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J-Mart: Paragons R Us - Superboy-Prime, Hyperion VI

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Re: J-Mart 3E: PCs - Nightwing x2

Postby catsi563 » Sat Oct 23, 2010 10:22 am

Oy How could you miss Star Fire in his relationships? he and Kori were practically married. for shame thor :P
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: J-Mart 3E: PCs - Nightwing x2

Postby Thorpacolypse » Sat Oct 23, 2010 12:51 pm

catsi563 wrote:Oy How could you miss Star Fire in his relationships? he and Kori were practically married. for shame thor :P


D-OH! Excellent point Catsi563. I'm going to take 5 geek points away from myself for that. Fixed.
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#61

Postby Thorpacolypse » Sat Oct 23, 2010 1:13 pm

We've got another new item for Aisle 2!

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I can't believe adding 3-D Man didn't raise sales of the Agents of Atlas book.

3-D MAN (DELROY GARRETT)
PL: 9 (137 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 6, STAMINA 6, AGILITY 7, DEXTERITY 5, FIGHTING 9, INTELLECT 1, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 4 (+11) [Agile Feint], Athletics 7 (+13), Close Combat [Unarmed] 3 (+12), Deception (+1), Expertise [Decathlete] 5 (+6), Expertise [Theology and Philosophy] 5 (+6), Insight 4 (+7), Intimidation (+1), Investigation 6 (+7), Perception 5 (+8), Persuasion (+1), Stealth 2 (+9), Technology 3 (+4), Vehicles 2 (+7)

ADVANTAGES: Agile Feint, Defensive Attack, Defensive Roll (1), Equipment (1), Evasion (1), Improved Disarm, Ranged Attack (3), Takedown (1)

POWERS:
Abilities 3X that of a normal man: Speed 3 (16 mph), Leaping 2 (30 ft), Regeneration 3 (1/every 3 rounds), Senses 3 (Normal Vision [Extended], Normal Hearing [Extended], Scent [Extended]); 10 pts
I see Skrull people...: Senses 5 (Detect Skrulls [Visual; Acute, Counters Concealment, Ranged]); 5 pts

EQUIPMENT:
(5ep)
Avengers/Justice League Communicard: Senses 2 (Communication Link [Radio, Justice League Members), GPS, Feature 1 (Watchtower/Avengers Mansion Access), Benefit 1 (Justice League Status); 5ep

OFFENSE:
Initiative +7
Close Attack +9
Unarmed +12 [Unarmed +6]
Ranged Attack +8

DEFENSES:
Dodge +11 [DC21] Parry +11 [DC21]
Toughness +7, Fortitude +9, Will +7

COMPLICATIONS:
Relationships: He is close to the original 3D Men and the Skrull Kill Krew
Responsibility: He feels it's his duty to hunt down and rid the world of any remaining Skrulls

Abilities 76 + Skills 23 (46 ranks) + Advantages 10 + Powers 15 + Defenses 13 = 137 / 137

Comments: Delroy Garrett is the 3rd 3D-Man. He was originally Triathlon, a pretty much failed “diversity Avenger” who fell into obscurity until the Secret Invasion when he was given the 3D Man goggles which allowed him to see the Skrulls, even in their enhanced disguises, which was quite valuable to the Initiative. He hasn’t been seen much since and probably won’t because he’s not a great character, but he’s turned OK.

He was going to be part of the MANUARY special, but I ran out of time with move and all so I've had him done for a while, just hadn't posted him.
Last edited by Thorpacolypse on Thu May 10, 2012 8:43 pm, edited 4 times in total.
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#62

Postby Thorpacolypse » Sat Oct 23, 2010 1:21 pm

We've got another new item for Aisle 6 with this new, Becoming a J-Mart Favorite item!

Image
You disrupt the natural order of things!!! Do you have any ideas the evils you have served? How much you have damaged civilization with your actions?!?!? DO YOU?!?!?!

