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

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Postby Thorpacolypse » Sat Mar 22, 2008 2:11 pm

Hitting the Aisle 1 shelves is another item from our Metropolis location.

Image
Hard to believe they still have Babymama's in the Phantom Zone.

URSA
PL:
11 (165 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 38 [12] (+14/+1) DEX: 12 (+1) CON: 28 [12] (+9/+1) INT: 14 (+2) WIS: 14 (0) CHA: 12 (+1)

SKILLS: Bluff 7 (+8), Climb (+14), Computers 4 (+6), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate 7 (+8), Knowledge [Tactics] 6 (+8), Search (+2), Sense Motive 7 (+7), Stealth (+1), Swim (+14)

FEATS: Attack Focus (Melee) (2), Dodge Focus (1), Improved Initiative (1), Move-by Action, Set-Up, Teamwork (2)

POWERS:
Enhanced Strength (Dynamic Array [26pp]) [26]
DAP: Heat Vision (Blast, Extra: Penetrating, Flaw: Distracting, PF: Accurate [2pp]) [12] - DC:29:tough
DAP: Cold Control (Snare, PF: Accurate [2pp]) [12] - DC:24:ref
DAP: Super Senses (2pp)

Normal Vision (Extended x5), Normal Hearing (Acute, x4), Detect Life [Visual], X-Ray Vision [Flaw: Limited (Cannot penetrate Lead)], Infravision, Microscopic Vision, Ultra Hearing [Acute, Extended], Ultra-Vision

Enhanced Constitution (16pp) [16]
Impervious Toughness (4pp) [4]
Protection (Extra: Impervious [12pp]) [6]
Super-Strength (PF: Super-Breath) (11pp) [5]
Immunity (Life Support [9pp]) [9]
Space Travel (2pp) [2]
Flight (Dynamic Array [20pp]) [10]
DAP: Speed [10] and Quickness [10] (2pp)
Regeneration (Recovery Rate, Flaw: Requires sunlight [4pp])

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


COMBAT: Base Attack +7, Melee +9, Ranged +7, Grapple +28 (with full Enhanced Strength and Super-Strength) [Unarmed +14 (Bruise), Heat Vision +13 (Bruise)]; Defense 17 (13 flat-footed); Init +5; Knockback -13

SAVES: Toughness +15 (+15 flat-footed, +10 Impervious), Fortitude +12, Reflex +2, Will +4

DRAWBACKS: Power Loss -When exposed to Kryptonite or Red Sun radiation [-6], Vulnerable -Magic (eliminates Impervious Protection) [-1], Weakness -Kryptonite poisoning (-1 con per minute, can kill) [-5]

Abilities 12 + Skills 8 (32 ranks) + Feats 8 + Powers 115 + Combat 26 + Saves 8 – Drawbacks -12 = 165 / 165

Comments:
Zod’s woman and mother of his son, Chris Kent, Ursa. Who knew you could get busy in the Phantom Zone?

Ursa is built at just-sub Supergirl NPC range since she hasn’t stored as much yellow sun energy as Kara or Kal-El, but she’s dangerous none the less. Her best role is to Aid Zod and Non and allowing them to be more effective.
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Postby Thorpacolypse » Sat Mar 22, 2008 2:18 pm

And the third item of our matched Zod set hits the Aisle 1 shelves.

Image
Don't fret Non. Even though you've been lobotimized, you can still lead a prosperous life. Why, look at our President...

NON
PL:
13 (165 pp) – OPL: 13; DPL: 13

ABILITIES: STR: 52 [24] (+21/+7) DEX: 10 (0) CON: 38 [20] (+14/+5) INT: 6 (-2) WIS: 8 (-1) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb (+21), Concentration 5 (+4), Diplomacy (-1), Disguise (-1), Gather Info (-1), Handle Animal (-1), Intimidate 10 (+9), Notice (-1), Search (-2), Sense Motive (-1), Survival (-1), Swim (+21)

FEATS: Attack Focus (Melee) (2), Chokehold, Improved Grab, Improved Grapple, Takedown Attack (1), Teamwork (1)

POWERS:
Enhanced Strength (Array [28pp]) [28]
AP: Heat Vision (Blast, Extra: Penetrating, Flaw: Distracting [1pp]) [14] - DC:29:tough
AP: Cold Control (Snare [1pp]) [14] - DC:24:ref
AP: Super Senses (1pp)

