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6e Char build: Mikasa "the Railgun" Mikoto


ScrewySquirrel

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Just for fun, I built the main characters of A Certain Scientific Railgun built as starting 400/75 Characters for a typical Champions game. comments welcome

 

History:   Misaka Mikoto is the series' main heroine.  Her parents are Tabigake and Misuzu Misaka.  Her father is a prominent businessman and millionaire. Despite her rich background, she grew up in a normal typical childhood.

 

Mikoto attends Tokiwadai Middle School, a famous girls' school for the rich and elite psychics and one of the five elite schools of Academy City. To most people, she is considered a proper lady, but in reality, she has a short-tempered, prideful, and improper attitude with some tomboyish tendencies and insecurities, a fact few other characters know. She is fond of cute, childish things, such as flowery pajamas and Gekota, the popular frog mascot franchise. Contrary to what she claims, she has a strong sense of morals and hates injustice. Mikoto has a one-sided rivalry with Touma, who nicknamed her Biri Biri (ビリビリ, relating to the sound of an electric shock), ever since their first meeting before the events of the first novel when he first dissipated her electricity after he unsuccessfully tried to rescue her. Since that incident, she is always trying to have a proper match with Touma and defeat him despite his many attempts to avoid conflict with her.

 

When Mikoto was young, she was tricked into giving the city's scientist her DNA under the pretense of finding the cure for Duchenne muscular dystrophy; their actual goal to create military-grade combat clones of her. When it was discovered that the clones did not have the same power level as Mikoto, they were instead used in an Project called Level 6 Shift, intended to make Accelerator the first level 6 esper by having him kill 20,000 clones. The events of how Mikoto tried to stop the project are briefly mentioned in the third novel and expanded upon in the Railgun manga. When all of her attempts failed, she contemplates letting herself be killed by Accelerator, as an unexpected variable to destroy Tree Diagram's calculations. However, it is not until Touma intervenes and beats Accelerator, proving him to be really weak, that the project is canceled and the remaining 9969 surviving Sisters are spared.  She treats her clones as younger sisters, and will defend them as fiercely as if they were biological sisters.

 

Powers/Tactics: At a young age, she was discovered to be a Level 1 Electromaster, espers who have the ability to generate and control electricity. She enrolled into Academy City to train her powers and worked very hard until her powers were ranked Level 5, the highest esper ranking, with her being the third strongest of the seven espers with this rank. As an electromaster, she can generate and manipulate electricity which she can use to shock opponents, hack into electronics like computer networks and security systems, and use electromagnetism to cling to surfaces or manipulate iron particles in sand/dirt into a chain-sword whip or a barrier. Mikoto's signature move is her ability to shoot metal projectiles such as coins at high destructive speeds, hence her nickname, The Railgun. If she is in a bad mood, she will sometimes let out bursts of electricity describing her emotional stress, usually resulting in power failures or even citywide blackouts.

 

Quote:  “Someone places a hurdle in front of me, and I can’t rest until I’ve jumped over it.” 

 

 

 

Super name: Railgun
Real Name: Mikasa Mikoto

VAL    CHA    Cost    Roll    Notes
10      STR        0        11-    HTH Damage 2d6  END [1]
18      DEX      16       13-
16      CON       6       12-
23      INT       13       14-       PER Roll 14-
13      EGO       3        12-
15      PRE       5        12-    PRE Attack: 3d6
9    OCV    30
8    DCV    25
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
15    PD    3    15 PD (10 rPD)
15    ED    3    15 ED (10 rED)
4    REC    0
50    END    6
12    BODY    2    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward

Characteristics Total: 142

 

 

