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

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Morning Knight's Knight Shift!

Postby MorningKnight » Sun Apr 11, 2010 9:07 am

Next up on the Knight Shift, the Golden Knight, ol' Shellhead himself...

MorningKnight wrote:Iron Man Classic

Image

Power Level: 10; Power Points Spent: 150/150

STR: +10 (12/30), DEX: +4 (18), CON: +1 (12), INT: +7 (24), WIS: +4 (18), CHA: +4 (18)

Tough: +1/+10, Fort: +5, Ref: +6, Will: +10

Skills: Bluff 8 (+12), Computers 8 (+15), Craft (electronic) 8 (+15), Craft (mechanical) 8 (+15), Diplomacy 8 (+12), Disable Device 8 (+15), Knowledge (business) 8 (+15), Knowledge (physical sciences) 8 (+15), Knowledge (technology) 8 (+15), Notice 8 (+12), Search 4 (+11), Sense Motive 4 (+8)

Feats: Benefit (Wealth), Connected, Favored Environment (Aerial Combat) 4, Improvised Tools, Inventor, Skill Mastery (Craft (Electronic, Mechanic), Disable Device, Knowledge (Technology)), Well-Informed

Enhanced Feats (Provided by Armor): All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Unarmed Attack) 2, Dodge Focus 1, Equipment 2, Power Attack

Powers:
Iron Man Armor (Device 12) (Hard to lose)
. . Combat Systems (Enhanced Trait 5) (Feats: All-Out Attack, Attack Focus (ranged) 2, Dodge Focus 1, Power Attack)
. . Magnetic Control 10 (Precise, Subtle (subtle))
. . . . Enhanced Strength 18 (Alternate; +18 STR, Feats: Attack Specialization (Unarmed Attack) 2) plus Super-Strength 1 (Alternate; +5 STR carry capacity, heavy load: 51.2 tons; +1 STR to some checks)
. . . . Dazzle 10 (Alternate; affects: two sense types - vision, DC 20; Accurate (+2))
. . . . Light Control 10
. . . . Repulsor Beams (Air Control 12) (Alternate; Strength: 60, Carry: 17 tons / 34 tons / 51.2 tons / 102.4 tons; Knockback [10 ranks only]; Limited Direction (Push))
. . . . Sonic Control 10 (Alternate; Radius: 50 ft., DC 20)
. . . . Uni-Beam (Blast 11) (Alternate; DC 26; Penetrating; Distracting; Variable Descriptor (Narrow group - Heat, Laser, Plasma); Part of Body (Chest Plate Mounted))
. . Protection 9 (+9 Toughness; Impervious [6 ranks only])
. . Super-Strength 5 [Dyn: 2/r, +2max 0PP] (+25 STR carry capacity, heavy load: 25.6 tons; +5 STR to some checks)
. . . . Flight 5 (Alternate; Speed: 250 mph, 2200 ft./rnd)

Equipment: Armor Systems (Binoculars, Commlink, Digital Audio Recorder, Fire Extinguisher, Laptop Computer, Night Vision Goggles, Parabolic Microphone, Rebreather, Video Camera)

Attack Bonus: +6 (Ranged: +8, Melee: +6, Unarmed: +10, Grapple: +16/+21)

Attacks: Dazzle 10, +10 (DC Fort/Ref 20), Repulsor Beams +8 (DC 22), Sonic Control 10, +8 (DC Fort/Ref 20), Unarmed Attack, +10 (DC 25), Uni-Beam (Blast 11), +8 (DC 26)

Defense: +7 (Flat-footed: +3), Knockback: -8

Initiative: +4

Drawbacks: Disability, common, major, Heart Condition (Chance of Heart Attack if Armor Fails), Normal Identity, common, Full Round To Don Armor, Power Loss (All Powers), common, minor, Recharge Daily

Languages: Native Language

Totals: Abilities 42 + Skills 22 (88 ranks) + Feats 12 + Powers 48 + Combat 24 + Saves 12 - Drawbacks 10 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

- My take on the PL10 Version of Iron Man, based off the Marvel SAGA version. Since his Str and Energy weapons were Rank 16 on their scale, it comes out to +10 Str Bonus/Damage Bonus here.

- My feeling is that most of Iron Man's stuff is Magnetic Based - that's the heart of his Repulsors and many of his other gimmicks. The Uni-beam works pretty good, but my favorite are still the Repulsor Beams - which are basically pushers - he gets a good Trip effect off of them, and he can also use them to shove things hard. I toyed with making it Damaging, but Trip/Knockback PLUS Damaging would end up expensive, and his Uni-Beam captures most of the rest of it.

- The Uni-Beam is also a good spot for "Variable Effect."

- All in all, Tony is balanced, his Favorable Environment allowing him more protection and a +9 Attack with his Uni-Beam while in the air. While utilizing Power Attack, Tony can then shift his Favorable Environment toward preventing deep drops, such as keeping him at Defense 7 while putting everything into his hitting power and skill - but only in the air. Grounded, Tony is "softer" - but this is more the early light armor Iron Man or a basis for his Stealth Armor.
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Morning Knight's Knight Shift!

Postby MorningKnight » Sun Apr 11, 2010 9:10 am

And finally, every group of Knights needs their Knave, and here is the Prince of Knaves, the invulnerable King of Comedy...