DINOSAURUS
PL: 12 (160 pts) - OPL: 12 ; DPL: 12

ABILITIES: STRENGTH 15, STAMINA 12, AGILITY 1, DEXTERITY 2, FIGHTING 7, INTELLECT 8, AWARENESS 3, PRESENCE 3

SKILLS: Athletics 3 (+18), Close Combat [Unarmed] 2 (+9), Deception (+3), Expertise [Earth Sciences] 8 (+16), Insight (+3), Intimidation 8 (+11/+13) [Startle], Perception 4 (+7), Persuasion (+3), Stealth (+1/-3), Technology 5 (+13) [Inventor]

ADVANTAGES: All-Out Attack, Chokehold, Diehard, Equipment (4), Inventor, Power Attack, Startle

POWERS:
Dinosaurus Size: Growth 4 (+4 Str, +4 Sta, -2 Dodge/Parry, -4 Stealth, +2 Intimidation, Speed +0, +4 Mass; Extra: Innate, Permanent); 9 pts
Scaly Hide: Protection 3, Impervious 5; 13 pts
Tail: Extra Limbs 1 (Tail); 1 pt
Bite: Piercing Strength-based Damage 0, Enhanced Advantages 2 (Improved Critical 2); (Extra: Penetrating 10, Flaw: Grab-based); 6 pts

EQUIPMENT:
(20ep)
20ep for HQ, Science/Lab Equipment

OFFENSE:
Initiative +1
Close Attack +7 [Bite +15, Critical 18-20]
Unarmed +9 [Unarmed +15]
Ranged Attack +2

DEFENSES:
Dodge +7 [DC17] Parry +8 [DC18]
Toughness +15 (+5 Impervious), Fortitude +13, Will +11

COMPLICATIONS:
Monstrous Appearance: Dinosaurus cannot blend into normal society in his giant humanoid dinosaur form
Obsession: Saving the Earth, HIS way
Power Loss: When rendered unconscious he transforms back into his human form with STR 1, STA 1, INT 0, AWR 0 and cannot transform back unless his human form gets bored
Reputation: Destroyer of Las Vegas, maniacal villain
Rivalry: Stegron

Abilities 86 + Skills 15 (30 ranks) + Advantages 10 + Powers 29 + Defenses 20 = 160 / 160

Comments: Dinosaurus has become a great character in Invincible. At first, he seemed like your run of the mill, “I will destroy to save the Earth!” type of villain but Mark realizes he is more than that. After becoming disillusioned with what his superhero life has come to and realizing that beating up criminals all the time isn’t helping, he realizes Dinosaurus actually IS trying to save the Earth and Mark thinks that working together they can do it (without the massive loss of life his Las Vegas destruction caused). I can’t wait to see where they take that arc, but alas, I have to wait for the 16th Invincible TBP before I know because I am not reading spoilers anymore!
Last edited by Thorpacolypse on Thu May 17, 2012 7:04 pm, edited 4 times in total.
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#63

Postby Thorpacolypse » Sat Oct 23, 2010 1:42 pm

It's been too long since we added to our hot selling JOB SQUAD line, so check out this new item for Aisle 2!

Image
I can't even joke about this dude. He's had it rough, even for a jobber...

ARMADILLO
PL: 9 (100 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 9, STAMINA 9, AGILITY 1, DEXTERITY 0, FIGHTING 7, INTELLECT -1, AWARENESS -1, PRESENCE 0

SKILLS: Athletics 2 (+11), Deception 5 (+5), Expertise [Streetwise] 3 (+2), Insight (-1), Intimidation 6 (+6), Perception (-1), Stealth (+1)

ADVANTAGES: All-Out Attack, Crushing Pin*, Fast Grab, Improved Grab, Improved Smash, Interpose, Power Attack

POWERS:
Armadillo Treatments: Growth 2 (+2 Str, +2 Sta, -1 Dodge/Parry, -2 Stealth, +1 Intimidation, Speed +0, +2 Mass; Extra: Permanent, Innate); 5 pts
Armadillo Shell: Protection 3, Impervious 6; 15 pts
Claws: Piercing/Slashing Strength-based Damage 2, Enhanced Advantages 1 (Improved Critical); 3 pts
Digging like an Armadillo: Burrowing 7 (8 mph); 7 pts
Rolling into a Ball: Enhanced Advantages 1 (Withstand Damage, Flaw: Activation [Move Action]), Speed 2 (8 mph; Flaw: Activation [Move Action], Quirk [requires push or incline surface to start]); 2 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +1
Close Attack +7 [Unarmed +9; Claws +11, Critical 19-20]
Ranged Attack +0

