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

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Postby Libra » Sat Dec 27, 2008 12:08 pm

Poor Thorpacolypse, cheer up. You've still got my undemanding attentions. :)

Now get back to work! :wink:
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Postby Thorpacolypse » Sat Dec 27, 2008 4:19 pm

You got it, Libra!

Getting stocked on Aisle 3 is another new item in our Bad Guys R Us Special. Although, technically, she is a bad GIRL...

Image
Again, I'm not sure I need come up with any witty comments for this one. A bomb juggling supervillainess really needs no further comic value.

BOMBSHELL
PL:
8 (115 pp) – OPL: 8; DPL: 8

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

SKILLS: Acrobatics 5 (+9), Bluff 6 (+7), Climb (+2), Concentration (+1), Craft [Chemical] 7 (+8), Craft [Electronic] 7 (+8), Demolitions 9 (+10) [Fast Task], Diplomacy (+1), Disguise (+1), Escape Artist (+4), Gather Info (+1), Handle Animal (+1), Intimidate 5 (+6), Knowledge [Streetwise] 6 (+7), Notice 4 (+5), Perform [Juggling] 11 (+12), Search (+1), Sense Motive 4 (+5), Sleight of Hand 6 (+10), Stealth 5 (+9), Survival 5 (+6), Swim (+2)

FEATS: All-out Attack, Ambidexterity, Attack Focus (Ranged) (4), Challenges (1) [Fast Task], Defensive Roll (2), Dodge Focus (3), Equipment (4), Improved Aim, Improved Initiative (1), Precise Shot (1), Prone Fighting, Ranged Pin, Quick Draw (1), Ranged Pin, Set-Up, Teamwork (1), Throwing Mastery (1)

POWERS:
Explosive Balls (Device, Easy to Lose [15pp traits]; 9pp) [3]

Exploding Balls (Blast, Extra: Targeted Area Explosion [15pp]) [5] - DC:15:ref

EQUIPMENT:
(20ep)

Costume (Protection, Subtle [2ep]) [1]
Binoculars, Cell phone [3ep])
Arsenal (16ep):
Fragmentation Grenades (15ep) [5] - DC:15:ref
AP: Wrist Mounted Stun Guns (1ep) [7] - DC:17:fort

COMBAT: Base Attack +7, Melee +7, Ranged +11, Grapple +9 [Unarmed +2 (Bruise); Exploding Balls +5 (Lethal); Fragmentation Grenades +5 (Lethal)]; Defense 21 (14 flat-footed); Init +8; Knockback -2 (-1 flat-footed)

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

DRAWBACKS:

Abilities 22 + Skills 20 (80 ranks) + Feats 26 + Powers 9 + Combat 30 + Saves 8 – Drawbacks 0 = 115 / 115

Comments: Here is Bombshell, Oddball’s compatriot in the Death Throws. She is also a juggler, but is really more of an explosives expert. She's actually pretty effective, having both exploding balls to throw and apparently she also does a neat juggling trick with frag grenades where she pulls the pins as she's juggling them and then flings them at her opponent.

But I'm sorry, juggling supervillains just make me giggle.
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King Shark (original 90s style)

Postby Tattooedman » Sat Dec 27, 2008 5:53 pm

Since Thorp's been on a build run here lately with Bad Guys R Us and I noticed that some of my latest builds would fit right in soooo, here's my contributions. :D


King Shark:

Image
PL: 10
Str 26 (+8.) Dex 16 (+3) Con 28 (+9) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Skills: Intimidate 10 (+10), Notice 6 (+8.), Sense Motive 6 (+8.), Stealth 8 (+11), Survival 6 (+8.), Swim 8 (+16)

Feats: All-Out Attack, Attack Focus (Melee) 2, Crushing Pin, Environmental Adaptation [Underwater], Favored Environment (Underwater) 2 (+2 defense), Fearsome Presence 4 [DC 14; 20 ft radius], Improved Grab, Improved Grapple, Move-By Action, Power Attack, Rage, Startle

