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J-Mart PC: Iceman, Captain Marvel (Carol)

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74 - The Magdalena

Postby Thorpacolypse » Wed Jun 13, 2012 8:26 pm

Check out a J-Mart Favorite item from our new Top Cow Aisle.

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Now, this is the way I like to see the Almighty's work done!

THE MAGDALENA PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 5 (+9) [Agile Feint], Athletics 6 (+8), Deception 4 (+5), Expertise [Theology and Philosophy] 7 (+8) [Ritualist], Insight 9 (+11), Intimidation 6 (+7), Investigation 6 (+7), Perception 7 (+9), Persuasion (+1), Stealth 7 (+11), Vehicles 3 (+7)

ADVANTAGES: Agile Feint, Close Attack (3), Defensive Roll (2), Equipment (3), Extraordinary Effort, Favored Foe (Demons), Improved Critical (1) (Long Bladed Weapons), Improved Initiative (1), Languages (1) (Latin, Base: English), Power Attack, Ranged Attack (5), Ritualist, Takedown (1), Uncanny Dodge

POWERS:
Holy See: Perception Range Affliction 6 (Resisted by Will; 1st: Dazed and Will Impaired, 2nd: Stunned and Will Disabled, 3rd: Incapacitated and Transformed (Extras: Extra Condition, Flaw: Sense-Dependent [Visual], Distracting); 12 pts
The Spear of Destiny: 15 pts traits, Easily Removable (-6 pts); 9 pts
Holy Powers: Variable 2 (10 pts traits, Holy Descriptor); 14 pts
Spear Strike: Holy Piercing Strength-based Damage 5 (Extra: Penetrating 7, Improved Critical, Reach); 1 pt

EQUIPMENT:
[i](15ep)

Costume/Body Armor: Protection 2; 2ep
Cell Phone, Standard: Feature 1, Diminutive; 1ep
Holy Water Vial: Feature 1; 1 ep
Holy Symbol: Feature 1; 1ep
Arsenal: (10ep)
Light Pistol: Ballistic Ranged Damage 3; 75ft range, Small; 6ep
Chakram: Slashing Strength-Based Ranged Damage 2; 50ft range, Small; 1ep
Longsword: Slashing Strength-Based Damage 3, Critical 19-20; Medium; 1ep
Knife: Piercing Strength-Based Damage 1, Critical 19-20, Small; 1ep
Shuriken: Piercing Ranged Damage 1, Extra: Multiattack; 25ft range, Small; 1ep

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

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7, Fortitude +6, Will +9

COMPLICATIONS:
Enemy: Several, mainly the Son of Satan at the moment
Motivation: To do the right thing for the right reasons, not for the corrupt church
Responsibility: To live up to her as the descendant of Christ and rid the world of the evils that threaten it
Rivalry: The Catholic Church, who she feels used her and her predecessors

Abilities 54 + Skills 30 (60 ranks) + Advantages 23 + Powers 21 + Defenses 22 = 150 / 150

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

She is a formidable warrior and can hang with Sara (Witchblade), Jackie (The Darkness) and Dani (The Angelus) for a while, but once they start using their superhuman abilities, she is usually in trouble. But her Holy See, which shows the recipients past sins to them, works similar to Ghost Rider’s Penance Stare, so she can lay out opponents that way, the Spear of Destiny can do some wicked things, too, in the right situation. However, I didn’t get to see much of it, so I just gave it a low Variable Power effect that can be used as a plot device or a last resort when she is in trouble against unholy foes.
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75 - Psylocke

Postby Thorpacolypse » Wed Jun 13, 2012 8:35 pm

Check out this new item in our X-Verse line on Aisle 2.

Image
So...my powers this week are....?

PSYLOCKE PC
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 8 (+12) [Agile Feint], Athletics 5 (+7), Close Combat [Long Blades] 5 (+15), Close Combat [Unarmed] 2 (+12), Deception (+2/+4) [Attractive], Expertise [Model] 3 (+5), Insight 6 (+10), Intimidation (+2), Perception 6 (+10), Persuasion 3 (+5/+7) [Attractive], Stealth 9 (+13), Vehicles 3 (+5)

ADVANTAGES: Agile Feint, Attractive (1), Defensive Roll (4), Equipment (2), Improved Initiative (1), Languages (1) (Japanese, Base: English), Takedown (1), Trance

ENHANCED ADVANTAGES: Improved Critical (1) (Long Blades), Improved Initiative (1), Power Attack, Uncanny Dodge

