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J-Mart II: Closed for 3E - Thanks for the Patronage!

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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby Thursdaze » Sat Oct 17, 2009 10:40 am

I like your take on the GL ring Thorp! Just a minor thing though unless you add an immunity to will saves or interaction skills your GL ring will be able to be targetted by bluffs, seductions, mental blasts and the like.
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby Thorpacolypse » Sat Oct 17, 2009 1:04 pm

Woodclaw wrote:Wow, I'm speechless from the amount of big names you were able to stat/revise in such a short time. Definitly a great work.


The Ilethryl Knight wrote:8 awesome builds, all in a single day! I am jealous of your incredible productivity.


Well, truth be told, most of them have been sitting on my hard drive for a while, I just got lucky and finished my honey-do's quickly yesterday when I took the afternoon off and I started posting. Don't worry, I'll be back to my usual inactivity in no time. :)

Thursdaze wrote:I like your take on the GL ring Thorp! Just a minor thing though unless you add an immunity to will saves or interaction skills your GL ring will be able to be targetted by bluffs, seductions, mental blasts and the like.


Hmmm...good point. I'll have to do some PP shifting. I'd hate for Poison Ivy to charm the ring off Guy when I get him reworked. :wink: Thanks for the catch!
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby Thorpacolypse » Sun Oct 18, 2009 7:37 am

A new item in our ICONS line hits the shelves.

Image
Whatever life holds in store for me, I will never forget these words: 'With great power, comes great responsibility.' This is my gift. My curse. Who am I? I'm Spider-Man!

SPIDER-MAN
PL:
11 (185 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 28 [10] (+9/0) DEX: 34 [10] (+12/0) CON: 26 [10] (+8/0) INT: 18 (+4) WIS: 12 (+1) CHA: 14 (+2)

SKILLS: Acrobatics 0/6 (+0/+18) [Accelerated Acrobatics, Perfect Balance], Bluff 10 (+12) [Improved Trick, Taunt], Climb (+9) [Fighting Climb], Computers 4 (+8), Concentration (+1), Craft [Chemical] 3 (+7), Craft [Electronic] 3 (+7), Diplomacy (+2), Disguise (+2), Escape Artist (+12), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Investigate 3 (+7), Knowledge [Technology] 3 (+7) [Inventor], Notice 6/12 (+7/+13), Profession [Photographer] 5 (+6), Search (+4), Sense Motive 7 (+8), Stealth (+12), Survival (+1), Swim (+9)

FEATS: Attack Specialization (3) [Web Shooters], Defensive Attack, Defensive Strike, Equipment (1), Improved Trick, Inventor, Takedown Attack (1), Taunt

SPIDER SENSE ENHANCED FEATS: Accelerated Acrobatics, Attack Focus (Melee) (6), Dodge Focus (10), Evasion (1), Eyes in the Back of Your Head, Fighting Climb, Improved Defense (1), Move by Action, Perfect Balance, Redirect

POWERS:
Enhanced Strength 18 (18pp) [18]
Enhanced Dexterity 24 (24pp) [24]
Enhanced Constitution 14 (14pp) [14]
Super-Strength 4 (10 Tons [8pp]) [4]
Super Movement 3 (Wall Crawling x2, Sure-footed [6pp]) [3]
Leaping 2 (2pp) [2]
Spider Senses 6 (Passive Container 6 [30pp traits]; 30pp) [6]

Enhanced Skills 3 (Acrobatics 6 ranks, Notice 6 [3pp]) [3]
Enhanced Feats 24 (see Feats [24pp]) [24]
Super Senses 3 (Danger Sense [Mental, Ranged], Uncanny Dodge [Danger Sense]; 3pp) [3]

Web Shooters 6 (Device 6, Hard to Lose , Drawback: Power Loss [when out of Web Fluid, uncommon, minor; -4]; [30pp traits]; 23pp) [6]
Super Movement 1 (Swinging [2pp]) [1]
LP: Speed 2 (25 mph [2pp]) [2]
Snare 10 (Array, PF: Tether, Split Attack [22pp]) [10] - DC:20:ref
AP: Snare 7 (Extra: Auto-Fire, PF: Tether [1pp]) [7] - DC:17:ref
AP: Snare 7 (Extra: Targeted Shapeable Area, PF: Tether [1pp]) [7] - DC:17:ref
AP: Create Object 10 (PF: Stationary, Tether [1pp]) [10]
AP: Dazzle 10 (Visual, PF: Reversible [1pp]) [10]


