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Thorpacolypse wrote:Our first item in our Bleach line hits the new Aisle 13 (which was 12 until we added that Metal Gear Solid Aisle) on LADIES' NIGHT!
Um...I think that's the wrong letter after that 36...
PL: 9 (115 pp) – OPL: 9; DPL: 9
ABILITIES: STR: 10 (0) DEX: 10 (0) CON: 12 (+1) INT: 16 (+3) WIS: 8 (-1) CHA: 16 (+3)
SKILLS: Bluff (+3/+7) [Attractive], Concentration 9 (+8), Diplomacy 5 (+8/+12) [Attractive], Disguise (+3), Gather Info (+3), Handle Animal (+3), Intimidate (+3), Knowledge [Popular Culture] 4 (+7), Notice 5 (+4), Search 4 (+7), Sense Motive (-1), Survival (-1)
FEATS: Attack Focus (Melee) (4), Attractive (1), Defensive Attack, Defensive Roll (1), Improved Disarm (1), Improved Throw, Inspire (1), Luck (3), Power Attack, Speed of Thought, Teamwork (2)
Super Senses 9 (Spiritual Awareness, Detect Spirit Energy [Mental, Accurate, Acute, Ranged, Extended x2, Assessment], Scent [Extended, Acute, Flaw: Limited to Ichigo Kurasaki]; 11pp) 
Immunity 1 (Critical Hits [Flaw: Limited to Head]; 1pp) 
Shun Shun Rikka 14 (Active Container 14, Flaw: Split Personality [55pp traits]; 44pp) 
Santen Kesshun! (Hinagiku, Lily & Baigon; Drawback: Attack Name [uncommon, minor; -1] ) 
Force Field 12 (Extra: Impervious, Affects Others, Flaw: Ablative, Check Required [Concentration], PF: Progression 3 [10 others]; 15pp) 
Soten Kissun! (Ayame and Shuno)
Healing 18 (Extras: Total, Flaw: Limited to others, PF: Persistent, Regrowth, Progression 2 [5 subjects], [40pp]) 
Koten Zanshun! (Tsubaki; Drawback: Attack Name [uncommon, minor; -1])
AP: Disintegration 9 (Mystic/Spiritual, Flaw: Check Required [Concentration], PF: Accurate x4, [1pp])  - DC:19:fort
COMBAT: Base Attack +1, Melee +5, Ranged +1, Koten Zanshun +9, Grapple +5 [Unarmed +0 (Bruise); Koten Zanshun +9 (Lethal/Bruise)]; Defense 14 (12 flat-footed); Init +3; Knockback -1 (-13 with Force Field)
SAVES: Toughness +2 (+1 flat-footed, +14 with Force Field, +13 flat-footed with Force Field), Fortitude +4, Reflex +4, Will +5
Abilities 12 + Skills 7 (28 ranks) + Feats 17 + Powers 56 + Combat 10 + Saves 13 – Drawbacks 0 = 115 / 115
Comments: I have stated before that I don’t like anime and I still don’t in general, but after giving some a chance, I have found that I like Bleach and Full Metal Alchemist quite a bit. But I can still only take them in small doses. I love the action and most of the characterization, but the tedious dialogue and “anime faces” that come up from time to time just irritate me to no end. As such, I have had this one sitting around for a long time waiting to get a better feel for this character as go through DVDs of Bleach and now I felt like I had enough info to get this one up. This is Orihime Inoue of Bleach, one of the main supporting characters and one of my favorites.
I won’t take a lot of time explaining the series to those who are unfamiliar, but basically, Orihime is a school chum of the main character Ichigo Kurasaki, who ends up discovering that she has powers that allow her to see the spirit world and also summon these sprites that allow her to create shields, heal and attack. I just did her powers as powers and not a summon minion as that would be way to complicated considering I have never seen them do anything other than banter back and forth with her and do the shield, heal or attack thing. I was considering making them all concentration check based, but I consider this build in her state after training with Yoruichi just prior to the Bount arc. God, I can’t believe I know this much about an anime…I’m so sorry, Libra.
