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Re: J-Mart II: Marvels, Iron Man, Deadpool, Shredder, TMNT

Postby BARON » Sun Nov 29, 2009 9:21 am

Question about combat leader. Do you need a HP to use it?
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Re: J-Mart II: Marvels, Iron Man, Deadpool, Shredder, TMNT

Postby Thorpacolypse » Sun Nov 29, 2009 3:32 pm

luketheduke86 wrote:Awesome TMNT builds Thorp, I've been humming the old Ninja Turtle theme song pretty much nonstop since looking at them :D. Oh and as always have to give props for the build of my main man, Deadpool! Of course now I really, really want to see a fight between the Turtles and Deadpool, hell Wade's reaction/comments alone would make it worth it! :lol:


Hmmm...I'll have to put that on the list. I'll have to comb the net for some good turtle puns before I roll that one out! :wink:

Jabroniville wrote:Nice Turtles- interesting that you went the PL 8 route with them- they're one of those groups that could be PL 7 to PL 10 and be fairly accurate given what they've been shown to do- and your way makes it harder for them to take on the PL 10 Shredder, so nice call. I went with PL 9 just so I could crank up their Combat Feats and their Attack Bonuses, but that's my take, and yours is just as nice.

I am afraid I must insist you do a Casey Jones build, though. Or else we can never be friends.


I originally had Leo and Raph at PL8 and Donny and Mikey at PL7. Then I went back and made them all equal and toyed with moving Leo to PL9, but I really think PL8 fits them best. Street level but when they are all in sync, they can take on a PL10-11 threat, which is, as you note, where I put Shredder. But you are dead on, depending on the incarnation/setting, any of those PLs is feasible.

And rest assured, Casey is coming. Not for a little bit, but he's coming up for sure. So don't de-friend me yet! :D

Woodclaw wrote:I echoed the rest, these are great Turtles builds, now I'm waiting to see Splinter-sama.


Working on him today. I have to wait to finish until the annual Thorpacolypse Family Tree Decorating Death March is over. It's always funny, we all start out all happy and jolly and by the time it's over, it's like something left on the cutting room floor of the Family Guy Christmas Special. Every year my wife complains about how much crap we have to put up, then the day after Christmas, she goes and buys more stuff and we more to put up the next year when the cycle begins again. It's like some tinsel covered Ragnarok! :shock:

BARON wrote:Question about combat leader. Do you need a HP to use it?


No, but I hadn't thought about that. I just borrowed it from the Warlord from D&D 4E. It might be unbalancing enough to where that's required though. I'll have to mull that over.
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Re: J-Mart II: Marvels, Iron Man, Deadpool, Shredder, TMNT

Postby Thorpacolypse » Sun Nov 29, 2009 9:02 pm

I didn't realize I had the builds for it, but hey, what the heck, let's roll out another LADIES' NIGHT. This one is specifically dedicated to the J-Mart Ladies that have a beef with Wonder Woman.

Image

CHEETAH
PL:
12 (170 pp) – OPL: 11 [12]; DPL: 11 [12]

ABILITIES: STR: 24 [10] (+7/0) DEX: 26 [12] (+8/+1) CON: 24 [12] (+7/+1) INT: 16 (+3) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Acrobatics 7 (+15) [Accelerated Acrobatics], Bluff 7 (+10/+14) [Attractive, Taunt], Climb (+7), Concentration (+2), Diplomacy (+3/+7) [Attractive], Disguise (+3), Escape Artist (+8), Gather Info (+3), Handle Animal 4 (+7) [Animal Empathy], Intimidate 7 (+10), Knowledge [Arcane Lore] 5 (+8), Knowledge [History] 5 (+8), Notice 6 (+8), Profession [Archeologist] 6 (+8), Search (+3), Sense Motive 5 (+7), Stealth 4 (+12) [Accelerated Stealth], Survival 8 (+10), Swim (+7)

FEATS: All-out Attack, Animal Empathy, (Attack) Flurry (1), Attack Focus (Melee) (6), Attractive (1), Challenges (2) [Accelerated Acrobatics, Accelerated Stealth], Dodge Focus (7), Evasion (1), Fast Overrun, Favored Opponent (2) [+2 Damage against Amazons], Fearsome Presence (1), Improved Defense (1), Improved Initiative (1), Move-by Action, Power Attack, Sneak Attack (2), Takedown Attack (2), Taunt, Uncanny Dodge (Scent)