EQUIPMENT:
(5ep)
Costume (Protection 1, PF: Subtle [2ep]) [1]
Camera, Cell Phone, Mini-Tracer (3ep)

COMBAT: Base Attack +4, Melee +10, Ranged +4, Web Shooters +10, Grapple +22 [Unarmed +9 (Bruise)]; Defense 24 (12 flat-footed); Init +12; Knockback -4

SAVES: Toughness +8 (+8 flat-footed), Fortitude +7, Reflex +15 (Evasion), Will +7

DRAWBACKS:

Abilities 12 + Skills 11 (44 ranks) + Feats 31 + Powers 100 + Combat 20 + Saves 7 – Drawbacks 0 = 185 / 185

Comments: Your friendly neighborhood Spider Man, slightly retooled and ready to rumble on Earth-217. Pete here actually hits his caps situationally, with his Web Shooters and defensively. He also can do so with the Defensive Strike feat which allows you to get a +4 to hit when an opponent misses you in melee, which he should be able to take advantage of a lot.

I really haven't thought a lot about how I want to him to roll on Earth-217 outside of his norm. He is still with MJ, though, and still has Aunt May and J. Jonah Jameson as his boss (not the mayor of New York, although I do think that's a funny angle), but other than that, I'm not sure whether I want him just solo, as part of Nightwing and Cage's team or what.

Clean Up 4/25/10: I didn't really change any of Spidey's abilities with this clean up, I just put a number of them into a Container to allow him to be dropped down considerably combat-wise when his Spider Sense is Nullified.
Last edited by Thorpacolypse on Sat Apr 24, 2010 9:32 am, edited 1 time in total.
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby Alexander » Sun Oct 18, 2009 8:20 am

Man, this Spider-Man build is wicked! I totally dig it. It has that "no-longer-a-teenager" spidey vibe that I dig so much. As for having him in a team... well, him and Nightwing would positively demolish anything in their way. Just the two of them, working together.

But I see him as more of a sometimes-part-of-a-team kind of guy. Alot of team-ups, not permanent membership or anything. But hey, that's just me :)
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby Woodclaw » Sun Oct 18, 2009 8:44 am

Alexander wrote:It has that "no-longer-a-teenager" spidey vibe that I dig so much.


Why the big boss of the Marvel Comics seem to be unable to understand this simple concept... Why...
"Yes, it's a bloody flying alligator setting fire to my city!"

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From another dark corner of my mind (my Deviantart page)
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby Alexander » Sun Oct 18, 2009 8:59 am

Woodclaw wrote:
Alexander wrote:It has that "no-longer-a-teenager" spidey vibe that I dig so much.


Why the big boss of the Marvel Comics seem to be unable to understand this simple concept... Why...


He likes his spidey as an angsty teen, I like him better as a young man burdened with troubles in and out of costume. It's just a matter of opinion. The difference is that Quesada has editorial powers, and I only have rage-on-the-internet powers. That's what you get when you're bitten by a radioactive fanboy.
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby AmericanYeti » Sun Oct 18, 2009 5:36 pm

I'm not sure whether I want him just solo, as part of Nightwing and Cage's team or what.


I like that angle. Spidey and Dick team up pretty naturally. Love the build of everyone's favorite webslinger, and the new thread overall. Keep it up, big guy.
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby Thorpacolypse » Sun Oct 18, 2009 7:02 pm

The J-Mart Favorite. Period.

Image
But, I've learned that Dick wasn't like me. He didn't come from a world of privilege. He was a performer, gifted in that way. And while at the time, the transition from Robin to Nightwing was difficult for us both,...it was a day I had long prepared myself for because...

Dick was BORN to be in the center ring. - Batman


NIGHTWING (DICK GRAYSON-WAYNE)
PL:
10 (163 pp) – OPL: 10; DPL: 10

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

SKILLS: Acrobatics 12 (+18) [Accelerated Acrobatics, Acrobatic Bluff, Skill Mastery], Bluff (+5), Climb (+3), Computers (+4), Concentration (+4), Craft [Mechanical] 4 (+8), Diplomacy 6 (+11) [Connected, Skill Mastery], Disable Device (+4), Disguise (+5), Drive (+6), Escape Artist 4 (+10), Gather Info (+5), Handle Animal (+5), Intimidate (+5), Investigate 8 (+12) [Skill Mastery], Knowledge [Streetwise] 5 (+9), Knowledge [Tactics] 6 (+10), Knowledge [Technology] 4 (+8), Languages 7 (Medicine (+4), Notice 8 (+12), Pilot (+6), Profession [Cop] (+4), Ride (+6), Search 5 (+9), Sense Motive 8 (+12) [Assessment], Sleight of Hand (+6), Stealth 7 (+13) [Skill Mastery, Vanish], Survival (+4), Swim (+3)

