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J-Mart I 2E: Green Scar Hulk, Mandrill, Nekra

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#1013, #1486

Postby Thorpacolypse » Wed Aug 26, 2009 7:33 pm

Getting back to our Bleach run, here's a new special on Aisle 6!

Image
By the pride of the Quincy, I will kill you!

URYU ISHIDA
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 12 (+1) DEX: 16 (+3) CON: 14 (+2) INT: 18 (+4) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 4 (+7/+11) [Acrobatic Bluff], Climb (+1), Concentration 7 (+8), Craft [Sewing] 8 (+12), Escape Artist (+3), Knowledge [Arcane Lore] 3 (+7), Notice 5 (+6), Search (+4), Sense Motive 7 (+8), Stealth 4 (+7), Survival (+1), Swim (+1)

FEATS: Acrobatic Bluff, Attack Specialization (2) [Lone Sparrow Quincy Bow], Attack Specialization (2) [Seele Schneider], Defensive Roll (2), Dodge Focus (4), Improved Aim, Improved Critical (3) [Lone Sparrow x3], Precise Shot (1), Ranged Pin

REIRYUKO ENHANCED FEATS: Luck (1), Precise Shot (1)

HIRENKYAKU ENHANCED FEATS: Dodge Focus (2), Evasion (1), Improved Initiative (1), Move-by Action

POWERS:
Super Senses 9 (Spiritual Awareness, Detect Spirit Energy [Mental, Accurate, Acute, Ranged, Extended x2, Assessment]; 9pp) [9]
Reiryuko 1 (Spiritual Pressure; Passive Container [5pp traits]; 5pp) [1]
Enhanced Feats 2 (see Feats [2pp]) [2]
Leaping 1 (1pp) [1]
Protection 2 (2pp) [2]

Hirenkyaku 3 (Flash Steps; Passive Container [15pp traits]; 15pp) [3]
Flash Step 1 (3pp) [3]
Enhanced Feats 5 (see Feats [5pp]) [5]
Enhanced Skills 1 (Acrobatics 4 ranks [1pp]) [1]
Enhanced Reflex Save 2 (2pp) [2]
Speed 4 (100mph [4pp]) [4]

Lone Sparrow Quincy Bow 5 (Active Container [25pp traits]; 25pp) [5]
Spirit Energy Blast 9 (PF: Extended Range x2, Homing, Ricochet [22pp]) [9] - DC:24:tough
AP: Spirit Energy Blast 9 (PF: Indirect x3, Ricochet x2 [1pp]) [9] - DC:24:tough
AP: Spirit Energy Blast 7 (Extra: Auto-Fire, PF: Ricochet [1pp]) [7] - DC:22:tough
AP: Licht Regen 9 (Extra: Targeted Cone Area, Penetrating, Flaw: Action [Full Round], Tiring, PF: Extended Range x3, Homing [1pp]) [9] - DC:19/24:ref/tough

Seele Schneider 2 (Device, Easy to Lose, PF: Restricted [Quincies]; [10pp traits]; 8pp) [2]

Slashing Strike 7 (PF: Mighty, Improved Critical x2 [10pp]) [7] - DC:23:tough

COMBAT: Base Attack +7, Melee +7, Ranged +7, Lone Sparrow +11, Seele Schneider +11, Grapple +8 [Unarmed +1 (Bruise); Spirit Arrow Blast +9, 17-20 Critical (Lethal/Bruise); Spirit Energy Blast +7, 17-20 Critical, Auto-Fire (Lethal/Bruise); Seele Schneider +8, 18-20 Critical (Lethal/Bruise)]; Defense 24 (14 flat-footed); Init +7; Knockback -3

SAVES: Toughness +6 (+4 flat-footed), Fortitude +5, Reflex +7 (Evasion), Will +5

DRAWBACKS:

Abilities 22 + Skills 10 (40 ranks) + Feats 24 + Powers 54 + Combat 30 + Saves 10 – Drawbacks 0 = 150 / 150

Comments: Uryu Ishida is one of the main protagonists in Bleach. He is a Quincy, who were originally counterparts of the Soul Reapers but the Soul Reapers turned on them and wiped them all out except for Uryu and his family. I can't exactly recall the reason why, but regardless, it makes Uryu a bit prejudiced against the Soul Reapers. When he was introduced, he was a rival of Ichigo's but after Rukia's apprehension and death sentence in the Soul Society, he joined up with Ichigo, Orihime and Chad (coming next) to go rescue her. Along the way, he got a measure of revenge against the Soul Reaper Captain that killed his beloved grandfather which was kind of cool because even for an alleged good guy, that particular captain is a bit of a d*ck.

During the Bount arc, he lost his powers, but in this current Arrancar/Hueco Mundo arc, he got them back after training with his father, who had allegedly given up his Quincy powers, but was strong as ever and helped Uryu get stronger. Now Uryu has joined up with Chad and Ichigo on another rescue mission, this time to Hueco Mundo.

As a Quincy, he has the ability to create a bow of spiritual energy that he uses to fire spirit energy arrows. In the show, he has pulled off some pretty wicked feats, including a hail of 1200 arrows at once, hence the cone area blast. He also one of the few non-Soul Reaper characters to defeat another Soul Reaper Captain using his Bankai, which give me pause about his power level of 10, but if I playtest and he can't hang, he'll go up. I didn't include a lot of the weapons he got recently because I haven't seen them and the ones he used during the Bount arc were used up then so I the only thing I added outside of his spirit bow is the Seele Schneider which I believe works like a spirit energy sword and I only added because I like the name. :wink:
Last edited by Thorpacolypse on Thu Sep 24, 2009 7:27 pm, edited 1 time in total.
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#1014, #1487

Postby Thorpacolypse » Wed Aug 26, 2009 7:54 pm

Another new item in our Bleach line hits the Aisle 6 shelves.

