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  • 692 - Anafenza the Foremost

    We're going to kick off our KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANS!!!! Special with this new item!


    We do not pile the skulls of our enemies, nor make them into ornaments. We grind them into dust. We leave nothing for their families to weep over, nothing for their descendants to honor. -Anafenza, the Foremost

    ANAFENZA THE FOREMOST
    PL: 9 (171 pts) - OPL: 9 ; DPL: 9

    ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 2, DEXTERITY 3, FIGHTING 11, INTELLECT 2, AWARENESS 4, PRESENCE 5

    SKILLS: Athletics 5 (+7), Deception (+5), Expertise [Business] 3 (+5), Expertise [Military] 8 (+10), Insight 4 (+8) [Assessment], Intimidation (+5), Perception 5 (+9) [Tracking], Persuasion 3 (+8), Ranged Combat [Bow] 2 (+9), Stealth (+2), Vehicles 4 (+6)

    ADVANTAGES: Assessment, Benefit (6) (Status, Wealth, Resources 6 – Khan of the Abzan Houses), Combat Leader*, Defensive Roll (1), Equipment (4), Fearless, Improved Initiative (1), Inspire (2), Languages (1) (Abzan, 1 other, Base: Native Tongue), Leadership, Ranged Attack (4), Takedown (1), Tracking

    POWERS:
    Tactical Inspiration: Enhanced Advantages 4 (Luck [Inspiration] 4), Enhanced Advantages 2 (Inspire 2 [+1 to attacks/checks, +1 to active defenses], Flaw: Limited [when Anafenza is attacking]); 5 pts
    Exile the Fallen: Reaction Perception Ranged Teleport 9 (2 miles; Extra: Attack, Reaction [to opponents with incapacitated/dying condition], Flaw: Affects Others Only, Limited [to incapacitated/dying opponents]); 45 pts

    EQUIPMENT:
    (20 pts)
    Abzan Scale: Protection 3; 3 pts
    Longsword: Slashing Strength-Based Damage 3, Dangerous; 4 pts
    Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts
    Longbow: Ranged Piercing Damage 3; 6 pts
    Vehicle: (6 pts)
    Goat Drawn Chariot: Size - M, Strength - 3, Speed - 1, Def - 6, Tough - 6; 6 pts

    OFFENSE:
    Initiative +6
    Close Attack +11 [Unarmed +2; Longsword +5, Critical 19-20; Knife +3, Critical 19-20]
    Ranged Attack +7
    Bow +9 [Longbow +3]
    Special Attack [Exile the Fallen Teleport Attack +9, Perception]

    DEFENSES:
    Dodge +10 [DC20] Parry +11 [DC21]
    Toughness +7 (+6 without Defensive Roll), Fortitude +7, Will +7

    COMPLICATIONS:
    Enemy: Anafenza sees the Mardu and Sultai clans as the greatest threats to the prosperity of her people.
    Responsibility: To the Abzan houses.

    Abilities 64 + Skills 17 (34 ranks) + Advantages 25 + Powers 50 + Defenses 15 = 171 / 171

    Build Comments: Anafenza the Foremost is your basic “respected leader” archetype as the Khan of the Abzan Houses of Tarkir. She’s no Surrak or Zurgo in combat, but she’s good enough and she can fortify an Abzan deck well. As of this posting, they haven't shown what became of her in the new timeline, so a new build for her will have to wait.

    Her ability grants +1/+1 Counters led me to experiment with a House Rule regarding Inspire.

    She...didn't make out so good when Sarkhan reset the timeline. She kinda died. But she's still kicking as the Kin-Tree Spirit. Coming eventually...



    Secret Origins/ The Story so Far/Characterization: Anafenza, the khan of the Abzan, rides into battle atop a heavy chariot pulled by her two prized ibex. Known as the Foremost, she directs battle from the front lines, her soldiers always able to see her leading the charge, and her elite guard of aven warriors always at her side. She wages war not to conquer, but to maintain the trade routes that allow her clan to function, and to protect her people and her land.

    The Abzan Houses model themselves after familial units to survive their harsh environment. Family as a concept is of extreme relevance to the Abzan, believing it to be the institution that allows them to thrive in the harsh desert environment. As such, a great cultural emphasis is placed on familial bonds and duty; reffering to another clan member as "sister" or "brother" is a mark of high esteem, while ritual disowning is a grave matter, both parties throwing their blood into fire. Disowning is a grave matter, as not only are the disowned social outcasts (though open to more life paths, such as wandering, adventuring or becoming mercenaries) that cannot be adopted by any family, they also lack a kin-tree, and their spirits become malevolent and restless after death. Each Abzan family bears a kin-tree, a sacred fruit bearing tree to which the dead members of the family are fed and where their names are carved, zealously guarded by the firstborn child, known as a "tree warden/caretaker"; younger children are free to choose other paths, and eventually plant their own kin-trees and families. The spirits of the ancestors can be summoned from these kin-trees, and the Abzan carry/consume resin, sap or amber in order to connect with the spirits.

    Adoption is possible and common within the Abzan, not only within the Abzan Houses, but also from other clans. After decimating their enemies, the Abzan take in the orphans and adopt them as their own, these orphans being known as Krumar. Many orcs have entered the Abzan this way.

    The Abzan are severely distrustful of outsiders, with the exception of the Ainok, the original inhabittants of the desert, which have taught the clan how to survive in the inhospitable environment.

    The Abzan are adept war strategists, relying on disciplined troops, high fortification and ample resources. They often forego chasing after the losing enemies in order to maintain strategic ground, but have learned to exploit the desert to their advantage, often leading enemies into the shifting sands to finish their opponents without lifting a finger.

    While the Abzan Houses look like an unified entity, in reality they are a web of families competing politically, trying to form alliances while isolating rivals. That said, they are all too aware that disunity is to be avoided at all costs if they wish to survive.

    Anafenza rules from Mer-Ek Fortress, which protects the city of Arashin at the heart of Abzan territory. She wages war not to conquer, but to maintain the trade routes that allow her clan to function, and to protect her people and her land from the encroaching Sultai and Mardu war parties.

    Friends and Foes: Anafenza has the respect and loyalty of all her troops and has developed an enmity towards the Mardu and Sultai clans due to the problems they have caused all along the Abzan trade routes.
    Last edited by Thorpacolypse; 09-08-2015, 06:38 PM.
    The Thorpacolypse
    Member of the Guild of Calamitous Intent since 2005
    Co-Chair of the Council of 13
    "Hate you can trust"

    Comment


    • 693 - Narset the Enlightened/Narset Transcendent

      The next item in our KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANS!!! Special is a J-Mart Favorite Item!


      Our own selves are the greatest obstacles to enlightenment. - Narset

      NARSET THE ENLIGHTENED
      PL: 9 (195 pts) - OPL: 9 ; DPL: 8; HP: 1

      ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 7, DEXTERITY 5, FIGHTING 11, INTELLECT 3, AWARENESS 7, PRESENCE 3

      SKILLS: Acrobatics 8 (+15) [Accelerated Acrobatics, Agile Feint], Athletics 8 (+10), Close Combat [Unarmed] 1 (+12), Deception (+3), Expertise [History] 4 (+7), Expertise [Theology and Philosophy] 7 (+10), Insight 5 (+12) [Assessment], Intimidation (+3), Perception 6 (+13), Persuasion 5 (+8), Ranged Combat [Throwing] 5 (+10), Stealth 5 (+12)

      ADVANTAGES: Accelerated Acrobatics*, Agile Feint, Animal Empathy, Assessment, Benefit (3) (Status 3 – Khan of the Jeskai), Defensive Attack, Defensive Roll (1), Equipment (1), Evasion (1), Grabbing Finesse, Improved Defense, Improved Trip, Instant Up, Languages (2) (Abzan, Jeskai, Mardu, Sultai, Temur, Base: Native tongue), Leadership, Luck (Inspiration) (1), Move-by Action, Seize Initiative, Sweeping Strike*, Takedown (1), Trance, Uncanny Dodge