POWERS:
Mind Shield: Enhanced Will 2 (Flaw: Limited to Mental Effects); 1 pt
Psionic Combat: Enhanced Advantages 4 (see Advantages), Enhanced Skills 2 (Close Combat: Long Blades 2, Close Combat: Unarmed 2), Enhanced Dodge 2, Enhanced Parry 2; 8 pts
Psychic Senses: Senses 3 (Danger Sense [Mental, Extended], Telepathic Awareness); 3 pts
Psionic Powers: Array, 24 pt array; 28 pts
Telepathy: Mind Reading 8, Communication 2 (Mental); 24 pts
Psychic Katana: Psychic Damage 10 (Resisted by Will); 1 pt
Mind Control: Perception Ranged Affliction 6 (Resisted by Will; 1st: Dazed, 2nd: Compelled, 3rd: Controlled, Extras: Cumulative); 1 pt
Mental Blast: Perception Ranged Damage 6 (Resisted by Will); 1 pt
Telekinesis: Move Object 10 (Extra: Accurate 4); 1 pt

EQUIPMENT:
[i](10ep)

X-Men Uniform: Commlink (Feature 1, Miniscule); 1ep
Twin Katanas: Slashing Strength-Based Damage 3, Critical 19-20, Extra: Split, Medium; 4ep

OFFENSE:
Initiative +12
Close Attack +10 [Psychic Katana +10]
Unarmed +12 [Unarmed +2]
Long Blades +13 [Katanas +4, Critical 18-20]
Ranged Attack +2
Telekinesis +10 [Telekinetic Grab +10]
Special Attacks [Mental Blast +6]

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +5, Will +10 (+12 against Mental Effects)

COMPLICATIONS:
Phobia: She has a strong fear of dying again
Prejudice: Mutant
Relationships: Her brothers, Jamie Braddock (coo-coo, coo-coo), and Brian (Captain Britain)

Abilities 56 + Skills 23 (46 ranks) + Advantages 17 + Powers 35 + Defenses 19 = 150 / 150

Comments: Now this Psylocke was haaaaaaard to fit into the PC format, but I think I got her close to where I want her. I was trying to figure out how to work in her Psionic combat, but form looking at some other builds and looking back at some other old 2E versions of her, I think I got the mechanic down. If her telepathy is nullified, she loses several advantages, defense and accuracy in melee, which seems fair. Otherwise, she’s a full PL10 on offense and defense, a rarity among most of my PC X-Men builds. And with her psychic abilities on top of that, she’s a tough customer among PCs.
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76 - V

Postby Thorpacolypse » Wed Jun 13, 2012 8:38 pm

Check out this item for Aisle 1!

Image
Voilà! In view, a humble vaudevillian veteran cast vicariously as both victim and villain by the vicissitudes of Fate. This visage, no mere veneer of vanity, is a vestige of the vox populi, now vacant, vanished. However, this valorous visitation of a bygone vexation stands vivified and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition! The only verdict is vengeance; a vendetta held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous. [laughs] Verily, this vichyssoise of verbiage veers most verbose, so let me simply add that it's my very good honor to meet you and you may call me "V".

V
PL: 10 (150 pp) - OPL: 10 ; DPL: 10

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

SKILLS: Acrobatics 4 (+7), Athletics 3 (+7), Deception 10 (+12), Expertise [Tactics] 4 (+8), Insight 5 (+8), Intimidation 8 (+10) [Startle], Investigation 6 (+10) [Well-Informed], Perception 5 (+8), Persuasion 6 (+8), Ranged Combat [Thrown Blades] 4 (+11), Sleight of Hand 3 (+8), Stealth 9 (+12) [Hide in Plain Sight], Technology 5 (+9)

ADVANTAGES: Beginner's Luck, Benefit (1) (No ID), Close Attack (3), Defensive Roll (1), Equipment (6), Extraordinary Effort, Hide in Plain Sight, Improved Critical (2) (Unarmed, Knives), Improved Initiative (1), Quick Draw, Ranged Attack (2), Startle, Takedown (1), Ultimate Effort (1) (Toughness Save), Well-Informed

POWERS:
Enhanced Physiology: Immunity 2 (Disease, Poison, Flaw: Both Limited); 1 pt

EQUIPMENT:
(30ep)
Armored Costume: Protection 2; 2ep
Arsenal: (18ep)
Tear Gas Grenades: Affliction 4 (1st: dazed and visually impaired, 2nd: stunned and visually disabled, 3rd: incapacitated; resisted by Dodge), Extra: Ranged Area Burst, Range 20ft; 16ep
Dynamite Charges: Ballistic Damage 7, Extra: Area Burst, Triggered, Range 30ft; 1ep
Knives: Piercing Strength-Based Damage 1, Critical 19-20, Split, Small; 1ep
Headquarters: (10ep)
The Shadow Gallery: Size - Huge, Toughness - 10, Features: Concealed, Laboratory, Living Space, Library, Workshop, Holding Cells; 10ep