MorningKnight wrote:Curly Howard

Image

Power Level: 6; Power Points Spent: 90/90

STR: +6/+8 Raging (22/26 Raging), DEX: +2 (14), CON: +5 (20), INT: +0 (10), WIS: +0 (10), CHA: +3 (16)

Tough: +6, Fort: +5/+6 Raging, Ref: +2, Will: +0/+1 Raging

Skills: Acrobatics 4 (+6), Bluff 4 (+7), Disguise 4 (+7), Intimidate 4 (+7), Knowledge (popular culture) 4 (+4), Notice 4 (+4), Perform (comedy) 8 (+11), Perform (singing) 2 (+5), Perform (stringed instruments) 2 (+5), Search 4 (+4), Sleight of Hand 4 (+6)

Feats: Attack Flurry (Flurry of Fists), Distract (Bluff), Fascinate (Perform), Quick Change, Rage, Set-Up

Powers:
Armor of Sabotoogie (Immunity 20) (lethal physical damage; Limited - Half Effect)
Density 3 (+6 STR, +1 Toughness, Weight Multiplier: x2, Adds: Immovable 1, Super-Strength 1; Permanent; Buoyant, Innate)
. . Immovable 1 (Resist Movement: +4, Resist Knockback: -1)
. . Super-Strength 1 (+5 STR carry capacity, heavy load: 1k lbs; +1 STR to some checks)
Matter-Eater 2

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +12/+13/15 Raging)

Attacks: Unarmed Attack, +6 (DC 21/23 Raging)

Defense: +6/4 Raging (Flat-footed: +3), Knockback: -4

Initiative: +2

Drawbacks: Vulnerable, very common, major, Interaction Effects

Languages: English

Totals: Abilities 26 + Skills 11 (44 ranks) + Feats 6 + Powers 28 + Combat 24 + Saves 0 - Drawbacks 5 = 90


- Nyuk Nyuk Nyuk - here he is. After watching a Stooges marathon yesterday, I figured Curly Howard (Jerome Horowitz) would make a fine PL6 Superhero. After all, he DOES always help anyone in need, and oftentimes ends up dropping a hurtload on the bad guys.

- A vital part of Curly is that Immunity to Lethal Physical damage. This guy has been stabbed by pitchforks, head crushed in a vise press, shot, blown up by dynamite and survived with typical cartoon character gusto. That, plus his natural Density (exemplarized by that head of bone) and his Rage make him pure heck on wheels, coitenly.

- If Curly is the PL6 Powerhouse of the Stooges, then Moe is the PL6 Martial Artist, master of Stooge Fu. He'll be my next build. As for Larry, I keep wondering what he would be, as he is the heart of the group, surviving through all manner of incarnations all the way to the very end. He also is one of the most underrated comic actors around.

- Another thing, Curly and Food, unless it actually can bite back, Curly can eat it. He ends up downing whatever he can fit in his mouth, and that's quite a bit.

Stay tuned, folks!
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Re: J-Mart I: Iolande, Sodam, Warth, Laira, Miri

Postby Thorpacolypse » Sun Apr 11, 2010 12:37 pm

YELLOW LIGHT SPECIAL hitting the Aisle 1 shelves!

Image
I gotta admit, Sinestro made a great pick on this one. Is there anything more frightening than that head frill?

SINESTRO CORPS (ROMAT-RU)
PL:
11 (172 pp) – OPL: 11; DPL: 11

ABILITIES: STR: 16 (+3) DEX: 14 (+2) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 3 (+5), Bluff 7 (+7), Climb (+3), Concentration 8 (+9), Escape Artist (+2), Intimidate 10 (+10) [Startle], Knowledge [Sinestro Corps Lore] 4 (+5), Notice 3 (+4), Search 3 (+4), Sense Motive (+1), Stealth 6 (+8), Survival (+1), Swim (+3)

FEATS: Attack Focus (Melee) (2), Attack Specialization (1) [Power Ring], Dodge Focus (2), Equipment (2), Fearsome Presence (2), Improved Initiative (1), Lionheart, Oathbound, Power Attack, Startle, Tough (1),

ENHANCED FEATS: Diehard, Fearsome Presence (1), Minions (10) [Qwardian Power Ring]

POWERS:
Ringslinging Stance 3 (Active Container 3, Drawback: Focus [Requires Power Ring; uncommon, minor; -1]; [15pp traits]; 14pp) [3]
Power Reserve 5 (10pp Power Reserve; Blast, Force Constructs, PF: Additional Powers 2 [Snare, Summon Minion, Telekinesis; 13pp)
Add Power Feats 2 (see Ring [2pp])

Sinestro Corps Power Ring 19 (Device 19, Hard to Lose; PF: Restricted [Must be able instill great fear to wield], Drawback: Key [Requires Power Battery to Recharge; uncommon, minor; -1], Drawback: Power Loss [when not recharged on regular basis; common, minor; -2]; [95pp traits]; 74pp) [19]
Communication 20 (Radio, Flaw: Limited [Sinestro Corps only]; 10pp) [20]
Enhanced Feats 12 (See Feats [12pp]) [12]
Immunity 9 (Life Support [9pp]) [9]
Morph 1 (Costume/Regular Clothes [1pp]) [1]
Space Travel 2 (PF: Hyperspace [3pp]) [2]
Flight 7 (1000 mph [14pp]) [7]
Force Field 4 (Extra: Impervious [8pp]) [4]
Super Movement 1 (Dimensional Movement [Prime Universe/Anti-Matter Universe]; 2pp) [1]
Force Constructs Array (32pp Dynamic Array with Power Reserve)
Force Constructs 10 (Extra: Movable, PF: Stationary [31pp]) [10] - DC:20:ref
DAP: Energy Blast 13 (PF: Variable Descriptor [Cosmic or Electromagnetic]; 2pp]) [13] - DC:28:tough
DAP: Snare 13 (PF: Tether [2pp]) [13] - DC:23:ref
DAP: Telekinesis 13 (2pp) [13]
DAP: Force Field 6 (Extra: Impervious, Affects Others, Ranged, Flaw: Ablative, PF: Progression x3 [10 Others]; 2pp) [6]
DAP: Summon Minion 6 (Extra: Fanatical, Horde, Broad Type [Hard Light Constructs], Flaw: Duration [Concentration], PF: Progression x2; 2pp) [6]
DAP: Immunity 8 (Life Support [minus Disease], Extra: Affects Others, PF: Progression x3 [10 Others]; 2pp) [8]
DAP: Dazzle 10 (Visual [2pp]) [10] - DC:20/20:ref/fort


