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Postby Sand Fox » Sat May 23, 2009 9:35 pm

Image

I have to protect those who are important to me!”

Name: Sakura Haruno
PL: 9
PP: 138

Abilities: 26
STR: 10/30 (+0/+10), DEX: 16 (+3), CON: 14 (+2), INT: 16 (+3), WIS: 16 (+3), CHA: 14 (+2)

Skills: 21
Acrobatics: 6 (+9)
Bluff: 8 (+10)
Concentration: 5 (+8)
Craft
Chemical: 12 (+15)
Diplomacy: 5 (+7)
Knowledge
Jutsu Lore: 6 (+9)
Medicine: 14 (+17)
Notice: 8 (+11)
Search: 8 (+11)
Sense Motive: 6 (+9)
Stealth: 6 (+9)

Feats: 25
All-out Attack
Attack Specialization (1): Unarmed Combat
Attractive (1)
Benefit (1): Apprentice of Hokage Tsunade
Defensive Attack
Defensive Roll (4)
Dodge Focus (6)
Equipment (4)
Improved Defense (2)
Power Attack
Second Chance (1): Medicine
Skill Mastery (1): Craft [Chemical], Medicine, Notice, Search
Ultimate Effort (1): Medicine

Powers: 28
Mystical Palm Technique (Healing), Rank 10 (Base Power)
Enhanced Strength, Rank 20 (Alternate Power)
Super-Strength (Groundstrike), Rank 9 (Alternate Power)


Super-Movement (Wall-Crawling [2], Water Walking), Rank 3

Equipment: 20
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

Combat: 24
Attack: +6, +8 Unarmed, Defense: +12 (+3 flat-footed), Init: +3
Dmg: +0 Unarmed, +10 Enhanced Strength, +5 Exploding Tag

Saves: 14
Toughness: +6 (+2 Flatfooted), Fortitude: +7 (+2 Mod. +5 Base), Reflex: +8 (+3 Mod. +5 Base), Will: +7 (+3 Mod. +4 Base)

Drawbacks: 0

Total Cost
Abilities 26 + Skills 21 (84 ranks) + Feats 25 + Powers 28 + Combat 24 + Saves 14 – Drawbacks 0 = 138/138

Trade Offs
-1 Attack/+1 Damage
+3 Defense/-3 Toughness

Complications
Responsibility: Team 7, Tsunade
Rivalry: Ino Yamanaka
Temper

Notes
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.
Last edited by Sand Fox on Wed Jun 10, 2009 12:12 pm, edited 1 time in total.
"Wherefore, my beloved brethren, let every man be swift to hear, slow to speak, slow to wrath:
For the wrath of man worketh not the righteousness of God.
"

James 1: 19-20
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Postby MorningKnight » Sat May 23, 2009 9:58 pm

Somethin' for the JOB SQUAD.

Sonar

Image
What do you mean I'm on the Job Squad? I was on Justice League Unlimited... I've fought Green Lantern to a standstill... I... got owned by Huntress...

Power Level: 12; Power Points Spent: 150

STR: +3 (16), DEX: +4 (18.), CON: +5 (20), INT: +4 (18.), WIS: +3 (16), CHA: +2 (14)

Tough: +5/+14, Fort: +7, Ref: +6, Will: +5

Skills: Diplomacy 8 (+10), Drive 5 (+9), Pilot 5 (+9), Knowledge (physical sciences) 10 (+14), Knowledge (technology) 10 (+14), Craft (electronic) 10 (+14)

Feats: Inventor, Attack Focus (Ranged), Benefit (Rich Family), Benefit (King of Morovia), Attack Specialization (Device), Dodge Focus 4, Accurate Attack, Improved Aim, Improved Critical (Blast) 3, Precise Shot

Powers:
Sonic Gun (Device 17) (easy to lose)
Absorption 5 (absorbs: energy, effect: boost - sonic beam)
Sonic Beam (Blast 15) (DC 30)
Sonic Control 15 (Alternate; Radius: 75 ft., DC 25)
Telekinesis 9 (Alternate; Strength: 45, Carry: 4.3k / 4.3 tons / 6.4 tons / 12.8 tons)
Illusion 10 (Alternate; affects: three sense types - sight and sound, DC 20)
Flight 7 (Speed: 1000 mph, 8800 ft./rnd)
Force Field 9 (+9 Toughness; Impervious)

Attack Bonus: +6 (Ranged: +7, Melee: +6, Grapple: +9)

Attacks: Unarmed Attack, +6 (DC 18.), Sonic Beam (Blast 15), +9 (DC 30), Sonic Control 15, +9 (DC Fort/Ref 25)

Defense: +10 (Flat-footed: +3), Knockback: -11

Initiative: +4

Languages: Native Language

Totals: Abilities 42 + Skills 12 (48 ranks) + Feats 15 + Powers 51 + Combat 24 + Saves 6 + Drawbacks 0 = 150

:arrow: A one-trick pony, Sonar has a gun that allows him to fly, throw BIG zaps, and I had to pump him up to get him to 150 PP for a PL12, especially throwing in a force field to keep him from kissing the pavement with the first smack.

