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Anime/manga 3e (Ultros, Raki)

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Re: Anime/manga 3e (Bleach- Rukia, Chad, Orihime, Uryu)

Postby cassius335 » Sun Oct 10, 2010 4:41 am

Saltcrow wrote:Currently, I have no plan to start my own thread on Pokemons. It is because I simply haven't got the time to start and maintain my own thread. So as long as Dreaming Psion is happy with me hitchhiking along, I'll stay with this thread.

Also: any requests?


1) If you're gonna do 5th Gen, any chance you could start with the three Starters, in base forms?

2) How would you handle "Pick-Up" ability?

Meanwhile, I'm gonna hit Hero Lab and have another go figuring out Charmander. My last attempt ended up drastically undercosted...
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Re: Anime/manga 3e (Bleach- Rukia, Chad, Orihime, Uryu)

Postby Saltcrow » Sun Oct 10, 2010 5:03 am

cassius335 wrote:
Saltcrow wrote:Currently, I have no plan to start my own thread on Pokemons. It is because I simply haven't got the time to start and maintain my own thread. So as long as Dreaming Psion is happy with me hitchhiking along, I'll stay with this thread.

Also: any requests?


1) If you're gonna do 5th Gen, any chance you could start with the three Starters, in base forms?

2) How would you handle "Pick-Up" ability?

Meanwhile, I'm gonna hit Hero Lab and have another go figuring out Charmander. My last attempt ended up drastically undercosted...


1) Base forms, huh? I suppose I could do that.

2) It'd be a 1-point feature at most, more likely a GM-fiat/plot device to get an item though.

3) Mmm, yes. That sounds about right. If you have a look at my Eevee build, it costs 45 power points even though it's a PL 4 Pokemon. I'd say the starters are around that range too.
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Re: Anime/manga 3e (Bleach- Rukia, Chad, Orihime, Uryu)

Postby Saltcrow » Sun Oct 10, 2010 6:42 am

Image
Tsutaajaツタージャ; PL 4- Pokemon series

Abilities
Str -3/Sta 0/Agi 2/Dex 1/Fgt 1/Int -3/Awe 1/Pre -1
------------------------------------------------------------------------------
Powers
Grass-type traits: immunity 20 (Electric, Grass, Ground, Water type damages; Half-effect), immunity 2 (all status ailments with Grass descriptor)- 12pp
Moveset Array: 10-points array- [13pp]
    •"grass mixer" ranged damage 4 linked ranged affliction 4 (impaired)
    •"vine whip" strength-based damage 6, accurate, improved disarm, extended reach- 1pp
    •"grass oath" ranged damage 4, teamwork- 1pp
    •"leer" ranged affliction 4 (vulnerable)- 1pp
Natural Size: shrinking 4 (innate, permanent), protection 2- 7pp
Overgrow: enhanced Extraordinary Effort- 1pp
Grass Snake Pokemon: enhanced Stealth 4 limited to areas of natural growth, enhanced Hide in Plain Sight limited to areas of natural growth- 3pp
------------------------------------------------------------------------------
Skills: athletics 3 (+0), close combat: vine whip 2 (+5), expertise: survival 2 (+3), perception 3 (+4), stealth 2 (+7/+11*)
Advantages: defensive roll, extraordinary effort, hide in plain sight*, improved initiative, ranged attack 3
------------------------------------------------------------------------------
Defences
Tough +3/+2*, Fort +4, Will +4
Dodge +5; Parry +5; Initiative +5
Offence
Atk +4 grass mixer, ranged, damage 4 (plus Fortitude DC 14)
Atk +5 vine whip, close, damage 3
------------------------------------------------------------------------------
Complications
disability: as a pokemon, Tsutaaja has a limited ability to communicate and people without Animal Empathy advantage may have trouble understanding them.
weakness: grass type: as a Grass-type pokemon, Tsutaaja takes an extra degree of damage from Bug, Fire, Flying, Ice and Poison type moves.
------------------------------------------------------------------------------
Total abilties -2 + powers 36 + skills 6 + advantages 5 + defences 10 = 55pp

Design Notes:
-Tsutaaja, the grass snake pokemon, is the Grass-type starter of 5th Generation Pokemon B/W.

