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Postby Thorpacolypse » Sat Sep 13, 2008 10:23 am

Bladewind wrote:Nice Flash builds.

Now I need to get my posterior in gear to get a build up before you do it first!

And no... it's not the Flash - it's a Flash villain. Also, I'm stealing your drawback if you don't mind - fits my build's needs...


Hmmm...I am intrigued as to who you are whipping up.

Feel free to swipe any mechanic you see here because chances are, I swiped it from somebody else. :wink:
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Postby Thorpacolypse » Sat Sep 13, 2008 11:39 am

Getting stocked on Aisle 1 is new item in our Nine is Fine Titans Line.

Image
No jokes this time. This guy's gonna be the next Batman. And he's gonna be scarier than the first one...

ROBIN PC
PL:
9 (135 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 8 (+12) [Acrobatic Bluff, Skill Mastery], Bluff (+2), Climb (+2), Computers 4 (+9), Concentration (+2), Craft [Electronic] 6 (+11), Craft [Mechanical] 6 (+11), Diplomacy (+2), Disable Device 5 (+10), Disguise (+2), Drive (+4), Escape Artist 5 (+9), Gather Info 5 (+7), Handle Animal (+2), Intimidate (+2), Investigate 8 (+13) [Skill Mastery], Knowledge [Streetwise] 4 (+9), Knowledge [Technology] 6 (+11), Languages 3 (Apache, Mandarin, Japanese, Base: English), Notice 8 (+10), Search (+5), Sense Motive 8 (+10) [Assessment, Skill Mastery], Stealth 8 (+13) [Skill Mastery], Survival (+2), Swim (+2)

FEATS: Acrobatic Bluff, Assessment, Attack Focus (Melee) (4), Attack Specialization (1) [Robinrangs], Beginner’s Luck, Defensive Roll (2), Dodge Focus (6), Eidetic Memory, Equipment (10), Evasion (1), Improved Initiative (1), Jack-of-all Trades, Leadership, Luck (1), Master Plan, Skill Mastery (1) [Acrobatics, Investigate, Sense Motive, Stealth], Set Up, Sneak Attack (1), Takedown Attack (2), Teamwork (1), Uncanny Dodge (Auditory)

POWERS:
None


EQUIPMENT:
(50ep)

Robin Costume (8ep):
Protection (2pp) [2]
Immunity (Environmental Heat, Cold [2pp])
Mask (Commlink, Night Vision, GPS Receiver [3ep])
Long Cape (1ep)
Utility Belt (31ep):
Masterwork Flash Bangs (20ep) [5] - DC:15:ref
Bo Staff (Strike 2, PF: Mighty, Improved Critical, Extended Reach, Split Attack [1ep]) [2] - DC:20:tough
Robinrangs (Masterwork Boomerang; Blast 2, PF: Mighty, Improved Critical [1ep]) [2] - DC:20:tough
R Shuriken (Masterwork Shuriken; Blast 1, Extra: Auto-Fire, PF: Improved Critical [1ep]) [1] - DC:16:tough
Smoke Grenades (Obscure [1ep])
Grapple Gun and Swing Line (Super Movement [Swinging] and Speed 1; 1ep)
Handcuffs, Mini-Tracer, Multi-Tool, Gas Mask, GPS, Forensics Kit (5ep)
Vehicle (11ep):
Redbird (Motorcycle Standard Archetype, Extras: Alarm, Power: Communication Link [Batcomputer])

COMBAT: Base Attack +8, Melee +12, Ranged +8, Robinrangs +11, R Shuriken +9, Grapple +15 [Unarmed +2 (Bruise); Bo Staff +4, 19-20 Critical (Bruise); Robinrangs +4, 19-20 Critical (Bruise); R Shuriken +1, 19-20 Critical, Auto-Fire (Bruise)]; Defense 22 (13 flat-footed); Init +8; Knockback -2

SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +8 (Evasion), Will +7

DRAWBACKS:

Abilities 34 + Skills 21 (84 ranks) + Feats 40 + Powers 0 + Combat 28 + Saves 12 – Drawbacks 0 = 135 / 135

Comments: Took my playable Robin up a PL. The main reason is that I wanted to get most, if not all of my Titans team up to, or down to PL9 for a cameo in a short story in my playable Earth-P setting (if Superman and Batman are PL10, Robin and Superboy can't be the same level, I mean that's just not right).