DEFENSES:
Dodge +4 [DC14] Parry +6 [DC16]
Toughness +12, Fortitude +10, Will +5

COMPLICATIONS:
b]Monstrous Appearance:[/b] Antonio's appearance can be unsettling for some and make it impossible for him to blend into normal society
Motivation: Getting the money needs, or performing services for someone who can pay for or perform an operation that can reverse his mutation
Reputation: Jobber villain, failed redeemed hero

Abilities 40 + Skills 8 (16 ranks) + Advantages 7 + Powers 32 + Defenses 13 = 100 / 100

Comments: Poor Antonio. The jobber with a heart. Dude has one of the best backgrounds for a villain ever. The love of his life needed an operation to survive and not being the sharpest blade in the drawer, he falls in with the bad guys, gets mutated into the big armadillo thing does some work and gets the money. It saves her life, she recovers and then she leaves him because of his monstrous appearance.
So he continues to job to try and find a way to get returned to normal and he’s even tried to reform, with little success. All the while pining for his lost love.

Love stinks.
Last edited by Thorpacolypse on Thu May 17, 2012 7:12 pm, edited 4 times in total.
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Re: J-Mart 3E PCs: Nightwing x2, Batman, Luke Cage, Spidey

Postby MrMorrison » Sat Oct 23, 2010 3:03 pm

I really like the work you're doing here. The two Nightwing builds were great.
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Re: J-Mart 3E PCs: Nightwing x2, Batman, Luke Cage, Spidey

Postby Thorpacolypse » Sun Oct 24, 2010 6:05 pm

MrMorrison wrote:I really like the work you're doing here. The two Nightwing builds were great.


Thanks for shopping at J-Mart, MrMorrison! :D

As I have mentioned many times, he's just about my all time favorite character so I really wanted to do him justice in the PC format. I dug the DCA version they did, but as I have stated before, I am compelled to do my own takes on my fave DC characters, regardless how great the official builds are. Plus, it's obvious from the initial official builds that they aren't looking at the PC format, so I felt there was definitely a niche there to fill.

And now, back to work...
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#64

Postby Thorpacolypse » Sun Oct 24, 2010 6:33 pm

We've got another addition to our JOB SQUAD line for Aisle 2!

Image
Now THAT'S how you job, folks!

MAN-BULL
PL: 9 (89 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 9, STAMINA 8, AGILITY 2, DEXTERITY 0, FIGHTING 6, INTELLECT -1, AWARENESS 0, PRESENCE -1

SKILLS: Athletics 2 (+11), Deception (-1), Expertise [Survival] 6 (+5), Intimidation 10 (+9), Persuasion (-1), Stealth (+2)

ADVANTAGES: All-Out Attack, Close Attack (1), Power Attack, Takedown (1)

POWERS:
Tough Hide: Protection 2, Impervious 3, Immunity 1 (Environmental Cold); 9 pts
Ramming Speed: Speed 2 (8 mph); 2 pts
Horns: Piercing Strength-based Damage 0, Enhanced Advantages 2 (Weapon Bind, Improved Critical); 2 pts
GORE!: Piercing Strength-based Damage 2, Enhanced Advantages 2 (Improved Critical, Improved Trip) (Extra: Penetrating 5, Flaw: Limited [only when charging); 5 pts,

EQUIPMENT:
NONE

OFFENSE:
Initiative +2
Close Attack +7 [Unarmed +9; Horns +9, Critical 19-20; Gore +11, Critical 19-20], Ranged Attack +0

DEFENSES:
Dodge +6 [DC16] Parry +6 [DC16]
Toughness +10 (+3 Toughness), Fortitude +11, Will +5

COMPLICATIONS:
Enemy: Daredevil (or really, any hero wearing red…)
Mental Instability: Man-Bull's intelligence is constantly in flux, but generally deteriorating as the long term effects of his transformation come to fruition
Reputation: Jobber villain

Abilities 46 + Skills 9 (18 ranks) + Advantages 4 + Powers 18 + Defenses 12 = 89 / 89

Comments: Gotta love the jobbers, man. Another of my favorites is the wonderfully lame Man-Bull. Big, dumb brick brutes are a dime a dozen in comics, but he has horns. That makes him better than a lot of others. Plus, I can always do my Joey Styles homage GORE! GORE! GORE!

Man I miss the real ECW… :(
Last edited by Thorpacolypse on Thu May 17, 2012 7:34 pm, edited 4 times in total.
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#65

Postby Thorpacolypse » Sun Oct 24, 2010 6:45 pm

Our first item for our Image Aisle hits the shelves.