Image
Now this guy knows how to put on a Gun Show!

CHAD YASUTORA SADO
PL:
10 (150 pp) – OPL: 10; DPL: 10

ABILITIES: STR: 20 (+5) DEX: 12 (+1) CON: 20 (+5) INT: 15 (+2) WIS: 14 (+2) CHA: 12 (+1)

SKILLS: Acrobatics 4 (+5), Bluff (+1), Climb (+5), Concentration 5 (+7), Diplomacy (+1), Disguise (+1), Escape Artist (+1), Gather Info (+1), Handle Animal (+1), Intimidate 4 (+5), Notice 5 (+7), Search 3 (+5), Sense Motive 5 (+7), Stealth (+1), Survival (+2), Swim (+5)

FEATS: Attack Focus (Melee) (4), Diehard, Interpose, Takedown Attack (1), Teamwork (1)

REIRYUKO ENHANCED FEATS: Improved Initiative (1), Luck (1)

EL BRAZO DERECHO DEL GIGANTE ENHANCED FEATS: All-out Attack, Power Attack

POWERS:
Super Senses 9 (Spiritual Awareness, Detect Spirit Energy [Mental, Accurate, Acute, Ranged, Extended x2, Assessment]; 9pp) [9]
Super-Strength 2 (PF: Innate [5pp]) [2]
Reiryuko 1 (Spiritual Pressure; Passive Container [5pp traits]; 5pp) [1]
Enhanced Feats 2 (see Feats [2pp]) [2]
Leaping 1 (1pp) [1]
Protection 2 (2pp) [2]

El Brazo Derecho del Gigante 5 (Right Arm of the Giant, Active Container 5, Flaw: Action [Move Action]; [25pp traits]; 20pp) [5]
Protection 4 (Extra: Impervious [8pp]) [4]
Enhanced Feats 2 (See Feats [2pp]) [2]
El Directo 12 (Cero Blast 12, Flaw: Action [Full Round], PF: Accurate x2 [14pp]) [12] - DC:27:tough
AP: Bludgeoning Strike 6 (Extra: Targeted Area Burst, PF: Mighty [1pp]) [6] - DC:21:ref

El Brazo Izquierdo del Diablo 8 (Left Arm of the Devil, Active Container 8, Flaw: Action [Move Action]; [40pp traits]; 32pp) [8]
Protection 3 (Extra: Impervious [6pp]) [3]
Speed 4 (100mph [4pp]) [4]
Enhanced Reflex Save 3 (3pp) [3]
Enhanced Fortitude Save 2 (2pp) [2]
El Muerte 12 (Corrosion 12, Flaw: Tiring, PF: Improved Critical [25pp]) [12] - DC:22/27:fort/tough


COMBAT: Base Attack +4, Melee +8, Ranged +4, Grapple +15 [Unarmed +5 (Bruise); El Brazo Derecho de Gigante Strike +11 (Bruise); El Directo +12 (Lethal/Bruise); El Muerte +12, 19-20 Critical (Lethal/Bruise)]; Defense 16 (13 flat-footed); Init +5; Knockback -3 (-7 with El Brazo Derecho de Gigante, -10 with El Brazo Izquierdo del Diablo)

SAVES: Toughness +7 (+7 flat-footed, +11 with El Brazo Derecho del Gigante, +11 flat-footed with El Brazo Derecho del Gigante, +14 with El Brazo Izquierdo del Diablo, +14 flat-footed with El Brazo Izquierdo del Diablo), Fortitude +10 (+12), Reflex +7, Will +5

DRAWBACKS:

Abilities 33 + Skills 7 (28 ranks) + Feats 12 + Powers 67 + Combat 20 + Saves 11 – Drawbacks 0 = 150 / 150

Comments: Loves me some Chad. His name is Yasutora Sado, but Ichigo misunderstood his name when they met so he calls him Chad and it stuck. He is a great character because he's very understated compared to the rest of the group. He's quiet but he's incredibly strong and tough even before he gets his spirit powers, being able to rip of a telephone pole out of the ground and survive getting thrown through a brick wall.

The best thing about him is that up until he started fighting hollows, he never fought, and Ichigo actually had to save him from some bullies even though he could have taken them out easily. He also befriended a the soul of lost child and helped him find his mother in the Soul Society.

When his spirit powers manifest, they manifest first as El Brazo Derecho del Gigante, the Right Arm of the Giant, giving him a powerful strilke and extra protection. After getting his arse handed to him by an Arrancar early in that arc, he trains with Renji at Kisuke Urahara's shop (he's coming soon, too) to get stronger and he does. When he accompanies Ichigo and Uryu to Hueco Mundo, he gets even stronger, developing El Brazo Izquierdo del Diablo, the Left Arm of the Devil, giving him even more protection and a wicked Corrosion type effect called El Muerte. His powers seem to work more like the Arrancar's Resurrecion, hence the Spanish names and his increased power after going to Hueco Mundo, the home of the hollows and Arrancar. I suspect there will be more to that whole thing as the show continues.

Here's El Muerte. It rocks.