Powers: Immunity 3 (Environmental Cold; Pressure; Suffocation {Underwater})
Impervious Toughness 5
Protection 2
Strike 2 [claws] (Power Feats: Improved Critical 2, Mighty)
Strike 3 [bite] (Power Feats: Improved Critical 4, Mighty); (Flaw: Requires Grapple)
Super Strength 2
Swimming 4

Saves: Toughness +11 Fort +11 Ref +6 Will +6
*Impervious 5

Combat: Attack +8/+10 (melee), Damage +8 (unarmed)/+10 (raging unarmed)/+10 (claws-critical 18-20)/+12 (raging claws-critical 18-20)/+11 (bite-critical 16-20)/+13 (raging bite-critical 16-20), Defense +9 [underwater]/+7 [dryland] (+4 [underwater]/+3 [dryland] flat-footed), Initiative +3


Costs: Attributes 54+ Skills 11+ Feats 16+ Powers 25+ Saves 9+ Combat 30= 145 pts.


:arrow: One of the tougher foes for Superboy back in his early days. King Shark can definitely keep young paragons on their toes without a doubt, in fact at lower levels (like PL 8 or so) they would be kinda hard pressed to be able to put him down without some help.

:arrow: Then there’s the whole part about facing him in the water, that just makes him even tougher than before. His defense goes up mainly but in the water he can make more use of his Move-By Action feat to move around giving him more options in the water than he has on land.

:arrow: Now I know that Godfallen (and where's he been lately? I miss his brand of impish, indignant humor) has a build of King Shark here already but his build is of the latest version that's running around with Aquaman. I figured a build of King Shark from when he first showed up would be something useful to someone somewhere at somepoint. 8)
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Ocean Master

Postby Tattooedman » Sat Dec 27, 2008 6:03 pm

Ocean Master:

Image
PL: 10
Str 16 (+3) Dex 16 (+3) Con 16 (+3) Int 14 (+2) Wis 16 (+3) Cha 14 (+2)

Skills: Bluff 6 (+8.), Climb 4 (+7), Diplomacy 4 (+6), Gather Information 6 (+8.), Intimidate 6 (+8.), Knowledge (Arcane Lore) 6 (+8.), Knowledge (History) 4 (+6), Knowledge (Earth Science) 4 (+6), Knowledge (Streetwise) 6 (+8.), Languages 2 (Base: Inupiat; English), Notice 4 (+9), Search 4 (+6), Sense Motive 6 (+9), Stealth 8 (+11), Survival 4 (+7), Swim 4 (+7)

Feats: Artificer, Attack Spec. (Trident) 2, Attack Spec. (Magic Array) 3, Challenge (Durable Lie), Distract [Bluff], Environmental Adaptation [Underwater], Dodge Focus 3, Equipment 3, Fascinate [Diplomacy], Improved Initiative, Power Attack, Precise Shot, Ritualist

Powers: Comprehend 2 [all aquatic humanoids]
Immunity 3 (Environmental Cold; Pressure; Suffocation {Underwater})
Dynamic Magic Array 8 {12 w/ Boost}
-Blast 8 {12} [Mystic]
-Alt. Power: Blast 5 {8} [ice daggers] (Extra: Autofire)
-Alt. Power: Control Water 8 {12}
-Alt. Power: Create Object 8 {12} [ice/water shapes]
-Alt. Power: Force Field 5 {8} (Extra: Impervious)
-Alt. Power: Snare 5 {8} [ice bonds] (Extra: Area {Cone})

Super-Senses 3 (Darkvision; Low-Light Vision)
Swimming 3

Device {Mystical Trident}5 (easy to lose) (Drawback: Disability: If possession of trident is lost he suffers damage from Blast at rank 12 (-3 pts)
--Power Reserve 2 [4 point reserve] {Magic Array}
--Strike 3 (Power Feats: Extended Reach 2, Improved Critical, Mighty)

Saves: Toughness +11*/+3 Fort +6 Ref +6 Will +8
*Force Field 8 {Impervious}

Combat: Attack +4/+8 (trident)/+10 (magic array), Damage +3 (unarmed)/+ (trident)/+ (magic array), Defense +9 (+3 flat-footed), Initiative +7


Costs: Attributes 32+ Skills 20+ Feats 20+ Powers 47+ Saves 11+ Combat 20= 150 pts.