Normal Vision (Extended x5), Normal Hearing (Acute, x4), Detect Life [Visual], X-Ray Vision [Flaw: Limited (Cannot penetrate Lead)], Infravision, Microscopic Vision, Ultra Hearing [Acute, Extended], Ultra-Vision

Super-Strength (PF: Super-Breath, Groundstrike, Shockwave) (28pp) [13]
Enhanced Constitution (18pp) [18]
Impervious Toughness (7pp) [7]
Protection (Extra: Impervious [12pp]) [6]
Immunity (Life Support [9pp]) [9]
Space Travel (2pp) [2]
Flight (Dynamic Array [14pp]) [7]
AP: Speed [7] and Quickness [7] (1pp)
Regeneration (Recovery Rate, Flaw: Requires sunlight [4pp])

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


COMBAT: Base Attack +3, Melee +5, Ranged +3, Grapple +39 (with full Enhanced Strength and Super-Strength) [Unarmed +21 (Bruise), Heat Vision +14 (Bruise)]; Defense 16 (13 flat-footed); Init +0; Knockback -16

SAVES: Toughness +20 (+20 flat-footed, +13 Impervious), Fortitude +18, Reflex +1, Will +1

DRAWBACKS: Power Loss -When exposed to Kryptonite or Red Sun radiation [-6], Vulnerable -Magic (eliminates Impervious Protection) [-1], Weakness -Kryptonite poisoning (-1 con per minute, can kill) [-5], Disability – Mute [-3]

Abilities 16 + Skills 4 (16 ranks) + Feats 7 + Powers 128 + Combat 18 + Saves 7 – Drawbacks -15 = 165 / 165

Comments:
Non is the big bruiser of Zod’s crew. He is considerably stronger than Superman but slow and unfortunately mentally retarded now thanks to lobotomy on Krypton (at least in one of DC continuities). If he lays a hand on you, he’ll cream you, but Supes or someone like Batman or Cap would be able to keep him at bay long enough to outthink him and take him out without Zod and Ursa to guide him.
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Postby Minister » Sat Mar 22, 2008 2:25 pm

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Postby Skarlett Spyder » Sat Mar 22, 2008 2:52 pm

Thorpacolypse wrote:Throw in Zod and Ursa (and I am), and Supes really has his work cut out for him when he has to deal with the three of them. He’ll need every HP he can get to try and get out of a scrape with them.


EXCELLENT Zod build! I think you meant "Throw in Non" though, but if you didn't, my apologies - the English teacher coming out of me :D
"History and experience have taught us that the oldest among our kind invariably prove the most formidable." Sage, X-Treme X-Men #43

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Postby Cyrith » Sat Mar 22, 2008 3:55 pm

You know, I've always wondered, do Metropolis insurance agencies cover Acts of Zod?
Maturity is knowing you were an idiot in the past. wisdom is knowing you'll be an idiot in the future. Common sense is trying not to be an idiot right now.

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Postby Emerald Flame » Sat Mar 22, 2008 5:32 pm

Cyrith wrote:You know, I've always wondered, do Metropolis insurance agencies cover Acts of Zod?


:roll: Ugghhh!!!! That was bad....
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Postby Thorpacolypse » Sat Mar 22, 2008 7:21 pm

Emerald Flame wrote:
Cyrith wrote:You know, I've always wondered, do Metropolis insurance agencies cover Acts of Zod?


:roll: Ugghhh!!!! That was bad....


I'm just glad someone else is as corny as me!!! :D
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Postby Bladewind » Sat Mar 22, 2008 7:28 pm

Thorpacolypse wrote:
BARON wrote:I love to give harvey second chance (sense motive). it feels like you're dealing with two personalities


I like that. I may give him Second Chance on a number of things, since he is all about duality. Thanks for the thoughts.


Taliesin's Dream Girl makes great use of second chance...

Variable Power: Feats
Flaw - Limited to Second Chance
Extra - Reaction (+3)

All for 6 points !

And Knightsfyre, glad you liked. My timing in posting that one really stank...
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Postby Batgirl III » Sat Mar 22, 2008 9:00 pm

Curse you J-Mart, I was working on a Zod for my thread. Oh well, I had't gotten him right just yet.. so this gives me a breather. :P
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Postby JoshuaDunlow » Sun Mar 23, 2008 12:48 am

Hey randal put that green ooze up you'd make a lousy green goblin, and stock this one up on our Marvel Villains line!

