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

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Re: J-Mart II: Joker, Rulk, Red Skull, Parasite

Postby Thorpacolypse » Tue Dec 08, 2009 8:52 pm

A J-Mart Favorite is hitting the shelves.

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Revenge is a childish emotion...and I've put away childish things.

AMADEUS CHO
PL:
10 (108 pp) – OPL: 2; DPL: 5

ABILITIES: STR: 10 (0) DEX: 14 (+2) CON: 10 (0) INT: 28 [10] (+9/0) WIS: 14 (+2) CHA: 15 (+2)

SKILLS: Bluff 3 (+12), Computers 11 (+20) [Fast Task, Online Research, Simultaneous Task, Skill Mastery] , Concentration (+2), Craft [Chemical] 9 (+18), Craft [Electronic] 11 (+20) [Simultaneous Task, Skill Mastery], Craft [Mechanical] 11 (+20), Diplomacy (+2), Disable Device 6 (+15) [Skill Mastery], Disguise (+2), Drive 4 (+6), Escape Artist (+2), Gather Info 8 (+10), Handle Animal (+2), Intimidate (+2), Knowledge [Physical Sciences] 8 (+17), Knowledge [Popular Culture] 3 (+12), Knowledge [Technology] 11 (+20) [Inventor, Skill Mastery], Notice 6 (+8), Search (+9), Sense Motive (+2), Stealth 5 (+7), Survival (+2)

FEATS: Beginner's Luck, Benefit (1) [Intelligence for Bluff], Challenges (2) [Fast Task, Simultaneous Task], Conspiracy Theorist (2), Defensive Roll (1), Dodge Focus (2), Eidetic Memory, Equipment (2), Luck (3), Master Plan, Online Research, Set-Up, Skill Mastery (1) [Computers, Craft: Electronic, Disable Device, Knowledge: Technology], Speed of Thought, Teamwork (2)

POWERS:
Enhanced Intelligence 18 (PF: Innate [19pp]) [18]
Quickness 6 (100x, Flaw: Limited to Mental Tasks [3pp]) [6]
Super Senses 1 (Normal Vision [Analytical]; 1pp) [1]


EQUIPMENT:
(10ep)

Jacket (Protection 1 [1ep]) [1]
GPS, PDA, Cell Phone, Backpack (with junk food), Laptop (5ep)
Vehicle (4ep):
Moped (Str - 10, Speed - 3, Def - 10, Toughness: 5, Size: Medium, Extra: Hidden Compartments

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +2 [Unarmed +0 (Bruise)]; Defense 18 (13 flat-footed); Init +9; Knockback -1

SAVES: Toughness +2 (+1 flat-footed), Fortitude +3, Reflex +5, Will +7

DRAWBACKS: Power Loss - Enhanced intelligence, 2 ranks per hour after 2 hours without junk food (uncommon, minor; -1)

Abilities 13 + Skills 24 (96 ranks) + Feats 22 + Powers 23 + Combat 16 + Saves 11 – Drawbacks -1 = 108 / 108

Comments: Amadeus Rocks. In the Incredible Hercules book, he and Herc have currently split up and they are alternating issues with each of them as the feature character. And Amadeus' issues have been great. The whole premise is that he is being groomed to be Athena's new champion instead of Herc since she believes that brawn is outdated and that brains are what the world needs. And Amadeus is proving her right.

And as a champion of the gods, Amadeus gets a PL10 as POTENTIAL for what he can do, not where he is. But still, the dude has been hanging with the God Squad and helped Herc whack the Skrull gods, so you can't take him lightly. I took the same route as Taliesin and Kerian and left his amazing feats up to Power Stunts off of his enhanced intelligence and gave him plenty of Luck to use for them.

He and Herc are together in my setting, though, and currently out in LA with Wonder Woman for the time being until they get sent on the New Labors...
Last edited by Thorpacolypse on Sat Jan 16, 2010 1:54 pm, edited 1 time in total.
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Re: J-Mart II: Joker, Rulk, Red Skull, Parasite

Postby Thorpacolypse » Tue Dec 08, 2009 8:57 pm

Another J-Mart Favorite hits the shelves.

Image
Don't worry ladies, the Prince of Power has time for all of you!