:arrow: Ocean Master to me is supposed to be an evil version of Aquaman, but he doesn’t control sea life. Nope not at all, fish won’t even look at him, instead he has mastered Atlantean magic as well as using human technology, that’s his equalizer.

:arrow: Honestly though he isn’t creative enough to use it to it’s potential, normally he simply manifests mystical energy blasts. Where he makes good is that he normally has some thugs working for him he hired or somekind of device, technological or magical which is normally the plot device, that makes him the threat to Aquaman and Atlantis.

:arrow: Ssssooooo, I added a couple things that I've used before when Ocean Master has showed up in my games. Things that made a slight bit of sense to me at least, I mean it's supposed to be Atlantean magic right? Well to me that means it's all about manipulating water for various uses in various states. That should help make Ocean Master something more of a threat.

:arrow: I even managed to fit in the bit about his penalty for losing his grip on his trident. I think I gave it a good rating and managed to pick an appropriate sounding drawback descriptor. And I've got to admit, that's a sucky drawback for a power. Just remember kids, this just goes to show that having some extra power from a demonic villain isn't always what it's cracked up to be.

:arrow: I noticed that J-Mart was missing a build of Ocean Master so I felt compelled to share mine with them. Nothing fancy about it, plus why not have two aquatic villains back to back? :roll:
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Javelin

Postby Tattooedman » Sat Dec 27, 2008 6:16 pm

And my last add to the Bad Guys R Us run.

Javelin:

Image
PL: 9
Str 14 (+2) Dex 18 (+4) Con 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)

Skills: Bluff 8 (+9), Craft (Electronics) 6 (+8.), Craft (Mechanical) 6 (+8.), Intimidate 8 (+9), Craft (Technology) 6 (+8.), Knowledge (Streetwise) 6 (+6), Notice 6 (+8.), Profession (Mercenary) 4 (+5), Sense Motive 6 (+6), Stealth 8 (+12)

Feats: Accurate Attack, Attack Spec. (Javelins) 3, Defensive Attack,
Defensive Roll, Dodge Focus 5, Improved Aim, Improved Ranged Disarm,
Improved Initiative, Luck 2, Move-By Action, Power Attack, Precise Shot 2,
Quick Draw, Ranged Pin, Startle, Taunt

Powers: Device (Javelins) 5 (easy to lose)
--Blast 9 [Tracking Javelin] (Power Feat: Homing)
-Alt. Power: Net Javelin 9 [Snare]
-Alt. Power: Blast 9 [Diamond-Edged Javelin] (Extra: Penetrating)
-Alt. Power: Blast 9 {electrical} [Shock-Javelin]
-Alt. Power: Confuse 9 [Shrieking Javelin]
-Alt. Power: Color Control 9 [Dye Filled Javelin] (Flaw: Limited-only turn things the color yellow)
-Alt. Power: Strike 9 [Javelin Thrusts]

Device {Javelin Suit} 2 (hard to lose)
--Flight 3
--Protection 4

Saves: Toughness +8*/+7** Fort +6 Ref +5 Will +5
*Defensive Roll & Javelin Suit
**Javelin Suit

Combat: Attack +3/+9 (javelins), Damage +2 (unarmed)/+8 (javelin arsenal), Defense +11 (+3 flat-footed), Initiative +8


Costs: Attributes 24+ Skills 16+ Feats 24+ Powers 23+ Saves 7+ Combat 18= 112 pts.


:arrow: One of the first DC villains I ever read about, Javelin.

