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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 Thorpacolypse » Sat Apr 24, 2010 9:35 am

Thorpacolypse wrote: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.


Minor clean up to Spidey, mainly the creation of a Spider Sense container. I didn't really think about his abilities that way until a recent issue of Amazing Spider Man and another old issue I picked up with Venom where he fell about combatwise without his Spider Sense.
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Re: J-Mart II: Updates, Rhino, Doc Oc, Hulk (Savage)

Postby Thorpacolypse » Sat Apr 24, 2010 9:44 am

Another item in our Villains Line hits the Marvel Aisle shelves.

Image
Dontcha love it when your food is delivered to you like that?

VENOM (MAC GARGAN)
PL:
11 (186 pp) – OPL: 11; DPL: 10.5

ABILITIES: STR: 36 [28] [16] (+13/+9/+3) DEX: 26 [12] (+8/+1) CON: 30 [16] (+10/+3) INT: 10 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 8 (+16), Climb 2 (+11), Concentration (+1), Escape Artist (+8), Intimidate 10 (+10), Investigate 5 (+5), Knowledge [Streetwise] 5 (+5), Notice 3 (+4), Search 3 (+3), Sense Motive 4 (+5), Stealth (+8), Survival (+1), Swim (+9)

FEATS: All-out Attack, Attack Focus (Melee) (3), Attack Specialization (1) [Snare Array], Chokehold, Improved Grapple, Power Attack, Startle, Tough (1)

ENHANCED FEATS: Diehard, Dodge Focus (2)

POWERS:
Scorpion Enhancements 8 (Passive Container 8 [40pp]) [8]

Enhanced Strength 12 (12pp) [12]
Enhanced Constitution 10 (10pp) [10]
Enhanced Dexterity 8 (8pp) [8]
Leaping 1 (1pp) [1]
Speed 1 (10 mph [1pp]) [1]
Super-Strength 4 (13 Tons [8pp]) [4]

Venom Symbiote 18 (Container 18 [90pp traits]; 90pp) [18]
Growth 4 (Extra: Duration [Continuous], Flaw: Permanent [12pp]) [4]
Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Enhanced Dexterity 6 (6pp) [6]
Enhanced Skills 2 (Acrobatics 8 ranks [2pp]) [2]
Enhanced Feats 3 (see Feats [3pp]) [3]
Protection 3 (3pp) [3]
Leaping 1 (1pp) [2]
Immunity 1 (Disease [1pp]) [1]
Super Movement 5 (Wall Crawling x2, Slithering, Sure-Footed, Swinging [10pp]) [5]
Super Senses 7 (Normal Sight [Radius], Darkvision, Scent [Extended], Danger Sense [Mental, Ranged, Extended], Track [By Scent]; 7pp) [7]
Morph 2 (Multiple Forms; Array [6pp array]; 6pp) [2]
AP: Blending 1 (Normal Vision [1pp]) [1]
Nullify 8 (Spider Sense, Extra: Nullifying Field [8pp]) [8]
Snare 10 (PF: Tether, Reversible, Split Attack [23pp]) [10] - DC:20:ref
AP: Create Object 10 (PF: Stationary, Tether [1pp]) [10]
AP: Symbiote Scorpion Tail 1 (Piercing Strike 1, PF: Improved Critical x2, Extended Reach [1pp]) [1] - DC:29:tough
Regeneration 5 (Recovery Rate 5 [5pp]) [5]

Injured 1/minute [3]
Disabled 1/hour [2]


COMBAT: Base Attack +6, Melee +8, Ranged +5, Snare Array +7, Grapple +28 [Unarmed +13 (Lethal/Bruise); Scorpion Tail Strike +13, 18-20 Critical (Lethal/Bruise)]; Defense 17 (12 flat-footed); Init +8; Knockback -7

SAVES: Toughness +14 (+14 flat-footed), Fortitude +12, Reflex +10, Will +3

DRAWBACKS: Vulnerable -Fire/Extreme heat based attacks (uncommon, major; -3), Vulnerable -Sonic attacks (uncommon; major; -3), Power Loss -Venom Symbiote Container (if disabled or worse condition by Fire or Sonic Attacks; uncommon, moderate; -2)

Abilities 16 + Skills 8 (32 ranks) + Feats 13 + Powers 127 + Combat 24 + Saves 6 – Drawbacks -8 = 186 / 186

Comments: I went with Gargan as Venom for my setting, even though I generally liked Eddie Brock as Venom better. But Gargan has been killing me (metaphorically) in the Dark Reign/Siege event with his…eating habits, so I went with him. I suppose I should give him the Iron Stomach feat, what with him eating lots of inorganic material, but I’d rather hand-wave that and just consider it part of his charm.

I tried to keep this version a pretty basic Venom to keep the points down and also because I like Venom as more of a straight bruiser with a Snare than a total shapeshifting nightmare as he has been portrayed at times.
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Re: J-Mart II: Updates, Rhino, Doc Oc, Hulk (Savage)

Postby Thorpacolypse » Sun Apr 25, 2010 1:45 pm

A new item to our Villains Line gets stocked on the Marvel Aisle.

Image
See, Shen, not sure if you knew this but talking about yourself prior to fighting kinda ruins the whole ninja stealthy thing you had working...

