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J-Mart: Paragons R Us - Superboy-Prime

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Re: J-Mart 3E: Mr. Negative, The Hood, The Hand

Postby Thorpacolypse » Sun Nov 07, 2010 3:37 pm

Horsenhero wrote:For some info on Midnight's Fire, check out the original New Warriors run. He was Night Thrashers' arch-nemesis.

And Joystick? Who couldn't love Joystick? Really, her secret Id is Janice Yaniseski. There aren't enough Yaniseski's in the world of Super-humans.


That's Janice Olivia Yanieseski, even. They had to get some Joystick pun into her name somehow, which you would think comics would have grown out of by the time she was introduced.

It's still far more subtle than Blackagar Boltagon by a LONGSHOT. :wink:
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#83

Postby Thorpacolypse » Sun Nov 07, 2010 6:43 pm

A new addition to our JOB SQUAD Line hits the Aisle 2 shelves.

Image
Beating up superheroes is one thing, but I'm not sure about the message he's sending by holding that six-pack...

BLOODSHED
PL: 8 (95 pp) - OPL: 8 ; DPL: 8

ABILITIES: STRENGTH 8, STAMINA 7, AGILITY 2, DEXTERITY 2, FIGHTING 6, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Acrobatics 3 (+5), Athletics 3 (+11), Expertise [Streetwise] 4 (+4), Insight 3 (+4), Perception 4 (+5), Stealth 3 (+5)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (1), Improved Initiative (1), Improved Grab, Power Attack, Ranged Attack (2), Takedown (1)

POWERS:
Enhanced Physique: Leaping 1 (15 ft), Impervious 3 (5 ranks); 6 pts
Bloodshed Armor: 11 pts traits, Removable (-2 pts); 9 pts
Body Armor: Protection 3, Impervious 2 (3 ranks); 6 pts, Bloodshed Blades: Piercing Strength-Based Damage 1 (Extra: Split, Subtle, Improved Critical); 5 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +6
Close Attack +7 [Unarmed +8; Bloodshed Blades +9, Critical 19-20]
Ranged Attack +4

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +10 (+5 Impervious), Fortitude +9, Will +4

COMPLICATIONS:
Enemy: Spider-Man, even though Spidey doesn't really see it since he's pretty much a super strong mook
Greed: He wants power and money
Relationships: His brother Ricky

Abilities 52 + Skills 10 (20 ranks) + Advantages 9 + Powers 15 + Defenses 9 = 95 / 95

Comments: Give it up for another jobber, Bloodshed. He’s gotten a little run recently in The Hood’s crew. He's another powerhouse who had a couple of run-ins with Spidey before turning up as part of Parker's crew. But I want to partner him with another superhuman crime lord, shifting him to work with Midnight's Fire as he builds his base in Chicago.
Last edited by Thorpacolypse on Fri Nov 11, 2011 11:00 pm, edited 1 time in total.
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#84

Postby Thorpacolypse » Sun Nov 07, 2010 7:39 pm

We have a new item in our Dresdenverse line hitting the shelves and it's a J-Mart Favorite.

Image
"Tiny...but fierce." - Sanya Knight of the Cross, referring to one Karrin Murphy

KARRIN MURPHY
PL: 8 (134 pts) - OPL: 8 ; DPL: 8

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 4, DEXTERITY 4, FIGHTING 10, INTELLECT 2, AWARENESS 3, PRESENCE 3

SKILLS: Acrobatics 1 (+5), Athletics 6 (+7), Close Combat [Unarmed] 2 (+12), Deception 2 (+5), Expertise [Cop] 6 (+8), Expertise [Streetwise] 5 (+7), Expertise [Supernatural] 3 (+5), Insight 6 (+9) [Assessment], Intimidation 4 (+7), Investigation 7 (+9) [Contacts, Well-Informed], Perception 6 (+9), Persuasion (+3), Ranged Combat [Guns] 4 (+11), Stealth 5 (+9), Vehicles 3 (+7)

ADVANTAGES: Assessment, Contacts, Defensive Roll (1), Defensive Strike* (1), Equipment (5), Extraordinary Effort, Fast Grab, Grabbing Finesse, Improved Aim, Improved Critical (2) (Guns, Unarmed), Improved Disarm, Improved Hold, Improved Initiative (1), Improved Trip, Leadership, Martial Strike* (1), Precise Attack (2) (Close, Concealment; Ranged, Concealment), Quick Draw, Ranged Attack (3), Takedown (1), Well-Informed

POWERS:
Knight in Waiting: Feature 1 (Murphy can use one of the Swords of the Cross to it's fullest capabilities); 1 pt

EQUIPMENT:
(30ep)
Undercover Shirt: Protection 3, Limited to Ballistic Damage, Subtle; 3ep
Cell Phone, Standard: Feature 1, Diminutive; 1ep
3ep as needed for situation
Arsenal: (12ep)
SIG Pistol: Ballistic Ranged Damage 3 (Extra: Multiattack); 75ft range, Small; 9ep
3ep as needed for situation
Vehicles: (11ep)
Mid-Size Car: Size - L, Strength - 5, Speed - 5, Def - 8, Tough - 8; 10ep
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8; 1ep