HERCULES
PL:
13 (195 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 38 (+14) DEX: 12 (+1) CON: 38 (+14) INT: 12 (+1) WIS: 14 (+2) CHA: 18 (+4)

SKILLS: Bluff 3 (+7/+11) [Attractive], Climb (+14), Concentration (+2), Diplomacy 3 (+7/+11) [Attractive], Disguise (+4), Escape Artist (+1), Gather Info (+4), Handle Animal (+4), Intimidate 4 (+8), Knowledge [History] 8 (+9), Knowledge [Theology and Philosophy] 8 (+9), Languages 1 (English, Base: Greek), Notice 6 (+8), Ride 5 (+6), Search 4 (+5), Sense Motive 5 (+7), Stealth (+1), Survival 5 (+7), Swim (+14)

FEATS: Accurate Attack, Attack Specialization (1) [Bow], Attractive (1), Crushing Pin, Damaging Escape, Dodge Focus (2), Grappling Block, Improved Grab, Improved Grapple, Improved Initiative (1), Improved Pin, Inspire (1), Interpose, Luck (1), Power Attack, Takedown Attack (1), Tough (2)

POWERS:
Impervious Toughness 7 (7pp) [7]
Immunity 5 (Aging, Disease, Environmental Cold, Heat, Pressure [5pp]) [5]
Super-Strength 11 (4915 Tons; PF: Groundstrike, Countering Punch, Shockwave [25pp]) [11]
Leaping 4 (4pp) [4]
Regeneration 8 (Recovery Rate [8pp])

Bruised 1/round [1]
Injured 1/1 minute [3]
Disabled 1/20 minutes [3]
PF: Diehard


COMBAT: Base Attack +10, Melee +10, Ranged +10, Bow +12, Grapple +35 [Unarmed +14 (Bruise)]; Defense 18 (13 flat-footed); Init +5; Knockback -11

SAVES: Toughness +16 (+16 flat-footed, +7 Impervious), Fortitude +15, Reflex +5, Will +7

DRAWBACKS:

Abilities 72 + Skills 13 (52 ranks) + Feats 19 + Powers 49 + Combat 32 + Saves 10 – Drawbacks 0 = 195 / 195

Comments: You know, I was very skeptical of the Incredible Hercules book when they started it a couple of years ago, but I thought, what the heck, I’ll pick up a copy and you know what, they had me from “hello”. Herc and Amadeus Cho make such a great team and the way they have written Athena and the other Greek gods in the Marvel universe has been so great, it’s one of the highlights of my month when I get to read it.

Herc as a build is a top level powerhouse for my setting, with a high attack bonus for a brick because of his years of combat experience and being the god of strength, he can lift more than anyone except the Kryptonians (I’m counting Doomsday in that since he is Kryptonian, of course) and probably Hulk/Rulk. I could have brought him in at a balanced 15/pp per rank, but again, I am avoiding that when I can because I just didn’t want to again because I'm stubborn. :wink:

As far as his role in the Thorpacoverse, he and Cho are going to be working through 12 new labors to help avoid a cataclysmic event that I have yet to finish dreaming up. They will be getting help from, get thwarted by a number of characters along the way. They are also part of Nightwing and Cage’s team from time to time. And of course, Herc and Thor have dust ups from time to time because, well, that's just what they do.

And no mace. Never liked the mace...

Clean Up 4/29/10: Took Herc down a PL.
Last edited by Thorpacolypse on Thu Apr 29, 2010 6:49 pm, edited 1 time in total.
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Re: J-Mart II: Havok, She-Hulk, Doc Samson, Gambit, Joker

Postby Hamilton » Wed Dec 09, 2009 12:02 am

I have some suggestions regarding the Earth-217 Soldiers.

I'd add a rank of Concentration and several of Medicine instead of Computers, Disable Device, and Swim.

I'd give them multitools, and light pistols instead of heavy.

IMX, Attack Focus (Ranged), Chokehold, Interpose, and/or Prone Fighting would be more common feats than Accurate Attack or Assessment.
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Re: J-Mart II: Joker, Rulk, Red Skull, Parasite

Postby luketheduke86 » Wed Dec 09, 2009 12:50 am

Thorpacolypse wrote:Comments: You know, I was very skeptical of the Incredible Hercules book when they started it a couple of years ago, but I thought, what the heck, I’ll pick up a copy and you know what, they had me from “hello”. Herc and Amadeus Cho make such a great team and the way they have written Athena and the other Greek gods in the Marvel universe has been so great, it’s one of the highlights of my month when I get to read it.


I felt the same way, I was a bit irked that they were (as I saw it) pushing Hulk out of his own title...but that all changed as soon as I actually read the book. Hercules is a great character and his interactions with Amadeus are always great.

Very nice Amadeus and Herc builds Thorp! Keep it up.
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Re: J-Mart II: Red Skull, Parasite, Amadeus Cho, Herc

Postby Jabroniville » Wed Dec 09, 2009 1:07 am

Yeah, Herc/Cho stuff is awesome. Great team-ups, great comedy (it's not a 100% silly joke book like the Giffen/DeMatteis JLA, it's just an action book with lots of jokes), nice inclusions of various Marvel heroines, and it made me a fan of both characters, whom I was iffy on before.
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Re: J-Mart II: Havok, She-Hulk, Doc Samson, Gambit, Joker

Postby Thorpacolypse » Wed Dec 09, 2009 2:29 pm

Hamilton wrote:I have some suggestions regarding the Earth-217 Soldiers.