SHEN KUEI (THE CAT)
PL:
10 (137 pp) – OPL: 10; DPL: 10

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

SKILLS: Acrobatics 7 (+12) [Accelerated Acrobatics, Monkey Climber, Perfect Balance], Bluff (+1), Climb 4 (+7), Concentration (+2), Diplomacy (+1), Disable Device 8 (+10), Disguise (+1), Escape Artist 6 (+11), Gather Info (+1), Handle Animal (+1), Intimidate 5 (+6), Knowledge [Streetwise] 5 (+7), Languages 1 (English, Base: Mandarin), Notice 7 (+9), Search 6 (+8), Sense Motive 10 (+12) [Assessment, Combat Clarity], Stealth 9 (+14) [Accelerated Stealth, Slip Between Cover, Vanish], Survival (+2), Swim (+3)

FEATS: Accelerated Acrobatics, Accelerated Stealth, Assessment, Attack Focus (Melee) (2), Attack Specialization (1) [Unarmed], Cat's Feet, Combat Clarity, Defensive Attack, Defensive Roll (2), Dodge Focus (6), Elusive Target, Equipment (2), Evasion (1), Improved Block (1), Improved Critical (2) [Unarmed x2], Improved Initiative (1), Improved Trip, Martial Strike (1), Monkey Climber, Ninja Run (1), Perfect Balance, Power Attack, Slip Between Cover, Sneak Attack (1), Sweeping Strike, Takedown Attack (2), Tough (1), Unarmed Flurry (1), Vanish

POWERS:
None


EQUIPMENT:
(10ep)

Arsenal (6ep):
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [4ep]) [1] - DC:19:tough
Nunchakus (Bludgeoning Strike 2, PF: Mighty; Small [1ep]) [2] - DC:20:tough
Shuriken (Piercing Blast 1, Extra: Auto-Fire; 10ft range, Small [1ep]) [1] - DC:16:tough
4ep as needed for situation/mission,

COMBAT: Base Attack +11, Melee +13, Ranged +11, Unarmed +15, Grapple +16 [Unarmed +4, 18-20 Critical (Bruise); Shuriken +1, Auto-Fire (Lethal); Knife +4, 19-20 Critical (Lethal); Nunchakus +5 (Bruise)]; Defense 24 (14 flat-footed); Init +9; Knockback -3

SAVES: Toughness +6 (+4 flat-footed), Fortitude +6, Reflex +9 (Evasion), Will +6

DRAWBACKS:

Abilities 32 + Skills 17 (68 ranks) + Feats 39 + Powers 0 + Combat 38 + Saves 11 – Drawbacks 0 = 137 / 137

Comments: I had made a promise to myself when I started this new thread that after I built most of the big names, and even during that process, I would really focus building villains for them to fight. I was getting ready for a big martial artist run which new versions of Iron Fist, Shang-Chi, Richard Dragon and others, and then it hit me that before I could build them, I needed to have people for them to face if I ever actually get around to using these builds (which I will, I swear). As such, I decided to build Shen Kuei, alias The Cat, before those others. The Cat is a long time adversary of Shang-Chi. He’s very, very good, but not as good Shang-Chi, which he hates. But even so, he’s not a total villain, he is more of a mercenary with a mad on for his rival.

Being named The Cat, and from the little I have seen of him, he definitely deserves the PL10, but he doesn’t quite hit the points because he’s very martial arts focused and as such, he doesn’t have tons of other skills or feats that I could see him using. But he’s wicked with his stealth and will get the drop on a lot of characters with that, making him a dangerous foe even for superpowered characters.
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Re: J-Mart II: Updates, Rhino, Doc Oc, Hulk (Savage)

Postby Thorpacolypse » Sun Apr 25, 2010 1:54 pm

We've got a couple of items from our last Gotham truck that we never got on the shelves. We'll start to fix that with this new item for Aisle 1.

Image
She's really not that tall, it's the hair that pushes her closer to 7 feet.

SOFIA GIGANTE FALCONE
PL:
7 (105 pp) – OPL: 7; DPL: 7

ABILITIES: STR: 20 (+5) DEX: 10 (0) CON: 20 (+5) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Bluff 9 (+10), Climb (+5), Concentration (+2), Diplomacy 7 (+8), Disguise 6 (+7), Gather Info 9 (+10) [Contacts, Well-Informed], Handle Animal (+1), Intimidate 9 (+10) [Powerful Intimidation, Startle], Knowledge [Streetwise] 6 (+8), Notice (+2), Search (+2), Sense Motive 6 (+8), Survival (+2), Swim (+5)

FEATS: All-out Attack, Benefit (2) [Wealth x2], Chokehold, Contacts, Dodge Focus (1), Equipment (6), Improved Grab, Improved Initiative (1), Minions (6) [25 thugs], Power Attack, Powerful Intimidation, Startle, Tough (2), Well-Informed

POWERS:
NONE


EQUIPMENT:
(30ep)

Cell Phone (1ep) [1]
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough
Vehicle (10ep):
Large Car (Extra: Security System)
Headquarters (9ep):
Falcone Estate (Large, Security System, Fire Prevention, Holding Cells, Gym, Library)

COMBAT: Base Attack +9, Melee +9, Ranged +9, Grapple +14 [Unarmed +5 (Bruise); Heavy Pistol +5 (Lethal)]; Defense 17 (13 flat-footed); Init +4; Knockback -3

SAVES: Toughness +7 (+7 flat-footed), Fortitude +6, Reflex +3, Will +4

DRAWBACKS:

Abilities 30 + Skills 13 (52 ranks) + Feats 26 + Powers 0 + Combat 30 + Saves 6 – Drawbacks 0 = 105 / 105

Comments: Gotta love Big Sofia. For those that have not read the Long Halloween and Dark Victory (and shame on you if you haven’t) Sofia Falcone is Carmine Falcone’s daughter and eventually takes over the Falcone empire. That’s all I’ll say about that since those are such great books, any more info is blasphemous.