OFFENSE:
Initiative +7
Close Attack +13 [Unarmed +4, Critical 19-20; Knives +5, Critical 18-20]
Ranged Attack +7
Throwing Blades +11 [Knives +5, Critical 18-20]

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7 [Ultimate Effort], Fortitude +6, Will +7

COMPLICATIONS:
Obsession: Taking down the Norsefire regime
Relationships: Evey
Responsibility: To the vox populi

Abilities 70 + Skills 36 (72 ranks) + Advantages 24 + Powers 1 + Defenses 19 = 150 / 150

Comments: Originally posted on Guy Fawkes Night at J-Mart I, here is V as a PC.
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77 - Velocity

Postby Thorpacolypse » Wed Jun 13, 2012 8:41 pm

Check out this new item in our Cyberforce PC Line!

Image
Wait?...There's a Cyberforce member that's NOT an X-Men analogue?!?!?! I've got to be missing something...

Oh, got it. Speedster Kitty Pryde...


VELOCITY PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 6, DEXTERITY 4, FIGHTING 6, INTELLECT 1, AWARENESS 3, PRESENCE 1

SKILLS: Acrobatics 6 (+8/+12) [Agile Feint], Athletics 3 (+5), Close Combat [Unarmed] 4 (+10), Deception (+1), Insight 5 (+8), Intimidation (+1), Perception 2 (+5), Persuasion 6 (+7), Ranged Combat [Throwing] 4 (+8), Sleight of Hand 3 (+7), Stealth 2 (+8), Vehicles 1 (+5)

ADVANTAGES: Equipment (1), Teamwork

ENHANCED ADVANTAGES: Agile Feint, Evasion (2), Improved Defense, Improved Initiative (5), Move-by Action, Seize Initiative, Takedown (1)

POWERS:
Kevlar Skin: Immunity 1 (Friction Heat), Protection 2; 3 pts
Super Speed: Enhanced Dodge 7, Enhanced Parry 7, Speed 10 (2,000 mph), Quickness 10, Enhanced Skills 2 (Acrobatics 4 ranks), Enhanced Advantages 12 (see Advantages), Movement 2 (Wall Crawling, Water Running, Flaw: Limited [Only when running]; 50 pts
Super Speed Stunts: Array, 15 pt array; 16 pts
Rapid Attack: Burst Area Bludgeoning Damage 5 (Extra: Area Burst [30 ft.], Selective); 15 pts
Rapid Punches: Bludgeoning Unarmed Multiattack Damage 7 (Extra: Multiattack 7); 1 pt


EQUIPMENT:
(5ep)

OFFENSE:
Initiative +26 (Seize Initiative)
Close Attack +6
Unarmed Close Attack +10 [Unarmed +2; Rapid Punches +7, Multiattack
Ranged Attack +4
Thrown Items +8
Special Attacks [Rapid Attack +5, Area Burst]

DEFENSES:
Dodge +15 [DC25] Parry +15 [DC25]
Toughness +5, Fortitude +6, Will +7

COMPLICATIONS:
Enemy: Cyberdata
Relationships: Her sister, Ballistic, Ripclaw

Abilities 52 + Skills 16 (32 ranks) + Advantages 15 + Powers 56 + Defenses 11 = 150 / 150

Comments: Velocity is Cyberforce’s speedster and she kind of filled the Kitty Pryde role for a while, being the younger, cuter, spunky one. Then they wanted her to have a relationship with Ripclaw so she matured a bit. As a speedster, she’s pretty standard fare, and actually a bit weaker than the Quicksilvers and Flashes of the world. The Wikis say she can go about 8000 mph, but the strain weakens her quickly and in anything I’ve seen, she’s never gone close to the fast so I topped her at 2000 mph for now.
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78 - Ichigo Kurosaki

Postby Thorpacolypse » Sat Jun 23, 2012 8:28 am

We've got a our first item for the PC Superstore Bleach Aisle. And I figured we would start out with the main item from that line to start.