I'd add a rank of Concentration and several of Medicine instead of Computers, Disable Device, and Swim.

I'd give them multitools, and light pistols instead of heavy.

IMX, Attack Focus (Ranged), Chokehold, Interpose, and/or Prone Fighting would be more common feats than Accurate Attack or Assessment.


I can certainly make some, if not all of those additions, thanks for the input.
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Re: J-Mart II: Joker, Rulk, Red Skull, Parasite

Postby The Ilethryl Knight » Wed Dec 09, 2009 2:42 pm

Thorpacolypse wrote:HERCULES

And no mace. Never liked the mace...


Yeah, I hate the mace too. I included it in my build just for completeness sake, but if I were to use Hercules in a game I'd leave the mace in Olympus and have him fight unarmed. It just looks stupid to me. Doesn't even look like a real weapon, with that super-short handle. Looks more like he's holding a big golden mug of ale when he has it in his hand. Nope, don't like it at all.

What I do like is your builds of Herc and Cho. Great stuff.
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Re: J-Mart II: Red Skull, Parasite, Amadeus Cho, Herc

Postby Thorpacolypse » Wed Dec 09, 2009 4:36 pm

Another new item hits the shelves.

Image
I sense a love thang about to happen...

KARAI
PL:
8 (118 pp) – OPL: 8; DPL: 8

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

SKILLS: Acrobatics 7 (+11) [Acrobatic Bluff, Up the Wall], Bluff 6 (+8), Climb 6 (+7), Concentration (+2), Diplomacy (+2), Disguise (+2), Escape Artist (+4), Gather Info 5 (+7), Handle Animal (+2), Intimidate 5 (+7), Knowledge [Streetwise] 4 (+5), Knowledge [Tactics] 6 (+7), Notice 7 (+9), Search (+1), Sense Motive 7 (+9) [Assessment], Sleight of Hand 5 (+9), Stealth 9 (+13) [Accelerated Stealth, Vanish], Survival (+2), Swim (+1)

FEATS: Acrobatic Bluff, Assessment, Attack Specialization (1) [Shuriken], Attack Specialization (1) [Unarmed], Challenges (2) [Accelerated Stealth, Vanish], Defensive Roll (1), Dodge Focus (6), Equipment (2), Improved Critical (1) [Unarmed], Improved Initiative (1), Leadership, Minions (11) [50 Fanatical Foot Ninja], Ninja Run (1), Power Attack, Sneak Attack (2), Takedown Attack (1), Uncanny Dodge (Visual), Up the Wall, Well-Informed

POWERS:
None


EQUIPMENT:
(10ep)

Costume (Protection, Subtle; Camouflage [Night]; 3ep) [1]
Arsenal (7ep):
Katana (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep]) [3] - DC:19:tough
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:16:tough
Smoke Grenade (Obscure 2 [Visual], Range 20ft [1ep]) [2]

COMBAT: Base Attack +9, Melee +9, Ranged +9, Unarmed +11, Shuriken +11, Grapple +10 [Unarmed +1, 19-20 Critical (Bruise); Katana +3, 19-20 Critical (Lethal); Shuriken +1, Auto-Fire (Lethal/Bruise)]; Defense 22 (13 flat-footed); Init +8; Knockback -2

SAVES: Toughness +4 (+3 flat-footed), Fortitude +5, Reflex +8, Will +5

DRAWBACKS:

Abilities 24 + Skills 17 (68 ranks) + Feats 37 + Powers 0 + Combat 30 + Saves 10 – Drawbacks 0 = 118 / 118

Comments: Karai has been a part of the TMNT lore for quite a while. In some incarnations, she is simply an apprentice, in others Oroku Saki’s daughter. In my setting, she is his daughter and is his second in command of the Foot Clan. However, Shredder has recruited some other leaders to assist him in his takeover of the Bludhaven underworld.
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Re: J-Mart II: Red Skull, Parasite, Amadeus Cho, Herc

Postby Thorpacolypse » Wed Dec 09, 2009 4:41 pm

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

Image
Man, this guy moves like his butt is on fire...oh, well, I guess it is...