Anyway, she’s a HUGE woman, at least 6-6, with a hot temper but quite a capable fighter and hit-person so I felt PL7 was definitely within her range as a street level threat. In the Thorpacoverse, she is the current head of the Falcone family and is often at odds with the Bat family.
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Re: J-Mart II: Hulk (Savage), Venom, Cat, Sofia

Postby Thorpacolypse » Sun Apr 25, 2010 2:07 pm

Image
Of course, I know about bad luck... that's one of the lessons that this city teaches us all, eventually.

MISTER FREEZE
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 28 [10] (+9/0) DEX: 10 (0) CON: 12 (+1) INT: 20 (+5) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Climb (+9), Concentration (+2), Craft [Chemical] 8 (+12), Craft [Mechanical] 8 (+12), Intimidate 6 (+6), Knowledge [Physical Sciences] 8 (+12), Knowledge [Technology] 8 (+12) [Inventor], Medicine 8 (+10), Notice 3 (+5), Search (+5), Sense Motive 3 (+5), Survival (+2), Swim (+9)

FEATS: Attack Specialization (1) [Unarmed], Attack Specialization (1) [Freeze Gun], Dodge Focus (2), Inventor, Minions (9) [2 Fanatical Polar Bears], Quick Draw (1), Speed of Thought

POWERS:
Immunity 11 (Cold Effects, Aging [Limited]; 11pp) [11]
Freeze Suit 10 (Device 10, Hard to Lose, Power Feat: Restricted [User must be immune to environmental cold], Flaw: Weak Point [Helmet, uncommon, minor; -1], [50pp traits]; 40pp) [10]

Enhanced Strength 18 (18pp) [18]
Immunity 9 (Life Support [9pp])
Protection 6 (Extra: Impervious [12pp]) [6]
Protection 5 (5pp) [5]
Shield 2 (2pp) [2]
Super-Strength 2 (2.4 Tons [4pp]) [2]

Freeze Gun 10 (Device 10, Easy to Lose [50pp traits]; 30pp) [10]
Ice Blast 12 (24pp) [12] - DC:27:tough
LP: Snare 12 (24pp) [12] - DC:22:ref
AP: Create Object 12 (1pp) [12]
AP: Environmental Control 8 (Mix and Match Environments, 3pp/rank; Hamper Movement, Distraction [1pp]) [8]


COMBAT: Base Attack +6, Melee +6, Ranged +6, Freeze Gun +8, Unarmed +8, Grapple +17 [Unarmed +9 (Bruise); Ice Blast +12 (Bruise/Lethal)]; Defense 18 (12 flat-footed); Init +5; Knockback -9

SAVES: Toughness +12 (+12 flat-footed, +6 Impervious), Fortitude +5, Reflex +3, Will +6

DRAWBACKS: Weakness - Exposure to above freezing temperatures when outside of suit; -1 constitution, -1 checks, -1 attack every minute (can be fatal [common, moderate; -6])

Abilities 16 + Skills 12 (48 ranks) + Feats 16 + Powers 81 + Combat 20 + Saves 11 – Drawbacks -6 = 150 / 150

Comments: Always had a lot of sympathy for Mister Freeze as a character. In my setting, he is still working on his cure for Nora, but continues to cross over to the bad side from time to time to fund his work and curry favors from others as needed. He still harbors resentment towards the Bat Family, but he true purpose continues to be his obsession with his cure for Nora.

He only is involved in the Gotham Gang War on occasion, just when he might need some money and will take someone out or steal something for one of the big players.
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Re: J-Mart II: Venom, Cat, Sofia, Freeze

Postby Thorpacolypse » Sun Apr 25, 2010 4:24 pm

A SHOCKING new item hits the Marvel Aisle shelves.

Image
Nice new look, Max. But we know before long, THIS abomination will return!

Image
AAAAAAAAAAAAAAAAAAAHHHHHHHH!!!!!!