-OK, the improved disarm on Vine Whip is entirely my own interpretation of the move. Feel free to shift it around if you want. The purpose was to differentiate it from the grass mixer and perhaps add a bit of flavor into the "whip" part.


Image
Jaro'odaジャローダ; PL 6- Pokemon series

Abilities
Str 0/Sta 2/Agi 4/Dex 3/Fgt 2/Int -3/Awe 2/Pre -1
------------------------------------------------------------------------------
Powers
Grass type traits: immunity 20 (Electric, Grass, Ground, Water type damages; Half-effect), immunity 2 (all status ailments with Grass descriptor)- 12pp
Moveset Array: 13-points array- [16pp]
    •"leaf blade" strength-based damage 6, improved critical
    •"giga drain" ranged damage 4 linked Healing 4 limited to self- 1pp
    •"grass oath" ranged damage 6, teamwork- 1pp
    •"magical leaf" perception-range damage 4- 1pp
Natural Size: elongation 1, innate; movement 1 (slithering), protection 2, speed 1- 6pp
Overgrow: enhanced Extraordinary Effort- 1pp
Grass Snake Pokemon: enhanced Stealth 4 limited to areas of natural growth, enhanced Hide in Plain Sight limited to areas of natural growth- 3pp
------------------------------------------------------------------------------
Skills: athletics 3 (+3), close combat: leaf blade 5 (+6), expertise: survival 2 (+4), perception 4 (+6), stealth 2 (+6/+10*)
Advantages: defensive attack, defensive roll 2, improved initiative 2, ranged attack 3
------------------------------------------------------------------------------
Defences
Tough +6/+4*, Fort +6, Will +6
Dodge +6; Parry +6; Initiative +12
Offence
Atk +6 leaf blade, close, damage 6 (19-20 crit)
Atk +6 giga drain/grass oath, ranged, damage 6
------------------------------------------------------------------------------
Complications
disability: as a pokemon, Jaro'oda has a limited ability to communicate and people without Animal Empathy advantage may have trouble understanding them. Although not very evident, Jaro'oda does possess vestigial arms behind its back, which may or may not be able to be used for manipulation.
weakness: grass type: as a Grass-type pokemon, Jaro'oda takes an extra degree of damage from Bug, Fire, Flying, Ice and Poison type moves.
------------------------------------------------------------------------------
Total abilties 18 + powers 38 + skills 8 + advantages 8 + defences 14 = 86pp

Design Notes:
-Jaro'da (or just Jaroda), the Royal Pokemon, is the final evolution form of Tsutaaja.

-OK, I will need to revise my older builds to reflect this, but I've decided that Close/Ranged combat: moveset skill is no longer useable. I've been using Skill/Advantage distinction to show the subtle difference between whether a Pokemon is melee-focused or range-oriented. For example a Gyarados would have Close Attack with Ranged Combat skills, while a Milotic has the opposite (if it ever has a melee attack that is).

-Jaro'oda's DW ability can be roughly translated into "deviance" or "oddball". What it does is basically it reverses the effect of stat changes. For example if a Gyarados w/ Intimidate switches into a Jaro'oda with this ability, its Attack will INCREASE by a rank instead of the other way around. It means that it can spam Leaf Storm and enjoy the effect of Nasty Plot at the same time. There's no good way of handling as a general ability, but as a specific build it will have to be an Immunity 5 (stat-altering effects) and associated Improved Critical on its Leaf Storm move. I have deliberately excluded the move for this purpose.

OK, Pokabu/Emboaa and Mijumaru/Daikenki coming soon...
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Re: Anime/manga 3e (Pokemon by Saltcrow, Bleach templates)

Postby Dreaming Psion » Mon Oct 11, 2010 6:23 am

You're quite prodigious with the pokemon builds there, Saltcrow. Keep it at it, and I'll keep adding them to the index. I don't have any plans to do any builds of that sort myself, so you've got free reign over it.