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I'm not Superman, so I can't say anything big like I'll protect everyone on earth. I'm not a modest guy who will say it's enough if I can protect as many people as my two hands can handle either. I want to protect a mountain-load of people. - Ichigo Kurosaki

ICHIGO KUROSAKI
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 5, STAMINA 7, AGILITY 4, DEXTERITY 3, FIGHTING 9, INTELLECT 1, AWARENESS 1, PRESENCE 2

SKILLS: Acrobatics 3 (+7), Athletics 3 (+8), Close Combat [Zanpakuto] 1 (+10), Deception (+2), Insight 4 (+5), Intimidation 5 (+7), Perception 4 (+5), Persuasion (+2), Ranged Combat [Shikai] 4 (+7), Stealth (+4)

ADVANTAGES: Diehard, Interpose, 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): 10 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], Uncontrolled); 10 pts
Spiritual Awareness: Senses 4 (Spiritual Awareness [Mental, Extended], Detect Spiritual Energy [Mental, Ranged, Extended]; 1 pt

Hoho: 8 pt Array; 9 pts
Air Walking: Flight 4 (32 mph); 8 pts
Shunpo (Flash Steps): Speed 4 (32 mph), Leaping 4 (120 ft); 1 pt

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! Beam: Spirit Energy Line Area Damage 10 (Extra: Line Area [30 ft line]); 1 pt

BANKAI! 11 pts traits, Flaw: Activation (Move Action); 10 pts
Tensa Zangetu!: Enhanced Strength 1, Enhanced Stamina 2, Enhanced Advantages 3 (All-Out Attack, Extraordinary Effort, Luck [Instant Counter]), Enhanced Hoho 1 [Flight 5 or Speed 5 total]); 11 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +4
Close Attack +9
Unarmed +9 [Unarmed +4; Bankai Unarmed +5]
Zanpakuto +10 [Zangetsu Strike +9, Critical 19-20; Bankai Zangetsu Strike +10, Critical 19-20]
Ranged Attack +3
Getsuga Tensho +7 [Getstuga Tensho +10]
Special Attack [Getsuga Tensho Wave +10, Area Line; Reiatsu Release Affliction +10, Area Burst]

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +8 (+10 with Bankai), Fortitude +8 (+10 with Bankai), 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 and 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 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 12 (24 ranks) + Advantages 9 + Powers 52 + Defenses 19 = 150 / 150

Comments: This is my PL10 take on Ichigo Kurosaki, the main protagonist from Bleach. I have several Bleach builds in process for here and J-Mart I since it is my favorite anime, even over Full Metal Alchemist and Ghost in the Shell (again, damn you Kreuz for opening the door to me liking anime after YEARS of hating it). If you're not familiar, I think Dreaming Psion did a summary on his 3E Anime Thread (soon to be bumped), Arthur Eld has done several character in 3E and Cake, Grahf, Kerian Valentine and myself did several characters in 2E.

Here is a link to the summary I did in 2E and a link to the Bleach Wiki for more info if you'd like to find out more about the series:

Thorpacolypse Bleach Summary

Bleach WIki

I'll have more comments on the J-Mart I builds, but basically Ichigo is the main character in the series and in my mind, the most balanced. He picked up his swordsmanship skills fast so he can handle his Zanpakuto but he's also got some of the highest spirit energy in the show so he can hit hard. Sounded like a balanced PL10 to me. I felt like I got all his basics in, at least from his earlier incarnation and even included a mini-Bankai setup which takes him from about PL9 to his full PL10. Normally Bleach builds are a pain in the arse, but I had fun with this one since Ichigo is pretty straight forward. Hit fast and hard, never give up, protect your friends and store up tons of HP to beat the previously-unbeatable-big-bad at the end.
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Re: J-Mart PC: Velocity, Ichigo Kurosaki

Postby Arthur Eld » Sat Jun 23, 2012 10:37 am

That's a nice Ichigo build, Thorp. Although I have to say, seeing Bankai on a PL 10 build is a little jarring to me. When Ichigo first goes Bankai, Byakuya goes into a big monologue about how significant and rare it really is. In my mind, its one of the things that separates 'average' PL 10 types from the higher-end heroes and villains.

Of course, there's also a case to be made for Ichigo getting stronger, to the point where he's arguably more powerful with his shikai than he was with his Bankai (with his Bankai being proportionally stronger as well).

But I will say that it would be hard to do a points-balanced PL 10 Ichigo without Bankai, because he's really a very simple concept. Although I would probably suggest Extraordinary Effort to the build.
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Re: J-Mart PC: Velocity, Ichigo Kurosaki

Postby Thorpacolypse » Sat Jun 23, 2012 11:27 am

Arthur Eld wrote:That's a nice Ichigo build, Thorp. Although I have to say, seeing Bankai on a PL 10 build is a little jarring to me. When Ichigo first goes Bankai, Byakuya goes into a big monologue about how significant and rare it really is. In my mind, its one of the things that separates 'average' PL 10 types from the higher-end heroes and villains.