ELECTRO
PL:
10 (135 pp) – OPL: 10; DPL: 7

ABILITIES: STR: 14 (+2) DEX: 12 (+1) CON: 16 (+3) INT: 11 (0) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff 6 (+7), Climb (+2), Concentration (+1), Craft [Electronic] 8 (+8), Diplomacy (+1), Disable Device 5 (+5), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7), Knowledge [Streetwise] 6 (+6), Notice 4 (+5), Search 5 (+5), Sense Motive (+1), Stealth 4 (+5), Survival (+1), Swim (+2)

FEATS: All-out Attack, Attack Focus (Melee) (1), Attack Specialization (1) [Electrical Control Array], Defensive Roll (1), Dodge Focus (2), Equipment (1), Improved Initiative (2), Tough (1)

POWERS:
Electrical Control 12 (Electrical Blast 12, Array [24pp array]; 24pp) [12] - DC:27:tough
AP: Electric Stun 8 (Extra: Ranged [1pp]) [8] - DC:18:fort
AP: Electrical Burst 8 (Extra: Ranged [1pp]) [8] - DC:18:ref
AP: Chain Lighting 8 (Extra: Auto-Fire [1pp]) [8] - DC:23:tough
AP: Transmit 12 (Electrical wiring/cables [1pp]) [12]
AP: Drain Electricity 8 (Extra: Ranged [1pp]) [8]

Electrical Aura 5 (Electrical Strike 5, Extras: Aura, Duration [Continuous]; 25pp)
[5] – DC:20:tough
Detect 3 (Electricity [Mental, Ranged, Extended]; 3pp) [3]
Immunity 10 (Electrical Effects [10pp]) [10]


EQUIPMENT:
(5ep)

Bad, bad costume…(Protection 1, Subtle [3ep]) [1]

COMBAT: Base Attack +6, Melee +7, Ranged +6, Electrical Control Array +8, Grapple +9 [Unarmed +2 (Bruise); Electrical Blast +12 (Lethal/Bruise); Chain Lighting +8, Auto-Fire (Lethal/Bruise)]; Defense 18 (13 flat-footed); Init +9; Knockback -3

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

DRAWBACKS: Weakness - Water/Water Based Attacks (100%, Uncommon, severe; -4)

Abilities 17 + Skills 11 (44 ranks) + Feats 10 + Powers 67 + Combat 24 + Saves 10 – Drawbacks -4 = 135 / 135

Comments: Electro, Electro, Electro…

Powerful electrical controller, BAD costume. He's had a long history with Spider-Man in the Marvel U and he's one of Spidey's most powerful regular foes. They even usually power him up from time to time to take on a big time team but generally, I see him about here at PL10 where he can give Spidey fits but is not a world beater.

In my setting, he continues to hate Spider-Man and since the Kingpin is back, he is rolling with him instead of The Hood. For now.
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Re: J-Mart II: Venom, Cat, Sofia, Freeze

Postby Thorpacolypse » Sun Apr 25, 2010 5:49 pm

Another item in our Villains Line hits the Marvel shelves.

Image
I've got you...under my skin...

THE SANDMAN
PL:
9 (126 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 32 [16] (+11/+3) DEX: 12 (+1) CON: 16 (+3) INT: 10 (0) WIS: 12 (+1) CHA: 12 (+1)

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

FEATS: All-out Attack, Attack Focus (Melee) (2), Attack Specialization (1) [Sand Blast], Dodge Focus (1), Endurance (1), Improved Grab, Improved Initiative (1), Power Attack, Startle, Withstand Damage

POWERS:
Sandman Form 15 (Alternate Form 15 - Particulate, Extra: Continuous, Flaw: Permanent [75pp traits]; 75pp) [15]

Immunity 12 (Life Support, Starvation/Thirst, Critical Hits [12pp]) [12]
Immunity 40 (Lethal Physical Damage, Non-Lethal Physical Damage, Flaw: Limited [Half Effects]; 20pp) [40]
Protection 6 (6pp) [6]
Density 8 (Array [24pp array]; 24pp) [8]

Strength +16, Impervious Protection +4, Immovable +2, Super Strength +2
AP: Snare 10 (Extras: Engulf, PF: Obscures Sense [Visual], Reversible [1pp]) [10] - DC:20:ref
AP: Sand Blast 10 (1pp) [10] - DC:25:tough
AP: Sandstorm 9 (Visual Dazzle 9, Extra: Targeted Cloud Area, Flaw: Touch Range [1pp]) [9] - DC:19/19:ref/fort
AP: Insubstantial 2 (PF: Selective [1pp]) [2]
Elongation 3 (50ft [3pp]) [3]
Super-Movement 1 (Slithering [2pp])
Regeneration 10 (Recovery Rate, Flaw: Source [Sand]; 5pp)

Injured 1/round [4]
Disabled 1/5 minutes [4]
PF: Diehard, Regrowth [2]


COMBAT: Base Attack +5, Melee +7, Ranged +5, Sand Blast +7, Grapple +13, Density Grapple +23 [Unarmed +11 (Bruise); Sand Blast +10 (Bruise/Lethal)]; Defense 15 (12 flat-footed); Init +5; Knockback -4 (-10 with Density)

SAVES: Toughness +9 (+9 flat-footed, +13 with Density, +4 Impervious with Density), Fortitude +8, Reflex +3, Will +4

DRAWBACKS: Involuntary Transform - Involuntary Transform - into glass when hit with +9 flame or 3400 degree temps (uncommon, irresistible; -5), Involuntary Transform -Involuntary Transform - into mindless sludge when hit with +10 water attack (uncommon, irresistible; -5), Involuntary Transform - Involuntary Transform - into disabled/dispersed state when hit with +10 air/wind attack (uncommon, major; -4)

Abilities 18 + Skills 8 (32 ranks) + Feats 11 + Powers 75 + Combat 18 + Saves 10 – Drawbacks -14 = 126 / 126

Comments: I like this run at Flint a lot. I borrowed a bit from BARON’s and Taliesin’s builds and I think I have him where I like him FINALLY. Hard as hell to hurt physically, very versitile in a fight but easy to deal with if you have enough water or wind.