Image
Just...shocking, how this kid acts...

STATIC
PL: 10 (175 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 1, STAMINA 2, AGILITY 4, DEXTERITY 4, FIGHTING 5, INTELLECT 4, AWARENESS 3, PRESENCE 2

SKILLS: Acrobatics 5 (+9), Athletics 3 (+4), Close Combat [Unarmed] 1 (+7), Deception 6 (+8) [Taunt], Expertise [Popular Culture] 5 (+9), Expertise [Science] 5 (+9), Expertise [Streetwise] 1 (+5), Insight (+3), Intimidation (+2), Investigation 1 (+5), Perception 2 (+5), Persuasion 6 (+8), Ranged Combat [Electrical Control] 4 (+8), Stealth 3 (+7), Technology 6 (+10)

ADVANTAGES: Benefit (1) (STAR Labs Clearance), Close Attack (1), Defensive Attack, Equipment (1), Move-by Action, Set-Up (1), Taunt

POWERS:
Living Outlet: Features 1 (You can power electrical devices as if you were a battery or standard electrical outlet simply by touching or holding the device or its power cord); 1 pt
Static Electricity: Features 1 (You can generate enough static electricity to move small objects within arm’s reach, weighing no more than a pound [weight rank –5] or so); 1 pt
Human Defibrillator: Features 1 (You can act like a defibrillator to treat heart attack victims, automatically stabilizing their condition); 1 pt
Hot Wire: Features 1 (Similarly, you may be able to jump start or reset an incapacitated construct with an electrical system); 1 pt
Electrical Immunity: Immunity 10 (Electrical Effects); 10 pts
Electromagnetic Field: Enhanced Dodge 3, Protection 5 (Flaw: Sustained); 8 pts
Disc Flight: Flight 6 (120 mph; Flaw: Platform, Quirk: Requires metallic disc); 5 pts
Electrosense: Senses 3 (Detect Electricity [Ranged, Acute]); 3 pts
Electromagnetic Array: 27 pt Dynamic Array; 43 pts
Electromagnetic Blast: Ranged Damage 12 (Extra: Dynamic, Variable Descriptor 2 [Any electromagnetic]); 27 pts
Arclight: Environment 3 (Light; 120 ft radius; Extra: Dynamic); 2 pts
Static Electricity: Move Object 12 (Extra: Dynamic); 2 pts
Static Cling: Ranged Affliction 12 (Resisted by Dodge, Overcome by Strength/Sleight of Hand; 1st: Hindered and Vulnerable, 2nd: Defenseless and Immobilized, Extra: Dynamic, Extra Condition, Flaw: Limited [to two degrees]); 2 pts
EMP: Burst Area Weaken Electronics 6 (Extra: Affects Only Objects, Broad, Area Burst [30 ft area], Dynamic, Simultaneous); 2 pts
Ball Lightning: Burst Area Electrical Ranged Damage 8 (Extra: Area Burst [30 ft area], Dynamic); 2 pts
Chain Lightning: Electrical Ranged Damage 8 (Extra: Multiattack); 2 pts
Shock Field: Affliction 5 (Resisted and Overcome by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated, Extra: Action [Reaction], Cumulative, Dynamic); 2 pts
Taser Punch: Affliction 12 (Resisted and Overcome by Fortitude; 1st: Dazed, 2nd: Stunned, 3rd: Incapacitated; Extra: Accurate, Dynamic); 2 pts

EQUIPMENT:
(10ep)
Young Justice Communicard: Senses 2 (Communication Link [Radio, Young Justice Members), GPS, Feature 1 (Mount Justice/Avengers Tower Access), Benefit 1 (Young Justice Status); 5ep
Detachable Disc: Feature 1 (GPS, PDA), Bludgeoning Strength-based Damage 1; 3ep

OFFENSE:
Initiative +4
Close Attack +6 [Shock Aura Affliction +5; Disc Bash +2]
Unarmed +7 [Unarmed +1]
Taser Punch +8 [Taser Punch +12]
Ranged Attack +4
Electromagnetic Array +8 [Electrical Blast +12; Chain Lightning +8, Multiattack; Ball Lightning +8, Area Burst]
Special Attack [Static Cling Affliction +12]

DEFENSES:
Dodge +13 [DC23] Parry +10 [DC20]
Toughness +2 (+7 with Force Field), Fortitude +6, Will +9