Cost    Powers
47    Electro Magnetism: Multipower, 70-point reserve,  (70 Active Points); Side Effects (Side Effect always occurs whenever the character does some specific act, Side Effect only affects the environment near the character; causes blackouts when power is maxed; -1/2) - END=
1f    1)  Aura of Sparks: +15 PRE (15 Active Points); Limited Power Power loses about half of its effectiveness (Only for PRE attacks; -1) - END=
11v    2)  Sight, Hearing and Radio Groups Flash: electro sparks 12d6 (70 Active Points); Limited Power: limited control Power loses about a fourth of its effectiveness (this power will manifest uncontrollably as Mikasa's frustration rises; -1/4) - END=7
1f    3)  Clinging (normal STR) (10 Active Points); Limited Power Power loses about a third of its effectiveness (clinged surface must contain ferrous material; -1/2) - END=0 (rebar in concrete will do)
12v    4)  Lightning Blast: Blast 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points) - END=2
4f    5)  Ball Lightning: Blast 9d6+1, Area Of Effect (8m Radius; +1/2) (70 Active Points); Inaccurate (1/2 OCV; -1/4), No Knockback (-1/4), Limited Range (-1/4) - END=7
4f    6)  Iron Sand Sword: Hand-To-Hand Attack +8d6, Armor Piercing (vibrating; +1/4) (50 Active Points); Hand-To-Hand Attack (-1/4) - END=5
5f    7)  Iron out of Sand : Barrier 10 PD/10 ED, 10 BODY (up to 1m long, 1m tall, and 1/2m thick), Opaque Sight Group (53 Active Points) - END=5
5f    8} Railgun: Killing Attack - Ranged 4d6-1, Armor Piercing (+1/4) (69 Active Points); IIF (small metal object of opportunity. usually a steel arcade token coin; -1/4) - END=7
4f    9)  Tazer: Blast 12d6, STUN Only (+0) (60 Active Points); No Range (-1/2) - END=6
4f    10) Major Transform: electronics into fried junk 4d6 (40 Active Points) - END=4


13    Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) - END=0
40    Electrical attack immunity: Energy Damage Reduction, Resistant, 75% (60 Active Points); Limited Power Power loses about a third of its effectiveness (Only Electrical-based attacks; -1/2) - END=0
30    Electro-armor: (Total: 30 Active Cost, 30 Real Cost) +10 PD, Resistant (+1/2) (15 Active Points) (Real Cost: 15) plus +10 ED, Resistant (+1/2) (15 Active Points) (Real Cost: 15) - END=0

Powers Total: 181

 

Cost    Martial Arts
    Tai Kwon Do
4    1)  Fast Strike: Side Kick:  1/2 Phase, +2 OCV, +0 DCV, 4d6 Strike
4    2)  Martial Strike: Spin Kick:  1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
5    3)  Offensive Strike: Jump kick:  1/2 Phase, -2 OCV, +1 DCV, 6d6 Strike
3    4)  Legsweep:  1/2 Phase, +2 OCV, -1 DCV, 3d6 Strike, Target Falls
5    5)  Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

Martial Arts Total: 21

 

Cost    Skills
3    Acting 12-
3    Breakfall 13-
0    CK: Academy City 8-
3    Charm 12-
0    Climbing 8-
3    Concealment 14-
2    CuK: Tokiwadai Middle School 11-
3    Deduction 14-
3    High Society 12-
1    KS: Music 8-
2    Language:  English (basic conversation; literate)
2    Language:  French (basic conversation; literate)
0    Language:  Japanese (idiomatic; literate) (5 Active Points)
1    Language:  Russian (basic conversation)
0    PS: Student 11-
0    Paramedics 8-
0    Persuasion 8-
3    Power Stunts 11-
3    Science Skill:  Physics: Electro-Magnetism 14-
3    Security Systems 14-
0    Shadowing 8-
3    Stealth 13-

Skills Total: 38

 

Cost    Perks
2    Positive Reputation:  #3 ranked esper in the city (A medium-sized group) 11-, +2/+2d6
1    Custom Perk: able to get free drinks from vending machines.
5    Money:  Well Off

Perks Total: 8

 

Cost    Talents
3    Lightning Calculator
4    Lightning Reflexes (+4 DEX to act first with All Actions)
3    +1/+1d6 Striking Appearance (vs. all characters)

Talents Total: 10

 