Here's what I've got comping down the pipleline on my end:

Archetypes (general)
Hot Rodder (PL 6-8)
Sentai action ranger (PL 8)

Bleach
Design Diary (general notes, including arrancar/vizards)
Kon (PL 6)
Gillians (aka Menos Grande, PL 10, basic stock archetype stats)
Rank and file- basic hollows and soul reapers (NPC archetypes)

Full Metal Alchemist
Design Diary: The Laws of Alchemy (general notes on alchemy)
Traveling alchemist (archetype, PL 8)

Inuyasha
Inuyasha
Kagome
Kirara
Miroku
Myoga
Naraku
Sango
Shippo
Totosai

Paranoia Agent
Design Diary: Dysfunction Junction (how Complications can make even mundane characters unique)
Most of the main cast
Check out the anime/manga 3e thread
My new Oddballs reborn thread
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Re: Anime/manga 3e (Pokemon by Saltcrow, Bleach templates)

Postby Xarathos » Mon Oct 11, 2010 9:11 am

Looking forward to the Traveling Alchemist... sounds like fun. :)
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Re: Anime/manga 3e (Pokemon by Saltcrow, Bleach templates)

Postby Arthur Eld » Wed Oct 27, 2010 10:20 am

Image
If you can see this face, you're about 6 seconds away from a beat-down.

Casshern
PL 11 200


Abilities
Strength 9, Stamina 9, Agility 8, Dexterity 5, Fighting 9, Intellect 1, Awareness 1, Presence 0

Powers
Robot Body Immunity 11 (Aging, Life Support), Protection 2 13
Enhanced Musculature Leaping 3, Speed 3 (16 MPH, 250 feet per round) 6
Jets Flight 5 (60 MPH 900 feet per round) 10
Immortal Regeneration 5, Immortality 9 (2 hours) 23

Advantages Agile Feint, Combat Clarity (+4 to Insight, only for resisting Feints), Defensive Attack, Improved Critical (unarmed) 2, Improved Defense, Improved Grab, Improved Initiative, Move-by Action, Power Attack, Precise Attack (Close, Cover), Seize Initiative, Sidekick 16 (Friender), Takedown 2, Uncanny Dodge (hearing)

Skills: Acrobatics 8 (+16), Athletics 2 (+11), Close Combat (unarmed) 4 (+13), Perception 7 (+8), Intimidation 9 (+9)

Offense
Initiative +12
Unarmed +13 Damage 9 18-20 critical

Defense
Dodge 11 (3), Parry 11 (2)
Toughness 11, Fortitude 12 (3), Will 6 (5)

Abilities 84+Powers 52+Advantages 31+Skills 17+Defense 16=200

Complications
’Devour Casshern’! Robots believe consuming Casshern’s body will save them from Ruin.
Rival Dio
Enemy Braiking Boss
Disability Amnesia
Self-preservation mode Even when Casshern is seeking death, whenever his body is truly threatened, he will enter a berserk fury, attacking all who are near, even those who do are not his enemies.

Friender
PL 7 80 (16 Sidekick ranks)


Abilities
Strength 6, Stamina -, Agility 4, Dexterity 1, Fighting 5, Intellect -3, Awareness 2, Presence -1

Powers
Robot Immunity 30 (Fortitude)
Armor Protection 6
Enhanced Musculature Speed 1, Leaping 1

Advantages
Improved Initiative, Move-by Action

Skills
Athletics 2 (+8), Close Combat (unarmed) 3 (+8), Perception 5 (+7)

Offense
Initiative +8
Unarmed +7 Damage 6

Defense
Dodge 8 (4), Parry 8 (3)
Toughness 6, Fortitude -, Will 2

Abilities 28+Powers 38+Advantages 2+Skills 5+Defenses 7=80


•From Casshern: Sins (a re-boot of the original Neo-Human Casshern series), Casshern here is a hero in the vein of Megaman (not surprisingly, as the blue bomber was based on the White Death here)-a unique robot who must fight against other robots. Sins takes a rather dark approach to this, with Casshern struggling to become more than just a killing machine. Its a pretty good anime, if you're into dark and atmospheric things that are more about themes than plot.