Image
Last edited by Thorpacolypse on Thu Sep 24, 2009 7:28 pm, edited 1 time in total.
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Re: J-Mart: Bleach - Ikkaku, Rukia, Renji, Uryu, Chad

Postby luketheduke86 » Wed Aug 26, 2009 11:04 pm

Nice Uryu build Thorp! He was always my favorite Bleach character. Oh and kudos on giving him sewing :D.
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Re: J-Mart: Bleach - Ikkaku, Rukia, Renji, Uryu, Chad

Postby Angelkiller » Thu Aug 27, 2009 10:49 am

Utterly AWESOME!!

You, my friend, kick ass!
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#1015, #1488

Postby Thorpacolypse » Sun Aug 30, 2009 7:34 pm

As our first Bleach run winds down, we have another new item on Aisle 6 and this one is a definite J-Mart Favorite.

Image
*Sigh* Fighting fury incarnate...*sniff*...it's...beautiful...

KENPACHI ZARAKI
PL:
13 (195 pp) – OPL: 13; DPL: 13

ABILITIES: STR: 24 [30] (+7/+10) DEX: 14 (+2) CON: 24 (+7) INT: 12 (+1) WIS: 16 (+3) CHA: 15 (+2)

SKILLS: Acrobatics 5 (+7), Bluff (+2), Climb (+10), Concentration 7 (+10), Diplomacy (+2), Disguise (+2), Escape Artist (+2), Gather Info (+2), Handle Animal (+2), Intimidate 10 (+12) [Powerful Intimidation], Knowledge [Arcane Lore] 3 (+4), Knowledge [Tactics] 11 (+12), Notice 7 (+10), Search (+1), Sense Motive 9 (+12) [Assessment, Combat Clarity] Stealth (+2), Survival (+3), Swim (+10)

FEATS: All-out Attack, Attack Focus (Melee) (4), Attack Specialization (1) [Zanpakuto], Benefit (1) [Captain Squad 11], Challenges (2) [Combat Clarity, Powerful Intimidation], Cunning Fighter, Diehard, Dodge Focus (2), Follow-up Attack, Follow-up Strike, Improved Block (1), Improved Critical (2) [Zanpakuto x2], Improved Initiative (1), Power Attack, Quick Draw (1), Rhythm of Combat, Takedown Attack (1), Tough (2)

REIRYUKO/HOHO ENHANCED FEATS: Fearsome Presence (3), Lionheart, Ultimate Effort 1 (Ultimate Toughness Save)

FULL SPIRITUAL PRESSURE ENHANCED FEATS: Improved Critical (3) [Zanpakuto x3], Last Stand, Luck (2), Withstand Damage

POWERS:
Super Senses 9 (Spiritual Awareness, Detect Spirit Energy [Mental, Accurate, Acute, Ranged, Extended x2, Assessment]; 9pp) [9]
Concealment 10 (All Senses, Flaw: Limited [to spiritually unaware], Limited [only in human world], PF: Close Range; 4pp) [11]
Super-Strength 1 (2pp) [1]
Immunity 1 (Aging [Limited]; 1pp) [1]
Reiryuko/Hoho 6 (Spiritual Pressure; Passive Container [25pp traits]; 25pp) [5]
Enhanced Feats 5 (see Feats [5pp]) [5]
Protection 5 (Extra: Impervious [10pp]) [5]
Leaping 2 (2pp) [2]
Reiatsu Release 4 (Nauseate 4, Extra: Area Burst, Flaw: Check Required [Concentration]; 8pp) [4] - DC:14:ref

Zanpakuto 1 (Device, Easy to Lose, PF: Restricted x2 [Kenpachi Only]; [10pp traits]; 8pp) [2]

Slashing Strike 3 (PF: Improved Critical x2, Improved Block, Improved Sunder, Mighty, Thrown, Weapon Break [10pp])
Full Spiritual Pressure (Alternate Form 3, PF: Triggered [Removal of Eye Patch Power Seal]; [20pp traits]; 21pp) [4]
Enhanced Feats 7 (see Feats [7pp]) [5]
Enhanced Strength 6 (6pp) [6]
Protection 2 (2pp) [2]
Boost 2 (Reiatsu Release [4pp boost]; 4pp) [2] - DC:16:ref
AP: Boost 2 (Super-Strength 2 [1pp])


COMBAT: Base Attack +7, Melee +11, Ranged +7, Zanpakuto +13, Grapple +19, Full Spiritual Pressure Grapple +23 [Unarmed +7 (Bruise); Zanpakuto Strike +10, 16-20 Critical (Lethal); Full Spiritual Pressure Unarmed +10 (Bruise); Full Spiritual Pressure Zanpakuto Strike +13, 13-20 Critical (Lethal)] Defense 20 (14 flat-footed); Init +6; Knockback -9 (-10 with Full Spiritual Pressure)

SAVES: Toughness +14 (+14 flat-footed, +5 Impervious, +16 with Full Spiritual Pressure) (Ultimate Save), Fortitude +11, Reflex +5, Will +8

DRAWBACKS:

Abilities 45 + Skills 13 (52 ranks) + Feats 35 + Powers 60 + Combat 30 + Saves 12 – Drawbacks 0 = 195 / 195

Comments: When I was thinking about which Soul Reaper Captain to post first, there was very little inner monologue. It was Kenpachi all the way. Kenpachi Zaraki is the Captain of Squad 11, who are more or less the special forces of the Soul Society. They are the fightingest (not a word, I know) group and Kenpachi sets the tone. He was a long time street fighter in the Soul Society for many, many years, then at one point, he got into a fight with the former Captain of Squad 11, killed him and took his place. Given that he never had any formal training, he is the only Captain that has not achieved Bankai and pretty much the only ranked officer that doesn’t know the name of his Zanpakuto, keeping him from doing any of those cool Shikai moves either.