Of course, there's also a case to be made for Ichigo getting stronger, to the point where he's arguably more powerful with his shikai than he was with his Bankai (with his Bankai being proportionally stronger as well).

But I will say that it would be hard to do a points-balanced PL 10 Ichigo without Bankai, because he's really a very simple concept. Although I would probably suggest Extraordinary Effort to the build.


I agree with the rarity and the power boost a Bankai should give. On my main builds, I certainly saw it that way. On this PC build, truth be told, I was just trying to figure out a way to fit it in so a player could have the fun of saying it during a game. If this was a progressive Ichigo build (which is where it started, but not where it ended) I wouldn't have added it, it was just be a Shikai.

I did add Extraordinary Effort as an Enhanced Advantage from his Bankai, though. I will look at this again (I always seem to do builds at least twice) and I might go back to my original plan of this being just an advancement of Ichigo's skills from my PL9 version at J-Mart I.
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79 - Afro Samurai

Postby Thorpacolypse » Sat Jul 28, 2012 10:44 am

The J-Mart PC Superstore is back in business after a brief hiatus and we're kicking things back into gear with a SAMURAI SATURDAY SPECIAL!

Image
It just don't get no cooler than that, folks.

AFRO SAMURAI PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 4, STAMINA 5, AGILITY 6, DEXTERITY 3, FIGHTING 11, INTELLECT 1, AWARENESS 4, PRESENCE 1

SKILLS: Acrobatics 9 (+15) [Agile Feint], Athletics 9 (+13), Close Combat [Swords] 2 (+13), Deception (+1), Expertise [Current Event] 4 (+5), Insight 11 (+15) [Assessment], Intimidation 8 (+9), Investigation 4 (+5), Perception 7 (+11), Persuasion (+1), Ranged Combat [Throwing] 4 (+7), Sleight of Hand 7 (+10), Stealth 4 (+10), Treatment 3 (+4)

ADVANTAGES: Accurate Attack, All-Out Attack, Agile Feint, Assessment, Defensive Attack, Defensive Roll (2), Equipment (1), Evasion (1), Favored Foe (Samurai), Improved Critical (2) (Swords 2), Improved Initiative (1), Languages (1) (English, Base: Japanese), Move-by Action, Power Attack, Precise Attack (2) (Close, Cover; Close, Concealment), Quick Draw, Takedown (2), Tracking

POWERS:
Anime Movement: Leaping 1 (15 ft), Speed 1 (4 mph); 2 pts

EQUIPMENT:
(5ep)
Katana: Slashing Strength-Based Damage 3, Critical 19-20, Medium; 4ep

OFFENSE:
Initiative +10
Close Attack +11 [Unarmed +4; Katana +7, Critical 17-20]
Ranged Attack +3
Throwing +7

DEFENSES:
Dodge +13 [DC23] Parry +13 [DC23]
Toughness +7, Fortitude +9, Will +11

COMPLICATIONS:
Enemy: Justice
Motivation: Becoming Number 1
Reputation: Bad assssssssssssssss samurai and stone cold demon slayer
Rivalry: With all those who also seek to rise to Number 1, or any spot that Afro currently holds

Abilities 70 + Skills 36 (72 ranks) + Advantages 22 + Powers 2 + Defenses 20 = 150 / 150

Comments: Afro Samurai from one of my favorite mini-series, the appropriately named Afro Samurai. He rocks. The game for the 360 kinda sucked, but he rocked nonetheless.

Long story short, Afro is a master samurai ranked at Number 5 when the series begins and he is fighting his way up the ranks to finally fight and kill Number to take his place as the new Number 1. And like any good anime, the samurai are far from normal samurai and to be honest I don’t know if they even fit a real description of samurai, but regardless, they make for interesting opponents and good drama. Especially Justice, the current Number 1, And with Samuel L. Jackson doing his voice and his sidekick Ninja Ninja (who I still haven’t found out whether he was real or just an aspect of Afro’s psyche) you can’t go wrong with wasting a few hours of watching it.
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80 - Samurai Jack

Postby Thorpacolypse » Sat Jul 28, 2012 10:49 am

Our SAMURAI SATURDAY SPECIAL continues with this J-Mart Favorite Item!

Image
Long ago in a distant land, I, Aku, the shape-shifting Master of Darkness, unleashed an unspeakable evil! But a foolish Samurai warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time and flung him into the future, where my evil is law! Now the fool seeks to return to the past, and undo the future that is Aku!