Image

Hobgoblin, Power Level: 8 (120pp)
Real Name: Roderick Kingsley, Aliases: None, Identity: Known to Authorities, Occupation: Retired; Former Fashion Designer, CEO, and professional criminal, Citizenship: Belize, formerly USA, Place of Birth: Unrevealed, Known Relatives: Daniel Kingsley (brother), Group Affiliation: NOne, Height: 5'11", Weight: 185 lbs, Eyes: Blue, Hair: Gray

Abilities [24pp]: Strength 13/18 (+4), Dexterity 12/20 (+5), Constitution 13/20 (+5), Intelligence 18 (+4), Wisdom 15 (+2), Charisma 13 (+1)
Saves [7pp]: Toughness +5/+6, Fortitude 3 (+8), Reflexes 0 (+8), Willpower 4 (+6)
Combat [20pp]: Base Attack +4 (+8 with weapons arsenal), Base Defense +8 (+2 flatfooted), Initiative +5, Grapple +11, Knockback -3, Hero Points 2
Attack (dc): Unarmed +4, Pumpkin Bomb (5 pt explosive), Smoke Bomb (5 pt dazzle burst), Gas Bomb (4 pt nauseate burst), Nullfiy Bomb (8 pt nullify on sensory descriptor), Bat Blades (+5 thrown strike), Electric Gloves [7 pt Electric blast]
Effective Strength: 33 (2,400 lbs Heavy load)
Skills [12pp]: Acrobatics 6 (+11), Bluff 4 (+5), Craft 9 (Chemical), Intimidate 4 (+5), Knowledge (Life Sciences) 9, Knowledge (Physical Sciences) 9, Notice 7 (+9)
Feats [9pp]: Acrobatic Bluff, Assessment, Attack Focus (Weapons Arsenal array) 2, Chemist *, Dodge Focus 2, Equipment 1, Luck
Powers [30pp]:
Goblin Formula Induced Physiology (30pp)
- Enhanced Constitution +7
- Enhanced Dexterity +8
- Enhanced Reflexes +3
- Enhanced Strength +5
- Super Strength 3
- Speed 1
Devices [18ep]:
Paraphernalia 6 [Easy to Remove]
Weapons Arsenal 8 [Array; Power Feats: 5 Alternate Powers]
- Base: Pumpkin Bomb [Blast 5; Extras: Explosive]
-- Ap: Smoke Bomb [Dazzle 5 (Visual; Extras: Area [Burst])]
-- Ap: Gas Bomb [Nauseate 4 (Extra: Range, Area [burst])]
-- Ap: Nullify Bomb 8 [All sensory powers; Extra: Alternate Save (Fort), Lasting Duration (+1); Flaws: Sense Dependant (Smell)]
-- Ap: Bat Blades [Strike 1 (Power feats: Thrown, Mighty)]
-- Ap: Electric Blast Gloves [Blast 7]
Goblin Glider
- Flight 4 [Power Feats: Manueverability (Good)]
Equipment [5ep]: Face Mask [Immunity to Inhaled Toxins, +6 save vs. Visual dazzle attacks] , Goblin Costume (+1 toughness)

* Chemist Feat: This feat allows the use of Craft (Chemical), and Knowledge (Physical sciences) to create chemical formulae , most commonly to create Mind Controlling agents.
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Postby JoshuaDunlow » Sun Mar 23, 2008 12:49 am

Another classic spider man villain coming up!

I wanted to give Sandman a try, he seemed like a very challenging build. I didn't see him being much higher than a PL 10 character, and oh what a villain he is! Even for a PL 10 character, this guy is hard to keep down unless you know his weaknesses. Energy weapons, are about the only thing that will harm him for long. I hope i got the drawbacks right too, i wasn't sure what to do with those. And to boot, he's a playable PL 10!.

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Sand Man, PL 10/ 150 pp
Flint Marko, aka William Baker, Profession: Criminal, Place of Birth: Queens, Newyork, Family: Floyd Baker (father), Mrs. Baker (mother), Unidentified Cousin, Group Affiliation: None, Height: 6'1", Weight: 240 lbs, Eyes: Brown, Hair: Brown, Trade Offs: +1 DC, -1 Attack

