The official Mutants & Masterminds boards
Sand Fox wrote:
“I have to protect those who are important to me!”
Name: Sakura Haruno
Thorpacolypse wrote:Our last LADIES' NIGHT special for this evening hits the Aisle 14 shelves.
My name is Alice...and I remember EVERYTHING...
Well, apparently, Alice you forgot that you're that you're not supposed to come to church, quite that loaded for bear. One firearm is usually more than sufficient for most Catholic services. But you are well within standards for Southern Baptist and Shiite Muslim services.
PL: 9 (135 pp) – OPL: 9; DPL: 9
ABILITIES: STR: 22  (+6/+1) DEX: 22  (+6/+2) CON: 22  (+6/+2) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)
SKILLS: Acrobatics 6 (+12), Bluff (+1), Climb (+6), Concentration (+2), Diplomacy (+1), Disguise (+1), Drive 2 (+8], Escape Artist (+6), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7), Investigate 5 (+6), Notice 8 (+10), Search 7 (+8], Sense Motive 8 (+10), Stealth (+6), Survival 6 (+8] [Track], Swim (+6)
FEATS: All-out Attack, Attack Specialization (1) [Firearms], Critical Strike [T-Virus Infected], Defensive Roll (1), Dodge Focus (5), Evasion (1), Favored Opponent (2) [T-Virus Infected], Favored Opponent (1) [Umbrella Company Associates], Improved Critical (1) [Unarmed], Power Attack, Quick Draw (1), Takedown Attack (2), Track, Uncanny Dodge (Auditory)
Enhanced Strength 10 (10pp) 
Enhanced Dexterity 8 (8pp) 
Enhanced Constitution 8 (8pp) 
Leaping 1 (1pp) 
Speed 1 (1pp) 
Immunity 2 (Aging [Limited], Disease [2pp]) 
Super Senses 1 (Detect T-Virus Infected [Mental]; 1pp)
Regeneration 2 (Recovery Bonus +2 [2pp]) 
Regeneration 13 (Recovery Rate [13pp])
Bruised 1/round no rest 
Injured 1/minute 
Staggered 1/5 minutes 
Disabled 1/hour 
Resurrection 1/day 
PF: Diehard, Persistent, Regrowth
COMBAT: Base Attack +10, Melee +10, Ranged +10, Firearms +12, Grapple +16 [Unarmed +6, 19-20 Critical (Bruise)]; Defense 21 (13 flat-footed); Init +6; Knockback -3
SAVES: Toughness +7 (+6 flat-footed), Fortitude +7, Reflex +7 (Evasion), Will +7
Abilities 18 + Skills 12 (48 ranks) + Feats 21 + Powers 45 + Combat 32 + Saves 7 – Drawbacks 0 = 135 / 135
Comments: Couldn’t help myself. With Resident Evil: Extinction coming out, I had to whip up Alice. I didn’t add in the telekinetic/telepathic enhancements she got at the end of Apocalypse because I want to see how she uses them in this potentially “so bad it’s great” sequel. And come on, Mike Epps is back for this one. That mother#$*%* is too damn funny to for me to at not least go see Extinction at a matinee or something!
Alice herself is a very formidable opponent in a street level, or MnM version of RE type game. I really went all out on her with a 160pp. With a little restraint, though, she could easily be toned down to playable level. But she can move, she’s strong, great with ranged weapons and loaded for bear with her arsenal.
Jill, Nemesis, Carlos and LJ (Epps) are coming in the near future.
Clean Up 5/24/09: Hmmm...didn't really get those other characters posted like I planned. But it's only been a year or two, who's counting?
Anyway, after watching Resident Evil: Apocalypse for like the 100th time (and I don't know why, I really don't), I decided to rework Alice and take her to playable PP. I ditched the arsenal since I figured she really just picks up weapons as she goes along, much like a video game character made into a movie character should.
Sand Fox wrote:
“I have to protect those who are important to me!”
