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

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#1023, #1496

Postby Thorpacolypse » Mon Aug 31, 2009 7:54 pm

Our last archetype special for the night hits the Aisle 32 shelves.

Image
And on a school night, too...

YAKUZA THUG
PL:
3 (38 pp) – OPL: 3; DPL: 3

ABILITIES: STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 10 (0) WIS: 11 (0) CHA: 10 (0)

SKILLS: Acrobatics 2 (+4), Bluff 3 (+3), Climb (+1), Craft [Mechanical] 2 (+2), Drive 1 (+3), Escape Artist (+2), Gather Info 3 (+3), Intimidate 3 (+3), Knowledge [Streetwise] 3 (+3), Languages 1 (Japanese, Base: English), Notice 2 (+2), Sense Motive 2 (+2), Stealth 2 (+4), Swim (+1)

FEATS: Attack Focus (Melee) (1), Dodge Focus (1), Equipment (4)

POWERS:
None


EQUIPMENT:
(20ep)

Light Undercover Vest (Protection, PF: Subtle [2ep]) [1]
Cell Phone, Standard (Diminutive [1ep])
Arsenal (15ep):
Mini-Submachine Gun (Ballistic Blast 4, Extra: Auto-Fire; 40 ft range, Small [12ep]) [4]
Light Pistol (Ballistic Blast 4; 40ft range, Small [1ep]) [4]
Nunchakus (Bludgeoning Strike 2, PF: Mighty; Small [1ep]) [2] - DC:17:tough
Sai (Piercing Strike 1, PF: Mighty, Improved Critical, Improved Disarm x2, Thrown; 10 ft range, Small [1ep]) [1] - DC:16:tough

COMBAT: Base Attack +2, Melee +3, Ranged +2, Grapple +4 [Unarmed +1 (Bruise); Sai +2, 19-20 Critical (Lethal); Mini-Submachine Gun +4, Auto-Fire (Lethal); Light Pistol +4 (Lethal); Nunchakus +3 (Bruise/Lethal)]; Defense 13 (11 flat-footed); Init +2; Knockback -1

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

DRAWBACKS:

Abilities 11 + Skills 6 (24 ranks) + Feats 6 + Powers 0 + Combat 8 + Saves 7 – Drawbacks 0 = 38 / 38

Comments: As I work up more archetypes, I am going to be posting different versions of thugs/minions of different types. Thinking along the lines of Deadliest Warrior, each type of gang, Mafia, Yakuza, Cosa Nostra, Bloods, etc. favors different types of weapons and slightly different styles so as the mood strikes me, I am going to whip them up.

I did the Yakuza first because these guys are going to playing with my PCs in my upcoming FTF game as a Yakuza boss is going to be a major player in the whole thing, ala John Marcone in the Chicago Dresdenverse. And no Yakuza boss is going to be without plenty of minions to get between him and the PCs and/or a horde of zombies. I tried to outfit them with the same gear as they tested them with in Deadliest Warrior, with a few tweaks, of course and not all of them would use all that equipment, but some would be armed with each and it’s just easier to put them all as options and let the GM sort it out.
Last edited by Thorpacolypse on Thu Sep 24, 2009 7:33 pm, edited 1 time in total.
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby Woodclaw » Mon Aug 31, 2009 11:24 pm

Beaten (again) I was working on a serie of "supporting cast" build, namely revising the core book police, soldier and SWAT/special forces archetypes using options from the other books. Nice work anyway.
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby scc » Tue Sep 01, 2009 5:15 pm

Southern special on Aisle 1.

Image
Image
I wish I knew how to quit you.