In my setting, he is, and has always been Flint Marko (I don't care for the William Baker retcon) and is trying to go straight, but he can't quite seem to get it done and he still has a wicked mad-on for the Webhead.
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Re: J-Mart II: Two-Face, Hush, Daredevil Trinity

Postby Thorpacolypse » Sun Apr 25, 2010 6:19 pm

Thorpacolypse wrote:Even though we missed Veteran's Day due to circumstances beyond our control (kids and work), the J-Mart staff wants to take this opportunity to send out a great thanks for our men and women and uniform and all those who have fought and died to keep shmoes like me safe. As such, here is a RED, WHITE AND BLUE special in honor of our veterans.

Image
...And God bless America...

CAPTAIN AMERICA (STEVE ROGERS)
PL: 12 (195 pp) – OPL: 12; DPL: 12

ABILITIES: STR: 24 [8] (+7/-1) DEX: 24 [10] (+7/0) CON: 24 [8] (+7/-1) INT: 14 (+2) WIS: 20 (+5) CHA: 22 (+6)

SKILLS: Acrobatics 8 (+15), Bluff (+6), Climb (+7), Concentration (+5), Craft [Artistic] 3 (+5), Diplomacy 6 (+12) [Combat Diplomacy, Connected], Disguise (+6), Escape Artist (+7), Gather Info (+6), Handle Animal (+6), Intimidate (+6), Knowledge [Tactics] 10 (+12), Medicine 2 (+7), Notice 8 (+13), Search 5 (+7), Sense Motive 8 (+13) [Assessment, Combat Clarity, Read Situation], Stealth 3 (+10), Survival 4 (+9), Swim (+7)

FEATS: Assessment, Attack Specialization (1) [Unarmed], Combat Clarity, Combat Diplomacy, Combat Leader, Connected, Cunning Fighter, Defensive Attack, Dodge Focus (3), Equipment (1), Inspire (4), Leadership, Lionheart, Luck (3), Rapid Healer, Read Situation, Rhythm of Combat, Power Attack, Takedown Attack (2), Teamwork (1), Uncanny Dodge (Auditory)

SHIELD FIGHTING STANCE ENHANCED FEATS: Attack Specialization (1) [Shield], Bank Shot (1), Improved Critical (1) [Shield], Improved Ranged Disarm

STAR SPANGLED SHIELD ENHANCED FEATS: Dodge Focus (3), Improved Defense (1), Interpose

POWERS:
Enhanced Strength 16 (16pp) [16]
Enhanced Constitution 16 (16pp) [16]
Enhanced Dexterity 14 (14pp) [14]
Feature 1 (Longevity [1pp]) [1]
Immunity 2 (Disease, Intoxication [2pp]) [2]
Leaping 1 (1pp) [1]
Speed 1 (10 mph [1pp]) [1]
Shield Fighting Stance 3 (Active Container 3, PF: Innate, Drawback: Power Loss [without Vibranium Shield; uncommon, minor; -1]; [15pp traits]; 15pp) [3]

Thrown Shield 2 (Bludgeoning Blast 2, Extra: Targeted Shapeable Area, Flaw: Side Effect [disarmed on missed ranged attack roll], PF: Mighty x7; 11pp) [4]
Enhanced Feats 4 (see Feats [4pp]) [4]

Star Spangled Shield 3 (Device 3, Easy to Lose, PF: Indestructible; [20pp traits]; 13pp) [4]
Bludgeoning Strike 2 (PF: Mighty, Thrown [4pp]) [2] - DC:24:tough
Immovable 3 (Flaw: Action [Free]; 2pp) [3]
Enhanced Feats 5 (see Feats [5pp]) [5]
Deflect 3 (All Ranged [9pp]) [3]


EQUIPMENT:
(5ep)

Chain Mail (Protection 3 [3ep]) [3]
Commlink, Binoculars (2ep)

COMBAT: Base Attack +13, Melee +13, Ranged +13, Shield +15, Unarmed +15, Grapple +20 [Unarmed +7 (Bruise); Shield Strike/Blast +9, 19-20 Critical (Bruise)]; Defense 24 (14 flat-footed); Init +7; Knockback -5 (-8 with Shield)

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

DRAWBACKS:

Abilities 22 + Skills 15 (60 ranks) + Feats 38 + Powers 70 + Combat 42 + Saves 8 – Drawbacks 0 = 195 / 195

Comments: Cap is still da man. And it looks like he'll be back soon in main continuity, as we all knew he would be. Right now, he's a in battle for his own body with Osborn and The Red Skull, so it will be interesting to see how that all comes out. Still, we know he will win out as he, Thor and Iron Man are going headline the Siege event coming up here in 2010, the first time they've all fought together in years. Should be good.

As a build, not much changed from my other Cap builds, or other Cap builds you'll see on the Tank. I did increase his saves from my playable PL12 version and increased the Immovable on the shield. I was going to make the Bludgeoning Blast a power specific to Cap, but I figured a power loss would be enough. I may change it, though, I just wanted some way to show that not anyone is going to pick up that shield and start bouncing it off walls and goon's heads like he does.