FEATS: Accelerated Acrobatics, Acrobatic Bluff, Assessment, Attack Focus (Melee) (4), Attack Specialization (1) [Nightarangs], Attractive (1), Beginner's Luck, Combat Leader, Connected, Defensive Attack, Defensive Roll (1), Dodge Focus (7), Equipment (9), Evasion (1), Grappling Finesse, Improved Critical (2) [Unarmed x2], Inspire (1), Jack-of-All-Trades, Leadership, Luck (1), Master Plan, Power Attack, Quick Draw (1), Set-Up, Skill Mastery (1) (Acrobatics, Diplomacy, Investigate, Stealth), Sneak Attack (1), Takedown Attack (2), Teamwork (1), Unarmed Flurry (1), Uncanny Dodge (Auditory), Vanish

POWERS:
None


EQUIPMENT:
(45ep)

Nightwing Costume (8ep):
Protection 2 (2ep) [2]
Immunity 2 (Environmental Heat and Cold [2ep])
Camouflage 1 (Urban [1ep])
Mask (Commlink, Night Vision, Gas Mask [3ep])
Utility Gauntlets (26ep):
Flash Bangs (Dazzle 4 [Visual and Auditory, Extra: Area Burst, Range 40ft [16ep]) [4] - DC:14/14:ref/fort
Masterwork Escrima Sticks (Bludgeoning Strike 2, PF: Improved Block, Improved Critical, Mighty, Split Attack, Masterwork [+1 Hit]; 1ep) [2] - DC:20:tough
Nightarangs (Bludgeoning Blast 2, PF: Mighty, Improved Critical, Extended Range, Masterwork [+1 Hit]; 30ft range, Medium [1ep]) [2] - DC:20:tough
Wing Dings (Piercing Blast 1, Extra: Auto-Fire, PF: Extended Range x2, Improved Critical, Masterwork [+1 Hit]; 30ft range, Small [1ep]) [1] - DC:16:tough
Smoke Grenades (Obscure 4 [Visual], Range 40ft [1ep]) [4]
Grapple Gun and Swing Line (Super Movement [Swinging] and Speed 1; 1ep)
Investigator's Kit (+2 Investigate, Medium [1ep])
Handcuffs, Mini-Tracer, Multi-Tool, Rebreather (4ep)
Vehicle (11ep):
Nightcycle (Standard Archetype, Extras: Alarm, Power: Communication Link [Oracle Computer]),

COMBAT: Base Attack +9, Melee +13, Ranged +9, Escrima Sticks +14, Nightarangs +12, Wing Dings +10, Grapple +19 [Unarmed +3, 18-20 Critical (Bruise); Escrima Sticks +5, 19-20 Critical (Bruise); Nightarangs +5, 19-20 Critical (Bruise); Wing Dings +1, 19-20 Critical, Auto-Fire (Bruise)]; Defense 23 (13 flat-footed); Init +6; Knockback -3

SAVES: Toughness +7 (+6 flat-footed) Fortitude +6, Reflex +11 (Evasion), Will +7

DRAWBACKS:

Abilities 52 + Skills 21 (84 ranks) + Feats 50 + Powers 0 + Combat 30 + Saves 10 – Drawbacks 0 = 163 / 163

Comments: All that talk about Nightwing earlier got me cracking on said kick assery. So it was well established on my original thread that I have a HUGE man crush on Nightwing/Batman/original Boy Wonder. Grayson rocks. He’s a leader, a playa when he wants to be, a top shelf street level hero and proof that you can be an interesting character for 50 years if you're written right.

In main DC continuity, Dick is doing a fine job of playing the Bat role and that has been Grant Morrison’s best angle in the Batman and Robin book. He reminded him, and the readers, that Dick is playing the ROLE of Batman, something that as a natural performer (circus brat), he can do well, whereas he realized he couldn’t BE Batman because he knows he’s not. We know Bruce is Batman, we know he'll be Batman again, but we know that Gotham needs a Batman and Dick is man to fill that ROLE for time being.

