Bluff (+2/+6) [Attractive], Climb (+17), Concentration 12 (+13), Craft [Mechanical] 6 (+9), Diplomacy 5 (+7/+11) [Attractive], Disguise (+2), Escape Artist (+2), Gather Info 5 (+7), Handle Animal (+2), Intimidate 5 (+7), Investigate 2 (+5), Knowledge [Green Lantern Lore] 4 (+7), Notice 6 (+7), Pilot 3 (+5), Search 3 (+6), Sense Motive 5 (+6), Stealth (+2), Survival (+1), Swim (+17)

FEATS: All-out Attack, Attack Specialization (1) [Ion Container], Attack Specialization (1) [Unarmed], Attractive (1), Benefit (1) [Status – Ion], Dodge Focus (1), Improved Grapple, Improved Initiative (1), Interpose, Lionheart, Oathbound, Power Attack, Second Chance (1) [Will Checks to use Ion Powers], Ultimate Effort (1) [Ultimate Will Save]

DAXAMITE ENHANCED FEATS: Beginner's Luck, Dodge Focus (2), Eidetic Memory, Luck (1), Ultimate Effort (1) [Ultimate Toughness Save]

GREEN LANTERN RING ENHANCED FEATS: Diehard, Minions (10) [Oan Power Ring]

POWERS:
Enhanced Strength 30 (30pp) [30]
Enhanced Constitution 20 (20pp) [20]
Impervious Toughness 8 (8pp) [8]
Protection 2 (Extra: Impervious [4pp]) [2]
Immunity 11 (Life Support, Aging [Limited], Starvation/Thirst [11pp]) [11]
Heat Vision 14 (Blast 14, Dynamic Array, PF: Precise [29pp array]; 30pp) [14] - DC:29:tough
AP: Cold Control 14 (Snare 14, Extra: Cone Area, Flaw: Distracting [1pp]) [14] - DC:24:ref
AP: Super Breath 14 (Trip 14, Extra: Knockback, Cone Area, Flaw: Distracting [1pp]) [14] - DC:29:tough
DAP: Super Senses 29 (Normal Vision [Extended x5], Normal Hearing [Extended x5], Detect Life [Visual], X-Ray Vision [Extended x4, Flaw: Limited (cannot penetrate lead)], Infravision [Extended x4], Microscopic Vision [Extended x4], Ultra Hearing [Extended x3], Ultra-Vision [Extended x3]; 2pp)

Enhanced Feats 6 (see Feats [6pp]) [6]
Protection 4 (Dynamic Array [4pp array]; 5pp) [4]
DAP: Shield 4 (4pp) [4]
Flight 10 (10,000 mph, Dynamic Array [20pp array]; 21pp) [10]
DAP: Speed 10 and Quickness 10 (2pp) [10]
DAP: Super-Strength 9 (2867 Tons, PF: Countering Punch [2pp]) [9]

Space Travel 2 (Medium Interplanetary [2pp]) [2]
Regeneration 8 (Recovery Rate 8, Flaw: Requires yellow sunlight [4pp])

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

Green Lantern Power Ring 18 (Device 18, Hard to Lose; PF: Restricted [+7 Will Save or higher to wield], Drawback: Key [Requires Power Battery to Recharge; uncommon, minor; -1], Drawback: Power Loss [when not recharged on regular basis; common, minor; -2], Drawback: Power Loss [does not work on yellow; uncommon, minor; -1]; [90pp traits]; 69pp) [18]
Enhanced Feats 11 (see Feats [1pp])
All powers directed to removing lead poisoning drawback, except Enhanced Feats(8pp)

Ion Entity Endowment 20 (Active Container [105pp traits]; 105pp) [21]
Immunity 1 (Aging [1pp])

Variable Power 20 (Multiple powers of the cosmic and electromagnetic descriptor, Flaws: Check Required [Will], Duration [Concentration]; [100pp traits]; 100pp)

COMBAT: Base Attack +7, Melee +7, Ranged +7, Unarmed +9, Ion Container +9, Full Super Strength Grapple +34 [Unarmed +17 (Bruise); Heat Vision +14 (Bruise)]; Defense 17 (12 flat-footed); Init +6; Knockback -12 (-14 with Full Protection)

SAVES: Toughness +15 (+15 flat-footed, +10 Impervious, +19 with full Protection), Fortitude +15, Reflex +5, Will +9 (Ultimate Check)

DRAWBACKS: Power Loss - All powers, when exposed to Lead and/or Red Sun Radiation (uncommon, severe; -5), Vulnerable - Magic (25% vulnerability [uncommon, minor], also eliminates Impervious Protection [uncommon, minor]; -2), Weakness - Lead poisoning, -1 con per minute, will be fatal if ring removed (common, very severe; -8)

Abilities 26 + Skills 14 (56 ranks) + Feats 31 + Powers 308 + Combat 22 + Saves 13 – Drawbacks -15 = 399 / 399

Comments: Another “no holds barred” build I’ve been working on is Sodam Yat. I was really unsure of this build because I’ve only seen him a little bit, but considering he hung with Superman-Prime longer than anyone so far tells me that I am at least on the right track with this build.

For those not in the know, Sodam is a Daxamite (like Mon-El) which gives him Kryptonian level powers. He also the new host of the Ion entity which gives pretty much the same powers as a Green Lantern ring but at higher levels. It should be noted that Ion used up a lot of it’s powers when it restored the Guardians of The Galaxy so the Ion container, while nearly cosmic, is not what it would be if I built a pre-restoration Kyle Rayner Ion build.

Near the end of the Sinestro Corps War, he went toe to toe with Superman-Prime so he deserved a pretty powerful build and it’s obvious I did that. Another thing to note is that Prime stabbed him with some lead pipes and lead is like Kryptonite times 5 for Daxamites so his power ring’s sole purposes right now is the fight the lead poisoning in his system since he really doesn’t need it for any tactical purposes. If the ring is lost, he dies in less than an hour.

I can see some refining in the future, but I like the potential of this build. My attempt at a PL10 version will have wait because it will take some serious thought and I am too tired for that right now. Kerian’s build rocks, but of course, he is the master of the PL10 for anyone building…

Clean Up 4/7/10: Sodam gets a remodeling. The old Ion array was too clunky so I went with a Variable Power. Seemed more accurate since he’s shown to do incredible things with it. Plus, he needed my new Kryptonian/Daxamite setup and he needed the new ring A.I. minion.