:arrow: Without a doubt this guy should've been a member of Flash's Rogues Gallery. Cheesy German accent, gimmick weapons, without which he's just a mouthy mook, yep sounds like one of the Rogues to me.

:arrow: Someone thought that Javelin should be used against Hal Jordan of all heroes, though that yellow dye releasing javelin sure helped him out for a while. Javelin is a mercenary for hire who was supposed to sabotage some project at Ferris Aircraft and of course that puts him at odds with the most well known GL in DC.

:arrow: I can't help but like Javelin since I think it's safe to blame him for my liking of gimmicked villains. I mean if a horrible German accented shmuck can get the drop on Hal Jordan of all heroes for crying out loud then there's a remote chance that he's (and by extension other costumed, gimmicked villains) cool in some way.

:arrow: I seem to recall that Thorp enjoys the occational cheesy, gimmick villains. So that's why I posted Javelin here, cause everyone needs a gimmick villain now & then. 8)
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Re: Javelin

Postby Thorpacolypse » Sat Dec 27, 2008 8:07 pm

Tattooedman wrote:And my last add to the Bad Guys R Us run.

Javelin:

Image

:arrow: I seem to recall that Thorp enjoys the occational cheesy, gimmick villains. So that's why I posted Javelin here, cause everyone needs a gimmick villain now & then. 8)


Ah, Javelin. He does fit the mold of a the gimmick villains that I just LOVE. It's a shame he doesn't juggle, or he'd be perfect! :D

Thanks for the builds, Tattooed!
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Postby Michuru81 » Sat Dec 27, 2008 9:00 pm

Khantalas wrote:
Thorpacolypse wrote:He WILL show up in my next storyline no matter how pointless his appearance may be, mark my words…


You said that about several characters I have statted, but you are yet to write new storylines.

I expect you to fulfill your promise.


Seconded.
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Postby Thorpacolypse » Sat Dec 27, 2008 11:13 pm

This is yet another item in our Bad Guys R Us Special.

Image
I went to Jared! And I kicked his @$$!!!

DIAMONDHEAD
PL:
9 (127 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 32 [12] (+11/+1) DEX: 12 (+1) CON: 28 [14] (+9/+2) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Bluff 6 (+6), Climb (+1), Concentration (+1), Disable Device 5 (+5), Escape Artist (+1), Intimidate 10 (+10), Knowledge [Streetwise] 5 (+5), Notice 4 (+5), Sense Motive 5 (+6), Stealth 5 (+6), Survival (+1), Swim (+1)

FEATS: Accurate Attack, Attack Focus (Melee) (3), Chokehold, Improved Grab, Improved Grapple, Power Attack, Takedown Attack (1)

ENHANCED FEATS: Diehard, Endurance (3)

POWERS:
Diamond Body 15 (Alternate Form, Solid, Extra: Duration [Continuous], Flaw: Permanent [75pp]) [15]

Density 10 (Array [30pp]) [10]
Strength +20, Impervious Protection +5, Immovable - 3, Super Strength – 3
Enhanced Constitution 14 (14pp) [14]
Impervious Toughness 5 (5pp) [5]
Super-Strength 2 (51 Tons [4pp]) [2]
Immunity 11 (Heat effects, cold effects, disease [11pp]) [11]
Enhanced Feats 4 (see Feats [4pp]) [4]
Regeneration 7 (Recovery Rate [7pp])

Injured 1/5 minutes [2]
Staggered 1/5 minutes [2]
Disabled 1/hour [2]
PF: Regrowth


COMBAT: Base Attack +5, Melee +7, Ranged +5, Grapple +23 [Unarmed +11 (Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback -15

SAVES: Toughness +14 (+14 flat-footed, +10 Impervious), Fortitude +13, Reflex +2, Will +4

DRAWBACKS: Weak Point - Flaw in Diamond Form, can be shattered (uncommon, moderate; -2)

Abilities 10 + Skills 10 (40 ranks) + Feats 12 + Powers 71 + Combat 18 + Saves 8 – Drawbacks -2 = 127 / 127