Stallion

"----------Character Details---------
Character Name: Randy Hanrahan
Character Alias: Stallion
Height: 6' 4"
Weight: 263 lbs
Hair: Reddish Blonde
Eyes: Blue
Power Level: 6.5 OPL-6.5 DPL-5.5
Power Points: 57
-------------------------------------
----------Ability Scores---------
Strength: 19 (+4)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 12 (+1)
--------------------------------------
----------Saves---------
Toughness: +5
Fortitude: +5
Reflex: +3
Willpower: +2
--------------------------------------
----------Combat---------
Attack Bonus: +7 (melee), +5 (ranged)
Damage Bonus: Unarmed +4, Nunchakus +6
Grapple: +11
Defense Bonus: +6 (+2 flat footed)
Initiative: +1
Knockback: -2
--------------------------------------
----------Lifting Capacity---------
Light Load: 116 lbs
Medium Load: 233 lbs
Heavy Load: 350 lbs
Max Load: 700 lbs
Push/Drag: 1750 lbs
--------------------------------------
----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 14 ft / 7 ft / 3 ft
--------------------------------------
----------Skills---------
  • Climb - 0 (+4)
  • Intimidate - 5 (+6)
  • Knowledge: Football - 4 (+4)
  • Knowledge: Streetwise - 2 (+2)
  • Profession: Assassin - 4 (+4)
  • Ride - 4 (+5)
  • Survival - 3 (+3)
  • Swim - 0 (+4)
--------------------------------------
----------Feats---------
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Attack Focus (Melee) (2): +2 bonus to melee attack rolls
  • Connected: Make a Diplomacy check to call in favors or aid
  • Dodge Focus 2: +2 dodge bonus
  • Equipment 2: 10 points worth of equipment
  • Power Attack: Reduce attack bonus to increase damage bonus
  • Exotic Weapon Proficiency: No penalty using Nunchakus
  • Simple Weapon Proficiency: No penalty using simple weapons
  • Tough: +2 Bonus to toughness saves
--------------------------------------
----------Equipment---------
Description:Pair of Nunchakus +2 each
Description: Knife +2
--------------------------------------
----------Drawbacks---------
Trick Knee - Points -3
Description: Make Fortitude check while moving all-out - Freq DC 15 - Sev DC 15
Vulnerable - Points -1
Description: Bad Knees Freq DC 15 - Sev DC 5
--------------------------------------

----------Cost Summary---------
Abilities: 19
Combat: 18
Saves: 6
Skills: 5
Feats: 13
Powers: 0
Drawbacks: -4
Total Cost: 57
--------------------------------------"

Comments:This is Stallion a Nightwing enemy. He is basically the muscle for whatever crime boss he is working for. He has bad knees from playing football. Any attack against them will add +1 to the DC. Nightwing has attacked his knees many times. Oddly enough he is a cowboy that uses nunchakus, his favorite weapon.
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby Thorpacolypse » Thu Sep 03, 2009 8:45 pm

Cool Stallion, scc. He was a pretty neat character in the Nightwing series, even if he was pretty outclassed by Dick.

Sorry about the slow period, folks, getting ready to run a game. I'll be posting stuff from that and some more conversions next week.
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby scc » Thu Sep 03, 2009 10:39 pm

Thanks Thorp. I noticed you have been making a lot of builds. I am impressed. I admit I am not into anime but I like the builds. Always interested in seeing the new material used in these builds. I love the Mecha and Manga book.
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby NateDogg5257 » Tue Sep 08, 2009 10:40 am

Dresedenverse game is a brillant idea. I've been thinking about starting one up for a while but didnt know which system (MnM is the best fit but I was thinking maybe useing Mage: the Awakinging from WoD). When you get around to running it please posted anything notes that may be helpful. Just curious, are all your players mages or are you letting them be vamps, werewolves, fey, ect.?
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby Thorpacolypse » Thu Sep 10, 2009 7:54 pm

NateDogg5257 wrote:Dresedenverse game is a brillant idea. I've been thinking about starting one up for a while but didnt know which system (MnM is the best fit but I was thinking maybe useing Mage: the Awakinging from WoD). When you get around to running it please posted anything notes that may be helpful. Just curious, are all your players mages or are you letting them be vamps, werewolves, fey, ect.?


I plan on posting wrap ups on Story Hour. We just finished our first session and it went well. There are a few things I didn't think about prior to starting, but I think we captured the feel of the Dresdenverse pretty well. We didn't get too far, but we laid the groundwork for the adventure pretty well and I got to use MDSnowman's Fire Daemons and they threw some flaming poop at the party (but they hit my NPC, dang it) which was pretty fun.

As far as characters go, I threw in a monster hunter type to go with the group, one guy is a mage and the other is more of Kincaid type with some mystical abilities. I originally told them I didn't want them to be vamps and such, but I think I am going to relent if they want to do some reworking of their characters. This is only our second real foray into an MnM campaign so the players are still feeling the system out and I'm still feeling out the running since generally all I've done is build and playtest against my own creations.