Abilities [4pp]: Strength 13 (+1), Dexterity 16 (+3), Constitution ~, Intelligence 10 (+1), Wisdom 13 (+1), Charisma 10 (+0)
Saves [4pp]: Toughness +8, Fortitude ~, Reflexes 1 (+5), Willpower 3 (+4)
Combat [22pp]: Attack Bonus +7 (+9 Melee), Defense Bonus +6 (+2 flatfooted), Initiative +4, Grapple +17 (+22 with dense form, +25 when fully grown), Knockback -13/-14 when super dense
Attack (dc): Unarmed +1, Sand Weapons +4, (Density adds +4 damage, Growths adds +7 damage), Sand Blast +7 Blugdeon, Dust Storm (dc 10 distraction, 100' + 8 pt visual obscure)
Effective Strength: 13 (150 lbs heavy load), 53 (38,400 lbs heavy load), 63 when fully grown (153,600 lbs)
Skills [4pp]: Intimidate 9 (+9), Knowledge: Streetwise 7 (+7)
Feats [5pp]: Attack Focus (melee) 2, Dodge Focus 2, Move by Action
Powers [124pp]:
Bio-Silicate Power Suite (124pp)
- Sand Form [Insubstantial 2 + Flight 3 ; Power Feats: Dynamic, 3 Alternate Powers, 1 dynamic AP]
-- Ap: Density 4 [(+8 strength, +2 toughness, +1 Immovable, +1 Super Strength); Extra: Continuous]
-- Ap: Growth 7 [(Power Feats: Growth Strike; Flaws: Limited (Sources of Sand)]
-- DAP: Dust Storm (Distraction) 6 + Obscure (Visual; Partial) 8
-- AP: Concealment 4 [All Visual; Power Feats: Close Range; Flaws: Limited (Sources of Sand)] + Speed 4 [Flaws: Limited (Sources of sand)] + Insubstantial 1
- Silicate Life Form [Immunity 30 (Fortitude Effects) + Protection 6 + Immovability 10 (Extra: Unstoppable) + Elongation 4 + Anatomical Seperation 5] =
- Sand Weapons [Strike (bludgeon) 3; Power Feats: Mighty, Variable Damage Descriptor 2 (piercing, slashing)]
- Sand Recombination [Regeneration; Recovery Bonus +7, Ressurection 1, Injured 4, Stagged 3, Disabled 4; Power Feats: Persistant, Regrowth, 1 Alternate Power; Flaws: Limited (Sources of Sand)]
-- Ap: Regeneration [Recovery Bonus +5, Ressurection 1, Bruised 3]
- Super Strength 7 [Power Feats: Ap: Ground Strike, Ap: Sand Blast 7 (bludgeon)]
Drawbacks [13pp]: Cement [Power loss (3pts, cement causes temporary paralysis, he is allowed a dc 15 will save every day to escape)], Fire/Heat [Power loss (3pts, Heat and Fire of Rank 9 or higher, transforms him into glass, allowed a dc 15 will save every week to escape], Water [Water turns him into mud; Moderate (-1 to attack, defense, checks, every round), Very Common]
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Postby Thorpacolypse » Sun Mar 23, 2008 7:04 pm

Hitting the Aisle 1 shelves is our last item from our large Metropolis shipment. This one is yet another version of our 2nd best seller, and this one is the top of the line so far...

Image
...thy Kingdom Come, MY will be done...

SUPERMAN (KINGDOM COME/EARTH-22) PC
PL:
16 (240 pp) – OPL: 16; DPL: 16

ABILITIES: STR: 50 [16] (+20/+3) DEX: 12 (+1) CON: 40 [18] (+15/+4) INT: 14 (+2) WIS: 16 (+3) CHA: 16 (+3)

SKILLS: Bluff (+3), Climb (+20), Concentration 8 (+11), Diplomacy 9 (+12) [Combat Diplomacy], Disguise (+3), Escape Artist (+1), Gather Info (+3), Handle Animal (+3), Intimidate (+3), Investigate 7 (+9), Languages (English, Base: Kryptonian), Notice 5 (+8), Profession [Reporter] 5 (+8), Profession [Farmer] 5 (+8), Search (+1), Sense Motive (+3), Stealth (+1), Survival (+3), Swim (+20)

FEATS: Attack Focus (Melee) (2), Challenges (1) [Combat Diplomacy], Dodge Focus (1), Favored Environment (1) [+1 Dodge when Flying], Improved Initiative (2), Inspire (2), Interpose, Leadership, Luck (1), Move-by-Action, Power Attack, Takedown Attack (1), Ultimate Effort (2) [Ultimate Fortitude Save, Ultimate Toughness Save]

