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

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Re: J-Mart II: Armadillo, Pym, Black Manta

Postby MorningKnight » Fri Apr 30, 2010 8:10 pm

Thorpacolypse wrote:
Comments: Gladiator is a long time DD rival who has undergone several changes over the years, from simple thug, to occasional mastermind, to mentally disturbed ally of DD to successful fashion designer. You’d think with those skills he have a better costume, but I digress. At he usually has those wicked spinning arm blades which I have loved ever since I was a kid.

In whatever incarnation, he is a serious threat to street level types with his fighting skills and toughness.


After seeing Melvin in a pinup in a Daredevil Annual reprint, I spent weeks with two Frisbee's rubber-banded to my wrists, slashing up bad guys with my "wrist saws."
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Re: J-Mart II: Armadillo, Pym, Black Manta, Gladiator

Postby Thorpacolypse » Sat May 01, 2010 8:28 am

Image
Hush, little baby, don't say a word...

THE SCARECROW
PL:
10 (127 pp) – OPL: 10; DPL: 8

ABILITIES: STR: 10 (0) DEX: 14 (+2) CON: 12 (+1) INT: 18 (+4) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 4 (+6), Bluff 5 (+7), Concentration (+3), Craft [Chemical] 8 (+12), Craft [Mechanical] 3 (+7), Diplomacy (+2), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate 8 (+10) [Startle], Knowledge [Behavioral Sciences] 8 (+12), Knowledge [Technology] 5 (+9) [Inventor], Medicine 4 (+7), Notice (+3), Profession [Professor] 4 (+7), Search 2 (+6), Sense Motive 5 (+8), Stealth 4 (+6), Survival (+3)

FEATS: Attack Specialization (1) [Fear Gun], Attack Specialization (1) [Farm Implement Weaponry], Defensive Roll (2), Dodge Focus (5), Elusive Target, Equipment (3), Improved Initiative (1), Inventor, Master Plan, Speed of Thought, Startle

ENHANCED FEATS: Fearsome Presence (3)

POWERS:
Fear Toxin Gun 10 (Device, Easy to Lose [50pp traits]; 30pp) [10]

Emotion Control 10 (Extras: Targeted Cloud Area, Continuous, Linked, Flaws: Fear Only, Sense Dependent [Scent], Reduced Range [2 ft. per rank – 20 ft. radius]; 20pp) [10] - DC:20/20:ref/will
LP: Illusion 10 (Visual and Auditory, Extra: Targeted Cloud Area, Linked, Extras: Continuous, Reduced Range [2 ft. per rank – 20 ft. radius]; [30pp]) [10] - DC:20/20:ref/will

Scarecrow Costume 1 (Device 1, Hard to Lose [5pp traits]; 4pp) [1]
Scarecrow Mask (Enhanced Feats 3 [see Feats; 3ep])
Protection 2 (2pp) [2]


EQUIPMENT:
(15ep)

Gas Mask (1ep)
Arsenal (8ep):
Scythe (Slashing Strike 3, PF: Mighty, Extended Reach, +2 Trip; Large [6ep]) [3] - DC:18:tough
Holdout Pistol (Ballistic Blast 3; 30 ft range, Tiny [1ep]) [3] - DC:18:tough
Pitchfork (Piercing Strike 3, PF: Mighty, Extended Reach; Large [1ep]) [3] - DC:18:tough

COMBAT: Base Attack +6, Melee +6, Ranged +6, Fear Gun +8, Scythe +8, Pitchfork +8, Grapple +6 [Unarmed +0 (Bruise); Scythe +3 (Lethal); Holdout Pistol +3 (Lethal); Pitchfork +3 (Lethal)]; Defense 21 (13 flat-footed) Init +6; Knockback -2

SAVES: Toughness +5 (+3 flat-footed), Fortitude +5, Reflex +6, Will +7

DRAWBACKS:

Abilities 24 + Skills 15 (60 ranks) + Feats 21 + Powers 31 + Combat 24 + Saves 12 – Drawbacks 0 = 127 / 127

Comments: I think Mr. Crane here is the last of the major Bat-villains that I had left to set up here at J-Mart II. I might have overpowered him a bit, so I really think I need to test him. With that 10 rank Fear Control, it's going to a hard save for the Gotham crowd. And once they are shaken, he can really lay a hurt on them. I probably fudged a bit with his Farm Implement Weaponry for Attack Specialization, but hey, pitchforks, scythes and sickles are in that realm, so I guess it's not too off.

I did so love his turn as a Sinestro Corps member during Blackest Night, it was hysterical. He really should continue in that for a while, especially since he is floundering without Batman to scare him.
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Re: J-Mart II: Black Manta, Gladiator, Scarecrow

Postby Thorpacolypse » Sat May 01, 2010 6:57 pm

Check out this J-Mart Favorite item from our Villains Line.

Image
Talk about your Negative Nancy's...