I wanted to throw in a few of the little touches that I love about her (outside of her…um, two friends, shall we say) like her hard head and her unrequited love for Ichigo which allows her to smell him from a ways away and pretty much always know where he is. I also didn’t make her very accurate with her blast since she really prefers not to use unless she or her friends are really in trouble (I almost made it a power stunt, period) but she has ranks of Luck that can allow her to get feats to make it a more effective attack if really needed. She is there to defend and heal and Inspire, making her a valuable member of any team. Especially the team I have in mind for her…
Clean Up 8/30/09: Cleaned up Orihime a bit from my original build of her. She’s a pretty cheap character since she doesn’t have a lot skill, but her Healing Power is invaluable to the group and a source of envy to certain villain in the show.
Thorpacolypse wrote:Check out this new item in getting stocked on Aisle 16. It's a J-Mart Favorite item.
Harry Dresden - Wizard
Lost items found. Paranormal Investigations.
Consulting. Advice. Reasonable Rates.
No Love Potions. Endless Purses or Other Entertainment.
PL: 11 (195 pp) – OPL: 11; DPL: 11
ABILITIES: STR: 14 (+2) DEX: 14 (+2) CON: 18 (+4) INT: 18 (+4) WIS: 16 (+3) CHA: 12 (+1)
SKILLS: Bluff 11 (+12) [Taunt], Climb (+2), Concentration 9 (+12), Craft [Chemical] 8 (+12), Diplomacy 7 (+8), Disguise (+1), Escape Artist (+2), Gather Info 11 (+12) [Contacts], Handle Animal (+1), Intimidate (+1), Investigate 8 (+12), Knowledge [Arcane Lore] 8 (+12) [Artificer, Ritualist], Knowledge [Streetwise] 4 (+8), Notice 7 (+10), Profession [Private Investigator] 5 (+8), Search 6 (+10), Sense Motive 7 (+10), Sleight of Hand 6 (+8), Stealth 6 (+8), Survival (+3), Swim (+2)
FEATS: Artificer, Attack Focus (Melee) (4), Benefit (1) [White Council Membership], Contacts, Dedication, Dodge Focus (2), Equipment (7), Improved Initiative (1), Luck (2), Minions (7) [Bob], Power Attack, Ritualist, Sidekick (15) [Mouse], Speed of Thought, Taunt, Tough (1)
BLASTING ROD ENHANCED FEATS: Accurate Attack, Attack Specialization (2) [Mystic Fire Blast], Improved Aim
WIZARD STAFF ENHANCED FEATS: Attack Specialization (2) [Mystic Trip]
LASH ENHANCED FEATS: Eidetic Memory, Luck (1)
Immunity 1 (Aging [Flaw: Limited]; 1pp) 
Super Senses 4 (Array; Magical Awareness [Acute, Extended [4pp]) 
AP: Clairaudience 2 (Auditory, PF: Ultimate Effort [Ultimate Notice Check]; 1pp) 
AP: The Sight 4 (Super Senses 10 [True Sight], Flaw: Tiring, Check Required [Concentration], PF: Eidetic Memory [1pp]) 
Fuego! (Mystic Fire Blast 9, Array, Flaw: Check Required [Concentration], Power Drawback: Full Power [uncommon, minor; -1]; [9pp])  - DC:24:tough
AP: Ventas Servitas! (Trip 9, Extra: Knockback, Flaw: Check Required [Concentration], Power Drawback: Full Power [uncommon, minor; -1]; [1pp])
AP: Telekinesis 4 (Extra: Perception Range, Flaw: Check Required [Concentration]; [1pp])
Soulgaze 10 (Telepathy 10; Flaw: Sense Dependent [Eye Contact], Limited to subconscious thoughts [5pp])  - DC:20:will
Force Ring 2 (Device, Hard to Lose, Flaw: Unreliable [5 uses before needing recharge]; [10pp traits]; 6pp) 
Mystical Force Bludgeoning Strike 9 (PF: Extended Reach [10pp])  - DC:24:tough
Blasting Rod 1 (Device 1, Easy to Lose [5pp traits]; 3pp) 
Removes Full Power Drawback from Mystic Fire Blast Array (1pp) 