Value    Complications
5    Distinctive Features:  Esper (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)
15    Psychological Complication:  Tsundere (Common; Strong)
5    Psychological Complication:  In love with Touma (Uncommon; Moderate)
10    Psychological Complication:  Hotheaded (Common; Moderate)
10    Dependent NPC:  Sister(s) Infrequently (Slightly Less Powerful than the PC; Group DNPC: x2 DNPCs) (there are nearly 10,000..but only 10 remain in Academy City, and only 1 or 2 show up at a time)
5    Social Complication:  Student, must attend classes Infrequently, Minor
10    Social Complication:  Underage (13 years old) Frequently, Minor
15    Hunted:  Academy City Authorities Very Frequently (Mo Pow; Watching)

Complications Points: 75

 

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

railgun.gif

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I'm guessing that people haven't seen that cartoon she's from.  I haven't, so skimmed it and wandered off.  Only fluff thing I could comment on would be personal nitpicks with the prose, and that's not really relevant to the character. 

I don't have much to say about the mechanics as presented either, it's a solid energy projector with few exotic design flourishes from what I can tell.  Only thing I'd have a mechanical comment on is the limitation on the flash: Doesn't that pretty easily turn off all the big attacks by depriving them of points in the reserve? 

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3 minutes ago, Gnome BODY (important!) said:

I'm guessing that people haven't seen that cartoon she's from.  I haven't, so skimmed it and wandered off.  Only fluff thing I could comment on would be personal nitpicks with the prose, and that's not really relevant to the character. 

I don't have much to say about the mechanics as presented either, it's a solid energy projector with few exotic design flourishes from what I can tell.  Only thing I'd have a mechanical comment on is the limitation on the flash: Doesn't that pretty easily turn off all the big attacks by depriving them of points in the reserve? 

 

its the only thing that does max the reserve, causing the blackouts

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12 minutes ago, ScrewySquirrel said:

 

its the only thing that does max the reserve, causing the blackouts

Sorry, I didn't explain that well. 

It's a 70pt reserve, even at 1d6 the flash is 15pt.  That means that if the flash is manifesting uncontrollably, there's 55pt left in the reserve.  That makes Ball Lightning, Railgun, and Taser all impossible to use because they won't fit in what's left available.  Another d6 of flash and Iron out of Sand goes away, a third d6 and Iron Sand Sword drops out leaving only the Lightning Blast to fall back on.  And by that point Lightning Blast has fallen under 8d6 so is going to be bouncing off most credible threats. 

And with a common psycomp that relates to said uncontrollable manifestations, that's a scenario I'd expect to be irritatingly frequent.  If I were GMing, I'd shoot that particular limitation down just because it's too limiting. 

Orrrr I'm reading my own take into this and completely missing how you intended "this power will manifest uncontrollably as Mikasa's frustration rises" to work. 

 

Semi-related, but if the side effect on the multipower triggers only at 70 points of usage and there's only one power that does that, that suggests to me that it's really only a side effect on the last point of the reserve and/or that one power. 

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In any case, the only other characrters that might represent this many points would be:
 

Accellerator, a reformed villain/anti-hero who's power is to change vectors any way he wants: you punch him? he redirects the force back onto your hand, taking none himself.  same with projectiles, powers, anything. He's all but invincible.  the #1 level 5 esper


Kuroko Shirai, Mikasa's roommate, who is a teleporter and (junior) Police officer with martial arts.  a levl 4


Touma: a 'level 0' because he has no apparent esper ability, but does have 'Imagine Breaker' in his right hand, which nullifies any power of magical, divine, or esper origin.  But only the actual power.  Nothing operating under 'normal physics' can be affected.  So he could absorb Mikasa's energy blast, but NOT the railgun: he could prevent a firing by holding her arm, but the projectile moving at 3 times the speed of sound is no longer affected by her power and would just obliterate him. Similar guns, martial arts, falling debris, etc would affect him normally. He could block Mikasa's 'tazer' abilty, but not a regular stungun, even though they're are built as identical powers.

 

For comparsions: a Level 3 Esper with anti-skill (the police of academy city) has as her esper Power, just X-Ray vision.