POWERS:
Enhanced Strength 14 (14pp) [14]
Enhanced Dexterity 14 (14pp) [14]
Enhanced Constitution 12 (12pp) [12]
Additional Limbs 1 (Tail [1pp]) [1]
Protection 2 (Flaw: Limited [Only against Wonder Woman attacks]; 1pp) [2]
Speed 6 (500 mph [6pp]) [6]
Leaping 2 (2pp) [2]
Claw Strike 2 (Piercing Strike 2, PF: Mighty, Improved Critical x2, Split Attack [7pp]) [2] - DC:24:tough
Super Movement 3 (Wall-Crawling x2, Water Run [Limited: only when running]; 5pp) [3]
Super-Senses 5 (Scent [Acute, Extended, Track], Hearing [Extended]; 5pp)


COMBAT: Base Attack +7, Melee +13, Ranged +7, Grapple +20 [Unarmed +7 (Bruise); Claw Strike +9, 18-20 Critical (Lethal)]; Defense 25 (14 flat-footed); Init +12; Knockback -3

SAVES: Toughness +7 (+7 flat-footed, +9 against Amazons), Fortitude +8, Reflex +12 (Evasion), Will +5

DRAWBACKS: Normal Identity – Barbara Ann Minerva (full round action [uncommon, major; -4])

Abilities 20 + Skills 16 (64 ranks) + Feats 34 + Powers 66 + Combat 30 + Saves 8 – Drawbacks -4 = 170 / 170

Comments: I built Cheetah to specifically be a pain to Wonder Woman. Against everyone except Amazons, she’s a PL11. Against Diana and other Amazons, she’s a PL12, able to give Diana a run for a her money. I almost, ALMOST took her to PL13 against WW, but I held back for now. I really want all the arches for the big heroes to be real close in PL, but considering the factors I can throw at them running the villains as NPCs, I can fiat and set things up to stack the odds against the good guys for a challenge.
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta

Postby Thorpacolypse » Sun Nov 29, 2009 9:24 pm

Another new item hits the shelves on LADIES' NIGHT!

Image
If you ladies' think YOU have trouble finding clothes that fit...

GIGANTA
PL:
10 (135 pp) – OPL: 10; DPL: 6.5

ABILITIES: STR: 46 [14] (+18/+2) DEX: 12 (+1) CON: 30 [14] (+10/+2) INT: 18 (+4) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Bluff 8 (+10/+14) [Attractive], Climb (+2), Computers 6 (+10), Concentration (+2), Craft [Chemical] 6 (+10), Craft [Electronic] 6 (+10), Diplomacy (+2/+6) [Attractive], Disguise (+2), Escape Artist (+1), Gather Info (+2), Handle Animal (+2), Intimidate 5 (+7), Knowledge [Life Sciences] 6 (+10), Knowledge [Physical Sciences] 6 (+10), Knowledge [Technology] 6 (+10) [Inventor], Notice 4 (+6), Search (+4), Sense Motive 3 (+5), Stealth (+1), Survival (+2), Swim (+2)

FEATS: All-out Attack, Attractive (1), Attack Focus (Melee) (8), Chokehold, Dodge Focus (2), Equipment (1), Improved Initiative (1), Inventor, Tough (1)

ENHANCED FEATS: Crushing Pin, Improved Grab, Improved Grapple

POWERS:
Giganta Container 11 (55pp traits [55pp]) [11]

Growth 16 (48pp) [16]
Attack/Def -8, Grapple +16, Stealth -16, Intimidation +8, Space 30ft, Reach 15ft, Strength +32, Con +16, Carrying Strength +20
Super-Strength 2 (29 Tons [471 Tons lifting]; 4pp) [2]
Enhanced Feats 3 (see Feats [3pp]) [3]


EQUIPMENT:
(5ep)

Costume (Protection 2, Immunity [Environmental Heat and Cold], Feature 1 [Grows/Shrinks with Giganta]; 5ep) [2]

COMBAT: Base Attack +2, Melee +2, Ranged -6, Grapple +38 [Unarmed +2 (Bruise); Full Growth Unarmed +18 (Bruise)]; Defense 10 (5 flat-footed); Init +5; Knockback -6

SAVES: Toughness +13 (+13 flat-footed), Fortitude +12, Reflex +3, Will +5

DRAWBACKS:

Abilities 26 + Skills 14 (56 ranks) + Feats 20 + Powers 52 + Combat 16 + Saves 7 – Drawbacks 0 = 135 / 135

Comments: I must be missing something because I really think I undersold Giganta on PP, but maybe I didn’t. She is pretty much a one trick pony and even though they have been selling her as a competent scientist lately, she still doesn’t really have a whole outside of the Growing thing. But this is my first run at her, and you know me, I can’t leave a build alone for too long…

As you all know, Giganta is a long time Wonder Woman foe and she’s gotten some good run in JLU and other crossover books. She is a physical match for Diana, but in the end, she’ll go down, one because of her inaccuracy thanks to her size and two, she may be smart, but Diana is by far the smarter fighter. I could have made her more accurate by increasing her PL, but I just don’t see it. In one issue, Diana can't handle her and in the next, Black Canary takes her out without even using her Canary Cry. I think this goes somewhere in the middle.
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta

Postby Thorpacolypse » Sun Nov 29, 2009 9:37 pm

Our last LADIES' NIGHT Special for the evening is also a RED LIGHT special.