EQUIPMENT:
(10ep)

Yellow Power Battery (10ep):

Size: Small, Protection – 5
Light Control 2, Feature 1 (Power Ring Recharge),

COMBAT: Base Attack +7, Melee +9, Ranged +7, Power Ring +9, Grapple +12 [Unarmed +3 (Bruise); Ring Blast +13 (Lethal)] Defense 18 (13 flat-footed) Init +6 Knockback -2 (-6 with Force Field, -12 with Full Force Field)

SAVES: Toughness +4 (+4 flat-footed, +8 with Force Field, +4 Impervious with Force Field, +14 with Full Force Field, +10 Impervious with Full Force Field), Fortitude +6, Reflex +5, Will +5

DRAWBACKS:

Abilities 20 + Skills 11 (44 ranks) + Feats 27 + Powers 76 + Combat 26 + Saves 10 – Drawbacks 0 = 170 / 170

Comments: Romat-Ru is one of my favorite members of the Sinestro Corps because Tomar-Re is one of my favorite all time Green Lanterns and he is the polar opposite. A serial killer on their home planet of Xudar, he was about to get whacked when the Sinestro Ring chose him. While I never, ever support serial killing, mind you, I do think he’s an interest Sinestro Corps member. He has a rivalry with Tomar-Tu, Tomar-Re’s son who followed him into the Green Lantern Corps. And yes, Tomar-Tu, and maybe Tomar-Re are coming soon.

SINESTRO CORPS POWER RING (MINION RANK 10)
(150 pp)


ABILITIES: STR: NA DEX: 18 (+4) CON: NA INT: 20 (+5) WIS: 14 (+2) CHA: 10 (0)

SKILLS: Climb (NA), Computers 11 (+16) [Contacts, Online Research, Well-Informed], Concentration (+2), Escape Artist (+4), Gather Info 10 (+10), Notice (+2), Search 10 (+15), Sense Motive 13 (+15), Stealth (+4), Survival (+2), Swim (NA)

FEATS: Contacts, Eidetic Memory, Online Research, Well-Informed

POWERS:
Shrinking 20 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [21pp]) [20]
Atk/Def +12, Grapple -20, Stealth +20, Intimidate -10, Carrying Strength -1/16
Immunity 35 (Fortitude Effects, Interaction Effects [35pp]) [35]
Protection 14 (14pp) [14]
Datalink 20 (Flaw: Limited [Sinestro Corps Database Only]; 10pp) [20]
Universal Translator 1 (Speak, Understand All Languages, Extra: Zone of Translation [10pp]) [1]
Morph 1 (Any Object [3pp]) [3]
Quickness 4 (x25; Flaw: Mental only [2pp]) [4]
Flight 7 (1000 mph [14pp]) [7]
Space Travel 1 (Extra: Hyperspace [2pp]) [1]
Variable Power 3 (Multiple Powers of the Super Sense Descriptor [15pp traits]; 18pp) [3]
Illusion 1 (Visual and Auditory, Flaw: Limited to Area Playback, PF: Progression x2 [25 ft]; 4pp) [1]


COMBAT: Base Attack +0 (+12 Size), Melee +0, Ranged +0, Grapple -20 [Unarmed +0 (Bruise)]; Defense 10 (10 flat-footed, 22 Size); Init +4; Knockback - 7

SAVES: Toughness +14 (+14 flat-footed), Fortitude NA, Reflex +4, Will +7

DRAWBACKS: Weakness - Without recharge on regular basis (uncommon, minor; -1); Disability (No hands [common, major; -4])

Abilities 2 + Skills 11 (44 ranks) + Feats 4 + Powers 133 + Combat 0 + Saves 5 – Drawbacks -5 = 150 / 150
Last edited by Thorpacolypse on Sun Apr 11, 2010 12:58 pm, edited 2 times in total.
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Re: J-Mart I: Laira, Miri, Romat-Ru, Stuff from MK

Postby MorningKnight » Sun Apr 11, 2010 12:51 pm

Sweet mercy, that's a frightening Yellow Lantern. A great set-up for giving Tomar-Tu a big push.
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Re: J-Mart I: Laira, Miri, Romat-Ru, Stuff from MK

Postby Thorpacolypse » Sun Apr 11, 2010 1:07 pm

MorningKnight wrote:Sweet mercy, that's a frightening Yellow Lantern. A great set-up for giving Tomar-Tu a big push.


True dat. I thought Blackest Night as a whole was a great set up to push lots of characters and it gave the DCU a ton of ready made villains to throw against their heroes overall. In the past two years you went from basically two real challenges for Hal in Sinestro and Black Hand (and Hector Hammond, I suppose) to potentially 7200 Sinestro Corps members, 7200 Red Lanterns, Larfleeze and his Orange Lanterns, 7200 Star Sapphires (they helped them during the Blackest Night, but love ain't always pretty) and even the Indigo Tribe (compassion ain't always nice either, as they showed when they mercifully killed an badly injured GL when they appeared) to muck up things on an intergalactic level. And now that they all know about Earth, you can bet they'll pop up there from time to time mess with the Earth GLs and their buddies.