Name: Sakura Haruno
STR: 10/30 (+0/+10), DEX: 16 (+3), CON: 14 (+2), INT: 16 (+3), WIS: 16 (+3), CHA: 14 (+2)
Acrobatics: 6 (+9)
Bluff: 8 (+10)
Concentration: 5 (+8)
Chemical: 12 (+15)
Diplomacy: 5 (+7)
Jutsu Lore: 6 (+9)
Medicine: 14 (+17)
Notice: 8 (+11)
Search: 8 (+11)
Sense Motive: 6 (+9)
Stealth: 6 (+9)
Attack Specialization (1): Unarmed Combat
Benefit (1): Apprentice of Hokage Tsunade
Defensive Roll (4)
Dodge Focus (6)
Improved Defense (2)
Second Chance (1): Medicine
Skill Mastery (1): Craft [Chemical], Medicine, Notice, Search
Ultimate Effort (1): Medicine
Mystical Palm Technique (Healing), Rank 20 (Base Power)
Enhanced Strength, Rank 20 (Alternate Power)
Super-Strength (Groundstrike), Rank 9 (Alternate Power)
Super-Movement (Wall-Crawling , Water Walking), Rank 3
Medical Kit: 1 Point
Ninja Weapons Array
Explosive Tags (Blast: Explosion), Rank 5 (Base Power): 15 Points
Shuriken (Alternate Power): 1 Point
Kunai (Knife) (Alternate Power): 1 Point
2 Points Unspent
Attack: +6, +8 Unarmed, Defense: +12 (+3 flat-footed), Init: +3
Dmg: +0 Unarmed, +10 Enhanced Strength, +5 Exploding Tag
Toughness: +6 (+2 Flatfooted), Fortitude: +7 (+2 Mod. +5 Base), Reflex: +8 (+3 Mod. +5 Base), Will: +7 (+3 Mod. +4 Base)
Abilities 26 + Skills 21 (84 ranks) + Feats 25 + Powers 28 + Combat 24 + Saves 14 – Drawbacks 0 = 138/138
-1 Attack/+1 Damage
+3 Defense/-3 Toughness
Responsibility: Team 7, Tsunade
Rivalry: Ino Yamanaka
Here’s my contribution to Lady’s Night, another Naruto girl, Sakura Haruno. Sorry, anime haters, but for now I’m sticking with what I know best. Sakura’s a Power Level 9, and only 3 Power Points over average. I felt that while she’s a talented Kunoichi, she’s less focused on combat and shines best when using her skills outside of combat.
Sakura’s first ability to note is that of healing. She’s an excellent combat medic, having 11 ranks in the Healing power and a full Medicine skill. Her build also has a good Defense bonus, allowing her to get in the fray of combat and tend wounds without worrying about enemy fire.
Now, Sakura’s second (more showy) ability is her brute strength. She’s monstrously strong, knows how to handle herself well, and doesn’t mind throwin’ it down (particularly when she’s mad, double points if the target happens to be an idiot, triple if Naruto’s the one getting hit, and so on). Despite this, she’s most useful when aiding the rest of the team, healing first and hitting second.
Thorpacolypse wrote:Geez, we've been unloading this truck from Gotham for days, and we're still not done! Another daily special hits the Aisle 1 shelves.
Geez, I hear that from so many of my builds. Randal and Dante really need to let more of these folks out to roam the aisles more often, at least.