•I feel like I might have low-balled Casshern, actually. PL 11 is pretty darn strong, but Casshern is a wrecking machine of the highest order. However, he takes a few lumps here and there, and really, any character deserving of a name can give him a decent fight, at least for a little while. With his high speed, 2 rayks of Takedown, and sheer power, he's a mook-killer of the highest order, which is good, since he's usually attacked by groups of robots who want him dead.

•Friender is the Rush to Casshern's Megaman, a robotic dog that befriends Casshern and is often there to protect others from his homicidal rages. Again, PL 7 might be a little low, but Friender's not really a stand-up and fight kind of guy, er, dog. He comes in and makes one lucky hit on the baddies when Casshern is vulnerable, and then he either gets the heck out of dodge or he gets kicked away. Pretty standard sidekick stuff. He also kind of looks like Interceptor if he was a robot (at least in my mind) and that's awesome.

•I feel like play-testing Casshern, maybe against some of Sangouki's Robot Master builds. In theory, Casshern should be able to go through one or even two of them at once like-well, like Casshern's fist through another robot.
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Re: Anime/manga 3e (Casshern by Arthur Eld)

Postby Dreaming Psion » Thu Nov 04, 2010 1:53 pm

Another guy from an anime I've never heard of. I can see the Megan Max (X) influence, looks like a mix between him and Racer X :lol: Note that Uncanny Dodge in 3e doesn't seem to specify specific senses anymore, so there's no need to specify a sense on it. In any case, this bad boy's been added to the index.
Check out the anime/manga 3e thread
My new Oddballs reborn thread
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Re: Anime/manga 3e (Casshern by Arthur Eld)

Postby Dreaming Psion » Fri Dec 10, 2010 6:05 am

So I've been away a while courting Pathfinder, but I've gotten an interesting request for adapting the Kawaii/cute feat. So I think I'll put my musings here.

Previously, I've been using the Daze and Fascinate feats for stand-ins as they are descriptively similar (feats of distraction, etc). Built in though, the Kawaii feat is more ike an ongoing Demoralize feat. This could be represented by the Demoralize action (and possibly the Taunt feat) mixed with one of those Improved ___ from 2e that lets you use that sort of thing as a free action.

Alternatively, you could build the Kawaii feat as a power (but not using an interaction skills as a basis) with the following power construction:

Affliction (attacks and checks impaired, resisted by Will; move action [+1 p/rank], Sustained [+2], perception range [+2], limited to one degree [-2], limited to those attacking you and who have not taken damage [-2], instant recovery [-1])

So you have an ongoing Affliction affect that merely Impairs no matter what the safe. Unlike Kawaii in 2e, you can Sustain it as a Free action (instead of a Move action). However, it is like a ranked power, so you have to buy it in ranks (as opposed to just using an interaction skill check). Thoughts?
Check out the anime/manga 3e thread
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Re: Anime/manga 3e (Casshern by Arthur Eld)

Postby cassius335 » Fri Dec 10, 2010 8:05 am

Dreaming Psion wrote:So I've been away a while courting Pathfinder, but I've gotten an interesting request for adapting the Kawaii/cute feat. So I think I'll put my musings here.

Previously, I've been using the Daze and Fascinate feats for stand-ins as they are descriptively similar (feats of distraction, etc). Built in though, the Kawaii feat is more ike an ongoing Demoralize feat. This could be represented by the Demoralize action (and possibly the Taunt feat) mixed with one of those Improved ___ from 2e that lets you use that sort of thing as a free action.