POWERS:
Enhanced Strength (Dynamic Array [34pp]) [34]
DAP: Heat Vision (Blast, Array; Extra: Perception Range, Flaw: Distracting, PF: Precise [2pp]) [16] - DC:31:tough
DAP: Cold Control (Snare, Extra: Cone Area, Flaw: Distracting [2pp]) [13] - DC:26:ref
DAP: Cold Control (Weaken, Extra: Cone Area, Flaw: Distracting [2pp]) [13] - DC:31:tough
DAP: Super Breath (Trip, Extra: Knockback, Cone Area, Flaw: Distracting [2pp]) [13] - DC:31:tough
DAP: Super Senses (2pp)
Normal Vision (Extended x7), Normal Hearing (Acute, x7), Detect Life [Visual], X-Ray Vision [Flaw: Limited (Cannot penetrate Lead), Extended x4], Infravision [Extended x3], Microscopic Vision, Ultra Hearing [Acute, Extended x4], Ultra-Vision [Extended x3]

Enhanced Constitution (22pp) [22]
Impervious Toughness (6pp) [6]
Protection (Extra: Impervious [14pp]) [7]
Immunity (Life Support [9pp]) [9]
Space Travel (2pp) [2]
Flight (Dynamic Array [30pp]) [15]
DAP: Speed [15] and Quickness [15] (2pp)
DAP: Super-Strength (PF: Super-Breath, Countering Punch [2pp]) [14]

Regeneration (Recovery Rate, Flaw: Requires sunlight [5pp])
Bruised 1/round [2]
Injured 1/1 minute [3]
Disabled 1/5 minutes [4]
PF: Diehard


COMBAT: Base Attack +10, Melee +12, Ranged +10, Grapple +47 (with full Enhanced Strength and Super-Strength) [Unarmed +20 (Bruise), Heat Vision +16 (Bruise)]; Defense 19 (14 flat-footed, 20 when flying); Init +9; Knockback -17

SAVES: Toughness +22 [Ultimate Save] (+22 flat-footed, +13 Impervious), Fortitude +20 [Ultimate Save], Reflex +1, Will +8

DRAWBACKS: Power Loss -When exposed to Red Sun radiation [uncommon, major; -3], Vulnerable -Magic (eliminates Impervious Protection) [uncommon, minor; -1]

Abilities 32 + Skills 10 (40 ranks) + Feats 17 + Powers 139 + Combat 36 + Saves 10 – Drawbacks -4 = 240 / 240

Comments: My playable (if you are lucky enough to get into a PL16 game) version of Superman of Kingdom Come/Earth-22. As stated before, if you are a comic fan and have never read Kingdom Come READ IT SOON. 2nd best comic ever after The Watchmen in my opinion. Anyway, since DC is now hyping their new Multiverse, he has now shown up in the new Justice Society book (which is really good, I need to add it back to pull list) so he is currently interacting with the heroes of the main continuity.

This Superman is at the height of his powers. He’s stronger than ever and has even evolved past his vulnerability to Kryptonite. His real weakness right now is his struggle to reconnect with his humanity, which is chronicled in Kingdom Come. As such, I lowered his Wisdom, Inspire and Luck feats, along with his interaction skills to compensate. He’s still the greatest hero, but not quite as pristine as he is in the main continuity or on some of the other Earths.

Clean Up 9/27/08: A tweak to my playable Earth-22 Superman since I going through paragons again. My change is the shirt to Perception range Heat Vision and shifting his Defense down and his Toughness Save up to +22. I think that's a better representation of him.
Last edited by Thorpacolypse on Sun Sep 28, 2008 5:58 am, edited 2 times in total.
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Postby Thorpacolypse » Sun Mar 23, 2008 7:58 pm

Hitting Aisle 12 is a new version of another good seller.

Image
That's right, John...Kneel before Brandt...

(And from the depths of the Phantom Zone, the cry goes out again; "COPYRIGHT INFRINGEMENT!!! I WILL GET YOU, YOU LINE THIEF! SO SWEARS ZOD!!!")


BRANDT
PL:
8 (120 pp) – OPL: 8; DPL: 8

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

SKILLS: Acrobatics 5 (+8), Bluff 8 (+10) [Taunt], Climb (+2), Concentration (+1), Diplomacy (+2), Disguise (+2), Escape Artist (+3), Gather Info 7 (+9) [Contacts, Well-Informed], Handle Animal (+2), Intimidate 6 (+8), Investigate 6 (+8), Knowledge [Tactics] 6 (+8), Notice 8 (+9), Profession [Tetragrammaton Cleric] 4 (+5), Search 6 (+8), Sense Motive 7 (+8) [Assessment], Stealth 5 (+8), Survival (+1), Swim (+2)