Check out Story Hour this weekend for more stuff, provided I have time. It's the start of the oldest Little Thorpacolype's birthday weekend (my wife goes a bit overboard with that sort of thing, family dinner Sunday, his actual birthday is Tuesday and then his friend party is next Sunday at the St. Louis Zoo which is all going to break me) so a lot of it shot, but I should have an hour or two to do some posting.
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby Thorpacolypse » Thu Sep 10, 2009 8:02 pm

scc wrote:Thanks Thorp. I noticed you have been making a lot of builds. I am impressed. I admit I am not into anime but I like the builds. Always interested in seeing the new material used in these builds. I love the Mecha and Manga book.


Yeah, that was my last hurrah for a while. Things have been NUTS in my alleged real life so the building has gone by the wayside for at least another week. Now that my game has started and I have the plot rolling where I want it, I just need to knock out a few more builds for that and then I can get back on the conversions. I want to clean up my Matrix stuff and add some new builds to that, get back on Bleach, get some more Full Metal Alchemist stuff up (man, that is like the most depressing show ever, but I just love it) add to my X-verse, get into part 2 of Dead in America, start that Gotham thing I've been putting off, work on Ghost in the Shell, and so on and so on...

Such much goofing off to do, and so little time. :cry:

Actually, the reason the Matrix stuff got back in my head is because I was starting some Ghost in the Shell stuff and I remembered that the Wachowski's patterned a lot of the Matrix after it and blammo, I figured out how to make those characters part of the Thorpacoverse without a "Matrix" reality. They can just be cyberized like the Ghost in the Shell characters. Sorta. :wink:
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby Arthur Eld » Thu Sep 10, 2009 8:13 pm

Part of the reason FMA is so depressing is that it can be very not. There will be humor, there will be heart-warming bits of grit and determination from the heroes, there'll be awesome action, and then it all sorta comes crashing down every once in a while.

Granted I've only seen a few episodes, but I've read the manga, and aside from the actual plot, they're very similar.
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby marcoasalazarm » Mon Sep 14, 2009 7:35 am

A little request for a J-Mart shipment (if at all possible)...

A conversion for the characters Irene 'Rally' Vincent and 'Minnie' May Hopkins, from the series 'Gunsmith Cats'.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby CaracalVI » Thu Sep 17, 2009 4:55 pm

marcoasalazarm wrote:A little request for a J-Mart shipment (if at all possible)...

A conversion for the characters Irene 'Rally' Vincent and 'Minnie' May Hopkins, from the series 'Gunsmith Cats'.


Hmm... I might just be able to write up their builds... I'm something of a Gunsmith Cats fan myself. ^^
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby scc » Mon Sep 21, 2009 2:58 pm

Image
I need to get a camera with a red-eye filter

Shrapnel

"----------Character Details---------
Character Name: Mark ?
Character Alias: Shrapnel
Height: Variable
Weight: Variable
Eyes: Red
Power Level: 11.5 OPL-10 DPL-11.5
Power Points: 178
--------------------------------------
----------Ability Scores---------
Strength: 30 (+10/+1)
Dexterity: 12 (+1)
Constitution: 28 (+9/+2)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 10 (0)
--------------------------------------
----------Saves---------
Toughness: +13
Fortitude: +10
Reflex: +4
Willpower: +3
--------------------------------------

----------Combat---------
Attack Bonus: +6, +9 (shrapnel blast)
Damage Bonus: Unarmed +10, Shrapnel Blast +8, Shrapnel Explosion +10
Grapple: +21
Defense Bonus: +10 (+2 flat footed)
Initiative: +1
Knockback -11
--------------------------------------

----------Lifting Capacity---------
Light Load: 8.5 tons
Medium Load: 17.1 tons
Heavy Load: 25.6 tons
Max Load: 51.2 tons
Push/Drag: 128.0 tons
--------------------------------------

----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 20 ft / 10 ft / 5 ft
--------------------------------------

----------Skills---------
  • Bluff - 6 (+6)
  • Climb - 0 (+10)
  • Concentration - 6 (+6)
  • Disguise - 2 (+2)
  • Escape Artist - 0 (+1)
  • Intimidate - 6 (+6)
  • Stealth - 0 (+1)
  • Swim - 0 (+10)
--------------------------------------

----------Feats---------
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Connected: Make a Diplomacy check to call in favors or aid
  • Taunt: Demoralize using Bluff rather than Intimidate
--------------------------------------