OFFENSE:
Initiative +7
Close Attack +10
Unarmed +12 [Unarmed +1, Critical 19-20; Strike +2, Critical 19-20]
Ranged Attack +7
Firearms +11 [SIG Pistol +3, Critical 19-20, Multiattack]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +3 (+6 against ballistics), Fortitude +6, Will +8

[COMPLICATIONS:
Enemy: Rudolph, Marcone (to a degree)
Relationships: Harry Dresden, Kincaid (kinda), her mother
Responsibility: To serve and protect the city and citizens of Chicago
Underestimated: Because of her small stature, bigger opponents tend to underestimate her. BIG mistake…

Abilities 58 + Skills 30 (60 ranks) + Advantages 30 + Powers 1 + Defenses 15 = 134 / 134

Comments: Murph rocks. Karrin Murphy is the head of the Chicago PD Special Investigations Department (S.I.) in the Dresdenverse. At the beginning of the series, she is one of the few who believes that Harry is the real deal whereas most of her unit and the city at large thinks he’s a charlatan. Oh, how wrong they are, we quickly learn.

As the books progress, their relationship changes from a pretty much purely professional relationship to where they pretty much become best friends and they come to depend on each other for support outside of the realm of dealing with supernatural baddies. I hold out hope that they’ll end up together at some point, but so far, Butcher is keeping them apart. Probably best considering that most relationships in books and TV where there’s a lot of romantic tension between characters is a good thing that usually cripples the series (see Moonlighting, Friends and countless others) once they finally get together.

As a character and build, she’s a street level badass. She’s a black belt in several martial arts, an award winning markswoman and a great cop. Considering she’s gone toe-to-toe with vampires, evil wizards, a 1000 lb. werewolf and Dresden himself (in training and in a couple of misunderstanding situations), I almost made her an undercapped PL10, but I’ll hold off on that for a while.

Clean Up 4/27/12: Murph gets a review. I altered things so she is only a PL8 if she is wearing her bulletproof vest, which she doesn't very often, only when they are going on a big raid or something.
Last edited by Thorpacolypse on Sat Jan 26, 2013 5:41 pm, edited 3 times in total.
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#85

Postby Thorpacolypse » Sun Nov 07, 2010 7:46 pm

Our Dresdenverse line continues to expand with this new item!

Image
"The forgotten Greek god of body cologne..." - Harry referring to Thomas Raith

THOMAS RAITH
PL: 9 (169 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 4 [6], STAMINA 5 [7], AGILITY 4 [6], DEXTERITY 5, FIGHTING 7, INTELLECT 1, AWARENESS 1, PRESENCE 3

SKILLS: Acrobatics 5 (+9/+11), Athletics 5 (+9/+11), Deception 5 (+8/+13) [Attractive 2, Daze], Expertise [Hairdresser] 5 (+6), Expertise [History] 5 (+6), Expertise [Magic] 4 (+5), Insight 4 (+5), Intimidation 4 (+7), Investigation 4 (+5), Perception 6 (+7), Persuasion 2 (+5/+10) [Attractive 2], Ranged Combat [Firearms] 2 (+9), Stealth 3 (+7/+9), Vehicles 2 (+7)

ADVANTAGES: Attractive (2), Benefit (3) (Status – Venatori, Wealth 2 [Independently Wealthy]), Close Attack (2), Daze (1) (Deception), Equipment (6), Power Attack, Ranged Attack (2), Takedown (1)

POWERS:
White Court Vampire Physiology: Immunity 2 (Aging, Disease), Leaping 1 (15 ft), Speed 1 (4 mph); 4 pts
White Court Vampire Lust: Ranged Affliction 8 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, Extra: Subtle, Flaw: Limited to 2 degrees); 9 pts
White Court Vampire Feeding: 9 pt Array; 10 pts
Lust Feeding: Weaken Presence 8 (Resisted by Will; Extra: Subtle); 9 pts
Kiss of Death: Weaken Stamina 9 (Resisted by Will; Flaw: Grab-based, Distracting); 1 pt

White Court Vampire Battle Fury: Enhanced Strength 2, Enhanced Stamina 2, Enhanced Agility 2, Enhanced Dodge 2, Enhanced Parry 2, Enhanced Advantages 5 (All-Out Attack, Close Attack 1, Evasion 1, Extraordinary Effort, Seize Initiative), Enhanced Speed 1 (8 mph), Enhanced Leaping 1 (30 ft), Regeneration 5 (1/every other round), (Flaw: All Sustained); 28 pts

EQUIPMENT:
(30ep)
Cell Phone, Standard: Feature 1 (Cellular Communication), Diminutive; 1ep
Cavalry Saber: Slashing Strength-Based Damage 2, Critical 19-20, Medium; 3ep
Arsenal: (13ep)
Heavy Machine Pistol: Ballistic Ranged Damage 4, Extra: Multiattack; 12ep
Sawed Off Shotgun: Buckshot Ballistic Ranged Damage 5; Accurate 1, Flaw: Limited to +3 damage against targets with any increase in natural Toughness Save; 25ft range, Medium; 1ep
Vehicles: (10ep)
The Water Beetle: Size - Huge, Str - 10, Speed - 5, Def - 6, Tough - 9; 9ep
Hummer: Size - H, Strength - 9, Speed - 5, Def - 6, Tough - 10; 1ep