:arrow: BTW, Sonar, Sergeant Pepper called. He wants his uniform back.
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Postby Jabroniville » Sun May 24, 2009 3:11 am

I remember the old "MTV Animation" days. "The Head" was actually pretty funny and cool for a short while (though after the initial mini-series it fell totally apart), and Beavis & Butt-head of course are CLASSIC, and still hold up as subversive-as-hell comedy that appeals to both people like B&B and people who HATE them.

"Aeon Flux" was always too screwy to me, though. WAY too artsy for it's own good, and with an art style I thought was REALLY ugly. The main character was way too gangly and bony to be attractive.
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Harbinger

Postby Tattooedman » Sun May 24, 2009 12:08 pm

Harbinger:

Image
PL: 12
Str 10 [30] (+0/+10) Dex 10 [20] (+0/+5) Con 10 [26] (+0/+8.) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Skills: Acrobatics 4 (+9), Diplomacy 8 (+11), Gather Information 8 (+11), Knowledge (Current Events) 8 (+10), Knowledge (History) 8 (+10), Knowledge (Pop Culture) 8 (+10), Notice 6 (+8.), Sense Motive 4 (+6), Stealth 6 (+11)

Feats: Attack Spec. (Cosmic Energy Control) 3, Attack Focus (Melee) 4, Connected, Contacts, Dodge Focus 6, Eidetic Memory, Fascinate [Diplomacy], Improved Grab, Improved Flank, Improved Initiative, Equipment, Skill Mastery [All Knowledge Skills/Gather Information], Teamwork 2, Well-Informed

Powers: Duplication 10 (Extras: Heroic, Horde); (Power Feats: Mental Link, Progression 4 [x20 dupes max]); (Flaws: Feedback, Real)
Cosmic Energy Control 10
-Alt. Power: Enhanced Strength 20
Enhanced Constitution 16
Enhanced Dexterity 10
Flight 5
Super Strength 2

Saves: Toughness +10*/+8 [*Armored Costume]
Fort +8
Ref +6
Will +8

Combat: Attack +4/+8 (melee)/+10 (cosmic energy control), Damage +10 (cosmic energy control/unarmed), Defense +14 (+4 flat-footed), Initiative +9

Equipment: Armored Costume: +2 Toughness


Costs: Attributes 13+ Skills 15+ Feats 25+ Powers +86 Saves 7+ Combat 24= 170 pts.



:arrow: Well, I couldn't resist coming up with someone to contribute to Ladies' Night.

:arrow: An oldie but a goodie, Harbinger made her debut in the original Crisis and then like most characters introduced in a huge company-wide event she faded away into comic book limbo.

:arrow: Fairly powerful overall Harbinger was able to use Cosmic Energy for blasting, was superhumanly strong & tough as well as being able to create an infinite amount of duplicates. Though she wouldn’t make more than 20 duplicates since any further dupes would be to physically weak to be effectively useful, so I didn’t stat her Duplication power past that as she wouldn’t push it unless it was a dire situation. Though I made her a PL 12 I didn’t think she rates a full point stating since when the chips were down Harbinger would get taken down, so she’s just about 10 points under the limit.

:arrow: From there Harbinger went on to become the historian for the Amazons and met her end when Darkseid sent in his cloned Doomsday forces to Themyscira. Kind of a shame really she would have been great member of a team with her wide variety of powers.

:arrow: Basically the Monitor gave Harbinger her powers to make her more useful to him in gathering together heroes to help him fight the Anti-Monitor and she was his main helper, so I gave her a bit of decent knowledge skills to show her depth of knowledge on how things in the world. Combined with her having to be able to convince people to work with her and keep all that information straight in her mind I tossed in a couple feats that would help like Fascinate & Eidetic Memory.
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Postby Thorpacolypse » Sun May 24, 2009 4:06 pm

Sand Fox wrote:Image

I have to protect those who are important to me!”