Alternatively, you could build the Kawaii feat as a power (but not using an interaction skills as a basis) with the following power construction:

Affliction (attacks and checks impaired, resisted by Will; move action [+1 p/rank], Sustained [+2], perception range [+2], limited to one degree [-2], limited to those attacking you and who have not taken damage [-2], instant recovery [-1])

So you have an ongoing Affliction affect that merely Impairs no matter what the safe. Unlike Kawaii in 2e, you can Sustain it as a Free action (instead of a Move action). However, it is like a ranked power, so you have to buy it in ranks (as opposed to just using an interaction skill check). Thoughts?


It things like this that make me wish Affliction had an "Attack Check Required" or "Opposing Check Required" option, (or even a "Alterate To Hit" thing for Attacks not using Area).
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Pikachu, I choose you!

Postby Tyrant Lizard King » Sun Dec 12, 2010 2:11 pm

Here's my first attempt at a Pikachu if you want to add it to the Pokemon section:

Image

"Pikaaaa -- CHUUUUUUUUUUU!"

Name: Pikachu
Power Level: 8

Abilities
Strength 1, Stamina 3, Agility 5, Dexterity 1, Fighting 1, Intellect 0, Awareness 4, Presence 1

Trades: Volt Tackle +2 DC/-2 attack, Thunderbolt +2 DC/-2 attack, Thundershock +2 attack/-2 DC, +2 defense/-2 Toughness
Advantages
Animal Empathy, Defensive Roll 3, Evasion, Improved Critical (Thunderbolt), Improved Initiative, Luck

Skills
Acrobatics 2 (+7), Athletics 4 (+5), Close Combat: Unarmed 7 (+8), Perception 4 (+8), Ranged Combat: Electric Control 5 (+6)

Offense
Initiative +9
Unarmed +8, Close, Damage 1
Volt Tackle +6, Close, Damage 10
Iron Tail +8, Close, Damage 8
Double-Edge +8, Close, Damage 7
Thunderbolt +6, Ranged, Damage 10
Thunder +8, Ranged, Damage 8
Thundershock +10, Ranged, Damage 6

Defense
Dodge 8 (10 when using Agility)
Parry 8 (10 when using Agility)
Toughness 6 (3 without Defensive Roll)
Fortitude 5
Will 7

Powers
Small: Shrinking 4 (-1 Strength, +2 defense, +4 Stealth, -2 Intimidation), Permanent +0, Innate • 5 points
Rat of Thunder: Array (29 points)
    Thunderbolt: Ranged Damage 10; Ranged Affliction 6 (Hindered, Immobile, Paralyzed), Unreliable -1, Linked to Damage • 26 points
    Volt Tackle: Strength-based Damage 9, Multiattack +1, Limited to Slam Attack -1; Affliction 6 (Hindered, Immobile, Paralyzed), Unreliable -1, Linked to Damage • 1 point
    Thundershock: Ranged Damage 6, Accurate 2; Affliction 4 (Hindered, Immobile, Paralyzed), Unreliable -1, Linked to Damage • 1 point
    Thunder: Ranged Damage 8, Accurate, Indirect 2 • 1 point
Physical Attacks: Array (13 points)
    Iron Tail: Weaken Toughness 6, Unreliable -1, Linked to Damage; Strength-based Damage 7 • 10 points
    Quick Attack: Enhanced Advantage 2 (Move-By Action, Seize Initiative), Only While Using Quick Attack -1; Strength-based Damage 5, Multiattack +1, Tiring -1 • 1 point
    Double-Edge: Strength-based Damage 8, Multiattack +1, Limited to Slam Attacks -1, Quirk: Take Full Damage (-2) • 1 point
    Leer: Ranged Weaken Toughness 5 • 1 point
Agility: Activation (-1); Enhanced Defense 4 (Dodge 2, Parry 2); Speed 1 • 4 points
Fast: Speed 3 (16 MPH) • 3 points
Acute Hearing: Senses 2 (Hearing: Extended; Ultra-Hearing) • 2 points

Power Points
Abilities 34
Powers 56
Advantages 8
Skills 11
Defenses 11
Total: 120

Complications
Doing Good: Pikachu just enjoys helping Ash become the best Pokemon Trainer he can, and helping people out along the way.
Accident: If Pikachu is prevented from grounding himself every so often, the store of electricity in his body can harm or potentially kill him and those around him.
Enemy: Team Rocket.
Power Loss: Pikachu's electric moves do not work against Ground-type Pokemon.
Relationship: Pikachu has many friends, but Ash is his best friend and the one that gets him into so many fights.
Weakness: Pikachu takes an extra degree of damage from any damaging Ground-type effect.
___________

Here is not just any Pikachu, but Ash's Pikachu, by request for Cassius335.