And that doesn't even tough the writing opportunities from the resurrections of Aquaman, J'onn and the others. Brilliant stuff, really, but I expect nothing less from Geoff Johns as of late.
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Atomik League: The Mighty Thorpacolypse

Postby JoshuaDunlow » Tue Apr 27, 2010 12:56 pm

Image
"By Odin Randall ! Stock the damn floor, or feel the power of Mjolnir!"
<Randal> "Yeah yeah yeah, keep your Mighty hammer sheathed <snickers>.. "


The Mighty Thorpacolypse (PL 11/165pp)
Race: Human, Origin: Technological Endowment, Age: 25, Height: 6'3", Weight: 460 lbs, Hair: Blonde, Eyes: Blue; Team Affiliation: Atomik League

STR: +5 (20), DEX: +2 (15), CON: +7 (25), INT: +2 (15), WIS: +2 (15), CHA: +2 (14)

Tough: +7/+11, Fort: +12, Ref: +5, Will: +10

Skills: Bluff 4 (+6), Concentration 5 (+7), Diplomacy 4 (+6), Intimidate 13 (+15), Knowledge (business) 5 (+7), Notice 8 (+10), Search 4 (+6)

Feats: All-Out Attack, Attack Specialization (Mjolnir II (Device 9)) 2, Attractive, Contacts, Diehard, Dodge Focus 5, Eagle Eyes, Endurance 2, First Strike, Improved Critical (Mjolnir Strike (Damage 6) [Dyn: 2/r, +3max 25PP]) 2, Improved Critical (Mjolnir Throw (Blast 6) [Dyn: 3/r, +15max 0PP]) 2, Improved Grab, Power Attack

Powers:
Mjolnir II (Device 9) (Easy to lose, Only you can use)
The Mighty Thorpacolypse has been given a magical hammer simular to Thor's to use in his never ending quest to fight crime, and stock the most incredible builds on the Atomic Think Tank!
. . Flight 4 (Speed: 100 mph, 880 ft./rnd)
. . Mjolnir Throw (Blast 6) [Dyn: 3/r, +15max 0PP] (DC 26, Feats: Improved Critical (Mjolnir Throw (Blast 6) [Dyn: 3/r, +15max 0PP]) 2; Penetrating; Mighty 5 (+5 to hit))
. . . . God of Thunder (Weather Control 11) (Alternate; mix-and-match 2, Radius: 10000 ft., DC 21)
. . . . Lightning Bolt (Blast 11) (Alternate; DC 26; Indirect 3 (any point, any direction))
. . . . Mjolnir Spin (Deflect 8) [Dyn: 3/r, max 25PP] (Alternate; deflects: all ranged attacks)
. . . . Mjolnir Strike (Damage 6) [Dyn: 2/r, +3max 25PP] (Alternate; DC 26, Feats: Improved Critical (Mjolnir Strike (Damage 6) [Dyn: 2/r, +3max 25PP]) 2; Penetrating; Mighty (+5 to hit))
. . . . Thunder (Dazzle 11) (Alternate; affects: one sense type - hearing, DC 21)
. . Super-Movement 1 (dimensional: Choose Dimension 1 (one dimension); Custom 2 (Portal))
Thorpacolypse Armor (Device 6) (Hard to lose)
With a little help from some of his other super hero friends, a suit has been built to give him some of the other powers he was missing.
. . Belt of Strength (Super-Strength 8) (+40 STR carry capacity, heavy load: 51.2 tons; +8 STR to some checks; Bracing)
. . Insulation (Immunity 7) (damage type: Electricity, Hot Temperatures, Cold Temperatures; limited (half save))
. . Thor Armor (Protection 4) (+4 Toughness; Impervious)

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +11/+19)

Attacks: Lightning Bolt (Blast 11), +10 (DC 26), Mjolnir Strike (Damage 6) [Dyn: 2/r, +3max 25PP], +10 (DC Staged/Tou {ref multisave}{macro star}{ref}), Mjolnir Throw (Blast 6) [Dyn: 3/r, +15max 0PP], +10 (DC 26), Thunder (Dazzle 11), +10 (DC Fort/Ref 21), Unarmed Attack, +6 (DC 20)

Defense: +11 (Flat-footed: +3), Knockback: -7

Initiative: +2

Languages: Native Language

Totals: Abilities 44 + Skills 11 (43 ranks) + Feats 17 + Powers 53 + Combat 24 + Saves 16 + Drawbacks 0 = 165

Builder's Notes:
Yeah i was bored, but I just had to do it. Besides this might turn into something very funny and interesting, in the long run. So here is my homage to the Mighty THORP! The Mighty Thorpacolypse, wielder of Mjolnir and owner of your local JMART! Empowered by the Norse Gods, to bring us Incredible builds at low low prices. He's one of the Elite Members of a group of Hero's across the Atomic Think Tank, called the AtomiK League!
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Re: J-Mart I: Laira, Miri, Romat-Ru, Stuff from MK

Postby Thorpacolypse » Tue Apr 27, 2010 7:39 pm

Well, JD, I am flattered beyond belief. That build rocks! The only thing missing is my ability to emit a noxious cloud of amnesia gas.

Uh, boss. I don't think what comes out of you is amnesia gas...

Yeah, Randal, but it's definitely noxious!

Point.

:D
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Re: J-Mart I: Laira, Miri, Romat-Ru, Stuff from MK

Postby JoshuaDunlow » Tue Apr 27, 2010 7:51 pm

Thorpacolypse wrote:Well, JD, I am flattered beyond belief. That build rocks! The only thing missing is my ability to emit a noxious cloud of amnesia gas.

Uh, boss. I don't think what comes out of you is amnesia gas...

Yeah, Randal, but it's definitely noxious!

Point.

:D


Well some things don't need stating :lol:
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Re: J-Mart I: Laira, Miri, Romat-Ru, Stuff from MK

Postby Gothenem » Tue Apr 27, 2010 10:55 pm

Thorpacolypse wrote:Well, JD, I am flattered beyond belief. That build rocks! The only thing missing is my ability to emit a noxious cloud of amnesia gas.

Uh, boss. I don't think what comes out of you is amnesia gas...

Yeah, Randal, but it's definitely noxious!

Point.

:D


We can chalk that up to hero point usage. After all, It's not like you use it all the .....

Maybe we can leave it as an X trait. :mrgreen:
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Re: J-Mart I: Laira, Miri, Romat-Ru, Stuff from MK

Postby scc » Thu Apr 29, 2010 3:38 pm

Image
Blondes do have more fun!