GREEN LANTERN POWER RING (MINION RANK 10)
(150 pp)


ABILITIES: STR: NA DEX: 18 (+4) CON: NA INT: 20 (+5) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Climb (NA), Computers 11 (+16) [Contacts, Online Research, Well-Informed], Concentration (+2), Escape Artist (+4), Gather Info 10 (+10), Notice (+2), Search 10 (+15), Sense Motive 13 (+15), Stealth (+4), Survival (+2), Swim (NA)

FEATS: Contacts, Eidetic Memory, Online Research, Well-Informed

POWERS:
Shrinking 20 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [21pp]) [20]
Atk/Def +12, Grapple -20, Stealth +20, Intimidate -10, Carrying Strength -1/16
Immunity 35 (Fortitude Effects, Interaction Effects [35pp]) [35]
Protection 14 (14pp) [14]
Datalink 20 (Flaw: Limited Green Lantern Corps Database [10pp]) [20]
Universal Translator 1 (Speak, Understand All Languages, Extra: Zone of Translation [10pp]) [1]
Morph 1 (Any Object [3pp]) [3]
Quickness 4 (x25; Flaw: Mental only [2pp]) [4]
Flight 7 (1000 mph [14pp]) [7]
Space Travel 1 (Extra: Hyperspace [2pp]) [1]
Variable Power 3 (Multiple Powers of the Super Sense Descriptor [15pp traits]; 18pp) [3]
Illusion 1 (Visual and Auditory, Flaw: Limited to Area Playback, PF: Progression x2 [25 ft]; 4pp) [1]


COMBAT: Base Attack +0 (+12 Size), Melee +0, Ranged +0, Grapple -20 [Unarmed +0 (Bruise)]; Defense 10 (10 flat-footed, 22 Size); Init +4; Knockback -7

SAVES: Toughness +14 (+14 flat-footed), Fortitude NA, Reflex +4, Will +7

DRAWBACKS: Weakness - Without recharge on regular basis (uncommon, minor; -1); Disability – No Hands (common, major; -4)

Abilities 2 + Skills 11 (44 ranks) + Feats 4 + Powers 133 + Combat 0 + Saves 5 – Drawbacks -5 = 150 / 150
Last edited by Thorpacolypse on Wed Apr 07, 2010 6:05 pm, edited 1 time in total.
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Postby JackGiantkiller » Fri Feb 01, 2008 8:38 pm

I can't wait until my library gets some TPB on the Lantern stuff.
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Postby Thorpacolypse » Fri Feb 01, 2008 10:40 pm

JackGiantkiller wrote:I can't wait until my library gets some TPB on the Lantern stuff.


True dat. The Sinestro Corps War was a great arc and the preview to The Blackest Night looks phenomenal. I'm getting ready to work on a ton of the PC versions of the Green Lantern and Sinestro Corps, along with the other players like the previously posted Cyborg, Sodam and soon to come, Mongul.
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Postby JoshuaDunlow » Sat Feb 02, 2008 12:48 am

On Aisle 14, we have a character that walks down the gray line. Not a hero, and not a villain. But none the less an individual to watch out for, and / or to protect your computer against. Digital Man!

Image
"There's no computer problem i can't handle."

Name: Digital Man (Randy Sanders), Concept: Computer Engineer/Computer Manipulator, Power Level 10 (163), Marital Status: Single, Family: Charles Sanders (Father), Anne Sanders (Mother), Peggy Sanders (Sister), Melody Sanders (sister), Base of Operations: Freedom City, Age: 17, Height: 6'0", Weight: 190 lbs, Eyes: Gold (brown normally), Hair: Dark Green, with gold lines running through it (brown normally), Alleigances: Job, Motivations: Greed, Goals: To start his own computer firm, and get a monopoly in the industry.

Abilities [24pp]: Strength 12 (+1), Dexterity 12 (+1), Constitution 12 (+1), Intelligence 26 (+8), Wisdom 12 (+1), Charisma 10 (+0)
Saves [19pp]: Toughness +1 (+9 vs Energy), Fortitude 6 (+7), Reflexes 3 (+4), Willpower 10 (+11)
Combat [10pp]: Base Attack +2 [+10 with digital powers], Base Defense +3 [+1 flatfooted], Initiative +5, Grapple +3, Knockback -4 vs. Energy
Attack (dc): Unarmed (dc 14), Digital weaponry (dc 25, 19-20 critical, 9 pts penetrating, affects insubstantial), Digital Blast (dc 25, critical 19-20, split attack, affects insubstantial, 10 pts penetrating), Digital Format (dc 18 transform, with linked dc 18 dimensional pocket)
Skills [16pp]: Craft: Electrical 12(+20), Drive 2 (+2), Computer 12(+20), Concentration 8 (+9), Disable Device 8 (+16), Gather Information 4 (+4), Knowledge: Physical Sciences 8 (+16), Knowledge (Technology) 6 (+14), Search 4 (+12)
Feats [12pp]: Attack Specialist (Digital powers) 4, Benefit 1 (Wealth), Equipment 5, Improved Initiative, Quick Change, Skill Mastery (Craft:Electrical, Computer, Disable Device, Knowledge:Physical Sciences), Inventor, Ultimate Skill (Computers)
Powers [92pp]:
Super Senses 5 [Detect Computer Technology (Ranged, Accurate), Microscopic Vision 1] 5pp
Quickness 4 [Mental Tasks (25x)] 2pp
Immunity 6 [Electricity; Need for Sleep] 6pp
Digital Body Transformation Power Suite (33pp)
- Insubstantial 3
- Flight 4
- Protection 8 [Extra: Impervious; Flaw: Energy Only]
- Enhanced Feat: Quick Change 2
Digital Reality Transformation Array 12 [Power Feats: 6 Alternate Powers] 30pp
-AP: Datalink 11 [Power Feats: Machine Control]
-AP: Animate 12 [Flaws: Limited (To computer guided machines)]
-AP: Strike 9 ["Digital Weaponry"; Power Feats: Variable 2, Affects Insubstantial, Mighty, Improved Critical 1 (19-20), Split Attack 1; Extras: Penetrating]
-AP: Blast 10 ["Digital Blast" (energy); Power Feats: Affects Insubstantial, Precise, Improved Critical 1 (18-20), Split Attack 1; Extras: Penetrating]
-AP: Teleport 10 ["Digital Transmit" Power Feat: Mass Progression 3, Easy; Extra: Accurate; Flaws: Medium (Computer Terminals)]
-AP: Transform 8 ["Digital Format" Transform into Storable Data; Extras: Continuous, Linked to Dimensional Pocket; Flaw: Tiring]
Digital Data Storage 8 [Dimensional Pocket 1 (Extra: Linked to Successful Transform, Duration [continuous lasting], Ranged, Flaw: Limited [Only usable if the Transform is successful])] (16pp)
Equipment [25ep]: Cellphone, PDA, Laptop, Compact Car (9), Warehouse [Size: Medium, Toughness 10; Feats: Computer, Fire Prevention System, Garage, Living Space, Power System, Security System 2, Workshop, Communications, Combat Simulator "Virtual Reality Program"] (13)
Drawbacks [10pp]: Weakness [-1 cumulative drain on Digital Form Power Suite (every 1 minutes); Common, Moderate], Weakness [-1 cumulative drain on Digital Manipulation array (every 1 minutes); Common, Moderate]
Complications: Computer Geek, Responsibility (Job)