 

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4 hours ago, ScrewySquirrel said:

Damage shield?  how?

I blinds (sight group), deafens (hearing group) and disrupts radio transmissions with a massive burst of static (radio group).  where is the damage shield?

looking at her powers, she doesn't flash anyone. She throws lightning, emp pulses, or uses the railgun. You can build a flash into the lightning, but it's not a separate power.

CES    

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10 hours ago, csyphrett said:

looking at her powers, she doesn't flash anyone. She throws lightning, emp pulses, or uses the railgun. You can build a flash into the lightning, but it's not a separate power.

CES    

I'm sorry, I'm not sure if you're referring to "her powers" as in the capabilities of the fictional character, or "her powers" as in the character writeup posted by ScrewySquirrel.  Same thing with the comment about Damage Shield. 

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3 hours ago, Gnome BODY (important!) said:

I'm sorry, I'm not sure if you're referring to "her powers" as in the capabilities of the fictional character, or "her powers" as in the character writeup posted by ScrewySquirrel.  Same thing with the comment about Damage Shield. 

The powers listed for the character. I've seen the first season of Railgun. I thought the spark effect was a damage shield but it isn't. It's just agitated air.

CES  

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I think it,s a very good approximation of the character but you should forget about your 400 pt limit.  Mikasa is not a starting character even in the first season. I don't think any of the Level 5"s  should be starting characters  and certainly not the top 5( Mikasa is number 3,  the top 2, Accellerator and  Dark Matter are 1000+ point plot devices; Meltdowner and Mental Out are more glass cannons ). I'd have the level 4's be between  250 and  400 points, the level 3' s from 150 to  250 points and so on. Railgun is the most powerful of the characters I'd try to stat up and I'd put her around 700. Most of the limits you're using really aren't in the anime. 

 

Her EMP should have Megascale. The side effect takes out city blocks when she does it intentionally she can affect most of the city.

 

She has Electromagnetic Flight but is pretty slow and mainly uses it to glide down from falls.

 

She has Telepathy and Mind Control vs computers as long as she has access to an I/O device. She also has high Mental Defense. The top mind controller can't affect her at all but is capable of controlling the rest of the students en masse.

 

The railgun is more akin in power to a main tank gun with Megascale range. She shoots down satellites and destroys mechs with it. 

 

She definitely has a Code vs Killing.

 

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I'll agree this is cramped for Mikasa.

 

Kuroko seems to fit very well in 400 points (may post her later)

 

Touma is, oddly, in the 330s (he has a MASSIVE dispel with some limitations, and some streetfighting, Chronic Hero Syndrome,  and that's about it)

 

Meanwhile a Lvl 3 esper, like Mii Konori would probly be a Heroic character (elite police, with weapons and martial arts training) with the addition of 'N-ray vision, requires concentration, costs END thoughout use of power' - though its really, really useful for a cop to be able to see hidden weapons.

 

as for Code vs Killing, damn near everyone in the series has it, or eventually gains it (looking at you Accelerator), except a few irredeemable bad guys....if everyone has it, its not really a limitation 

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Kuroko Shirai


VAL    CHA    Cost    Roll    Notes
10    STR    0    11-    HTH Damage 2d6  END [1]
19    DEX    18    13-
18    CON    8    13-
13    INT    3    12-    PER Roll 12-
13    EGO    3    12-
15    PRE    5    12-    PRE Attack: 3d6
8    OCV    25
8    DCV    25
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
15    PD    2    15 PD (11 rPD)
15    ED    2    15 ED (11 rED)
10    REC    6
50    END    6
12    BODY    2    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward


TELEPORTATION        41m/82m


Characteristics Total: 135

Cost    Powers
32    Toughness: (Total: 32 Active Cost, 32 Real Cost) +11 PD, Resistant (+1/2) (16 Active Points) (Real Cost: 16) plus +11 ED, Resistant (+1/2) (16 Active Points) (Real Cost: 16) - END=0
87    teleportation: Multipower, 87-point reserve - END=
12v    1)  Teleportation 41m, No Relative Velocity, Position Shift, x2 Increased Mass (61 Active Points) - END=6
6f    2)  Nail PIn: Entangle 7d6, 7 PD/7 ED, Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4) (87 Active Points); Limited Range (-1/4), IIF (requires dowel-sized pins kept in a bandoleer under her skirt; -1/4) [Notes: uses multiple pins to pin a person to the ground or wall by their clothing.] - END=9
4f    3)  Teleports a pin inside the body: Killing Attack - Ranged 2d6, Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4), Armor Piercing (+1/4) (45 Active Points); IIF (dowel-sized pins she keeps in a bandoleer under her skirt; -1/4) - END=4

Powers Total: 141

 

Cost    Martial Arts
        Police Hand To Hand
5    1)  Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5    2)  Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5    3)  Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike
5    4)  Passing Strike:  1/2 Phase, +1 OCV, +0 DCV, 8d6 +v/10; FMove
4    5)  Counterstrike:  1/2 Phase, +2 OCV, +2 DCV, 10d6 Strike, Must Follow Block
4    6)  Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls
5    7)  Disarming Throw:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls
3    8.  Takedown:  1/2 Phase, +1 OCV, +1 DCV, 8d6 Strike; Target Falls
24   9)  +6 HTH Damage Class(es)

Martial Arts Total: 60

 

Cost    Skills
0    AK: Academy City 8-
2    CuK: Todiawaki Middle School 11-
0    AK: Academy City public transport network 8-  (replaces TF)
3    Acrobatics 13-
0    Acting 8-
3    Breakfall 13-
3    Bureaucratics 12-
0    Climbing 8-
3    Computer Programming 12-
3    Criminology 12-
0    Deduction 8-
3    Forensic Medicine 12-
3    Interrogation 12-
0    Language:  Japanese (completely fluent; literate) (4 Active Points)
2    Language:  English (basic conversation; literate)
0    PS: Judgement 11-
2    PS: Student 11-
3    Paramedics 12-
0    Shadowing 8-
3    Stealth 13--
3    Streetwise 12-
3    Systems Operation (Police equipment) 12-

Skills Total: 39

 

Cost    Perks
3    Fringe Benefit:  Local Police Powers, Police officer (Judgement)
5    Computer Link (Judgement Databases of all Espers)
5    Money:  Well Off

Perks Total: 13

 

Cost    Talents
3    +1/+1d6 Striking Appearance (vs. all characters)
1    Ambidexterity (-2 Off Hand penalty)
5    Lightning Reflexes (+5 DEX to act first with All Actions)
3    Lightning Calculator

Talents Total: 12

 

Value    Complications
10    Social Complication:  Minor: 13 years old Frequently, Minor
5    Social Complication:  Student: Must attend class Infrequently, Minor
20    Hunted:  Judgement/Antiskill Very Frequently (Mo Pow; NCI; Watching)
10    Psychological Complication:  In Lust with Mikoto Mikasa (Uncommon; Strong)
15    Psychological Complication:  Strong sense of Justice (Common; Strong)
5    Psychological Complication:  Jealous (Uncommon; Moderate)
5    Physical Complication:  Short (barely 5 feet) (Infrequently; Barely Impairing)
5    Distinctive Features:  Esper (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

Complications Points: 75

 

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

 

Background
Kuroko is a Level 4 esper and a student of Tokiwadai Middle School, as well as a member of Judgment. She can usually be found accompanying the third-ranked Level 5 esper Misaka Mikoto — her best friend and roommate. Kuroko is a girl with tawny hair tied into two curly pigtails; the rest of her hair is left to hang as two rows of fringes divided in the middle. Her pigtails are tied in place by a red bow each. Her hair is naturally curly and as such needs to get a straight perm for it.

 

At only 152 cm she isn't very big and with a flat chest her appearance is the usual appearance of an average girl at her age. (Her 'striking appearance' talent is more attributable to her brash personality)

 

As per ruling of both Academy City and Judgment, she wears the uniform of Tokiwadai Middle School and the Judgment armband though the latter only during on duty. On her thighs, she secures a pair of black straps where she stores the metal spikes used to secure criminals.

