J-Mart II - Razor-Fist, The Chechen, Jace Beleren, Terrax the Tamer

Where in all of your character write ups will go.
Jabroniville
Posts: 10481
Joined: Fri Nov 04, 2016 8:05 pm

Re: J-Mart II - Married on a grey and grisly Wednesday...Solomon Grundy

Post by Jabroniville » Sun Jan 06, 2019 11:18 am

Thorpocalypse wrote:
Fri Jan 04, 2019 5:16 am
squirrelly-sama wrote:
Thu Jan 03, 2019 4:02 am
Ah Solomon Grundy, I used to think he was a loser villain. Then came the infamous episode of JLU where he teamed up with Hawk Girl and died. Had me crying bitch tears I tell you what.
I didn't cry but I was definitely choked up. It was an awesome episode.

I do so love how the voice actor for Doctor Fate says Grundy. It sounds like "Grondy". 8-)
LOL- I always noticed that, too. It always bugged me :).

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

Archetypes - Cops

Post by Thorpocalypse » Mon Jan 07, 2019 3:06 am

Since I lowered the PL here, I needed to adjust my different archetypes/minions. Starting out with the boys (and girls) in blue.

--

Image

COP (BEAT COP)
PL3

OPL: 3; SPL -; DPL: 3; FWPL: 2; HP: 0

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

SKILLS: Athletics (+1), Expertise [Cop] 4 (+4), Expertise [Streetwise] 3 (+3), Insight 1 (+2), Investigation 2 (+2), Perception 2 (+3), Persuasion 2 (+2), Ranged Combat [Guns] 1 (+2), Vehicles 2 (+2)

ADVANTAGES: Equipment (5)

POWERS:
NONE

EQUIPMENT:
(25 pts)
Undercover Shirt: Protection 2, Limited to Ballistic Damage, Subtle; 2 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Tonfa, Small: Bludgeoning Strength-Based Damage 1, Defensive; 2 pts
Light Pistol: Ranged Ballistic Damage 3; 6 pts
Flashlight: Feature 1 (Illumination); 1 pt
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Vehicle: (11 pts)
Full-Size Car: Size - L, Strength - 6, Speed - 5, Def - 8, Tough - 9; 11 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +1; Billy Club +2]
Ranged Attack +1
Guns +2 [Light Pistol +3]

DEFENSES:
Dodge +2 [DC12] Parry +2 (+3 with Billy Club) [DC12/13]
Toughness +1 (+3 against Ballistics), Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To serve and protect

Abilities 12 + Skills 8 (16 ranks) + Advantages 5 + Powers 0 + Defenses 3 = 28 / 28

Build Comments: WORK IN PROGRESS

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COP (CSI)
PL2


OPL: 2; SPL: -; DPL: 2; FWPL: 2; HP: 0

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

SKILLS: Expertise [Forensics] 5 (+7), Expertise [Law Enforcement] 1 (+3), Insight 3 (+5), Investigation 5 (+7), Perception 5 (+7), Technology 2 (+4), Treatment 1 (+3)

ADVANTAGES: Equipment (1)

POWERS:
NONE

EQUIPMENT:
(5 pts)
Evidence Kit: Feature 2 (Tools, Analyze Evidence, Investigation); 2 pts
Smart Phone: Feature 4 (Cellular Communication, Photography, PDA [Technology checks involving computers, limited], Digital Video Recording); 3 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +0]
Ranged Attack +1

DEFENSES:
Dodge +2 [DC12] Parry +2 [DC12]
Toughness +0 (+0 without Defensive Roll), Fortitude +2, Will +2

COMPLICATIONS:
Responsibility: To support the police force and figure out "who are you?"

Abilities 14 + Skills 11 (22 ranks) + Advantages 1 + Powers 0 + Defenses 4 = 30 / 30

-----------------------------------------------------------------------------------------------------------------------

COP (DETECTIVE)
PL3


OPL: 3; SPL: -; DPL: 3; FWPL: 2; HP: 0

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

SKILLS: Athletics (+1), Deception 3 (+4), Expertise [Cop] 4 (+5), Expertise [Criminology] 4 (+5), Insight 1 (+3), Intimidation 4 (+5), Investigation 4 (+5), Perception 3 (+5), Persuasion 4 (+5), Ranged Combat [Guns] 1 (+2), Vehicles 2 (+3)

ADVANTAGES: Equipment (4)

POWERS:
NONE

EQUIPMENT:
(20 pts)
Light Undercover Vest: Protection 1, Limited to Ballistic Damage, Subtle; 1 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 6 pts
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Vehicle: (11 pts)
Full-Size Car: Size - L, Strength - 6, Speed - 5, Def - 8, Tough - 9; 11 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +1]
Ranged Attack +1
Guns +2 [Light Pistol +3]

DEFENSES:
Dodge +3 [DC13] Parry +3 [DC13]
Toughness +1 (+2 against Ballistics), Fortitude +2, Will +2

COMPLICATIONS:
Responsibility: To serve and protect.

Abilities 18 + Skills 15 (30 ranks) + Advantages 4 + Powers 0 + Defenses 5 = 42 / 42

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COP (STREET COP)
PL4


OPL: 3; SPL: -; DPL: 4; FWPL: 3; HP: 0

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

SKILLS: Athletics 3 (+4), Deception 4 (+5), Expertise [Cop] 4 (+5), Expertise [Streetwise] 5 (+6), Insight 2 (+3), Intimidation 3 (+4), Investigation 3 (+4), Perception 2 (+3), Persuasion 3 (+4), Ranged Combat [Guns] 1 (+3), Stealth 3 (+4), Vehicles 1 (+3)

ADVANTAGES: Equipment (5)

POWERS:
NONE

EQUIPMENT:
(25 pts)
Undercover Shirt: Protection 2, Limited to Ballistic Damage, Subtle; 2 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 6 pts
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Vehicle: (11 pts)
Full-Size Car: Size - L, Strength - 6, Speed - 5, Def - 8, Tough - 9; 11 pts

OFFENSE:
Initiative +0
Close Attack +3 [Unarmed +1]
Ranged Attack +2
Guns +3 [Light Pistol +3]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +1 (+3 against Ballistics), Fortitude +3, Will +2

COMPLICATIONS:
Responsibility: To serve and protect.

Abilities 22 + Skills 17 (34 ranks) + Advantages 5 + Powers 0 + Defenses 7 = 51 / 51

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COP (RIOT SQUAD)
PL5


OPL: 4; SPL: -; DPL: 5; FWPL: 2; HP: 0

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

SKILLS: Athletics 1 (+2), Expertise [Cop] 5 (+5), Expertise [Streetwise] 2 (+2), Insight 1 (+2), Intimidation 3 (+3), Investigation 1 (+1), Perception 3 (+4), Persuasion 3 (+3), Ranged Combat [Guns] 2 (+3), Vehicles 3 (+4)

ADVANTAGES: Close Attack (1), Equipment (8)

POWERS:
NONE

EQUIPMENT:
(40 pts)
Tactical Body Armor: Protection 3; 3 pts
Large Shield: +3 to Active Defenses; 6 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Tonfa, Small: Bludgeoning Strength-Based Damage 1, Defensive; 2 pts
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Arsenal: (16 pts)
Tear Gas Grenades: Ranged Cloud Area Affliction 4 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Flaw: Diminished Range [10/25/50]); 15 pts
Shock Baton: Cumulative Affliction 4 (Resisted/Overcome by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Vehicle: (8 pts)
Police Van: Size - H, Strength - 9, Speed - 5, Def - 6, Tough - 10; 8 pts

OFFENSE:
Initiative +0
Close Attack +3 [Unarmed +1; Billy Club +2; Shock Baton Affliction +4]
Ranged Attack +1
Guns +3
Special Attack [Tear Gas Affliction +4, Burst Area]

DEFENSES:
Dodge +2 (+5 with Shield) [DC13/16] +2 (+5 with Shield) [DC13/16]
Toughness +5, Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To serve and protect.