Background Notes:
Randy is the biggest computer geek you can think, but he is also a computer mastery. He graduated high school by the age of 12, and went on to build computers and write computer programs and software. By the time he was sixteen he was working for Microscoft, in their R&D Department. Things can only go up from here for him! He has unlocked a very special gift, he can translate reality into programs, and vica versa.

If he needs to he can spend a extra effort, for an ESP affect Limited to Computers/Monitoring Systems. And or Disintegration [Power Feats: Restor; Flaw: Limited to inorganic matter]

His scariest power is his Digital Format, which will transform a target into viable data that he can store in his computerized brain. With his Combat simulator at home, its actually a program on his computer. He simply digitizes himself or anyone else into the program, and can run through the simulator.
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Postby Libra » Sat Feb 02, 2008 7:05 am

I don't even know where Iraq is...


Poor soul. Perhaps he should look up Power Girl then. . . 8)

(Keep the good work coming chaps. :D )
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Rule Brittania! Praise the Hoff and the Grin!

Warning!: May cause Thread Drift.
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Postby Thorpacolypse » Sat Feb 02, 2008 1:57 pm

A definite J-Mart special gets an update to our new line of PC builds.

I do?

Yes, Wade.

Rock on! I look great.

You look like a dork, as usual, Mr. "Breaking the Fourth Wall"...

*Thorpacolypse and Deadpool in unison* SHUT UP, RANDAL!

Image
Deadpool just rocks...

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

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

SKILLS: Acrobatics 5 (+9), Bluff 10 (+12/+14) [Conversational Paralysis, Improved Trick, Talented, Taunt], Climb (+5), Diplomacy (+2), Disguise (+2), Escape Artist 6 (+10), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Streetwise] 7 (+8), Knowledge [Tactics] 7 (+8), Notice 6 (+6), Search (+1), Sense Motive 10 (+10/+12) [Assessment, Talented], Stealth 9 (+13), Swim (+5)

FEATS: Assessment, Attack Specialization (1) [Unarmed], Challenges (1) [Conversational Paralysis], Defensive Roll (1), Dodge Focus (6), Elusive Target, Equipment (5), Improved Aim, Improved Initiative (1), Improved Trick, Luck (1), Minions (5) [Bob and Weasel – 60pp], Power Attack, Precise Shot (1), Quick Draw (1), Takedown Attack (1), Talented (1), Taunt

POWERS:
Feature (Fourth Wall Knowledge) [1]
Regeneration: Recovery Bonus +3 [3]
Regeneration: Recovery Rate

Bruised 1/round no rest [3]
Injured 1/round [4]
Staggered 1/round [4]
Disabled 1/minute [5]
Resurrection 1/day [2]
PF: Diehard, Persistent, Regrowth


EQUIPMENT:
(25ep)

Costume (Protection, Subtle [3ep]) [2]
Cell Phone (1ep)
Arsenal (22ep array):
Twin Heavy Pistols (PF: Split Attack [16ep]) [4] - DC:19:tough
Twin Katanas (PF: Improved Critical, Split Attack [1ep]) [7] - DC:22:tough
Fragmentation Grenades (1ep) [5] - DC:15:ref
Fragmentation Grenades (2nd Save) [5] - DC:20:tough
Shuriken (1ep) [1] - DC:16:tough
Assault Rifle (1ep) [5] - DC:20:tough
Tonfa (1ep) [1] - DC:21:tough

COMBAT: Base Attack +12, Melee +12, Ranged +12, Unarmed +14, Grapple +17 [Unarmed +5 (Bruise), Twin Pistols +4 (Lethal), Twin Katanas +7, 19-20 Critical (Lethal), Shuriken +1, Auto-Fire (Lethal), Assault Rifle +5, Auto-Fire (Lethal), Tonfa +6 (Bruise)]; Defense 22 (13 flat-footed); Init +8; Knockback -4

SAVES: Toughness +8 (+7 flat-footed), Fortitude +7, Reflex +7, Will +4

DRAWBACKS:

Abilities 34 + Skills 17 (66 ranks) + Feats 33 + Powers 21 + Combat 36 + Saves 9 – Drawbacks 0 = 150 / 150

Comments:
A playable Deadpool. As mentioned before, I loves me some Deadpool. One of my all time favorite comics, and alas it is ending in two more issues. Such is life, I suppose. But I’m sure they’ll keep working him and his pets…er, sidekicks, Bob, Agent of Hydra and Weasel into other books until they find a permanent home again.

I think I am going to go back and change my NPC build of him to PL11. From more reading his book and the Wikipedia page on his prior exploits, he’s handed some pretty good characters there arses, including Taskmaster who he beat with his hands and feet shackled and Rhino who he beat while shrunk to 6 inches tall with Pym particles. Well, the Rhino thing isn’t that great, but he also regularly holds his own with Wolverine and Sabretooth (the healing factor helps) and he beat Daredevil in hand to hand combat fairly easily, too. This build won’t be that effective, but he’ll be a tough out for any non-paragons and should be able to wreak tons of havoc against minions.
Last edited by Thorpacolypse on Sun Apr 06, 2008 7:24 am, edited 1 time in total.
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Postby Bladewind » Sat Feb 02, 2008 7:23 pm

Been watching your builds for quite some time Thorpocalypse - even deconstructed a few to understand point allocation and the like.

Gotta say that I like the way you build, describe and intro your characters.

That said, I have a humble offer for Aisle 1. Oh, and sorry about the guano.

Image
That's right. Are you man enough to pose in a giant bat's skin?