Vicious

"----------Character Details---------
Character Alias: Vicious
Height: 5'6""
Weight: 120 lbs.
Hair: Blonde
Eyes: Blue
Power Level: 6 OPL-6 DPL-5.5
Power Points: 74
--------------------------------------
----------Ability Scores---------
Strength: 12 (+1)
Dexterity: 15 (+2)
Constitution: 14 (+2)
Intelligence: 10 (0)
Wisdom: 10 (0)
Charisma: 10 (0)
--------------------------------------
----------Saves---------
Toughness: +3 (+2 flat footed)
Fortitude: +4
Reflex: +6
Willpower: +2
--------------------------------------
----------Combat---------
Attack Bonus: +6 (melee), +8 (knives)
Damage Bonus: Unarmed +1, Knives +3, Throwing Daggers +2
Grapple: +7
Defense Bonus: +8 (+3 flat footed)
Initiative: +2 (+6 with knives)
Knockback: -1
--------------------------------------
----------Lifting Capacity---------
Light Load: 43 lbs
Medium Load: 86 lbs
Heavy Load: 130 lbs
Max Load: 260 lbs
Push/Drag: 650 lbs
--------------------------------------
----------Movement Rate---------
Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 11 ft / 5 ft / 2 ft
--------------------------------------
----------Skills---------
  • Acrobatics - 4 (+6)
  • Bluff - 3 (+3)
  • Climb - 5 (+6)
  • Drive - 5 (+7)
  • Escape Artist - 0 (+2)
  • Intimidate - 4 (+4)
  • Knowledge: Streetwise - 6 (+6)
  • Notice - 4 (+4)
  • Profession: Assassin - 4 (+4)
  • Stealth - 4 (+6)
  • Survival - 4 (+4)
  • Swim - 5 (+6)
--------------------------------------
----------Feats---------
  • All-out Attack: Reduce defense bonus to increase attack bonus
  • Ambidexterity: Eliminate off-hand penalties
  • Attack Specialization (Knives): +2 bonus to attack rolls using knives
  • Attractive: +4 bonus Bluff & Diplomacy people affected by your looks
  • Defensive Roll: +1 Toughness save bonus
  • Dodge Focus 2: +2 dodge bonus
  • Equipment 2: 10 points worth of equipment
  • Knife Fighting Stance(Requires Knives): Improved Critical, Improved Initiative, Quick Draw, Sneak Attack, Split Attack, Takedown Attack, Twin Weapon Strike
  • Taunt: Demoralize using Bluff rather than Intimidate
  • Simple Weapons Proficiency: No penalty using simple weapons
  • Special Training(SCUBA): Trained in the use of SCUBA gear
  • Lionheart: +4 bonus to will saves versus fear and related effects
--------------------------------------
----------Equipment---------

Throwing Daggers {Damage 1} - Points 5
Extras: autofire
Power Feats: improved critical, mighty, thrown

Knives {Strike 2} - Points 4
Power Feats: improved critical, mighty
--------------------------------------
----------Cost Summary---------
Abilities: 11
Combat: 24
Saves: 8
Skills: 12
Feats: 19
Powers: 0
Total Cost: 74
--------------------------------------"

Comments:This is Vicious a Birds of Prey enemy. She use to work for Cheshire as part of the Ravens. She currently has a grudge against Cheshire though. She has also worked for the Penguin. She is very deadly with knives and charges into situations with reckless abandon. She might be suffering from psychotic rage and bipolar disorder. Just another character with issues to add to the Batman universe.
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Re: J-Mart I: Laira, Miri, Romat-Ru, Stuff from MK

Postby JoshuaDunlow » Thu Apr 29, 2010 11:25 pm

JD: "Hey Randal I got a surprise for ya?"
Randal: " Oh yeah? " takes a look at the next stock item . "I am so putting this on the shelf! Eat your heart out boss. "


Image
"Alfred i am not! You want it, get it yourself. Or up my salary!"

Randal (PL 6/90pp)
STR: +3 (12/17), DEX: +2 (10/15), CON: +1 (12), INT: +1 (13), WIS: +1 (13), CHA: +0 (10)

Tough: +1/+6, Fort: +4, Ref: +4, Will: +4

Skills: Bluff 5 (+5), Computers 4 (+5), Drive 4 (+6), Investigate 2 (+3), Knowledge (business) 2 (+3), Knowledge (popular culture) 4 (+5), Knowledge (technology) 4 (+5), Notice 4 (+5), Search 4 (+5)

Feats: Beginner's Luck, Connected, Defensive Attack, Fighting Style: Kung Fu, Improved Block, Improved Critical (Unarmed Attack), Improved Sunder, Improved Trip, Instant Up, Luck 2, Power Attack, Set-Up, Startle, Taunt, Teamwork, Well-Informed

Powers:
Armor Tech Booster (Device 5) (Hard to lose)
. . Protection 5 (+5 Toughness; Impervious [2 ranks only])
. . Tech Booster (Enhanced Trait 18) (Traits: Dexterity +5 (15, +2), Strength +5 (17, +3), Attack Bonus +2 (+6), Defense Bonus +2 (+6))
Heavy Blaster Pistol (Device 3) (Easy to lose)
. . Blast 5 (DC 20; Autofire (interval 2, max +5))
Concealment 4 (All Visual Senses, Flaw: Limited (when it's time to work))


Attack Bonus: +4/+6 (Ranged: +4/+6, Melee: +4/+6, Grapple: +7/+9)

Attacks: Blast 5, +6 (DC 20), Unarmed Attack, +6 (DC 18)

Defense: +4/+6 (Flat-footed: +3), Knockback: -4

Initiative: +2

Languages: Native Language

Totals: Abilities 10 + Skills 9 (33 ranks) + Feats 13 + Powers 31 + Combat 16 + Saves 11 + Drawbacks 0 = 90

Builder's Notes:
And here is the smart mouthing, wise cracking, J-Mart employee we have come to know.. and Love? He's Thorp's not so official sidekick, just not in super hero business. He works at JMart, and uses the Atomik League HQ to hang out at, and just in regular make a nuissance of himself. Randal is the League's un-official Acquisition's Expert. He has some decent skills in computers, and technology, and often finds "Cool" things to add to the HQ for the benefit of the Team... Or is it His? When did the Rec room, need that new PS3 with all the bells and whistles? He's an all around Jack of all Trades, when he applies himself. And tends to have a lucky streak. He has the potential to be quite the hero if he actually tried, he's got some decent skills too.