Comments: Diamondhead here is one of Nova’s first foes. He was a basic 70’s creation: small time hood breaks into experimental facility, gets blasted with a ray while holding stolen diamonds, gets turned into a powerhouse with a diamond body. I believe he was recently accidentally whacked by Cap (Steve Rogers) who was helping Nova just prior to the Civil War, but since he can be put back together, I’m sure some enterprising villain will collect all his pieces and send him out after Nova again.
Last edited by Thorpacolypse on Sun Jul 11, 2010 10:31 am, edited 3 times in total.
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Postby Thorpacolypse » Mon Dec 29, 2008 8:46 pm

Getting stocked on Aisle 3 is a new item in our Walking the Line...uh, Line. This is our line of builds for characters that aren't really villains, aren't really heroes either. They walk that line.

Image
Yeah, these outfits are great in the city, but ain't such a great damn idea for out here on the beach...

CONSTRICTOR
PL:
9 (118 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 5 (+7), Bluff 6 (+7), Climb (+2), Concentration (+1), Diplomacy (+1), Disable Device 5 (+6), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 7 (+8), Knowledge [Streetwise] 6 (+7), Notice 5 (+6), Search (+1), Sense Motive 6 (+7), Stealth 8 (+10), Survival (+1), Swim (+2)

FEATS: All-out Attack, Ambidexterity, Attack Focus (Melee) (2), Benefit (1) [Initiative Clearance], Defensive Roll (1), Dodge Focus (2), Equipment (1), Improved Initiative (1), Power Attack, Takedown Attack (1), Tough (1)

POWERS:
Bionic Arms (Container [30pp]) [6]
Elongation (Flaw: Limited to Coils [2pp]) [3]
Enhanced Feats: Improved Disarm, Improved Grapple, Improved Grab, Weapon Bind [4pp])
Super-Strength (Flaw: Limited to Coils [2pp]) [2]
AP: Super Movement (Swinging [1pp]) [1]
Strike (Electrical, Extra: Penetrating [20pp]) [10] - DC:25:tough
AP: Stun (1pp) [10] - DC:20:fort

Constrictor Costume (Device, Hard to Lose [5pp traits]; 4pp) [1]
Protection (3pp) [3]
Immunity (Electricity [1pp]) [1]
Enhanced Feats: Diehard (1pp) [1]


EQUIPMENT:
(5ep)

Initiative Communicard (GPS, Commlink [2ep]),

COMBAT: Base Attack +6, Melee +8, Ranged +6, Grapple +10, Coil Grapple +17 [Unarmed +2 (Bruise); Coil Strike +10 (Bruise)]; Defense 20 (14 flat-footed); Init +6; Knockback -4

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

DRAWBACKS:

Abilities 20 + Skills 12 (48 ranks) + Feats 13 + Powers 34 + Combat 28 + Saves 11 – Drawbacks 0 = 118 / 118

Comments: A character that was really brought to a new level by The Initiative. Constrictor was a long time, kinda jobber villain who eventually turned over a new leaf and became involved with The Initiative. He has had several good scenes in the book, actually saving the cadets several times and having a great moment at the end of Issue 13 with Butterball and Taskmaster (you have to read it, it’s great).

When he and the rest of the Shadow Initiative took on KIA (the clone of MVP that went beserk while wearing the Tactigon) he got his forearms ripped off with the original coils that were part of his suit and recently he had bionic prosthesis attached that had the same capabilities. I may go back and make them devices since I saw him putting them on one morning in one of the recent books, but for now they stay in a Container.
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Postby Thorpacolypse » Mon Dec 29, 2008 8:54 pm

Another item in our Walk The Line Line is getting stocked on Aisle 1.

Image
My crew ain't functional, but they are effective. Kinda.