Image
Yep. They're setting the ramp up to the shark tank as we speak.

RED SHE-HULK
PL:
12 (189 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 38 [11] (+14/0) DEX: 14 (+2) CON: 34 [12] (+12/+1) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Bluff 8 (+10/+14) [Attractive, Taunt], Climb (+14), Concentration (+2), Diplomacy (+2/+6) [Attractive], Disguise (+2), Escape Artist (+2), Gather Info 6 (+8), Handle Animal (+2), Intimidate 8 (+10), Knowledge [Tactics] 7 (+9), Notice 6 (+8), Search 6 (+8), Sense Motive 6 (+8), Stealth 6 (+8), Survival 7 (+9), Swim (+14)

FEATS: All-out Attack, Assessment, Attractive (1), Dodge Focus (3), Improved Critical (1) [Unarmed], Improved Initiative (2), Power Attack, Stunning Attack, Takedown Attack (1), Taunt

POWERS:
Enhanced Strength 27 (27pp) [27]
AP: Spit Acid 9 (1pp) [9] - DC:24/24:tough/tough
Enhanced Constitution 22 (22pp) [22]
Protection 3 (Extra: Impervious [6pp]) [3]
Impervious Toughness 2 (2pp) [2]
Super-Strength 6 (153 Tons; PF: Bracing, Groundstrike [14pp]) [6]
Leaping 6 (6pp) [6]
Immunity 5 (Cold, Heat, High Pressure, Radiation, Starvation/Thirst [5pp]) [5]

Regeneration 18 (Recovery Rate [18pp])
Bruised 1/round [1]
Injured 1/round [4]
Disabled 1/5 minutes [4]
Staggered 1/minute [3]
Ability 1/minute [4]
PF: Diehard, Persistent


COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +30 [Unarmed +14, 19-20 Critical (Bruise)]; Defense 19 (13 flat-footed); Init +10; Knockback -10

SAVES: Toughness +15 (+15 flat-footed, +5 Impervious), Fortitude +15, Reflex +5, Will +5

DRAWBACKS:

Abilities 19 + Skills 15 (60 ranks) + Feats 13 + Powers 101 + Combat 32 + Saves 9 – Drawbacks 0 = 189 / 189

Comments: So we have precious little knowledge of Red She Hulk at the moment, but that has never stopped me from pounding out a build before and by cracky, it won’t this time, either!

So right now, all we know about She-Rulk is that she's pretty much Jennifer's level, and is a good fighter and strategist. We also know she can do this:

Image

Other than that, everything is yet to be known. Don't know her name, background, nothing yet. But what I do know is that in a shared universe, she would be a good foe for Diana, who IMO lacks in the villain department, outside of the previously posted ladies and Circe. I didn't add the Involuntary Transformation or Normal Identity drawbacks because we don't know yet if she can transform back like Rulk can or if she's stuck like Jennifer.

Even though I was making fun of the next in the line of Rulks, her intro was pretty good and this set up for the Fall of the Hulks arc is looking pretty good. I know some people don't like Loeb's direction for the Hulk books, but I am actually pretty happy with it. I have the others coming soon, including, I hope, the first Skaar build on the Tank if I can figure out how I want to work that whole "drawing on the power of the Earth" thing.

I also plan on bringing back Mongal, who would also be a good physical challenge for Diana.
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta, She-Rulk

Postby BARON » Sun Nov 29, 2009 10:48 pm

I like combat leader so long as you have to HP to use it. Good looking Cheetah too. :)
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta, She-Rulk

Postby Dreaming Psion » Sun Nov 29, 2009 11:32 pm

Is it just me or does She-Rulk look almost with all that red and those evil, glowing eyes as if she would be if powered by a Red Lantern Ring? And the male Rulk too, for that matter.
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Re: J-Mart II: Captain Marvel x2, Ms. Marvel, Iron Man

Postby Hamilton » Mon Nov 30, 2009 1:13 am


That's Irene!? She's changed a lot since her first appearance.
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta, She-Rulk

Postby Alexander » Mon Nov 30, 2009 3:46 am

She can spit acid? Nasty! :lol:
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta, She-Rulk

Postby Sidious » Mon Nov 30, 2009 4:29 am

Alexander wrote:She can spit acid? Nasty! :lol:


yeah but that brings up a whole bunch of new questions.

<.<
>.>

What?

Randall was thinking it too.
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta, She-Rulk

Postby Alexander » Mon Nov 30, 2009 11:04 am

Sidious wrote:
Alexander wrote:She can spit acid? Nasty! :lol:


yeah but that brings up a whole bunch of new questions.