----------Powers---------
Alternate Form(Permanent) - Power Rank 24 - Cost 135
Description: Shards of organic metal
Power Feats: Fearsome Presence 5
Drawbacks: Involuntary Transformation -3(When Unconscious changes to a pile of shrapnel: Common, Moderate), Weakness -2(Magnetism: Common, Moderate)
Blast(10) and Anatomical Separation(10) - Power Rank 10 - Cost 50
Extras: Area(Burst), Linked, Penetrating(8)
Flaws: Range(Touch)
Power Feats: Improved Critical, AP 2
Drawbacks: Power Loss(When body is magnetized: Uncommon, Minor)
Alternate Power 1 of Blast(10) and Anatomical Seperation(10)
[b]Blast(8) and Anatomical Separation(2)
- Power Rank 8 - Cost 42
Extras: Autofire, Linked, Penetrating(8), Variable Split
Power Feats: Accurate 2, Improved Critical, Split Attack
Alternate Power 2 of Blast(10) and Anatomical Seperation(10)
[b]Blast(6)
{} - Power Rank 6 - Cost 28
Extras: Penetrating, Autofire
Power Feats: Accurate 2, Improved Critical, Split Attack
Enhanced Constitution - Power Rank 12 - Cost 12
Enhanced Strength - Power Rank 14 - Cost 14
Enhanced Dodge Focus - Power Rank 6 - Cost 3
Description: Shifting metal shards
Flaws: Concentration Check required
Growth - Power Rank 2 - Cost 6
Extras: Continuous
Flaws: Permanent
Immunity - Power Rank - Cost 11
Description: Critical Hits, Life Support
Insubstantial - Power Rank 1 - Cost 5
Power Feats: Selective
Drawbacks: Form cannot cushion falls: Uncommon, Minor
Protection - Power Rank 4 - Cost 13
Extras: Impervious 10
Drawbacks: Noticeable -1
Regeneration {} - Power Rank 5 - Cost 7
Description: Bruised 1 rnd, Injured and Staggered 20 min, Disabled 1 hour
Power Feats: Diehard, Regrowth
Super-Strength - Power Rank 5 - Cost 10
--------------------------------------
----------Cost Summary---------
Abilities: 8
Combat: 20
Saves: 7
Skills: 5
Feats: 3
Powers: 135
Total Cost: 178
--------------------------------------"

This is Shrapnel. He has made a lot of enemies in the DC universe, mainly the Doom Patrol and Superman. This was a tricky build especially since he has not been represented consistently. When he first battled the Doom Patrol his body could not be affected by magnetism. But after the initial appearance it can. So I gave him a slight drawback on that. His main power is exploding into a bunch of shrapnel then reforming himself. At times some of the shrapnel was prevented from returning to him. Like when he battled the Metal Men. So that is why it is linked to anatomical separation. So it requires a move action to get himself back together. I represented his ability to move his shrapnel out of the way from attacks as a dodge bonus that requires concentration. Though I have only seen him do it against the Doom Patrol. So down the line I might change that. He has boasted that his shrapnel can go through a tank like butter. And he has hurt tough characters like the Metal Men and Robotman from the Doom Patrol. All his alternate powers off his blast have the power loss when magnetized.He likes to talk a lot while fighting, either using taunt or intimidation. When on a mission to kill someone he will disguise himself, well as much as a huge man made of organic shrapnel can.
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Re: J-Mart: Archetypes - Cops, Soldier, Zombies, Ghoul, Yakuza

Postby marcoasalazarm » Mon Sep 21, 2009 3:49 pm

CaracalVI wrote:
marcoasalazarm wrote:A little request for a J-Mart shipment (if at all possible)...

A conversion for the characters Irene 'Rally' Vincent and 'Minnie' May Hopkins, from the series 'Gunsmith Cats'.


Hmm... I might just be able to write up their builds... I'm something of a Gunsmith Cats fan myself. ^^


THAT I would be eternally greatful for.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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#1023, #1499

Postby Thorpacolypse » Thu Sep 24, 2009 6:54 pm

Gee whiz, it's been almost a month since I added anything to the Mart! What's up with that?!?!?!?

Well, now that real life has slowed down to sprint car speed, it's time to get back to work. First, we have a submission from a new member of the team, CaracalVI with a build from Empowered.

CaracalVI wrote:Good (whatever time of day it is where you are)!