MISTER NEGATIVE
PL:
10 (180 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 24 [10] (+7/0) DEX: 20 [12] (+5/+1) CON: 22 [12] (+6/+1) INT: 16 (+3) WIS: 16 (+3) CHA: 16 (+3)

SKILLS: Acrobatics 2 (+7), Bluff 7 (+10), Climb (+7), Concentration (+3), Diplomacy 7 (+10) [Connected], Disguise (+3), Escape Artist (+5), Gather Info 7 (+10) [Contacts, Well-Informed], Handle Animal (+3), Intimidate 7 (+10) [Startle], Knowledge [Business] 4 (+7), Knowledge [Current Event] 3 (+6), Knowledge [Streetwise] 8 (+11), Knowledge [Theology and Philosophy] 3 (+6), Notice 3 (+6), Search 2 (+5), Sense Motive 6 (+9), Stealth (+5), Survival (+3), Swim (+7)

FEATS: All-out Attack, Attack Focus (Melee) (2), Benefit (3) [Wealth x3], Connected, Contacts, Defensive Roll (1), Dodge Focus (4), Equipment (6), Improved Initiative (1), Minions (7) [10 Inner Demons], Power Attack, Startle, Takedown Attack (1), Tough (1), Well-Informed

POWERS:
Enhanced Strength 14 (14pp) [14]
Enhanced Dexterity 8 (8pp) [8]
Enhanced Constitution 10 (10pp) [10]
Protection 2 (2pp) [2]
Super-Strength 3 (3 Tons [4pp]) [3]
Negative Corruption 10 (Mind Control 10, Array, Extra: Conscious [30pp array]; 30pp) [10] - DC:20:will
AP: Negative Energy Strike 8 (Slashing Electrical Strike 8, Extra: Penetrating, Flaw: Requires Medium, PF: Improved Critical [1pp]) [8] - DC:23:tough
AP: Healing 10 (Extra: Energizing, Total [1pp]) [10]
AP: Boost 10 (Enhanced Strength and Super Strength [1pp])


EQUIPMENT:
(30ep)

Cell Phone (1ep)
Arsenal (6ep):
Katana (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [5ep]) [3]
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1]
23ep for headquarters, vehicle, etc. as needed,

COMBAT: Base Attack +10, Melee +12, Ranged +10, Grapple +22 [Unarmed +7 (Bruise); Negative Energy Strike +8 (Lethal)]; Defense 20 (13 flat-footed); Init +9; Knockback -5

SAVES: Toughness +10 (+9 flat-footed), Fortitude +6, Reflex +7, Will +7

DRAWBACKS:

Abilities 22 + Skills 15 (60 ranks) + Feats 32 + Powers 73 + Combat 32 + Saves 6 – Drawbacks 0 = 180 / 180

Comments: Mister Negative here is a fairly new Spidey villain that they have handled very well. They haven’t made him overpowered and haven’t thrown him into every arc so he’s getting good run, but not overexposed. His “real” name is Martin Li (that’s not his real name either, he took it from a dead guy), a mild mannered, good natured humanitarian that ran the shelter that Aunt May worked at. However, he has a split personality (sorta) and turns into Mister Negative. It’s a very cool visual set up, with his white words in black word bubbles and his skin and clothes that look like a photo negative. Very nice.

His powers are the manipulation of the similar energy that Cloak and Dagger use, allowing him to charge up weapons with black electrical energy, grants him super strength (variably portrayed, hence the Boost) and gives him the ability to corrupt people, making them his thralls and turning them to their opposite mindset. When he corrupted Spider Man, it turned him into a vicious fighter, almost killing several villains and only snapping out of it when he went to kill Betty Brant. May has currently been sort of corrupted, where she has been a real..well…bitch. It will be interesting to see how that turns out.

They also seem to be setting up a Hood vs. Kingpin vs. Mister Negative gang war for control of the New York underworld, which could be pretty good. We’ll see how that goes.

In my setting, he is building his base in New York which is still run by The Kingpin and the animosity is growing. Hood focuses on super crime, but he could get involved in things if I have the time to work up a story.

Here are Li’s enforcer gang, the Inner Demons:

Image

INNER DEMONS
PL:
4 (57 pp) – OPL: 4; DPL: 4

ABILITIES: STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 10 (0) WIS: 11 (0) CHA: 10 (0)

SKILLS: Acrobatics 2 (+4), Bluff 3 (+3), Climb (+1), Drive 1 (+3), Escape Artist (+2), Gather Info 3 (+3), Intimidate 3 (+3), Knowledge [Streetwise] 4 (+4), Notice 3 (+3), Search 3 (+3), Sense Motive 2 (+2), Stealth 3 (+5), Swim (+1)

FEATS: Defensive Roll (1), Equipment (3), Interpose

POWERS:
Regeneration 12 (Recovery Rate [12pp])

Bruised 1/round [1]
Injured 1/round [4]
Staggered 1/5 minutes [2]
Disabled 1/20 minutes [3]
PF: Diehard, Regrowth


EQUIPMENT:
(15ep)

Light Undercover Vest (Protection, PF: Subtle [2ep]) [1]
Cell Phone, Standard (Diminutive [1ep])
Arsenal (11ep):
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:20:tough
Katana (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [1ep]) [3] - DC:19:tough
Nunchakus (Bludgeoning Strike 2, PF: Mighty; Small [1ep]) [2] - DC:18:tough
Sai (Piercing Strike 1, PF: Mighty, Improved Critical, Improved Disarm x2, Thrown; 10 ft range, Small [1ep]) [1] - DC:17:tough

COMBAT: Base Attack +4, Melee +4, Ranged +4, Grapple +5 [Unarmed +1 (Bruise); Light Pistol +4 (Lethal); Katana +4, 19-20 Critical (Lethal); Nunchakus +3 (Bruise); Sai +2, 19-20 Critical (Lethal)]; Defense 14 (12 flat-footed); Init +2; Knockback -2

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

DRAWBACKS:

Abilities 11 + Skills 7 (28 ranks) + Feats 5 + Powers 12 + Combat 16 + Saves 6 – Drawbacks 0 = 57 / 57

Comments: Mister Negative’s top henchmen. They have some regeneration, but it hasn't been clearly portrayed, so I think what I gave them is pretty accurate, but I'm not sure. And even though their weapons glow, they haven't shown to be any more effective than normal weaponry, so I built them as such.
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Re: J-Mart II: Black Manta, Gladiator, Scarecrow

Postby Thorpacolypse » Sat May 01, 2010 7:07 pm

Another new item in our Villains Line hits the Marvel and Spideyverse aisles.