Randal has been equipped with some Tech, to boost his skills and abilities should he actually have to defend himself.
Last edited by JoshuaDunlow on Mon May 17, 2010 5:37 pm, edited 1 time in total.
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Re: J-Mart I: Laira, Miri, Romat-Ru, Stuff from MK

Postby Gothenem » Sun May 09, 2010 8:47 am

Because he was built for your Arnim's Minions feat, here he is, Arnim Zola's 'Perfect Creation' Doughboy...

DOUGHBOY
Image
Why do people keep poking me?

Abilities (26 pp)
Str 28, Dex 8, Con 22, Int 8, Wis 10, Cha 10

Saves (8 pp)
Fort +8, Ref +2, Will +3, Tough +9

Combat (16 pp)
Attack +4 (+7 melee)
Defense +4 (+2 flat-footed)
Init -1
Damage +9 (unarmed)
Knockback -4
Grapple +15 (+18 with Super-Strength)

Skills (2 pp)
Intimidate 4 (+4), Notice 4 (+3)

Feats (7 pp)

Attack Focus (melee) 3, Diehard, Improved Grab, Improved Grapple, Power Attack

Powers (78 pp)
Insubstantial 1 (Extra: Duration [continuous], PF: Innate, Flaw: Permanent) (5 pp)
Snare 9 (Extra: Aura, Duration [continuous], Extra: Engulf, Extra: Suffocating) (54 pp)
Immunity 1 (drowning) (1 pp)
Protection 3 (3 pp)
Super-Strength 3 (6 pp)
Elasticity 9 (PF: Chokehold) (9 pp)
:arrow: AP: Morph 1 (PF: Metamorph, Flaw: No Disguise Bonus) (1 pp)
:arrow: AP: Super-Movement 2 (wall crawling 2) (1 pp)
:arrow: AP: Super-Movment 1 (slithering) (1 pp)

PL 9, 135 pp[/quote]
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Postby CaracalVI » Sat May 15, 2010 6:21 pm

Ha-HA! I have returned to the ATT...with a VENGEANCE!

In all seriousness, however, these are some pretty good builds! Great job, guys!
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Re: J-Mart I: Laira, Miri, Romat-Ru, Stuff from MK

Postby Thorpacolypse » Mon May 17, 2010 5:20 pm

Check out this new item for our DC Aisle.

Image

ADAM STRANGE
PL:
9 (135 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 6 (+8), Bluff 8 (+10), Climb (+2), Computers 5 (+9), Concentration (+3), Craft [Electronic] 5 (+9), Craft [Mechanical] 5 (+9), Diplomacy 6 (+8), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate (+2), Knowledge [History] 7 (+11), Knowledge [Earth Sciences] 7 (+11), Knowledge [Tactics] 6 (+10), Knowledge [Technology] 6 (+10), Languages 3 (Pick 3 ancient Earth languages, Base: English), Notice 7 (+10), Pilot 6 (+8), Search 4 (+8), Sense Motive 4 (+7), Stealth 5 (+7), Survival 6 (+9), Swim (+2)

FEATS: Accurate Attack, Attack Specialization (1) [Blasters], Benefit (4) [Status – Savior of Rann, Wealth x3], Dodge Focus (3), Equipment (4), Favored Environment (3) [+1 Attack, +2 Dodge when Flying], Improved Aim, Improved Critical (1) [Blasters], Improved Initiative (1), Luck (1), Master Plan

POWERS:
Super-Senses 3 (Normal Vision [Extended], Infravision, Ultravision [3pp]) [3]
Rannian Space Suit 4 (Device 4, Hard to Lose [20pp traits]; 16pp) [4]

Protection 4 (4pp) [4]
Immunity 6 (Suffocation [Need to Breathe], Environmental Cold, Environmental Heat, Pressure, Vacuum [6pp])
Flight 5 (250 mph [10pp]) [5]


EQUIPMENT:
(20ep)

Commlink (1ep)
Arsenal (17ep):
Blaster Rifle (Energy Blast 8; Range 80ft, Large [16ep]) [8] - DC:23:tough
Autoblaster Pistol (Energy Blast 5, Extra: Auto-Fire; Range 50ft, Small [1ep]) [5] - DC:20:tough

COMBAT: Base Attack +8, Melee +8, Ranged +8, Blasters +10, Grapple +10 [Unarmed +2 (Bruise); Blaster Rifle +8, 19-20 Critical (Lethal/Bruise); Autoblaster Pistol +5, 19-20 Critical, Auto-Fire (Lethal/Bruise)]; Defense 19 (13 flat-footed); Init +6; Knockback -3

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

DRAWBACKS:

Abilities 32 + Skills 23 (92 ranks) + Feats 21 + Powers 19 + Combat 28 + Saves 12 – Drawbacks 0 = 135 / 135

Comments: It was about time I started adding some of my new additions to J-Mart II here at the original store since it's my one stop shop store!

With this build, I was getting ready to work up Vath Sarn from the Green Lantern Corps who is from Rann. Then I realized I had not written up the greatest hero of Rann, Adam Strange. Adam is actually an Earthman who was transported to Rann via Zeta Beam and eventually become their greatest hero and, thanks to the sick but brilliant Alan Moore, he also became their biggest stud, personally saving the Rannian humanoid line by fathering a child with his wife Aleeta, because the rest of Rannian men had become sterile. And no, I am not making that up!