BATGIRL III (CASSANDRA CAIN)
PL: 11 (165 pp) – OPL: 11; DPL: 11
ABILITIES: STR: 16 (+3) DEX: 22 (+6) CON: 16 (+3) INT: 12 (+1) WIS: 18 (+4) CHA: 10 (0)
SKILLS: Acrobatics 10 (+16) [Acrobatic Bluff, Skill Mastery], Climb (+3), Concentration 6 (+10), Disable Device 5 (+6), Escape Artist 5 (+11), Intimidate 10 (+10) [Skill Mastery], Investigate 6 (+7), Knowledge [Streetwise] 6 (+7), Notice 13 (+17), Search (+1), Sense Motive 16 (+20) [Assessment, Combat Clarity, Fast Assessment, Skill Mastery, Ultimate Check], Stealth 13 (+19) [Accelerated Stealth, Skill Mastery, Vanish], Survival (+4), Swim (+3)
FEATS: Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Attack Focus Melee (3), Attack Specialization (2) [Unarmed], Attack Specialization (1) [Batarangs], Blind-Fight, Challenges (4) [Accelerated Stealth, Combat Clarity, Fast Assessment, Vanish], Defensive Attack, Defensive Roll (2), Dodge Focus (9), Elusive Target, Equipment (7), Evasion (1), Follow-Up Strike, Grappling Finesse, Improved Block (1), Improved Critical (5) [Unarmed x5], Improved Disarm (1), Improved Initiative (2), Power Attack, Precise Strike, Skill Mastery (1) [Acrobatics, Intimidate, Sense Motive, Stealth], Sneak Attack (1), Stunning Attack, Takedown Attack (2), Unbalancing Strike, Ultimate Effort (1) [Ultimate Sense Motive Check]
Super Senses 4 (Danger Sense [Visual, Auditory], Uncanny Dodge x2 [Visual, Auditory]; 4pp) 
Immunity 5 (Interaction Effects [5pp]) 
Batgirl Costume (8ep):
Protection (2pp) 
Immunity (Environmental Heat, Cold [2pp])
Mask (Commlink, Night Vision, GPS Receiver [3ep])
Long Cape (1ep)
Utility Belt (27ep):
Masterwork Flash Bangs (20ep)  - DC:15:ref
Batarangs (Masterwork Boomerang; Blast 2, PF: Mighty, Improved Critical [1ep])  - DC:20:tough
Bat Shuriken (Masterwork Shuriken; Blast 1, Extra: Auto-Fire, PF: Improved Critical [1ep])  - DC:16:tough
Smoke Grenades (Obscure [1ep])
Grapple Gun and Swing Line (Super Movement [Swinging] and Speed 1; 1ep)
Handcuffs, Mini-Tracer, Gas Mask (3ep)
COMBAT: Base Attack +10, Melee +13, Ranged +10, Unarmed +17, Batarangs +13, Bat Shuriken +11, Grapple +18 [Unarmed +3, 15-20 Critical (Bruise); Batarangs +5, 19-20 Critical (Bruise); Bat Shuriken +1, Auto-Fire (Bruise)]; Defense 25 (13 flat-footed); Init +14; Knockback -3
SAVES: Toughness +7 (+5 flat-footed), Fortitude +7, Reflex +12 (Evasion), Will +5
Abilities 34 + Skills 23 (92 ranks) + Feats 56 + Powers 9 + Combat 32 + Saves 11 – Drawbacks 0 = 165 / 165
Comments: Reworked Batgirl. Again, tighter build, just as effective, dying to playtest.
I almost gave her strike or Martial Strike, but I am trying to stay away from that with my martial artists at this point. Play-testing may lead me elsewhere, but we’ll see. Her big benefit is that she is impossible to feint and should rarely miss with her Unarmed attacks and has a 20% crit chance with them. Wicked.
And don’t worry folks, she is still a good guy on Earth-217. She did have her wandering period again, but has come back home. She is the one person that is open to giving Jason the benefit of the doubt, and considering her history, it’s no wonder why.
Maybe I’ll pit her against MY Wolverine and see how she does since it is obvious Taliesin was being forced into having Cassandra win since Batgirl III was leaning on him.
Or even better, I’ll let her beat up on Pym…Oooooo, maybe I’ll have the whole Bat Family take on Pym! And then Doomsday can take on Pym! And then Apocalypse and his Four Horsemen! Now that’s entertainment folks!