Image
Shall we dance?

THE LIZARD
PL:
9 (139 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 30 [10] (+10/0) DEX: 22 [10] (+6/0) CON: 28 [10] (+9/0) INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)

SKILLS: Acrobatics 2 (+8), Bluff (-1), Climb (+10), Concentration (+1), Diplomacy (-1), Disguise (-1), Escape Artist (+6), Gather Info (-1), Handle Animal 7 (+6) [Animal Empathy], Intimidate 11 (+10), Notice 4 (+5), Sense Motive (+1), Stealth (+6), Survival 6 (+7), Swim 2 (+12)

FEATS: All-out Attack, Animal Empathy, Attack Focus (Melee) (3), Dodge Focus (1), Fearsome Presence (3), Power Attack, Trance

POWERS:
Enhanced Strength 20 (20pp) [20]
Enhanced Constitution 18 (18pp) [18]
Enhanced Dexterity 12 (12pp) [12]
Super-Strength 4 (13 Tons [8pp]) [4]
Additional Limbs 1 (Tail [1pp]) [1]
Speed 1 (10 mph [1pp]) [1]
Leaping 2 (2pp) [2]
Protection 2 (2pp) [2]
Impervious Toughness 5 (5pp) [5]
Super-Movement 1 (Wall Crawling [2pp]) [1]
Animal Control 9 (Extra: Area Burst, Flaw: Limited to reptiles, PF: Progression x6 [500 ft radius]; 24pp) [9] – DC:19:will
Regeneration 10 (Recovery Rate 10 [10pp])

Bruised 1/round [1]
Injured 1/minute [3]
Disabled 1/5 minutes [4]
PF: Diehard, Regrowth


COMBAT: Base Attack +5, Melee +8, Ranged +5, Grapple +22 [Unarmed +10 (Bruise)]; Defense 17 (13 flat-footed); Init +6; Knockback -8

SAVES: Toughness +11 (+11 flat-footed, +5 Impervious), Fortitude +10, Reflex +7, Will +3

DRAWBACKS: Normal Identity -Full round (uncommon, major; -4), Vulnerable -Cold based attacks (50%; uncommon, moderate; -2), Weakness -Exposure to cold environments, slowed (half speed per round), will be rendered unconscious after 10 minutes (uncommon, severe; -5)

Abilities 0 + Skills 8 (32 ranks) + Feats 11 + Powers 105 + Combat 22 + Saves 4 – Drawbacks -11 = 139 / 139

Comments: Poor Dr. Connors. A decent man who is taken down by his attempts to regrow his arm. In his place is The Lizard, one of Spidey’s most physically challenging foes. With his brute strength, agility, reptile control and his decent intellect, he makes life hard for the web slinger.
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Re: J-Mart II: Black Manta, Gladiator, Scarecrow

Postby Thorpacolypse » Sat May 01, 2010 7:15 pm

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

Image
And now for my next illusion, you will think the KFC Double Down is GOOD for you...

MYSTERIO
PL:
10 (159 pp) – OPL: 10; DPL: 7

ABILITIES: STR: 10 (0) DEX: 12 (+1) CON: 12 (+1) INT: 18 (+4) WIS: 16 (+3) CHA: 16 (+3)

SKILLS: Bluff 9 (+12) [Distract, Improved Trick, Skill Mastery], , Computers 3 (+7), Concentration (+3), Craft [Chemical] 9 (+13), Craft [Electronic] 9 (+13) [Skill Mastery], Craft [Mechanical] 9 (+13) [Skill Mastery], Diplomacy (+3), Disable Device 8 (+12), Disguise 10 (+13), Drive 4 (+5), Escape Artist 11 (+12), Gather Info 4 (+7), Handle Animal (+3), Intimidate (+3), Knowledge [Streetwise] 4 (+8), Knowledge [Technology] 6 (+10) [Inventor], Notice (+3), Perform [Stage Magic] 12 (+15) [Skill Mastery], Profession [Special Effects Designer] 13 (+16) [Skill Mastery], Search (+4), Sense Motive (+3), Sleight of Hand 9 (+10), Stealth (+1), Survival (+3),

FEATS: Defensive Roll (1), Distract (1) [Bluff], Dodge Focus (3), Equipment (4), Improved Trick, Inventor, Set-Up, Skill Mastery (1) (Bluff, Craft: Electronic, Craft: Mechanical, Perform: Stage Magic)

POWERS:
Mysterio Suit 15 (Device 15, Hard to Lose [75pp traits]; 60pp) [15]

Illusion 10 (All Senses, Array, Extra: Duration [Continuous], PF: Progression x4 [250 ft]; 64pp) [10] - DC:20:will
AP: Nullify 10 (Spider Sense, Extra: Nullifying Field, Duration [Continuous]; 1pp) [10] - DC:20:will
Protection 3 (3pp) [3]
Immunity 4 (Suffocation [Need to breathe], Poison, Disease [4pp]) [4]
Super Senses 3 (Sonar [3pp]) [3]