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

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

SKILLS: Acrobatics 10 (+15), Bluff 6 (+8), Climb 7 (+11), Concentration (+1), Diplomacy (+2), Disguise (+2), Escape Artist 4 (+9), Gather Info 8 (+10), Handle Animal 8 (+10), Intimidate 9 (+11) [Forceful Intimidation, Startle], Investigate 4 (+7), Knowledge [Streetwise] 6 (+9), Knowledge [Tactics] 7 (+10), Notice 11 (+12), Search (+3), Sense Motive 12 (+13) [Assessment], Stealth 10 (+15) [Accelerated Stealth], Survival 14 (+15) [Fast Task, Track], Swim (+4)

FEATS: All-out Attack, Assessment, Attack Focus (Melee) (4), Challenges (3) [Accelerated Stealth, Fast Task (Track), Forceful Intimidation], Contacts, Defensive Attack, Defensive Roll (1), Dodge Focus (4), Elusive Target, Equipment (2), Evasion (1), Improved Block (1), Improved Critical (4) [Unarmed x2, Knives x2], Improved Initiative (1), Leadership, Move-by Action, Power Attack, Sneak Attack (1), Startle, Stunning Attack, Takedown Attack (2), Tough (1), Track, Uncanny Dodge [Scent]

POWERS:
Super Senses (Scent [Acute]; 1pp) [1]


EQUIPMENT:
(10ep)

Costume (Protection, Subtle [3ep]) [2]
Knives (PF: Split Attack [7ep]) [1] – DC:20:tough

COMBAT: Base Attack +9, Melee +13, Ranged +9, Grapple +17 [Unarmed +4, 18-20 Critical (Bruise); Knives +5, 17-20 Critical]; Defense 22 (14 flat-footed); Init +9; Knockback -4

SAVES: Toughness +8 (+7 flat-footed), Fortitude +7, Reflex +9 [Evasion], Will +5

DRAWBACKS:

Abilities 38 + Skills 29 (116 ranks) + Feats 37 + Powers 1 + Combat 34 + Saves 11 – Drawbacks 0 = 150 / 150

Comments: Catman as a PL10 PC. I had to stretch a few things to get him up to playable PP, but I definitely felt that combat wise he was a PL10. As I have stated before, Gail Simone has done such a fantastic job with that character, I actually bought him going toe to toe with Batman to basically a draw, in a recent issue of the Secret Six. He and Deadshot are one of the great comedic action teams in comics right now. You can tell that they are tight, but they would never say it to each other, and are just as likely to take a bullet for the other as they would to completely sell the other out. It’s great.
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Postby Thorpacolypse » Mon Dec 29, 2008 9:03 pm

Another item our Walk The Line Line is getting stocked on Aisle 3.

Image
At least I'm better than the shoes...

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

ABILITIES: STR: 26 [20] (+8/+5) DEX: 26 [18] (+8/+4) CON: 26 [20] (+8/+5) INT: 16 (+3) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 5 (+13), Bluff (+2), Climb 6 (+14), Concentration (+3), Diplomacy 6 (+8), Disguise (+2), Escape Artist (+8), Gather Info (+2), Handle Animal 6 (+8) [Animal Empathy], Intimidate 6 (+8), Knowledge [Arcane Lore] 6 (+9), Knowledge [Business] 6 (+9), Language 1 (Navajo, Base: English), Notice 8 (+11), Profession [CEO] 4 (+7), Search (+3), Sense Motive 6 (+9), Stealth 5 (+13), Survival 7 (+10) [Track], Swim (+8)

FEATS: All-out Attack, Animal Empathy, Attack Focus (Melee) (6), Benefit (2) [Status, Wealth], Defensive Roll (1), Dodge Focus (2), Eagle Eyes, Endurance (1), Power Attack, Takedown Attack (1), Tough (1), Track