But with him it doesn’t matter. He has some of the highest spiritual pressure of any character in the show, so much so that he wears an eye patch that seals in some of it so that he doesn’t end fights too quickly since that is what he lives for. Even without a Bankai, he’s handled pretty much any other Captain or Espada they’ve thrown at him so I put him at level that I was using for Captains in Bankai mode on his own without it. He’s a melee beast, fighting at about PL11.5 with his eye patch on, and when it comes off, he goes to his full PL13 for as long as he needs to.

I’ve put in some links to YouTube as further proof of his badassery.

http://www.youtube.com/watch?v=QFWqzk6rTjM

http://www.youtube.com/watch?v=nGDFs1xKi2U
Last edited by Thorpacolypse on Thu Sep 24, 2009 7:28 pm, edited 1 time in total.
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Re:

Postby Thorpacolypse » Sun Aug 30, 2009 7:50 pm

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!

Image
Um...I think that's the wrong letter after that 36...

ORHIME INOUE
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)

POWERS:
Super Senses 9 (Spiritual Awareness, Detect Spirit Energy [Mental, Accurate, Acute, Ranged, Extended x2, Assessment], Scent [Extended, Acute, Flaw: Limited to Ichigo Kurasaki]; 11pp) [11]
Immunity 1 (Critical Hits [Flaw: Limited to Head]; 1pp) [1]

Shun Shun Rikka 14 (Active Container 14, Flaw: Split Personality [55pp traits]; 44pp) [11]
Santen Kesshun! (Hinagiku, Lily & Baigon; Drawback: Attack Name [uncommon, minor; -1] ) [10]
Force Field 12 (Extra: Impervious, Affects Others, Flaw: Ablative, Check Required [Concentration], PF: Progression 3 [10 others]; 15pp) [12]
Soten Kissun! (Ayame and Shuno)
Healing 18 (Extras: Total, Flaw: Limited to others, PF: Persistent, Regrowth, Progression 2 [5 subjects], [40pp]) [11]
Koten Zanshun! (Tsubaki; Drawback: Attack Name [uncommon, minor; -1])
AP: Disintegration 9 (Mystic/Spiritual, Flaw: Check Required [Concentration], PF: Accurate x4, [1pp]) [9] - 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

DRAWBACKS:

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.


Since I was on this Bleach run, I thought I might clean up my first attempt at a Bleachverse build, Orihime. In my original version, I had a few more APs of her powers and more fluff, but in continuing to watch the show, the characters act in a very straighforward manner in their fights and interactions so I may end up going back over the ones I've posted so far and trim them a bit.

With that, I'm going to take a break from the Bleach builds and get back to the Dresdenverse and few other asides for a while. But fret not Bleach fans, I am working on Byakuya, Hitsugaya, Rangiku, Yumichika and several Arrancar so they'll be up in a week or two after I get my FTF game rolling.
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Re: J-Mart: Bonecrusher, Long Haul, Rampage, Ratchet

Postby Thorpacolypse » Sun Aug 30, 2009 8:07 pm

Thorpacolypse wrote:Check out this new item in getting stocked on Aisle 16. It's a J-Mart Favorite item.

Image
Harry Dresden - Wizard
Lost items found. Paranormal Investigations.
Consulting. Advice. Reasonable Rates.
No Love Potions. Endless Purses or Other Entertainment.


HARRY DRESDEN
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)

POWERS:
Immunity 1 (Aging [Flaw: Limited]; 1pp) [1]
Super Senses 4 (Array; Magical Awareness [Acute, Extended [4pp]) [4]
AP: Clairaudience 2 (Auditory, PF: Ultimate Effort [Ultimate Notice Check]; 1pp) [3]
AP: The Sight 4 (Super Senses 10 [True Sight], Flaw: Tiring, Check Required [Concentration], PF: Eidetic Memory [1pp]) [4]

Fuego! (Mystic Fire Blast 9, Array, Flaw: Check Required [Concentration], Power Drawback: Full Power [uncommon, minor; -1]; [9pp]) [9] - 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]) [10] - DC:20:will
Force Ring 2 (Device, Hard to Lose, Flaw: Unreliable [5 uses before needing recharge]; [10pp traits]; 6pp) [2]

Mystical Force Bludgeoning Strike 9 (PF: Extended Reach [10pp]) [9] - DC:24:tough
Blasting Rod 1 (Device 1, Easy to Lose [5pp traits]; 3pp) [1]
Removes Full Power Drawback from Mystic Fire Blast Array (1pp) [1]
Enhanced Feats 4 (see Feats [4pp])

Wizard Staff 2 (Device 2, Easy to Lose [10pp traits]; 6pp) [1]
Removes Full Power Drawback from Mystic Trip (1pp) [1]
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) [2]
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) [1]
Mind Shield 3 (3pp) [3]
Light Control 2 (Flaw: Check Required [Concentration]; 2pp) [2]

Lash Influence 2 (Container 2, Flaw: Check Required [Will Save against DC15 to avoid ablative influence; [10pp traits]; 8pp) [2]
Hellfire Boost 4 (Boost 4 [Mystic Fire Blast]; 4pp)
Comprehend 2 (Speak, Understand all Languages [4pp])
Enhanced Feats 2 (see Feats [2pp])


EQUIPMENT:
(35ep)

Enchanted Leather Duster (Protection 3, Subtle [4ep]) [3]
Arsenal (13ep):
Masterwork Heavy Pistol (Blast 5, PF: Accurate [Limited - +1 to hit]; 11ep) [5]
Silver Dagger (Strike 1, PF: Improved Critical, Mighty, Thrown [1ep]) [1] - DC:18:tough
Sword Cane (Strike 3, PF: Improved Critical, Mighty, Subtle [1ep]) [3] - DC:20:tough
Vehicle (8ep):
The Blue Beetle (Mid Size Car archetype, PF: Indestructible, Flaw: Unreliable)
Headquarters (10ep):
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.