EQUIPMENT:
(20ep)

20ep for hideout, various implements for illusions,

COMBAT: Base Attack +5, Melee +5, Ranged +5, Grapple +5 [Unarmed +0 (Bruise)]; Defense 19 (13 flat-footed) Init +1; Knockback -2

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

DRAWBACKS:

Abilities 24 + Skills 30 (120 ranks) + Feats 13 + Powers 60 + Combat 22 + Saves 10 – Drawbacks 0 = 159 / 159

Comments: Old Quentin Beck is another longtime Spidey foe who really, I just didn't care for in my youth but I am beginning to appreciate him in my old agedness. Illusion in game is a really useful power and after reading the new Mysterio stuff, which both Beck and the guy who could teleport and his name escapes me, I dig how it has been used by the modern writers.

With this build, Q can really work well in concert with some of Spidey's other rogues, setting them up and getting Spidey's guard down where he can be taken out.
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Re: J-Mart II: Mister Negative, Lizard, Mysterio, Green Goblin

Postby Thorpacolypse » Sat May 01, 2010 7:28 pm

And here isssssss another J-Mart Favorite item that'ssssss hitting the Marvel Aisssssle shelvessssssss....

Image
Ssssee, I told you that'sssss how he talkssss...

STEGRON
PL:
9 (133 pp) – OPL: 9; DPL: 9

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

SKILLS: Climb (+8), Concentration (+2), Craft [Electronic] 3 (+7) [Mechanical Genius], Craft [Mechanical] 3 (+7), Escape Artist (+4), Handle Animal 10 (+10) [Animal Empathy], Intimidate 6 (+6), Knowledge [Life Sciences] 6 (+10), Knowledge [Technology] 4 (+8) [Inventor], Notice 2 (+4), Search 2 (+6), Sense Motive (+2), Stealth (+4), Survival (+2), Swim (+8)

FEATS: Animal Empathy, Attack Focus (Melee) (4), Chokehold, Dodge Focus (2), Improved Grapple, Inventor, Mechanical Genius (Dinosaur Animation/Control Devices), Trance

POWERS:
Enhanced Strength 16 (16pp) [16]
Enhanced Constitution 16 (16pp) [16]
Enhanced Dexterity 6 (6pp) [6]
Super-Strength 5 (15 Tons [10pp]) [5]
Additional Limbs 1 (Tail [1pp]) [1]
Protection 4 (Extra: Impervious [8pp]) [4]
Impervious Toughness 3 (3pp) [3]
Leaping 1 (1pp) [1]
Speed 1 (10 mph [1pp]) [1]
Tail Strike 2 (Piercing Strike 2, PF: Mighty, Improved Critical [4pp]) [2] - DC:25:tough
Animal Control 9 (Extra: Area Burst, Flaw: Limited to dinosaurs, PF: Progression x3 [1 Mile]; 21pp) [9] - DC:19:will
Regeneration 2 (Recovery Rate [2pp])

PF: Diehard, Regrowth

COMBAT: Base Attack +4, Melee +8, Ranged +4, Grapple +21 [Unarmed +8 (Bruise); Tail Strike +10, 19-20 Critical (Lethal)] Defense 16 (12 flat-footed) Init +4; Knockback -9

SAVES: Toughness +12 (+12 flat-footed, +7 Impervious), Fortitude +10, Reflex +7, Will +5

DRAWBACKS: Normal Identity -Full round (uncommon, major; -4), Vulnerable -Cold based attacks (50%; uncommon, moderate; -2), Weakness -Exposure to cold environments, slowed (half speed per round), will be rendered unconscious after 10 minutes (uncommon, severe; -5)

Abilities 14 + Skills 9 (36 ranks) + Feats 12 + Powers 85 + Combat 16 + Saves 8 – Drawbacks -11 = 133 / 133

Comments: Here is Sssssssstegron, one of my favorite Sssssssspider-Man villains. Mainly becausssssssse of the way he talkssssssssssss…

Plus, come on, I was kid when I started reading comics in the 70’s and Stegron controls dinosaurs and what little boy doesn’t love dinosaurs? One thing I didn’t add to this build are any devices that he usually has created to allow him to animate dinosaur bones or turn the bones into actual dinosaurs. I’m leaving that to his Inventor feat or GM discretion since the usage varies and he doesn’t always have them.

But even without that, he's super strong, has a wicked tail strike and can pretty much keep up with Spidey even without his dinosaur minions.
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Re: J-Mart II: Mister Negative, Lizard, Mysterio, Green Goblin

Postby Thorpacolypse » Sat May 01, 2010 7:45 pm

And here is a GREEN LIGHT SPECIAL to note our top selling item in our Spideyverse line!

Image
I have voices in my head, too, Bob. Whispering. Telling me to do things I know are wrong. Begging me to make choices that I know will hurt people. People I love. But, and it took me a long time to find this...but I'm in control...Me.