Abilities 14 + Skills 12 (24 ranks) + Advantages 9 + Powers 0 + Defenses 2 = 37 / 37

-------------------------------------------------------------------------------------------------------------------- 

COP (SWAT)
PL5


OPL: 5; SPL: -; DPL: 5; FWPL: 3; HP: 0

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

SKILLS: Athletics 3 (+5), Deception (+1), Expertise [Cop] 4 (+5), Expertise [Streetwise] 3 (+4), Expertise [Tactics] 4 (+5), Insight 2 (+4), Intimidation 3 (+4), Investigation 2 (+3), Perception 3 (+5), Persuasion 2 (+3), Ranged Combat [Guns] 2 (+4), Stealth 4 (+5), Vehicles 2 (+4)

ADVANTAGES: Equipment (8), Teamwork

POWERS:
NONE

EQUIPMENT:
(40 pts)
Tactical Vest: Protection 3, Limited to Ballistic Damage, Subtle; 3 pts
Police Radio: Feature 1 (Communication Link [Radio, Dispatch]); 1 pt
Tonfa, Small: Bludgeoning Strength-Based Damage 1, Defensive; 2 pts
Light Pistol: Ranged Ballistic Damage 3; 6 pts
Flashlight: Feature 1 (Illumination); 1 pt
Handcuffs: Feature 1 (Toughness 9, DC20 Sleight of Hand/Technology); 1 pt
Arsenal: (17 pts)
Tear Gas Grenades: Ranged Cloud Area Affliction 4 (Resisted by Dodge, Overcome by Fortitude; 1st: Dazed and Visually Impaired, 2nd: Stunned and Visually disabled, 3rd: Incapacitated, Extra: Cloud Area [15 ft radius], Extra Condition, Flaw: Diminished Range [10/25/50]); 15 pts
Flash Bang Grenade: Ranged Burst Area Affliction 4 (Resisted by Dodge, Overcome by Fortitude; 1st: Visually and Auditory Impaired, 2nd: Visually and Auditory Disabled, 3rd: Visual and Auditory Unaware, Extra: Burst Area [30 ft radius], Extra Condition, Flaw: Dimished Range [10/25/50]); 1 pt
Assault Rifle: Ranged Multiattack Ballistic Damage 5; 1 pt
Vehicle: (8 pts)
Police Van: Size - H, Strength - 9, Speed - 5, Def - 6, Tough - 10; 8 pts

OFFENSE:
Initiative +0
Close Attack +4 [Unarmed +2; Billy Club +3]
Ranged Attack +2
Guns +4 [Light Pistol +3; Assault Rifle +5, Multiattack]
Special Attack [Tear Gas Affliction +4, Burst Area; Flash Bang Affliction +4, Burst Area]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +2 (+5 against Ballistics), Fortitude +3, Will +2

COMPLICATIONS:
Responsibility: To serve and protect.

Abilities 30 + Skills 17 (34 ranks) + Advantages 9 + Powers 0 + Defenses 4 = 60 / 60
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

Archetypes - Soldiers

Post by Thorpocalypse » Mon Jan 07, 2019 3:22 am

Image

SOLDIERS (STANDARD)
PL5


OPL: 5; SPL: -; DPL: 4; FWPL: 2; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 1, DEXTERITY 1, FIGHTING 3, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 3 (+5), Deception (+0), Expertise [Soldier] 4 (+4), Expertise [Tactics] 3 (+3), Insight 2 (+3), Intimidation (+0), Perception 2 (+3), Persuasion (+0), Ranged Combat [Guns] 2 (+3), Stealth 2 (+3)

ADVANTAGES: Equipment (5)

POWERS:
NONE

EQUIPMENT:
(25 pts)
Tactical Vest: Protection 2, Limited to Ballistic Damage, Subtle; 2 pts
Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt
Binoculars: +5 Perception [Visual at Distance]; 1 pt
Walkie Talkie: Senses 1 (Communication Link [Radio, Base]); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (17 pts)
Assault Rifle: Ranged Multiattack Ballistic Damage 5; 15 pts
Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 1 pt

OFFENSE:
Initiative +1
Close Attack +3 [Unarmed +2; Knife +3, Critical 19-20]
Ranged Attack +1
Guns +3 [Light Pistol +3; Assault Rifle +5, Multiattack]
Special Attack [Grenades +5, Burst Area]

DEFENSES:
Dodge +3 [DC13] Parry +3 [DC13]
Toughness +2 (+4 against ballistics), Fortitude +2, Will +1

COMPLICATIONS:
Patriotism: Soldiers are loyal to their country.
Responsibility: To their corps, their squad and their country.

Abilities 20 + Skills 9 (18 ranks) + Advantages 5 + Powers 0 + Defenses 2 = 36 / 36

Build Comments: Standard soldiers for the Earth T1 setting.

--------------------------------------------------------------------------------------------------------------------

SOLDIERS (SPECIAL OPS)
PL5


OPL: 5; SPL: -; DPL: 5; FWPL: 3; HP: 0

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 2, FIGHTING 5, INTELLECT 1, AWARENESS 2, PRESENCE 0

SKILLS: Athletics 4 (+6), Expertise [Soldier] 5 (+6), Expertise [Tactics] 5 (+6), Insight 1 (+3), Intimidation 4 (+4), Investigation 2 (+3), Perception 3 (+5), Persuasion (+0), Ranged Combat [Guns] 3 (+5), Stealth 3 (+5)

ADVANTAGES: Equipment (6), Teamwork

POWERS:
NONE

EQUIPMENT:
(30 pts)
Tactical Armor: Protection 2; 2 pts
Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt
Binoculars: +5 Perception [Visual at Distance]; 1 pt
Walkie Talkie: Senses 1 (Communication Link [Radio, Base]); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Night Vision Goggles: Senses 1 (Darkvision, -2 Perception); 1 pt
Multi-Tool: Feature 1 (-2 Skill Checks Requiring Tools); 1 pt
Parachute: Movement 1 (Safe Fall); 2 pts
Arsenal: (17 pts)
Assault Rifle: Ranged Multiattack Ballistic Damage 5; 15 pts
Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 1 pt

OFFENSE:
Initiative +2
Close Attack +5 [Unarmed +2; Knife +3, Critical 19-20]
Ranged Attack +2
Guns +5 [Light Pistol +3; Assault Rifle +5, Multiattack]
Special Attack [Grenades +5, Burst Area]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +5 (+5 without Defensive Roll), Fortitude +3, Will +2

COMPLICATIONS:
Patriotism: Soldiers are loyal to their country.
Responsibility: To their corps, their squad and their country.