FIREFLY
PL:
9 (123 pp) – OPL: 9; DPL: 9

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

SKILLS: Aerobatics 9 (+12) [Aerobatic Bluff], Bluff 6 (+7), Climb (+1), Computers 7 (+8), Concentration (+1), Craft [Mechanical] 5 (+6), Diplomacy (+1), Disable Device 9 (+10), Disguise (+1), Escape Artist (+3), Gather Info 6 (+7), Handle Animal (+1), Intimidate 6 (+7), Knowledge [Streetwise] 7 (+8), Notice 4 (+5), Search (+1), Sense Motive 4 (+5), Stealth 5 (+8), Survival (+1), Swim (+1)

FEATS: Accurate Attack, Aerobatic Bluff, Attack Specialization (1) [Plasma Blast], Defensive Roll (1), Dodge Focus (2), Equipment (1), Evasive Retreat, Favored Environment (8) [+2 Attack, +6 Dodge when Flying], Improved Initiative (1), Move-by Action, Passing Attack, Uncanny Dodge (Visual)

POWERS:
Firefly Suit 10 (Device, Hard to Lose 10 [50pp traits]; 40pp) [10]

Protection 3 (3pp) [3]
Flight 4 (100 mph [8pp]) [4]
Immunity 9 (Life Support [9pp]) [9]
Super Senses 2 (Infravision, Low Light Vision [2pp]) [2]
Plasma Blast 9 (Extra: Penetrating [27pp]) [9] - DC:24:tough
AP: Plasma Blast 9 (Extra: Line Area [1pp]) [9] - DC:19/24:ref/tough


EQUIPMENT:
(5ep)

Cell Phone, Multi-Tool (2ep)
Burglar's Kit (+2 Disable Device/Climb, Medium [1ep]),

COMBAT: Base Attack +5, Melee +5, Ranged +5, Plasma Blast +7, Flying Melee +7, Flying Ranged +7, Flying Plasma Blast +9, Grapple +6, Flying Grapple +8 [Unarmed +1 (Bruise); Plasma Blast +9 (Bruise/Lethal)]; Defense 16 (12 flat-footed, 22 when Flying); Init +7; Knockback -3

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

DRAWBACKS:

Abilities 18 + Skills 17 (68 ranks) + Feats 20 + Powers 40 + Combat 18 + Saves 10 – Drawbacks 0 = 123 / 123

Comments: Firefly is an opponent of Batman’s. I never saw much of his DCU version until Battle for the Cowl, so I based this one on The Batman version, which come to find out, it looks like the DCU version has begun to mimic that one more.
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly

Postby Alexander » Thu Dec 10, 2009 3:06 am

Is firefly as awesome as he looks?
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly

Postby Nite_Owl » Thu Dec 10, 2009 4:21 am

In Batgirl: Year One, he's a pyromaniac nutcase. Actually, he is that in Knightfall too, which is all the places I've seen him. He's actually kind of bush-league. But he certainly has a degree of style.
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly

Postby BARON » Thu Dec 10, 2009 9:53 am

he may be a typical fire baddie, but the fact that they write him as such a nutjob to me fits a bat-villain perfectly. he's a superpyromaniac. it's like "okay... that could be a bat villain" if he was fighting the fantastic four or something i'd call him a waste.
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Re: J-Mart II: Joker, Rulk, Red Skull, Parasite

Postby Geekery » Thu Dec 10, 2009 7:00 pm

The Ilethryl Knight wrote:HERCULES
Yeah, I hate the mace too...
Looks more like he's holding a big golden mug of ale when he has it in his hand.


That's what I liked about it!
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Re: J-Mart II: Amadeus Cho, Herc, Karai, Firefly

Postby Thorpacolypse » Thu Dec 10, 2009 7:03 pm

Alexander wrote:Is firefly as awesome as he looks?


They couldn't have said it better than I did. He's not much of a challenge to the Bat, but in a group he can do some damage. That pic is from The Batman TV show and they did a nice redesign on him, making him more a high rise corporate espionage type, but even in that, Batman takes him out pretty easy, especially once he's grounded. But his flight effects look pretty cool in that show and I do love the costume.

BARON wrote:he may be a typical fire baddie, but the fact that they write him as such a nutjob to me fits a bat-villain perfectly. he's a superpyromaniac. it's like "okay... that could be a bat villain" if he was fighting the fantastic four or something i'd call him a waste.


You know it. Being a nutjob is what a good Bat-villain is all about! :D
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Re: J-Mart II: Joker, Rulk, Red Skull, Parasite

Postby Thorpacolypse » Thu Dec 10, 2009 7:06 pm

Geekery wrote:
The Ilethryl Knight wrote:HERCULES
Yeah, I hate the mace too...
Looks more like he's holding a big golden mug of ale when he has it in his hand.


That's what I liked about it!


Nah, he should just have a REAL mug of ale in his hand. :wink:

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