COMPLICATIONS:
Enemy: Dr. Nemo, Holocaust
Motivation: Protecting his area of the city and using his powers for the good of all
Relationships: His best friend, Richie (Gear), his dad and sister
Secret Identity: Virgil Hawkins, high school student and STAR Labs intern
Vulnerable: Static's power can be shorted out by water and other grounding items/devices

Abilities 50 + Skills 24 (48 ranks) + Advantages 7 + Powers 73 + Defenses 21 = 175 / 175

Comments: Static, one of Milestone’s biggest successes. The comic was successful enough for them to make a pitch to Fox Kids back in the day and Virgil even got his own cartoon, which lasted for 3 seasons. That’s pretty rare air for superheroes when you think about it. Outside of maybe 5-6 main characters from the big companies, it’s usually teams that have series that last that long. Now he has crossed over into the DCU, and although his new comic got yanked after 8 issues, that was more the creative team than the property, I think.

Static is a pretty dangerous opponent. He has a lot of ways to deal with foes, and anything I didn’t think of (which shouldn’t be much, I loaded him up with Alternate Effects off his blast), he can power stunt. I wanted to make him someone that could hang in a Justice League level setting and I think I did that.
Last edited by Thorpacolypse on Tue Jul 31, 2012 9:04 pm, edited 2 times in total.
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Re: J-Mart 3E PCs: Nightwing x2, Batman, Luke Cage, Spidey x2

Postby Xarathos » Sun Oct 24, 2010 6:46 pm

Love the PL 11 Spidey thar, Thorp - looks very nice, and fun to play. :)

The PC builds in general are fun to see. Keep up the good work. :D
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Re: #65

Postby marcoasalazarm » Sun Oct 24, 2010 8:00 pm

Thorpacolypse wrote:Our first item for our Image Aisle hits the shelves.

Image
Why a show based on this guy hasn't been picked up by a network is beyond me.


Maybe they will-if 'The Walking Dead' works.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
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Re: J-Mart 3E PCs: Nightwing x2, Batman, Luke Cage, Spidey x2

Postby Thorpacolypse » Mon Oct 25, 2010 8:25 pm

Xarathos wrote:Love the PL 11 Spidey thar, Thorp - looks very nice, and fun to play. :)

The PC builds in general are fun to see. Keep up the good work. :D


Oh, I plan on it, good sir. I've been rejuvenated as of late and RL has slowed a bit to allow me some time to actually pursue my little hobby here again. I AM going to play these builds, too! I'm going start some playtests this weekend if all goes well and try to line out a least a short storyline before the holidays start.
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Re: #65

Postby peteyrock » Mon Oct 25, 2010 8:36 pm

Thorpacolypse wrote:Our first item for our Image Aisle hits the shelves.

Image
Why a show based on this guy hasn't been picked up by a network is beyond me.

INVINCIBLE PC

Yes! I love it! Seriously, dude, thanks for the sweet build. I have a special place in my heart for Image, and really dig Invincible.

And, Cartoon Network hasn't picked it up because it's like Kick-Ass with super powers. I expect they have an easier time with Metalocalypse in many ways.
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#66, #562

Postby Thorpacolypse » Mon Oct 25, 2010 8:54 pm

2-FOR-1 special tonight as J-Mart 3E goes back to work on its Bleach Line! Check out these J-Mart Favorite items on Aisle 7!

Image
At first, I thought "I want to protect Mom." The ones to protect increased with the birth of my sisters. I kept going to a dojo for the sake of protecting them. I got a bit stronger. The ones I thought I wanted to protect became more and more. - Ichigo Kurosaki

ICHIGO KUROSAKI (AGENT OF THE SHINIGAMI/EARLY SOUL SOCIETY ARC)
PL: 9 (135 pts) - OPL: 9 ; DPL: 9

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 4, DEXTERITY 3, FIGHTING 9, INTELLECT 1, AWARENESS 1, PRESENCE 2

SKILLS: Acrobatics 4 (+8), Athletics 5 (+9), Deception (+2), Insight 4 (+5), Intimidation 3 (+5), Perception 4 (+5), Persuasion (+2), Stealth (+4)

ADVANTAGES: Diehard, Move-by Action, Power Attack, Takedown (1), Tough* (3)