I won't be surprised if you don't remember me, since I've mostly been skulking around for a bit. I was the one who contributed the Alexander Anderson and Albert Wesker builds to your fine proprietorship!

And now, I have another one. It's from Empowered, a superhero satire comic by Adam Warren, and the build is of the title character. It goes as follows (I put it in your format for your convenience):

Image
This is what I get for putting it through the wash...

EMPOWERED (circa volume five)
PL: 8 (120 pp) - OPL: 8; DPL: 8

ABILITIES: STR: 28 [10] (+9/0) DEX: 22 [10] (+6/0) CON: 10 (0) INT: 15 (+2), WIS: 10 (0) CHA: 13 (+1)

SKILLS: Acrobatics 6 (+12), Bluff 6 (+7/+11) [Attractive], Diplomacy 4 (+5/+9) [Attractive], Knowledge [Current Events] 4 (+6), Notice 6 (+6), Search 6 (+8), Stealth 4 (+10)

FEATS: Attack Focus [Melee] (2), Attractive (1), Beginner’s Luck, Dodge Focus (3), Improved Initiative (1), Inspire (1), Luck (4), Master Plan, Seize Initiative, Taunt, Ultimate Effort [Will Save]

POWERS:
Hypermembrane (Device, Hard to Lose, PF: Restricted 2 [Empowered only], Flaw: Fragile*; [85pp traits]; 53pp) [17]
Enhanced Strength (Drawback: Power Loss [when suit is damaged, common, minor, -2]; 16pp) [18]
Enhanced Dexterity (Drawback: Power Loss [when suit is damaged, common, minor, -2]; 10pp) [12]
Protection (Extra: Impervious, Flaw: Ablative, Drawback: Fast Fade [8pp]) [9]
Super-Strength (Drawback: Power Loss [when suit is damaged, common, minor, -2]; 7pp) [4]
Blast (PF: Split Attack, Flaw: Unreliable [dice roll], Drawback: Power Loss [when suit is damaged, common, minor, -2]; 10pp) [11]
Regeneration: Recovery Bonus +9 (Extra: Affects Objects Only [14pp]) [14]
Immunity (Life Support, Drawback: Power Loss [when suit is sufficiently damaged, uncommon, minor, -1]; 8pp) [9]
Super-Senses (X-Ray Vision, Drawback: Power Loss [when mask is damaged, uncommon, minor, -1]; 3pp) [4]
Super-Movement (Wall-Crawling, Drawback: Power Loss [when surface area of suit is diminished, uncommon, minor, -1]; 1pp) [1]
Concealment (All Visual Senses, PF: Close Range, Precise, Flaw: Limited [suit only]; 6pp) [4]
Feature (Built-In Telephone, Libido Enhancement, Thoughtstream Overlap [3pp]) [3]


COMBAT: Base Attack +5, Melee +7, Ranged +5, Grapple +20 [Unarmed +9 (Bruise), Blast +11 (Lethal)]; Defense 19 (13 flat-footed); Init +10; Knockback -9

SAVES: Toughness +9 (+9 flat-footed, +9 Impervious, 0 without suit, 0 without suit flat-footed), Fortitude +5, Reflex +10, Will +4

DRAWBACKS: Normal Identity (full round, -4), Vulnerable (Interaction Effects, +1 DC, common, -2)

Abilities 12 + Skills 13 (52 ranks) + Feats 17 + Powers 53 + Combat 18 + Saves 13 – Drawbacks 6 = 120/120

Comments:
I’ve noticed that one of my favorite satire comics hasn’t got a single entry for builds, and I can’t have that. So, without further delay, I present Miss Elissa Megan Powers in all her glory!

At first, I wanted to make her a PL 9 character, but after re-reading the comic and adding up the PP, I realized that she’s not exactly skilled enough to be one, getting by mostly on luck and raw talent (and the ever-improving powers of her hypermembrane). The build reflects this: while she has the potential to be a mighty hero, her low self-esteem and the nature of her suit present some major detriments.

Also, I decided to create a custom flaw for the suit: Fragile. With this, Emp doesn’t get to add her suit’s rank to its toughness saves. The reason, however, that it’s a flaw rather than a drawback, is because I combined it with Unreliable, where even the slightest of forces can tear it rather than simply attacks alone. The suit’s regeneration only applies to it, as the suit regrows its “injuries” within the span of several hours. As for the features, they are to represent the utility functions of the suit, except for the thoughtstream replication (which, I admit, I’m not entirely sure how it functions, much like Emp herself).