OFFENSE:
Initiative +6
Close Attack +9 [Unarmed +4; Calvary Saber +6, Critical 19-20]
Battle Fury Close Attack +9 [Unarmed +6; Calvary Saber +8, Critical 19-20]
Ranged Attack +7
Firearms +9 [Sawed Off Shotgun +5; Machine Pistol +4, Multiattack]

DEFENSES:
Dodge +9 (+11 with Battle Fury) [DC19/21] Parry +9 (+11 with Battle Fury) [DC19/21]
Toughness +5 (+7 with Battle Fury), Fortitude +5 (+7 with Battle Fury), Will +8

COMPLICATIONS:
Addiction: Thomas is driven indulge his hunger to feed on human life force by the demon that lives inside him. The more he draws on his power, the hungrier his demon becomes and the harder it is for him to resist
Doing Good: Thomas, despite his inner demons, has a strong desire to do good things
Relationships: Harry, Justine, his family, the Raiths
Responsibility: To his Raith family, whether he really wants to or not
Secret: To some, who is brothers is, and to others, his means of support
Weakness: As a White Court vampire, Thomas must feed on a regular basis or become weakened and eventually die of starvation. This is never more apparent than after he comes out of a Battle Rage or when he is injured
Vulnerable: All White Court vampires are vulnerable to the touch of real love which they cannot defend against and kill them if they have enough exposure

Abilities 60 + Skills 28 (56 ranks) + Advantages 18 + Powers 51 + Defenses 12 = 169 / 169

Comments: Here’s a playable take on Thomas Raith, from the Dresden Files series. He is introduced in the book Grave Peril and eventually becomes part of Harry’s inner circle. I won’t spoil the process, but by the later books, he’s one of the few people Harry comes to depend on the most. He initially comes off as a vapid, rich, spoiled drunken member of the White Court of Vampires, who are the least physically powerful of the vampires in the Dresdenverse, originally sent to the Red Court ball where he is introduced as more or less by sent to the party by father, Lord Raith, as an insult to the hostess. He helps Harry out of the scrape and their relationship goes from there.

Now even though the White Court Vampires are not the most physically imposing vampires, he is a good fighter and all of the White Court vampires have an ability to boost up their abilities for a short while, allowing them to be fearsome combatants but are tired afterwards until they feed. The White Court vampires feed on emotion, not blood, which makes they less gruesome, but equally, if not more frightening than their blood sucking "cousins".

Thomas’ main ability is that he is ungodly handsome, like “the forgotten Greek god of body cologne” that Harry has called him. As such, he gets two ranks of Attractive. He doesn’t get the greatest charisma because he seems to share Harry’s ability to make people want to kill him. But women are nuts about him and when he goes into feeding mode, he is nearly impossible for women to refuse, hence the Emotion Control.

Clean Up 1/26/12: After finally finishing Cold Days, I finally got motivated to fix this one up a bit.
Last edited by Thorpacolypse on Sat Jan 26, 2013 8:36 am, edited 2 times in total.
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#86, #87

Postby Thorpacolypse » Sun Nov 07, 2010 7:56 pm

This new addition to our Villains Line keeps our Dresdenverse run on track.

Image
I'm offering you this one last time, Dresden. Come work for me.

JOHN MARCONE
PL: 7 (155 pp) - OPL: 7 ; DPL: 7

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 3, FIGHTING 6, INTELLECT 4, AWARENESS 5, PRESENCE 5

SKILLS: Athletics 5 (+7), Deception 8 (+13) [Skill Mastery], Expertise [Arcana] 4 (+8), Expertise [Business] 6 (+10), Expertise [Streetwise] 8 (+12), Insight 8 (+13) [Assessment, Skill Mastery], Intimidation 5 (+10) [Daze, Startle], Investigation 8 (+12) [Contacts, Well-Informed], Perception 5 (+10), Persuasion 7 (+12) [Connected], Ranged Combat [Firearms] 2 (+7), Stealth (+2), Technology 2 (+6), Vehicles 2 (+5)

ADVANTAGES: Assessment, Benefit (6) (Status – Mob Kingpin of Chicago, Status 2 – Unseelie Lord, Wealth 3), Clean* (2), Connected, Contacts, Daze (1) (Intimidation), Equipment (7), Improved Initiative (1), Ranged Attack (2), Inspire (1), Leadership, Sidekick (16) [Hendricks], Skill Mastery (2) (Deception, Insight), Startle, Well-Informed

POWERS:
NONE

EQUIPMENT:
(35ep)
Undercover Shirt: Protection 2, Limited to Ballistic Damage, Subtle; 2ep
33ep as needed for vehicles, weapons, HQ, etc.