In my setting, Cap has been back from the dead for a little while now and after some soul searching, he's decided to share the Cap mantle back with Buck. He's been really helping to bring the super hero community back together and has made peace with Iron Man and the other pro-reg heroes.

Clean Up 4/25/10: Changed the Shield to be more in line with how I built the Lantern Corps on J-Mart I recently. The Shield is a standard but it's Caps' training with it that allows him to be able to use it the way he does. So he, Buck and U.S. Agent all get Shield Fighting Stances in their updates.


Hey, while I have a free day, I have to get all the posting done I can!

I took some time to rework the shielding handling abilities of my little Cap Corps, giving Steve, Buck and U.S. Agent all Shielding Fighting Stances, similar to the Ringslinging Stances of the Lantern Corps I built recently at J-Mart I. It always kinda bothered me that my original version basically allowed anything to pick up the shield and sling it, so this feels more right to me.
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Re: J-Mart II: Ultron, Atlas, Kraven, The Hand

Postby Thorpacolypse » Sun Apr 25, 2010 7:21 pm

Thorpacolypse wrote:Another J-Mart Favorite hits the shelves.

Image
I'm the best there is at what I do...but what I do isn't very nice...

However, dodging is not one of those things I am best at. As you can tell, it's kind of a weak spot in regards to my combat abilities.


WOLVERINE
PL:
11 (175 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 22 [18] (+6/+4) DEX: 18 (+4) CON: 26 (+8) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+8), Bluff (+1), Climb (+4), Concentration (+3), Diplomacy (+1), Disguise (+1), Escape Artist (+4), Gather Info (+1), Handle Animal 6 (+7), Intimidate 9 (+10), Knowledge [Tactics] 8 (+9), Notice 9 (+12), Search (+1), Sense Motive 8 (+11), Stealth 7 (+11), Survival 9 (+12), Swim (+4)

FEATS: All-out Attack, Animal Empathy, Attack Focus (Melee) (6), Claw Flurry (1), Dodge Focus (6), Endurance (1), Equipment (1), Improved Critical (3) [Claw Strike x3], Improved Initiative (1), Last Stand, Luck (1), Power Attack, Rage (2) [10 Rounds], Rhythm of Combat, Sneak Attack (1), Takedown Attack (2), Uncanny Dodge (Olfactory), Veteran Fighter

POWERS:
Adamantium Skeleton 3 (Passive Container 3, PF: Innate [15pp traits]; 16pp) [3]

Density 2 (Extra: Duration [Continuous], Flaw: Permanent [6pp]) [2]
Str +4, Impervious Toughness +1
Piercing Strike 3 (Extra [Only]: Penetrating [7]; 7pp]) [4]
Immunity 2 (Critical Hits [2pp]) [2]

Piercing Strike 3 (PF: Mighty, Improved Sunder, Split Attack; Drawback: Lethal Damage Only [uncommon, minor; -1]; [5pp]) [3] - DC:24:tough
Immunity 3 (Aging, Poison [Limited], Disease [Limited]; 2pp) [3]
Super Senses 8 (Normal Sight [Extended], Hearing [Extended]; Scent [Extended, Accurate, Acute, Track x2], Low-Light Vision [8pp]) [8]

Regeneration 22 (Recovery Rate [22pp])
Bruised 1/round no rest [3]
Injured 1/round no rest [6]
Staggered 1/round [4]
Disabled 1/5 minutes [4]
Resurrection 1/day [2]
PF: Diehard, Persistent, Regrowth


EQUIPMENT:
(5ep)

Costume (Protection 1, PF: Subtle [2ep]) [1]
Commlink, GPS (2ep),

COMBAT: Base Attack +7, Melee +13, Ranged +7, Grapple +17 [Unarmed +5 (Bruise); Claw Strike +9, 17-20 Critical (Lethal)]; Defense 22 (13 flat-footed); Init +8; Knockback -6

SAVES: Toughness +10 (+10 flat-footed, +1 Impervious), Fortitude +9, Reflex +6, Will +9

DRAWBACKS: Vulnerable - Magnetic Attacks (uncommon, major; -3), Involuntary Transform - Berserker Rage (attacks friend or foe in range, DC15 Will Save when raging once per day or GM discretion; uncommon, minor; -1)

Abilities 42 + Skills 16 (64 ranks) + Feats 32 + Powers 54 + Combat 26 + Saves 9 – Drawbacks -4 = 175 / 175

Comments: You knew I couldn’t wait too much longer before I posted the old Canucklehead.

What is there left to say about Logan? He's Marvel's top selling character, his movie (which I didn't really care for, amazingly enough) made $200 million, he was rated the #1 comic character of all time by Wizard magazine and whether you love him or hate him, you can't ignore him, which is the true standard by which icons are measured.

From a build standpoint, the only thing I may rework on him is his regeneration. I may need to back up his Staggered and Disabled ranks a bit because of his healing factor takes hit from it fighting the Adamantium poisoning all the time, and I forgot that when I build Sabretooth (coming later) and in setting the frames for Deadpool, X-23 and Daken.

His role in the Thorpacoverse? Part-time X-Man, part time member of Nightwing and Cage's team, full time bad ass. And because he gets so much heat around here, just to be annoying, I am going to work him into EVERY SINGLE STORY OR FIGHT I DO FROM HERE ON OUT.