Image
Arrrr, aye, aye Captain!

BOB
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

POWERS:
Immunity 30 (Fortitude Effects [30pp]) [30]
Insubstantial 4 (Flaws: Permanent, No Effective Strength [12pp]) [3]
Flight 3 (6pp) [3]
Possession 3 (Array, Flaw: Full Round Action [9pp]) [3]
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.


Harry gets an update. And since I am putting pictures of the people that I am going to cast in my Dresden Files movie on my posts, I changed the pic to Vince Vaughn, who I think would make a great Harry. He's tall enough and definitely sardonic enough to pull it off.
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#1016, #1489

Postby Thorpacolypse » Sun Aug 30, 2009 8:19 pm

A new item in our Dresdenverse line hits the Aisle 7 shelves.

Image
Uh, Thomas, why did you buy large breed puppy chow?

MOUSE
PL:
7 (85 pp) – OPL: 7; DPL: 7

ABILITIES: STR: 18 (+4) DEX: 14 (+2) CON: 18 (+4) INT: 10 (0) WIS: 16 (+3) CHA: 10 (0)

SKILLS: Climb 4 (+8), Concentration (+3), Escape Artist (+2), Notice 10 (+13), Sense Motive 10 (+13), Stealth (+2), Survival (+3), Swim (+4)

FEATS: Attack Focus (Melee) (8), Diehard, Dodge Focus (1), Improved Grab, Improved Trip, Interpose, Sweeping Strike, Teamwork (1), Tough (3)

POWERS:
Leaping 1 (1pp) [1]
Super-Strength 1 (2pp) [1]
Super-Senses 4 (Detect [Dark Magic, Mental], Scent, Ultrahearing [4pp]) [4]
Sonic Control 7 (Flaw: Tiring, PF: Progression x3 [10pp]) [7]
Bite 2 (Piercing Strike 2, PF: Mighty, Improved Critical [4pp]) [2] - DC:21:tough


COMBAT: Base Attack +0, Melee +8, Ranged +0, Grapple +13 [Unarmed +4 (Bruise); Bite +6, 19-20 Critical (Lethal/Bruise)]; Defense 17 (13 flat-footed); Init +2; Knockback -3

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

DRAWBACKS: Disability - No hands (very common, moderate; -4), Disability - Mute (very common, moderate; -4)

Abilities 26 + Skills 6 (24 ranks) + Feats 18 + Powers 21 + Combat 12 + Saves 10 – Drawbacks -8 = 85 / 85

Comments: And where would a wizard be without his faithful dog? This is Mouse, Harry Dresden's dog as of about Blood Rites. Mouse started out as a tiny puppy that Harry saves when he was hired by a Tibetan monk to rescue Mouse and the rest of his litter, who had been kidnapped by a black sorcerer and his pack of demonic, flaming-poo-throwing monkeys (it was a hysterical opening chapter). However, being the troublemaker of the litter, he ended up stowing away in the Blue Beetle during the trip back to the airport to meet Brother Wang. With no way of reaching the monk when he discovered the mistake, Harry ended up adopting the puppy. In no time at all, Harry realizes that Mouse is no ordinary puppy and as he grows, he becomes a valued ally to Harry, as he can detect dark magic and seems to have human intelligence.

As a Temple Dog, he also showed the ability to bark loud enough to wake an entire apartment building when the fire alarms failed but it wiped him out. The pic is as close as I could get to what breed they assume he is and he's even bigger than that horse shown in the pic. He's shown other abilities and I'm sure this will be do for a reworking as the series continues.
Last edited by Thorpacolypse on Tue Jan 19, 2010 4:12 pm, edited 2 times in total.
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Re: J-Mart: Bleach - Kenpachi, Orihime, Dresden - Harry 2, Mouse

Postby luketheduke86 » Mon Aug 31, 2009 12:46 am

Nice Kenpachi build, I wonder if he shouldn't have blind-fighting or maybe uncanny dodge-touch (as weird as that last one sounds), since he was able to dodge that blind Captain's (i forget his name) sword strikes with just his sense of touch. Just a thought, either way good job.

Also great Mouse build! I like how his Wisdom is equal to Dresden's :lol:. Oh and you know since you mentioned the demonic, flaming-poo-throwing monkeys you have to build the demonic, flaming-poo-throwing monkeys! :D
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
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#1017, #1490

Postby Thorpacolypse » Mon Aug 31, 2009 7:07 pm

Getting stocked on our new Archetypes aisle is a new item straight from the warehouse.

Image
To protect and serve. And sing.