OFFENSE:
Initiative +6
Close Attack +6 [Unarmed +2]
Ranged Attack +5
Firearms +7

DEFENSES:
Dodge +9 [DC19] Parry +9 [DC19]
Toughness +4 (+6 against Ballistics), Fortitude +5, Will +9

COMPLICATIONS:
Enemy: Harry Dresden (kinda), rival mob bosses
Honor: He does have a code of honor and always holds up his end of deals. He refuses to harm innocents and has a strict code against harming children
Relationships: With "Jane Doe"
Reputation: Main mob boss of Chicago

Abilities 60 + Skills 35 (70 ranks) + Advantages 44 + Powers 0 + Defenses 16 = 155 / 155

Comments: John Marcone is the top mob boss in Chicago in the Dresdenverse and he is one scary mofo. Because he is the calm assassin. He carries out his business in a serene manner, rarely letting his emotions show and he is meticulous in his dealings. His desire for power is well known and because of his dealings with Dresden and the magical world overall, he has even taken a position as Freeholding Lord and Baron of Chicago under the Unseelie Accords, meaning he has a high standing in the magical world, even though he has no magical abilities. At least that we know of yet.

Even though he is generally considered a villain and an antagonist of Dresden's (mainly because Dresden Soulgazed him early in the series and was terrified at what he saw), though the two have worked together far more often than they have opposed each other. This has largely been due to some supernatural predator or villain causing collateral damage to Marcone's industry and him relying on Dresden to deal with the problem, but Harry has asked for Marcone's help at least twice.

Marcone controls the majority of organized crime in Chicago and has developed considerable knowledge of the supernatural aspects of the city but now that new superpowered blood is moving in, he is having to increase his knowledge in that aspect as well.

His main bodyguard, Hendricks, is included below.

HENDRICKS
PL: 6 (80 pp) - OPL: 6 ; DPL: 6

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 1, DEXTERITY 2, FIGHTING 5, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 3 (+7), Close Combat [Unarmed] 1 (+8), Expertise [Military] 6 (+6), Insight 4 (+5), Intimidation 9 (+9), Investigation 4 (+4), Perception 4 (+5), Combat [Firearms] 2 (+6), Stealth 4 (+5), Treatment 3 (+3), Vehicles 4 (+6)

ADVANTAGES: All-Out Attack, Chokehold, Close Attack (2), Equipment (2), Improved Hold, Improved Initiative (1), Interpose, Lionheart*, Power Attack, Ranged Attack (2), Tough (1)

POWERS:
NONE

EQUIPMENT:
(10ep)
Undercover Shirt: Protection 2, Limited to Ballistic Damage, Subtle; 2ep
Heavy Pistol: Ballistic Ranged Damage 4; 100 ft range, Small; 8ep

OFFENSE:
Initiative +5
Close Attack +7
Special Close Attack +8 [Unarmed +4]
Ranged Attack +4
Firearms +6 [Heavy Pistol +4]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +4 (+6 against Ballistics), Fortitude +7, Will +4

COMPLICATIONS:
Relationships: With Miss Gard
Responsibility: Protecting John Marcone

Abilities 34 + Skills 22 (44 ranks) + Advantages 14 + Powers 0 + Defenses 10 = 80 / 80

Comments: Hendricks is Marcone’s top bodyguard and enforcer. Over the years, he and Harry have developed a mutual respect for each other, even though Harry still sees Hendricks and Marcone has villains. But mutual enemies have caused them to work together from time to time.
Last edited by Thorpacolypse on Fri Nov 11, 2011 11:02 pm, edited 1 time in total.
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Re: J-Mart 3E: Midnight's Fire, Joystick, Dresdenverse

Postby Woodclaw » Mon Nov 08, 2010 1:59 am

Great dreseden Files stuff here Thorpa, I only wish I can finish my own version somehow.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


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Re: J-Mart 3E: Midnight's Fire, Joystick, Dresdenverse

Postby scc » Mon Nov 08, 2010 9:59 am

Nice Joystick writeup. I always liked her too...for obvious reasons.
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Re: #86, #87

Postby rickjthree » Mon Nov 08, 2010 11:23 am

Thorpacolypse wrote:
JOHN MARCONE


Marcone is insanely good with throwing knives. At one point in Fool Moon, he sliced a rope from far away while partially tied up, hanging upside down and in the dark. I'm pretty sure he's done other stunts of impressive knife work, but that's the one that sticks with me.
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Re: #86, #87

Postby Thorpacolypse » Tue Nov 09, 2010 8:56 pm

rickjthree wrote:
Thorpacolypse wrote:
JOHN MARCONE


Marcone is insanely good with throwing knives. At one point in Fool Moon, he sliced a rope from far away while partially tied up, hanging upside down and in the dark. I'm pretty sure he's done other stunts of impressive knife work, but that's the one that sticks with me.


You are so, right, my man. I had totally forgotten about that. I was going to do some clean ups shortly so I will fix that with a little Ranged Combat [Thrown blades] and some Throwing Mastery ranks. Thanks for the reminder!

And thanks for shopping at J-Mart! :D
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#88

Postby Thorpacolypse » Wed Nov 10, 2010 8:47 pm

A new item from our Gotham line hits the Aisle 1 shelves.

Image
Yep...he's been exactly as scary as I expected...