 

Kuroko is a first year student from Tokiwadai Middle School. A year before she entered the prestigious school, Kuroko joined Judgment, a special public committee group whose duty is to maintain peace and order in Academy City. The first major case she handled (along with Uiharu Kazari and Konori Mii) was the arrest of a bank robber who can use the esper ability Equal Speed. Despite her young age, she stood up to the much older esper and was beaten up in the process, although a particular bolt of lightning saved her from imminent danger.

 

In April of the current year of timeline, Kuroko enrolls into Tokiwadai Middle School. She later falls in love with Misaka Mikoto, calling her "Onee-sama" (big sister), and then forces her way into her dorm, evicting Mikoto's roommate. The both of them later get punished for this act, but Kuroko stays as her roommate regardless.

Personality
Kuroko can be described as a "girl living in the future". She is used to the world 30 years from now portrayed by Academy City and is ignorant to the customs that present-day Japan still practices, like the "love umbrella", which students usually use to link their names to the name of their crush, and the conventional technology outside Academy City.

 

Aside from being a girl with a modernistic outlook, she can also be blunt when giving her opinions, and this has caused her to be at odds with her Judgement partner, Uiharu, once. Another distinguishing characteristic of Kuroko is her feelings of romantic love towards Mikoto, which she is extremely forward about. This casues Mikoto no end of discomfort. In the ongoing Railgun manga her affections appear to be genuine and that she is truly in love with Mikoto. She even allows herself to get severely hurt in order to do what she can to help Mikoto. She is regarded as Mikoto's best friend.

 

Although usually laid-back and friendly, Kuroko portrays determination and confidence in her own abilities when she encounters enemies, even to those whom she knows is more powerful than herself. To her credit, she is an honorable girl who keeps her word, is kind to children, and shares with Mikoto and Touma the same ironclad sense of justice that makes neither of them ever back down in the face of adversity. According to a particular rumor concerning her and Mikoto: "There's this horrifying teleporter in Judgment who'll tear apart your body and soul if she catches you...and there's another that rules over even that teleporter's body and soul - the strongest Electromaster," although Kuroko had no knowledge of this rumor until a robber she took down told her about it.

 

Kuroko can be close-minded at times refusing to believe in urban legends without any concrete evidence and even then it will still take some time for Kuroko to accept it. Examples include the boy with the power to make other powers stop working, despite knowing him personally and it was not until when she saw the effects of the Level Upper that she began to suspect it and even than it was only after seeing it a considerable amount of times. Kuroko doesn't seem to like the idea of Gemstones, believing that such a phenomenon couldn't be possible without the Power Curriculum Program.

 

In her Japanese conversations, Kuroko has the habit of ending the determinative sentences with the auxiliary word "desu-no", instead of "desu" in standard Japanese language, this can be considered a verbal quirk

Quotes

"Judgement desu-no!" ("I am Judgement" or "This is Judgement")

 

“It looks like I’m going to be hazardous to your health today.”

 

You must always follow your convictions and act in the way you feel is right at all times.”

 

kuroku.png

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6 hours ago, ScrewySquirrel said:

sure, but things like teleporting window glass into support pillars to cause the support to fail is just using the teleport power creatively, fully covered by the basic power

Except it isn't covered by the basic power. 

First, teleporting an object without teleporting yourself explicitly requires the Usable As Attack Advantage, which the basic power lacks. 

Second, using a power "creatively" to generate a different game-effect is covered by the Power skill, which the character currently lacks. 

Third, the Power skill explicitly states it is not to be used to overcome Limitations on existing powers, such as the Focus limitation on the RKA. 

 

I'd also comment that the Nail Pin strains my credibility past the breaking point.  A 7d6 Entangle based on little pins and the strength of somebody's clothes?  What are clothes made of in this setting, titanium fibers stitched with carbon nanotubes? 

I mean, the idea makes sense but the numbers are way too high for me to suspend disbelief. 