Please use this as you see fit. ^^ Thank you for your customs!
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#1024, #1500!

Postby Thorpacolypse » Thu Sep 24, 2009 7:49 pm

Well, how about that? J-Mart Posted Build #1500 snuck up on me!

Image
A chainsaw hand and a Boomstick. Welcome home, Ash. *Sniff*...Welcome home... :cry:

ASH WILLIAMS
PL:
7 (95 pp) – OPL: 7; DPL: 7

ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3) INT: 10 (0) WIS: 10 (0) CHA: 15 (+2)

SKILLS: Bluff 7 (+9) [Taunt], Climb (+2), Craft [Mechanical] 5 (+5) [Improvised Tools, Inventor], Diplomacy (+2), Disguise (+2), Drive 4 (+6), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate 7 (+9), Knowledge [Arcane Lore] 3 (+3), Knowledge [Technology] 2 (+2), Notice 5 (+5), Sense Motive 7 (+7), Stealth 4 (+6), Swim (+2)

FEATS: All-out Attack, Attack Focus (Melee) (2), Attack Specialization (1) [Boomstick], Critical Strike [Zombies], Defensive Roll (1), Dodge Focus (2), Equipment (5), Favored Opponent (1) [Zombies], Improved Critical (1) [Boomstick], Improved Initiative (1), Improvised Tools, Inventor, Luck (2), Takedown Attack (2), Taunt, Tough (2)

POWERS:
Chainsaw Hand 2 (Device 2, Hard to Lose [10pp traits]; 8pp) [2]

Slashing Strike 6 (PF: Finishing Blow, Improved Critical, Improved Sunder, Weapon Break [10pp]) [6] - DC:21:tough

EQUIPMENT:
(25ep)

BOOMSTICK (Buckshot Ballistic Blast 6; PF: Accurate, Drawback: Weakness [1/2 damage against targets with any increase in natural Toughness Save; 10ft range, Medium [13ep]) [6] – DC:21:tough
OR
(Solid Shell Ballistic Blast 7; +1 to hit, 40ft range, Medium [14ep]) [7] – DC:22:tough
Vehicle (9ep):
Full Size Car Archetype

COMBAT: Base Attack +5, Melee +7, Ranged +5, Boomstick +7, Grapple +9 [Unarmed +2 (Bruise); Chainsaw Hand Strike +6, 19-20 Critical (Lethal); Boomstick +6/+7, 19-20 Critical (Lethal)]; Defense 18 (13 flat-footed); Init +6; Knockback -3

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

DRAWBACKS: (I guess the lack of hand should be a drawback, but come on...chainsaw...)

Abilities 19 + Skills 11 (44 ranks) + Feats 25 + Powers 8 + Combat 22 + Saves 10 – Drawbacks 0 = 95 / 95

Comments: So I was going through my old games since I found a shop here that is taking GameCube stuff, and as I did so, I took a gander at one of my favorite Xbox games, Fist Full of Boomstick and it made me want to work up the greatest action hero of all time, Ash Williams. And just in time to be build #1500 no less!

OK, so he’s not the greatest action hero of all time, but you gotta admit, he rocks. Army of Darkness is one of those movies that I have seen 50 times, but never all the way through but every time it’s on, I have to watch at least some of it. And I mean, come on, he has a CHAINSAW HAND BECAUSE HE CUT OFF HIS OWN HAND THAT WAS POSSESSED BY AN EVIL SPIRIT AND HE GOT INTO A FIGHT WITH THE HAND! If that’s not like the coolest thing ever, I don’t know what is.

Ash ain’t about finesse, he’s about the kick ass. He's as subtle as an A-Bomb, ain't really a nice guy and ain't even close to the sharpest blade in the drawer, but that's his appeal. He's like us if we really got into a situation like he got into, or so we'd like to think. He's average intelligence, but gets a few ranks of Craft and knowledge to allow him to invent things, like that power hand thing he used in Army of Darkness and to, of course, modify the car. And I know, his Favored Opponent should be Deadites, but around these parts, a zombie is a zombie is a zombie, whether they're raised by the Necromomicon, a Dresdenverse Necromancer, a D&D Lich or the T-Virus.

Once I get all caught up, those Zombies from the page before are going to get a work out. :mrgreen:
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