You there, reader: yeah, you. You know who Pikachu is, who are you trying to fool? The very face of Pokemon, Pikachu hails from a species (also called Pikachu, although they evolve from Pichu and into Raichu) of rodents with tremendous electrical control powers. Wild Pikachu are fast and nimble, and store their electricity in their red cheeks. Normally, as demonstrated by the many scorched pock marks that litter Pikachu territory, they will drain an excess of this electricity harmlessly into the ground. Sometimes, when something prevents them from doing so, the excess electric stores will make them sick and can even kill Pikachu, as well as discharge against friends or family.

Ash's Pikachu has the same characteristics as all wild Pikachu and more. He is fast, agile and capable of an array of devastating attacks. He has learned moves that other Pikachu cannot normally learn. He's also quite intelligent, even for his species, and a great impressionist.

Pikachu actually managed to defeat a Legendary Pokemon, Regice, in battle, a feat few "regular" Pokemon can accomplish. Despite his cutesy appearance, he's actually very powerful, easily capable of matching your typical "teen heroes" in his control and power with his element. He can project devastating blasts of electricity (especially his signature "Thunderbolt") and, despite his small size, has deceptively strong physical attacks. He's quite capable of taking on much larger Pokemon and winning, and certainly no normal human stands a chance against his electric fury.

Pikachu is highly prized by Team Rocket, the not-so-villainous team of villains consisting of Jessie (whom I always liked), James and Meowth, another special Pokemon (also smarter than his fellows and given to abilities they don't have), but he often ends up blasting them into the sky.

Ash and Pikachu are best friends and have gone on many adventures together, and will go on many more. Pikachu has helped Ash earn many awards, but, more than that, provides friendship in a lightning-blasting way that few other pets can manage.
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Re: Anime/manga 3e (Casshern by Arthur Eld)

Postby Saltcrow » Fri Jan 14, 2011 3:26 am

Image
Mikoto Misaka 御坂 美琴 (Misaka Mikoto)- Toaru Majutsu no Index (main heroine), Toaru Kagaku no Railgun (protagonist); PL 12

Abilities
Str 1/Sta 3/Agi 4/Dex 5/Fgt 7/Int 4/Awe 3/Pre 3
------------------------------------------------------------------------------
Powers
"Chaser!": feature [gives out a free drink if used on the right vending machine]- 1pp
Electric Control Array: 39-points array; all dynamic- [50pp]
    Railgun: ranged damage 14, penetrating; reduced range 1 (140-ft.), quirk [limited to short-range; -1pp], quirk [requires a small object; -1pp]
    Electric Control I: burst-area damage 12
    Electric Control II: reaction damage 6, activation [standard; -2pp]
    Electric Control III: enhanced Technology 14 (+20) limited to checks involving electronics, quickness 3 limited to Technology checks involving electronic devices; senses 4 (accurate, ranged, radius mental sense)
    Magnetic Control I: movement 2 (wall-crawling; requires a ferrous object nearby); flight 8, platform (magnetic levitation), quirk [requires ferrous object to "latch onto" and propel herself; -1pp]
    Magnetic Control II: deflect 14; sustained protection 5
Electromaster: immunity 10 (all Electric effects)- 10pp
------------------------------------------------------------------------------
Skills: acrobatics 8 (+12), athletics 5 (+6), close combat: electric control array 5 (+12), deception 6 (+9/+11*), expertise: popular culture 2 (+6), expertise: science 4 (+8), technology 2 (+6/+20*)
Advantages: all-out attack, attractive, benefit (status: Tokiwadai's Ace), defensive roll 2, extraordinary effort, improved aim, improved critical: Railgun, move-by action, power attack, ranged attack 5
------------------------------------------------------------------------------
Defences
Tough +10/+8*/+5**, Fort +8, Will +10
*vulnerable; **without electromagnetic barrier (see Magnetic Control II)
Dodge +14; Parry +10; Initiative +4
Offence
Atk +10 Railgun, ranged, damage 14 (19-20 crit)
Atk Dodge DC 22 electric burst, burst area (30-ft), damage 12
------------------------------------------------------------------------------
Complications
fame: so-called the Ace of Tokiwadai Middle School, a prestigious all-girl's school.
guilt: to the Sisters, her clones.
relationship: to her friends Kuroko Shirai, Kazari Uiharu, Ruiko Saten; with Touma.
responsibility: as one of two Level 5 espers of Tokiwadai MS, she is expected to behave like a real, proper lady. She finds it highly contrary to her own temper, however.
secret: is very fond of cute things, especially Gekota the Frog.
temper: Mikoto is quite short-tempered although she tries to hide it, it always gets the best of her when she's with Touma Kamijo.
------------------------------------------------------------------------------
Total abilties 60 + powers 61 + skills 16 + advantages 15 + defences 25 = 177pp