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>  I'd also comment that the Nail Pin strains my credibility past the breaking point.  A 7d6 Entangle based on little pins and the strength of somebody's clothes?  What are clothes made of in this setting, titanium fibers stitched with carbon nanotubes? 

> I mean, the idea makes sense but the numbers are way too high for me to suspend disbelief. 

 

I just judge by the fact that people with considerable power -- a mage that coudl summon high STR Golems, people who can throw fireballs, and fairly skilled martial artists could NOT break them. long enough for police vans to arrive to cart them off to jail.  Yeah, Yo'd think even moderately STR levels could break out of what are basically large nails pinning their clothes to the ground, but in-show evidence indicates they can't, thus the high stat value.

 

adding 'usable as attack' should be doable, I think -- will check it when I get home, some point tweaking may be needed, but I can figure that out as I go.  (and BTW, its actually how her power developed, as was shown in a flashback: she could teleport other objects first (as a Level 3), and only later was able to teleport herself and other people (when she broke through to Level 4), due to the complex in-head calculations required.  Lightning Calculator is a MUST for all espers, as they tend to be doing some really complex physics on the fly.

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If you can't teleport objects without 'usuable as attack' then we have to have it.  The limitation is she has to touch an object or person to teleport them, and she must teleport with actual people if its farther than 2m away from her (  so she could touch somone and teleport them from standing to flat on their back without moving, but must hold someone to teleport them away.

 

 

---

 

updated character chart here:

I had to reduce the base teleport to 10m with an x8 NC movement for her 80 meter limit (81-1/2m in universe, but close enough) to fit 'usable as attack'.

By reducing her Forensic medicine skill to 8-, Dex to 18 and making teleport a fixed slot, I was able to add the Power Skill and a 1-point Hover flight linked to the teleport.

 

 

Kuroku Shirai


VAL    CHA    Cost    Roll    Notes
10    STR    0    11-    HTH Damage 2d6  END [1]
18    DEX    16    13-
18    CON    8    13-
13    INT    3    12-    PER Roll 12-
13    EGO    3    12-
15    PRE    5    12-    PRE Attack: 3d6
8    OCV    25
8    DCV    25
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
15    PD    2    15 PD (11 rPD)
15    ED    2    15 ED (11 rED)
10    REC    6
50    END    6
12    BODY    2    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward
FLIGHT        1m/1m

TELEPORTATION        10m/80m

Characteristics Total: 133

 

Cost    Powers
32    Toughness: (Total: 32 Active Cost, 32 Real Cost) +11 PD, Resistant (+1/2) (16 Active Points) (Real Cost: 16) plus +11 ED, Resistant (+1/2) (16 Active Points) (Real Cost: 16) - END=0
  1    post-teleport hovering: Flight 1m, Reduced Endurance (0 END; +1/2); Linked (Teleportation; -1/2), no Noncombat movement (-1/4), Limited Power Power loses about a fourth of its effectiveness (only lasts until Kuroko's next phase; -1/4) - END=0
90    teleportation: Multipower, 90-point reserve - END=
  6f    1)  Teleportation 10m, No Relative Velocity, Position Shift, x2 Increased Mass, x8 Noncombat, Usable As Attack (+1 1/4), Recipient must remain close to Grantor , Grantor pays the END whenever the power is used, Grantor controls the power totally (90 Active Points); Limited Power Power loses about a third of its effectiveness (must touch object (other than herself) to be teleported, and cannot teleport people more than 2m unless she moves the same distance; -1/2) - END=9
  6f    2)  Nail PIn: Entangle 7d6, 7 PD/7 ED, Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4) (87 Active Points); Limited Range (-1/4), IIF (requires dowel-sized pins kept in a bandoleer under her skirt; -1/4) [Notes: uses multiple pins to pin a person to the ground or wall by their clothing.] - END=9
  4f    3)  Teleports a pin inside the body: Killing Attack - Ranged 2d6, Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4), Armor Piercing (+1/4) (45 Active Points); IIF (dowel-sized pins she keeps in a bandoleer under her skirt; -1/4) - END=4