As a build, I focused on making Dick a leader first and jack of all trades next. He has tons of skills and feats, but isn't a world beater in the fighting department. He is hard to hit and can goon sweep with the best of them, but against a super powered opponent, he'll struggle. But put him with a team and they'll be far better with him than without. With Combat Leader to pump up their Initiative, Leadership to bail them out, Set Up to...well, set them up and Master Plan to make it easier for everyone to hit, he's one of the best leaders I've built.

As Nightwing in the Thorpacoverse E-217, he is a major player in the superhero community overall, having surpassed his mentor in forging and maintaining relationships with heroes across the world. Bludhaven was NOT destroyed by Chemo and remains his base of operations. It has gotten more dangerous as of late due to the power vacuum created by the murder of Blockbuster by Tarantula (Catalina Flores). A number of new players have come to the booming town of Bludhaven and Nightwing finds himself busier than ever, leading the New Champions as well as trying to maintain order in Bludhaven. This has not gone unnoticed by his brother, Tim Drake-Wayne, who has assisted him on a couple of cases recently and has approached some other young crime fighters about making Bludhaven their new home…

Clean Up 4/15/10: Couple of tweaks to Dick. Trimmed a couple of PP from the first build that I will hold until I test him to see where they might come in handy.
Last edited by Thorpacolypse on Thu Apr 15, 2010 7:19 pm, edited 3 times in total.
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Re: J-Mart II: The JLA Original 7, Ra's Al Ghul, Kingpin

Postby Alexander » Mon Oct 19, 2009 12:11 am

Thorpacolypse wrote:As Nightwing in the Thorpacoverse E-217, he is a major player in the superhero community overall, having surpassed his mentor in forging and maintaining relationships with heroes across the world.


Yeah, especially female heroes. :lol:
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Re: J-Mart II: Ra's Al Ghul, Kingpin, Spider Man, Nightwing

Postby Thorpacolypse » Tue Oct 20, 2009 4:48 pm

Another J-Mart Favorite item is hitting shelves. This one is a top item in our Villains Line.

Image
Yea, boys, we're gonna fight the Skrulls. No Earth is bad for business...

THE HOOD
PL:
10 [12] (203 pp) – OPL: 10; DPL: 9

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

SKILLS: Acrobatics 5 (+7), Bluff 9 (+13) [Taunt], Climb (+2), Concentration (+3), Diplomacy 7 (+11), Disable Device 9 (+12), Disguise (+4), Escape Artist (+2), Gather Info 8 (+12) [Contacts, Well-Informed], Handle Animal (+4), Intimidate 8 (+12) [Startle], Knowledge [Streetwise] 10 (+13), Notice 7 (+10), Search (+3), Sense Motive 9 (+12) [Assessment], Stealth 8 (+10), Survival (+3), Swim (+2)

FEATS: Assessment, Attack Focus (Ranged) (4), Benefit (5) [Status – Supervillain Mob Boss, Wealth x4], Contacts, Defensive Roll (2), Dodge Focus (3), Equipment (5), Evasion (1), Improved Aim, Improved Critical (2) [Pistols x2], Improved Initiative (1), Inspire (1), Master Plan, Power Attack, Precise Shot (1), Quick Draw (1), Set-Up, Sneak Attack (2), Startle, Taunt, Uncanny Dodge, Well-Informed

ENHANCED FEATS: Diehard, Fearsome Presence (2), Luck (1)

POWERS:
Nisanti Boots 1 (Device 1, Hard to Lose [5pp traits]; 4pp) [1]

Super-Movement 2 (Air Walking x2 [4pp]) [2]
Speed 1 (1pp) [1]

Nisanti Hood 15 (Device 15, Hard to Lose, PF: Restricted x2 [Parker Only]; [75pp traits]; 62pp) [15]
Invisibility 1 (4pp) [1]
Protection 2 (2pp) [2]
Leaping 1 (1pp) [1]
Super-Senses 12 (Darkvision, True Sight [12pp]) [12]
Enhanced Feats 4 (See Feats [4pp]) [4]
Demon Form 13 (Alternate Form 13, Flaw: Corrupting [65pp traits]; 52pp) [10]
See Demon Form build


EQUIPMENT:
(25ep)