      POWERS:
      Hexproof: Immunity 20 (Magic Effects, Flaw: Limited [not against surprise attacks or sufficiently large area effects]); 10 pts
      Jeskai Way: Leaping 2 (30 ft), Speed 1 (60 fpr/4 mpr); 3 pts
      Enlightened Master: Reaction Luck Control 4 (You can spend a hero point or use Luck on another character’s behalf, with the normal benefits; You can bestow your hero point or use of Luck on others; You can spend one of your hero point or uses of the Luck advantage to negate someone else’s use of a hero point, use of their Luck advantage, or a Gamemaster-imposed complication; You can spend a hero point or use Luck to force someone else to re-roll a die roll and take the worse of the two rolls; Extra: Reaction [when Narset attacks], Flaw: Limited [only when Narset attacks]) Enhanced Advantages 4 (Luck [Edit Scene], Luck [Improve Roll], Luck [Instant Counter], Luck [Inspiration], Flaw: Limited [only when Narset Attacks]; 27 pts
      Jeskai Magic: 8 pt Array; 9 pts
      Deflecting Palm: Deflect 9 (Extra: Reflect, Flaw: Inaccurate, Range [Close]); 8 pts
      Quiet Contemplation: Cumulative Affliction 9 (Resisted/Overcome by Will; 1st: Hindered, 2nd: Immobile, 3rd: Paralyzed, Flaw: Inaccurate, Unreliable [5 uses]); 1 pt


      EQUIPMENT:
      (5 pts)
      Ranseur: Piercing Strength-Based Damage 3, Dangerous, Disarming; 5 pts

      OFFENSE:
      Initiative +7 (Seize Initiative)
      Close Attack +11 [Ranseur +5, Critical 19-20]
      Unarmed +12 [Unarmed +2, Critical 19-20]
      Jeskai Magic +9 [Quiet Contemplation Affliction +9; Deflecting Palm +9]
      Ranged Attack +5
      Throwing +10

      DEFENSES:
      Dodge +12 [DC22] Parry +12 [DC22]
      Toughness +4 (+3 without Defensive Roll), Fortitude +6, Will +10

      COMPLICATIONS:
      Aloof: Narset has prophetic dreams and visions, and possibly ADD so she can sometimes seem (or be) detached from the world in front of her.
      Enemy: She and Zurgo Helmsmasher, Khan of the Mardu Horde, have had a few run-ins.
      Responsibility: To the Jeskai Way.
      Rivalry: She and many of the Jeskai Elders have not seen eye to eye for some time.

      Abilities 82 + Skills 27 (54 ranks) + Advantages 25 + Powers 49 + Defenses 12 = 195 / 195

      Build Comments: I started building a Jeskai deck after getting several cards in the Khans of Tarkir expansion over the holidays. Looking at the Tarkir set overall with my fairly limited knowledge of MTG, it actually appears fairly balanced between the 5 clans but Jeskai was the one that spoke to me. I actually think Sultai has the most effective cards that were designed for their style, but as usual, that sort of thing is up for debate.

      The Khan, or leader of the Jeskai is Narset the Enlightened. Of the 5 Khans in the set, I thought she was the weakest, thoughts that were echoed by people a lot smarter than me. But I also think she’s the coolest story-wise so her build will be right in line with the others, no matter what her MTG stats are. And after using her now, she may have her limitations, but being able to potentially cast 4 spells for free is a pretty freakin’ good trick.

      And now that's been confirmed that she's a Planeswalker, she is even more awesome. I'll get to that version soon enough.



      Secret Origins/The Story so Far: Khan Narset is a master martial artist, sage and scholar. She has a great destiny on Tarkir. She seems to be afflicted by either a minor form of ADHD or wanderlust as even now she finds it hard to concentrate on a single matter. She has also "seen" imaginary worlds in her childhood that seem to be coming back in visions while she meditates. This could be an allusion to the possibility of her possessing an unignited planeswalker's spark. She slightly resents the rigidness of the Jeskai Way but forces herself to fulfill her duties as Khan. Narset also seems to have some friction with the Jeskai elders who have plans and agendas of their own while seeking to make her a puppet leader and conducting operations behind her back (sending assassins after the rogue monk Taigam, her former pupil). Even her bodyguard, Shintan is seen to be more loyal to the elders then her and reports on her actions to them.

      Narset is also fascinated by the dragons of the past and of Ugin in particular. She hopes to find a way to use Ugin's runes to somehow stop the bloodshed on Tarkir.

      Recently, Narset was approached by a Kirin which guided her to a suffering Sarkhan Vol. She could sense the echo of Ugin's spirit around Sarkhan. Sarkhan eventually told her of the secrets of planeswalkers and the existence of Nicol Bolas. She confided in him that Ugin was Tarkir's soul and with his death the plane was thrown out of balance. She helped to calm his mind and provide him some peace before agreeing to bring him to Ugin's Tomb.
      The Thorpacolypse
      Member of the Guild of Calamitous Intent since 2005
      Co-Chair of the Council of 13
      "Hate you can trust"

      Comment


      • 694 - Zurgo Helmsmasher/Zurgo Bellstriker

        Our KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANS!!!! Special continues with this new item for our NPC Aisle!


        Do you hear that, Sarkhan? The glory of the horde! I made a legend from what you abandoned! - Zurgo Helmsmasher

        ZURGO HELMSMASHER
        PL: 10 (140 pts) - OPL: 10 ; DPL: 7

        ABILITIES: STRENGTH 6, STAMINA 7, AGILITY 1, DEXTERITY 1, FIGHTING 6, INTELLECT 0, AWARENESS 2, PRESENCE 5

        SKILLS: Athletics 5 (+11), Deception (+5), Expertise [Tactics] 9 (+9), Insight (+2), Intimidation 7 (+12/+13) [Startle], Perception 3 (+5), Persuasion (+5), Stealth (+1/+0)

        ADVANTAGES: All-Out Attack, Benefit (3) (Status 3 – Khan of The Mardu), Close Attack (4), Diehard, Equipment (2), Fearless, Improved Critical (2) (Long Blades, Unarmed), Improved Initiative (2), Languages (1) (Mardu, 1 other, Base: Orc), Ranged Attack (2), Startle, Takedown (2), Tracking

        POWERS:
        Huge: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
        Orc Senses: Senses 3 (Darkvision, Scent [Acute]); 3 pts
        Indestructible: Immunity 80 (All Toughness Effects, Flaw: Limited [only on his turn]); 40 pts

        EQUIPMENT:
        (10 pts)
        Mardu Half Scale: Protection 2; 2 pts
        Greatsword: Slashing Strength-Based Damage 4, Dangerous; 5 pts
        Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts

        OFFENSE:
        Initiative +9
        Close Attack +10 [Unarmed +6, Critical 19-20; Greatsword +10, Critical 18-20; Knife +7, Critical 19-20]
        Ranged Attack +3

        DEFENSES:
        Dodge +4 [DC14] Parry +5 [DC15]
        Toughness +9, Fortitude +9, Will +5

        COMPLICATIONS:
        Hatred: He has a deep seeded hatred of Sarkhan Vol for abandoning his troops to death when Sarkhan ascended to Planeswalker.
        Responsibility: Khan of The Mardu Horde.
        Rivalry: The other Khans of Tarkir, Narset in particular.
        Temper: Zurgo's towering rages are legendary.

        Abilities 48 + Skills 12 (24 ranks) + Advantages 23 + Powers 48 + Defenses 9 = 140 / 140

        Build Comments: Zurgo is one of my favorite cards in the Khans of Tarkir set. He’s a 7/2, which in short means that he’ll pretty much kill anything he attacks but he won’t last long as blocker or against burn spells like Lightning Strike or Arc Lightning. But that’s OK, I figure if I get 3-4 in my Mardu deck, he’ll keep coming up and killing whatever I need killed in short order, leaving me free to focus on other things.

        Even though I’m generally not trying to replicate too much of the character’s MTG mechanics in game, I kinda did with him. He’s a balls to the wall offensive PL10 but about PL6 otherwise, making him pretty one-dimensional, which is true to his character.

        And in the new timeline, he is now Zurgo Bellringer, who, as his name denotes, he is the bell ringer for his clan, which summons the Kologhan dragon brood.