POWERS:
Mystical Puma Enhancements (Container [40pp]) [8]
Enhanced Strength (6pp) [6]
Enhanced Dexterity (8pp) [8]
Enhanced Constitution (6pp) [6]
Super-Strength (6pp) [3]
Strike (PF: Mighty, Improved Critical [3pp]) [1] - DC:24:tough
Leaping (2pp) [2]
AP: Speed (1pp) [2]
Super Senses (Normal Hearing [Extended], Scent [Accurate, Acute, Extended], Ultra Hearing; 5pp) [5]
Regeneration (Recovery Rate [3pp])
Injured 1/20 minutes [1]
Disabled 1/5 hours [1]
Staggered 1/20 minutes [1]


COMBAT: Base Attack +5, Melee +11, Ranged +5, Grapple +22 [Unarmed +8 (Bruise), Strike +9, 19-20 Critical (Bruise)]; Defense 20 (14 flat-footed); Init +8; Knockback -5 (-4 flat-footed)

SAVES: Toughness +10 (+9 flat-footed), Fortitude +8, Reflex +9, Will +5

DRAWBACKS:

Abilities 44 + Skills 18 (72 ranks) + Feats 19 + Powers 40 + Combat 26 + Saves 3 – Drawbacks 0 = 150 / 150

Comments: Puma here is an anti-hero from the Spidey-verse. Sometimes he’s a help to Spidey, sometimes he’s an opponent, depending on the situation. Puma’s main motivation is to help his tribe (unnamed, but I chose Navajo) so if he needs money or a favor from someone, he’ll cross the line to do whatever needs to be done. He's your basic Spidey Animal Totem style character, this one with a cat powered motif.

Sorry, I had to take a shot at Puma shoes. I used to love them and then I had like 3 pair just fall apart on me in late high school/early college. They must not have been using the GOOD child labor, like Nike...
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Postby Thorpacolypse » Mon Dec 29, 2008 9:21 pm

Getting stocked on Aisle 1 is our last item for the night, and it is not part of the Walk the Line Line. The only line this guy walks is the line between ass-whoopin' and ass-beatin'...

Image
That Batman vs. Ambush Bug fight was fixed! I want my money back, damn it! You had Ambush Bug take a dive, I know it!!!

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

ABILITIES: STR: 22 (+6) DEX: 18 (+4) CON: 20 (+5) INT: 12 (+1) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 7 (+11) [Acrobatic Bluff], Bluff (+2), Climb (+6), Concentration (+3), Craft [Mechanical] 5 (+6), Diplomacy 5 (+7), Disguise (+2), Drive 4 (+8), Escape Artist 4 (+8), Gather Info 6 (+8), Handle Animal (+2), Intimidate 8 (+10) [Startle], Investigate 6 (+7), Knowledge [Streetwise] 6 (+7), Knowledge [Tactics] 9 (+10), Notice 6 (+9), Profession [Boxer] 7 (+10), Search (+1), Sense Motive 12 (+15) [Assessment, Combat Clarity], Stealth 7 (+11), Survival 4 (+7), Swim (+6)

FEATS: Acrobatic Bluff, All-out Attack, Assessment, Attack Focus (Melee) (7), Challenges (1) [Combat Clarity], Defensive Attack, Defensive Roll (1), Diehard, Dodge Focus (1), Elusive Target, Equipment (3), Improved Block (1), Improved Critical (3) [Unarmed x3], Improved Grab, Improved Initiative (1), Improved Pin, Improved Throw, Inspire (1), Leadership, Luck (1), Second Chance (1) [Toughness saves against physical damage], Startle, Stunning Attack, Takedown Attack (2), Teamwork (1), Tough (2), Ultimate Effort (1) [Ultimate Toughness Save]

POWERS:
None


EQUIPMENT:
(15ep)

Costume (Protection, Subtle; Camouflage [Urban]; 3ep]) [1]
Commlink, Mini-Tracer (2ep)
Vehicle (10ep):
Motorcycle (Extras: Alarm),

COMBAT: Base Attack +7, Melee +14, Ranged +7, Grapple +20 [Unarmed +6, 17-20 Critical (Bruise)]; Defense 21 (15 flat-footed); Init +8; Knockback -4