Twin Heavy Pistols (Ballistic Blast 5, PF: Split Attack; 50 ft range, Small [21ep]) [5] - DC:20:tough
Cell Phone (1ep)

COMBAT: Base Attack +9, Melee +9, Ranged +13, Grapple +11 [Unarmed +2 (Bruise); Heavy Pistols +5, 18-20 Critical (Lethal)]; Defense 21 (14 flat-footed); Init +6; Knockback -3

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

DRAWBACKS:

Abilities 34 + Skills 20 (80 ranks) + Feats 42 + Powers 62 + Combat 34 + Saves 11 – Drawbacks 0 = 203 / 203

Comments: Even though I generally think DC has done a better job with their top level villains, fairly new creations like The Hood are proof that Marvel may not have completely missed the boat. He's been getting a LOT of play lately in The Dark Reign, which I am disappointed in overall, but I love Parker's push. The think I like about him is that he is a pretty simple character. He's a real hood, straight and simple. Nothing fancy (well, outside of the newfound cosmic mystical powers granted by Dormammu initially and now Loki) just wants to build his gang, make cash and get respect.

I have more thoughts on him, but I gotta scoot at the moment...

My take on Parker for the Thorpacoverse is that he continues to build his C and D list villain empire, and since this is a shared universe, some DC, Top Cow, Wildstorm and movie villains will be joining up as well. He’s also looking at expanding his influence in other East Coast cities, using his superhuman crew to muscle in on the human mobster territory. This has put him at odds with The Kingpin, Mr. Negative, Black Mask and others. He has discovered that his powers come from Dormammu, but he is trying to fight using them because the more he does, the more Dormammu takes control of his spirit.

This is him in his Demon Form. I need to work on it a bit, but for the little test I have coming up, I was mainly wanting to use his main form, so I have time.

Image

THE HOOD (DEMON FORM)
PL:
12 (203 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 30 [14] (+10/+2) DEX: 14 (+2) CON: 24 [16] (+7/+3) INT: 16 (+3) WIS: 16 (+3) CHA: 18 (+4)

SKILLS: Acrobatics 5 (+7), Bluff 9 (+13) [Taunt], Climb (+2), Concentration (+3), Diplomacy 7 (+11), Disable Device 9 (+12), Disguise (+4), Escape Artist (+2), Gather Info 8 (+12) [Contacts, Well-Informed], Handle Animal (+4), Intimidate 8 (+12/+16) [Startle], Knowledge [Streetwise] 10 (+13), Notice 7 (+10), Search (+3), Sense Motive 9 (+12) [Assessment], Stealth 8 (+10/+2), Survival (+3), Swim (+2)

FEATS: Assessment, Attack Focus (Ranged) (4), Benefit (5) [Status – Supervillain Mob Boss, Wealth x4], Contacts, Defensive Roll (2), Dodge Focus (3), Equipment (5), Evasion (1), Improved Aim, Improved Critical (2) [Pistols x2], Improved Initiative (1), Inspire (1), Master Plan, Power Attack, Precise Shot (1), Quick Draw (1), Set-Up, Sneak Attack (2), Startle, Taunt, Uncanny Dodge, Well-Informed

ENHANCED FEATS: Diehard, Fearsome Presence (2), Luck (1)

POWERS:
Nisanti Boots 1 (Device 1, Hard to Lose [5pp traits]; 4pp) [1]

Super-Movement 2 (Air Walking x2 [4pp]) [2]
Speed 1 (1pp) [1]

Nisanti Hood 15 (Device 15, Hard to Lose, PF: Restricted x2 [Parker Only]; [75pp traits]; 62pp) [15]
Invisibility 1 (4pp) [1]
Protection 2 (2pp) [2]
Leaping 1 (1pp) [1]
Super-Senses 12 (Darkvision, True Sight [12pp]) [12]
Enhanced Feats 4 (See Feats [4pp]) [4]
Demon Form 13 (Alternate Form 13, Flaw: Corrupting [65pp traits]; 52pp) [10]
Growth 8 (Extras: Action [Continuous], Flaw: Permanent, PF: Innate [25pp]) [8], Attack/Def -2, Grapple +8, Stealth -8, Intimidation +4, Space 15ft, Reach 10ft, Strength +16, Con +8, Carrying Strength +10
Protection 4 (Extra: Impervious [8pp]) [4]
Claw Strike 2 (Piercing Strike 2, PF: Accurate, Mighty [4pp]) [2] - DC:27:tough
Mystic Blast 13 (PF: Variable Descriptor x2 [Any mystical]; 28pp) [13] - DC:28:tough