        Secret Origins/The Story so Far/Characterization: Zurgo Helmsmasher is the Khan of the Mardu Horde of Tarkir. The Mardu Horde are fearsome warriors that live for the heat of battle and thrive on the rocky wastes of Tarkir. The clan's main encampment is at the cliffs where an ancient dragon died. [4] They routinely conduct vicious raids against the other clans and regularly combine lightning magic and archery to strike at their enemies. [5]

        Although not every member of Mardu society rides to war, every Mardu abides by the warrior's code called the Edicts of Ilagra. The Edicts, inscribed on a collection of dragon-hide scrolls, govern the rules of honor and combat for Mardu warriors:

        To conquer is to eat.
        To rule is to bleed.
        Victory or death.

        Friends and Foes: He has a vendetta against the Planeswalker, Sarkhan Vol. He believes him to be a traitor for allowing his squad to die when Sarkhan was a Mardu Hordechief and ascended to Planeswalker during a battle.
        The Thorpacolypse
        Member of the Guild of Calamitous Intent since 2005
        Co-Chair of the Council of 13
        "Hate you can trust"

        Comment


        • 695 - Sidisi The Brood Tyrant/Sidisi Undead Vizier

          Our KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAANS!!!! continues with this new item for our fantasy aisle!


          We appreciate the other clans maintaining their lands until such time as we can subjugate them. Their work will be rewarded when they are jewel-adorned servants in our palaces. -Sidisi, Brood Tyrant

          SIDISI THE BROOD TYRANT
          PL: 9 (209 pts) - OPL: 9 ; DPL: 8

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

          SKILLS: Athletics (+3), Close Combat [Battle Axe] 2 (+8), Deception 7 (+12) [Daze, Taunt], Expertise [Current Event] 4 (+7), Expertise [Magic] 9 (+12) [Ritualist], Expertise [Sultai Lore] 4 (+7), Insight (+4), Intimidation 6 (+11), Perception 2 (+6), Persuasion 6 (+11), Ranged Combat [Magic] 6 (+10), Stealth (+5)

          ADVANTAGES: Benefit (6) (Status, Wealth, Resources 6 – Khan of the Sultai Clan), Daze (1) (Deception), Defensive Roll (2), Equipment (1), Languages (2) (Sultai, Mardu, 3 others, Base: Native Tongue), Ritualist, Taunt

          POWERS:
          Naga Physiology: Senses 3 (Darkvision, Scent [Acute]), Movement 1 (Slithering); 5 pts
          Scaly Hide: Protection 1, Immunity 1 (Environmental Heat); 2 pts
          Naga Tail: Extra Limbs 1 (Tail), Enhanced Advantages 2 (Improved Grab, Improved Trip); 3 pts
          Stock the Graveyard: Reaction Burst Area Radiant Energy Damage 9 (Extra: Burst Area x2 [60 ft radius], Reaction [to entering combat], Flaw: Limited [to allies only], Limited [can only incapacitate 3 allies max], Tiring); 27 pts
          Necromancy: Reaction Summon Undead 2 (30 pt minions [Zombies], Extra: Controlled, Multiple Minions 4 [16 total], Reaction [to ally being incapacitated/dying], Flaw: Limited [only when ally is incapacitated/dies]); 26 pts
          Queen of the Sultai: 28 pt Array; 29 pts
          Will of the Naga: Perception Ranged Necromantic Energy Damage 9 (Extra: Alternate Resistance [Will], Subtle, Flaw: Unreliable [5 uses]); 28 pts
          Sultai Charm: Perception Ranged Affliction 9 (Resisted/Overcome by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extra: Cumulative, Subtle, Flaw: Unreliable [5 uses]); 1 pt


          EQUIPMENT:
          (5 pts)
          Battleaxe: Slashing Strength-Based Damage 3, Breaking, Dangerous; 5 pts

          OFFENSE:
          Initiative +5
          Close Attack +6 [Unarmed +3]
          Battle Axe +8 [Battle Axe +6, Critical 19-20]
          Ranged Attack +4
          Magic +10
          Special Attacks [Will of the Naga +9, Perception; Sultai Charm Affliction +9, Perception; Stock the Graveyard +9, Burst Area]

          DEFENSES:
          Dodge +8 [DC18] Parry +8 [DC18]
          Toughness +6 (+4 without Defensive Roll), Fortitude +7, Will +9

          COMPLICATIONS:
          Arrogance: Sidisi is haughty and cruel and sees no one more fit to rule all the clans of Tarkir than herself.
          Enemy: The Sultai Brood have made enemies of all the other clans of Tarkir, in particular the Abzan and Temur clans.
          Motivation: Uniting all the clans of Tarkir under one banner: hers.
          Responsibility: To the Sultai Brood, but mainly to herself.
          Vulnerable: Nagas are vulnerable to cold temperatures and cold based effects.

          Abilities 66 + Skills 23 (46 ranks) + Advantages 14 + Powers 92 + Defenses 14 = 209 / 209

          Comments: Sidisi would make a fine master villain for most campaigns, easily customizable to be pumped up to be a real team threat. For now, she’s in line with my other Khans and the only real spell slinger of the group. Although I probably sold Narset short in that area.

          In the new Dragons of Tarkir timeline, Sidisi is dead.

          But that's only a minor setback. She's a Zombie Vizier now and I think her card is even better. Being able to search your library for any card you want is a powerful effect.



          Secret Origins/The Story so Far/Characterization/ Friends and Foes: The naga Sidisi is the khan and queen of the Sultai. Her power comes from her inherited wealth and from magic taught to her by the rakshasa. She is haughty, cruel, and crafty, and she is known for simply slaughtering those who would oppose her. In her eyes, death is just a way to increase the power of her undead forces. She wishes to reunite the clans of Tarkir into a new empire under a single banner: hers. What little she cannot achieve through force she hopes to gain through trickery.

          Sidisi rules from Kheru Temple, deep in a treacherous jungle. Her empire is managed through vast numbers of operatives, both living and dead. She holds court at Qarsi Palace, where the Sultai moor their luxury barges. On these barges, Sidisi dazzles and hypnotizes guests who wish to experience the legendary luxuries of the Sultai, hoping to achieve through trickery what little she cannot achieve through force.
          The Thorpacolypse
          Member of the Guild of Calamitous Intent since 2005
          Co-Chair of the Council of 13
          "Hate you can trust"

          Comment


          • 696 - Sidisi's Pet

            A quick aside from our special leads us to drop this companion piece to our last new item!


            The Sultai distinguish between pet and slave by the material of the chain.

            SIDISI'S PET
            PL: 8 (115 pts) - OPL: 8; DPL: 8

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

            SKILLS: Acrobatics 2 (+6), Athletics 3 (+7), Deception (-3), Insight (+1), Intimidation (-3), Perception 3 (+4), Persuasion (-3), Stealth 2 (+6)

            ADVANTAGES: Interpose

            POWERS:
            Ape Physiology: Senses 4 (Low Light Vision, Scent [Extended, Acute]), Feature 1 (Prehensile Feet). Leaping 1 (15 pts); 6 pts
            Undead Immunity: Immunity 35 (Fortitude Effects, Necrotic Damage [Flaw: Limited to half effect]); 33 pts
            Thick Hide: Protection 9; 9 pts
            Morph: Morph 3 (Animals); 15 pts
            Lifelink: Reaction Perception Ranged Healing 6 (Extra: Reaction [to doing damage], Flaw: Affects Others only); 36 pts

            EQUIPMENT:
            NONE

            OFFENSE:
            Initiative +4
            Close Attack +4 [Unarmed +4]
            Ranged Attack +0

            DEFENSES:
            Dodge +7 [DC17] Parry +7 [DC17]
            Toughness +9, Fortitude Immune, Will +3

            COMPLICATIONS:
            Sink Like a Stone: 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 his mistress, Sidisi.

            Abilities 2 + Skills 5 (10 ranks) + Advantages 1 + Powers 99 + Defenses 8 = 115 / 115

            Comments: Sidisi’s Pet is my first creature I’ve done with Morph. In the MTG world, Morph allows you to cast a creature for 3 colorless as a 2/2 creature, face-down. Then at any point, you can pay whatever the Morph cost is for that creature to turn it face up and usually when that occurs, you get another effect as well as getting the creature’s normal abilities. It’s a pretty neat power if you can pull it off, but the trick is holding back the mana to un-Morph it, which usually tips off your opponent, ergo your Morph because a prime target for removal, so I’ve rarely gotten one with a Morph cost of more than a couple of mana to resolve.