The other reason is that I really think this where Tim is at now in main continuity, and definitely in the Thorpacoverse. He's really become one of my favorite characters and maybe my favorite Robin, even over Dick, but believe me, it's close.

Clean Up 6/9/09: Minor tweak to this version of Tim, again mainly to get his Equipment in line with my current take on Bat Family EQ.
Last edited by Thorpacolypse on Sun Jun 07, 2009 10:42 am, edited 2 times in total.
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Postby Bladewind » Sat Sep 13, 2008 11:49 am

Something for the Villains line, this one’ll run circles around you!

Hey, Boss?

Yeah?

Boss… I said, ‘hey boss,’ not ‘hey dork.’ Anyhoo… hey Boss! This guy’s as big a loser as you!

Shut up Randall!

Image

Code: Select all
SAVITAR
PL: 13  (246 pp)

ABILITIES:   
STR: 14              (+ 2) 
DEX: 25              (+ 7)   
CON: 20              (+ 5)   
INT: 14              (+ 2)   
WIS: 12              (+ 1)   
CHA: 15              (+ 2)

SKILLS: 
Acrobatics         4 (+11),
Bluff              2 (+ 4),
Climb                (+ 2),
Concentration        (+ 1),
Diplomacy            (+ 2),
Disguise             (+ 2),
Escape Artist        (+ 7),
Gather Info          (+ 2),
Handle Animal        (+ 2),
Intimidate         8 (+10),
Knowledge
 Speed Force Lore 10 (+12),
Notice               (+ 1),
Pilot              8 (+15),
Search               (+ 2),
Sense Motive         (+ 1),
Sleight of Hand    4 (+11),
Stealth            4 (+11),
Survival             (+ 1),
Swim                 (+ 2)

FEATS: 
Acrobatic Bluff,
All-out Attack,
Assessment,
Attack Focus (Melee) (+ 6),
Favored Opponent     (+ 5), (Speedsters)
Master Plan,
Minions              (+11),
Ritualist                   (Restricted to movement ritualist)
Set-Up,
Takedown Attack      (+ 2),  ,

Instant Up,
Interpose,
Second Chance        (+ 1)
Improved Initiative  (+ 7),

POWERS: 
*Enhanced Dexterity    [15],
*Enhanced Constitution [10],

*Immunity              [ 4] Aging, Cold, Fatigue, Flash Movement Nullify

*Enhanced Feats
 Defensive Roll       (+ 5),
 Dodge Focus          (+15),
 Elusive Target,
 Evasion              (+ 2),
 Fast Overrun,
 Improved Initiative  (+ 7),
 Move-By Action,
 Seize Initiative,
 Uncanny Dodge,
 Redirect,

*Speed - Speed [19],
*Quickness [19],

*Speed Array - Air Control [10],
 Alt Power - Bullet [10],
 Alt Power - Deflect (Slow and Fast Projectiles)
 Alt Power - Insubstantial, ,
 Alt Power - Rapid Attack, ,
 Alt Power - Rapid Fire, ,
 Alt Power - Regeneration (Sustained)
   - No check, recover instantly except if rendered unconscious or dying, ,
 Alt Power - Sonic Boom, ,
 Alt Power - Spin Attack, ,
 Alt Power - Strike, ,
 Alt Power - Stun, ,
 Alt Power - Suffocate, ,
 Alt Power - Takeaway, ,
 Alt Power - Telekinesis, ,
 Alt Power - Vibration Control, ,
 Alt Power Whirlwind Attack, ,

*Super-Movement - Wall Run, Water Walk x2 [3],
 Flaw - Limited to while moving, ,

*Super-Senses [1], - Detect Speed Force users, ,

*Explosive Damage [10] - DC:25:tough,
 Extra - Linked to Insubstantial, ,
 Flaw - Uncontrolled, ,
 Flaw - Drawback - Full Power, (- 1)

COMBAT: 
Attack   + 7  [Unarmed +2 (Bruise)]   
 Melee   +13
Defense   25 (10 flat-footed)   
Init      35 (Seize Initiative)

SAVES: 
Toughness  10 (5 flat-footed) 
Fortitude   5 
Reflex     18 
Will       15

DRAWBACKS: 
Vulnerable - Will perish and be drawn into Speed Force
             if pushed to dying condition from Extra Effort
             with Speed and/or Quickness [- 2]

Abilities   15  + 
Skills      10 (40 ranks)  + 
Feats       69  +
Powers     115  +
Combat      14  +
Saves       25  –
Drawbacks    2 = 246 / 246


:arrow: Pity he was only really around for six issues of the Flash comic, notwithstanding references in various future setting comics to “Savitrix” and “Savitar Leeches.”