EQUIPMENT:
(25ep)

Twin Heavy Pistols (Ballistic Blast 5, PF: Split Attack; 50 ft range, Small [21ep]) [5] - DC:20:tough
Cell Phone (1ep)

COMBAT: Base Attack +9, Melee +7, Ranged +11, Strike +11, Grapple +25 [Unarmed +10 (Bruise); Claw Strike +12 (Lethal); Mystic Blast +13 (Lethal/Bruise)]; Defense 19 (12 flat-footed); Init +6; Knockback -9

SAVES: Toughness +15 (+13 flat-footed, +4 Impervious), Fortitude +9, Reflex +7 (Evasion), Will +7

DRAWBACKS:

Abilities 34 + Skills 20 (80 ranks) + Feats 42 + Powers 62 + Combat 34 + Saves 11 – Drawbacks 0 = 203 / 203

Comments: This is Parker in his demon form, granted by Dormammu. He doesn’t use it much because as noted, it has the Corrupting flaw from Mecha and Manga, meaning the more he uses it, the closer he comes to giving Dormammu total control, and he doesn’t want that.
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Re: J-Mart II: Ra's Al Ghul, Kingpin, Spider Man, Nightwing

Postby Thorpacolypse » Tue Oct 20, 2009 4:49 pm

Now that I finally have Parker up, I'm going to start posting members of his crew. 10 cookies to anyone who can name everyone in the pic correctly. :D

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Re: J-Mart II: Spider Man, Nightwing, The Hood

Postby Thorpacolypse » Tue Oct 20, 2009 6:23 pm

A new item in our UNDER THE HOOD line hits the J-Mart II shelves.

Image
Hugo Strange? Never heard of him.

DOCTOR JONAS HARROW
PL:
8 (85 pp) – OPL: 8; DPL: 2

ABILITIES: STR: 8 (-1) DEX: 10 (0) CON: 10 (0) INT: 22 (+6) WIS: 16 (+3) CHA: 12 (+1)

SKILLS: Bluff 7 (+8), Climb (-1), Computers 10 (+16) [Contacts, Online Research, Skill Mastery, Well-Informed], Concentration 8 (+11), Craft [Chemical] 10 (+16), Craft [Electronic] 10 (+16) [Skill Mastery], Craft [Mechanical] 10 (+16), Diplomacy (+1), Disguise (+1), Gather Info (+1), Handle Animal (+1), Intimidate 5 (+6), Knowledge [Life Sciences] 10 (+16) [Skill Mastery], Knowledge [Physical Sciences] 10 (+16), Knowledge [Technology] 10 (+16) [Inventor, Skill Mastery], Medicine 10 (+13), Notice 3 (+6), Profession [Doctor] 13 (+16), Search (+6), Sense Motive 4 (+7) [Assessment], Survival (+3), Swim (-1)

FEATS: Assessment, Contacts, Eidetic Memory, Equipment (6), Inventor, Online Research, Skill Mastery (1) (Computers, Craft: Electronic, Knowledge: Life Sciences, Knowledge: Technology), Speed of Thought, Well-Informed

POWERS:
None


EQUIPMENT:
(30ep)

30ep as needed for HQ, Equipment and Weapons,

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +1 [Unarmed -1 (Bruise)]; Defense 14 (12 flat-footed); Init +6; Knockback 0

SAVES: Toughness +0 (+0 flat-footed), Fortitude +3, Reflex +3, Will +9

DRAWBACKS: Weakness - Heart condition, requires medication (uncommon, minor; -1)

Abilities 18 + Skills 30 (120 ranks) + Feats 14 + Powers 0 + Combat 12 + Saves 12 – Drawbacks -1 = 85 / 85

Comments: Doctor Jonas Harrow has gotten a serious push in the latest New Avengers arc, taking over the Hood’s crew for a while and laying a Smackdown on both the New Avengers and Dark Avengers with some upgraded S.P.I.N. tech that has taken away all their powers.

Around here, though, he's still under Parker, providing strong tech and medical support to the brainless lackeys of the crew.
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Re: J-Mart II: Spider Man, Nightwing, The Hood, Hood's Crew

Postby Thorpacolypse » Tue Oct 20, 2009 8:14 pm

A new item in our UNDER THE HOOD line hits the J-Mart II shelves.