GREEN GOBLIN
PL:
10 (187 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 26 [12] (+8/+1) DEX: 20 [12] (+5/+1) CON: 20 [12] (+5/+1) INT: 22 [16] (+6/+3) WIS: 14 (+2) CHA: 18 (+4)

SKILLS: Acrobatics 4 (+9), Bluff 6 (+10) [Taunt], Climb (+8), Computers 2 (+8), Concentration (+2), Craft [Chemical] 7 (+13), Craft [Electronic] 7 (+13), Diplomacy (+4), Disguise (+4), Escape Artist (+5), Gather Info (+4), Handle Animal (+4), Intimidate 6 (+10) [Startle], Knowledge [Business] 2 (+8), Knowledge [Life Sciences] 4 (+10), Knowledge [Technology] 7 (+13) [Inventor], Notice 5 (+7), Pilot 3 (+8), Search (+6), Sense Motive (+2), Stealth 4 (+9), Survival (+2), Swim (+8), Craft [Mechanical] 7 (+13)

FEATS: Attack Focus (Ranged) (2), Attack Specialization (1) [Pumpkin Bombs], Benefit (5) [Government Clearance, Wealth x4], Dodge Focus (4), Equipment (7), Fast Overrun, Favored Environment (4) [+2 Attack, +2 Dodge when flying], Fearsome Presence (3), Improved Initiative (1), Inventor, Sneak Attack (1), Startle, Taunt

POWERS:
Enhanced Strength 14 (14pp) [14]
Enhanced Constitution 8 (8pp) [8]
Enhanced Dexterity 8 (8pp) [8]
Enhanced Intelligence 6 (6pp) [6]
Regeneration 2 (Recovery Bonus +2 [2pp]) [2]
Regeneration 10 (Recovery Rate 10 [10pp])

Injured 1/5 minutes [2]
Staggered 1/5 minutes [2]
Disabled 1/20 minutes [3]
Resurrection 1/week [1]
PF: Diehard, Regrowth

Goblin Costume 4 (Device 4, Hard to Lose [20pp traits]; 16pp) [4]
Protection 3 (3pp) [3]
Blast Gloves 8 (Electrical Stun 8 [16pp]) [8] - DC:18:fort
AP: Blast Gloves 8 (Electrical Strike 8, Extra: Penetrating [1pp]) [8] - DC:23:tough

Satchel of Tricks 6 (Devices 6, Easy to Lose [30pp traits]; 18pp) [6]
Pumpkin Bombs 8 (Ballistic Blast 8, Extra: Targeted Area Explosion [24pp]) [8] - DC:18/23:ref/tough
AP: Pumpkin Bombs 8 (Heat Blast 8, Extra: Targeted Area Explosion [1pp]) [8] - DC: 18/23:ref/tough
AP: Razor Bats 3 (Piercing Blast 3, Extra: Auto-Fire [1pp]) [3] - DC:18:tough
AP: Pumpkin Bombs 8 (Nullify Spider Sense 8, Extra: Targeted Area Explosion [1pp]) [8] - DC:18/18:ref/will
AP: Smoke Bombs 8 (Obscure 8, Extra: Targeted Area Explosion [1pp]) [8] - DC:18:ref
AP: Pumpkin Bombs 8 (Nauseate 8, Extra: Targeted Area Explosion [1pp]) [8] - DC:18/18:ref/fort
AP: Pumpkin Bombs 8 (Sleep 8, Extra: Targeted Area Explosion [1pp]) [8] - DC:18/18:ref/fort


EQUIPMENT:
(35ep)

Cell Phone, GPS (2ep)
Vehicle (Goblin Glider [33ep]):
Strength: 15; Flight Speed: 5; Toughness: 7; Size: Medium; Features: Remote Control, Smokescreen; Powers: Piercing Strike 6, Ballistic Blast 6 (Extra: Auto-Fire) [6] - DC:21:tough

COMBAT: Base Attack +8, Melee +8, Ranged +10, Flying Melee +8, Flying Ranged +10, Pumpkin Bombs +10, Flying Pumpkin Bombs +12, Grapple +16, Flying Grapple +18 [Unarmed +8 (Bruise); Pumpkin Bombs +8 (Lethal); Razor Bats +3, Auto-Fire (Lethal)]; Defense 20 (13 flat-footed); Init +9; Knockback -4

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

DRAWBACKS: Disability - Split Personality (Norman Osborn…less focused nut job [common, minor; -2])

Abilities 24 + Skills 16 (64 ranks) + Feats 32 + Powers 82 + Combat 28 + Saves 7 – Drawbacks -2 = 187 / 187

Comments: NORM!

Gotta love old Normy Osborn. Even before his awesome portrayal in the Spider Man movies by Willem Dafoe and his tour de force run as America's top security dog in Dark Reign, he was a great, complex, crazy but sometimes sympathetic character. I've always debated about whether Doc Oc or Green Goblin was Spidey's one "archnemesis" but I really think you have to go with Norm, simply for the "death of Gwen Stacy" factor. But in Dark Reign, Bendis really took him to a new level, putting him on the same level as Doctor Doom in the Marvel U and pretty much the equal of Lex Luthor in the DCU. He lied, manipulated, and spun things as well as anyone ever has despite the fact that everyone, even himself, knew he would eventually screw it all up.