:arrow: I refrained from posting the miminmal background information from the character sheet as there really isn’t any on Savitar. All we know is that he was a cold war test pilot that became a Speedster instead of a Green Lantern…

:arrow: Trade-Offs: +2 Defense, -2 Toughness

:arrow: As a Speedster, Savitar is soooo much more. Savitar named himself for the Hindu god of motion and he certainly fits that bill. His TK powers are not limited to objects in motion, as he used his abilities to hurl shuriken at Wally that were dead still.

:arrow: One thing I left out of the build was his Speed Ninjas. He has a truckload of minions, treat as Ninja from the core rulebook. However the Speed that gets loaned to them is actually drawn from the Speed Force by a machine powered by Lady Flash. I treat this as an invented item, a plot device for the purposes of the story.

:arrow: Despite his awesome array of powers and ability to trump Wally throughout the story arc, I believe that Savitar is actually not as fast as Wally. I attribute his ability to outrun Wally in the last issue of the story as actually draining some of Wally’s speed without the latter realizing it. Then with extra effort… Wally dumps him in the Speed Force.

:arrow: The Immunity is an add in my interpretation of the build. It represents the fact that if Savitar to go against Wally for instance, the latter’s ability to nullify movement would have no effect on the self-proclaimed god of motion.

:arrow: Sustained Regeneration – Gives him 40 points of Regeneration, Since 43 points is enough to recover with no action against all effects… I allow him use of most of that. He can recover instantly from all effects – except Unconsciousness and Death. He has to recover from Unconsciousness/ Dying normally, and as soon as he is able to take a free action… he’s up and running again. So, moral of the story… if you’re going to his Savitar, be sure you knock him down with your first hit.

:arrow: Explosive Damge linked to Insubstantial.. this represents running through an object and causing it to explode.

:arrow: Although there is no cost savings, Savitar’s Ritual Feat is restricted to arcane rituals involving Speed and Motion. He replaces Arcane Lore with Speed Force Lore for this purpose. I didn’t feel that this justified a use of the Benefit Feat to switch the skill involved with the Feat.

:arrow: Despite that I usually “respect” PL vs. PP, I pulled out the stops on this one to make him a challenge for any group of speedsters, let alone one. He’s really designed to be defeated in one way and one way only – bounce him into or off of the Speed Force.

Hope you like!
Last edited by Bladewind on Sun Sep 14, 2008 12:01 pm, edited 1 time in total.
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Postby Thorpacolypse » Sat Sep 13, 2008 11:55 am

Check out this item in our Nine is Fine Titans Line that's getting stocked on Aisle 1.

Image
Excuse me, Conner, but are those Bugle Boy jeans?

SUPERBOY PC
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 30 (+10/+1) DEX: 12 (+1) CON: 20 (+5/+2) INT: 12 (+1) WIS: 10 (0) CHA: 14 (+2)

SKILLS: Bluff (+2/+6) [Attractive], Climb (+10), Concentration 8 (+8), Diplomacy (+2/+6) [Attractive], Disguise (+2), Escape Artist (+1), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Popular Culture] 4 (+5), Languages 1 (Kryptonian, Base: English), Notice 5 (+5), Search (+1), Sense Motive 6 (+6), Stealth (+1), Swim (+10)

FEATS: All-out Attack, Attack Focus (Melee) (4), Attractive (1), Dodge Focus (2), Improved Initiative (1), Interpose, Power Attack, Teamwork (1)