Abilities 34 + Skills 15 (30 ranks) + Advantages 7 + Powers 0 + Defenses 3 = 59 / 59

-------------------------------------------------------------------------------------------------------------------- 

SOLDIERS (SNIPER)
PL6


OPL: 6; SPL: -; DPL: 6; FWPL: 2; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 1, DEXTERITY 3, FIGHTING 4, INTELLECT 1, AWARENESS 1, PRESENCE 0

SKILLS: Athletics 3 (+5), Deception (+0), Expertise [Soldier] 4 (+5), Expertise [Tactics] 6 (+7), Insight (+1), Intimidation (+0), Perception 5 (+6), Persuasion (+0), Ranged Combat [Guns] 3 (+6), Stealth 5 (+6)

ADVANTAGES: Equipment (6), Improved Aim, Improved Initiative (1)

POWERS:
NONE

EQUIPMENT:
(30 pts)
Tactical Vest: Protection 3, Limited to Ballistic Damage, Subtle; 3 pts
Camo Clothing: Feature 1 (+5 Stealth in Chosen Environment); 1 pt
Binoculars: +5 Perception [Visual at Distance]; 1 pt
Walkie Talkie: Senses 1 (Communication Link [Radio, Base]); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Night Vision Goggles: Senses 1 (Darkvision, -2 Perception); 1 pt
Arsenal: (17 pts)
Fragmentation Grenades: Ranged Burst Area Ballistic Damage 5, Extra: Burst Area (30 ft radius); 15 pts
Sniper Rifle: Ranged Ballistic Damage 5, Dangerous, Extended Range (50/100/250); 1 pt
Light Pistol: Ranged Ballistic Damage 3; 1 pt

OFFENSE:
Initiative +5
Close Attack +4 [Unarmed +2; Knife +3, Critical 19-20]
Ranged Attack +2
Guns +6 [Light Pistol +3; Sniper Rifle +5, Critical 19-20]
Special Attack [Grenades +5, Burst Area]

DEFENSES:
Dodge +6 [DC16] Parry +4 [DC14]
Toughness +2 (+5 against Ballistics), Fortitude +2, Will +2

COMPLICATIONS:
Patriotism: Soldiers are loyal to their country.
Responsibility: To their corps, their squad and their country.

Abilities 28 + Skills 13 (26 ranks) + Advantages 8 + Powers 0 + Defenses 6 = 55 / 55
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

Archetypes - Thugs

Post by Thorpocalypse » Mon Jan 07, 2019 3:36 am

Image
Bro...Really, bro...?

THUG (STANDARD)
PL3


OPL: 3; SPL: -; DPL: 3; FWPL: 2; HP: 0

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

SKILLS: Athletics 1 (+2), Deception 2 (+2), Expertise [Streetwise] 3 (+3), Intimidation 3 (+3), Perception 1 (+1), Ranged Combat [Guns] 2 (+2)

ADVANTAGES: Equipment (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Leather Jacket: Protection 1; 1 pts
Cell Phone, Standard: Feature 1 (Cellular Communication); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (6 pts)
Light Pistol: Ranged Ballistic Damage 3; 6 pts
OR
Chain: Bludgeoning Strength-Based Damage 2, Grabbing, Reach [5 ft.], Tripping; 5 pts
Brass Knuckles: Bludgeoning Strength-Based Damage 1; 1 pt
OR
Pipe/Bat: Bludgeoning Strength-Based Damage 2; 3 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +1; Knife +2, Critical 19-20; Chain +3 OR Brass Knuckles +2 OR Pipe/Bat +3]
Ranged Attack +0
Guns +2 [OR Light Pistol +3]

DEFENSES:
Dodge +2 [DC12] Parry +3 [DC13]
Toughness +2 (+1 without Defensive Roll), Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To their crew.

Abilities 8 + Skills 6 (12 ranks) + Advantages 2 + Powers 0 + Defenses 5 = 21 / 21

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THUG (STREET INFORMANT)
PL3


OPL: 3; SPL: -; DPL: 3; FWPL: 2; HP: 0

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

SKILLS: Athletics 1 (+2), Deception 5 (+5), Expertise [Streetwise] 5 (+6), Insight 2 (+2), Investigation 5 (+6) [Contacts], Perception 3 (+3), Ranged Combat [Guns] 1 (+2)

ADVANTAGES: Contacts, Equipment (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Leather Jacket: Protection 1; 1 pts
Cell Phone, Standard: Feature 1 (Cellular Communication); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Light Pistol: Ranged Ballistic Damage 3; 6 pts

OFFENSE:
Initiative +0
Close Attack +2 [Unarmed +1; Knife +2, Critical 19-20]
Ranged Attack +1
Guns +2 [Light Pistol +3]

DEFENSES:
Dodge +3 [DC13] Parry +2 [DC12]
Toughness +2, Fortitude +1, Will +1

COMPLICATIONS:
Responsibility: To himself and da streets.

Abilities 12 + Skills 11 (22 ranks) + Advantages 3 + Powers 0 + Defenses 4 = 30 / 30

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THUG (BIG HITTER)
PL4


OPL: 4; SPL: -; DPL: 4; FWPL: 2; HP: 0

ABILITIES: STRENGTH 3, STAMINA 3, AGILITY 0, DEXTERITY 1, FIGHTING 4, INTELLECT 0, AWARENESS 0, PRESENCE 0

SKILLS: Athletics 1 (+4), Deception 1 (+1), Expertise [Streetwise] 4 (+4), Intimidation 5 (+5), Insight (+0), Perception 2 (+2), Persuasion (+0), Ranged Combat [Guns] 2 (+3)

ADVANTAGES: Equipment (2)

POWERS:
NONE

EQUIPMENT:
(15 pts)
Leather Jacket: Protection 1; 1 pts
Cell Phone, Standard: Feature 1 (Cellular Communication); 1 pt
Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
Arsenal: (9 pts)
Heavy Pistol: Ranged Ballistic Damage 4; 8 pts
Chain: Bludgeoning Strength-Based Damage 1, Grabbing, Reach [5 ft.], Tripping; 4 pts
OR
Brass Knuckles: Bludgeoning Strength-Based Damage 1; 1 pt
OR
Pipe/Bat: Bludgeoning Strength-Based Damage 1; 1 pt

OFFENSE:
Initiative +0
Close Attack +4 [Unarmed +3; Knife +4, Critical 19-20; Chain +4 OR Brass Knuckles +4 OR Pipe/Bat +4]
Ranged Attack +0
Guns +3 [Heavy Pistol +4]

DEFENSES:
Dodge +3 [DC13] Parry +4 [DC14]
Toughness +4 (+4 without Defensive Roll), Fortitude +3, Will +1

COMPLICATIONS:
Responsibility: To their crew.

Abilities 22 + Skills 8 (16 ranks) + Advantages 2 + Powers 0 + Defenses 4 = 36 / 36
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

Archetypes - Ninjas

Post by Thorpocalypse » Mon Jan 07, 2019 3:41 am

Image

NINJA (STANDARD)
PL3

OPL: 3; SPL: -; DPL: 3; FWPL: 2; HP: 0

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 2, DEXTERITY 2, FIGHTING 3, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Acrobatics 3 (+5), Athletics 4 (+5), Expertise [Ninja] 4 (+4), Insight (+1), Intimidation 3 (+3), Perception 2 (+3), Ranged Combat [Throwing] 1 (+3), Stealth 4 (+6/+8)

ADVANTAGES: Equipment (2)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Ninja Garb: Feature 1 (+2 Stealth in Chosen Environment [Night]); 1 pt
Climbing Claws: Movement 1 (Wall-Crawling, Flaw: Limited to surfaces where claws can get purchase); 1 pt
Smoke Bomb: Enhanced Advantage 1 (Hide in Plain Sight); 1 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts
Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts
OR
Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts

OFFENSE:
Initiative +2
Close Attack +3 [Unarmed +1; Ninjato +3, Critical 19-20 OR Nunchakus +3]
Ranged Attack +2
Throwing +3 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +4 [DC14] Parry +4 [DC14]
Toughness +2 (+2 without Defensive Roll), Fortitude +2, Will +1

COMPLICATIONS:
Responsibility: To their clan and master.