Name: Sakura Haruno


Long time no see, Sand Fox. Thanks for the contribution to Ladies' Night! I hope we see some more good work on your thread soon.
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Postby Thorpacolypse » Sun May 24, 2009 4:38 pm

Thorpacolypse wrote:Our last LADIES' NIGHT special for this evening hits the Aisle 14 shelves.

Image
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.


ALICE
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 22 [12] (+6/+1) DEX: 22 [14] (+6/+2) CON: 22 [14] (+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)

POWERS:
Enhanced Strength 10 (10pp) [10]
Enhanced Dexterity 8 (8pp) [8]
Enhanced Constitution 8 (8pp) [8]
Leaping 1 (1pp) [1]
Speed 1 (1pp) [1]
Immunity 2 (Aging [Limited], Disease [2pp]) [2]
Super Senses 1 (Detect T-Virus Infected [Mental]; 1pp)
Regeneration 2 (Recovery Bonus +2 [2pp]) [2]
Regeneration 13 (Recovery Rate [13pp])

Bruised 1/round no rest [1]
Injured 1/minute [3]
Staggered 1/5 minutes [2]
Disabled 1/hour [2]
Resurrection 1/day [2]
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

DRAWBACKS:

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.


I decided to clean up Alice for LADIES' NIGHT as I was building the following build from the same genre. And I really don't know why I keep watching that movie. It's not that good, but it seems like whenever it's own, it's about the only thing watchable on. It's weird. Perhaps the Umbrella Corporation is creeping into our reality... :shock:
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Postby Thorpacolypse » Sun May 24, 2009 4:48 pm

Image
OK, forget what I said in the previous post. THIS is why I keep watching Resident Evil: Apocalypse over and over

JILL VALENTINE
PL:
6 (90 pp) – OPL: 6; DPL: 6

ABILITIES: STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+7), Bluff 4 (+5/+9) [Attractive], Climb (+1), Concentration (+2), Diplomacy (+1/+5) [Attractive], Disguise (+1), Drive 3 (+6), Escape Artist (+3), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7), Investigate 7 (+8], Knowledge [Streetwise] 5 (+6), Notice 10 (+12), Search (+1), Sense Motive 7 (+9), Stealth 6 (+9), Survival (+2), Swim (+1)

FEATS: Attack Specialization (1) [Unarmed], Attractive (1), Defensive Roll (2), Dodge Focus (2), Equipment (2), Improved Aim, Improved Critical (4) [Unarmed x2, Light Pistol x2], Improved Initiative (1), Luck (2), Power Attack, Quick Draw (1), Takedown Attack (2)

POWERS:
None


EQUIPMENT:
(10ep)

Cell Phone (1ep)
Light Pistol (8ep) [4]

COMBAT: Base Attack +8, Melee +10, Ranged +8, Grapple +9 [Unarmed +2, 18-20 Critical (Bruise); Light Pistol +4, 18-20 Critical (Lethal)]; Defense 18 (13 flat-footed); Init +7; Knockback -2

SAVES: Toughness +4 (+2 flat-footed), Fortitude +5, Reflex +6, Will +5

DRAWBACKS:

Abilities 20 + Skills 13 (52 ranks) + Feats 20 + Powers 0 + Combat 28 + Saves 9 – Drawbacks 0 = 90 / 90

Comments: My take on Jill Valentine as portrayed in the Resident Evil: Apocalypse movie by (smokin’ hot) Sienna Guillory.

Hmmm, Resident Evil: Apocalypse…Resident Evil: THORPACOLYPSE …ooo, the carnage…

And the never to be acted on ideas continued to blossom!

But I digress. Having only played in the Resident Evil games a wee bit, I would probably stat a video game version a PL or two higher, but in the movie, she was a good at goon sweeping, but not at dealing with things like Nemesis or the Lickers so PL6 seemed about right. And she doesn't probably really deserve those 2 ranks of Improved Crit on her unarmed compared to other characters like the Bat Family and such, but in movie, everyone she hits drops, so I figured it was OK this time.
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Postby catsi563 » Sun May 24, 2009 5:49 pm

Another heavenly contribution for ladies night

=>_>=

No randal she hasnt taken a vow of celibacy *sighs*

The Magdalena (Patience)

PL10/200pp

Image

Abilites (34pp)

Str 16 Dex 18 Con 16 Int 12 Wis 16 Char 16

Skills (23pp)