Enhanced Feats 4 (see Feats [4pp])
Wizard Staff 2 (Device 2, Easy to Lose [10pp traits]; 6pp) 
Removes Full Power Drawback from Mystic Trip (1pp) 
Enhanced Feats 2 (see Feats [2pp])
Bludgeoning Strike 2 (PF: Mighty, Improved Critical, Improved Block, Improved Disarm, Extended Reach [7pp]) – DC:19:tough
Shield Bracelet 2 (Device 2, Hard to Lose [10pp traits]; 8pp) 
Mystic Force Field 7 (Extra: Affects Others, Flaw: Ablative, PF: Progression x2 [5 others]; [10pp])
Silver Pentacle 1 (Device 1, Hard to Lose [5pp traits]; 4pp) 
Mind Shield 3 (3pp) 
Light Control 2 (Flaw: Check Required [Concentration]; 2pp) 
Lash Influence 2 (Container 2, Flaw: Check Required [Will Save against DC15 to avoid ablative influence; [10pp traits]; 8pp) 
Hellfire Boost 4 (Boost 4 [Mystic Fire Blast]; 4pp)
Comprehend 2 (Speak, Understand all Languages [4pp])
Enhanced Feats 2 (see Feats [2pp])
Enchanted Leather Duster (Protection 3, Subtle [4ep]) 
Masterwork Heavy Pistol (Blast 5, PF: Accurate [Limited - +1 to hit]; 11ep) 
Silver Dagger (Strike 1, PF: Improved Critical, Mighty, Thrown [1ep])  - DC:18:tough
Sword Cane (Strike 3, PF: Improved Critical, Mighty, Subtle [1ep])  - DC:20:tough
The Blue Beetle (Mid Size Car archetype, PF: Indestructible, Flaw: Unreliable)
Size - Diminutive, Toughness - 12, Magic Defense System, Laboratory, Living Space, Library, Magic Security System, Power: Little Chicago, Summoning Circle [7ep])
COMBAT: Base Attack +5, Melee +9, Ranged +5, Blasting Rod Mystic Fire Blast +9, Wizard Staff Trip +9, Wizard Staff Force Strike +9, Heavy Pistol +6, Grapple +11 [Unarmed +2 (Bruise); Mystic Fire Blast +9 (Bruise/Lethal); Hellfire Mystic Fire Blast +13 (Bruise/Lethal); Trip Knockback +9 (Bruise); Force Strike +9 (Bruise); Heavy Pistol +5 (Lethal/Bruise); Wizard Staff +4, 19-20 Critical (Bruise); Silver Dagger +3, 19-20 Critical (Lethal/Bruise); Sword Cane +5, 19-20 Critical (Lethal/Bruise)]; Defense 18 (13 flat-footed); Init +8; Knockback -3 (-7 with Mystic Force Field)
SAVES: Toughness +7 (+7 flat-footed, +14 with Mystic Force Field), Fortitude +6, Reflex +5, Will +10 (+13 against Mental Effects)
DRAWBACKS: Power Loss - Soulgaze on creatures of Nevernever and previous targets (uncommon, minor; -1), Power Loss - Boundaries (Warded places or when not invited into "home", Magic powers go to half ranks, doubles time of Ritualist and Artificer (uncommon, minor; -1)
Abilities 32 + Skills 26 (104 ranks) + Feats 56 + Powers 49 + Combat 22 + Saves 12 – Drawbacks -2 = 195 / 195
Comments: OK, taking a break from the big alien robots. I agonized over this build for WEEKS, blowing it up and starting over twice before deciding to post it because I love and hate Harry Dresden so much. I love him because he’s a great character and I love the books.
I hate him because I am continually losing sleep reading those damn books because I CANNOT PUT THEM DOWN.
And I am not a reader anymore. For the most part, time with the fam and other equally important ventures (like building MnM characters and fantasy football and the like) took too much of my decreasing free time for real reading. Reading comics and TBPs is about the most I have done in ages, but I am hooked on these books something fierce, blowing through the first two in a matter days. I’m now mostly through the 6th and rolling on to probably being into the 7th by tomorrow. Great, great reads.