SAMURAI JACK
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 4, STAMINA 4, AGILITY 6, DEXTERITY 2, FIGHTING 13, INTELLECT 1, AWARENESS 5, PRESENCE 1

SKILLS: Acrobatics 12 (+18) [Agile Feint], Athletics 8 (+12), Deception (+1), Insight 6 (+11) [Assessment], Intimidation (+1), Investigation 2 (+3), Perception 3 (+8), Persuasion 6 (+7), Sleight of Hand 5 (+7), Stealth 4 (+10), Treatment 2 (+3)

ADVANTAGES: Agile Feint, Assessment, Defensive Attack, Defensive Roll (2), Evasion (1), Extraordinary Effort, Improved Critical (2) (Swords, Unarmed), Improved Defense, Improved Disarm, Improved Initiative (1), Leadership, Move-by Action, Power Attack, Precise Attack (1) (Close, Concealment), Redirect, Takedown (2), Uncanny Dodge

POWERS:
Samurai Speed: Speed 1 (4 mph), Leaping 4 (120 ft); 5 pts
Mystic Katana: 15 pts, Easily Removable (-6 pts); 9 pts
Katana Strike: Slashing Strength-based Damage 3, Enhanced Advantages 3 (Improved Critical 2, Weapon Break), (Extra: Penetrating 7, Affects Insubstantial 2, Quirk: Power Loss [cannot affect anyone pure of heart]); 15 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +10
Close Attack +13 [Unarmed +4, Critical 19-20; Mystic Katana +7, Critical 17-20]
Ranged Attack +2

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +8, Will +12

COMPLICATIONS:
Enemy: Aku
Honor: Jack lives by the code of the Samurai and is one of the most honorable men in the world
Man out of Time: Thrust into Aku's future world, Jack sometimes struggles to blend in
Motivation: Defeating Aku
Relationships: His family and to a degree, The Scotsman and his wife

Abilities 72 + Skills 24 (48 ranks) + Advantages 20 + Powers 14 + Defenses 20 = 150 / 150

Comments: Gotta get back, back to the past…

Samurai Jack is one of the coolest shows ever. The animation, the story, the portrayal of Jack…it’s all awesomesauce. And it looks like Boomerang is running it again late night so I’m going to have to start recording them again.

The only thing I wasn’t sure about this PC build of Jack was the Leaping. After the episode with the ape dudes, he was leaping hundreds of feet, but I figure this is good enough for now.
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Re: J-Mart PC: Samurai Saturday - Afro Samurai, Samurai Jack

Postby Jabroniville » Sun Jul 29, 2012 2:57 am

"EH!?! You can FLY!?"
"No. Jump Good!"

Nice Jack build. That show rocked- one of the best shows ever in terms of using silence to set the mood.
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81 - Mugen

Postby Thorpacolypse » Sun Jul 29, 2012 4:24 pm

Since I got distracted yesterday, we're having to extend our special so we're onto SAMURAI SUNDAY! Check out this new item from our brand spankin' new Samurai Champloo line!

Image
Mugen: [after finding a bag of coins in the river] We hit the potjack!
Fuu: That's jackpot!
Mugen: All I know is we're filthy bitch!
Fuu: Filthy rich!
Jin: I hope you're doing that deliberately.


MUGEN
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 3, STAMINA 4, AGILITY 7, DEXTERITY 3, FIGHTING 12, INTELLECT 0, AWARENESS 1, PRESENCE 1

SKILLS: Acrobatics 9 (+16) [Agile Feint, Skill Mastery], Athletics 10 (+13), Close Combat [Swords] 2 (+14), Deception 6 (+7), Expertise [Dance] 4 (+4), Expertise [Streetwise] 7 (+7), Insight 7 (+8) [Assessment], Intimidation 6 (+7), Perception 4 (+5), Persuasion (+1), Ranged Combat [Throwing] 6 (+9), Sleight of Hand 4 (+7), Stealth 3 (+10)

ADVANTAGES: Agile Feint, All-Out Attack, Assessment, Defensive Attack, Defensive Roll (2), Diehard, Equipment (2), Evasion (1), Fearless, Grabbing Finesse, Improved Critical (3) (Swords 2, Unarmed), Improved Defense, Improved Initiative (1), Improved Trip, Instant Up, Luck (Improve Roll) (1), Move-by Action, Power Attack, Quick Draw, Redirect, Skill Mastery (1) (Acrobatics), Takedown (2), Uncanny Dodge

POWERS:
Nirai Kanai Rejection: Immortality 6 (1/day, Flaw: Limited [body must remain intact]); 6 pts