Acrobatics 8 (+12 ), Bluff 3 (+6 ), Climb 5 (+8 ), Concentration 7 (+10 ), Diplomacy 3 (+6 ), Disable device 3 (+4 ), Drive 4 (+8 ), Escape Artist 3 (+7 ), Gather Info 5 (+8 ), Handle Animal 3 (+6 ), Intimidate 5 (+8 ), Knowledge [Arcane Lore] 7 (+8 ), Knowledge [Streetwise] 5 (+6 ), Knowledge [Tactics] 5 (+6 ), Knowledge [Theology & Philosophy] 7 (+8 ), Knowledge [Streetwise] 5 (+6 ), Medicine 3 (+6 ), Notice 5 (+8 ), Search 5 (+6 ), Sence Motive 9 (+12 ), Stealth 6 (+10 ), Survival 3 (+6 ), Swim 3 (+6 )

Feats (34pp)

Acrobatic Bluff, All out Attack, Animal Empathy, Attack Focus [melee] 2, Attack Specilization 1 [Spear of Destiny], Attractive, Benefit 3 (Black Library), Defencive Roll 1, Dodge Focus 5, Equipment 6, Evasion, Favored Opponent (Unholy), Improved Critical 2 (Unarmed, Sword), Improved Initiative, Marital Strike 2, Power Attack, Quick Draw (Draw), Ritualist, Takedown Attack, Uncanny Dodge (visual)

Powers (63 pp)

The Holy See (Container 5 ) 25pp

Absolution (Mental Blast 8 touch ranged-2)
Revelation (Mind Reading 8 (Extra: No save +1; Flaw: [Only a persons Sins]-1
Know thy (Super sences 4 (Detect [Evil] Ranged, Divine/Infernal Awareness, Acute) 4pp

The Spear of Destiny (Device 6 [hard to lose] (Restricted 2 (The Magdalena) 26pp

The Lance (Strike 3 [Holy] (Extras: penetrating +6; Power feats: Mighty, Extended Reach, Improved Critical x2, Critical Strike, Thrown)

Divine Power (Variable Power 3 [Holy, Light] (Flaws: Full round Action -1)

Divine protection (Regeneration 12 (Recovery Bonus +6, Bruised 1, Injured 1, Disabled 1, Ability 1) (Power Feats: Persistent, Diehard) 12pp

Equipment 6pp (30ep)

Armor of the Magdalena (Protection 3 (Power Feats: Subtle) 4ep

Katanas (Strike 3 (Extras: penetrating 3; Power feats: Mighty, Improved Critical x2) 9ep
Knife (Strike 1 (Mighty, Thrown, Improved Critical 1)4ep
Shuriken (Blast 1 (Extras: autofire+1 ) 3ep
Throwing Blade (Blast 5 (Power Feats: mighty ) 11ep
Staff (Strike 3 (power Feats: mighty, Collapsible) 5ep
LHeavy Pistol 8ep, Hold Out pistol 4ep,
other equipment as needed (holy or monster hunting equipment) 9ep

Combat (32pp)

Attack: +8, +10 (melee), +12 (Spear of Destiny)

Damage: +5 (unarmed), +6 (Spear of Destiny), +6 (katana), +4 (knife), +4 (Staff), +1 (Shuriken), +8 (Thrown blade), +2 (Holdout pistol), +4 (Heavy pistol)

:Defence: +8, +13 (Dodge Focus)

Initiative: +8

Tradeoffs

ATT/DAM +2/-2
DEF?Tough +3/-3

Saves (14pp)

Toughness: +3, +6 (armor), +7 (Defencive Roll)

Fortittude: +7

Reflex: +9

Will: +8

----------------------------------------------------------------------------
Abilities 34 + Skills 23 + Feats 34 + Powers 63 + Combat 32 + 14 Saves = Total 200pp
---------------------------------------------------------------------------

Patience the Magdalena. Continuing my love for redheads and women with swords. :D

Patience is the latest to hold the title of the magdalena, a direct decendant of Jesus, and Mary. A living Symbol of the Davinci codes claims in a twist of Irony.

:arrow: Patience covers all the bases, fast and loaded for bear. Shes armed to the teeth and capable of using her entire arsenal.

She also has the special powers of the Holy See which is in her blood. The holy See enables her to do three very specific, but not inexclusive thiings. She can sence evil, and divine and infernal energies and powers, and beings. Second she can "See" the sins of a person. their is no save for this and no way to hide your sins from her. Last she can offer absolution, by hitting you with your sins ritualy cleansing you of them. with a lot of pain.

:arrow: The Spear of destiny is a potent artifact, especially in the hands of the Magdalena. It is said that the Magdalena is unbeatable with the spear in her hands. this is a slight exageration but not too far off.

It enables her to smite evil doers nicely though.