FEATS: Accurate Attack, Assessment, Attack Specialization (2) [Pistols], Attack Specialization (1) [Katana], Contacts, Defensive Attack, Defensive Roll (2), Dodge Focus (6), Elusive Target, Equipment (3), Improved Aim, Improved Initiative (1), Precise Shot (1), Quick Draw (1), Takedown Attack (1), Taunt, Uncanny Dodge [Visual], Well-Informed

POWERS:
Gun-Kata
Blast (Extra: Targeted Shapeable Area, Selective, Flaw: Requires Handguns, PF: Progression [10 sq. per rank]; 16pp) [5] - DC:20:tough
AP: Blast (Extra: Auto-Fire, Flaw: Requires Handguns, PF: Improved Critical x3, Improved Ranged Disarm [1pp]) [5] - DC:20:tough


EQUIPMENT:
(15ep)

Tetragrammaton Cleric Uniform (Protection, Subtle [2ep]) [1] - DC:16:tough
Cell Phone (1ep)
Arsenal (12ep):
Machine Pistols (Extra: Auto-Fire, PF: Progression [2 pistols], Split Attack; 11ep]) [3] - DC:18:tough
Katana (1ep) [3] - DC:20:tough

COMBAT: Base Attack +7, Melee +7, Ranged +7, Handguns +11, Katana +9, Grapple +9 [Unarmed +2 (Bruise), Gun Kata Blast +5 (Lethal), Gun Kata Blast +5, 17-20 Critical, Auto-Fire (Lethal), Katana +5, 19-20 Critical (Lethal)]; Defense 20 (13 flat-footed); Init +7; Knockback -3 (-2 flat-footed)

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

DRAWBACKS:

Abilities 26 + Skills 17 (68 ranks) + Feats 25 + Powers 17 + Combat 26 + Saves 9 – Drawbacks 0 = 120 / 120


Comments: Brandt gets an update since John Preston did. I took him down a PL, but I am keeping my PL9 version in the bank just in case this tests out badly. I just felt like JP was so much better than anyone else in the Cleric ranks, and he proved that in the finale. Since he was set at PL10, PL8 felt more right for Brandt. He's still pretty wicked, though.

And here is the original PL9 version for reference.

BRANDT
PL:
9 (135 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 5 (+8), Bluff 9 (+11) [Improved Trick, Taunt], Climb (+2), Concentration (+1), Diplomacy (+2), Disguise (+2), Escape Artist (+3), Gather Info 8 (+10) [Contacts, Well-Informed], Handle Animal (+2), Intimidate 6 (+8), Investigate 6 (+9), Knowledge [Tactics] 6 (+9), Notice 8 (+9), Profession [Tetragrammaton Cleric] 6 (+7), Search 6 (+9), Sense Motive 7 (+8) [Assessment], Stealth 5 (+8), Survival (+1), Swim (+2)

FEATS: Accurate Attack, Assessment, Attack Specialization (2) [Pistols], Attack Specialization (1) [Katana], Contacts, Defensive Attack, Defensive Roll (2), Dodge Focus (4), Elusive Target, Equipment (3), Improved Aim, Improved Initiative (1), Improved Trick, Precise Shot (1), Quick Draw (1), Takedown Attack (1), Taunt, Uncanny Dodge [Visual], Well-Informed

POWERS:
Gun-Kata
Blast (Extra: Targeted Shapeable Area, Selective, Flaw: Requires Handguns, PF: Progression [10 sq. per rank]; 16pp) [5] - DC:20:tough
AP: Blast (Extra: Auto-Fire, Flaw: Requires Handguns, PF: Improved Critical x3, Improved Ranged Disarm [1pp]) [5] - DC:20:tough


EQUIPMENT:
(15ep)
Tetragrammaton Cleric Uniform (Protection, Subtle [2ep]) [1] - DC:16:tough
Cell Phone (1ep)
Arsenal (12ep):
Machine Pistols (Extra: Auto-Fire, PF: Progression [2 pistols], Split Attack; 11ep]) [3] - DC:18:tough
Katana (1ep) [3] - DC:20:tough

COMBAT: Base Attack +9, Melee +9, Ranged +9, Handguns +13, Katana +11, Grapple +11 [Unarmed +2 (Bruise), Gun Kata Blast +5 (Lethal), Gun Kata Blast +5, 17-20 Critical, Auto-Fire (Lethal), Katana +5, 19-20 Critical (Lethal)]; Defense 22 (14 flat-footed); Init +7; Knockback -3 (-2 flat-footed)

SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +7, Will +7

DRAWBACKS:

Abilities 28 + Skills 18 (72 ranks) + Feats 26 + Powers 17 + Combat 34 + Saves 12 – Drawbacks 0 = 135 / 135
Last edited by Thorpacolypse on Sun Aug 10, 2008 8:15 am, edited 1 time in total.
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Postby Emerald Flame » Mon Mar 24, 2008 6:54 am

Thorpacolypse wrote:Hitting Aisle 12 is a new version of another good seller.