Design Notes:
-About time this thread got a bit of life back again. This is Mikoto Misaka, a main heroine of the popular Toaru Majutsu no Index anime and the main protagonist of the spin-off, Toaru Kagaku no Railgun.

-As the third most powerful of seven Level 5's of the Academy City, she possesses an awesome power that "rivals that of an entire army", PL 12 seemed appropriate to describe her limits.

-Penetrating extra on her Railgun is very much redundant given its 14-rank damage probably will do the job by itself. I put it in because I felt her "immeasurable level of power" deserved something more than a 28-point signature power. It also gives her a lot of free points to spread around her dynamic AEs, which I thought was quite nice.

-If you do so wish to make a PC build out of it, feel free to remove Penetrating extra, spend 5 points on Sustained Protection outside the dynamic array, and spend the remaining 9 + 3 free points to boost up her Parry and Fort/Will saves. You'll have 2 points left over to give her an extra dynamic AE or something.

-I have deliberately left off her manipulation of magnetism (move object limited to ferrous materials) even though she should be able to do it. In the Anime series, her primary application of the ability was to create a barrier of electricity which allows her to propel herself along the building walls, chase a speeding car and walk on walls. She has at times shown to gather up iron powders from the surrounding and create a penetrating blade of vibrating iron-powders. She uses it often enough to warrant her having a Close Combat skill to supplement it but she only uses it as a backup attack, so it's a power stunt at most.

-You may notice that if she uses her Railgun at full power (rank 14), she can no longer enjoy the benefit of Sustained Protection inside the dynamic array. She often combines this power with an Aim action, increasing her offensive PL to an whoopin' 14.5 while defensively she'll be at PL 9.5.

-Even though the bonus gained from Aim action should be given on top of the PL limit, having limits on their power is such a huge theme on the series that I think it is better handled this way. Other, more powerful Level 5's (well, Accelerator and Kakine) do not have this innate drawback, therefore are more powerful despite (assumably) having the same PL.

Next: Kuroko Shirai (Toaru Kagaku no Railgun)
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Re: Anime/manga 3e (Casshern by Arthur Eld)