Character Name Batmancer

PL: 11 (165 pp)
Concept Alternate Era Batman - Based on League of Justice Batman
Real Name Bruce Wayne
Identity Secret ID
Hero/Villain Hero
Origin Training
Allegiance Cause
Motivation Responsibility

Gender Male
Age 27
Height 6'1"
Weight 201 lbs
Hair Black

Eyes Blue
Size Medium

Quote My city awaits… and her dark embrace is seldom devoid of peril.


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

SKILLS:
Acrobatics 6 (+10),
Bluff 8 (+ 9),
Climb (+ 3),
Concentration 2 (+ 4),
Chemical 10 (+13),
Diplomacy 2 (+ 3),
Disable Device 2 (+ 5),
Disguise (+ 1),
Escape Artist (+ 4),
Gather Info (+ 1),
Handle Animal (+1),
Intimidate 7 (+ 8 ),
Investigate 4 (+ 7),
Arcane Lore 4 (+ 7),
Physical Sciences 4 (+ 7),
Notice (+ 2),
Ride 1 (+ 5),
Search 5 (+ 8 ),
Sense Motive (+ 2),
Sleight of Hand 5 (+ 9),
Stealth (+ 4),
Survival (+ 2),
Swim (+ 3)

FEATS
All-out Attack
Artificer
Assessment
Attack Focus (Melee) +5
Dodge Focus +3
Endurance
Equipment (+3) Underground Lair (HQ)
Evasion (+2)
Favored Opponent (+2) +2 damage vs Zombies
Improved Initiative +8 bonus on initiative checks
Instant Up
Interpose
Inventor
Luck
Master Plan
Minions (+2) Zombie Alfred (30 pp)
Power Attack
Ritualist
Sneak Attack (+3)
Well-Informed

POWERS:
*Device - Hard to Lose - Cloak of the Bat 5],
*Device - Easy to Lose - Utility Belt 5],

*Variable Feats 1], Flaw - Limited to Ulitmate Effort, ,

UTILITY BELT 5],
Bolos (Snare 8 ) 8] – DC:18:ref,
AP - Explosives (Blast 8 ) 8] - DC:23:tough,
AP - Pepper Spray (Visual Dazzle/ Stun 5 - 2 Reflex Saves) 5] - DC:15:ref,
AP - Spiked Gauntlets/ Batarangs (Mighty Strike 4/ Blast 5) 5] - DC:20:tough,
AP - Sleep Gas Pellets (40 ft area sleep effect) 5] - DC:15:fort,
AP - Smoke Pellets (Total Concealment except X-Ray vision) 10],
AP - Stun Pellets - (Stun 8 ) 8] - DC:18:fort,
AP - Tear Gas Pellets (Visual Dazzle 6, Nauseate 5) 6] - DC:16:fort,
AP - Flash Bang Grenade - Dazzle (Blind/Deaf 8 ) 2 saves 8],
AP - Super-Movement (Swinging)/ Leaping 4 4],

CLOAK OF THE BAT 5],
Morph (One Alternate Form - Bat) 1],
Shrink (Linked to Morph) 8],
Flight 2 (Batform)/ Flight 1 (Humanoid - Gliding only) 2],
Super-Senses - Sonar (Auditory Blindsight) 4],
Super-Senses - Direction Sense 1],
Protection 6],
Enhanced Dex (Batform Only) 6]

COMBAT:
Attack 6 Unarmed +3 (Bruise)]
Defense 17 (12 flat-footed)

Init 12

SAVES:
Toughness 10 (10 flat-footed)
Fortitude 10
Reflex 11
Will 12

DRAWBACKS:


COMPLICATIONS
Enemy – Griever (Joker variant)
Responsibility – Innocent Citizens of Goth

POINT ALLOCATION

Abilities 34 +
Skills 13 (52 ranks) +
Feats 37 +
Powers 38 +
Combat 20 +
Saves 23 –
Drawbacks 0 =
165 / 165

Design Notes

:arrow: In the comic “League of Justice” (an Elseworlds JLA) Batmancer is the League’s Batman. I’ve presumed a similar origin, although I imagine that it was a sorcerer or necromancer killed the Waynes based on story contex. He fought in Goth, a city that was essentially a blight on the land, a testimony to magic gone rampant and unchecked.

:arrow: Oh, and he used a flayed giant bat as his armor.

:arrow: We see Bats transform once or twice into a bat in the story. Although the origins of this power are not explained. We see him in daylight so I doubt he’s intended to be a vampire. For simplicity, I rolled this power into his cloak.

:arrow: I'm a little disappointed by the expense of the character, but I like him overall. Mind you, when you build the utility belt as a device...
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Postby Thorpacolypse » Sat Feb 02, 2008 9:09 pm

Thanks for the props, Bladewind and welcome to the J-Mart Team! Make sure to pick up an Employee Orientation Packet on the way out. :D

Nice build. You know we love our Bat builds here at J-Mart!
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Postby Thorpacolypse » Sat Feb 02, 2008 9:27 pm

Thorpacolypse wrote:This is a BIG TIME special on Aisle 1.

Image
HULK SMAS...I mean, Atom Smasher SMASH!

ATOM SMASHER
PL:
10 (125 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 42 [22] (+16/+6/+2) DEX: 10 (0) CON: 34 (+12/+5) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+2), Concentration (+2), Craft [Mechanical] 8 (+10), Diplomacy (+1), Disguise (+1), Gather Info (+1), Handle Animal (+1), Intimidate 4 (+5/+13) [Startle], Knowledge [Theology and Philosophy] 6 (+8), Notice (+2), Pilot 8 (+8), Search (+2), Sense Motive 6 (+8), Stealth (+0/-12), Survival (+2), Swim (+2)

FEATS: Attack Focus (Melee) (4), Crushing Pin, Improved Grab, Improved Grapple, Interpose, Startle, Takedown Attack (1)

POWERS:
Growth (Extras: Action [Continuous], Flaw: Permanent, PF: Innate) [4]
Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Growth [10]
Total Adjustment for Rank 14 Growth: Attack/Def -4, Grapple +12, Stealth -12, Intimidation +6, Space 20ft, Reach 15ft, Strength +28, Con +14, Carrying Strength +15
LP: Super-Strength (PF: Groundstrike, Shockwave) [3]


COMBAT: Base Attack +4, Melee +7, Ranged +3, Full Growth Melee +4, Full Growth Ranged +0, Grapple +17, Full Growth Grapple +35 [Unarmed +16 (Bruise)] Defense 18 (10 flat-footed, 14 at Full Growth) Init +0; Knockback -3 (-6 at Full Growth)

SAVES: Toughness +7 (+7 flat-footed, +12 at Full Growth, +12 flat-footed at Full Growth), Fortitude +8 (+14 at Full Growth), Reflex +2, Will +5

DRAWBACKS:

Abilities 24 + Skills 8 (32 ranks) + Feats 10 + Powers 52 + Combat 24 + Saves 7 – Drawbacks 0 = 125 / 125

Comments:
Good old Al. I hadn't even heard of, or at least remembered that I heard of Atom Smasher until JLU, but I grew fond of him from there, even though he didn't really say anything.