            But as a MnM character, a Zombie Ape than turn into any animal AND kick health to whoever it wants (usually Sidisi) when it does damage is pretty freakin’ awesome.
            The Thorpacolypse
            Member of the Guild of Calamitous Intent since 2005
            Co-Chair of the Council of 13
            "Hate you can trust"

            Comment


            • 697 - Surrak Dragonclaw/Surrak the Hunt Caller

              Our last KHAAAAAAAAAAAAAAAAAAAAAAAAAAAANS!!!! Special item hits the Aisle 11 shelves! Check out this J-Mart Favorite Item!


              The greatest picture of all time. Don't even try to argue against it, it's pointless.


              ...Wait. I sit corrected.

              SURRAK DRAGONCLAW
              PL: 11 (156 pts) - OPL: 11 ; DPL: 11

              ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 3, DEXTERITY 3, FIGHTING 13, INTELLECT 1, AWARENESS 4, PRESENCE 4

              SKILLS: Athletics 7 (+11), Close Combat [Unarmed] 1 (+16), Deception (+4), Expertise [Survival] 12 (+13), Insight 3 (+7), Intimidation 6 (+10), Perception 5 (+9), Persuasion (+4), Stealth 6 (+9)

              ADVANTAGES: Animal Empathy, Benefit (4) (Status, Resources 4 – Khan of the Temur Frontier), Chokehold, Close Attack (2), Defensive Roll (2), Diehard, Equipment (2), Fast Grab, Favored Foe (Bears), Fearless, Improved Critical (1) (Unarmed), Improved Hold, Improved Initiative (2), Languages (1) (Temur, 1 other, Base: Native Tongue), Last Stand*, Leadership, Power Attack, Ranged Attack (2), Takedown (1), Tracking

              POWERS:
              Temur Training: Immunity 1 (Snow-blindness Effects), Movement 1 (Environmental Adaptation [Tundra], Sure-footed 2 [Snowy/Icy conditions]); 5 pts
              Bear Punch!/Dragon Punch!: Bludgeoning Strength-based Damage 3 (Extra: Dangerous 2, Flaw: Limited to when fighting bears or dragons); 3 pts
              Grant Trample: Burst Area Enhanced Advantages 2 (Takedown 2, Extra: Burst Area x3 [120 ft radius], Selective, Flaw: Affects others only); 10 pts

              EQUIPMENT:
              (10 pts)
              Bear Hide Cloak: Protection 2, Immunity 1 (Cold); 3 pts
              Bear Claw Gauntlets: Slashing Strength-based Damage 2, Split; 3 pts
              Spear: Piercing Strength-Based Damage 3, Dangerous; 4 pts

              OFFENSE:
              Initiative +11
              Close Attack +15 [Spear +7, Critical 19-20; Bear Punch! +7, Critical 18-20; Dragon Punch! +7, Critical 18-20; Bear Claws +6]
              Unarmed +16 [Unarmed +4, Critical 19-20]
              Ranged Attack +5

              DEFENSES:
              Dodge +12 [DC22] Parry +13 [DC23]
              Toughness +9 (+7 without Defensive Roll), Fortitude +9, Will +7

              COMPLICATIONS:
              Big Shoes to Fill: Surrak wants to be the leader of his people that his ancestors, like Yasova Dragonclaw, were.
              Responsibility: To lead the Temur Frontier.

              Abilities 74 + Skills 20 (40 ranks) + Advantages 28 + Powers 18 + Defenses 16 = 156 / 156

              Build Comments: Perhaps the greatest card Magic has ever produced is Savage Punch, which has the epic art depicting young Surrak punching the bear he fought and killed that he honors by wearing it’s hide. I don’t know any MTG players that don’t have a comment about it, even if the card itself is really not that useful except in certain situations. Still, I have 2 in my Temur deck that I’m working on and whether it’s a winning deck or not, I can’t want to play that card so I can shout BEAR PUNCH!!!

              Surrak himself has an awesome card in MTG, probably the best of the Khans. He’s uncounterable, is a 6/6 and granting all your creatures Trample, which is going to win you a lot of games with all the big arse creatures you can pull out in a Temur theme deck. As a build, he’s a monster in a fantasy level game, able to man-handle most creatures I’ve build so far on his own.

              In the new timeline, he's Surrak the Hunt Caller, really not much different than he was as a Khan but ended up being more playable in constructed formats. And he's punching a freakin' dragon in that set. It's even more fun to yell DRAGON PUNCH!!! than BEAR PUNCH!!! and I didn't think that was possible...

              Secret Origins/ The Story so Far/Characterization: The khan of the Temur holds the title of Dragonclaw, which belongs to those who prove themselves in a ritual challenge. Surrak's challenge was to face an enormous bear in its cave lair, and he earned his title in a display of ferocious might still talked about years later. Descended from a long line of ancestors who also earned the Dragonclaw name, Surrak towers over his people in strength and stature.

              Surrak rarely speaks to his people, but when he does, he is pragmatic and harsh. He has little patience for frivolity, and he regards anything not tied to the continued survival of his people as a waste of resources.

              "If hard work and a prosperous hunt are not enough for our way of life, then we will do what must be done. If bones must break to protect my people, then they will break." -Surrak Dragonclaw

              Friends and Foes: Surrak has the respect of the entire clan and all of the other Khans of Tarkir, save for Sidisi, who thinks is just another animal to bound to her will.
              Last edited by Thorpacolypse; 09-09-2015, 06:56 PM.
              The Thorpacolypse
              Member of the Guild of Calamitous Intent since 2005
              Co-Chair of the Council of 13
              "Hate you can trust"

              Comment


              • Re: J-Mart: Bunker, Dr. Light, Silverback, The Brain and Monsieur Mallah, Congorilla

                Hey, Thorp, you know you've gotta remove the flaw on that Bear Punch! power if you want him to be able to use it against dragons... You know you want it to work against dragons.

                Comment


                • 698 - Gurmag Swiftwing

                  Our Bestiary Aisle gets another new item with this Magic the Gathering Inspired build!


                  Anything a falcon can do, a bat can do...in pitch darkness - Urdnan the Wanderer

                  GURMAG SWIFTWING
                  PL: 4 (38 pts) - OPL: 4; DPL: 4

                  ABILITIES: STRENGTH -1, STAMINA 1, AGILITY 3, DEXTERITY 0, FIGHTING 5, INTELLECT -4, AWARENESS 1, PRESENCE -3

                  SKILLS: Acrobatics (+3/+7), Athletics (-1), Close Combat [Bite] 3 (+8), Deception (-3), Insight (+1), Intimidation (-3/-4), Perception 5 (+6), Persuasion (-3), Stealth (+3/+7)

                  ADVANTAGES: Favored Environment (Flying), Improved Initiative (1), Seize Initiative

                  POWERS:
                  Big Bat Size: Shrinking 4 (-1 Str, +2 Dodge/Parry, +4 Stealth, -2 Intimidation, Speed -1 (1 mpr/15 fpr), -1 Mass; Extra: Innate, Permanent); 9 pts
                  Bat Wings: Flight 2 (8 mph/120 ft pr; Flaw: Winged), Enhanced Skills 2 (Acrobatics 4 ranks, Flaw: Limited to when flying); 3 pts
                  Bite: Piercing Strength-based Damage 1 (Extra: Grabbing, Linked [Weaken]), Weaken Stamina 1 (Extra: Concentration, Linked [Damage], Flaw: Grab-based); 2 pts
                  Echolocation: Senses 4 (Normal Hearing [Accurate, Extended], Ultra-Hearing); 4 pts
                  Haste: Features 2 (Can act in same round if Summoned as minion); 2 pts

                  EQUIPMENT:
                  NONE

                  OFFENSE:
                  Initiative +7
                  Close Attack +5 [Unarmed -1]
                  Bite +8 [Bite +0; Bite Weaken +1]
                  Ranged Attack +0

                  DEFENSES:
                  Dodge +7 [DC17] Parry +7 [DC17]
                  Toughness +1, Fortitude +3, Will +2

                  COMPLICATIONS:
                  Blind as a…: Bats are notoriously near-sighted and rely on their other senses to perceive the world around them.
                  Disability: Gurmag Swiftwings cannot speak, nor use their claws or wings to easily manipulate objects.
                  Vulnerable: Bats do not like the cold.