ROBIN (DAMIAN WAYNE)
PL: 8 (155 pts) - OPL: 8 ; DPL: 8

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 4, DEXTERITY 4, FIGHTING 10, INTELLECT 5, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 8 (+12), Athletics 8 (+9), Close Combat [Unarmed] 2 (+14), Deception 8 (+8), Expertise [Streetwise] 2 (+7), Insight (+2), Intimidation 10 (+10), Investigation 6 (+11), Perception 7 (+9), Ranged Combat [Throwing] 3 (+11), Sleight of Hand 7 (+11), Stealth 9 (+13), Technology 8 (+13), Treatment 2 (+7), Vehicles 6 (+10)

ADVANTAGES: Beginner's Luck, Close Attack (2), Defensive Roll (2), Eidetic Memory, Equipment (10), Evasion (1), Grabbing Finesse, Improved Critical (2) (Unarmed 2), Improved Initiative (1), Improvised Tools, Jack-of-all-Trades, Languages (1) (Arabic, 1 other, Base: English), Martial Strike* (1), Move-by Action, Power Attack, Quick Draw, Ranged Attack (4), Redirect, Takedown (2), Throwing Mastery (1)

POWERS:
Mimicry: Feature 1 (Voice Mimicry); 1 pt

EQUIPMENT:
(50ep)
Robin Costume: Protection 1, Features 2 (Converts ballistic/energy damage to non-lethal), Immunity 2 (Critical Hits, Flaw: Limited [Ballistics only]); 4ep
The Cape and Mask: Senses 2 (Low Light Vision, Infravision), Movement 1 (Safe Fall), Commlink (Senses 1 [Communication Link, Bat Family]); 5ep
Utility Belt: (29ep)
Flash Bang Grenade: Ranged Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware; resisted by Dodge], Extra: Ranged Area Burst [30 ft radius], Extra Condition), Range 25 ft; 20ep
Robinrangs: Bludgeoning Strength-Based Ranged Damage 2; 50ft range, Medium; 1ep
Bolo: Ranged Affliction 5 (Resisted by Dodge, Overcome by Strength; 1st: Hindered and Impeded, 2nd: Defenseless and Immobile; Extra: Extra Condition, Flaw: Reduced Range); 25 ft range, Medium; 1ep
Tear Gas Grenades: Ranged Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually Disabled, 3rd: Incapacitated, Extra: Area Burst [30 ft], Extra Condition), Range 20ft; 1ep
R Shuriken: Piercing Ranged Damage 1, Extra: Multiattack; 25ft range, Small; 1ep
Smoke Grenade: Concealment 4 (Visual, resisted by Dodge), Extra: Cloud Area, Range 40ft; 1ep
Grapple Gun: Move Object 2, AE: Movement 1 (Swinging); 1ep
Mini-Tracer: Feature 1 (Tracking, 2 Mile range), Miniscule; 1ep
Rebreather: Immunity 2 (Flaw: Limited -20 Rounds of Oxygen), Tiny; 1ep
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology), Tiny; 1ep
Vehicle: (12ep)
Robincycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8, Features 2 (Navigation System, Secret Compartments); 12ep

OFFENSE:
Initiative +8
Close Attack +12
Unarmed +14 [Unarmed +1, Critical 18-20; Martial Strike +2, Critical 18-20]
Ranged Attack +8
Throwing +11 [Robinrangs +4; R Shuriken +1, Multiattack; Bolo Affliction +5; Tear Gas Affliction +5, Area Burst; Flash Bang Affliction +5, Area Burst]

DEFENSES:
Dodge +11 [DC21] Parry +11 [DC21]
Toughness +5, Fortitude +6, Will +9

COMPLICATIONS:
Enemy: The House of Al Ghul
Identity: He has a secret identity of Damian Wayne, son of Bruce Wayne and Talia Al Ghul
Pain In The Ass: Because of his upbringing, he has very few social skills, is stubborn and condescending
Relationships: He has grown close to Dick Grayson during his stint as Batman and he has always had respect for his father. Despite their differences, he also loves his mother, Talia Al Ghul
Rivalry: He has a major rivalry with Red Robin, Batgirl and Spoiler
Temper: His impulsive temper gets him into trouble a lot

Abilities 56 + Skills 43 (86 ranks) + Advantages 36 + Powers 1 + Defenses 19 = 155 / 155

Comments: Damian rocks. Not as in a great character way, but in a pain in the ass way that you can’t wait for him to get his block knocked off. Problem is, he has the DNA of Bruce Wayne and Talia Al Ghul. That makes it a wee bit harder to give him true comeuppance because he’s turning into a serious bad ass. Especially for an 11-year-old kid!