Atom Smasher gets a little run here at the J-Mart.
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Postby Thorpacolypse » Sat Feb 02, 2008 9:40 pm

Thorpacolypse wrote:More top of the line merchandise on Aisle 2...

Image
If I could see through these things, I would be laying the smack down on you!

LUKE CAGE
PL:
10 (150 pp) - OPL: 10; DPL: 10

ABILITIES: STR: 28 (+9/+3) DEX: 12 (+1) CON: 30 (+10/+4) INT: 12 (+1) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Bluff (+3), Climb 4 (+10), Concentration (+2), Diplomacy (+3), Disguise (+3), Escape Artist (+1), Gather Info (+3), Handle Animal (+3), Intimidate 11 (+14) [Forceful Intimidation, Mass Intimidation, Powerful Intimidation, Startle], Investigate 8 (+9), Knowledge [Streetwise] 8 (+9), Notice 5 (+7), Search (+1), Sense Motive 8 (+10), Stealth (+1), Survival (+2), Swim (+6)

FEATS: All-out Attack, Attack Focus (Melee) (6), Challenges (2) [Forceful Intimidation, Mass Intimidation], Defensive Attack, Diehard, Dodge Focus (2), Endurance (1), Improved Grab, Improved Grapple, Improved Initiative (1), Interpose, Leadership, Luck (1), Power Attack, Startle, Takedown Attack (1), Teamwork (1)

POWERS:
Density (Extra: Continuous, Flaw: Permanent, PF: Innate) [3]

Strength +8, Impervious Protection +2, Immovable +1, Super Strength +1, Mass x3
Enhanced Strength [6]
Enhanced Constitution [12]
Super-Strength [4]
Leaping [1]
Speed [1]
Impervious Toughness [7]
Immunity (Heat, Cold, Pressure) [3]
Regeneration - Recovery Rate:

Bruised 1/round
Injured 1/20 minutes [1]
Staggered 1/minute [3]
Disabled 1/20 minutes [3]


COMBAT: Base Attack +5, Melee +11, Ranged +5, Grapple +26 [Unarmed +9 (Bruise)]; Defense 18 (13 flat-footed); Init +5; Knockback -11

SAVES: Toughness +12 (+12 flat-footed, +9 Impervious), Fortitude +13, Reflex +3, Will +5

DRAWBACKS:

Abilities 28 + Skills 11 (44 ranks) + Feats 24 + Powers 57 + Combat 22 + Saves 8 – Drawbacks 0 = 150 / 150


Comments: Luke….you are a father…

Here is my main man, Luke Cage. I loaded him up with leadership and teamwork feats to show is maturity as a leader in his time with the New Avengers and in my Thorpacoverse, he’s one of the leaders of the superhero community, along with Nightwing (coming soon) and a couple others of the new guard.

I drew heavily on MDSnowman’s Cage build, and just added to it. His feats give him lots of options in combat and he can really take a hit so I made sure to give him the Interpose feat so he can be, to borrow a line from The Simpsons, “a brick hithouse”.

Clean Up 2/2/08: My boy Luke gets the PC treatment. Already had this build at PL10/150, but like a lot of my earlier builds, there were many mistakes (even more than I make now) so I tweaked him a bit.


Luke gets a tweak to fit neatly into playable mode.
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Postby Thorpacolypse » Sat Feb 02, 2008 9:55 pm

The GPBs (Generally Playable Builds) just keep coming as we stock an update to a J-Mart Favorite from our villains line.

Image
I've been a bad Superboy...

SUPERMAN-PRIME PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 40 (+15/+1) DEX: 12 (+1) CON: 30 (+10/+3) INT: 12 (+1) WIS: 10 (0) CHA: 10 (0)

SKILLS: Climb (+15), Concentration 6 (+6), Craft [Mechanical] 6 (+7), Escape Artist (+1), Intimidate (+15), Knowledge [Technology] 7 (+8), Search (+1), Stealth (+1), Swim (+15)

FEATS: All-out Attack, Attack Focus (Melee) (2), Benefit (1) [Strength for Intimidate], Dodge Focus (1), Power Attack

POWERS:
Enhanced Strength (Dynamic Array [28pp]) [28]
DAP: Heat Vision (Blast, Array; Extra: Penetrating, Flaw: Distracting, PF: Accurate) [13] - DC:28:tough
DAP: Cold Control (Snare, PF: Accurate) [13] - DC:23:ref
DAP: Super Senses:

Normal Vision [Extended x7], Normal Hearing [Acute, x7], Detect Life [Visual], X-Ray Vision [Extended x2, Flaw: Limited (Cannot Penetrate Lead)], Microscopic Vision, Ultra Hearing [Acute, Extended x2], Ultra-Vision [Extended x3]

Enhanced Constitution [14]
Impervious Toughness [7]
Protection (Extra: Impervious) [5]
Immunity (Life Support) [9]
Flight (Dynamic Array [16pp]) [8]
DAP: Super-Speed [3]
DAP: Super-Strength (PF: Super-Breath, Countering Punch) [7]

Regeneration (Recovery Rate, Flaw: Requires sunlight)

Bruised 1/round [1]
Injured 1/1 minute [3]
Disabled 1/20 minutes [3]
PF: Diehard
Solar Energy Harness (Device, Hard to Lose, PF: Restricted [Kryptonian]; 5pp) [1]
Enhanced Feats: Beginner's Luck, Ultimate Effort [Ultimate Will Save], Luck x3


COMBAT: Base Attack +3, Melee +5, Ranged +3, Full Super Strength Grapple +27 [Unarmed +15 (Bruise), Heat Vision Blast +13 (Bruise)]; Defense 15 (12 flat-footed); Init +1 (+13 with Super Speed); Knockback -13

SAVES: Toughness +15 (+15 flat-footed, +12 Impervious), Fortitude +15, Reflex +1, Will +3

DRAWBACKS:

Abilities 12 + Skills 5 (20 ranks) + Feats 6 + Powers 105 + Combat 14 + Saves 8 – Drawbacks 0 = 150 / 150

Comments:
Heeeeeeeeeeeeeeeeeeeeere’s Prime…

I had to try and make him at PL10 playable and I felt like I did that pretty well. He should still mop the floor with most paragons, but he’s not the completely unstoppable force that he is at his appropriate level. With that Solar Harness feeding him extra juice, though, he’s more than a match for any super team or solo paragon/powerhouse I’ve build except for maybe The Hulk who could probably take him down on his own.