POWERS:
Shinigami Physiology: Immunity 1 (Aging); 1 pt
Spirit Form: Concealment 10 (All Senses, Flaw: Limited [Only in human world], Permanent); 5 pts
Reiryuko (Spiritual Energy): 9 pt array; 10 pts
Reiatsu Release: Burst Area Affliction 9 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst [30 ft radius], Extra: Subtle, Flaw: Activation [Move Action], Uncontrolled); 9 pts
Spiritual Awareness: Senses 4 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Ranged, Extended]; 1 pt

Hoho: 10 pt Array; 11 pts
Air Walking: Flight 5 (60 mph); 10 pts
Shunpo (Flash Steps): Speed 5 (60 mph), Leaping 4 (120 ft); 1 pt

Zanpakuto: 17 pts traits, Extra: Restricted 2 [Ichigo only], Easily Removable (-6 pts); 11 pts
Konso/Hollow Cleansing: Feature 1 (Konso allows pluses to move on to the Soul Society), Feature 1 (When destroying a Hollow, it allows them to move on to the Soul Society or Hell, depending on the life they lived); 2 pts
Sealed Form: Piercing/Slashing Strength-based Damage 5, Enhanced Advantage 2 (Improved Critical, Weapon Break), (Extra: Penetrating 7, Reach [5 ft]); 15 pts


EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +9 [Unarmed +4; Zangetsu Strike +9, Critical 19-20]
Ranged Attack +3
Special Attack [Reiatsu Release Affliction +9, Area Burst]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +8, Fortitude +8, Will +10

COMPLICATIONS:
Enemy: King Fisher
Guilt: Ichigo’s guilt over his mother’s death seeps over to when he thinks he fails others and causes his combat focus to drop like a rock
Motivation: Ichigo will get involved in situations he knows nothing about at the drop of a hat if it means protecting someone in danger
Identity: In soul reaper form, Ichigo’s mortal body falls unconscious. However, since he has Kon or a number of other ways to make sure his body is taken care of, this complication does not come into effect too often
Relationships: Initially, he as strong ties with Orihime, Chad, Tatsuki and Keigo Asano. He is close with his family, his sisters Yuzu and Karin, and even his dad, Ishiin. Eventually, this expands to being tight with Uryu and Rukia
Responsibility: To protect Karakiura Town as a substitute Soul Reaper
Rivalry: With his dad, Ishiin Kurosaki, who is always "surprise" attacking him to toughen him up and Uryu Ishida who wants to prove the Quincies are better than the Shinigami

Abilities 58 + Skills 10 (20 ranks) + Advantages 8 + Powers 40 + Defenses 19 = 135 / 135

Comments: Ichigo is the main antagonist in the long running Bleach manga and anime. As such, he has really worked almost like a PC in a game. He started out pretty basic and over time has gotten more powerful as he has accomplished more things and defeated more enemies. So I am taking that approach with him here. I am building 3 (maybe 4) different versions of him to show his progression. This version is him at the end of the first arc/beginning of the second showing where he has gotten pretty strong in his new Shinigami form and his immense spiritual pressure and natural fighting skills make him able to beat Renji (who I would put at about PL9-10 at this point with his Shikai) and take out Menos Grande hollows but when Byakuya Kuchiki shows up, he has NO shot.

Over time, he gets more training from Kisuke Urahard, The Visoreds and others, not mention gathering more Power Points and Hero Points from fighting and defeating other Shinigami, Hollows and Arrancar and he becomes a more powerful character. Where I see him as of my stopping point in the series (around episode 240 I think and they're up to episode 397 in Japan, I believe) is coming up riiiiiiiiiiiiiiiiight....

...now. :wink:

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

Image
The difference... in strength... what about it? Do you think I should give up... just because you're stronger than me...? I've always known you were strong. Nothing I see now will change my mind. I will defeat you, Ulquiorra... - Ichigo Kurosaki to Espada Ulquiorra Cifer

ICHIGO KUROSAKI (HUECO MUNDO ARC)
PL: 14 (218 pts) - OPL: 14 ; DPL: 14

ABILITIES: STRENGTH 5 [8], STAMINA 7 [9], AGILITY 5, DEXTERITY 4, FIGHTING 11, INTELLECT 1, AWARENESS 1, PRESENCE 2

SKILLS: Acrobatics 3 (+8), Athletics 4 (+9), Close Combat [Zanpakuto] 2 (+13/+15), Deception (+2), Insight 6 (+7), Intimidation 5 (+7/+15) [Startle], Perception 4 (+5), Persuasion (+2), Ranged Combat [Shikai] 6 (+10), Stealth (+5)