:arrow: Lastly a note of explanation on one of her benefits. The Black Library is a secret of the church. it is a vast archive of VERY SECRET knowledge. knowledge so secret that the church locked it away. Only the Pope or the magdalena can enter the vaults of the library unescorted. The guardians turn away or slay any one else who tries.

very few people are ever granted access to the library. In game terms this is a plot device for the GM but can give Patience the benefit of the well informed feat. and a bonus to her ritualist and KS arcana skills.

PS: this is not the archives, as seen in the Angels and Demons movie. Those contain mostly mundane knowledge kept preserved but viewable by nearly anyone.

the Library contains texts and books so radical and dangerous that they were locked away for the protection of the church. the true origins of the Magdalena are in there. as well as things such as the witch blade, excaliber, etc.

:arrow: Patience the magdalena is my latest conversion, and may star in an upcoming story with my Character Dark Angel.
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Postby catsi563 » Sun May 24, 2009 5:55 pm

Sand Fox wrote:Image

I have to protect those who are important to me!”

Name: Sakura Haruno
PL: 9
PP: 138

Abilities: 26
STR: 10/30 (+0/+10), DEX: 16 (+3), CON: 14 (+2), INT: 16 (+3), WIS: 16 (+3), CHA: 14 (+2)

Skills: 21
Acrobatics: 6 (+9)
Bluff: 8 (+10)
Concentration: 5 (+8)
Craft
Chemical: 12 (+15)
Diplomacy: 5 (+7)
Knowledge
Jutsu Lore: 6 (+9)
Medicine: 14 (+17)
Notice: 8 (+11)
Search: 8 (+11)
Sense Motive: 6 (+9)
Stealth: 6 (+9)

Feats: 25
All-out Attack
Attack Specialization (1): Unarmed Combat
Attractive (1)
Benefit (1): Apprentice of Hokage Tsunade
Defensive Attack
Defensive Roll (4)
Dodge Focus (6)
Equipment (4)
Improved Defense (2)
Power Attack
Second Chance (1): Medicine
Skill Mastery (1): Craft [Chemical], Medicine, Notice, Search
Ultimate Effort (1): Medicine

Powers: 28
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 [2], Water Walking), Rank 3

Equipment: 20
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

Combat: 24
Attack: +6, +8 Unarmed, Defense: +12 (+3 flat-footed), Init: +3
Dmg: +0 Unarmed, +10 Enhanced Strength, +5 Exploding Tag

Saves: 14
Toughness: +6 (+2 Flatfooted), Fortitude: +7 (+2 Mod. +5 Base), Reflex: +8 (+3 Mod. +5 Base), Will: +7 (+3 Mod. +4 Base)

Drawbacks: 0

Total Cost
Abilities 26 + Skills 21 (84 ranks) + Feats 25 + Powers 28 + Combat 24 + Saves 14 – Drawbacks 0 = 138/138

Trade Offs
-1 Attack/+1 Damage
+3 Defense/-3 Toughness

Complications
Responsibility: Team 7, Tsunade
Rivalry: Ino Yamanaka
Temper

Notes
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.


Nice Sakura one of my favorite naruto characters.

Only nitpicks id make on this version wouodd be her intelligence whichc should be at least 18-20, and some higher knowledge.

she was the only genin in the chunin exams which answered all 9 questions in the first test without cheating. and that was when she was 13. two years later shed be even more knowledgeable.

only one smarter then her would be shikamaru.

good job all told though.
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Postby MorningKnight » Sun May 24, 2009 6:25 pm

A most sigh-worthy ladies night collection.
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Postby Thorpacolypse » Sun May 24, 2009 7:03 pm

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.

Image
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]

POWERS:
Super Senses 4 (Danger Sense [Visual, Auditory], Uncanny Dodge x2 [Visual, Auditory]; 4pp) [4]
Immunity 5 (Interaction Effects [5pp]) [5]


EQUIPMENT:
(35ep)

Batgirl Costume (8ep):
Protection (2pp) [2]
Immunity (Environmental Heat, Cold [2pp])
Mask (Commlink, Night Vision, GPS Receiver [3ep])
Long Cape (1ep)
Utility Belt (27ep):
Masterwork Flash Bangs (20ep) [5] - DC:15:ref
Batarangs (Masterwork Boomerang; Blast 2, PF: Mighty, Improved Critical [1ep]) [2] - DC:20:tough
Bat Shuriken (Masterwork Shuriken; Blast 1, Extra: Auto-Fire, PF: Improved Critical [1ep]) [1] - 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

DRAWBACKS:

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]

POWERS:
Super Senses (Danger Sense, Uncanny Dodge x2 [Visual, Auditory]) [3]
Immunity (Interaction Effects) [5]