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

DRAWBACKS:

Abilities 42 + Skills 24 (96 ranks) + Feats 39 + Powers 0 + Combat 34 + Saves 11 – Drawbacks 0 = 150 / 150

Comments: Decided to whip up Wildcat as a PL10 PC. This Ted is a wicked melee combatant, able to take down just about any PC I’ve built so far, paragon, powerhouse or whatever. With an All Out/Power Attack and a Crit, he can lay a whopping +16 smack on someone with a +14 to hit still. And no, I do not think that is too powerful, since he has been shown punching through walls and hanging with some big time heroes and villains with his toughness, guile and unparalleled fighting ability.
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Postby Thorpacolypse » Tue Dec 30, 2008 9:44 pm

Happy...Happy Birthday to me...Happy Birthday to me...and to you!

That's right, the CEO is celebrating the most important day in the history of mankind. Well, to me, anyway. And I have reached the age of perfection. That age is that is the answer to everything. Cookies for one who guesses.

And not only that, I'm celebrating J-Mart posted build 1200-ish! I realized my counting got messed somewhere, but based on a rough estimate from my build database, this looks like it should be pretty close to 1200. Thanks again to the J-Mart team for over 300 contributions!

And this milestone build definitely fits the essence of J-Mart.

Image
Sniff...sniff...he is so beautiful...

MARV
PL:
7 (105 pp) – OPL: 7; DPL: 7

ABILITIES: STR: 22 (+6) DEX: 14 (+2) CON: 20 (+5) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

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

FEATS: All-out Attack, Assessment, Challenges (2) [Forceful Intimidation, Powerful Intimidation], Chokehold, Diehard, Dodge Focus (2), Equipment (2), Improved Critical (1) [Unarmed], Improved Grab, Improved Initiative (1), Power Attack, Takedown Attack (1), Startle, Tough (3), Ultimate Effort (1) [Ultimate Toughness Save]

POWERS:
Super-Strength (PF: Innate [3pp]) [1]
Super Movement (Slow Fall, PF: Innate [3pp]) [1]


EQUIPMENT:
(10ep)

Heavy Pistol (8ep) [4] – DC:19:tough

COMBAT: Base Attack +8, Melee +8, Ranged +8, Grapple +15 [Unarmed +6, 19-20 Critical (Bruise); Heavy Pistol +4 (Lethal)]; Defense 16 (12 flat-footed); Init +6; Knockback -4

SAVES: Toughness +8 (+8 flat-footed) [Ultimate Save], Fortitude +8, Reflex +5, Will +3

DRAWBACKS: Disability -Psychotic episodes without medication [uncommon, minor] [-1]

Abilities 34 + Skills 15 (60 ranks) + Feats 20 + Powers 6 + Combat 24 + Saves 7 – Drawbacks -1 = 105 / 105

Comments: Caught part of Sin City the other day (which got me on the whole Action kick from a week or so ago) so I felt the need to whip up Marv. If you haven’t seen Sin City, shame on you. For those that have know that Marv is a street level MONSTER. He’s major league tough, nearly peak human strength and knows how to fight. He lives by his own code, which is OK with killing, but not women, kids, animals and people that don’t deserve it. But man, if you do deserve it…look out.
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Postby Alexander » Wed Dec 31, 2008 7:28 am

Happy Birthday Thorp! May you count many, many more and may your builds may continue to be as awesome as always. Rock on!
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Postby Libra » Wed Dec 31, 2008 9:13 am

Happy...Happy Birthday to me...Happy Birthday to me...and to you!


Happy birthday Thorpacolypse! May your beard remain unshaven, your shirt remain untucked, your jokes remain - Ummm - plentiful and your builds remain as gut-bustingly gnarly-super-awesome! :wink:
Founder of H.E.R.O.I.C, Complimenter-in-Chief, Co-Arch Henchman to the Grin, Servant of the Hoff!

Rule Brittania! Praise the Hoff and the Grin!

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