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That's right, John...Kneel before Brandt...

(And from the depths of the Phantom Zone, the cry goes out again; "COPYRIGHT INFRINGEMENT!!! I WILL GET YOU, YOU LINE THIEF! SO SWEARS ZOD!!!")


BRANDT
PL:
8 (120 pp) – OPL: 8; DPL: 8

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

SKILLS: Acrobatics 6 (+9), Bluff 8 (+10) [Taunt], Climb (+2), Concentration (+2), Diplomacy (+3), Disguise (+2), Escape Artist (+3), Gather Info 8 (+10) [Contacts, Well-Informed], Handle Animal (+2), Intimidate 6 (+8), Investigate 6 (+8), Knowledge [Tactics] 6 (+8), Notice 8 (+9), Profession [Tetragrammaton Cleric] 4 (+5), Search 6 (+8), Sense Motive 7 (+8) [Assessment], Stealth 7 (+10), Survival (+1), Swim (+2)

FEATS: Accurate Attack, Ambidexterity, Assessment, Attack Specialization (1) [Pistols], Contacts, Defensive Attack, Defensive Roll (1), Dodge Focus (6), Elusive Target, Equipment (2), Improved Aim, Improved Initiative (1), Precise Shot (1), Quick Draw (1), Startle, Takedown Attack (2), Uncanny Dodge [Visual], Well-Informed

POWERS:
Tetragrammaton Pistols (Device, Easy to Lose, PF: Restricted [Tetragrammaton Clerics]; [20pp array]; 13pp) [4]

PF: Improved Ranged Disarm (1pp)
Blast (Extras: Targeted Area Burst, Selective, Flaw: Touch Range [25ft radius], PF: Improved Critical x3 [18pp]) [5] - DC:20:tough
AP: Blast (Extra: Auto-Fire; PF: Improved Critical x3 [1pp]) [5] - DC:20:tough


EQUIPMENT:
(10ep)

Katana (Extra: Improved Critical [6ep]) [3] - DC:20:tough
Costume (Protection, Subtle, Commlink [4ep]) [2]

COMBAT: Base Attack +9, Melee +9, Ranged +9, Tetragrammaton Pistols +11, Grapple +11 [Unarmed +2 (Bruise), Tetragrammaton Pistols +5, 19-20 Critical, Auto-Fire (Lethal), Katana +5, 19-20 Critical (Lethal)]; Defense 20 (13 flat-footed); Init +7; Knockback -3 (-2 flat-footed)

SAVES: Toughness +6 (+5 flat-footed), Fortitude +5, Reflex +7, Will +5

DRAWBACKS:

Abilities 26 + Skills 18 (72 ranks) + Feats 23 + Powers 13 + Combat 30 + Saves 10 – Drawbacks 0 = 120 / 120

Comments:
Brandt gets an update since John Preston did. I took him down a PL, but I am keeping my PL9 version in the bank just in case this tests out badly. I just felt like JP was so much better than anyone else in the Cleric ranks, and he proved that in the finale. Since he was set at PL10, PL8 felt more right for Brandt. He's still pretty wicked, though.


Long live the Gramaton Clerics!!!!

Perfection through perfect practice of perfect moves...

It took me a while to see Equilibrium and I really liked the Gramaton (sp?) Clerics. They made excellent Iron Age characters. Gun-toting machines of destruction... YEAH!!!! :D
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Wink- Hellboy II

Postby Godfallen » Mon Mar 24, 2008 1:08 pm

HEEEELLLLLLOOOOOO, J-Mart Shoppers!!!! I've decided to jump the gun and give you all a preview at a character that will later be fleshed out much, much better...when the movie comes out in July.

...you...your insane....First the metamorph Hulk.....now a character based on what you've seen in a trailer, and read on a couple websites from Del Toro interviews??

RANDAL....BE QUIET AND STOCK THE SHELVES WITH THIS "PRE-MOVIE" ITEM BEFORE I SEND YOU TO A GHETTO MOVIE THEATRE TO CLEAN UP 4-WEEK OLD POPCORN AND PUKE!!!!!!!