The only thing I have ever read with Strange in is the JLA arc where he kidnapped them and made them slaves as part of a master plan he had to trick some aliens who had taken over Rann, which was pretty cool. They basically made him out to be space cowboy Batman, which I liked and I built him that way. I also read in the Wikis that he was originally an archeologist and independently wealthy so added some stuff along those lines for flavor. He’s a neat character and I’m glad he’s been getting more run in recent years.
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Service with a smilie! :)
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Re: J-Mart I: Stuff from the team, Imports and updates

Postby Thorpacolypse » Mon May 17, 2010 9:22 pm

A J-Mart Favorite item is hitting the shelves.

Image
The world is getting weirder. Darker every single day. Things are spinning around faster and faster, and threatening to go completely awry. Falcons and falconers. The center cannot hold. But in my corner of the country, I'm trying to nail things down. I don't want to live in a world where the strong rule and the weak cower. I'd rather make a place where things are a little quieter. Where trolls stay the hell under their bridges and where elves don't come swooping out to snatch children from their cradles. Where vampires respect the limits, and where the faeries mind their p's and q's. My name is Harry Blackstone Copperfield Dresden. Conjure by it at your own risk. When things get strange, when what goes bump in the night flicks on the lights, when no one else can help you, give me a call. I'm in the book.

HARRY DRESDEN
PL:
10 (153 pp) – OPL: 10; DPL: 10

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

SKILLS: Bluff 9 (+10) [Taunt], Climb (+2), Concentration 10 (+12), Craft [Chemical] 5 (+8), Diplomacy 5 (+6), Disguise (+1), Escape Artist (+2), Gather Info 8 (+9), Handle Animal (+1), Intimidate 5 (+6), Investigate 6 (+9), Knowledge [Arcane Lore] 6 (+9) [Artificer, Ritualist], Knowledge [Streetwise] 4 (+7), Notice 8 (+10), Profession [Private Investigator] 5 (+7), Search 5 (+8), Sense Motive 8 (+10), Sleight of Hand 5 (+7), Stealth 3 (+5), Survival (+2), Swim (+2)

FEATS: Artificer, Attack Focus (Melee) (2), Benefit (1) [White Council Membership], Dedication, Dodge Focus (2), Equipment (7), Improved Initiative (1), Luck (1), Minions (7) [Bob], Power Attack, Ritualist, Taunt

BLASTING ROD ENHANCED FEATS: Accurate Attack, Attack Specialization (2) [Mystic Fire Blast], Improved Aim

WIZARD STAFF ENHANCED FEATS: Attack Specialization (2) [Wind Trip]

POWERS:
Feature 1 (Longevity [1pp]) [1]
Super Senses 4 (Array; Magical Awareness [Acute, Extended [4pp]) [4]
Fuego! (Mystic Fire Blast 10, Array, Flaw: Check Required [Concentration], Power Drawback: Full Power [uncommon, minor; -1]; [9pp]) [10] - DC:25:tough
AP: Ventas Servitas! (Wind Trip 10, Extra: Knockback, Flaw: Check Required [Concentration], Power Drawback: Full Power [uncommon, minor; -1]; [1pp]) [10]
AP: Clairaudience 2 (Auditory, PF: Ultimate Effort [Ultimate Notice Check]; 1pp) [3]
AP: The Sight 4 (Super Senses 10 [True Sight], Flaw: Tiring, Check Required [Concentration], PF: Eidetic Memory [1pp]) [4]
AP: Telekinesis 5 (Extra: Perception Range, Flaw: Check Required [Concentration]; [1pp])
AP: Soulgaze 10 (Telepathy 10; Extra: Affects Others, Flaw: Sense Dependent [Eye Contact], Limited to subconscious thoughts, Uncontrolled [1pp]) [10] - DC:20:will

Mystical Devices 2 (Devices 2, Hard to Lose [10pp traits]; 8pp) [2]

Force Ring 2 (Device, Hard to Lose, Flaw: Unreliable [5 uses before needing recharge]; [15pp traits]; 9pp) [2]
Mystical Force Strike 7 (Extra: Auto-Fire, PF: Extended Reach [15pp]) [9] - DC:24:tough
AP: Shield Bracelet 2 (Device 2, Hard to Lose [10pp traits]; 1pp) [2]
Mystic Force Field 5 (Extra: Affects Others, Flaw: Ablative, PF: Progression x2 [5 others], Subtle; 8pp)
AP: Mystic Force Field 5 (Extra: Impervious [Limited to Physical Damage Only], PF: Progression [2 Others]; 1pp)
AP: Mystic Shield 5 (Extra: Affects Others, Flaw: Limited [Physical Damage Only], PF: Progression x2 [5 Others], Subtle [1pp])

Blasting Rod 1 (Device, Easy to Lose [5pp traits]; 3pp) [1]
Removes Full Power Drawback from Mystic Fire Blast (1pp), Enhanced Feats 4 (see Feats [4pp]) [1]
Wizard Staff 2 (Device 2, Easy to Lose [10pp traits]; 3pp) [2]
Removes Full Power Drawback from Mystic Trip (1pp)
Enhanced Feats 2 (see Feats [2pp]) [1]
Bludgeoning Strike 2 (PF: Mighty, Extended Reach, Improved Critical, Improved Block, Improved Disarm [7pp]) [2] - DC:19:tough

Silver Pentacle 1 (Device 1, Hard to Lose [5pp traits]; 4pp) [1]
Mind Shield 3 (3pp) [3]
Light Control 2 (Flaw: Check Required [Concentration]; 2pp) [2]


EQUIPMENT:
(35ep)