You've been warned. :twisted:

Clean Up 4/25/10: While I was tweaking some of the other builds here, I figured I'd take a look at Logan as well. Nothing major, just trimmed some fat, cleaned up a few feats. Shaved 7 pp and I think I made him a better fighter in the process.


Just a few tweaks to Logan while I was looking at previous builds. Logan is a prime example of the cleaning I am doing now. I shaved 7pp off the original build, which as 10pp less than my first build of him at J-Mart I. I think I had my skill ranks too high and I had too many extraneous feats. Getting rid of those saves a lot of PP that can used to focus on areas that the character should be focused on.
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Re: J-Mart II: Venom, Cat, Sofia, Freeze, Electro, Sandman

Postby Thorpacolypse » Sun Apr 25, 2010 7:32 pm

Don't let the PINK LIGHT SPECIAL fool ya, this is one nasty addition to the Gotham Villains Line...

Image
And so Death comes to Gotham...

FLAMINGO
PL:
10 (145 pp) – OPL: 10; DPL: 10

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

SKILLS: Acrobatics 5 (+9), Bluff (+1), Climb 5 (+8), Concentration (+3), Diplomacy (+1), Disable Device 9 (+11), Disguise 8 (+9), Drive 4 (+8), Escape Artist 8 (+12), Gather Info (+1), Handle Animal (+1), Intimidate 10 (+11) [Startle], Knowledge [Streetwise] 4 (+6), Notice 8 (+11), Search 6 (+8), Sense Motive 8 (+11), Stealth 8 (+12) [Vanish], Survival (+3), Swim (+3)

FEATS: All-out Attack, Attack Specialization (1) [Firearms], Attack Specialization (1) [Whip], Challenges (1) [Vanish], Defensive Roll (1), Dodge Focus (4), Equipment (7), Fearsome Presence (2), Follow-up Strike, Hardy, Improved Critical (4) [Whip, Pistols, Unarmed x2], Improved Disarm (1), Improved Initiative (2), Improved Pin, Improved Trip, Iron Stomach, Last Stand, Lionheart, Power Attack, Rapid Healer, Sneak Attack (1), Startle, Takedown Attack (1), Tough (2), Withstand Damage

POWERS:
None?


EQUIPMENT:
(35ep)

Costume (Protection 1, PF: Subtle [2ep]) [1]
Cell Phone (1ep), 3ep as needed for situation
Arsenal (20ep):
Sniper Rifle (Ballistic Blast 6, PF: Extended Range x4, Improved Critical; 250 ft range, Large [17ep]) [6] - DC:21:tough
Heavy Machine Pistol (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [1ep]) [5] - DC:20:tough
Whip (Bludgeoning Damage 0, PF: Mighty, Extended Reach x2 [15ft], +2 Trip and Disarm Attempts; Small [1ep]) [0] - DC:18:tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:19:tough
Vehicle (9ep):
Motorcycle (Standard Archetype, Extra: Security System),

COMBAT: Base Attack +12, Melee +12, Ranged +12, Whip +14, Firearms +14, Grapple +15 [Unarmed +3, 18-20 Critical (Bruise); Heavy Pistol +5, 19-20 Critical, Auto-Fire (Lethal); Sniper Rifle +6, 19-20 Critical (Lethal); Whip +3, 19-20 Critical (Bruise/Lethal); Knife +4, 19-20 Critical (Lethal)]; Defense 22 (14 flat-footed); Init +12; Knockback -4

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

DRAWBACKS:

Abilities 34 + Skills 21 (84 ranks) + Feats 40 + Powers 0 + Combat 40 + Saves 10 – Drawbacks 0 = 145 / 145

Comments: Only Grant Morrison could come up with a character with this type of dichotomy. Flamingo is kind of a new character that was recently shown in Morrison’s latest Batman and Robin book. He was actually mentioned (or shown, I can’t recall) in Batman #666 where it was a futuristic look at Damian as Batman, so as usual, Morrison had to have him show up now to set up the future rivalry.

Depsite his pink attire, he is a brutal psychopath, a Mexican serial killer/assassin who is known for eating his victim’s faces and despite his insanity, he is highly sought after because he had, up until messing with Jason, Dick, Damian and Scarlet (Red Hood’s answer to Robin for a bit), a perfect kill record. Even so, he took them all on at once and he managed to kneecap Jason with his gun, throw Dick off of a roof and shoot Damian 5 times in the back before he was taken down with unexpected teamwork from Scarlet, Dick and Jason.

He was written as a major badass, enough that I hesitated about the PL10, but then most villains are WAY more powerful in their first showings than they end up so I'm sticking with it for now. And if recall from Batman #666, Damian hunted him for years before being able to put him down and that says something since, unlike Bruce, he had no compunctions about killing villains in his run as Batman.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby MorningKnight » Sun Apr 25, 2010 7:36 pm

Great run of classic Spidey villains, and your Freeze is definitely going to test my Iron Man build, but the one I like the best is Sofia.

Something about a gigantic Str 20 redhead just revs my engines.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Thorpacolypse » Sun Apr 25, 2010 7:46 pm

It's time to get back another group of characters I love, the great jobbers of the comic world. So here come a few additions to our JOB SQUAD line.

Image
..And after that, get me bananas. An assload of bananas.