                  Abilities 6 + Skills 4 (8 ranks) + Advantages 3 + Powers 20 + Defenses 5 = 38 / 38

                  Comments: The Gurmag Swiftwing is a great little card in a limited (draft/sealed) format. It can get out quick and knock a couple life points off a foe to put them on their heels. I love bats overall, and think they are extremely misunderstood. And yes, I know I’ve said many time that HATE rats and mice, but for some reason, I like the flying ones. Except when they fly out of the eaves on my house when I’m not expecting it, like one did a few years ago. THEN, I hate them.

                  But overall, they are very misunderstood, mostly due to their old connection to vampires, I suppose. But I can tell you that when I did have a couple of bats hanging around, I had a lot fewer flying bug and spiders around the house. I’ll take that trade any day. If they poop outside, that is. Guano is a NASTY clean up in your attic.
                  The Thorpacolypse
                  Member of the Guild of Calamitous Intent since 2005
                  Co-Chair of the Council of 13
                  "Hate you can trust"

                  Comment


                  • Re: 694 - Zurgo Helmsmasher/Zurgo Bellstriker

                    Originally posted by Thorpacolypse View Post
                    Our KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANS!!!! Special continues with this new item for our NPC Aisle!


                    Do you hear that, Sarkhan? The glory of the horde! I made a legend from what you abandoned! - Zurgo Helmsmasher

                    ZURGO HELMSMASHER
                    PL: 10 (140 pts) - OPL: 10 ; DPL: 7

                    ABILITIES: STRENGTH 6, STAMINA 7, AGILITY 1, DEXTERITY 1, FIGHTING 6, INTELLECT 0, AWARENESS 2, PRESENCE 5

                    SKILLS: Athletics 5 (+11), Deception (+5), Expertise [Tactics] 9 (+9), Insight (+2), Intimidation 7 (+12/+13) [Startle], Perception 3 (+5), Persuasion (+5), Stealth (+1/+0)

                    ADVANTAGES: All-Out Attack, Benefit (3) (Status 3 – Khan of The Mardu), Close Attack (4), Diehard, Equipment (2), Fearless, Improved Critical (2) (Long Blades, Unarmed), Improved Initiative (2), Languages (1) (Mardu, 1 other, Base: Orc), Ranged Attack (2), Startle, Takedown (2), Tracking

                    POWERS:
                    Huge: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Innate, Permanent); 5 pts
                    Orc Senses: Senses 3 (Darkvision, Scent [Acute]); 3 pts
                    Indestructible: Immunity 80 (All Toughness Effects, Flaw: Limited [only on his turn]); 40 pts

                    EQUIPMENT:
                    (10 pts)
                    Mardu Half Scale: Protection 2; 2 pts
                    Greatsword: Slashing Strength-Based Damage 4, Dangerous; 5 pts
                    Knife: Piercing Strength-Based Damage 1, Dangerous; 2 pts

                    OFFENSE:
                    Initiative +9
                    Close Attack +10 [Unarmed +6, Critical 19-20; Greatsword +10, Critical 18-20; Knife +7, Critical 19-20]
                    Ranged Attack +3

                    DEFENSES:
                    Dodge +4 [DC14] Parry +5 [DC15]
                    Toughness +9, Fortitude +9, Will +5

                    COMPLICATIONS:
                    Hatred: He has a deep seeded hatred of Sarkhan Vol for abandoning his troops to death when Sarkhan ascended to Planeswalker.
                    Responsibility: Khan of The Mardu Horde.
                    Rivalry: The other Khans of Tarkir, Narset in particular.
                    Temper: Zurgo's towering rages are legendary.

                    Abilities 48 + Skills 12 (24 ranks) + Advantages 23 + Powers 48 + Defenses 9 = 140 / 140

                    Build Comments: Zurgo is one of my favorite cards in the Khans of Tarkir set. He’s a 7/2, which in short means that he’ll pretty much kill anything he attacks but he won’t last long as blocker or against burn spells like Lightning Strike or Arc Lightning. But that’s OK, I figure if I get 3-4 in my Mardu deck, he’ll keep coming up and killing whatever I need killed in short order, leaving me free to focus on other things.

                    Even though I’m generally not trying to replicate too much of the character’s MTG mechanics in game, I kinda did with him. He’s a balls to the wall offensive PL10 but about PL6 otherwise, making him pretty one-dimensional, which is true to his character.

                    And in the new timeline, he is now Zurgo Bellringer, who, as his name denotes, he is the bell ringer for his clan, which summons the Kologhan dragon brood.



                    Secret Origins/The Story so Far/Characterization: Zurgo Helmsmasher is the Khan of the Mardu Horde of Tarkir. The Mardu Horde are fearsome warriors that live for the heat of battle and thrive on the rocky wastes of Tarkir. The clan's main encampment is at the cliffs where an ancient dragon died. [4] They routinely conduct vicious raids against the other clans and regularly combine lightning magic and archery to strike at their enemies. [5]

                    Although not every member of Mardu society rides to war, every Mardu abides by the warrior's code called the Edicts of Ilagra. The Edicts, inscribed on a collection of dragon-hide scrolls, govern the rules of honor and combat for Mardu warriors:

                    To conquer is to eat.
                    To rule is to bleed.
                    Victory or death.

                    Friends and Foes: He has a vendetta against the Planeswalker, Sarkhan Vol. He believes him to be a traitor for allowing his squad to die when Sarkhan was a Mardu Hordechief and ascended to Planeswalker during a battle.
                    I would've just limited his Indestructible to half effect, since you rarely take Toughness Checks on your own turn.
                    [URL="http://roninarmy.com/threads/2965-AverageJoe-s-Builds-(Concept-Bank)-3-Entries-Thus-Far"]My Builds[/URL]
                    [URL="http://roninarmy.com/threads/4164-Superhuman-Defense-Organisation-America?p=161535&viewfull=1#post161535"]Savior[/URL], SDO: America
                    [QUOTE=Emiliano Zapata][B]"Better to die on your feet, than live on your knees."[/B][/QUOTE]
                    [QUOTE=Tim McGraw][B]"I'm in a better place... Where soldiers live in peace, and angels sing Amazing Grace..."[/B][/QUOTE]

                    Comment


                    • Re: 694 - Zurgo Helmsmasher/Zurgo Bellstriker

                      Originally posted by AverageJoe View Post
                      I would've just limited his Indestructible to half effect, since you rarely take Toughness Checks on your own turn.
                      Maybe. Really the only damage that would affect him on his own turn is Reaction damage, so it might be worth it making that change.
                      The Thorpacolypse
                      Member of the Guild of Calamitous Intent since 2005
                      Co-Chair of the Council of 13
                      "Hate you can trust"

                      Comment


                      • Re: J-Mart: Bunker, Dr. Light, Silverback, The Brain and Monsieur Mallah, Congorilla

                        Originally posted by kenmadragon View Post
                        Hey, Thorp, you know you've gotta remove the flaw on that Bear Punch! power if you want him to be able to use it against dragons... You know you want it to work against dragons.
                        True dat and it would save me making another build since he didn't really change that much with the new timeline from a card standpoint like a lot of the other Khans did.
                        The Thorpacolypse
                        Member of the Guild of Calamitous Intent since 2005
                        Co-Chair of the Council of 13
                        "Hate you can trust"

                        Comment


                        • 699 - Brimaz King of Oreskos

                          Check out this CATS AND DOGS SPECIAL for our Magic the Gathering section of our Fantasy Aisle!


                          The Man.