COP (STANDARD)
PL:
3 (39 pp) – OPL: 3; DPL: 3

ABILITIES: STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 12 (+1) WIS: 11 (0) CHA: 10 (0)

SKILLS: Climb (+1), Diplomacy 3 (+3), Disable Device 2 (+3), Drive 3 (+4), Escape Artist (+1), Gather Info 3 (+3), Investigate 3 (+4), Knowledge [Streetwise] 2 (+3), Notice 2 (+2), Profession [Cop] 3 (+3), Search 2 (+3), Sense Motive 3 (+3), Stealth 2 (+3), Swim (+1)

FEATS: Equipment (3)

POWERS:
None


EQUIPMENT:
(15ep)

Undercover Vest (Protection 1, Subtle [2ep]) [1]
Commlink, Flashlight, Handcuffs (3ep)
Arsenal (10ep):
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough
Tonfa (Bludgeoning Strike 1, PF: Mighty; Medium [1ep]) [1] - DC:17:tough

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +3 [Unarmed +1 (Bruise); Light Pistol +4 (Lethal/Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback -1

SAVES: Toughness +2 (+2 flat-footed), Fortitude +4, Reflex +3, Will +3

DRAWBACKS:

Abilities 9 + Skills 7 (28 ranks) + Feats 3 + Powers 0 + Combat 12 + Saves 8 – Drawbacks 0 = 39 / 39

Comments: As I get ready to run a Dresdenverse game with my FTF group, they were making fun of me for getting sidetracked as I am building NPCs and such for the game and not focusing on the setting itself. So now I am doing both. What kind of setting is complete without cops?

OK, so it’s not the actual “setting”, but I know my group and somehow, someway, they will run afoul of the police. Our first run at MnM we ended up throwing the villain out of a 20 story window, so you know eventually an anti-heroic element will enter the game. For this post, I am putting in the beat cops and detectives since they match the pic.

And yes, it is the cast of Cop Rock, one of the worst shows of all time where it started off like a police drama and then the cast started singing, like a bad musical. It was so bad, it's become a standard of bad TV, much like My Mother the Car or The Chevy Chase Show.

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

COP (DETECTIVE)
PL:
3 (45 pp) – OPL: 3; DPL: 3

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

SKILLS: Bluff (+1), Climb (+1), Concentration (+2), Diplomacy 4 (+5), Disguise (+1), Drive 2 (+3), Escape Artist (+1), Gather Info 5 (+6) [Contacts], Handle Animal (+1), Intimidate 2 (+3), Investigate 4 (+6), Knowledge [Streetwise] 3 (+5), Notice 3 (+5), Profession [Cop] 2 (+4), Search 2 (+4), Sense Motive 3 (+5), Stealth 2 (+3), Survival (+2), Swim (+1)

FEATS: Contacts, Equipment (3)

POWERS:
None


EQUIPMENT:
(15ep)

Undercover Vest (Protection 1, Subtle [2ep]) [1]
Commlink, Cell Phone, Flashlight, Handcuffs (4ep)
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough

COMBAT: Base Attack +2, Melee +2, Ranged +2, Grapple +3 [Unarmed +1 (Bruise), Light Pistol +4 (Lethal/Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback -1

SAVES: Toughness +2 (+2 flat-footed), Fortitude +3, Reflex +3, Will +3

DRAWBACKS:

Abilities 16 + Skills 8 (32 ranks) + Feats 4 + Powers 0 + Combat 12 + Saves 5 – Drawbacks 0 = 45 / 45

Comments: These are the guys that get to the crime scenes first and do all the “good cop/bad cop” stuff back at the station.
Last edited by Thorpacolypse on Fri Jan 15, 2010 9:21 pm, edited 3 times in total.
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#1018, #1491

Postby Thorpacolypse » Mon Aug 31, 2009 7:14 pm

Another police archetype hits the Aisle 32 shelves.

Image
Now everyone stay calm and we'll only be tear gassing the hippies.

COP (RIOT SQUAD)
PL:
5 (50 pp) – OPL: 4; DPL: 5

ABILITIES: STR: 12 (+1) DEX: 12 (+1) CON: 12 (+1) INT: 11 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb (+1), Concentration (+1), Diplomacy 3 (+3), Drive 2 (+3), Escape Artist (+1), Gather Info 2 (+2), Intimidate 5 (+5), Investigate 2 (+2), Knowledge [Streetwise] 4 (+4), Notice 4 (+5), Profession [Cop] 3 (+4), Search 2 (+2), Sense Motive 4 (+5), Stealth 2 (+3), Survival 3 (+4), Swim (+1)

FEATS: Attack Focus (Ranged) (2), Equipment (8), Teamwork (1)

POWERS:
None


EQUIPMENT:
(40ep)

Tactical Vest (Protection 3 [3ep]) [3]
Riot Shield (Medium Shield 2, +2 to block [4ep]) [2]
Commlink, Handcuffs, Flashlight (3ep) [3]
Arsenal (30ep):
Tear Gas Grenades (Dazzle 4 [Visual], Extra: Targeted Area Explosion, LP: Nauseate 4, Extra: Explosion [28ep]) [4] - DC:14:ref
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough
Tonfa (Bludgeoning Strike 1, PF: Mighty; Medium [1ep]) [1] - DC:17:tough

COMBAT: Base Attack +3, Melee +3, Ranged +5, Grapple +4 [Unarmed +1 (Bruise); Light Pistol +4 (Lethal/Bruise); Tonfa +2 (Bruise/Lethal)]; Defense 16 (12 flat-footed); Init +1; Knockback -2

SAVES: Toughness +4 (+4 flat-footed), Fortitude +4, Reflex +3, Will +3

DRAWBACKS:

Abilities 9 + Skills 9 (36 ranks) + Feats 11 + Powers 0 + Combat 14 + Saves 7 – Drawbacks 0 = 50 / 50

Comments: This is the team that comes in when crowd control is needed. They are well protected, work as a team and the tear gas is wicked against a crowd of normal people.
Last edited by Thorpacolypse on Fri Jan 15, 2010 9:23 pm, edited 2 times in total.
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#1019, #1492

Postby Thorpacolypse » Mon Aug 31, 2009 7:23 pm

Another new archetype hits the J-Mart shelves.