Have I mentioned that Hank Pym sucks?
Clean Up 9/5/08: Batgirl gets a PL bump to a full PL11 instead of the PL10.5 I had her at before. In the Thorpacoverse, I wanted her to be right up there with the Iron Fist and her mother as the top non-meta martial artists in the world, and since they are at PL11, she gets the bump as well.
Clean Up 5/24/09: While I was going through my Gotham builds, I cleaned up this version of Cassandra, too. She is probably the most effective martial artist build that I have done so far. With this incarnation, I consider my Lady Shiva and Iron Fist underdogs against her in a straight up fight.
My original version remains for posperity:BATGIRL III (CASSANDRA CAIN) (E217)
PL: 10.5 (150 pp) – OPL: 11; DPL: 10
ABILITIES: STR: 16 (+3) DEX: 20 (+5) CON: 14 (+2) INT: 12 (+1) WIS: 18 (+4) CHA: 10 (0)
SKILLS: Acrobatics 10 (+15) [Acrobatic Bluff, Skill Mastery], Climb (+3), Concentration 6 (+10), Disable Device 5 (+6), Escape Artist 5 (+10), Intimidate 10 (+10) [Skill Mastery], Investigate 5 (+6), Knowledge [Tactics] 7 (+8], Notice 6 (+10), Search (+1), Sense Motive 14 (+18] [Assessment, Combat Clarity, Fast Assessment, Skill Mastery, Ultimate Check], Stealth 12 (+17) [Accelerated Stealth, Skill Mastery, Vanish], Survival (+4), Swim (+3)
FEATS: Acrobatic Bluff, All-out Attack, Ambidexterity, Assessment, Attack Specialization (2) [Unarmed], Benefit (1) [No ID], Blind-Fight, Challenges (4) [Accelerated Stealth, Combat Clarity, Fast Assessment, Vanish], Defensive Attack, Defensive Roll (2), Dodge Focus (10), Elusive Target, Equipment (5), Evasion (1), Grappling Finesse, Improved Critical (3) [Unarmed x3], Improved Defense (1), Improved Initiative (2), Improved Trick, Move-by Action, Power Attack, Skill Mastery (1) [Acrobatics, Intimidate, Sense Motive, Stealth], Sneak Attack (1), Stunning Attack, Takedown Attack (2), Ultimate Effort (1) [Ultimate Sense Motive Check]
Super Senses (Danger Sense, Uncanny Dodge x2 [Visual, Auditory]) 
Immunity (Interaction Effects) 
Costume (Protection, Subtle, CommLink [4ep]) 
Utility Belt (21ep array):
Gadgets (Equipment, Extra: Move Action [15ep array], 21ep) 
Batarangs (Blast, Extra: Penetrating, PF: Mighty x3, Split Attack, Accurate, Improved Critical [15ep]) - DC:21:tough
Bat Shuriken (Blast: Extra: Auto-Fire, PF: Accurate x2, Improved Critical [15ep]) – DC:19:tough
COMBAT: Base Attack +12, Melee +12, Ranged +12, Unarmed +16, Grapple +17 [Unarmed +3, 17-20 Critical (Bruise)]; Defense 24 (12 flat-footed); Init +13; Knockback -3 (-1 flat-footed)
SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +13 [Evasion], Will +5
Abilities 30 + Skills 20 (80 ranks) + Feats 48 + Powers 8 + Combat 32 + Saves 12 – Drawbacks 0 = 150 / 150
Thorpacolypse wrote:A purrrrrrrrrrrrrfect revision of an item in our Gotham line is getting stocked on Aisle 1.
Hey, I got a kid now. I can't be throwing money away on cab rides when I can travel in style like this...