                          BRIMAZ, KING OF ORESKOS
                          PL: 9 (175 pts) - OPL: 9; DPL: 9; HP: 1

                          ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 4, DEXTERITY 3, FIGHTING 9, INTELLECT 1, AWARENESS 3, PRESENCE 5

                          SKILLS: Athletics 8 (+12), Deception (+5), Expertise [Nature] 4 (+5), Expertise [Tactics] 8 (+9), Insight 7 (+10) [Assessment], Intimidation 4 (+9), Perception 6 (+9), Persuasion 5 (+10), Stealth (+4)

                          ADVANTAGES: Assessment, Benefit (4) (Status, Wealth, Resources 4 – King of Oreskos), Defensive Roll (2), Equipment (2), Extraordinary Effort, Inspire (2), Leadership, Ranged Attack (2), Takedown (1), Uncanny Dodge

                          POWERS:
                          Roar: Enhanced Skills 2 (Intimidation 4 ranks, Flaw: Sense-dependent [Auditory]), Enhanced Advantages 1 (Ultimate Effort [Intimidation Checks], Flaw: Sense-dependent [Auditory]); 2 pts
                          Leonine Senses: Senses 2 (Low-Light Vision, Scent [Acute]); 2 pts
                          Tough Hide: Protection 1, Feature 1 (Insulating Fur); 2 pts
                          Swift Hunter: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 2 pts
                          Claws/Bite: Slashing Strength-based Damage 1 (Extra: Accurate, Split, Variable Descriptor [Slashing, Piercing]), Enhanced Advantages 2 (Athletics 4 ranks, Flaw: Limited to climb checks); 5 pts
                          Call the Pride: Reaction Summon 3 (45 pt minions; Extra: Heroic, Multiple Minions 4 [16 minions], Reaction [when attacking or being attacked], Flaw: Limited [when attacking or being attacked only]); 42 pts

                          EQUIPMENT:
                          (5 pts)
                          Sword: Slashing Strength-Based Damage 3, Dangerous; 4 pts

                          OFFENSE:
                          Initiative +4
                          Close Attack +9 [Unarmed +4; Sword +7, Critical 19-20]
                          Claws +11 [Claws +5]
                          Ranged Attack +5

                          DEFENSES:
                          Dodge +10 [DC20] Parry +11 [DC21]
                          Toughness +7 (+5 without Defensive Roll), Fortitude +7, Will +8

                          COMPLICATIONS:
                          Disability: Leonine hate the water and are very poor swimmers.
                          Enemy: Leonine and Rakshasas have an eons old hatred of each other.
                          Honor: All Leonine are known for keeping their word when we give it.
                          Monstrous Appearance: Leonine are rarely seen in areas traditionally populated by the more common humanoid races and their appearance can be unsettling for some.
                          Motivation: Being a just and inspiring ruler and leading the Leonine out of their isolation.
                          Responsibility: To his people, the Leonine.

                          Abilities 66 + Skills 21 (42 ranks) + Advantages 17 + Powers 55 + Defenses 16 = 175 / 175

                          Comments: Boy, people are going to be bummin’ this fall when the Theros block rolls out of Standard play. That means they’re going to lose 2 frighteningly awesome cards, Elspeth, Sun’s Champion (she’s coming eventually) and this one, Brimaz, King of Oreskos.

                          One of the things I’ve learned quickly in Magic is something that you also learn in RPGs quickly as well: it’s hard to win when you’re outnumbered. You throw enough minions of reasonable level at a hero in MnM and they’ll eventually succumb, same thing happens in Magic. If you can keep generating blockers and attackers, even if they’re 1/1’s while your opponent limited numbers, you can eventually peck them down. Brimaz and Elspeth (and others), keep gaining you card advantage that is difficult to overcome if you don’t put them down immediately. As such, they are some of the most expensive cards in Standard, each over $20 and staples in a lot of top tier decks.

                          In Gloriant, I’m going to have to do some world rearranging, I think, to work in some of the lands I’m liking. Tarkir is easy, it’s just across the sea. Oreskos may need to be closer, I think since I LOVE lion-men.

                          Here are the minions he can summon:



                          CAT SOLDIER
                          PL: 4 (45 pts) - OPL: 4; DPL: 4

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

                          SKILLS: Athletics 3 (+5), Deception (+0), Expertise [Survival] 2 (+2), Insight (+1), Intimidation 1 (+1), Perception 2 (+3), Persuasion (+0), Stealth (+3)

                          ADVANTAGES: Equipment (1), Uncanny Dodge

                          POWERS:
                          Roar: Enhanced Skills 2 (Intimidation 4 ranks, Flaw: Sense-dependent [Auditory]), Enhanced Advantages 1 (Ultimate Effort [Intimidation Checks], Flaw: Sense-dependent [Auditory]); 2 pts
                          Leonine Senses: Senses 2 (Low-Light Vision, Scent [Acute]); 2 pts
                          Tough Hide: Protection 1, Feature 1 (Insulating Fur); 2 pts
                          Swift Hunter: Speed 1 (4 mph/60 fpr), Leaping 1 (15 ft); 2 pts
                          Claws/Bite: Strength-based Damage 1 (Extra: Variable Descriptor [Slashing, Piercing]), Enhanced Advantages 1 (Athletics 2 ranks, Flaw: Limited to climb checks); 3 pts

                          EQUIPMENT:
                          (5 pts)
                          Cloak: Protection 1; 1 pts
                          Quarterstaff: Bludgeoning Strength-Based Damage 2; 2 pts

                          OFFENSE:
                          Initiative +3
                          Close Attack +3 [Unarmed +2; Quarterstaff +4; Claws +3]
                          Ranged Attack +2

                          DEFENSES:
                          Dodge +3 [DC13] Parry +3 [DC13]
                          Toughness +4, Fortitude +3, Will +2

                          COMPLICATIONS:
                          Disability: Leonine hate the water and are very poor swimmers.
                          Enemy: Leonine and Rakshasas have an eons old hatred of each other.
                          Honor: All Leonine are known for keeping their word when we give it.
                          Monstrous Appearance: Leonine are rarely seen in areas traditionally populated by the more common humanoid races and their appearance can be unsettling for some.
                          Responsibility: To their Pride and their King.

                          Abilities 26 + Skills 4 (8 ranks) + Advantages 2 + Powers 11 + Defenses 2 = 45 / 45
                          The Thorpacolypse
                          Member of the Guild of Calamitous Intent since 2005
                          Co-Chair of the Council of 13
                          "Hate you can trust"

                          Comment


                          • 700 - Optimus Prime

                            We've reached another landmark build, BUILD #700! So we're taking a short break from the Fantasy Imports to drop this J-Mart Favorite Item that there can be little debate about his worthiness for the honor!


                            With the All Spark gone, we cannot return life to our planet. And fate has yielded its reward: a new world to call home. We live among its people now, hiding in plain sight, but watching over them in secret, waiting, protecting. I have witnessed their capacity for courage, and though we are worlds apart, like us, there's more to them than meets the eye. I am Optimus Prime, and I send this message to any surviving Autobots taking refuge among the stars. We are here. We are waiting. - Optimus Prime

                            OPTIMUS PRIME
                            PL: 13 (245 pts) - OPL: 13 ; DPL: 13

                            ABILITIES: STRENGTH 13, STAMINA 12, AGILITY 3, DEXTERITY 4, FIGHTING 12, INTELLECT 2, AWARENESS 5, PRESENCE 7

                            SKILLS: Acrobatics 4 (+7), Athletics (+13), Close Combat [Unarmed] 1 (+13), Deception (+7), Expertise [Cybertron] 8 (+10), Expertise [Tactics] 11 (+13), Insight 8 (+13) [Assessment], Intimidation 2 (+9/+14), Perception 5 (+10), Persuasion 6 (+13) [Connected, Fascinate], Ranged Combat [Blast] 7 (+11), Stealth (+3/-7), Technology 8 (+10), Treatment 1 (+3), Vehicles 5 (+9)

                            ADVANTAGES: Assessment, Benefit (3) (Status 3 – Leader of the Autobots), Combat Leader*, Connected, Extraordinary Effort, Fascinate (1) (Persuasion), Favored Foe (Decepticons), Inspire (5), Interpose, Languages (1) (English, 1 other, Base: Cybertronian), Leadership, Takedown (1)

                            POWERS:
                            Prime Size: Growth 10 (+10 Str, +10 Sta, -5 Dodge/Parry, -10 Stealth, +5 Intimidation, Speed +1, +10 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 21 pts
                            Cybertronian Physique: Protection 3, Impervious 7, Immunity 13 (Aging, Life Support, Sleep); 30 pts
                            Robot in Disguise: Morph 1 (Single Other Appearance; Peterbilt Semi, Extra: Metamorph), Senses 1 (Radio); 7 pts
                            Energon Blades: Slashing/Piercing Strength-based Damage 1 (Extra: Dangerous, Penetrating 10, Split); 13 pts
                            Ion Weapon Array: 42 pts traits, Easily Removable (-16 pts); 26 pts
                            Barrage Cannons: Ranged Ionic Energy Damage 15 (Extra: Penetrating 10, Split); 41 pts
                            Blaster Pistols: Ranged Multiattack Ionic Energy Damage 10 (Extra: Dangerous, Penetrating 8); 1 pt


                            EQUIPMENT:
                            NONE

                            OFFENSE:
                            Initiative +3
                            Close Attack +12 [Energon Blades +14, Critical 19-20]
                            Unarmed +13 [Unarmed +13]
                            Ranged Attack +4
                            Blast +11 [Ion Cannons +15; Ion Pistols +10, Multiattack]

                            DEFENSES:
                            Dodge +9 [DC19] Parry +11 [DC21]
                            Toughness +15 (+7 Impervious), Fortitude +13, Will +10

                            COMPLICATIONS:
                            Alien: The Cybertronians sometimes have problems grasping the culture of Earth.
                            Enemy: Megatron. Although he knows the chances are slim, he does still have hope for a reconciliation.
                            Honor: Optimus Prime is one of the most honorable beings in the universe, known for his compassion for all sentient life and protecting his comrades. His moral compass is unwavering.
                            Relationships: Sam Witwicky and his close Autobot teammates.
                            Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them.
                            Weakness: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks, as well as effects that can effect technology.