Image
Even cops dial 911? Really? That was the tag line for that movie? No wonder it tanked.

COP (SWAT TEAM)
PL:
5 (55 pp) – OPL: 5; DPL: 5

ABILITIES: STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Acrobatics 2 (+4), Climb 3 (+4), Concentration (+1), Diplomacy 2 (+2), Drive 2 (+4), Escape Artist (+2), Gather Info 2 (+2), Intimidate 3 (+3), Investigate 2 (+3), Knowledge [Streetwise] 3 (+4), Knowledge [Tactics] 4 (+5), Notice 4 (+5), Profession [Cop] 4 (+5), Search 3 (+4), Sense Motive 3 (+4), Stealth 3 (+5), Survival (+1), Swim (+1)

FEATS: Attack Focus (Ranged) (1), Benefit (1) [Status – SWAT], Dodge Focus (1), Equipment (5), Improved Aim

POWERS:
None


EQUIPMENT:
(25ep)

Tactical Vest (Protection 3 [3ep]) [3]
Commlink, Handcuffs, Flashlight, Night Vision (4ep)
Arsenal (17ep):
Submachine Gun (Ballistic Blast 5, Extra: Auto-Fire; 50 ft range, Medium [15ep]) [5] - DC:20:tough
Light Pistol (Ballistic Blast 4; 40ft range, Small [8ep]) [4] - DC:19:tough
Tonfa (Bludgeoning Strike 1, PF: Mighty; Medium [1ep]) [1] - DC:17:tough

OR

Sniper Rifle (Ballistic Blast 6, PF: Extended Range x4, Improved Critical; 250 ft range, Large [17ep]) [6] – DC:21:tough

COMBAT: Base Attack +4, Melee +4, Ranged +5, Grapple +5 [Unarmed +1 (Bruise); Submachine Gun +5, Auto-Fire (Lethal/Bruise); Light Pistol +4 (Lethal/Bruise); Tonfa +2 (Bruise)]; Defense 15 (12 flat-footed); Init +2; Knockback -2

SAVES: Toughness +5 (+5 flat-footed), Fortitude +4, Reflex +3, Will +3

DRAWBACKS:

Abilities 15 + Skills 10 (40 ranks) + Feats 9 + Powers 0 + Combat 16 + Saves 5 – Drawbacks 0 = 55 / 55

Comments: When things get really sticky, they call in the SWAT team. Hostage situations are a given to have them come in.

And hey, even cops dial 911... :roll:
Last edited by Thorpacolypse on Fri Jan 15, 2010 9:23 pm, edited 2 times in total.
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#1020, #1493

Postby Thorpacolypse » Mon Aug 31, 2009 7:31 pm

Our archetype run continues with this new item on Aisle 32.

Image
God bless you all and please come home safe.

SOLDIERS (STANDARD)
PL:
5 (50 pp) – OPL: 5; DPL: 4

ABILITIES: STR: 12 (+1) DEX: 12 (+1) CON: 14 (+2) INT: 11 (0) WIS: 12 (+1) CHA: 10 (0)

SKILLS: Climb 2 (+3), Computers 2 (+2), Concentration (+1), Disable Device 2 (+2), Drive 2 (+3), Escape Artist (+1), Knowledge [Tactics] 4 (+4), Notice 3 (+4), Profession [Soldier] 3 (+4), Search 4 (+4), Sense Motive 2 (+3) [Assessment], Stealth 3 (+4), Survival 3 (+4), Swim 2 (+3)

FEATS: Accurate Attack, Assessment, Equipment (6)

POWERS:
None


EQUIPMENT:
(30ep)

Tactical Vest (Protection 3 [3ep])
Camo Clothing (Camouflage [Urban or Desert]; 1ep)
Commlink, Gas Mask, Binoculars, Night Vision, GPS (5ep)
Arsenal (21ep):
Assault Rifle (Ballistic Blast 6, Extra: Auto-Fire; 60 ft range, Large [18ep]) [6] - DC:21:tough
Heavy Pistol (Ballistic Blast 5; 50 ft range, Small [1ep]) [5] - DC:20:tough
Fragmentation Grenades (Ballistic Blast 6, Extra: Targeted Area Explosion, Range 60 ft [1ep]) [6] - DC:16/21:ref/tough
Knife (Piercing Strike 1, PF: Mighty, Improved Critical, Thrown; 10 ft range, Small [1ep]) [1] - DC:17:tough

COMBAT: Base Attack +4, Melee +4, Ranged +4, Grapple +5 [Unarmed +1 (Bruise); Assault Rifle +6, Auto-Fire (Lethal/Bruise); Heavy Pistol +5 (Lethal/Bruise); Fragmentation Grenades +6 (Lethal/Bruise); Knife +2, 19-20 Critical (Lethal/Bruise)]; Defense 14 (12 flat-footed); Init +1; Knockback -2