POWERS:
Enhanced Strength (Dynamic Array [19pp]) [18]
DAP: Heat Vision (Blast, Array, Extra: Range [Perception], Flaw: Distracting [18pp]) [9] - DC:24:tough
DAP: Super Cold Breath (Cold Control Snare, Extra: Range [Perception], Flaw: Distracting [1pp]) [9] - DC:19:ref
DAP: Super-Senses (1pp)
Normal Vision [Extended x5], Normal Hearing [Acute, x4], , Detect Life [Visual], X-Ray Vision, Microscopic Vision, Ultra Hearing [Acute, Extended], Ultra-Vision

Enhanced Constitution (6pp) [6]
Impervious Toughness (2pp) [2]
Immunity (Life Support [9pp]) [9]
Tactile Telekinesis (Dynamic Array [15pp]) [7]
Force Field (Extra: Impervious [14pp]) [7]
DAP: Machinery Disruption (Transform, Working objects into non-functioning objects [2pp]) [7]
DAP: Super-Strength (PF: Super-Breath, Groundstrike [2pp]) [6]
Flight (Dynamic Array [17pp]) [7]
DAP: Speed [7] and Quickness [7] (2pp) [7]

Regeneration (Recovery Bonus +3, Flaw: Requires sunlight [2pp]) [3]
Regeneration (Recovery Rate, Flaw: Requires sunlight [4pp]) [7]
Bruised 1/round [1]
Injured 1/1 minute [3]
Disabled 1/20 minutes [3]
PF: Diehard


COMBAT: Base Attack +4, Melee +8, Ranged +4, Full Super Strength Grapple +26 [Unarmed +10 (Bruise), Heat Vision +9 (Bruise)]; Defense 16 (12 flat-footed); Init +5; Knockback -3 (-10 with Force Field)

SAVES: Toughness +5 (+5 flat-footed, +2 Impervious, +12 with Force Field, +12 flat-footed with Force Field, +9 Impervious), Fortitude +10, Reflex +4, Will +4

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

Abilities 14 + Skills 6 (24 ranks) + Feats 12 + Powers 84 + Combat 16 + Saves 12 – Drawbacks -9 = 135 / 135

Comments: Keeping with Teen Titans at PL9, here is Superboy. He’s wasn’t hard at all to fit into the PL9 format since most paragon types are pretty straightforward and with his general lack of skills, there wasn’t a lot of fat to trim from his PL10 PC build.

Oh, and just a note, I know that Conner never really seemed to speak any Kryptonian in what I saw of him, but I am assuming that given more time, Kara and Kal-El would have taught him a lot, especially since he had been given his Kryptonian name of Kon-El.
Last edited by Thorpacolypse on Sat Sep 13, 2008 12:24 pm, edited 1 time in total.
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Postby Thorpacolypse » Sat Sep 13, 2008 12:21 pm

Another item in our Nine Is Fine Titans Line hits the Aisle 1 shelves.

Image
And who says blondes don't have BRAINS?

WONDER GIRL II
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 28 [10] (+10/0) DEX: 16 (+3) CON: 28 (+9/0) INT: 12 (+1) WIS: 10 (0) CHA: 14 (+2)

SKILLS: Acrobatics 5 (+8), Bluff 4 (+8/+10) [Attractive], Climb (+9), Diplomacy (+4/+6) [Attractive], Disguise (+2), Escape Artist (+3), Gather Info (+2), Handle Animal (+2), Intimidate 6 (+8), Knowledge [Popular Culture] 4 (+5), Knowledge [Theology and Philosophy] 4 (+5), Notice 6 (+6), Search (+1), Sense Motive 7 (+7), Stealth (+3), Swim (+9)

FEATS: All-out Attack, Attack Focus (Melee) (4), Attack Specialization (2), [Lasso] Attractive (1), Equipment (1), Improved Initiative (1), Interpose, Power Attack, Rage (1), Takedown Attack (1), Teamwork (1)

POWERS:
Enhanced Strength (20pp) [20]
Enhanced Constitution (18pp) [18]
Super-Strength (Dynamic Array [11pp]) [5]
DAP: Flight (2pp) [5]
DAP: Speed [5] and Quickness [5] (2pp) [5]

Super Senses (Normal Sight [Extended], Normal Hearing [Extended, Accurate]; 3pp) [3]

Lasso of Zeus (Device, Easy to Lose, PF: Indestructible [20pp traits]; 13pp) [4]
Snare (Flaw: Limited [One Subject at time], PF: Reversible, Tether [11pp]) [9] - DC:19:ref
LP: Stun (Flaws: Limited [Snared subjects] [9pp]) [9] - DC:19:fort