Image
I am NOT his "hoochie mama"...

MADAME MASQUE
PL:
9 (120 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 12 (+1) DEX: 16 (+3) CON: 15 (+2) INT: 18 (+4) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 5 (+8), Bluff 9 (+10), Climb (+1), Computers 6 (+10), Concentration (+2), Craft [Electronic] 9 (+13), Craft [Mechanical] 9 (+13), Diplomacy (+1), Disable Device 4 (+8), Disguise (+1), Escape Artist (+3), Gather Info 7 (+8) [Contacts], Handle Animal (+1), Intimidate 7 (+8) [Startle], Knowledge [Streetwise] 4 (+8), Knowledge [Technology] 9 (+13) [Inventor], Notice 6 (+8), Search (+4), Sense Motive 6 (+8) [Assessment], Stealth 7 (+10), Survival (+2), Swim (+1)

FEATS: Assessment, Attack Specialization (1) [Unarmed], Attack Focus (Ranged) (2), Benefit (3) [Wealth x3], Contacts, Defensive Roll (2), Dodge Focus (5), Equipment (7), Improved Critical (1) [Unarmed], Improved Initiative (1), Inventor, Mechanical Genius (Robotics), Power Attack, Sneak Attack (1), Startle, Takedown Attack (1), Teamwork (1), Uncanny Dodge (Visual)

POWERS:
None


EQUIPMENT:
(35ep)

Costume (Protection 3; Gas Mask, Rebreather, Commlink [6ep]) [3]
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5]
19ep for Vehicle, HQ, other items as needed,

COMBAT: Base Attack +9, Melee +9, Ranged +11, Unarmed +11, Grapple +10 [Unarmed +1, 19-20 Critical (Bruise); Heavy Pistol +5 (Lethal)]; Defense 21 (13 flat-footed); Init +7; Knockback -3

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

DRAWBACKS:

Abilities 27 + Skills 22 (88 ranks) + Feats 32 + Powers 0 + Combat 30 + Saves 9 – Drawbacks 0 = 120 / 120

Comments: Here is Madame Masque, an Iron Man foe and currently getting some good run as The Hood’s #2 in the New Avengers book. I didn't know a whole lot about her but from what I have read about her online and in the New Avengers books, PL9 seems about right.

Madame Masque is Whitney Frost, which is her adopted name because she is actually the daugher of Count Nefaria (who I also need to whip up sometime) who sent her away so she could live a good life instead of being mixed up with the Maggia. She eventually went into the family business anyway and got into it with Iron Man. She got scarred, went crazy, got the mask and has been a foe of his ever since. She faded for a while, then came back as a major character in The Hood's new super criminal empire (rumored to be his "hoochie mama" since he is actually married and I believe his wife is pregnant) and helped them discover the Skrull invasion.

She's mainly a criminal mastermind type with some marksman and fighting skills. I was going to add those Dreadnought robots she was supposed to have, but I haven't seen them during this run with The Hood so I left them off for now. I figure with her craft skills and a little GM help, if she needs some robot backup, she can get it.
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Re: J-Mart II: Spider Man, Nightwing, The Hood, Hood's Crew

Postby Thorpacolypse » Tue Oct 20, 2009 8:24 pm

Our UNDER THE HOOD run keeps rolling with this...well...kinda broken item. We'll take 50% off on this one...

Image
This guy deserves respect. He's a RECURRING Punisher villain. That just doesn't happen...

JIGSAW
PL:
9 (126 pp) – OPL: 9; DPL: 9

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

SKILLS: Bluff 8 (+10), Climb (+4), Concentration (+1), Craft [Mechanical] 7 (+8), Demolitions 9 (+10), Diplomacy (+2), Disguise 6 (+8), Drive 4 (+6), Escape Artist (+2), Gather Info 9 (+11) [Contacts, Well-Informed], Handle Animal (+2), Intimidate 10 (+12) [Startle], Knowledge [Streetwise] 9 (+10), Notice 6 (+7), Profession [Hitman] 7 (+8), Search (+1), Sense Motive 8 (+9), Stealth 8 (+10), Survival (+1), Swim (+4)

FEATS: All-out Attack, Challenges (1) [Forceful Intimidation], Chokehold, Contacts, Defensive Roll (2), Diehard, Dodge Focus (2), Equipment (7), Fearsome Presence (3), Improved Grab, Improved Initiative (2), Power Attack, Precise Shot (1), Quick Draw (1), Rage (1), Startle, Tough (2), Well-Informed