But that only means we'll get the old Goblin back, and I am thrilled about that. I can't wait for him to start messing up Spidey's life again in the near future as their battles and story arcs are always great. Well, not counting the Clone Saga, that is... :wink:

In my setting, he did take over with HAMMER and had his Dark Reign and such, but instead of leading the SIEGE of Asgard, in a genius move amidst mounting bad press against him, stepped down from his role as leader of Superhuman Security, handed the reigns to a new SHIELD back to Nick Fury and arranged for full pardons for Captain America and Tony Stark. He also sold Stark Industries back to Stark, albeit at a hefty profit and after stealing LOTS of tech. In the year since, Norman Osborn’s Oscorp has exceeded Wayne Corp, Lex Corp and Stark Industries as the premier tech and weapons company in the US, using “modified” versions of Stark original designs and tech info stolen for him by Ghost from LexCorp and other sources. Osborn has been gathering tons of support in the Republican party for his stance on many issues and is being prepped as a dark horse presidential candidate in 2012.

But of course, the Goblin still flies at night...

And I'm sorry, he TOTALLY deserves the Drawback...

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Re: J-Mart II: Mister Negative, Lizard, Mysterio, Green Goblin

Postby MorningKnight » Sat May 01, 2010 10:36 pm

And I keep thinking Batman/Goblin would be such the epic rivalry. Especially if Norm pulls out his bata--- razorbats.

I think it'd be the first time we'd ever hear Batman say "Oh, it's on like Donkey Kong."
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Re: J-Mart II: Mister Negative, Lizard, Mysterio, Green Goblin

Postby Emerald Flame » Sun May 02, 2010 5:58 am

Thorp...

I love your work with Green Goblin and I especially like the way you have woven the character into the world. I think it is rather interesting that you have put him in as a dark horse candidate for President.

Keep up the great work...
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Re: J-Mart II: Mister Negative, Lizard, Mysterio, Green Goblin

Postby Thorpacolypse » Sun May 02, 2010 4:37 pm

The additions to our Villains Line keep on rolling out of the stockroom.

Image
BOO!

TOMBSTONE
PL:
9 (130 pp) – OPL: 9; DPL: 9

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

SKILLS: Bluff 7 (+8), Climb (+9), Concentration (+2), Diplomacy 3 (+4), Disguise (+1), Drive 3 (+5), Escape Artist (+2), Gather Info 7 (+8) [Well-Informed], Handle Animal (+1), Intimidate 8 (+9) [Startle], Knowledge [Streetwise] 6 (+7), Notice 5 (+7), Search (+1), Sense Motive 7 (+9), Stealth 6 (+8), Survival (+2), Swim (+9)

FEATS: All-out Attack, Benefit (2) [Underworld Status, Wealth], Chokehold, Damaging Escape, Diehard, Dodge Focus (2), Endurance (1), Equipment (5), Improved Grab, Improved Initiative (1), Power Attack, Startle, Tough (1), Well-Informed

POWERS:
Enhanced Strength 8 (8pp) [8]
Enhanced Constitution 8 (8pp) [8]
Super-Strength 3 (5 Tons [6pp]) [3]
Immunity 2 (Environmental Heat and Cold [2pp]) [2]
Impervious Toughness 5 (5pp) [5]


EQUIPMENT:
(25ep)

Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [10ep]) [5] - DC:20:tough
15ep for vehicle, hideout, etc.

COMBAT: Base Attack +9, Melee +9, Ranged +9, Grapple +21 [Unarmed +9 (Bruise); Heavy Pistol +5 (Lethal)]; Defense 18 (13 flat-footed); Init +6; Knockback -7

SAVES: Toughness +10 (+10 flat-footed, +5 Impervious), Fortitude +10, Reflex +4, Will +5

DRAWBACKS:

Abilities 32 + Skills 13 (52 ranks) + Feats 20 + Powers 29 + Combat 30 + Saves 6 – Drawbacks 0 = 130 / 130

Comments: Tombstone has been an enforcer for the Kingpin, Hammerhead and others, but is main claim to fame is being a longtime tormentor to Robbie Robertson, the friend of Peter Parker’s and the conscience of J. Jonah Jameson. As noted in the pic, he has also rumbled with DD a few times as an associate of The Kingpin.

But in my setting, he is working for Mr. Negative, helping him build his power base in NYC and giving him some super powered muscle so that he can stand up to Kingpin and The Hood.
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Re: J-Mart II: Mister Negative, Lizard, Mysterio, Green Goblin

Postby Thorpacolypse » Sun May 02, 2010 4:50 pm

Check out this addition to our Villains Line that is getting stocked on our Marvel Aisle.

Image
The Terminator? Never heard of him...

HAMMERHEAD
PL:
8 (137 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 24 [20] (+7/+5) DEX: 12 (+1) CON: 18 (+4) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

SKILLS: Bluff 5 (+8), Climb (+5), Concentration (+2), Diplomacy 4 (+7) [Connected], Disable Device 3 (+5), Disguise (+3), Drive 4 (+5), Escape Artist (+1), Gather Info 6 (+9) [Contacts], Handle Animal (+3), Intimidate 6 (+9) [Forceful Intimidation], Knowledge [Streetwise] 6 (+8), Notice 3 (+5), Search 2 (+4), Sense Motive 5 (+7), Stealth (+1), Survival (+2), Swim (+5)

FEATS: All-out Attack, Attack Specialization (1) [Tommy Gun], Attack Specialization (1) [Unarmed], Connected, Contacts, Dirty Fighting, Dodge Focus (2), Equipment (8), Improved Initiative (1), Improved Pin, Forceful Intimidation, Minions (5) [10 Thugs], Power Attack, Tough (1)

POWERS:
Adamantium Spinal Reinforcements 4 (Passive Container 4; [20pp traits]; 20pp) [4]