PL8 felt about right for him, since even though he holds his own with Tim when they fight, I still see Tim as the better hero. But I can see Damian overtaking him physically fast because of his DNA but Tim will always be the better investigator. And I have really dug the Batman and Robin book with he and Grayson as Batman. The switch of the moody Robin and the more freewheeling Batman has been a great dichotomy. It will be interesting to see how Batman Inc. works out.
Last edited by Thorpacolypse on Fri Apr 13, 2012 9:42 pm, edited 4 times in total.
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Re: J-Mart 3E: Dresdenverse, Robin (Damian) PC

Postby Thorpacolypse » Wed Nov 10, 2010 8:58 pm

That's all I have for tonight, I am pooped! But over the next few days/weeks, I'll be getting to build #100 and beyond with some of the following:

Gotham PC Ladies' Night
More DC PCs
Family Night
Archetypes (thugs, cops, generic ninjas, etc.)
Fantasy Archetypes (Thorpacoverse dragons, gargoyles, orcs, werewolves, vampires, etc.)
Team Wreckers (Thanos, Magneto, Ultron, Graviton, Loki, etc.)
The Thorpacoverse BPRD
The Thorpacoverse MI-13 (Yes, Jenny Sparks will be involved)
And of course, more jobbers (If Jabroniville doesn't hit the Acolytes next, I will!)

And playtesting...I hope...if I can make myself stop building... :shock:
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#89

Postby Thorpacolypse » Thu Nov 11, 2010 8:49 pm

After a decent's night's sleep and the weekend on the horizon, we're back to kick off another version of the long running J-Mart franchise tradition, LADIES' NIGHT! And we kick it off with a J-Mart Favorite item from our new Top Cow Aisle.

Image
Patience is more than a virtue in this case...

THE MAGDALENA
PL: 12 (187 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 4, DEXTERITY 4, FIGHTING 11, INTELLECT 1, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 6 (+10), Athletics 8 (+10), Deception 3 (+5), Expertise [Magic] 4 (+5) [Ritualist], Expertise [Theology and Philosophy] 9 (+10), Insight 8 (+11) [Assessment], Intimidation 5 (+7), Investigation 6 (+7), Perception 6 (+9), Persuasion 3 (+5), Ranged Combat [Throwing] 3 (+13), Stealth 6 (+10), Vehicles 3 (+7)

ADVANTAGES: Assessment, Benefit (1) (Status – The Magdalena), Close Attack (2), Defensive Roll (2), Equipment (4), Evasion (1), Favored Foe (Demons), Improved Critical (1) (Long Blades), Improved Initiative (1), Languages (2) (Latin, French, Italian, 2 others, Base: English), Move-by Action, Power Attack, Ranged Attack (6), Ritualist, Takedown (2), Tracking, Uncanny Dodge

POWERS:
Holy See: Perception Range Affliction 10 (Resisted by Will; 1st: Dazed and Will Impaired, 2nd: Stunned and Will Disabled, 3rd: Incapacitated, Extras: Extra Condition, Flaw: Sense-Dependent [Visual], Distracting); 20 pts
The Spear of Destiny: 29 pts traits, Easily Removable (-12 pts), Extra: Restricted (Must be worthy/divine bloodline to use powers, otherwise treats as normal spear); 17 pts
Holy Powers: Variable 4 (20 pts traits, Holy/Mystical Descriptor); 28 pts
Spear Strike: Holy Piercing Damage 7 (Extra: Penetrating 9, Improved Critical 2, Reach [5 ft], Quirk: Only gets full damage against demonic/unholy opponents, otherwise damage is 5 and only one rank of Improved Critical); 1 pt


EQUIPMENT:
(20ep)
Costume/Body Armor: Protection 2; 2ep
Cell Phone, Standard: Feature 1, Diminutive; 1ep
Holy Water Vial: Feature 1; 1ep
Holy Symbol: Feature 1; 1ep
Light Pistol: Ballistic Ranged Damage 3; 75ft range, Small; 6ep
Knife: Piercing Strength-Based Damage 1, Critical 19-20, Small; 3ep
Arsenal: (6ep)
Chakram: Slashing Strength-Based Ranged Damage 2; 50ft range, Small; 4ep
Longsword: Slashing Strength-Based Damage 3, Critical 19-20; Medium; 1ep
Throwing Knives: Piercing Ranged Damage 1, Extra: Multiattack; 25ft range, Small; 1ep

OFFENSE:
Initiative +8
Close Attack +13 [Unarmed +2; Spear of Destiny +7/+9, Critical 18-20; Sword +5, Critical 18-20; Knife +3, Critical 19-20]
Ranged Attack +10 [Pistol +3]
Throwing +13 [Chakram +4; Throwing Blades +1, Multiattack]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7, Fortitude +8, Will +12

COMPLICATIONS:
Enemy: Several, mainly a clandestine organization that believes they have found the Anti-Christ and the Neo-Nazi group that wants the Spear of Destiny
Power Loss: If she loses her faith or commits a mortal sin, she can lose the ability to use the full power of the Spear of Destiny
Responsibility: To protect the world from supernatural evil
Rivalry: The Catholic Church, who she feels used her in her predecessors

Abilities 60 + Skills 35 (70 ranks) + Advantages 29 + Powers 38 + Defenses 25 = 187 / 187

Comments: The Magdalena rocks. As I’ve said before I am a big fan of Witchblade and Darkness. And as fans of the series know, a major recurring character is The Magdalena. She is a direct descendent of Mary Magdalene and Jesus of Nazareth, and as such, she is charged by the church to be a holy warrior, striking down that which they deem a threat to the church (or more to the point, the power of certain people within the church), such as The Darkness. She's recently left the church to continue the good fight on her own, but in her new solo series, she is working with them again to try and stop the son of Satan.