Amazonian Bracers (Device, Hard to Lose; PF: Restricted [Amazons], Indestructible [5pp traits]; 4pp) [1]
Enhanced Feats: Dodge Focus 4, Improved Defense (5pp) [5]

EQUIPMENT:
(5ep)

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

COMBAT: Base Attack +5, Melee +9, Ranged +5, Lasso +9, Full Super Strength Grapple +23 [Unarmed +9 (Bruise)]; Defense 18 (12 flat-footed); Init +7; Knockback -5

SAVES: Toughness +10 (+10 flat-footed), Fortitude +10, Reflex +5, Will +5

DRAWBACKS:

Abilities 12 + Skills 9 (36 ranks) + Feats 15 + Powers 73 + Combat 18 + Saves 8 – Drawbacks 0 = 135 / 135

Comments: Cassie gets the PL9 PC update. Not a lot of changes from the PL10 build, she’s just not as skilled or powerful, but still very effective especially in the Titans team environment.
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Postby Ecalsneerg » Sun Sep 14, 2008 3:13 am

Thorpacolypse wrote:Image
No jokes this time. This guy's gonna be the next Batman. And he's gonna be scarier than the first one...

Robin looks so badass in that picture.

See, if you're posting him as a Titan, I'm allowed to say nice things about him. It's just when he's Batman's sidekick I get snarky. :D
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Postby iKitten » Sun Sep 14, 2008 3:15 am

Thorpacolypse wrote:Image

It's the claw!
"Any sufficiently advanced technology is indistinguishable from a completely ad-hoc plot device."
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Postby Thorpacolypse » Sun Sep 14, 2008 7:44 pm

Getting ready to start a few Justice Society builds. As I was going throught their lineup, I realized I already had a number of JSA members from the recent past and present already done:

Atom Smasher
Black Adam (PL15)
Doctor Fate (PL14)
Flash (Jay Garrick) PC (PL11)
Hawkman
Mister Terrific (Michael Holt) (PL9)
Power Girl (PL12.5)
Star Boy/Starman
Superman PC (Kingdom Come/Earth-22) (PL16)
Wildcat (Ted Grant)
Wildcat (Tom Bronson)

And even though he's not a real member so to speak, he's certainly a main character at the moment:
Gog

So kick back and relax and get ready for a few builds from everyone's favorite legacy team, THE JUSTICE SOCIETY OF AMERICA!

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Postby Thorpacolypse » Sun Sep 14, 2008 7:49 pm

Hitting the Aisle 1 shelves is a new item in our JSA line.

Image
Absorbing Man? Never heard of him.

AMAZING MAN III
PL:
9 (125 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 17 (+3) DEX: 16 (+3) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb 4 (+7), Concentration 6 (+8), Diplomacy 7 (+8), Disguise (+1), Escape Artist (+3), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Knowledge [Physical Sciences] 6 (+7), Knowledge [Streetwise] 6 (+7), Notice 5 (+7), Search (+1), Sense Motive 6 (+8), Stealth (+3), Survival (+2), Swim (+3)

FEATS: All-out Attack, Attack Focus (Melee) (3), Defensive Roll (1), Diehard, Improved Initiative (1), Interpose, Power Attack, Teamwork (1)

POWERS:
Object Mimicry (40pp traits [48pp]) [8]


COMBAT: Base Attack +5, Melee +8, Ranged +5, Grapple +11 [Unarmed +3 (Bruise)]; Defense 16 (13 flat-footed); Init +7; Knockback -2

SAVES: Toughness +4 (+3 flat-footed), Fortitude +5, Reflex +6, Will +5

DRAWBACKS:

Abilities 27 + Skills 10 (40 ranks) + Feats 10 + Powers 48 + Combat 22 + Saves 8 – Drawbacks 0 = 125 / 125

Comments: The current Amazing Man, Markus Clay. He is the 3rd Amazing Man, having inherited his object mimicry ability from his grandfather. I actually had that JSA comic where the Amazing Man was introduced, I guess I got it because there was a black character on the cover and that just didn’t happen often when I was reading comics as young black kid in the heart of the midwest. I was never a huge JSA fan as a kid, but I remember him taking on the Real American (a suped up white supremacist) which was kind of cool at the time.