Abilities 22 + Skills 11 (21 ranks) + Advantages 2 + Powers 0 + Defenses 3 = 38 / 38

Build Comments: Standard ninjas for the Earth T1 setting.

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NINJA (ELITE)
PL4


OPL: 4; SPL: -; DPL: 4; FWPL: 3; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 3, DEXTERITY 3, FIGHTING 4, INTELLECT 0, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 4 (+7), Athletics 4 (+6), Expertise [Ninja] 5 (+5), Insight (+1), Intimidation 4 (+4), Perception 2 (+4), Ranged Combat [Throwing] 1 (+6), Stealth 4 (+7/+9)

ADVANTAGES: Equipment (2), Improved Initiative (1), Ranged Attack (1)

POWERS:
NONE

EQUIPMENT:
(10 pts)
Ninja Garb: Feature 1 (+5 Stealth in Chosen Environment [Night]); 1 pt
Climbing Claws: Movement 1 (Wall-Crawling, Flaw: Limited to surfaces where claws can get purchase); 1 pt
Smoke Bomb: Enhanced Advantage 1(Hide in Plain Sight); 1 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts
Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts
OR
Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts

OFFENSE:
Initiative +7
Close Attack +4 [Unarmed +1; Ninjato +4, Critical 19-20 OR Nunchakus +4]
Ranged Attack +4
Throwing +5 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +2 (+2 without Defensive Roll), Fortitude +3, Will +2

COMPLICATIONS:
Responsibility: To their clan and master.

Abilities 32 + Skills 12 (24 ranks) + Advantages 4 + Powers 0 + Defenses 6 = 54 / 54
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

The Hand

Post by Thorpocalypse » Mon Jan 07, 2019 3:44 am

Image

THE HAND
PL4


OPL: 4; SPL: -; DPL: 4; FWPL: 3; HP: 0

ABILITIES: STRENGTH 2, STAMINA 2, AGILITY 3, DEXTERITY 3, FIGHTING 4, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Acrobatics 3 (+6), Athletics 2 (+5), Expertise [Ninja] 5 (+5), Insight 2 (+3), Intimidation 4 (+4), Perception 2 (+3), Sleight of Hand 2 (+5), Stealth 5 (+8)

ADVANTAGES: Defensive Roll (1), Equipment (3), Interpose, Ranged Attack (1)

POWERS:
Mystic Ninjas: Feature 1 (Bodies of the slain/incapacitated always disappear at end of scene); 1 pt

EQUIPMENT:
(15 pts)
Climbing Claws: Movement 1 (Wall-Crawling, Flaw: Limited to surfaces where claws can get purchase); 1 pt
Smoke Bomb: Enhanced Advantage 1 (Hide in Plain Sight); 1 pts
Shuriken: Ranged Multiattack Piercing Damage 1; 3 pts
Ninjato: Slashing Strength-Based Damage 2, Dangerous, Feature 1 (Multi-Purpose Tool); 4 pts
OR
Nunchakus: Bludgeoning Strength-Based Damage 2, Disarming, Impressive; 4 pts
OR
Chain: Bludgeoning Strength-Based Damage 2, Grabbing, Reach [5 ft.], Tripping; 5 pts

OFFENSE:
Initiative +3
Close Attack +4 [Unarmed +2; Ninjato +4, Critical 19-20 OR Nunchakus +4 OR Chain +4]
Ranged Attack +4 [Shuriken +1, Multiattack]

DEFENSES:
Dodge +5 [DC15] Parry +5 [DC15]
Toughness +3 (+2 without Defensive Roll), Fortitude +3, Will +2

COMPLICATIONS:
Enemy: The Chaste, Wolverine, Elektra (sometimes), Daredevil (sometimes), many others.
Responsibility: To the code of The Hand and to their leaders at the time.

Abilities 30 + Skills 13 (26 ranks) + Advantages 6 + Powers 1 + Defenses 6 = 56 / 56

Build Comments: You can’t have a ninja drop without the Hand.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

Gorilla Grodd

Post by Thorpocalypse » Mon Jan 07, 2019 3:56 am

Image
Since their earliest days...humans have been fascinated with power. It give control over life. And death. It makes sense that man would steal it repeatedly. Because it's power that defines you. It's power that rules the world. Without power, man would be nothing. And now...? It's rightful owner wants that power back. - Gorilla Grodd

GORILLA GRODD
PL10


OPL: 10; SPL: 6; DPL: 10; FWPL: 9; HP: 1
Real Name: Grodd
Age: 89
Height: 7-10
Weight: 650
Eyes: Brown
Hair: Black
Skin: Grey
Race: Gorilla Mutate
Identity: Public
Alignment: Villain
Status: Active
Occupation: Criminal
Base of Operations: Gorilla City, Africa
Team Affiliations: Secret Society

ABILITIES: STRENGTH 9, STAMINA 8, AGILITY 4, DEXTERITY 4, FIGHTING 10, INTELLECT 9, AWARENESS 7, PRESENCE 5

SKILLS: Acrobatics 5 (+9), Athletics (+9/+13), Close Combat [Unarmed] 1 (+11), Deception 6 (+11), Expertise [Gorilla City] 4 (+13), Expertise [Science] 7 (+16), Insight 6 (+13), Intimidation 4 (+9/+11), Investigation 3 (+12), Perception 4 (+11), Persuasion (+5), Ranged Combat [Firearms] 4 (+8), Stealth (+4/+0), Technology 7 (+16) [Inventor], Treatment 2 (+11), Vehicles 3 (+7)

ADVANTAGES: All-Out Attack, Chokehold, Fast Grab, Improved Hold, Inventor, Languages (2) (English, French, Swahili, 2 others, Base: Gorilla), Speed of Thought*

POWERS:
Gorilla Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Mutated Simian: Feature 1 (Longevity); 1 pt
Ape Physiology: Protection 2, Senses 4 (Low Light Vision, Scent [Extended, Acute]), Feature 1 (Prehensile Feet), Enhanced Athletics 2 (4 ranks, Flaw: Limited to climb checks); 8 pts
Mind Shield: Enhanced Will 2 (Extra: Impervious 2, Flaw: Limited [Mental Powers only], Sustained); 2 pts
Telepathy: 37 pt Array; 41 pts
Mind Control: Perception Ranged Cumulative Affliction 9 (Resisted by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Subtle); 37 pts
Telepathy: Mind Reading 10, Communication 3 (Mental, Statewide/Small Nation; Extra: Subtle); 1 pt
Group Mind Control: Burst Area Cumulative Affliction 9 (Resisted by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Burst Area x2 [60 ft radius], Flaw: Distracting); 1 pt
Pain: Perception Range Cumulative Affliction 9 (Resisted by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated); 1 pt
Telekinesis: Perception Ranged Move Object 9 (Extra: Subtle); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +10
Unarmed +11 [Unarmed +9]
Ranged Attack +4
Firearms +8
Special Attack [Mind Control Affliction +9, Perception Range; Pain Affliction +9, Perception Range; Group Mind Control Affliction +9, Burst Area; Telekinesis +9, Perception]

DEFENSES:
Dodge +9 [DC19] Parry +10 [DC20]
Toughness +10 (+10 without Defensive Roll), Fortitude +9, Will +7 (+9 against Mental Effects)

COMPLICATIONS:
Arrogance: He seems himself, and simians in general as superior to humans.
Enemy: The Flashes in general, but mainly Barry Allen and his rival for ruling Gorilla City, Nnamadi.
Naturally Poor Swimmers: Because of their density, gorillas cannot swim very well. They suffer a -5 penalty to all Swimming checks, and must spend Extra Effort to keep their heads above water.
Obsession: Ruling Gorilla City and eventually, the world.