Enchanted Leather Duster (Protection 3, PF: Subtle [4ep]) [3]
Arsenal (13ep):
Masterwork Heavy Pistol (Ballistic Blast 5; Masterwork [+1 hit]; 50 ft range, Small [11ep]) [5]
Silver Dagger (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:18:tough
Sword Cane (Slashing Strike 2, PF: Mighty, Improved Critical, Subtle; Medium [1ep]) [2] - DC:19:tough
Vehicle (8ep):
The Blue Beetle (Mid Size Car, PF: Indestructible, Flaw: Unreliable)
Headquarters (9ep):
Size - Diminutive, Toughness - 11, Magic Defense System, Laboratory, Living Space, Library, Magic Security System, Powers: Little Chicago, Summoning Circle [5ep]),

COMBAT: Base Attack +6, Melee +8, Ranged +6, Fire Blast +10, Wind Trip +10, Grapple +10 [Unarmed +2 (Bruise); Mystical Fire Blast +10 (Bruise/Lethal); Mystic Wind Trip +10 (Bruise); Force Ring Strike +7, Auto-Fire (Bruise); Heavy Pistol +5 (Lethal/Bruise); Silver Dagger +3, 19-20 Critical (Lethal/Bruise); Sword Cane +4, 19-20 Critical (Lethal/Bruise); Wizard Staff +4, 19-20 Critical (Bruise)]; Defense 18 (13 flat-footed, 23 with Mystic Shield); Init +6; Knockback -3 (-6 with Force Field, -8 with Impervious Force Field)

SAVES: Toughness +7 (+7 flat-footed, +12 with Force Field, +5 Impervious with Impervious Force Field), Fortitude +6, Reflex +5, Will +11 (+14 against Mental Effects)

DRAWBACKS: Power Loss - Soulgaze on creatures of Nevernever and previous targets (uncommon, minor; -1), Power Loss - Boundaries (Warded places or when not invited into "home", Magic powers go to half ranks, doubles time of Ritualist and Artificer (uncommon, minor; -1)

Abilities 28 + Skills 23 (92 ranks) + Feats 32 + Powers 34 + Combat 24 + Saves 14 – Drawbacks -2 = 153 / 153

Comments: Every time I go over my Harry Dresden build, I feel like I get it closer and closer to where I want it. And every time, it gets a little cheaper, which is why I keep reviewing old builds in the first place, to tighten them up and to try to get them to work as closely to their “real” counterparts as possible. In Harry's case, it's tricky because magic in his setting is not the all powerful thing that it is when Dr. Strange or Zatanna are letting spells fly. I'm still not thrilled with that aspect of the build, but it gets closer everytime. Maybe a Sorcery array? Hmmm...

Anyway, if you don't know Harry, shame on you. The Dresden Files books are AWESOME. Here's a link to Wikipedia since I am pooped tonight, but rest assured, I'll have more personal opinions about Harry and his world as the thread goes on.

http://en.wikipedia.org/wiki/Harry_dresden

In my setting, Harry has not yet gotten to the point where he has become a Warden of the White Council and he and Thomas have just found out about their backgrounds. And Mouse is still a puppy, hence no Sidekick for him yet. My other PL11 build remains since it is more of "peak" Harry, at least so far.

But he does have Bob, so without further ado...

Image
"Tequila?" I asked him, skeptically. "Are you sure on that one? I thought the base for a love potion was supposed to be champagne."
"Champagne, tequila, what's the difference, so long as it'll lower her inhibitions?" Bob said. "Uh. I'm thinking it's going to get us a, um, sleazier result."


BOB
PL:
8 (99 pp) – OPL: 8; DPL: 0

ABILITIES: STR: 10 (0) DEX: 12 (+1) CON: NA INT: 30 (+10) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Bluff (+1), Concentration (+1), Craft [Chemical] 13 (+23), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info 11 (+12) [Contacts, Well-Informed], Handle Animal (+1), Intimidate (+1), Knowledge [Arcane Lore] 13 (+23) [Artificer], Knowledge [History] 10 (+20), Notice (+1), Search (+10), Sense Motive 9 (+10), Stealth (+1), Survival (+1)

FEATS: Artificer, Contacts, Eidetic Memory, Well-Informed

POWERS:
Immunity 30 (Fortitude Effects [30pp]) [30]
Insubstantial 4 (Extra: Continuous, Flaws: Permanent, No Effective Strength [16pp]) [4]
Flight 3 (50 mph [6pp]) [3]
Quickness 6 (Flaw: Limited [Mental only]; 3pp)
Possession 3 (Array, Flaw: Full Round Action [9pp]) [3]
AP: Telekinesis 4 (PF: Precise [1pp])
AP: Concealment 2 (Normal Vision [1pp])


COMBAT: Base Attack +0, Melee +0, Ranged +0, Grapple +0 [Unarmed +0 (Bruise)] Defense 10 (10 flat-footed); Init +1; Knockback 0

SAVES: Toughness +0 (+0 flat-footed) Fortitude NA, Reflex +1, Will +10

DRAWBACKS: Weakness – When outside of skull without permission, -1 Will per minute, can be fatal [uncommon, irresistible; -6], Vulnerable – Boundaries, Wards [uncommon, irresistible; -4]

Abilities 16 + Skills 14 (56 ranks) + Feats 4 + Powers 66 + Combat 0 + Saves 9 – Drawbacks -10 = 99 / 99

Comments: Harry’s trusty font of all mystical knowledge, Bob The Skull. His sarcasm and massive amounts of arcane knowledge make him one the highlights of the Dresden Files series. Bob is a being of intellect, apparently the greatest font of arcane knowledge in the world, devoid of most morals, but not evil in any way. He just sees things in a more pure light, really.

Bob is bound to his skull and leaving it withoug Harry's permission can kill him. But Harry lets him out from time to time and he usually possesses Harry's cat, Mister, and uses him to get around town and get information. But it's his one liners and dirty, dirty mind that make him a fan favorite.
Shop J-Mart!

Service with a smilie! :)
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