ADVANTAGES: Diehard, Improved Initiative (1), Interpose, Last Stand*, Luck (Improve Roll) (1), Luck (Recover) (1), Move-by Action, Power Attack, Takedown (1), Tough* (3)

ENHANCED ADVANTAGES (BANKAI): Evasion (1), Extraordinary Effort, Improved Critical (2) (Zanpakuto 2), Luck (Instant Counter) (1), Ultimate Effort (1) (Ultimate Toughness Check)

ENHANCED ADVANTAGES (HOLLOW MASK): All-Out Attack, Fearless, Startle, Withstand Damage* (1)

POWERS:
Shinigami Physiology: Immunity 1 (Aging); 1 pt
Spirit Form: Concealment 10 (All Senses, Flaw: Limited [Only in human world], Permanent); 5 pts

Reiryuko (Spiritual Energy): 20 pt array; 11 pts
Reiatsu Release: Burst Area Affliction 10 (Resisted by Fortitude; 1st: Impaired, 2nd: Stunned, 3rd: Incapacitated, Extra: Area Burst [30 ft radius], Extra: Subtle, Flaw: Activation [Move Action]); 20 pts
Spiritual Awareness: Senses 7 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Accurate, Acute, Ranged, Extended], Enhanced Advantages 1 (Assessment); 1 pt


Hoho: 10 pt Array; 11 pts
Air Walking: Flight 5 (60 mph); 10 pts
Shunpo (Flash Steps): Speed 5 (60 mph), Leaping 4 (120 ft); 1 pt


Zanjutsu: Enhanced Dodge 2 (Flaw: Sustained), Enhanced Parry 2 (Flaw: Sustained), Enhanced Advantage 1 (Improved Defense), (Quirk: Requires sword/Zanpakuto); 3 pts

Zanpakuto: 23 pts traits, Extra: Restricted 2 [Ichigo only], Easily Removable (-10 pts); 15 pts
Konso/Hollow Cleansing: Feature 1 (Konso allows pluses to move on to the Soul Society), Feature 1 (When destroying a Hollow, it allows them to move on to the Soul Society or Hell, depending on the life they lived); 2 pts
Zangetsu Array: 20 pt array; 22 pts
Sealed Form: Piercing/Slashing Strength-based Damage 5, Enhanced Advantage 2 (Improved Critical, Weapon Break), (Extra: Penetrating 7, Reach [5 ft]); 1 pt
Getsuga Tensho! Spirit Energy Ranged Damage 10; 20 pts
Getsuga Tensho! Wave: Spirit Energy Line Area Damage 10 (Extra: Line Area [30 ft line]); 1 pt


BANKAI! 50 pts traits, Flaw: Activation (Move Action); 49 pts
Enhanced Abilities: Enhanced Strength 3, Enhanced Stamina 2, Enhanced Advantages 6 (see Advantages); 16 pts
Enhanced Hoho: Enhanced Dodge 1, Enhanced Parry 1, Enhanced Hoho 2; 4 pts
Enhanced Reiatsu: Enhanced Reiatsu Release 2, Enhanced Extra: Area Burst [60 ft radius]; 14 pts
Tensa Zangetsu!: Enhanced Getsuga Tensho 2 (Extra: Accurate 2); 6 pts


Hollow Mask: 12 pts traits (Flaws: Activation [Move Action], Limited [5 rounds]); 6 pts
Hollow Form Enhancements: Enhanced Dodge 1, Enhanced Parry 1, Enhanced Protection 1, Enhanced Skills 5 (Close Combat [Zanpakuto] 2 ranks, Intimidation 8 ranks), Enhanced Advantages 4 (see Advantages); 12 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +9
Close Attack +11 [Unarmed +5]
Zanpakuto +13 [Zangetsu Strike +10, Critical 19-20]
Ranged Attack +4
Getsuga Tensho +10 [Getsuga Tensho +10]
Special Attack [Reiatsu Release +10, Area Burst; Getsuga Tensho Wave +10, Area Line]