Density 2 (Extra: Duration [Continuous], Flaw: Permanent, PF: Innate [7pp]) [2]
Str +4, Protection +1, Mass x1.5
Immunity 2 (Critical Hits, Flaw: Limited [Waist to Head only]; 1pp) [2]
Protection 2 (2pp) [2]
Super-Strength 5 (16 Tons [10pp]) [5]

Head Smash 2 (Bludgeoning Strike 2, Extra: Penetrating [8], Flaw: Limited [Only when Charging], PF: Mighty, Improved Critical x2 [10pp]) [2] - DC:24:tough

EQUIPMENT:
(40ep)

Cell Phone (1ep)
Tommy Gun (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [15ep]) [5] - DC:20:tough, 24ep for HQ, Vehicles, etc.,

COMBAT: Base Attack +7, Melee +7, Ranged +7, Tommy Gun +9, Unarmed +9, Grapple +19 [Unarmed +7 (Bruise); Tommy Gun +5, Auto-Fire (Lethal)]; Defense 18 (13 flat-footed); Init +5; Knockback -5

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

DRAWBACKS:

Abilities 34 + Skills 11 (44 ranks) + Feats 26 + Powers 31 + Combat 26 + Saves 9 – Drawbacks 0 = 137 / 137

Comments: Hammerhead was always a pretty lame villain in the main Marvel U, but the Ultimate Hammerhead was handled pretty well and he really rocked in the Spectacular Spider Man show, so I was compelled to add him to my New York gangland setting. Initially he was just a goon who got a flat steel skull thanks to Jonas Harrow, but as time has gone on, he has gotten more upgrades and apparently most of his upper body has been reinforeced with steel thanks to Mr. Negative.

And actually, even though he is based in New York, he has been trolling around Bludhaven and Gotham just to see what the situation is and if it's worth making a move there...
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Re: J-Mart II: Mister Negative, Lizard, Mysterio, Green Goblin

Postby Thorpacolypse » Sun May 02, 2010 6:01 pm

One HELLUVA SPECIAL hits the shelves.

Image
I'ma get me Big Baby...

HELLBOY
PL:
9 (153 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 24 (+7) DEX: 14 (+2) CON: 28 (+9) INT: 14 (+2) WIS: 16 (+3) CHA: 12 (+1)

SKILLS: Bluff (+1), Climb (+7), Concentration (+3), Craft [Mechanical] 4 (+6), Diplomacy (+1), Disguise (+1), Escape Artist (+2), Gather Info (+1), Handle Animal (+1), Intimidate 9 (+10) [Startle], Investigate 6 (+8), Knowledge [Arcane Lore] 10 (+12) [Artificer, Ritualist], Knowledge [History] 7 (+9), Knowledge [Theology and Philosophy] 7 (+9), Notice 6 (+9), Search 7 (+9), Sense Motive (+3), Stealth (+2), Survival (+3), Swim (+7)

FEATS: All-out Attack, Artificer, Attack Focus (Melee) (4), Benefit (1) [Status – Beast of The Apocalypse], Equipment (4), Improved Initiative (1), Iron Stomach, Lionheart, Power Attack, Ritualist, Startle, Takedown Attack (1), Tough (1)

POWERS:
Right Hand of Doom 2 (Container 2 [10pp traits]; 10pp) [2]

Bludgeoning Strike 2 (PF: Mighty, Improved Block, Improved Critical, Improved Grab, Improved Sunder, Weapon Break [7pp]) [2] - DC:24:tough
Shield 1 (1pp) [2]
Feature 1 (Key to releasing Odgru Jahad [1pp]) [1]

Additional Limbs 1 (Prehensile Tail [1pp]) [1]
Leaping 1 (1pp) [1]
Super-Strength 4 (5 Tons [8pp]) [4]
Comprehend 3 (Speak, Read, Understand All Languages [6pp]) [3]
Mystical Paraphernalia 1 (Gadgets 1, Easy Lose; Mystical or Holy Descriptor [5pp traits]; 6pp) [1]
Regeneration 8 (Recovery Rate 8 [8pp])

Bruised 1/round [1]
Injured 1/minute [3]
Staggered 1/20 minutes [1]
Disabled 1/hour [2]
PF: Diehard


EQUIPMENT:
(20ep)

Overcoat (Protection 1 [1ep]) [1]
BPRD Commlink (1ep)
The Samaritan (Ballistic Blast 6, Extra: Auto-Fire; 60 ft range, Large [18ep]) – DC:21:tough

COMBAT: Base Attack +5, Melee +9, Ranged +5, Grapple +22 [Unarmed +7 (Bruise); Right Hand of Doom Strike +9, 19-20 Critical (Bruise)]; Defense 18 (13 flat-footed); Init +6; Knockback -5

SAVES: Toughness +11 (+11 flat-footed), Fortitude +11, Reflex +5, Will +8

DRAWBACKS:

Abilities 48 + Skills 14 (56 ranks) + Feats 19 + Powers 40 + Combat 22 + Saves 10 – Drawbacks 0 = 153 / 153

Comments: I am trying to scale back the PLs on a lot of my builds and one that I thought should function at PL9 in my setting is Hellboy. This is a bit of an amalgam of his comic version and movie version where he is hard to hurt, a good scrapper, a top notch paranormal investigator but not immune to fire like he was in the movie. I know I have Kroenen at PL10 still, but I actually thought he was a better fighter but Red had more HP and his harder to hurt. Same goes for my upcoming Nuada build.