Abilities 96 + Skills 28 (56 ranks) + Advantages 8 + Powers 61 + Defenses 10 = 203 / 203

Build Comments: On Earth-T1, Grodd is preparing for something big…

--------------------------------------------------------------------------------------------------------------------------

GORILLA SOLDIERS
PL6


OPL: 6; SPL: -; DPL: 6; FWPL: 4; HP: 0

ABILITIES: STRENGTH 6, STAMINA 5, AGILITY 3, DEXTERITY 2, FIGHTING 5, INTELLECT 0, AWARENESS 1, PRESENCE 0

SKILLS: Acrobatics 3 (+6), Athletics (+6/+10), Close Combat [Unarmed] 1 (+6), Deception (+0), Expertise [Gorilla City] 5 (+5), Expertise [Military] 5 (+5), Insight (+1), Intimidation 4 (+4/+6), Perception (+1), Persuasion (+1), Ranged Combat [Firearms] 2 (+4), Stealth 2 (+5/+1)

ADVANTAGES: Equipment (5)

POWERS:
Large Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass, Reach [5 ft]; Extra: Innate, Permanent); 9 pts
Ape Physiology: Senses 4 (Low Light Vision, Scent [Extended, Acute]), Feature 1 (Prehensile Feet); 5 pts

EQUIPMENT:
(20 pts)
Body Armor: Protection 1; 1 pts
Commlink: Feature 1 (Communication Link); 1 pt
Arsenal: (14 pts)
Blaster Rifle: Energy Ranged Damage 6, Extended Range (50/100/250); 13 pts
Knife: Piercing Strength-Based Damage 1, Dangerous; 1 pt

OFFENSE:
Initiative +3
Close Attack +5 [Knives +7, Critical 19-20]
Unarmed +6 [Unarmed +6]
Ranged Attack +2
Firearms +4 [Blaster Rifle +6]

DEFENSES:
Dodge +4 [DC14] Parry +5 [DC15]
Toughness +6 (+2 without Defensive Roll), Fortitude +5, Will +2

COMPLICATIONS:
Naturally Poor Swimmers: Because of their density, gorillas cannot swim very well. They suffer a -5 penalty to all Swimming checks, and must spend Extra Effort to keep their heads above water.
Responsibility: To Gorilla Grodd.

Abilities 28 + Skills 11 (22 ranks) + Advantages 4 + Powers 15 + Defenses 6 = 64 / 64

Build Comments: He'll probably need some of his Gorilla City brethren to help him pull it off.

------------------------------------------------------------------------------------------------------------------------ 

GORILLA ROBOT (GIANT)
PL7


OPL: 7; SPL: -; DPL: 7; FWPL: -; HP: 0

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

SKILLS: Acrobatics 5 (+6), Athletics (+10/+14), Insight (+0), Perception (+0), Ranged Combat [Blast] 3 (+3), Stealth (+1/-7)

ADVANTAGES: NONE

POWERS:
Giant Robot Gorilla: Growth 8 (+8 Str, +8 Protection, -4 Dodge/Parry, -8 Stealth, +4 Intimidation, Speed +1, +8 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 17 pts
Robot Gorilla Physiology: Immunity 30 (Fortitude Effects), Protection 5, Impervious Toughness 11, Leaping 1 (15 ft), Enhanced Athletics 2 (4 ranks, Flaw: Limited to climb checks); 48 pts
Projected Display: Feature 1 (You can create small, simple, and fairly obvious visual images suitable for displaying information, the equivalent of showing 3-D pictures);1 pt
Grodd Link: Sense 1 (Communication Link [Radio, Gorilla Grodd]); 1 pt
Eye Blasters: Ranged Energy Damage 9; 18 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +4 [Unarmed +10]
Ranged Attack +0
Blast +3 [Eye Blasters +9]

DEFENSES:
Dodge +0 [DC10] Parry +2 [DC12]
Toughness +12 (+12 without Defensive Roll, +6 Impervious), Fortitude Immune, Will Immune

COMPLICATIONS:
NONE

Abilities -16 + Skills 4 (8 ranks) + Advantages 0 + Powers 85 + Defenses 5 = 78 / 78

Build Comments: ...and he might need some big ass gorilla robots to tear some sh*t up, too.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

Spider-Man (Peter Parker)

Post by Thorpocalypse » Mon Jan 07, 2019 4:55 am

Image
We're not just our failures. As much as they hurt, we learn from them. Then we go out there and do our best to make up for them-- Even though we never will. We save people. We save as many as we can to make up for the ones we couldn't. That's all we do. - Spider-Man

SPIDER-MAN (PETER PARKER)
PL10


OPL: 10; SPL: 9; DPL: 10; FWPL: 8; HP: 1
Real Name: Peter Parker
Age: 32
Height: 5-10
Weight: 175
Eyes: Hazel
Hair: Brown
Skin: Fair
Race: Human Mutate
Identity: Secret
Alignment: Hero
Status: Active
Occupation: Physicist; Adventurer
Base of Operations: New York City, NY, USA
Team Affiliations: Avengers; Justice League; Outsiders; JLAXI

ABILITIES: STRENGTH 8, STAMINA 6, AGILITY 8 [10], DEXTERITY 5, FIGHTING 8, INTELLECT 6, AWARENESS 4, PRESENCE 5

SKILLS: Acrobatics 1 (+11/+13/+19) [Accelerated Acrobatics], Athletics (+8/+12) [Accelerated Climb, Fighting Climb], Close Combat [Unarmed] 2 (+10/+12), Deception 2 (+7/+15) [Taunt], Expertise [Photography] 1 (+7), Expertise [Science] 9 (+15), Insight 3 (+7), Intimidation (+5), Investigation 1 (+7), Perception 3 (+7/+15), Persuasion 4 (+9), Ranged Combat [Web Shooters] 6 (+13), Stealth (+10/+12), Technology 8 (+14)

ADVANTAGES: Accelerated Climb*, Accurate Attack, Deep Ties (1) (Responsibility), Defensive Attack, Defensive Strike (1)*, Equipment (1), Evasion (2), Extraordinary Effort, Fighting Climb*, Improved Defense, Inventor, Move-by Action, Power Attack (1) (Unarmed), Ranged Attack (2), Redirect, Takedown (1), Taunt, Uncanny Dodge

POWERS:
Quip Machine: Enhanced Skills 4 (Deception 8 ranks, Flaw: Limited to Deception checks to feint/Taunt); 2 pts
Spider-Senses: Enhanced Advantages 12 (Accurate Attack, Defensive Attack, Defensive Strike*, Evasion 2, Fighting Climb*, Improved Defense, Move-by Action, Ranged Attack 2, Redirect, Uncanny Dodge), Enhanced Skills 3 (Acrobatics 4 ranks, Close Combat [Unarmed] 2 ranks), Enhanced Skills 4 (Perception 8 ranks, Flaw: Limited to Danger Sense checks), Enhanced Agility 2, Enhanced Dodge 2, Enhanced Parry 2, Senses 6 (Danger Sense [Mental, Ranged, Extra: Extended, Counters Concealment]); 31 pts
Spider-Strength: Enhanced Strength 1 (25 Tons, Flaw: Limited to lifting), Enhanced Skills 2 (Athletics 4 ranks); 3 pts
Does Whatever a Spider Can: Enhanced Advantages 1 (Accelerated Climb*) Enhanced Skills 2 (Acrobatics 4 ranks), Leaping 2 (30 ft), Speed 1 (4 mph/60 fpr), Movement 2 (Wall-Crawling 2 [Normal speed]); 10 pts
Advanced Spider Suit: 10 pts Traits, Removable (-2 pts); 8 pts
Carbon Fiber Weave: Protection 1; 1 pt
Spider Goggles: Variable 1 (5 pts Traits, Extra: Action [Move] Flaw: Limited to Senses); 7 pts
Communication System: Senses 1 (Radio); 1 pt
Heads Up Display (HUD): Features 2 (A.I., GPS Receiver); 2 pts