                            Abilities 76 + Skills 33 (66 ranks) + Advantages 18 + Powers 97 + Defenses 21 = 245 / 245

                            Build Comments: I will get around to a big run of Transformers eventually, but since I had Optimus done already, I figured he'd be a good choice to drop now and then I'll come back for the rest of the crew later on.

                            For Optimus (and the others), I am generally sticking to their movie or the recent Transformers Prime TV series incarnations for my setting, mainly because those are the only ones I’ve actually watched. But I might do some research and drop some Beast Wars or other incarnations if I get the inkling. But with so many other builds to redo for DC and Marvel, I probably won’t get to it.

                            Secret Origins: Optimus Prime and Megatron co-ruled Cybertron until Megatron began a war for control of the All Spark. Optimus formed the Autobots, a militia of civilian Transformers sworn to protect the All Spark. Optimus fought back, willing to doom Cybertron itself to deny Megatron the All Spark. His reasoning was that a new homeworld could be rebuilt with the All Spark once Megatron was no longer a threat. He entrusted Bumblebee with the task of distracting Megatron at Tyger Pax long enough for the All Spark to be sent into space.

                            The Story so Far: Bumblebee found the location of the All Spark on Earth and activated a homing beacon for his fellow Autobots. After arriving and scanning a Peterbilt truck, Optimus greeted Bumblebee’s “owner”, Sam Witwicky and his girlfriend, Mikaela Banes, introduced his men and explained why they had come to Earth. The Autobots did battle with Megatron and his Decepticons for the All Spark and emerged victorious. After working to forge a relationship with the US government, Optimus sent out a deep-space signal, inviting other Autobots to join them on Earth.

                            For time, he lead the Autobots as part of NEST, a covert military outfit, in seeking and destroying remaining Decepticons on Earth. After another major battle with the Decepticons, this time led by the ancient Decepticon The Fallen, he severely damaged Megatron then killed The Fallen, forcing Megatron and Starscream to retreat.

                            After assisting NEST operatives in fighting Shockwave at Chernobyl, Optimus learned that the humans have concealed the discovery of a Cybertronian ship on the moon. After a period where the Autobots agreed to leave Earth, they doubled back and battled the Decepticons, and their new ally, the traitorous Sentinel Prime. After killing Sentinel Prime, the Autobots defeated the Decepticons and Megatron fled with the surviving Decepticons.

                            Characterization: Prime is a brave, powerful, wise and compassionate leader who puts his talent to use improving the universe around him. Optimus has a strong sense of justice and righteousness and has dedicated himself to the protection of all life, particularly the inhabitants of Earth.

                            Friends and Foes: Prime is revered by all the Autobots who rarely question his orders, no matter how dangerous the situation. He has formed with relationships with Sam Witwicky and has integral in the formation of the NEST teams that work to help the Autobots seek out and battle the Decepticons.

                            He has also joined with many of Earth’s heroes on occasion to assist them against Megatron and other global threats. He has become a strong ally of both The Avengers and Justice League
                            The Thorpacolypse
                            Member of the Guild of Calamitous Intent since 2005
                            Co-Chair of the Council of 13
                            "Hate you can trust"

                            Comment


                            • 701 - Megatron

                              You can't have the last item without this one! Check out this new J-Mart Favorite Item for Aisle 4!


                              Jazz: Is that all you got, Megatron?
                              Megatron: Come here, you little cretin!
                              Jazz: You want a piece of me? You want a piece?
                              Megatron: No, I want TWO!


                              MEGATRON
                              PL: 14 (234 pts) - OPL: 14 ; DPL: 14

                              ABILITIES: STRENGTH 14, STAMINA 13, AGILITY 2, DEXTERITY 3, FIGHTING 11, INTELLECT 4, AWARENESS 3, PRESENCE 5

                              SKILLS: Athletics (+14), Deception 5 (+10), Expertise [Cybertron] 9 (+13), Expertise [Military] 6 (+10), Expertise [Science] 6 (+10), Insight (+3), Intimidation 5 (+10/+15) [Daze, Startle], Perception 2 (+5), Persuasion (+5), Ranged Combat [Fusion Cannon] 9 (+12), Stealth (+2/-9), Technology 6 (+10), Vehicles 4 (+7)

                              ADVANTAGES: All-Out Attack, Benefit (2) (Status 2 – Leader of the Decepticons), Chokehold, Close Attack (1), Daze (1) (Intimidation), Favored Foe (Optimus Prime), Improved Grab, Inspire (2), Languages (1) (English, 1 other, Base: Cybertronian), Power Attack, Startle, Takedown (1)

                              POWERS:
                              Megatron Size: Growth 11 (+11 Str, +11 Sta, -5 Dodge/Parry, -11 Stealth, +5 Intimidation, Speed +1, +11 Mass, Reach 2 [10 ft]; Extra: Innate, Permanent); 23 pts
                              Cybertronian Physique: Protection 3, Impervious 7, Immunity 13 (Aging, Life Support, Sleep); 30 pts
                              Robot in Disguise: Morph 2 (Narrow Group of Forms; Cybertronian Jet/Tank/Truck, Extra: Metamorph), Senses 1 (Radio); 12 pts
                              Megatron Blades: Slashing/Piercing Strength-based Damage 2 (Extra: Dangerous, Split); 4 pts
                              Fusion Cannon: 41 pts traits, Removable (-8 pts); 33 pts
                              Cannon Blast: Ion Energy Ranged Damage 16 (Extra: Penetrating 10, Flaw: Activation [Move Action]); 41 pts

                              EQUIPMENT:
                              NONE

                              OFFENSE:
                              Initiative +2
                              Close Attack +12 [Unarmed +14; Ion Blades +16, Critical 19-20]
                              Ranged Attack +3
                              Blast +12 [Fusion Cannon +16]

                              DEFENSES:
                              Dodge +9 [DC19] Parry +22 [DC22]
                              Toughness +16 (+7 Impervious), Fortitude +13, Will +9

                              COMPLICATIONS:
                              Alien: The Cybertronians sometimes have problems grasping the culture of Earth.
                              Enemy: Optimus Prime and The Autobots.
                              Hatred: He hates humanity, seeing them as something of a virus he needs to purge from the planet he wants to control.
                              Motivation: Restoring the glory of Cybertron as its ruler and proving himself to be Prime's superior.
                              Vulnerable: The Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them.
                              Weakness: The Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks, as well as effects that can effect technology.

                              Abilities 66 + Skills 26 (52 ranks) + Advantages 14 + Powers 102 + Defenses 26 = 234 / 234

                              Build Comments: Man, Megatron was awesome in the first Transformers movie and got TOTALLY nerfed in the sequels. That was my biggest complaint about the series, amongst my many, but I’m not going to get into that here. I still have to force myself to see the 4th movie, if only for the dinobots.

                              I almost made Megatron a higher PL than Prime, not because I don’t like Prime or that I don’t think he’s the greatest, I just want the villain to be more of a challenge to the heroes, who do not always just include Optimus Prime in my shared universe. He should be able to rumble with Superman and Thor types as well as the Autobots, so I feel OK with his PL. If he doesn’t test well, he’ll go up a PL and Optimus will just have to earn a couple of extra XP to make their inevitable “boss fight” is even.