EQUIPMENT:
(10ep)
Katana: Slashing Strength-Based Damage 3, Critical 19-20, Medium; 4ep
Tanto: Piercing Strength-Based Damage 2, Critical 19-20, Small, Extra: Subtle (concealed in scabbard of Katana); 4ep

OFFENSE:
Initiative +11
Close Attack +12 [Unarmed +3, Critical 19-20]
Swords +14 [Katana +6, Critical 17-20]
Ranged Attack +3
Throwing +9

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +8, Will +8

COMPLICATIONS:
Enemy: Several, he's been quite the fight picker (and ass kicker) over the years
Motivation: Fighting, usually, but he also gets pretty motivated by cash and women
Responsibility: To help Fuu find the Samurai Who Smells of Sunflowers
Rivalry: With Jin
Show-off: That one's pretty obvious if you watch the show…
Vulnerable: Mugen's champloo fighting style is not very effective in close quarters and he can be vulnerable in such situations

Abilities 62 + Skills 34 (68 ranks) + Advantages 28 + Powers 6 + Defenses 20 = 150 / 150

Comments: Since I am now watching animes (damn you, Kreuz and Dreaming Psion), I am going back and watching several series that are highly rated. So I started Samurai Champloo recently. It’s really good. It’s about a trio of characters, Mugen, a nihilistic street fighter with a nice streak; Jin, a stoic samurai who is trying to live down an event in his part, and Fuu, a young girl who ended up losing her family and home because of events brought about by a conflict with a Yakuza boss that Jin and Mugen ran afoul of. Long story short, Mugen and Jin are complete opposites and want to kill each other, but they feel they owe Fuu and are traveling with her to help her find the Samurai Who Smells of Sunflowers (I can’t recall why off the top of my head). Mugen and Jin promise to not kill each other until they complete their obligation. They travel around and adventure ensues and of course, they all become close, despite what they say about each other.

Mugen has a great fighting style that mixes in parts of other styles and has a break dancing feel to it, which is aiding by the great hip hop soundtrack from the late Nujabes. His freewheeling, fast moving style has a drawback in that he’s not very good in close spaces, so I had to add that complication. Otherwise, he and Jin are pretty much head and shoulders above most of the guys they encounter so even in an NPC build, I’d be tempted to go PL10 although I think my main build of them will be PL9 since most of the goons are at best PL3 and PL5 would probably be elite for the timeframe of the show.
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82 - Jin

Postby Thorpacolypse » Sun Jul 29, 2012 4:31 pm

We're closing out our SAMURAI SUNDAY SPECIAL with this new item!

Image
Jin: You're the lowest of the low.
Mugen: What'd you say?
Jin: Your stance leaves you wide open, and your moves are totally inefficient. All in all, your fighting style is a mess.
Mugen: You son of a...
Jin: I swear, you are the most undisciplined fighter I've ever known...
Mugen: Shut your damn mouth!
Jin: ...and the only one I wasn't able to kill.

JIN
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 2, STAMINA 3, AGILITY 6, DEXTERITY 3, FIGHTING 13, INTELLECT 2, AWARENESS 3, PRESENCE 0

SKILLS: Acrobatics 9 (+15) [Agile Feint], Athletics 10 (+12), Close Combat [Swords] 2 (+15), Deception 5 (+5), Insight 10 (+13) [Assessment], Investigation 1 (+3), Perception 7 (+10), Persuasion 5 (+5), Ranged Combat [Throwing] 7 (+10), Sleight of Hand 4 (+7), Stealth 4 (+10)

ADVANTAGES: Accurate Attack, Agile Feint, Assessment, Defensive Attack, Defensive Roll (3), Equipment (2), Evasion (1), Favored Foe (Samurai), Grabbing Finesse, Improved Critical (3) (Swords 2, Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Initiative (1), Improved Trip, Instant Up, Leadership, Luck (Improve Roll) (1), Move-by Action, Power Attack, Precise Attack (2) (Close, Cover; Close, Concealment), Quick Draw, Seize Initiative, Takedown (2), Trance, Uncanny Dodge, Weapon Bind

POWERS:
NONE

EQUIPMENT:
(10ep)
Twin Katanas: Slashing Strength-Based Damage 3, Critical 19-20, Medium, Extra: Split; 9ep

OFFENSE:
Initiative +10
Close Attack +13 [Unarmed +2]
Swords +15 [Katana +5, Critical 17-20]
Ranged Attack +3
Throwing +10