BANKAI OFFENSE:
Initiative +9
Close Attack +11 [Unarmed +8]
Zanpakuto +13 [Zangetsu Strike +13, Critical 17-20]
Ranged Attack +4
Getsuga Tensho +14 [Getsuga Tensho +12]
Special Attack [Reiatsu Release +12, Area Burst; Getsuga Tensho Wave +12, Area Line]

HOLLOW MASK OFFENSE:
Initiative +9
Close Attack +11 [Unarmed +8]
Zanpakuto +15 [Zangetsu Strike +13, Critical 17-20]
Ranged Attack +4
Getsuga Tensho +14 [Getsuga Tensho +12]
Special Attack [Reiatsu Release +12, Area Burst; Getsuga Tensho Wave +12, Area Line]


DEFENSES:
Dodge +11 (+13 with Zanjutsu) [DC21/23] Parry +11 (+13 with Zanjutsu) [DC21/23]
Toughness +10, Fortitude +10, Will +10

BANKAI DEFENSES:
Dodge +12 (+14 with Zanjutsu) [DC22/24] Parry +12 (+14 with Zanjutsu) [DC22/24]
Toughness +12 (Ultimate Effort), Fortitude +12, Will +10

HOLLOW MASK BANKAI DEFENSES:
Dodge +13 (+15 with Zanjutsu) [DC23/25] Parry +13 (+15 with Zanjutsu) [DC23/25]
Toughness +13 (Ultimate Effort, Withstand Damage), Fortitude +12, Will +10

COMPLICATIONS:
Dark Side: Due to his accelerated training to achieve Bankai, his hollow side is strong and threatens to overtake him if he loses control
Enemy: King Fisher, several others
Guilt: Ichigo’s guilt over his mother’s death seeps over to when he thinks he fails others and causes his combat focus to drop like a rock
Motivation: Ichigo will get involved in situations he knows nothing about at the drop of a hat if it means protecting someone in danger
Normal Identity: In soul reaper form, Ichigo’s mortal body falls unconscious. However, since he has Kon or a number of other ways to make sure his body is taken care of, this complication does not come into effect too often
Power Loss: It takes a lot of spiritual energy for Shinigami to use Bankai and Arrancar to use Resurrecion. As such, it is up to the GM to determine when and if those powers can be activated and maintaining usage of those powers can eventually lead to exhaustion and inability to utilize those powers until the users' spiritual pressure has a chance to recharge
Relationships: Initially, he has strong ties with Orihime, Chad, Tatsuki and Keigo Asano. He is close with his sisters Yuzu and Karin, and even his dad, Ishiin. Eventually, this expands to being tight with Uryu and Rukia. And Nel Tu during the Hueco Mundo arc
Responsibility: To protect Karakura Town as a substitute Soul Reaper
Rivalry: With his dad, Ishiin Kurosaki, who is always "surprise" attacking him to toughen him up and Uryu Ishida who wants to prove the Quincies are better than the Shinigami

Abilities 72 + Skills 15 (30 ranks) + Advantages 24 + Powers 89 + Defenses 18 = 218 / 218

Comments: This is the full blown Ichigo as of the Hueco Mundo/Fake Karakura Town arc right before he gets one more power up to take on Aizen in the final battle of that massive arc. He has unlocked Zangetsu's Shikai and achieved Bankai to be able to hang with the Soul Reaper/Shinigami Captains and the Espada. He has also learned how to use his Hollow side to gain even greater power, but at this point, he can only use it for short periods at time. Eventually that limitation passes.

I am torn about doing one more version, but we'll see. If I actually get the guts to stat up Sosuke Aizen, I'll have to do it for balance reasons.
Last edited by Thorpacolypse on Sat Jun 23, 2012 9:07 am, edited 6 times in total.
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Re: #66, #67, #68

Postby rickjthree » Tue Oct 26, 2010 6:27 am

Thorpacolypse wrote:Comments: And where would Harry be without his faithful dog? Mouse is a temple dog (or Foo dog, depending on your preference) who has saved Harry’s arse many times since he came into his life. .....

And I did not make him a Minion or a Sidekick because it has become obvious that he probably the wisest character in those books and it's also become debatable as to who owns who. 8)


When Butcher did a signing at a local store, he said he could never do a story from Mouse's point of view, because Mouse knows too much and would give away the story. He also said that Mouse sometimes looks at Harry's so-called plans and thinks, "Really? That's your plan. ((heavy sigh))"
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