POWERS:
None


EQUIPMENT:
(35ep)

Arsenal (13ep):
Light Machine Pistol (Ballistic Blast 4, Extra: Auto-Fire; 40 ft range, Small [12ep]) [4] – DC:19:tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [4ep]) (1ep)
22ep as needed for weapons, HQ, vehicle, etc

Optional Device:
Exoskeleton 5 (Device 5, Hard to Lose [25pp traits]; 20pp) [5]

Enhanced Strength 4 (4pp)
Super-Strength 1 (2pp)
Adamantium Wrist Spikes 2(Piercing Strike 2, Extra: Penetrating [8], PF: Improved Critical, Weapon Break [12pp])
AP: Stun 6 (1pp)
Protection 2 (Extra: Impervious [4pp])


COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +14 [Unarmed +4 (Bruise); Machine Pistol +4, Auto-Fire (Lethal); Knife +5, 19-20 Critical (Lethal)]; Defense 20 (14 flat-footed); Init +10; Knockback -4 (-3 flat-footed)

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

DRAWBACKS:

Abilities 28 + Skills 23 (92 ranks) + Feats 30 + Powers 0 + Combat 36 + Saves 9 – Drawbacks 0 = 126 / 126

Comments: One of the Punisher’s only recurring villains, Jigsaw. So good old Billy Russo here deserves some props for hanging around most of the Punisher run. I think he finally got offed recently, but I doubt that sticks. Most importantly, he is also part of The Hood's criminal empire so he's been getting some decent run in that, ergo, he gets a build here in the new setting since The Hood is my boy.

Normally, he is pretty much a high level thug, good in melee and with weapons but not great and not one to Master Plan his way out of a situation. But you don't survive years of battle with Frank Castle by being stupid. In addition to alliances with other mob bosses and gangs, he often calls in super powered help and when that's not available, he "acquire" an exo-skeleton that put in as an optional Device that you can add to his build which will push him up to PL10 and leave you a couple of pp to play with to line him out as you wish.
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Re: J-Mart II: Spider Man, Nightwing, The Hood, Hood's Crew

Postby Thorpacolypse » Tue Oct 20, 2009 8:36 pm

The UNDER THE HOOD line specials just keep on rolling out...

Image
This guy has GOT to fight The Question...

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

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

SKILLS: Acrobatics (+2), Bluff 6 (+6), Climb (+1), Computers 6 (+10), Concentration (+1), Craft [Mechanical] 4 (+8), Disable Device 6 (+10), Drive (+2), Escape Artist 6 (+8), Gather Info 8 (+8), Investigate 6 (+10), Knowledge [Streetwise] 4 (+8), Knowledge [Technology] 4 (+8), Medicine (+1), Notice 7 (+8), Pilot (+2), Profession (+1), Ride (+2), Search (+4), Sense Motive (+1), Sleight of Hand (+2), Stealth 3 (+5), Survival (+1), Swim (+1)

FEATS: All-out Attack, Attack Focus (Ranged) (2), Beginner's Luck, Conspiracy Theorist (2), Defensive Roll (1), Eidetic Memory, Jack-of-All-Trades, Luck (2), Speed of Thought,

POWERS:
Nemesis 6 (30pp traits [48pp]) [6]
Answer Costume 2 (Device 2, Hard to Lose [10pp traits]; 8pp) [2]

Immunity 7 (Snares, Environmental Cold, Own Powers [7pp]) [6]
Protection 3 (3pp) [3]


COMBAT: Base Attack +5, Melee +5, Ranged +7, Grapple +6 [Unarmed +1 (Bruise)]; Defense 16 (13 flat-footed); Init +4; Knockback -3

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

DRAWBACKS:

Abilities 20 + Skills 15 (60 ranks) + Feats 12 + Powers 56 + Combat 22 + Saves 10 – Drawbacks 0 = 135 / 135

Comments: The Answer was a 70’s/80’s era Spidey foe that was buried for a while, but like a lot of D-listers has popped up again as part of The Hood’s gang. His bit is that he can always come up with THE ANSWER for his situation, so he gets a bit of Luck and other feats allowing him to be able to ANSWER the call of the situation. His big power is a Nemesis effect, allowing to come with whatever powers he needs to ANSWER his opponents.

I'm serious about that Question fight. I'm going to have to get cracking on Vic.
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