                              Secret Origins: Megatron co-ruled Cybertron together with Optimus Prime, serving as Lord High Protector. Megatron and Optimus learned of an alien force coming to their planet for the All Spark, just as a mysterious artifact was unearthed. Megatron was gravely injured, but the artifact (containing the Fallen) awakened and heals him, swaying him with promises of power. Megatron soon desires power over the All Spark, and under the Fallen's influence, forms the Decepticons, sending the bulk of his soldiers in a craft, the Nemesis.

                              The Autobots attempt to hide the All Spark, but Megatron saw through the ruse and launched a full-scale attack, during which the All Spark was launched into space. Megatron almost caught up with the All Spark as it landed on Earth. In his reckless desire to possess it, Megatron pursues it right into Earth's atmosphere and falls into the icy waters, resulting in his being frozen in stasis lock. In the late 19th century, Captain Archibald Witwicky discovered the Decepticon during an Arctic expedition. At the turn of the 20th century, a crew of men later takes his body — dubbing him the "Ice-man" - and kept him in storage up until the present day, eventually relocating him to Hoover Dam in Nevada.

                              The Story so Far: Megatron was awakened during the Decepticons attack on Hoover Dam once they learned that the All Spark was being held there was well. He led the battle against Optimus Prime and the Autobots but was defeated when Sam Witwicky shoved the All Spark into his chest, killing him and destroying most of the All Spark.

                              He was revived by his loyal Decepticons and has led them through several other battles against The Autobots, as well as other foes, like The Avengers and Justice League. He, nor many of the Decepticons, have been seen in some time. However, SHIELD intelligence recently learned that the Decepticons, have been building up a new underground city somewhere in Europe and seem to be planning something big.

                              Characterization: Megatron is a ruthless leader and combatant and is obsessed with bringing back the glory of Cybertron here on Earth and ruling his robot brethren and the “pathetic humans that cover this planet like a plague of insects.” He has changed his leadership style in recent years to be more benevolent, which has garnered him a group of Decepticon followers that serve him out of respect and not just fear as they did before.

                              Friends and Foes: His greatest foe is Optimus Prime, although each brother continues to try and sway the other to their way of thinking. His second in command, Starscream, shifts between loyal follower and sneaky insurgent.
                              The Thorpacolypse
                              Member of the Guild of Calamitous Intent since 2005
                              Co-Chair of the Council of 13
                              "Hate you can trust"

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                              • 702 - Dragonlord Atarka

                                With the Dragons of Tarkir officially kicking off the new timeline of Tarkir, we figure it's time to drop the Dragonlords themselves as we kick off another IMAGINE DRAGONS Special!


                                Atarka has no patience for diplomacy or compromise; she considers talking to be a waste of time, silly jaw-wagging performed by food animals. Her preferred method of problem solving is much more straightforward: roar, roast, devour. The only time she finds value in her followers is when they deliver offerings to her plate—or when they "stumble" onto the plate themselves.

                                DRAGONLORD ATARKA
                                PL: 15 (269 pts) - OPL: 15; DPL: 14

                                ABILITIES: STRENGTH 16, STAMINA 14, AGILITY 2, DEXTERITY 2, FIGHTING 10, INTELLECT -2, AWARENESS 6, PRESENCE 2

                                SKILLS: Athletics 3 (+19), Deception (+2), Insight (+6), Intimidation 11 (+13/+19), Perception 6 (+12), Persuasion (+2), Ranged Combat [Blast] 8 (+10), Stealth (+2/-10)

                                ADVANTAGES: All-Out Attack, Close Attack (2), Diehard, Fast Grab, Fearless, Improved Grab, Improved Hold, Improved Trip, Languages (1) (Common [understand only], 1 other, Base: Draconic), Power Attack, Takedown (2)

                                POWERS:
                                Ancient Dragon Size: Growth 12 (+12 Str, +12 Sta, -6 Dodge/Parry, -12 Stealth, +6 Intimidation, Speed +1, +12 Mass, Reach 3 [15 ft]; Extra: Innate, Permanent); 25 pts
                                Dragon Senses: Senses 9 (Normal Vision [Extended], Normal Hearing [Extended], Infravision, Ultrahearing [Extended], Scent [Acute, Ranged, Extended, Tracking]); 9 pts
                                Fire Dragon Traits: Regeneration 2 (1/every 5 rounds), Immunity 13 (Aging, Fire Effects, Disease, Sleep, Poison [Flaw: Limited to half effect]); 15 pts
                                Dragon Scales: Protection 5, Impervious 9; 23 pts
                                Dragon Speed: Speed 2 (8 [16] mph/250 [500] fpr); 2 pts
                                Dragon Wings: Flight 5 (60 mph/900 fpr; Flaw: Wings); 5 pts
                                Frightful Presence: Burst Area Affliction 10 (Resisted/Overcome by Will; 1st: Dazed and Impaired, 2nd: Stunned and Compelled [to flee], Extra: Burst Area x2 [60 ft radius], Extra Condition, Flaw: Limited to two degrees, Sense-Dependent [Visual], Limited [Once opponent has made a successful resistance check they cannot be affected by power again that day]); 10 pts
                                Natural Weapons: 30 pt Array; 30 pts
                                Tail Swipe: Burst Area Bludgeoning Damage 15 (Extra: Burst Area [30 ft radius]); 30 pts
                                Claw/Claw/Bite: Multiattack Strength-based Damage 2 (Extra: Dangerous, Split, Variable Descriptor [Piercing/Slashing]); 1 pt
                                Flaming Bite: Piercing Strength-based Damage 2 (Extra: Secondary Effect [Fire Damage 18], Flaw: Unreliable [5 uses]); 1 pt

                                Dragon Breath: 48 pt Array; 50 pts
                                Spitting Fire: Ranged Multiattack Fire Damage 16; 48 pts
                                Fire Cone: Cone Area Fire Damage 15 (Extra: Cone Area x2 [120 ft cone]); 1 pt
                                Fire Line: Line Area Fire Damage 15 (Extra: Line Area x2 [60 ft line]); 1 pt


                                EQUIPMENT:
                                NONE

                                OFFENSE:
                                Initiative +2
                                Close Attack +12 [Unarmed +16; Claws/Bite +18, Critical 19-20, Multiattack; Flaming Bite +18]
                                Ranged Attack +2
                                Blast +10 [Spitting Fire +16, Multiattack]
                                Special Attack [Fire Cone +15, Cone Area; Fire Line +15, Line Area; Frightful Presence Affliction +10, Burst Area]

                                DEFENSES:
                                Dodge +6 [DC16] Parry +9 [DC19]
                                Toughness +19 (+9 Impervious), Fortitude +15, Will +9

                                COMPLICATIONS:
                                Hunger: Atarka's hunger is insatiable. She rewards those who keep her fed and, well, eats the rest.
                                Motivation: Greed and territoriality. Even at birth, dragons know their place in the world and that's to get as much as they can and carve a territory defend against others who want everything they've gotten.
                                Power Loss: A Fire Dragon must wait 1-2 rounds (GM rolls 1-10 [2 rounds], 11-20 [1 round]) before using their breath weapon or Flaming Bite again.
                                Reputation: Dragons are considered THE monsters of the world.
                                Vulnerable: Fire Dragons are vulnerable to cold based effects, taking an extra degree of failure against them.

                                Abilities 52 + Skills 14 (28 ranks) + Advantages 13 + Powers 171 + Defenses 19 = 269 / 269

                                Comments: Atarka is a monster and a half in the Dragons of Tarkir set. An 8/8 with Flying with Trample, AND it deals 5 damage to creatures right when it hits the battlefield. Some people think it might be too expensive mana-wise for constructed play where getting to 7 mana doesn’t always happen. I don’t care. If I decide to build a competitive red/green deck, she’s in. PERIOD.

                                She is the most physically powerful of any of the dragons I’ve build so far (Tiamat doesn’t count, she’s a goddess), and that’s probably going to stick. Planeswalkers like Ugin and Nicol Bolas may be the same PL but make no mistake none of them are going to want to rumble with her straight up. She’s big, dumb and brutal. Truly what J-Mart was created for.
                                The Thorpacolypse
                                Member of the Guild of Calamitous Intent since 2005
                                Co-Chair of the Council of 13
                                "Hate you can trust"

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