Welcome to Hyper Score Marvel #27, the triumphant return of the blog series where every week I use Hypercorps 2099 to put together an iconic hero or villain from the world’s most popular superhero universe! Unlike previous posts, this series is no longer dual-system and only for the Pathfinder Roleplaying Game (there’s lots of excellent free D&D 5E stuff, most notably the Warhammer 40k D&D 5E Hack or Street Fighter D&D 5E).
New Feature: WTF is Mike Doing?
I frequently forget that sometimes people are interested in what I’m actually up to! There’s an Actual Play episode streamed from Roll20 for the first part of Cursed Soul of the Scorpion Samurai (one of several Mists of Akuma Roll20 modules), I overtaxed myself doing the world and metropolis maps for Book of Exalted Darkness last week, and this week (and the next several weeks) are all layout on that book and omfg it is so decadent. I can’t possibly undersell how f#$%ing crazy ecstatic I am about how it’s coming together. Honestly I can’t. I’m having trouble sleeping because I’m so excited to come do more layout and I honestly think I might explode or melt when I get the print proof aaaaaaaaand the book might actually be evil?
BACK TO THE BLOG Last time we had Iron Fist and next we’ve got Punisher, Mr. Fantastic, Human Torch, Doctor Doom, Invisible Woman, and Loki. More requests are always welcome however—I’ll get to them all eventually! The full cast (as well as all my other statblocks) are easily accessible in big ol lists over on the index page and run the gamut from Spider-Man and the Venom Symbiote to Emma Frost. Also—there are free PDFs for Hypercorps 2099 (wherein you can get a look at how all these hyper abilities function).
JESSICA JONES CR 11—XP 12,800
Female human investigator 2/brawler 4 [hs 4; meganaut 1/parallel 1]
CG Medium humanoid (human, hyper)
Init +7; Awareness +7
AC 18, bullet 18, touch 18, flat-footed 13 (+1 deflection, +3 Dex, +2 dodge, +2 hyper)
hp 84 (2d8+4d10+38+12); Hyper Bonus +2
Fort +11, Ref +12, Will +5
Defensive Abilities poison resistance +2; DR 4/—
Speed 30 ft.
Melee unarmed strike +15/+10 or +13/+13/+8 (1d8+9, Crit 19-20/x2)
Ranged strong hurl +10 touch (1d8 per 100 pounds+12 or 4d8 per 400 pounds+16, Range 90 ft.; Jessica’s heavy load is 2,800 pounds [4,800 pounds with bull’s strength, +1 dam 100 pounds or +4 dam 400 pounds])
Special Attacks brawler’s flurry, hyper bonus +2, knockout 1/day (DC 21), martial flexibility (move action, 1 min, 5/day)
Hyper Spell-Like Abilities (CL10th; concentration +17)
7/day—bull’s strength, false life (1d10+10 temp HP), fly
Extracts Prepared (CL 2nd; concentration +3) [WHISKEY]
1st (2/day)—cure light wounds (1d8+1 hp), polypurpose panacea
Str 24, Dex 16, Con 20, Int 13, Wis 9, Cha 10
Hyper Strength 3 (Strong Back, Strong Hurl), Hyper Constitution 2 (Hyper Tough)
Base Atk +5; CMB +14 (+15 grapple); CMD 30 (31 vs. grapple)
Feats Alertness, Combat Expertise, Dodge, Improved Critical (unarmed strike), Improved Unarmed Strike, Power Attack, Toughness, Weapon Focus (unarmed strike); Hyper Feats Extra Hyper Attribute (2)
Skills Acrobatics +8, Appraise +5, Athletics +15, Awareness +7, Bluff +6, Diplomacy +4, Disable Device +7, Escape Artist +7, Knowledge (local) +7, Knowledge (nobility) +5, Search +11, Sense Motive +9, Sleight of Hand +7, Stealth +10
Languages English, Chinese
SQ AC bonus +1, alchemy, brawler’s cunning, hyper attack 1, hyper initiative, hyper mortality, inspiration (free action +1d6 4/day to Knowledge, Linguistics, or Spellcraft; +1d6 to attack roll or saving throw at double cost, immediate action for saving throw), maneuver training (grapple +1), martial training, poison lore, trapfinding, unarmed strike (1d8)
Gear ring of protection +1, potion of cure serious wounds, smartphone, whiskey (for her “extracts”)