EQUIPMENT:
(25ep)

Costume (Protection, Subtle, CommLink [4ep]) [2]
Utility Belt (21ep array):
Gadgets (Equipment, Extra: Move Action [15ep array], 21ep) [3]
Sample Gadgets:
Batarangs (Blast, Extra: Penetrating, PF: Mighty x3, Split Attack, Accurate, Improved Critical [15ep]) [3]- 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

DRAWBACKS:

Abilities 30 + Skills 20 (80 ranks) + Feats 48 + Powers 8 + Combat 32 + Saves 12 – Drawbacks 0 = 150 / 150


And the LADIES' NIGHT specials keep on coming. Since I am still in the process of reviewing my Gotham builds, I took another look at Cassandra. I am really happy with this build this time. Note the THIS TIME part since I am a hopeless rebuild-aholic. :oops:

I took a look at all the martial feats from the books and threw in a lot of new stuff into this build and my PL10 version here, in addition to continuing to tweak my ever changing Bat arsenal.

I do wonder what the future holds for her as Batgirl in the main continuity. I could see Dick "firing" her since they have not been seeing eye-to-eye for a while.
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Postby Thorpacolypse » Sun May 24, 2009 7:57 pm

Our last LADIES' NIGHT special for this night of LADIES' WEEKEND hits the Aisle 2 shelves.

Image
I bet Grodd thinks she's hot as all get out.

GORILLA GIRL
PL:
8 (105 pp) – OPL: 8; DPL: 7.5

ABILITIES: STR: 28 [10] (+9/0) DEX: 25 [13] (+7/+1) CON: 22 [10] (+6/0) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

SKILLS: Acrobatics 5 (+12), Bluff 6 (+7), Climb 4 (+9), Concentration (+1), Diplomacy (+1), Disguise (+1), Escape Artist (+7), Gather Info (+1), Handle Animal (+1), Intimidate (+1/+3), Knowledge [Popular Culture] 5 (+6), Knowledge [Streetwise] 4 (+5), Notice 4 (+5), Search (+1), Sense Motive 4 (+5), Stealth (+7/+3), Survival (+1), Swim (+5)

FEATS: Defensive Roll (1), Teamwork (1)

ENHANCED FEATS: All-out Attack, Ambidexterity, Attack Focus (Melee) (4), Dodge Focus (1), Improved Grab

POWERS:
Gorilla Form (Alternate Form [60pp traits]; 60pp) [12]

Growth 4 (12pp) [4]
Attack/Def -1, Grapple +4, Stealth -4, Intimidation +2, Space 10ft, Reach 10ft, Strength +8, Con +4, Carrying Strength +5
Enhanced Strength 10 (10pp) [10]
Enhanced Dexterity 12 (12pp) [12]
Enhanced Constitution 8 (8pp) [8]
Protection (2pp) [2]
Super-Strength 2 (4pp) [2]
Leaping 1 (1pp) [1]
Enhanced Skills 3 (Acrobatics 4 ranks, Climb 4 ranks, Notice 4 ranks [3pp]) [3]
Enhanced Feats 8 (see Feats [8pp]) [8]


COMBAT: Base Attack +5, Melee +5, Ranged +5, Grapple +5, Gorilla Form Melee +8, Gorilla Form Ranged +4, Gorilla Form Grapple +22 [Unarmed +8 (Bruise)]; Defense 16 (12 flat-footed); Init +7

SAVES: Toughness +1 (+0 flat-footed, +9 Gorilla Form, +8 flat-footed Gorilla Form) Fortitude +2 (+8), Reflex +3 (+9), Will +4

DRAWBACKS:

Abilities 9 + Skills 5 (20 ranks) + Feats 10 + Powers 52 + Combat 22 + Saves 7 – Drawbacks 0 = 105 / 105

Comments: Another new member of the Initiative, Gorilla Girl. She was originally involved with some villains, but like many others, she got drafted into the Initiative and is now a hero. She’s not great shakes, but in the team environment of the Initiative, she can help out as a backup tank, acrobatics specialist and of course, the great job of crowd control.

And of course, as eye candy for Grodd, Mallah and Detective Chimp. :wink:
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Postby Thorpacolypse » Mon May 25, 2009 8:13 am

What the heck, we're celebrating the Memorial Day weekend and making LADIES' WEEKEND a 3-day extravaganza as well! Check out this new special on Aisle 2!

Image
Oooo, jungle Giggity!