SAVES: Toughness +5 (+5 flat-footed), Fortitude +4, Reflex +4, Will +3

DRAWBACKS:

Abilities 12 + Skills 7 (28 ranks) + Feats 8 + Powers 0 + Combat 16 + Saves 7 – Drawbacks 0 = 50 / 50

Comments: My own version of the soldier archetype for the Thorpacoverse. With my current direction of making the base weapons one rank higher in damage, I needed to keep them at PL5 offensively, but I thought PL5 defensively was too much so I split the difference.
Last edited by Thorpacolypse on Sat Jan 16, 2010 1:21 pm, edited 2 times in total.
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#1021, #1494

Postby Thorpacolypse » Mon Aug 31, 2009 7:39 pm

Keeping the archetype run rolling, here is another new one for the Dresdenverse Aisle!

Image
We prefer to be called living impaired.

ZOMBIE (DRESDENVERSE)
PL:
3 (19 pp) – OPL: 3; DPL: 2.5

ABILITIES: STR: 18 [10] (+4/0) DEX: 10 (0) CON: NA INT: NA WIS: 10 (0) CHA: NA

SKILLS: Bluff (NA), Climb (+4), Computers (NA), Diplomacy (NA), Disable Device (NA), Disguise (NA), Gather Info (NA), Handle Animal (NA), Intimidate (NA), Investigate (NA), Search (NA), Swim (+4)

FEATS: Attack Specialization (1) [Unarmed]

POWERS:
Immunity 32 (Fortitude Effects, Critical Hits [32pp]) [32]
Protection 5 (5pp) [5]
Enhanced Strength 8 (8pp) [8]
Super-Strength 1 (2pp) [1]
Speed 1 (Flaw: Only when running [1pp]) [1]


COMBAT: Base Attack +0, Melee +0, Ranged +0, Unarmed +2, Grapple +5 [Unarmed +4 (Bruise)]; Defense 10 (10 flat-footed); Init +0; Knockback -2

SAVES: Toughness +5 (+5 flat-footed), Fortitude NA, Reflex +0, Will +1

DRAWBACKS:

Abilities -30 + Skills 0 (0 ranks) + Feats 1 + Powers 48 + Combat 0 + Saves 0 – Drawbacks 0 = 19 / 19

Comments: This is my take on the zombies from the Dresdenverse circa Dead Beat. The necromancers in that book suped up their zombies to where one of them was able to toss a desk, files and a computer across the room with one hand and then they were able to bend Harry’s steel reinforced door. They were also able to sprint across a parking lot and catch the Beetle with Harry flooring it. Well, maybe that doesn’t equate to Speed 1 really since the Beetle sure ain’t the General Lee, but hey, makes it challenging for the PCs to get away, I think.
Last edited by Thorpacolypse on Thu Sep 24, 2009 7:32 pm, edited 1 time in total.
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#1022, #1495

Postby Thorpacolypse » Mon Aug 31, 2009 7:46 pm

Another Dresdenverse archetype hits the Aisle 7 shelves.

Image
Thank goodness for tattered rags... :shock:

GHOUL (STANDARD)
PL:
4 (58 pp) – OPL: 4; DPL: 4

ABILITIES: STR: 18 (+4) DEX: 18 (+4) CON: 18 (+4) INT: 10 (0) WIS: 10 (0) CHA: 8 (-1)

SKILLS: Bluff (-1), Climb 4 (+8), Diplomacy (-1), Disguise (-1), Escape Artist (+4), Gather Info (-1), Handle Animal (-1), Intimidate (-1), Notice 3 (+3), Stealth (+4), Swim (+4)

FEATS: All-out Attack, Attack Focus (Melee) (1), Dodge Focus (1)

POWERS:
Morph 2 (Human form/Ghoul form [2pp]) [2]
Leaping 1 (1pp) [1]
Speed 1 (1pp) [1]
Protection 1 (1pp) [1]
Claw Strike 1 (Piercing Strike 1, PF: Mighty [2pp]) [1] - DC:20:tough
Regeneration: Recovery Bonus +1 (1pp) [1]
Regeneration: Recovery Rate (11pp)

Bruised 1/round [1]
Injured 1/minute [3]
Staggered 1/minute [3]
Disabled 1/hour [2]
PF: Diehard, Regrowth


COMBAT: Base Attack +2, Melee +3, Ranged +2, Grapple +7 [Unarmed +4 (Bruise); Claw Strike +5 (Lethal/Bruise)]; Defense 13 (11 flat-footed); Init +4; Knockback -2

SAVES: Toughness +5 (+5 flat-footed), Fortitude +6, Reflex +5, Will +3

DRAWBACKS:

Abilities 22 + Skills 2 (8 ranks) + Feats 3 + Powers 18 + Combat 8 + Saves 6 – Drawbacks 0 = 59 / 59

Comments: In preparation for the Dresdenverse game I am running with my FTF group, here some Dresdenverse style ghouls. In that universe, they are not undead, but vicious humanoid predators, normally employed by the “evil” side, like Red Court Vampires or evil wizards. They normally appear as normal humans, but when it's time to kill, the morph in a more ghoul-ish appearance and show off their supernatural speed and toughness. They are not much of a challenge to Harry and his allies in small numbers, but the problem is that they usually show up in a large numbers and that makes them a real challenge.
Last edited by Thorpacolypse on Thu Sep 24, 2009 7:33 pm, edited 1 time in total.
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