Web Shooters: 38 pts Traits, Removable (-8 pts); 30 pts
Web Swinging: Movement 1 (Swinging, Extra: Linked [Flight]), Flight 4 (32 mph/500 fpr; Extra: Linked [Swinging], Flaw: Platform); 6 pts
Web Slinging Array: 28 pt Array; 32 pts
Web Slinging: Ranged Cumulative Affliction 9 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Split, Flaw: Limited to two Degrees); 28 pts
Web Throwing: Move Object 9 (Extra: Split); 1 pt
Webbing over the eyes: Ranged Cumulative Affliction 9 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Split, Flaw: Limited to one sense [Visual]); 1 pt
Web Nets: Ranged Shapeable Area Movement 1 (Safe Fall, Extra: Affects others, Shapeable Area [30 ft volume], Attack, Quirk: Requires anchor); 1 pt
Web Spinning: Create 6 (Extra: Continuous, Stationary, Tether, Flaw: Permanent, Quirk 2 [No complex objects, Stationary requires anchor]); 1 pt


EQUIPMENT:
(5 pts)
Spider-Tracer: Feature 2 (Tracking, 5 Mile range; Linked to Spider-Sense); 2 pts
Camera: Feature 1 (Photography); 1 pt
Extra Web Fluid Canisters: Feature 1 (Can eliminate Web Fluid Power Loss Complication at GM discretion); 1 pt

OFFENSE:
Initiative +10
Close Attack +8
Unarmed +10 (+12 with Spider Sense) [Unarmed +8]
Ranged Attack +7
Web Shooters +11 [Web Slinging Affliction +9; Web Spinning Create +6; Web Throwing Move Object +9; Webbing Over the Eyes Affliction +9]

DEFENSES:
Dodge +11 (+13 with Spider-Sense) [DC21/23] Parry +11 (+13 with Spider Sense) [DC21/23]
Toughness +7 (+7 without Defensive Roll), Fortitude +8, Will +8

COMPLICATIONS:
Enemy: Doctor Octopus, Green Goblin, Sandman, Mysterio, Electro, The Chameleon, The Kingpin, Mr. Negative, Rhino, Kraven the Hunter and on and on...
Guilt: He still has great guilt over the deaths of his beloved Uncle Ben and his first love, Gwen Stacy. He still tries to make up for them every day.
Power Loss: Sometimes the flu, a radiation drain or just his own mental state can cause him lose his powers. If he does, his stats change to STR 2, STA 2, AGL 2, DEX 1, and FGT 4.
Power Loss: Those web shooters seem to run out of fluid at the most inopportune times.
Prejudice: J. Jonah Jameson and those that he influences will NEVER accept Spider-Man. And thanks to JJJ, he still suffers from the "hero or menace" problem with the public.
Relationships: The list is long, but includes, Mary Jane, Aunt May, Uncle Ben's memory, Spider Girl, Spider-Man Miles Morales, Scarlet Spiders Ben Reilly and Kaine, Robbie Robertson, Betty Brandt, Carlie Cooper, Flash Thompson and sometimes Harry Osborn.
Responsibility: With great power comes great…
Secret Identity: He has his secret identity of Peter Parker which he guards fiercely thanks to his Rogues' Gallery.

Abilities 100 + Skills 19 (38 ranks) + Advantages 7 + Powers 86 + Defenses 10 = 222 / 222

Build Comments: I almost went with the Peter Parker Spidey from Spider-Verse, complete with sweatpants but I went with a more PS4 Spider-Man Pete. At PL10 he's pretty high level for this setting and should be able to handle a wide variety of challenges.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

Spider-Man (Miles Morales)

Post by Thorpocalypse » Mon Jan 07, 2019 5:09 am

Image
Okay, let's do this one last time, yeah? For real this time. This is it. My name is Miles Morales. I was bitten by a radioactive spider. And for like two days, I've been the one and only Spider-Man. I think you know the rest. And when I feel alone, like no one understands what I'm going through, I remember my friends who get it. I never thought I'd be able to do any of this stuff. But I can. Anyone can wear the mask. You can wear the mask. If you didn't know that before, I hope you do now. Cuz I'm Spider-Man. And I'm not the only one. Not by a long shot. - Spider-Man

SPIDER-MAN (MILES MORALES)
PL9


OPL: 9; SPL: 8; DPL: 9; FWPL: 7; HP: 1
Real Name: Miles Morales
Age: 16
Height: 5-8
Weight: 160
Eyes: Brown
Hair: Black
Skin: Brown
Race: Human Mutate
Identity: Secret
Alignment: Hero
Status: Active
Occupation: Student; Adventurer
Base of Operations: New York, NY, USA
Team Affiliations: The Champions; Teen Titans

ABILITIES: STRENGTH 7, STAMINA 6, AGILITY 10, DEXTERITY 4, FIGHTING 8, INTELLECT 4, AWARENESS 1, PRESENCE 1

SKILLS: Acrobatics 2 (+12/+14/+18) [Agile Feint], Athletics (+7/+11), Close Combat [Unarmed] 1 (+9/+11), Deception 7 (+8) [Taunt], Expertise [Streetwise] 1 (+5), Insight (+1), Intimidation (+1), Perception 3 (+4/+12), Persuasion 5 (+6), Ranged Combat [Web Shooters] 3 (+9), Stealth (+10), Technology 2 (+6)

ADVANTAGES: Accelerated Climb*, Agile Feint, Defensive Attack, Defensive Strike*, Equipment (1), Evasion (2), Fighting Climb*, Improved Defense, Move-by Action, Ranged Attack (2), Redirect, Takedown (1), Taunt

POWERS:
Spider-Senses: Enhanced Advantages 11 (Agile Feint, Defensive Attack, Defensive Strike*, Evasion 2, Fighting Climb*, Improved Defense, Move-by Action, Ranged Attack 2, Redirect), Enhanced Skills 4 (Acrobatics 4 ranks, Close Combat [Unarmed] 2), Enhanced Skills 4 (Perception 8 ranks, Flaw: Limited to Danger Sense checks), Enhanced Agility 2, Enhanced Dodge 2, Enhanced Parry 2, Senses 6 (Danger Sense [Mental, Ranged, Extra: Extended, Counters Concealment]); 30 pts
Spider-Strength: Enhanced Strength 2 (12 Tons; Flaw: Limited to lifting), Enhanced Skills 2 (Athletics 4 ranks); 4 pts
Does Whatever a Spider Can: Enhanced Advantages 1 (Accelerated Climb*), Enhanced Skills 1 (Acrobatics 2 ranks), Leaping 2 (30 ft), Speed 1 (4 mph/60 fpr), Movement 2 (Wall-Crawling 2 [Normal speed]); 9 pts
Spider Camouflage: Concealment 2 (Visual, Flaw: Blending); 2 pts
Venom Sting Array: 20 pt Array; 21 pts
Venom Sting: Cumulative Affliction 10 (Bio-electrical; 1st: Dazed, 2nd: Stunned, 3rd: Paralyzed, Flaw: Inaccurate); 20 pts
Venom Strike: Bio-electrical Damage 10 (Flaw: Inaccurate); 1 pt
Venom Burst: Burst Area Bio-electrical Damage 9 (Extra: Burst Area [30 ft radius], Flaw: Tiring); 1 pt