In the Dresdenverse, Harry is the only openly practicing wizard in the city of Chicago. He’s sometimes functions as a private detective that can use spells to locate cheating spouses and such, but most of the time, he’s embroiled in some nasty supernatural business involving evil wizards, werewolves, vengeful spirits, wicked Sidhe (Faerie) queens who would be statted at about PL20 and at odds with the White Council, the governing body of wizards. He’s usually broke, always in a crappy situation and usually lets his anger and sense of chivalry get him into trouble that the author, Jim Butcher (a fellow Missourian, yippee!), has a great knack for getting him out of in well-thought out, yet not usually obvious ways. As a wizard, Harry is one of the most powerful in world, but is, as he puts it, a magical “thug” being able to destroy a building in a blast, but not being able to perform very technical spells like glamours and veils. And even though he can cut loose with a powerful attack, the act usually leaves him drained and he generally has to think and/or focus on what he’s doing so I based just about everything on concentration checks. He also generally requires a medium for him to focus with like a rod or staff. And I used his mother’s silver pentacle as a focus tool for him to boost any of his effects up to his PL ranks, instead of taking him to full ranks and adding a drawback for him to lose them without something to give him focus.
I may go back and do a PL12 version since I may have undersold him, but for now, I’m pretty satisfied with him. Bob on the other hand…
Bob is Harry’s confidant and magical lab assistant for all intents and purposes. He’s actually a spirit from the Nevernever (the spirit/magical realm in the Dresdenverse) who has eons of magical knowledge and he helps Harry with potion and magical item creation as well as being a great source of historical magical information. Did I mention he lives in a skull? And is a TOTAL horndog? He's a great foil for Harry and adds a needed touch of humor to the usually heavy situations.
Like I said, I love the books and I hope I did him justice in this build which represents him around the 3rd or 4th book. Input from the Dresden diehard is always welcome, and look for more builds from the series, like Karrin Murphy, Michael, Billy and The Alphas and some vamps once I get through this Transformers run.
Clean Up 8/30/2009: OK, after reading more Dresden books, I updated Harry as of White Knight-ish. I kept the PL the same, but I changed his powers around a bit to match up with where he is in that book. I plan on going back to make a PL9 Harry to represent where I see him where he is when the series starts.
Still reworking Bob and Mouse, being about the wisest and one of the most entertaining characters in that series, gets his own post coming up shortly.
Arrrr, aye, aye Captain!
PL: 8 (90 pp) – OPL: 8; DPL: 0
ABILITIES: STR: 10 (0) DEX: 12 (+1) CON: NA INT: 30 (+10) WIS: 12 (+1) CHA: 12 (+1)
SKILLS: Bluff (+1), Concentration (+1), Craft [Chemical] 13 (+23), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info 10 (+11) [Contacts, Well-Informed], Handle Animal (+1), Intimidate (+1), Knowledge [Arcane Lore] 13 (+23) [Artificer], Knowledge [History] 5 (+15), Notice (+1), Search (+10), Sense Motive 7 (+8), Stealth (+1), Survival (+1)
FEATS: Artificer, Contacts, Eidetic Memory, Well-Informed
Immunity 30 (Fortitude Effects [30pp]) 
Insubstantial 4 (Flaws: Permanent, No Effective Strength [12pp]) 
Flight 3 (6pp) 
Possession 3 (Array, Flaw: Full Round Action [9pp]) 
AP: Telekinesis 4 (PF: Precise [1pp])
AP: Quickness 6 (Flaw: Mental Quickness) and Concealment 2 [Normal Vision]; 1pp)
COMBAT: Base Attack +0, Melee +0, Ranged +0, Grapple +0 [Unarmed +0 (Bruise)] Defense 10 (10 flat-footed); Init +1; Knockback 0
SAVES: Toughness +0 (+0 flat-footed) Fortitude NA, Reflex +1, Will +10
DRAWBACKS: Weakness – When outside of skull without permission, -1 Will per minute, can be fatal [uncommon, irresistible; -6], Vulnerable – Boundaries, Wards [uncommon, irresistible; -4]
Abilities 16 + Skills 12 (48 ranks) + Feats 4 + Powers 59 + Combat 0 + Saves 9 – Drawbacks -10 = 90 / 90
Comments: You just can’t beat Bob. He's a hoot in the books and an invaluable aid to Harry with his hundreds of years of magical knowledge and contacts. With his help, Harry can cut down his potion creation time (Artificer) down to nil compared to how long the MnM system says it is supposed to take, which is WAY to long in my opinion. He can also possess Harry's cat, Mister (who does not get built as a minion because...well, he's a cat and they do whatever the hell they want, I have two so I know) when he needs to go out and about in the daylight.
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