She is a formidable warrior and can hang with Sara (Witchblade), Jackie (The Darkness) and Dani (The Angelus) for a while, but once they start using their superhuman abilities, she is usually in trouble. But her Holy See, which shows the recipients past sins to them, works similar to Ghost Rider’s Penance Stare, so she can lay out opponents that way, the Spear of Destiny can do some wicked things, too, in the right situation. She’s really about PL10-ish most of the time, but she can use the Spear of Destiny to hit PL12 levels. That seemed about right to me, since most of the time she looks great, but well below The Darkness, Witchblade and Angelus, but when she needs to, it seems the Man Upstairs will give her what she needs to take them down.
Last edited by Thorpacolypse on Wed Jun 13, 2012 8:32 pm, edited 5 times in total.
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#90

Postby Thorpacolypse » Thu Nov 11, 2010 9:02 pm

LADIES' NIGHT shifts its focus to some new items from our Gotham Location PC Line. And we think this item is purrrrrrrrrrrrrrrfect...

Image
Here, kitty, kitty, kitty...

CATWOMAN
PL: 9 (178 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 7, DEXTERITY 6, FIGHTING 9, INTELLECT 2, AWARENESS 4, PRESENCE 4

SKILLS: Acrobatics 9 (+16) [Agile Feint], Athletics 9 (+11), Close Combat [Whip] 2 (+15), Deception 8 (+12/+14) [Attractive], Expertise [Burglary] 11 (+13), Expertise [Streetwise] 7 (+9), Insight 7 (+11), Intimidation 3 (+7), Investigation 9 (+11) [Contacts, Well-Informed], Perception 4 (+8), Persuasion 8 (+12/+14) [Attractive, Connected], Sleight of Hand 9 (+15) [Skill Mastery], Stealth 8 (+15) [Hide in Plain Sight, Skill Mastery], Technology 7 (+9), Vehicles 3 (+9)

ADVANTAGES: Agile Feint, Animal Empathy, Attractive (1), Clean* (1), Close Attack (4), Connected, Contacts, Defensive Attack, Defensive Roll (1), Equipment (4), Evasion (1), Grabbing Finesse, Hide in Plain Sight, Improved Initiative (1), Languages (1) (French, 1 other, Base: English), Luck (1), Move-by Action, Power Attack, Ranged Attack (3), Redirect, Skill Mastery (2) (Sleight of Hand, Stealth), Takedown (1), Well-Informed

POWERS:
Affinity for Cats: Feature 1 (Cats accept Selina as one of their own); 1 pt

EQUIPMENT:
(20ep)
Costume: Protection 1 (Extra: Subtle); 2ep
Lockpick Kit: Feature 1, Tiny; 1ep
Arsenal: (8ep)
Whip: Bludgeoning Strength-Based Damage 1, Reach 2 (15 ft), Fast Grab, Improved Trip, Improved Grab, Small; 6ep
Taser: Electrical Damage 4, Extra: Reach 2 (15 ft); 1ep
Handclaws: Piercing/Slashing Strength-Based Damage 2, +3 Climb checks; 1ep
Vehicle: (10ep)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8; 10ep

OFFENSE:
Initiative +11
Close Attack +13 [Unarmed +2; Claws +4, Critical 19-20]
Whip +15 [Whip +3]
Ranged Attack +9

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +5, Fortitude +7, Will +9

COMPLICATIONS:
Conflicted: Selina is often torn between her thrill seeking, rule breaking urges and her desire to make a difference
Enemy: Black Mask
Obsession: Selina has a difficult time resisting a thrilling challenge, especially if it involves cats or pretty, shiny baubles
Relationships: She has strong feelings for Batman (but it's complicated), Holly Robinson, Catgirl, her daughter that she gave up for adoption

Abilities 74 + Skills 52 (104 ranks) + Advantages 32 + Powers 1 + Defenses 19 = 178 / 178

Comments: My take on Selina at PL9. And talk about a character that has aged well. She was pretty lame at first, but the DC writers obviously have a love for her because she has become a great character over the years, shifting from a gimmick villain to an anti-hero to a lover of Batman and back and forth.

As a build, she's a definite street level build. She's only about a PL9 with her whip on offense, but hits her caps defensively, making hard for the Gotham types to hit, but she'll have to get creative to take down any big hitters.
Last edited by Thorpacolypse on Fri Nov 11, 2011 11:07 pm, edited 1 time in total.
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#91

Postby Thorpacolypse » Thu Nov 11, 2010 9:28 pm

This Gotham themed version of LADIES' NIGHT keeps right on rolling with this new item for Aisle 1A!