SHANNA THE SHE-DEVIL
PL:
8 (120 pp) – OPL: 8; DPL: 8

ABILITIES: STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 16 (+3) WIS: 14 (+2) CHA: 14 (+2)

SKILLS: Acrobatics 8 (+13) [Accelerated Acrobatics, Monkey Climber], Bluff (+2/+6) [Attractive], Climb 7 (+9), Concentration (+2), Diplomacy (+2/+6) [Attractive], Disguise (+2), Escape Artist (+5), Gather Info 7 (+9), Handle Animal 13 (+15), Intimidate (+2), Knowledge [Life Sciences] 7 (+10), Medicine 6 (+8), Notice 5 (+7), Search (+3), Sense Motive 6 (+8), Stealth 6 (+11), Survival 11 (+13), Swim 8 (+10)

FEATS: Animal Empathy, Attractive (1), Challenges (1) [Accelerated Acrobatics], Defensive Roll (2), Dodge Focus (3), Equipment (3), Grappling Finesse, Improved Initiative (1), Monkey Climber, Redirect, Set-Up, Sneak Attack (1), Takedown Attack (1), Teamwork (1), Uncanny Dodge (Auditory)

POWERS:
None


EQUIPMENT:
(15ep)

Rope (1ep)
14ep for various jungle weaponry (spears, knives, bow, sling, etc.),

COMBAT: Base Attack +10, Melee +10, Ranged +10, Grapple +15 [Unarmed +2 (Bruise)]; Defense 21 (14 flat-footed) Init +9; Knockback -2

SAVES: Toughness +5 (+3 flat-footed), Fortitude +5, Reflex +7, Will +7

DRAWBACKS:

Abilities 34 + Skills 21 (84 ranks) + Feats 20 + Powers 0 + Combat 36 + Saves 9 – Drawbacks 0 = 120 / 120

Comments: I had forgotten to work Shanna up when I posted Ka-Zar and Zabu a couple of weeks ago and since I figured it was time for another Ladies’ Night, I thought I might take the time to roll her out.

She’s basically Ka-Zar light, with strong athletic skills and animal handling skills and a surprisingly good combatant. During the Secret Invasion when the Skrulls set up a base in the Savage Land, she held her own against them and they’re no slouches (for the most part). She’s a trained vet as well, and I almost gave her Profession: Vet, but I figured medicine and Knowledge: Life Sciences would cover it unless you get a picky GM, which I am not (well, outside of combat, anyway).
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Postby Thorpacolypse » Mon May 25, 2009 8:40 am

Thorpacolypse wrote:A purrrrrrrrrrrrrfect revision of an item in our Gotham line is getting stocked on Aisle 1.

Image
Hey, I got a kid now. I can't be throwing money away on cab rides when I can travel in style like this...

CATWOMAN PC
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

POWERS:
Whip (Device, Easy to Lose [10pp traits]; 6pp) [2]

Snare 6 (Flaw: Touch Range, PF: Mighty, Extended Reach [8pp]) [6] - DC:16:ref
AP: Strike 2 (PF: Mighty, Chokehold, Extended Range, Improved Disarm, Improved Trip, Improved Throw [1pp]) [2] - DC:19:tough
AP: Super-Movement (Swinging x2 [1pp])


EQUIPMENT:
(15ep)

Costume (Protection, Subtle, Camouflage [Urban], CommLink, Night Vision Goggles [5ep]) [1]
Lock Release Tool, Masterwork Lockpicks, PDA, Flashlight (5ep)
Cat Claws (Strike 2, PF: Mighty, Split Attack, Improved Critical [5ep]) [2] - 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

DRAWBACKS:

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.


LADIES' WEEKEND keeps on going with an update to one of my personal favorite builds. As I continue to try and hone my Stat Fu, I try to take characters of a certain archetype and make them as effective as I can at one or two particular areas without making them completely one dimensional.

In Selina's case, I really wanted to focus on her cat burglar skills and acrobatics, but give her enough offense to hold her own against other PL10 PC characters. I feel really good about this update because I got her Acrobatics and Disable Device ranks where I wanted them and was still able to get up to PL10 offensively with her whip snare and with the strike, she can hit it with a sneak attack. Now only 400 more updates to go. :wink:
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Postby Thorpacolypse » Mon May 25, 2009 8:43 am

This LADIES' WEEKEND special is a J-Mart Favorite! Anime haters beware yet again!

Image
I really want to make a joke about saluting the major here, but I am going to pass.