DEFENSES:
Dodge +14 [DC24] Parry +14 [DC24]
Toughness +6, Fortitude +7, Will +10

COMPLICATIONS:
Aloof: Jin keeps to himself and keeps his emotions close to the vest, making him hard to read and to get to know
Honor: Jin lives strictly by the Bushido code
Motivation: Proving himself to be the best Samurai he can be
Responsibility: To help Fuu find the Samurai Who Smells Like Sunflowers
Rivalry: With Mugen
Secret: His past

Abilities 64 + Skills 32 (64 ranks) + Advantages 34 + Powers 0 + Defenses 20 = 150 / 150

Comments: Jin is the calm yin to Mugen’s raging yang. He’s a stoic, strict samurai that has a secret that he wants to atone for. His style is very smooth and quick as opposed to Mugen’s improvised, frenetic style which makes for some great fights between them and their opponents. And his dry sardonic wit has given some of the best comedic moments of the series.
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83 - Casshern

Postby Thorpacolypse » Fri Aug 03, 2012 8:23 pm

Still got one more anime related PC to drop here tonight at the PC Superstore!

Image
What am I?

CASSHERN PC
PL: 10 (150 pts) - OPL: 10 ; DPL: 10

ABILITIES: STRENGTH 8, STAMINA 8, AGILITY 5, DEXTERITY 2, FIGHTING 8, INTELLECT 1, AWARENESS 2, PRESENCE 0

SKILLS: Acrobatics 10 (+15) [Agile Feint], Athletics 2 (+10), Close Combat [Unarmed] 4 (+12), Insight (+2), Intimidation 7 (+7), Perception 5 (+7), Ranged Combat [Throwing] 4 (+6), Stealth (+5)

ADVANTAGES: Agile Feint, Defensive Attack, Diehard, Evasion (1), Improved Critical (2) (Unarmed 2), Improved Initiative (1), Move-by Action, Power Attack, Seize Initiative, Takedown (2), Uncanny Dodge

POWERS:
Robot Physique: Immunity 11 (Aging, Life Support), Protection 2, Speed 3 (16 mph), Leaping 3 (60 ft); 19 pts
Regeneration: Regeneration 5 (1/every other round), Immortality 6 (1 day); 17 pts

EQUIPMENT:
NONE

OFFENSE:
Initiative +9 (Seize Initiative)
Close Attack +8
[Unarmed +12 [Unarmed +8, Critical 18-20]
Ranged Attack +2
Throwing +6

DEFENSES:
Dodge +10 [DC20] Parry +10 [DC20]
Toughness +10, Fortitude +11, Will +9

COMPLICATIONS:
Devour Casshern!: The robots believe that by eating Casshern they can avoid The Ruin
Disability: Amnesia
Enemy: Braiking Boss
Reputation: The Bringer of The Ruin
Rivalry: Dio
Survival Mode: Whenever his "life" is truly threatened, he will enter a berserk fury, attacking all who are near, even those who do are not his enemies

Abilities 68 + Skills 16 (32 ranks) + Advantages 13 + Powers 36 + Defenses 17 = 150 / 150

Comments: I’ve started watching the anime Casshern Sins on Adult Swim’s Toonami and it’s pretty good. I’ve only gotten through about 4 ½ episodes but it’s intriguing. Basically they rebooted the earlier Casshern series to where he was a robot assassin for the main villain, Braiking Boss, who, along with his robot army, had pretty much taken over the world. Casshern, along with two other of Braiking’s best assassins, was sent to kill this girl that was supposed to mankind’s savior and he succeeded.

Once he did, though, the world completely fell apart and the robots, that were supposed to be immortal, began to rust and age quickly because the girl’s death brought about what is known as The Ruin. Casshern seems to be the only one immune but he also lost his memory, so he has no idea what he did or why, at this point, but needless to say he has a lot of enemies now. Somehow the legend as gotten out that if the robots eat Casshern, they will gain his immortality. So of course, because of all those factors, he has to fight a LOT. And man, is he good at it. So that’s how I build him as a PC. All melee, all the time, and if he gets hit, he comes back quick.
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Re: J-Mart PC: Samurai Jack, Samurai Champloo, Casshern

Postby Vexous » Fri Aug 03, 2012 10:17 pm

Samurai JAAAAAAAAAAAAAAck! "They call me, Jack."

I miss that show. Good build.
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Re: 83 - Casshern

Postby Woodclaw » Sat Aug 04, 2012 1:24 am

Thorpacolypse wrote:Image
What am I?

CASSHERN PC


Thanks for bringing me a little piece of my childhood back :shock:.
I can't really comment on the accuracy of the build, but I love the overall effect.
"Yes, it's a bloody flying alligator setting fire to my city!"

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