Postby Saltcrow » Fri Jan 14, 2011 11:24 pm

Image
Kuroko Shirai 白井 黒子 (Shirai Kuroko)- Toaru Kagaku no Railgun; PL 9

Abilities
Str 0/Sta 2/Agi 3/Dex 4/Fgt 8/Int 2/Awe 3/Pre 2
------------------------------------------------------------------------------
Powers
Hand-to-hand combat training: strength-based damage 2- 2pp
Teleport Attack array: 12-points array- [14pp]
    Teleport Attack I: teleport 3, attack, increased mass 2, increased DC 3 (DC 16)
    Teleport Attack II: affliction 6 (Dodge then Strength/Sleight of Hands; hindered and impaired/immobile and prone), limited degrees, alternate resistance (Dodge), cumulative, extra condition
    Teleport Attack III: ranged damage 4, penetrating
Teleportation: teleport 3, change direction, change velocity, increased mass 2 (200lb), turnabout- 11pp
Teleport Mastery: enhanced advantages 8 (defensive roll 4, evasion, improved initiative, precise attack (ranged, cover), quick draw)- 8pp
Equipments
cellphone, handcuffs plus various other items.
------------------------------------------------------------------------------
Skills: acrobatics 7 (+10), athletics 4 (+4), close combat: unarmed 4 (+12), expertise: law enforcement 3 (+5), expertise: Mikoto Misaka 10 (+12), expertise: popular culture 4 (+6), insight 2 (+5), intimidation 2 (+4), investigation 2 (+4), perception 2 (+5), ranged combat: teleport array 6 (+14), treatment 2 (+4)
Advantages: agile feint, attractive, benefit (security clearance: Judgement), defensive roll 4, equipment, evasion, improved initiative, improved trip, precise attack (ranged, cover), quick draw, ranged attack 4, takedown, well-informed
------------------------------------------------------------------------------
Defences
Tough +6/+4* vulnerable, Fort +6, Will +8
Dodge +12; Parry +12; Initiative +7
Offence
Atk +12 unarmed, close, damage 2
Atk +12 teleport attack, close, Dodge DC 16
Atk +14 teleport small object, ranged, damage 4
------------------------------------------------------------------------------
Complications
justice: Kuroko has a sharp sense of justice and often goes overboard with apprehending criminals (which is the jurisdiction of Antiskill, not Judgement). As such, she is often stuck writing incident reports.
obsession: to Mikoto Misaka
relationship: friends (Kazari Uiharu, Ruiko Saten, Mii Konori)
responsibility: as a member of the Judgement, she is expected to aid in patrolling the Academy City.
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Total abilties 48 + powers 35 + skills 24 + advantages 11 + defences 22 = 140pp

Design Notes:
-This is Kuroko Shirai, the resident ESPer (Level 4) and the archetypical hentai of Toaru Kagaku no Railgun.

-as a Level 4 ESPer, she "may provide tactical advantages against an army".

-Increased DC means that her maximum distance moved by her Teleport Attack does not change. Her limit is at 81.5m, or roughly 250ft (well, 267). If you don't like how I handled it, think of it as a Quirk [limited distance to 3 ranks; -3pp] on a 6-rank Teleport attack.

-Although I prefer to handle Teleport Attacks as afflictions, her maximum limit on distance is quite short and has a very limited tactical advantage. She could however, teleport small objects (often nails hidden under her skirt) to attack and to immobilise opponents.

-Feel free to remove her Expertise: Mikoto Misaka 10 (+12) to bring her down to respectable PL 9/135pp level. It has no impact whatsover apart from providing occasional comic relief in the series.
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Re: Anime/manga 3e (Casshern by Arthur Eld)

Postby Dreaming Psion » Thu Mar 03, 2011 10:32 am

Okay, index has been updated. Thanks to all who have been posting anime builds in my absence.
Check out the anime/manga 3e thread
My new Oddballs reborn thread
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Re: Anime/manga 3e (Casshern by Arthur Eld)

Postby Arthur Eld » Thu Mar 03, 2011 10:42 am

Good to have you back, Psion! I'll probably have some Bleach builds up soon, and I might tackle some more of the archetypes from Me&Ma as well.
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Re: Anime/manga 3e (Casshern by Arthur Eld)

Postby Flying Cobra » Thu Mar 03, 2011 11:53 pm

Saltcrow wrote:Kuroko Shirai 白井 黒子 (Shirai Kuroko)- Toaru Kagaku no Railgun; PL 9

Skills: expertise: Mikoto Misaka 10 (+12)


HA! Perfect. Cannot wait for these two series to be released in the US...
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