MAJOR MOTOKO KUSANAGI
PL:
9 (135 pp) – OPL: 9; DPL: 9

ABILITIES: STR: 22 [0] (+6/-5) DEX: 26 [0] (+8/-5) CON: NA INT: 18 (+4) WIS: 16 (+3) CHA: 14 (+2)

SKILLS: Acrobatics 8 (+16) [Acrobatic Bluff], Bluff 6 (+8/+12) [Attractive], Climb (+3), Computers 11 (+15), Concentration (+3), Diplomacy (+2/+6) [Attractive], Disable Device (+4), Disguise (+2), Drive (+8], Escape Artist (+8], Gather Info 6 (+8], Handle Animal (+2), Intimidate (+2), Investigate (+4), Knowledge [Tactics] 5 (+9), Knowledge [Technology] 8 (+12), Languages 1 (English, Base: Japanese), Medicine (+3), Notice 6 (+9), Pilot (+8], Profession (+3), Ride (+8], Search 4 (+8], Sense Motive 6 (+9), Sleight of Hand (+8], Stealth 3 (+11), Survival (+3), Swim (+3)

FEATS: Beginner's Luck, Eidetic Memory, Equipment (3), Jack-of-All-Trades, Inspire (1), Leadership, Luck (1), Master Plan

ENHANCED FEATS: Acrobatic Bluff, Attack Specialization (1) [Unarmed], Attractive (1), Diehard, Dodge Focus (4), Improved Initiative (1), Power Attack, Sneak Attack (1)

POWERS:
Cyborg Shell (Device, Hard to Lose, PF: Restricted [Motoko Kusanagi Only]; [145pp traits]; 118pp) [29]

Immunity 30 (All Fortitude Saves [30pp])
Density (Extra: Duration [Continuous], Flaw: Permanent, PF: Buoyant [10pp]) [3]
Str +6, Impervious Toughness +1, Immovable +1, Super-Strength +1
Enhanced Strength 16 (16pp) [15]
Enhanced Dexterity 26 (26pp) [25]
Enhanced Feats 11 (11pp) [11]
Enhanced Attack 10 (20pp) [10]
Enhanced Defense 6 (12pp) [6]
Protection 7 (7pp) [7]
Leaping 2 (2pp) [2]
Mind Shield 4 (4pp) [4]
Datalink 9 (Array; PF: Cyberspace, Flaw: Check Required [Computers]; [9pp array]; 5pp) [9]
AP: Communication 8 (Cyber-Mental, Extra: Area, Flaw: Limited [only people with cyber-brains], Distracting, PF: Selective [1pp]) [9]
AP: Mind Control 9 (Flaw: Limited [people with cyber-brains only]; 1pp) [9] - DC:19:will

Thermo-Optic Camouflage Vest (Device, Hard to Lose [5pp traits]; 4pp) [1]
Invisibility 1 (PF: Close Range [5pp]) [1]

EQUIPMENT:
(15ep)

Heavy Machine Pistol (15ep) [5] - DC:20:tough

COMBAT: Base Attack +10, Melee +10, Ranged +10, Unarmed +12, Grapple +17 [Unarmed +6 (Bruise); Heavy Machine Pistol +5, Auto-Fire (Lethal/Bruise)]; Defense 20 (13 flat-footed); Init +12; Knockback -5

SAVES: Toughness +8 (+8 flat-footed), Fortitude NA, Reflex +8, Will +6 (+10 against Mental Effects)

DRAWBACKS: Disability - Only "Ghost" without cyber body (uncommon, severe; -4)

Abilities -10 + Skills 16 (64 ranks) + Feats 21 + Powers 109 + Combat 0 + Saves 3 – Drawbacks -4 = 135 / 135

Comments: This was a hard build for me because I wanted the Major here at playable PP, but dang, she was hard to fit into the PP limit I set so I had to do a lot trimming, changing, shifting, etc. I didn’t see her as a full PL10, and originally I thought PL8 fit, but I went PL9 and I’m pretty happy with that (for now).

For those not familiar, Major Motoko Kusanagi is the primary protagonist in the Ghost in the Shell manga and anime franchises. She is the leader of the fictional Section 9 team, a group set up to combat cyber terrorism and other threats to the government. I don’t really want to get into explaining the whole thing, so again, if you’re not familiar, Wikipedia is your friend. But the main thing that gave me trouble is representing the whole cyber-brain setup that is so prevalent in the setting. Considering that she is all cyberized except part of her brain and spine, she wasn’t that hard, but I am working on the other members of the team who are mostly human except for their cyber brains, and that’s giving me trouble, so don’t expect to see Togusa or Aramaki for a while.

I also couldn't really tell whether her Thermo-optic camouflage was part of her shell or a vest because other characters use it that I wasn't sure were totally cyberized, so I made it a separate device.
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