I plan on updating my Abe and Liz builds soon, but I also want to take a run at Johann Strauss and some others from the Hellboy-verse as I have the time.
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Re: J-Mart II: Mister Negative, Lizard, Mysterio, Green Goblin

Postby Thorpacolypse » Sun May 02, 2010 7:48 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.

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.
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Re: J-Mart II: Mister Negative, Lizard, Mysterio, Green Goblin

Postby Thorpacolypse » Sun May 02, 2010 8:00 pm

Another J-Mart Favorite hits the new Aisle 4 shelves.

Image
The Gun Kata. Through analysis of thousands of recorded gunfights, the Cleric has determined that the geometric distribution of antagonists in any gun battle is a statistically predictable element. The gun kata treats the gun as a total weapon, each fluid position representing a maximum kill zone, inflicting maximum damage on the maximum number of opponents while keeping the defender clear of the statistically traditional trajectories of return fire. By the rote mastery of this art, your firing efficiency will rise by no less than 120%. The difference of a 63% increase to lethal proficiency makes the master of the gun katas an adversary not to be taken lightly.

JOHN PRESTON
PL:
9 (139 pp) – OPL: 9; DPL: 9

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

SKILLS: Acrobatics 6 (+10), Bluff (+1), Climb (+2), Concentration (+3), Diplomacy (+1), Disguise (+1), Drive 3 (+7), Escape Artist (+4), Gather Info 4 (+5), Handle Animal (+1), Intimidate 6 (+7), Investigate 6 (+8), Knowledge [Tactics] 5 (+7), Notice 7 (+10), Search 7 (+9), Sense Motive 8 (+11), Stealth 4 (+8), Survival (+3), Swim (+2)

FEATS: Ambidexterity, Assessment, Attack Specialization (1) [Firearms], Attack Specialization (1) [Swords], Combat Awareness, Combat Clarity, Defensive Roll (1), Dodge Focus (5), Elusive Target, Equipment (3), Improved Aim, Improved Critical (3) [Unarmed x2, Swords], Improved Disarm (1), Improved Initiative (2), Power Attack, Precise Shot (1), Quick Draw (1), Takedown Attack (2), Ultimate Effort (1) (Ultimate Aim), Uncanny Dodge (Visual)

POWERS:
Gun Kata
Ballistic Blast 6 (Extra: Targeted Shapeable Area, Selective, Flaw: Requires Handguns, PF: Progression [10 sq. per rank]; 19pp) [6] - DC:21:tough
AP: Ballistic Blast 6 (Extra: Auto-Fire, Flaw: Requires Handguns, PF: Improved Critical x5, Improved Ranged Disarm [1pp]) [6] - DC:21:tough


EQUIPMENT:
(15ep)

Tetragrammaton Cleric Uniform (Protection 1 [1ep]) [1]
Cell Phone (1ep)
Arsenal (13ep):
Light Machine Pistol (Ballistic Blast 4, Extra: Auto-Fire; 40 ft range, Small [12ep]) [4] - DC:19:tough
Katana (Slashing Strike 3, PF: Mighty, Improved Critical; Medium [1ep]) [3] - DC:20:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Firearms +12, Swords +12, Grapple +12 [Unarmed +2, 18-20 Critical (Bruise); Gun Kata Blast +6 (Lethal/Bruise); Gun Kata Blast +6, 15-20 Critical, Auto-Fire (Lethal); Light Machine Pistols +4, Auto-Fire (Lethal); Katana +5, 18-20 Critical (Lethal)]; Defense 23 (14 flat-footed); Init +12; Knockback -2

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

DRAWBACKS:

Abilities 30 + Skills 14 (56 ranks) + Feats 30 + Powers 20 + Combat 36 + Saves 9 – Drawbacks 0 = 139 / 139

Comments: I was going to start a Ladies’ Night, but dang I didn’t run across Equilibrium and it made me have to stat up John Preston again. Not a lot of changes from my original build of him, but I did take him down a PL to be in line with my current PL structure and regardless, he's still a goon sweeping badass of epic proportions.

In my setting, Libria is a secluded European City State and they have just gone through the coup at the end of Equilibrium. Preston has fled to the US with his children and has received a personal invitation from Nick Fury to join SHIELD. He is still weighing his options, however.
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Re: J-Mart II: Green Goblin, Hellboy, Dresden, Preston

Postby Geekery » Wed May 05, 2010 3:59 pm

JOHN PRESTON
FEATS: Ambidexterity, Assessment, Attack Specialization (1) [Firearms], Attack Specialization (1) [Swords], Combat Awareness, Combat Clarity, Defensive Roll (1), Dodge Focus (5), Elusive Target, Equipment (3), Improved Aim, Improved Critical (3) [Unarmed x2, Swords], Improved Disarm (1), Improved Initiative (2), Power Attack, Precise Shot (1), Quick Draw (1), Takedown Attack (2), Ultimate Effort (1) (Ultimate Aim), Uncanny Dodge (Visual)


I would think that Acrobatic Bluff might be appropriate, given some of the things he does (the shooting star press off the motorcycle in particular). Additionally, whatever Equipment he has up his sleeves would seem to provide Quickdraw 2 (I know he has Quickdraw already, but we see both his pistols and reload magazines come out of there).

Those are just my opinion, of course; Hong Kong/Hollywood physics are every bit as hard to codify as superpowers are...
no, grant morrison is never right about anything.
--BARON
Geekery
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