Ooooo, that looks like a fun fight…But when you consider the attached, the Hulk is probably in serious trouble just because Prime is crazzzzay!

Image
Last edited by Thorpacolypse on Sun Feb 03, 2008 7:26 am, edited 1 time in total.
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Postby Elric » Sat Feb 02, 2008 10:11 pm

Thorpacolypse wrote:SUPERMAN-PRIME PC
PL:
10 (150 pp) – OPL: 10; DPL: 10

SKILLS: Climb (+15), Concentration 6 (+6), Craft [Mechanical] 5 (+6), Escape Artist (+1), Investigate 2 (+17), Knowledge [Technology] 6 (+7), Search (+1), Stealth (+1), Swim (+15)

FEATS: All-out Attack, Attack Focus (Melee) (2), Benefit (1) [Strength for Intimidate], Dodge Focus (1), Power Attack


It's Bat-Superman-Prime! +17 Investigate! :lol:

Seriously, Benefit (Strength to Intimidate) is abusive because it lets powerhouses get high Intimidate checks at almost no cost and it makes Charisma even more worthless than it already is. You can't replace the worst ability score (Charisma) with one of the best ones (Str/Con) with a Benefit feat and expect it to be balanced.
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Postby Thorpacolypse » Sat Feb 02, 2008 10:24 pm

Thorpacolypse wrote:Another special hits the Aisle 3 shelves. This is a Night Time Only special!

Image
Be afraid of the dark...

THE DARKNESS PC
PL:
10 (150 pp) - OPL: 10; DPL: 10

ABILITIES: STR: 22 [16] (+6/+3) DEX: 16 (+3) CON: 16 (+3) INT: 14 (+2) WIS: 12 (+1) CHA: 16 (+3)

SKILLS: Bluff 5 (+9/+12) [Attractive], Climb (+6), Concentration 6 (+7), Diplomacy 4 (+8/+11) [Attractive], Disguise (+3), Escape Artist (+3), Gather Info 7 (+10) [Contacts], Handle Animal (+3), Intimidate 7 (+10), Knowledge [Arcane Lore] 4 (+6), Knowledge [Streetwise] 6 (+8), Notice (+1), Profession [Mobster] 7 (+8), Search (+2), Sense Motive 6 (+7), Stealth 7 (+10), Survival (+1), Swim (+6)

FEATS: All-out Attack, Assessment, Attack Focus (Ranged) (2), Attack Specialization (1) [Firearms], Attractive (1), Benefit (2) [Status – Darkness Wielder, Wealth], Contacts, Defensive Roll (1), Dodge Focus (5), Equipment (4), Improved Initiative (1), Luck (1), Precise Shot (1), Quick Draw (1)

POWERS:
The Darkness (Container, Flaw: Limited [Only in darkness]; 65pp) [13]

Shield (2pp) [2]
Protection (5pp) [5]
Enhanced Strength (8pp) [8]
AP: Additional Limbs (Tentacles, PF: Improved Grab [1pp]) [4]
AP: Super Senses (Darkvision, Precognition [Flaw: Uncontrolled], Detect [Fear, Extended]; 1pp) [7]
Super-Movement (Wall-Crawling [2pp]) [2]
AP: Leaping (1pp) [2]
Summon Minion (Extra: Horde, General Type [Demons], PF: Mental Link, Progression x3 [28pp]) [6]
AP: Create Object (PF: Precise, Tether, Subtle, Progression x4 [1pp]) [10]
AP: Weapon Creation (20pp Array [1pp]) [4]
Sample Weapons:


Regeneration (Recovery Bonus +5 [5pp])
Regeneration (Recovery Rate [10pp)

Bruised: Recovery Rate 1/round [1]
Injured: Recovery Rate 1/1 minute [3]
Disabled: Recovery Rate 1/20 minutes [3]
PF: Diehard, Regrowth, Persistent [3]

EQUIPMENT:
(20ep)

Cell phone (1ep)
Arsenal (19ep):
Twin Heavy Pistols (PF: Split Attack [16ep]) [4] - DC:19:tough
Heavy Machine Pistol (Extra: Auto-Fire [1ep]) [4] - DC:19:tough
Sniper Rifle (PF: Improved Critical, Extended Range [1ep]) [5] - DC:20:tough
Knife (PF: Improved Critical [1ep]) [1] - DC:22:tough

COMBAT: Base Attack +8, Melee +8, Ranged +10, Firearms +12, Grapple +10, Darkness Grapple +14 [Unarmed +6 (Bruise), Heavy Pistol +4 (Lethal), Sniper Rifle +5 (Lethal)]; Defense 19 (12 flat-footed, 21 with Darkness); Init +7; Knockback

SAVES: Toughness +4 (+3 flat-footed, +9 with Darkness, +8 flat-footed with Darkness), Fortitude +5, Reflex +6, Will +7

DRAWBACKS: Vulnerable -Light attacks [-3]

Abilities 28 + Skills 15 (60 ranks) + Feats 23 + Powers 52 + Combat 24 + Saves 11 – Drawbacks -3 = 150 / 150

Comments: I just read a one shot called Unholy Union with Dr. Strange, Ghost Rider, The Hulk, Witchblade and this character, The Darkness. I had seen a couple of Darkness builds around and so I did a little research and I immediately became fond of the character and decided to work him up.

Wiki him if you want the whole deal, but long story short, Jackie Escatado is the current wielder of the power known as the Darkness, the opposing force of the Angelus, the light of the universe. Previous incarnations of said forces spawned The Witchblade, which most of you are probably far more familiar with. Jackie himself is a mob boss, who generally is a thug, but operates with a sense of honor. He and The Witchblade had have to team up several times, even though they both (claim to) dislike each other.

The Darkness allows Jackie to create darkness objects and summon minions who attack his foes for him. The big flaws with his powers is that they disappear in the light, but he can overcome that by using shadows and other manufactured sources of darkness, ergo, the drawback as opposed to a flaw on the container.