MANDRILL
PL:
10 (148 pp) – OPL: 10; DPL: 8

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

SKILLS: Acrobatics 6 (+12), Bluff 6 (+7), Climb 5 (+11), Concentration (+1), Diplomacy (+1), Disguise (+1), Escape Artist (+6), Gather Info (+1), Handle Animal 6 (+7), Intimidate 8 (+9), Knowledge [Tactics] 5 (+7), Knowledge [Technology] 5 (+7), Notice 4 (+5), Search 4 (+6), Sense Motive (+1), Stealth 3 (+9), Survival (+1), Swim (+6)

FEATS: All-out Attack, Attack Focus (Melee) (4), Dodge Focus (1), Improved Grab, Improved Pin, Power Attack, Tough (1)

POWERS:
Super-Strength 1 (1000 lbs [2pp]) [1]
Leaping 1 (1pp) [1]
Speed 1 (1pp) [1]
Super Senses 2 (Scent [Extended], Low Light Vision [2pp]) [2]
Pheromones 10 (Extra: Conscious, Flaw: Limited [Women only], PF: Mental Link, Progression x2 [25ft per rank]; 43pp) [10]


COMBAT: Base Attack +5, Melee +9, Ranged +5, Grapple +16 [Unarmed +6 (Bruise)]; Defense 19 (14 flat-footed); Init +6; Knockback -3

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

DRAWBACKS:

Abilities 44 + Skills 13 (52 ranks) + Feats 10 + Powers 49 + Combat 26 + Saves 6 – Drawbacks 0 = 148 / 148

Comments:
After working on so many major players as of late, it’s good to take a break and give some love to my favorite group of characters in comicdom, the jobbers.

Mandrill is a long time Marvel jobber who actually has a pretty useful power in that he constantly secretes pheromones that make women attracted to him and put them under his control, despite his gibbon-like appearance. He’s used it to bed some hotties in the Marvel U, wrong as it is, but really, considering what most of us piggish men would do with that type of ability, it’s probably pretty realistic. Don't get me wrong, I don't condone it, I'm just being real.

Anyway, outside of that, he’s got great ape strength and agility and is a decent fighter, although most decent male heroes will put him down straight away. But like recently in New Avengers where he controlled Spider Woman and had her fight Spider Man for him, he can cause trouble if there’s women heroes around.
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Thorpacolypse » Sun Apr 25, 2010 7:48 pm

MorningKnight wrote:Great run of classic Spidey villains, and your Freeze is definitely going to test my Iron Man build, but the one I like the best is Sofia.

Something about a gigantic Str 20 redhead just revs my engines.


I'm with you there, my brotha. I thought it was just me! 8)
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Thorpacolypse » Sun Apr 25, 2010 7:54 pm

Our last post for the evening is another addition to the JOB SQUAD!

Image
Now THAT'S how you job!

MAN-BULL
PL:
8 (100 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 28 (+9) DEX: 12 (+1) CON: 24 (+7) INT: 6 (-2) WIS: 8 (-1) CHA: 4 (-3)

SKILLS: Acrobatics 3 (+4), Bluff (-3), Climb (+9), Concentration (-1), Diplomacy (-3), Disguise (-3), Escape Artist (+1), Gather Info (-3), Handle Animal (-3), Intimidate 11 (+8), Notice 4 (+3), Search (-2), Sense Motive (-1), Stealth (+1), Survival 6 (+5), Swim (+9)

FEATS: All-out Attack, Attack Focus (Melee) (2), Chokehold, Fast Overrun, Improved Critical (1) [Gore!], Improved Overrun, Move-by Action, Power Attack, Rage (1), Zig-Zag (1)

POWERS:
Protection 3 (3pp) [3]
Impervious Toughness 6 (6pp) [6]
Speed 2 (20 mph [2pp]) [2]
Super-Strength 5 (19 Tons [10pp]) [5]
Immovable 4 (Extra: Unstoppable [8pp]) [4]
Gore! (Piercing Strike 1, Extra: Penetrating [7], Flaw: Limited [Penetrating only when charging], PF: Mighty [6pp]) [1] - DC:25:tough


COMBAT: Base Attack +4, Melee +6, Ranged +4, Grapple +20 [Unarmed +9 (Bruise/Lethal); Gore! +10, 19-20 Critical (Lethal/Bruise)]; Defense 16 (13 flat-footed); Init +1; Knockback -12

SAVES: Toughness +10 (+10 flat-footed, +6 Impervious), Fortitude +9, Reflex +3, Will +1

DRAWBACKS:

Abilities 22 + Skills 6 (24 ranks) + Feats 11 + Powers 35 + Combat 20 + Saves 6 – Drawbacks 0 = 100 / 100

Comments: Man, I love jobber powerhouses! One of my faves has always been Man-Bull. A powerhouse so lame that even the street level heroes have fun punching him out. He pops up from time to time when they need a lower level hero to get some good work in or to break up the monotony of DD’s or Spidey’s rogues gallery. Wind him up, let him charge, and let the inevitable beat down begin!
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Re: J-Mart II: Cat, Sofia, Freeze, Electro, Sandman, Flamingo

Postby Sidious » Sun Apr 25, 2010 8:19 pm

I saw Flamingo and thought you were starting Valiant Universe builds.

I r now a sad nostalgic panda.
Live fast. Love hard. Die with your mask on.
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