I don’t know much about Markus other than he seemed to be a man of enough faith that he was able to speak to Gog when Mr. Terrific couldn’t (he’s a well known atheist) and that he is a pretty good athlete, although apparently not along the same lines as his grandfather. I hope they develop him more, and knowing the quality of the JSA book, I can actually see it happening.
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Postby Thorpacolypse » Sun Sep 14, 2008 7:56 pm

Another item in our JSA line hits the Aisle 1 shelves.

Image
Must...resist...inappropriate...steel skin...jokes...

CITIZEN STEEL
PL:
9 (120 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 34 [16] (+12/+3) DEX: 12 (+1) CON: 16 (+3) INT: 10 (0) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+5), Bluff (+1), Climb 6 (+9), Concentration (+1), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate (+1), Notice 4 (+5), Profession [Football Player] 6 (+7), Sense Motive (+1), Stealth (+1), Survival (+1), Swim (+3)

FEATS: All-out Attack, Attack Focus (Melee) (1), Fast Overrun, Improved Grapple, Power Attack, Teamwork (1), Tough (2)

POWERS:
Density (Extra: Continuous [36pp]) [9]

Strength +18, Impervious Toughness +4, Immovable +3, Super Strength +3, Mass x10
Enhanced Fortitude Save (Extra: Impervious [10pp]) [5]
Super-Strength (PF: Groundstrike [5pp]) [2]
Immovable (3pp) [3]
Protection (Impervious [10pp]) [5]


COMBAT: Base Attack +5, Melee +6, Ranged +5, Grapple +23 [Unarmed +12 (Bruise)] Defense 14 (12 flat-footed); Init +1; Knockback -17

SAVES: Toughness +14 (+14 flat-footed), Fortitude +11 (+5 Impervious), Reflex +1, Will +5

DRAWBACKS:

Abilities 18 + Skills 5 (20 ranks) + Feats 8 + Powers 64 + Combat 18 + Saves 7 – Drawbacks 0 = 120 / 120

Comments: Getting further into my JSA run, here is Citizen Steel. He is Nathan Heywood, grandson of the original Commander Steel who was a former football star who suffered a devastating leg injury that caused them to have to amputate his leg. He was addicted to painkillers and generally miserable until the Fourth Reich attacked the Heywood family and an accident their gave him the metallic skin and muscles he has now.

He’s your basic brick, but I like him, especially in this arc where he is hoping Gog will cure him, giving him back his ability to feel which he lost once he got his powers. I did not do anything with his supposed uncontrollable strength and the costume that Mr. Terrific and Doctor Mid-Nite created for him to help with that since it would have required a deconstruction of his Density power to make the strength portion uncontrolled and I didn’t want to mess with that. Consider it a complication for now.
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Postby JoshuaDunlow » Sun Sep 14, 2008 7:58 pm

Sure is shiney, *puts on his shades* 8)
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Postby Thorpacolypse » Sun Sep 14, 2008 8:07 pm

Another item in our JSA line is getting stocked on Aisle 1.

Image
Moon Knight and I go in together on these throwing moons and get them at a discount rate.

DOCTOR MID-NITE III (PIETER CROSS)
PL:
10 (150 pp) – OPL: 10; DPL: 10

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

SKILLS: Acrobatics 5 (+8), Bluff 9 (+10), Climb 5 (+8), Concentration 8 (+12) [Skill Mastery], Diplomacy 8 (+9), Disable Device 5 (+10), Disguise (+1), Escape Artist (+3), Gather Info (+1), Handle Animal 5 (+6), Intimidate (+1), Investigate 6 (+11), Knowledge [Life Sciences] 8 (+13), Medicine 15 (+19) [Skill Mastery, Ultimate Skill], Notice 6 (+10) [Skill Mastery], Profession [Doctor] 10 (+14), Search 5 (+10), Sense Motive 6 (+10) [Skill Mastery], Stealth 7 (+10), Survival (+4), Swim (+3)