Web Shooters: 39 pts Traits, Removable (-8 pts); 31 pts
Web Swinging: Movement 1 (Swinging, Extra: Linked [Flight]), Flight 4 (32 mph/500 fpr; Extra: Linked [Swinging], Flaw: Platform); 6 pts
Web Slinging Array: 29 pt Array; 33 pts
Web Throwing: Move Object 9 (Extra: Split, Tether); 29 pts
Web Slinging: Ranged Cumulative Affliction 9 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized; Extra: Extra Condition, Split, Flaw: Limited to two Degrees); 1 pt
Webbing over the eyes: Ranged Cumulative Affliction 9 (Resisted by Dodge, Overcome by Strength/Damage; 1st: Visually Impaired, 2nd: Visually Disabled, 3rd: Visually Unaware, Extra: Split, Flaw: Limited to one sense [Visual]); 1 pt
Web Nets: Ranged Shapeable Area Movement 1 (Safe Fall, Extra: Affects others, Shapeable Area [30 ft volume], Attack, Quirk: Requires anchor); 1 pt
Web Spinning: Create 6 (Extra: Continuous, Stationary, Tether, Flaw: Permanent, Quirk 2 [No complex objects, Stationary requires anchor]); 1 pt


EQUIPMENT:
(5 pts)
Extra Web Fluid Canisters: Feature 1 (Can eliminate Web Fluid Power Loss Complication at GM discretion); 1 pt

OFFENSE:
Initiative +10
Close Attack +8
Unarmed +9 (+11 with Spider Sense) [Unarmed +7]
Venom Strike +8 [Venom Strike +10; Venom Stun Affliction +10]
Ranged Attack +4 (+6 with Spider Sense)
Web Shooters +7 (+9 with Spider Sense) [Web Slinging Affliction +9; Web Objects Create +9; Web Spinning Create +6]
Special Attack [Venom Burst +9, Burst Area]

DEFENSES:
Dodge +10 (+12 with Spider Sense) [DC20/22] Parry +10 (+12 with Spider Sense) [DC20/22]
Toughness +6, Fortitude +6, Will +6

COMPLICATIONS:
Daddy Issues: Miles has concerns that he will might not be the hero he hopes to be because of his father's, and uncle's criminal pasts.
Enemy: He's a Spider-Man. The list grows daily.
Inexperienced: Miles hasn't been a superhero that long and has taken a sabbatical so sometimes he still makes rookie mistakes.
Power Loss: Sometimes the flu, a radiation drain or just his own mental state can cause him lose his powers. If he does, his stats change to STR 1, STA 2, AGL 2, and FGT 2.
Power Loss: Those web shooters seem to run out of fluid at the most inopportune times.
Relationships: Miles is close to his father, Jefferson, his girlfriend, Katie, and his best friend Ganke. In the superhero community, he is close to the other Spider-people but is really tight with Ms. Marvel and Nova (Sam Alexander).
Responsibility: With great power comes great…
Secret Identity: He has his secret identity of Miles Morales.

Abilities 78 + Skills 12 (24 ranks) + Advantages 3 + Powers 98 + Defenses 7 = 198 / 198

Build Comments: OMG, did Into the Spider Verse deliver. It might just be my favorite movie of 2018. Yes, it was even better than Predator! ;)

Not a lot of changes from my last run at Miles, just took him down a little but I amped up his venom blasts. He took down Blackheart with it as an Avenger and he certainly showed its potency in the movie as well.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

Gamma The Atom Smasher

Post by Thorpocalypse » Wed Jan 09, 2019 4:34 am

Image

GAMMA THE ATOM SMASHER
PL10


OPL: 10; SPL: 3; DPL: 10; FWPL: 7; HP: 1
Real Name: Adam Ward
Age: 19
Height: 6-5
Weight: 325
Eyes: White
Hair: None
Skin: Blue
Race: Human Mutate
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Criminal
Base of Operations: New York, New York, USA
Team Affiliations: The Crime Society

ABILITIES: STRENGTH 12, STAMINA 8, AGILITY 1, DEXTERITY 2, FIGHTING 6, INTELLECT 1, AWARENESS 0, PRESENCE 0

SKILLS: Athletics (+12), Close Combat [Unarmed] 2 (+8), Expertise [Physical Sciences] 2 (+3), Insight (+0), Perception 4 (+4), Ranged Combat [Radiation Control] 6 (+8), Stealth (+1), Technology 2 (+3)

ADVANTAGES: Improved Grab, Improved Hold, Power Attack (2) (Radiation Blast, Unarmed)

POWERS:
Mutate Physique: Protection 5, Impervious Toughness 9, Immunity 20 (Life Support, Radiation Effects); 34 pts
Radioactive Flight: Flight 9 (1000 mph/2 mpr); 18 pts
Radiation Sickness: Weaken Constitution 1 (Extra: Reaction [being touched], Progressive, Permanent, Flaw: Uncontrolled); 5 pts
Radiation Control: 24 pt Array; 25 pts
Radiation Blast: Ranged Radiation Damage 12; 24 pts
Radiation Burst: Burst Area Radiation Damage 10 (Extra: Burst Area [30 ft radius]); 1 pt


EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +6 [Radiation Sickness Weaken +1, Reaction]
Unarmed +8 [Unarmed +12]
Ranged Attack +2
Radiation Control +8 [Radiation Blast +12]
Special Attack [Radiation Burst +10, Burst Area]

DEFENSES:
Dodge +6 [DC16] Parry +7 [DC17]
Toughness +13 (+13 without Defensive Roll, +5 Impervious), Fortitude +10, Will +3

COMPLICATIONS:
Emotionally Stunted: Due to his isolation as a child, Adam is not very emotionally adjusted
Enemy: The Fantastic Four
Hatred: All scientists, because of his lack of understanding about why his father did what he did and his believed connection of The Fantastic Four to his father's death

Abilities 60 + Skills 8 (16 ranks) + Advantages 4 + Powers 82 + Defenses 11 = 165 / 165

Build Comments: This Gamma, based on the 2nd edition GR baddie, is reworked to be in line with the other powerhouses in this setting.
Me fail English? That's unpossible. - Ralph Wiggum

Thorpocalypse
Posts: 1544
Joined: Fri Nov 04, 2016 8:52 pm

Unicorn

Post by Thorpocalypse » Wed Jan 09, 2019 4:42 am

Image

UNICORN
PL8


OPL: 8; SPL: -; DPL: 8; FWPL: 6; HP: 1
Real Name: Milos Masaryk
Age: 41
Height: 6-2
Weight: 220
Eyes: Blue
Hair: Black
Skin: Fair
Race: Human
Identity: Secret
Alignment: Villain
Status: Active
Occupation: Government Agent; Mercenary; Criminal
Base of Operations: Mobile
Team Affiliations: KGB

ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 3, DEXTERITY 3, FIGHTING 6, INTELLECT 1, AWARENESS 2, PRESENCE 1

SKILLS: Athletics 2 (+10), Close Combat [Unarmed] 2 (+9), Deception 4 (+5), Expertise [Military] 4 (+5), Insight (+2), Intimidation 6 (+7), Perception 2 (+4), Persuasion (+1), Ranged Combat [Blast] 2 (+7), Stealth 4 (+7), Technology 3 (+4), Vehicles 3 (+6)

ADVANTAGES: All-Out Attack, Improved Aim, Languages (1) (English, 1 other, Base: Russian), Ranged Attack (1)

POWERS:
Enhanced Physiology: Speed 2 (8 mph/120 fpr), Leaping 2 (30 ft); 4 pts
Unicorn Armor: 31 pts Traits, Removable (-6 pts); 25 pts
Body Armor: Protection 2, Impervious Toughness 9; 11 pts
Unicorn Blast: Ranged Plasma Damage 10; 20 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +3
Close Attack +6
Unarmed +8 [Unarmed +8]
Ranged Attack +4
Blast +6 [Plasma Blast +10]

DEFENSES:
Dodge +5 [DC15] Parry +6 [DC16]
Toughness +10 (+4 Impervious), Fortitude +8, Will +4

COMPLICATIONS:
Enemy: Iron Man.
Mental Instability: The experiments that gave him his powers, and Stark's attempts at curing his rapid aging and cellular degeneration have caused him to have bouts of insanity.