<.<
>.>

What?

Randall was thinking it too.


Everyone's pondering what you're pondering.

Is it always on? :twisted:
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta

Postby Dirigible » Mon Nov 30, 2009 4:41 pm

Thorpacolypse wrote:Our last LADIES' NIGHT Special for the evening is also a RED LIGHT special.

Image
Yep. They're setting the ramp up to the shark tank as we speak.


Everything That Is Wrong With Comics Today wrapped up in one easy to loathe package.
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta

Postby Yar » Mon Nov 30, 2009 5:02 pm


Everything That Is Wrong With Comics Today wrapped up in one easy to loathe package.



Still there is Something.. Ahem... Appealing about her.
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta

Postby Thorpacolypse » Mon Nov 30, 2009 7:41 pm

BARON wrote:I like combat leader so long as you have to HP to use it. Good looking Cheetah too. :)


I do believe I concur, sir. I'm going to run it that way, see how it goes.

Alexander wrote:
Sidious wrote:
Alexander wrote:She can spit acid? Nasty! :lol:


yeah but that brings up a whole bunch of new questions.

<.<
>.>

What?

Randall was thinking it too.


Everyone's pondering what you're pondering.

Is it always on? :twisted:


I giggled about that little segment all during my lunch today. :D

And you KNOW Randal was thinking about it!

Why, yes...yes, I was. Yet another reason you don't go a...

Stop...stop right there. Gotta stay on the Tank... :shock:

Yar wrote:

Everything That Is Wrong With Comics Today wrapped up in one easy to loathe package.



Still there is Something.. Ahem... Appealing about her.


I agree with Dirigible, yet I am guilty of thinking the EXACT same thing you are, Yar!
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Re: J-Mart II: TMNT, LADIES' NIGHT - Cheetah, Giganta, She-Rulk

Postby Thorpacolypse » Mon Nov 30, 2009 8:29 pm

Well, we had so much fun with last night's LADIES' NIGHT, the staff decided to keep it going one more night!

Image
I'm not Catwoman anymore. I'm just Holly.

HOLLY ROBINSON
PL:
7 (105 pp) – OPL: 7; DPL: 7

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

SKILLS: Acrobatics 8 (+13) [Accelerated Stealth, Acrobatic Bluff, Perfect Balance], Bluff 6 (+8), Climb 6 (+8), Concentration 5 (+6), Diplomacy (+2), Disable Device 12 (+13) [Second Chance], Disguise (+2), Escape Artist 7 (+12), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [Streetwise] 5 (+6), Notice 7 (+8), Search (+1), Sense Motive 7 (+8), Sleight of Hand 5 (+10), Stealth 8 (+13), Survival (+1), Swim (+2)

FEATS: Acrobatic Bluff, Attack Focus (Melee) (6), Challenges (2) [Accelerated Stealth, Perfect Balance], Defensive Roll (2), Dodge Focus (4), Elusive Target, Equipment (1), Grappling Finesse, Improved Critical (1) [Unarmed], Improved Initiative (1), Instant Up, Move-by Action, Second Chance (1) [Disable Device checks against locks], Sneak Attack (1), Stunning Attack, Takedown Attack (1), Uncanny Dodge (Auditory)

POWERS:
None


EQUIPMENT:
(5ep)

Cell Phone (1ep)
Brass Knuckles (Bludgeoning Strike 1, PF: Mighty; Tiny [2ep]) [1]

COMBAT: Base Attack +5, Melee +11, Ranged +5, Grapple +16 [Unarmed +2, 19-20 Critical (Bruise); Brass Knuckles +3 (Bruise)]; Defense 20 (13 flat-footed); Init +9; Knockback -2

SAVES: Toughness +4 (+2 flat-footed), Fortitude +5, Reflex +9, Will +5

DRAWBACKS:

Abilities 26 + Skills 19 (76 ranks) + Feats 27 + Powers 0 + Combat 22 + Saves 11 – Drawbacks 0 = 105 / 105

Comments: I became a big fan of Holly’s when reading Countdown. She and Harley’s segments (along with Trickster and Piper’s) scenes were the highlight of the series. I didn’t know much about her prior to, or since, but I liked her style.

For those not in the know, she took over as Catwoman for a while when Selina was having her baby. She was trained by Selina in cat burglary and by Wildcat and others in fighting and she was a natural, even a better fighter than Selina for a while. Once Selina came back, she stepped aside and was in limbo until Countdown.

On Earth-217, Holly is living with Harley in Gotham and was trying to get away from the superhero/vigilante business. However, she has started seeing Kate Kane, alias Batwoman, and of course, living with Harley keeps her into the scene whether wants to or not. She and Kate both know of her past, and Kate’s current nightlife and both are fine with it. For now.
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