FEATS: All-out Attack, Attack Specialization (1) [Unarmed], Attack Specialization (1) [Boomerang], Defensive Roll (2), Dodge Focus (8), Eidetic Memory, Equipment (5), Favored Environment (2) [+2 Attack or Dodge in Darkness], Improved Critical (1) [Unarmed], Improved Initiative (1), Improved Ranged Disarm, Luck (1), Minions (3) [Charlie The Owl], Power Attack, Skill Mastery (1) [Concentration, Medicine, Notice, Sense Motive], Sneak Attack (2), Takedown Attack (1), Teamwork (1), Ultimate Effort (1) [Ultimate Medicine Skill], Uncanny Dodge [Auditory]

POWERS:
Super-Senses (Infravision, Darkvision [3pp]) [3]
Mid-Nite Goggles (Device, Hard to Lose [5pp traits]; 4pp) [1]

Super-Senses (Ultravision, X-Ray Vision [Flaw: Limited to flesh], Communication Link [Visual from Charlie's Camera [5pp]) [5]
Blackout Bombs (Device, Easy to Lose [10pp traits]; 6pp) [2]
Darkness Control (25-ft radius [10pp]) [5]

EQUIPMENT:
(25ep)

Costume (Protection, Subtle [2ep]) [1]
Gas Mask (1ep)
Utility Belt (22ep):
Flash Bang Grenade (16ep) [4] - DC:14:ref
Sleep Gas Grenade (1ep)
Masterwork Boomerang (PF: Ricochet [1ep]) [2] - DC:19:tough
Masterwork Throwing Blades (Shuriken, Extra: Auto-Fire, PF: Improved Critical [1ep]) [1] - DC:16:tough
Masterwork Medical Equipment (1ep)
Mini-Tracer, Handcuffs (2ep)

COMBAT: Base Attack +10, Unarmed +12, Ranged +10, Boomerang +13, Throwing Blades +11, Darkness Unarmed +14, Darkness Ranged +12, Darkness Boomerang +15, Darkness Throwing Blades +13, Grapple +13, Darkness Grapple +15 [Unarmed +3, 19-20 Critical (Bruise); Boomerang +5 (Bruise); Throwing Blades +1, 19-20 Critical, Auto-Fire (Bruise)]; Defense 22 (13 flat-footed, 24 in Darkness); Init +7; Knockback -3 (-2 flat-footed)

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

DRAWBACKS: Disability -Blind (unless in total darkness) [common, moderate; -3]

Abilities 38 + Skills 27 (108 ranks) + Feats 34 + Powers 13 + Combat 32 + Saves 9 – Drawbacks -3 = 150 / 150

Comments: Here is the latest Doctor Mid-Nite, Pieter Cross. He is one of the rare heroes for whom his super hero work is second since he considers his world class surgery skill to take precedence. And considering the wicked injuries the JSA seems to encounter, that’s a good thing. Of course, they probably go hand in hand (Writer's Meeting: “OK what do we do with Doctor Mid-Nite…wait, let’s have Hawkman shot with a bazooka so he can save him!”) but still, he’s a great supporting character.

I could never seem to get a good read on his visual senses, so I winged it in a combination of his own abilities and what his goggles do. Right now, he has sight again thanks to Gog, but I don’t see that lasting.
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Postby Arthur Eld » Mon Sep 15, 2008 8:31 am

I really like your JSA builds Thorpe, but I just have a question about Dr. Mid-nite.

How is he PL 10? The only thing I can think of is his skills, but I'm not sure of that, cause I don't have my book with me right now, but defensively he's a 9, and offensively a 8.5 or something around there, right?
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Postby MM » Mon Sep 15, 2008 12:52 pm

Arthur Eld wrote:I really like your JSA builds Thorpe, but I just have a question about Dr. Mid-nite.

How is he PL 10? The only thing I can think of is his skills, but I'm not sure of that, cause I don't have my book with me right now, but defensively he's a 9, and offensively a 8.5 or something around there, right?


He is a PL 9 both offensively and defensively. The only time he hits PL 10 is when he is in darkness, and Favored Environment kicks in.
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Postby Arthur Eld » Mon Sep 15, 2008 1:05 pm

Oh yeah, duh.

Its Dr. Mid-Nite, after all, I should have looked out for that.
Thanks for bringing it to my attention.

Although I'm not sure I would've given him Favored Environment, just because he's always in Darkness (being blind and all) and its more that his enemies just can't see him, so he has surprise and concealment. But this works too.
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