Abilities 64 + Skills 16 (32 ranks) + Advantages 4 + Powers 29 + Defenses 4 = 117 / 117

Build Comments: I was looking for some jobbers to test against and Unicorn seemed like a good one. Super strong and being a blaster fit the bill. He'll be getting punched hard pretty soon... ;)
Me fail English? That's unpossible. - Ralph Wiggum

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Ares
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Re: J-Mart II - What's Up Danger?...Spider-Man

Post by Ares » Wed Jan 09, 2019 7:06 am

You know, I've got to admit, having a guy with a head-mounted weapon that fires a powerful energy blast and calling the concept "Unicorn" is actually pretty creative, where the blast is the "horn", so to speak.

The problem was that the unicorn has gone from "fairly important fantasy creature" to "icon of what little girls love everywhere". If the Unicorn showed up in a modern Marvel comic, he'd get absolutely no respect. The Bronie jokes write themselves.

Honestly, this is an instance where I'd be okay with the current Unicorn just deciding "You know what, this isn't worth it" and retires, allowing someone else to use the name. You then give some girl between 16 to 21 the armor, where she gives it a new paint job and becomes the new Unicorn. You could even have fun with it, making her a villain which allows some My Little Pony jokes, an annoying, overly enthusiastic superhero wannabe, or a genuine hero who is enthusiastic and has no problem liking traditionally girly things.

If you go with that last approach, you'd get someone who I think would have been a good fit for a Nadia Pym-type hero, and this way we don't have two Wasps flying around.

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Re: Spider-Man (Peter Parker)

Post by Ares » Wed Jan 09, 2019 7:07 am

Thorpocalypse wrote:
Mon Jan 07, 2019 4:55 am
Image
We're not just our failures. As much as they hurt, we learn from them. Then we go out there and do our best to make up for them-- Even though we never will. We save people. We save as many as we can to make up for the ones we couldn't. That's all we do. - Spider-Man

SPIDER-MAN (PETER PARKER)
PL10


OPL: 10; SPL: 9; DPL: 10; FWPL: 8; HP: 1
Real Name: Peter Parker
Age: 32
Height: 5-10
Weight: 175
Eyes: Hazel
Hair: Brown
Skin: Fair
Race: Human Mutate
Identity: Secret
Alignment: Hero
Status: Active
Occupation: Physicist; Adventurer
Base of Operations: New York City, NY, USA
Team Affiliations: Avengers; Justice League; Outsiders; JLAXI

Build Comments: I almost went with the Peter Parker Spidey from Spider-Verse, complete with sweatpants but I went with a more PS4 Spider-Man Pete. At PL10 he's pretty high level for this setting and should be able to handle a wide variety of challenges.
Gotta say, while I'm not a fan of that costume, the game itself was fantastic.

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Re: J-Mart II - What's Up Danger?...Spider-Man

Post by Ares » Wed Jan 09, 2019 7:22 am

Thorpocalypse wrote:
Tue Jan 01, 2019 11:18 pm

The builds will also be lower in PL overall and tighter in PL variance. I’m looking what was a PL10 base to be PL8-ish and the normal PL11-12 range pretty much all at PL10. PL13-15 characters will fall in at PL11-12, MAYBE PL13 on defense or offense. Justice League/Avengers Team level threats like Thanos or Darkseid are going to be PL14-ish for now.

When I debated making my own build threads I had something of a similar design philosophy, where PL scale maxed out as 12 and the differences between heroes weren't so pronounced. PL 12s were the top tier Superman/Thor types that combined a lot of raw power and experience, PL 11s were for the above average, highly competent heroes which could range from Batman and Captain America to Spider-Man, Iron Man, etc. PL 10 was what an experienced hero of average power and competence would be, encompassing pretty much everyone else. PL 9s would be the average powered rookies or the less powerful heroes, PL 8s would be for "action movie" who are just normal guys operating on action movie physics, etc. The big differences would then come in how the trade offs worked. I feel this might have helped not give the high damage/toughness guys such an edge over the accuracy/dodge types.
I’ve got a group of builds I want to start with but they’re from all over the place origin-wise, which is a departure from my Thorpocamultiverse philosophy as of late. So the backstory for this world is that Nicol Bolas, the Planeswalker Elder Dragon big bad of the Magic the Gathering setting, got into a massive battle with the Gatewatch and a bunch of other Planeswalkers. In order to avoid defeat, he cast an extremely powerful ancient spell that ruptured the fabric of the Thorpocamultiverse briefly and flung all the participants of the battle, including himself, across the Thorpocamultiverse to random Earths. It also caused other random beings to be misplaced as well, some histories being rewritten and most importantly of all, shutdown Multiversal travel, at least temporarily. So wherever they ended up, they’re stuck on Earth T1, or wherever.
Nice. Love me some crossover stuff, and the Planeswalkers make that kind of thing fairly easy. Especially now since they're getting an official D&D release.

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Re: J-Mart II - What's Up Danger?...Spider-Man

Post by Thorpocalypse » Thu Jan 10, 2019 2:14 am

Ares wrote:
Wed Jan 09, 2019 7:22 am

When I debated making my own build threads I had something of a similar design philosophy, where PL scale maxed out as 12 and the differences between heroes weren't so pronounced. PL 12s were the top tier Superman/Thor types that combined a lot of raw power and experience, PL 11s were for the above average, highly competent heroes which could range from Batman and Captain America to Spider-Man, Iron Man, etc. PL 10 was what an experienced hero of average power and competence would be, encompassing pretty much everyone else. PL 9s would be the average powered rookies or the less powerful heroes, PL 8s would be for "action movie" who are just normal guys operating on action movie physics, etc. The big differences would then come in how the trade offs worked. I feel this might have helped not give the high damage/toughness guys such an edge over the accuracy/dodge types.
One, you should make builds. It's what all the cool kids do. :)

Two, I've been wanting to reset like this for a while, especially after rereading BARON's and Wordmaker's 2E threads from time to time. The flatter structure gives characters like The Thing a chance to pull off that upset over Hulk like we all want and like you said it gives high accuracy types a better chance against the bricks and paragons.

Plus, lower level builds are more fun to play IMHO. I've always thought that levels 4-7 in D&D were the best because you most likely wouldn't die from a lucky shot but also something like a dragon was a monumental task. PL8-9 feels like that to me in MnM. PL12-14 stuff is fun from time to time but street level is where it's at.
Me fail English? That's unpossible. - Ralph Wiggum

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