PL: 10 (150 pp) – OPL: 10; DPL: 10
ABILITIES: STR: 14 (+2) DEX: 22 (+6) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 20 (+5)
SKILLS: Acrobatics 12 (+18] [Acrobatic Bluff, Accelerated Acrobatics, Monkey Climber, Perfect Balance, Skill Mastery], Bluff 4 (+9/+17) [Attractive x2], Climb 3 (+9), Concentration (+2), Diplomacy (+5/+13) [Attractive x2], Disable Device 13 (+16) [Fast Work, Skill Mastery], Disguise (+5), Escape Artist 4 (+10), Gather Info 7 (+12) [Well-Informed], Handle Animal 3 (+8] [Animal Empathy], Intimidate (+5), Knowledge [Art] 5 (+8], Knowledge [Streetwise] 7 (+10), Notice 10 (+12), Search 10 (+13), Sense Motive 6 (+8], Sleight of Hand 7 (+13) [Skill Mastery], Stealth 9 (+15) [Skill Mastery, Slip Between Cover], Survival (+2), Swim (+2)
FEATS: Acrobatic Bluff, Animal Empathy, Attack Focus (Melee) (5), Attack Specialization (1) [Whip], Attractive (2), Benefit (1) [Dex for Climb], Challenges (4) [Accelerated Acrobatics, Fast Work, Perfect Balance, Slip Between Cover], Defensive Roll (2), Dodge Focus (8], Equipment (3), Evasion (1), Grappling Finesse, Improved Critical (2) [Unarmed, Whip], Luck (2), Minions (2) [Cat, Fanatical], Monkey Climber, Skill Mastery (1) [Acrobatics, Disable Device, Sleight of Hand, Stealth], Sneak Attack (1), Takedown Attack (1), Well-Informed
Whip (Device, Easy to Lose [10pp traits]; 6pp) 
Snare 6 (Flaw: Touch Range, PF: Mighty, Extended Reach [8pp])  - DC:16:ref
AP: Strike 2 (PF: Mighty, Chokehold, Extended Range, Improved Disarm, Improved Trip, Improved Throw [1pp])  - DC:19:tough
AP: Super-Movement (Swinging x2 [1pp])
Costume (Protection, Subtle, Camouflage [Urban], CommLink, Night Vision Goggles [5ep]) 
Lock Release Tool, Masterwork Lockpicks, PDA, Flashlight (5ep)
Cat Claws (Strike 2, PF: Mighty, Split Attack, Improved Critical [5ep])  - DC:19:tough,
COMBAT: Base Attack +7, Melee +12, Ranged +7, Whip +14, Grapple +18 [Unarmed +2, 19-20 Critical (Bruise); Whip Strike +4, 19-20 Critical (Bruise); Cat Claws +4, 19-20 Critical (Bruise/Lethal)]; Defense 24 (13 flat-footed); Init +6; Knockback -3
SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +11 (Evasion), Will +5
Abilities 42 + Skills 25 (100 ranks) + Feats 41 + Powers 6 + Combat 26 + Saves 10 – Drawbacks 0 = 150 / 150
Comments: A couple of tweaks to Catwoman in my review of the Gotham crew. Just adjusted a couple of feats and improved her Cat Claws a bit and she’s good to go. She is still all about Acrobatics and Stealth to have any chance of hanging with opponents in combat, but she's not too bad. She would make a great team with a heavy hitter like Batman, though.
That should complete my Gotham review for now. All the other builds from that motif seem to be OK, barring a few formatting changes. I have a couple of new ones to post soon, but as for making new Earth-217 versions or just tweaking, I'm moving on to other genres. Some of my old Marvel builds need some work, so I'll work on some of them.
Clean Up 5/25/09: Took my originally PL9.5 Catwoman up to a full PL10. She can only do that with her whip Snare, but it's a solid PL10 nontheless. I added several challenges for her to take advantage of her stealth and acrobatics skills and she's got a great Disable Device skill to allow here to sneak into places with relative ease. She's going to be a fun run.
Users browsing this forum: No registered users and 5 guests