Witchblade is coming shortly. And if any of you can let me know where I can get a copy of the Darkness/Batman crossover comic, I would be eternally grateful!

Clean Up 11/21/07: Since I finally posted The Witchblade, now seemed like the time to clean up The Darkness. Godfallen sent me some good info about Jackie, so I updated him as he mentioned. Now Jackie has Tentacles with a Strike ability, the ability to sense (smell, actually) Fear and has a better arsenal.

Clean Up 11/25/07: OK, here is Jackie Version 3.0. More changes to the Darkness Container, including making it limited to dark areas, removing Create Object (because I have yet to see him make something other than minions, and if he needs it, I'll Power Stunt it because I added another rank of Luck) and refined that whole tentacle thingy. Next thing I'll do is work up some minions as Chronogoblin suggested. You could use the imps and demons from the back of the main source book if you want, but Jackie's "boys" are a little more refined than that. Plus, with 90pp to play with, they can do a lot more than the archetypes in the book.

Clean Up 11/26/07: No, not another tweak to the build (yet) but as requested, here are some builds of Jackie's minions, at least as I have seen them so far. As noted above, his Summon Minion is set at 6 ranks so his minions have to be PL6/90pp at max. If you want Darkling Dogs, Darkling Hawks, whatever, build away!

Clean Up 2/2/08: Of course, you knew had to work up my boy Jackie in playable format before long. I overwrote my original NPC build with this one and I am pretty happy with it. Pretty much the same as my other Darkness builds, just trimmed down a few notches. He can still summon 10 Darklings at will which is usually more than enough to handle any comparable level foes.

DARKLING IMPS
PL:
6 (90 pp) - OPL: 6; DPL: 6

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

SKILLS: Acrobatics 4 (+7), Bluff (-1), Climb (+2), Concentration (+1), Diplomacy (-1), Disguise (-1), Escape Artist (+3), Gather Info (-1), Handle Animal (-1), Intimidate 6 (+5), Notice (+1), Search (-1), Sense Motive (+1), Stealth 8 (+11), Survival (+1), Swim (+2)

FEATS: Attack Focus (Ranged) (1), Chokehold, Equipment (2), Fearsome Presence (3), Improved Initiative (1), Teamwork (1), Tough (2)

POWERS:
Shrinking (Extra: Continuous, Flaw: Permanent, PF: Innate) [4]

Atk/Def +1, Grapple -4, Stealth +4, Intimidate -2, Space 5ft, Reach 5ft, Carrying x3/4
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]

EQUIPMENT:
(10ep)

Cell Phone (1ep) [Note: C'mon, what self respecting gangsta imp does NOT have a cell phone?]
Arsenal (Weapon Array [7ep]):
Light Pistol (6ep) [3] - DC:18:tough
Knife (PF: Thrown [1ep]) [1] - DC:18:tough

COMBAT: Base Attack +6, Melee +6, Ranged +7, Grapple +8 [Unarmed +2 (Bruise), Light Pistol +3 (Lethal), Knife +1, 19-20 Critical (Lethal)] Defense 18 (15 flat-footed); Init +7; Knockback -2 (-1 flat-footed)

SAVES: Toughness +4 (+4 flat-footed), Fortitude +4, Reflex +6, Will +2

DRAWBACKS:

Abilities 16 + Skills 4 (16 ranks) + Feats 11 + Powers 29 + Combat 24 + Saves 6 – Drawbacks 0 = 90 / 90


Comments: Some of Jackie’s main minions, the imps. Very effective in numbers.

---------------------------------------------------------------------------

DARKLING DEMONS
PL:
6 (90 pp) - OPL: 6; DPL: 6

ABILITIES: STR: 22 (+6) DEX: 12 (+1) CON: 20 (+5) INT: 9 (-1) WIS: 10 (0) CHA: 6 (-2)

SKILLS: Acrobatics 2 (+3), Bluff (-2), Climb 3 (+9), Diplomacy (-2), Disguise (-2), Escape Artist (+1), Gather Info (-2), Handle Animal (-2), Intimidate 11 (+9) [Startle], Search (-1), Stealth (+1), Swim (+6)

FEATS: Attack Focus (Melee) (4), Chokehold, Fearsome Presence (3), Improved Grapple, Startle, Teamwork (1)

POWERS:
Super-Strength [1]
Leaping [1]
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
Protection [2]
Flight [2]

COMBAT:
Base Attack +2, Melee +6, Ranged +2, Grapple +13 [Unarmed +6 (Bruise)] Defense 15 (13 flat-footed) Init +1; Knockback -3 (-1 flat-footed)

SAVES: Toughness +7 (+7 flat-footed), Fortitude +9, Reflex +4, Will +2

DRAWBACKS:

Abilities 19 + Skills 4 (16 ranks) + Feats 12 + Powers 31 + Combat 14 + Saves 10 – Drawbacks 0 = 90 / 90


Comments: Here are the bigger demons Jackie sometimes summons. Bigger and stronger and a little more effective against tougher opponents.

------------------------------------------------------------------------------

DARKLING BRUTES
PL:
6 (90 pp) - OPL: 6; DPL: 6

ABILITIES: STR: 26 (+8) DEX: 10 (0) CON: 18 (+4) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2)

SKILLS: Bluff (-2), Climb 2 (+6), Concentration (-1), Diplomacy (-2), Disguise (-2), Gather Info (-2), Handle Animal (-2), Intimidate 12 (+10), Notice (-1), Search (-2), Sense Motive (-1), Stealth (-4), Survival (-1), Swim (+4)

FEATS: Attack Focus (Melee) (2), Chokehold, Fearsome Presence (4), Improved Grab, Improved Grapple

POWERS:
Growth (Extras: Action [Continuous], Flaw: Permanent, PF: Innate) [4]
Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Super-Strength [3]
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
Protection (Extra: Impervious) [5]
Impervious Toughness [2]


COMBAT: Base Attack +2, Melee +3, Ranged +1, Grapple +18 [Unarmed +8 (Bruise)]; Defense 13 (11 flat-footed); Init +0; Knockback -7 (-2 flat-footed)

SAVES: Toughness +9 (+9 flat-footed, +7 Impervious), Fortitude +11, Reflex +2, Will +1

DRAWBACKS:

Abilities 2 + Skills 3 (12 ranks) + Feats 9 + Powers 55 + Combat 10 + Saves 11 – Drawbacks 0 = 90 / 90


Comments: Jackie’s tanks. Big, dumb and hard to handle in melee.