Image
I'm new to the game but I'm good. - Batwoman

BATWOMAN (KATE KANE)
PL: 9 (196 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 5, DEXTERITY 5, FIGHTING 10, INTELLECT 3, AWARENESS 4, PRESENCE 3

SKILLS: Acrobatics 9 (+14), Athletics 9 (+11), Close Combat [Unarmed] 1 (+15), Deception 8 (+11/+13) [Attractive], Expertise [Military] 7 (+10), Expertise [Streetwise] 6 (+9), Insight 9 (+13) [Assessment], Intimidation 7 (+10), Investigation 10 (+13) [Well-Informed], Perception 10 (+13), Persuasion 8 (+11/+13) [Attractive], Ranged Combat [Throwing] 5 (+14), Sleight of Hand 3 (+8), Stealth 10 (+15) [Hide in Plain Sight], Technology 6 (+9), Treatment 5 (+8), Vehicles 6 (+11)

ADVANTAGES: Assessment, Attractive (1), Benefit (4) (Wealth 4 [Multimillionaire]), Close Attack (4), Defensive Attack, Defensive Roll (2), Equipment (12), Evasion (1), Grabbing Finesse, Hide in Plain Sight, Improved Critical (1) (Unarmed), Improved Disarm, Improved Initiative (1), Improvised Tools, Martial Strike (1), Move-by Action, Power Attack, Quick Draw, Ranged Attack (4), Redirect, Takedown (1), Tracking, Uncanny Dodge, Well-Informed

POWERS:
NONE

EQUIPMENT:
(60ep)
Costume: Protection 1, Immunity 2 (Critical Hits, Flaw: Limited [Ballistics only]); 2ep
Cowl: Senses 1 (Low Light Vision); 1ep
Gauntlets: Enhanced Skill 2 (Athletics 4 ranks, Flaw: Limited to Climbing checks); 1ep
Utility Belt: (30ep)
Bat Flash Bang Grenade: Ranged Burst Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware; resisted by Dodge], Extra: Ranged Area Burst [30 ft radius], Extra Condition); 20ep
Batarang: Bludgeoning Strength-Based Ranged Damage 2; 50ft range, Medium; 1ep
Bat-tons: Bludgeoning Strength-based Damage 2 (Extra: Split); 1ep
Bat Tear Gas Grenades: Ranged Cloud Area Affliction 5 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually Disabled, 3rd: Incapacitated, Extra: Area Cloud [15 ft], Extra Condition); 1ep
Exploding Batarangs: Ballistic Damage 5, Extra: Ranged Area Burst [30 ft radius]; 1ep
Smoke Grenade: Cloud Area Concealment 4 (Visual, Extra: Area Cloud [15 ft radius]); 1ep
Grapple Gun: Move Object 2, AE: Movement 1 (Swinging); 1ep
Mini-Tracer: Senses 1 (Tracking, 2 Mile range); 1ep
Rebreather: Immunity 2 (Flaw: Limited -20 Rounds of Oxygen); 1ep
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1ep
Flashlight: Feature 1 (Illumination); 1ep
Vehicle: (11ep)
Motorcycle: Size - M, Strength - 1, Speed - 6, Def - 10, Tough - 8, Features (Navigation System); 11ep
Headquarters: (15ep)
Batwoman Bunker: Size - Medium, Tough - 10, Features (Communications, Computer, Concealed, Defense System, Garage, Gym, Infirmary, Library, Living Space, Power System, Sealed, Workshop); 15ep

OFFENSE:
Initiative +9
Close Attack +14 [Bat-Tons +4]
Unarmed +15 [Unarmed +3, Critical 19-20]
Ranged Attack +9
Batarangs +14 [Batarangs +4; Exploding Batarangs +5, Area Burst; Tear Gas Affliction +5, Area Cloud; Flash Bang Affliction +5, Area Burst]

DEFENSES:
Dodge +12 [DC22] Parry +12 [DC22]
Toughness +6, Fortitude +8, Will +10

COMPLICATIONS:
Enemy: Alice Liddell, Typhoid Mary, The Religion of Crime
Fame: Batwoman sometimes has traumatic flashbacks of tragic events of her past, such as the kidnapping and murder of her mother and sister
Prejudice: As an openly gay woman, she sometimes encounters prejudice
Relationships: Her father Jacob, her cousin Bette “Flamebird” Kane, her stepmother Catherine, and her former lover and friend Renee Montoya, aka the Question
Secret: Kate Kane, wealthy heiress and socialite

Abilities 70 + Skills 59 (118 ranks) + Advantages 47 + Powers 0 + Defenses 20 = 196 / 196

Comments: I’m starting to dig Kate Kane. I thought the introduction of a Batwoman was a bit much but she's been pretty good even if the lesbian angle has irked some people. I didn't see her as a PL10 since she is such a new character, so I took her down to PL9 and customized her for The Thorpacoverse.

Clean Up 3/14/13: Makes some changes to Kate to get her more where I wanted her.
Last edited by Thorpacolypse on Thu Mar 14, 2013 6:11 pm, edited 3 times in total.
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Re: J-Mart 3E: LADIES' NIGHT! Magdalena, Catwoman, Batwoman

Postby peteyrock » Thu Nov 11, 2010 10:07 pm

I'm digging Ladies Night! Thanks!

I guess it works just as well here as it does in the bars, as it tends to attract a crapload of sweaty dudes.
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