Mr. Wink
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*un-earthly growl*

PL: 12
PP: 194

Abilities: Str 32; Dex 14; Con 26; Int 12; Wis 15; Cha 7

Saves: Tough 6 (+5 Imperv); Fort 8; Ref 2; Will 4

Atk: 5
Def: 18
Ini: 2

Feats: All out Atk; Atk Focus (3 ranks; Melee); Benifit: Status (3 ranks; Prince Nuada's Henchman); Chokehold; Crushing Pin; Diehard; Fearsome Presence (2 ranks); Improved Block (2 ranks); Improved Defense (2 ranks); Improved Grab; Improved Grapple; Improved Pin; Improved Throw; Power atk; Rage (3 ranks); Ranged Pin; Takedown Atk (3 ranks);

Powers: Growth (4 ranks; Extras: Continous; Flaws: Permanant; Feats: Innate)
Enhanced Str (8 ranks)
Enhanced Con (8 ranks)
Super Str (3 ranks)
Protection (5 ranks; Impervious)
Super Senses (4 ranks; Dark Vision, Scent, Tremorsense)
Immunity (27 ranks; Magical {Limited}, non lethal damage, aging, Starvation)
Metal Right Hand Container (5 ranks; Feat: Anatomic Seperation*)
-Strike (4 ranks; Feats: Mighty, Thrown x3, retractable*)
-Shield (4 ranks)
-Snare (4 ranks; Feats: Tether)

Skills: Climb 4; Craft (weapon-smith) 8; Intimidate 8; Knowledge (fae-world) 6; Search 8; Survival 6

Back Story: Wink is the 8 ft tall cave troll that is the right-hand man of Prince Nuada in Hellboy II: The Golden Army. He serves as one of the main opponents to Hellboy in this film.

**There is next to no information on this character, because their keeping much of the movie hush-hush till it's release in July, but as I already reserved the Wink figure online (doesn't even ship till July 17th), I gathered what information I could from several sources, and put the character together best I could.
Wink's big feature inthe movie, besides his size and the "GM PLot device", the Tooth Fairy Box, is his Metallic right hand, rumored to have been done to make him a "mockery" of Hellboy (to show that Hellboy isn't special, because the Elf-nation can do that to someone too). The differance in the hands, besides materials, is that Wink's hand can shoot out, like a cannon. It is attached to the rest of the limb by a heavy, metal chain, which allows it to restract, but also for Wink to swing his opponent around at the end of it, as his fingers can move even atthe end of the chain. Thats why I turned a single rank of Anatomic Seperation into a PF for the container.
I have done his "arm cannon" move off of strike and not blast, because it is much better in expanded mechanics then what blast is. Lets say he shoots out his arm...and wishes to use it much like a Morning star. Blast wouldn't allow that, but strike would, allowing him to hit up to his normal Thrown strike range (ok...so I am create some stuff as I go along....it's not COMPLETELY against the rules...nor is it entirely crazy). I made hte Feat of "retractable" for his strike, so that he can retract the arm as he wishes.

As for feats and Skills, I did something running off the concept they have for WW's book, Changeling. They describe Trolls in the setting as powerful, noble warriors. I took that concept, and applied it to what feats and skills I deemed worthy of a "battle troll", and tried to think like Del Toro, from what i know of several interviews with the main. Wink gets the Status of being Nuada's right hand man...er..troll...as well as getting 2 ranks of Fearsome Presence....that pretty much covers his "interation feats".
Wink gets Ranged Pin from his Metal Hand, as he can launch it and pin a person against a wall. His Max length with his arm is 150 feet. (i have no real knowldege of how far it goes out...his average is 30-40 feet...seems good enough for me.) coupel that with his improbed grab and improved Grapple, and improved Pin...and you got one dangerous troll. The only grapple additional feat that he doesn't get with his hand extended would be Crushing Pin, as there is no real way to apply pressure with his hand extended.

Trolls are also known in European folklore as being knowledgable metal smiths, so I gave Wink 8 ranks in Weapon Smith. I find it interesting after giving him this that many "modern" fantasy smiths have metal arms. I wasn't thinking that when I gave it to him...honest. I also gave him some search and survival skills..as trolls aren't stupid...their just not very sociable.

All in all...not bad for a creature that I found a few snippets here and there describing some abilityies...some artwork...and some European folklore knowledge...cuz I know Del Toro LOVES that stuff. I like where he sits, level wise, and it goes to show that with a good enough imagination, and some knowhow on several different things, you can get a decent idea of how a character probally works...even if it is 3-4 months before you get to see him in action.
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whatever doesn't kill you....makes you stranger
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