------------------------------------------------------------------------------

DARKLING SERPENTS
PL:
6 (90 pp) - OPL: 6; DPL: 6

ABILITIES: STR: 24 (+7) DEX: 12 (+1) CON: 18 (+4) INT: 6 (-2) WIS: 8 (-1) CHA: 6 (-2)

SKILLS: Bluff (-2), Climb (+1), Concentration (-1), Diplomacy (-2), Disguise (-2), Escape Artist (+1), Gather Info (-2), Handle Animal (-2), Intimidate 11 (+9), Notice (-1), Search (-2), Sense Motive (-1), Stealth (-5), Survival (-1), Swim (+1)

FEATS: Attack Focus (Melee) (4), Crushing Pin, Fearsome Presence (4), Improved Grab, Improved Grapple, Improved Pin

POWERS:
Growth (Extras: Action [Continuous], Flaw: Permanent, PF: Innate) [6]

Attack/Def -1, Grapple +6, Stealth -6, Intimidation +3, Space 10ft, Reach 10ft, Strength +12, Con +6, Carrying Strength +5
Super-Strength [3]
Immunity (Acid, Aging, Cold, Disease, Heat, Fire, Electricity, Poison) [24]
Protection (Extra: Impervious) [3]
Elongation [2]
Strike (PF: Mighty, Improved Critical) [1]
- DC:23:tough

COMBAT: Base Attack -1, Melee +3, Ranged -1, Grapple +21 [Unarmed +7 (Bruise), Bite Strike +8, 19-20 Critical (Lethal)] Defense 14 (12 flat-footed); Init +1; Knockback -5 (-1 flat-footed)

SAVES: Toughness +7 (+7 flat-footed, +3 Impervious), Fortitude +8, Reflex +5, Will +1

DRAWBACKS:

Abilities -4 + Skills 2 (8 ranks) + Feats 12 + Powers 60 + Combat 10 + Saves 10 – Drawbacks 0 = 90 / 90


Comments: My take on the Darkling serpent-thingys that Jackie calls on. From the pic below, you can see that I went for the giant snake-like creatures that specialize in grappling their opponents and then laying a vicious bite on them. If I did my Strength math right, they should be able to pick up a car and fling it, just like that interpretation below.


And this second pic STILL ROCKS!

Image


The Darkness gets the PC tweak.
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Postby Thorpacolypse » Sat Feb 02, 2008 10:30 pm

Hitting the Aisle 3 shelves is another J-Mart favorite updated into GPB mode.

Image
Mystical weapon giggity...

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

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

SKILLS: Acrobatics 5 (+8), Bluff 3 (+7/+10) [Attractive], Climb (+1), Concentration 8 (+12), Diplomacy (+4/+7) [Attractive], Disguise (+3), Escape Artist (+3), Gather Info 7 (+10) [Contacts], Handle Animal (+3), Intimidate 7 (+10), Investigate 4 (+6), Knowledge [Arcane Lore] 6 (+8), Knowledge [Streetwise] 6 (+8), Notice 4 (+8), Profession [Cop] 4 (+8), Search 5 (+7), Sense Motive 4 (+8), Stealth 5 (+8), Survival (+4), Swim (+1)

FEATS: All-out Attack, Attack Specialization (1) [Firearms], Attack Specialization (1) [Witchblade Attacks], Attractive (1), Contacts, Defensive Roll (2), Dodge Focus (4), Equipment (3), Improved Initiative (1), Leadership, Luck (1), Takedown Attack (1), Ultimate Effort (1) [Ultimate Will Save]

POWERS:
The Witchblade (Device, Flaw: Sentient, PF: Restricted [90pp]) [18]

Enhanced Feats: Eidetic Memory, Favored Opponents [Demons, Darkness, Angelus], Fearless [5pp])
Shield (2pp) [2]
Protection (Extra: Impervious [12pp]) [6]
Immunity (Aging, Life Support, Own Powers, Starvation &Thirst [11pp])
Flight (Flaw: Gliding [2pp]) [2]
AP: Super Movement (Wall Crawling [1pp]) [2]
Regeneration (Recovery Bonus +7 [7pp])
Regeneration (Recovery Rate [17pp)

Bruised: Recovery Rate 1/round [1]
Injured: Recovery Rate 1/1 minute [3]
Disabled: Recovery Rate 1/5 minutes [4]
Staggered: Recovery Rate 1/minute [4]
Resurrection: Recovery Rate 1/day [2]
PF: Diehard, Regrowth, Persistent
Weapon Creation (Array [20pp array]; 28pp)
Sample Weapons:

AP: Fire Blast (Extra: Line Area [1pp]) [9] - DC:24:tough
AP: Snare (PF: Tether [1pp]) [12]
AP: Animate Dead (PF: Horde, Progression x4 [1pp]) [6]
AP: Healing (Extra: Total [1pp]) [9]
AP: Super Senses (Danger Sense, Precognition, Postcognition [1pp])


EQUIPMENT:
(15ep)

Undercover Vest (Protection, Subtle [3ep]) [1]
Cell Phone, Handcuffs (2ep)
Arsenal (7ep):
Light Pistol (6ep) [3] - DC:18:tough
Tonfa (1ep) [1] - DC:18:tough

COMBAT: Base Attack +8, Melee +8, Ranged +8, Witchblade Attacks +10, Firearms +10, Grapple +8 [Unarmed +1 (Bruise), Light Pistol +3 (Lethal), Fire Blast +9 (Bruise)]; Defense 20 (12 flat-footed); Init +7; Knockback -2 (-1 flat-footed, -8 with Witchblade, -6 flat-footed with Witchblade)

SAVES: Toughness +5 (+3 flat-footed, +10 with Witchblade, +6 Impervious With Witchblade), Fortitude +4, Reflex +5, Will +9 [Ultimate Save]

DRAWBACKS: Normal Identity -When Witchblade removed [-4]

Abilities 30 + Skills 17 (68 ranks) + Feats 19 + Powers 55 + Combat 24 + Saves 9 – Drawbacks -4 = 150 / 150

Comments:
You knew I couldn’t wait too long to get a playable Sara up.
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Postby Godfallen » Sun Feb 03, 2008 6:50 am

congrats, Thorp....your really coming along with those builds....I LOVE the Darkness changes and the PC Witchblade...very nice.

If you think the darkness images rocks.....do you know who did the voice of the darkness from the video game??

how about Mike Patton?

Former lead singer of Faith No More and current GENIUS behind the band Tomahawk!!...he also got to personally hand pick the songs for the video game
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