Powers Total: 139

 

Cost    Martial Arts
    Police Hand To Hand
5    1)  Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5    2)  Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5    3)  Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike
5    4)  Passing Strike:  1/2 Phase, +1 OCV, +0 DCV, 8d6 +v/10; FMove
4    5)  Counterstrike:  1/2 Phase, +2 OCV, +2 DCV, 10d6 Strike, Must Follow Block
4    6)  Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls
5    7)  Disarming Throw:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls
3   ?  Takedown:  1/2 Phase, +1 OCV, +1 DCV, 8d6 Strike; Target Falls
24    9)  +6 HTH Damage Class(es)

Martial Arts Total: 60

 

Cost    Skills
0    AK: Academy City (Everyman) 11-
2    CuK: Todiwakai Middle School 11-
0    AK: Academy City public transport network 8-
3    Acrobatics 13-
0    Acting 8-
3    Breakfall 13-
3    Bureaucratics 12-
0    Climbing 8-
3    Computer Programming 12-
3    Criminology 12-
0    Deduction 8-
1    Forensic Medicine 8-
3    Interrogation 12-
0    Language:  Japanese (completely fluent; literate) (4 Active Points)
2    Language:  English (basic conversation; literate)
0    PS: Judgement 11-
2    PS: Student 11-
3    Paramedics 12-
5    Power 12-
0    Shadowing 8-
3    Stealth 13-
3    Streetwise 12-
3    Systems Operation (Police equipment) 12-

Skills Total: 42

 

Cost    Perks
3    Fringe Benefit:  Local Police Powers, Police officer
5    Computer Link
5    Money:  Well Off

Perks Total: 13

 

Cost    Talents
3    +1/+1d6 Striking Appearance (vs. all characters)
1    Ambidexterity (-2 Off Hand penalty)
3    Lightning Calculator
6    Lightning Reflexes (+6 DEX to act first with All Actions)

Talents Total: 13

 

Value    Complications
10    Social Complication:  Minor: 13 years old Frequently, Minor
5    Social Complication:  Student: Must attend class Infrequently, Minor
20    Hunted:  Judgement/Antiskill Very Frequently (Mo Pow; NCI; Watching)
10    Psychological Complication:  In Lust with Mikoto Mikasa (Uncommon; Strong)
15    Psychological Complication:  Strong sense of Justice (Common; Strong)
5    Psychological Complication:  Jealous (Uncommon; Moderate)
5    Physical Complication:  Short (barely 5 feet) (Infrequently; Barely Impairing)
5    Distinctive Features:  Esper (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

Complications Points: 75

 

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

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Teleporting objects into the pillars to collapse them isn't a UAA Teleport. The power is an RKA and the teleporting is the SFX( the same as teleporting the pins into a body).  Teleporting people or objects just to move them is a UAA.  

 

They are both uses of her overall Teleport ability but very different game mechanics. Reason from effect and then choose the best power for that effect.

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I've made further revisions to Kuroko, recorrecting things.

I lowered the value of the Entangle to 5d6, returned the teleport to 41m with x2 NC (matching her 81-1/2m range)

the RKA is now 3d6 armor piercing, and indirect (always originates at her - touching the object) and always the same arrival (it teleports) with IIF: Objects of opportunity, and a custom limit that the target object and displaced material combined  cannot exceed her teleport carry weight (another -1/4).   Further she'll threaten, but never seems to actually need to use teleporting one of her pins into a body (remember, her Teleport is a DISPLACEMENT, so if the pin was teleported into say, a lung, a pin-sized chunk of lung and other tissue would appear where the pin originated (in her hand).  No one ever takes her up on the threat.

 

I used the reduced value to set the MP to 70 points, with a 1/2 End common Advantage. and tweaked skills a bit.  Will post tonight

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here's the rebuilt sheet

 

Kuroku Shirai


VAL    CHA    Cost    Roll    Notes
10    STR    0    11-    HTH Damage 2d6  END [1]
18    DEX    16    13-
18    CON    8    13-
13    INT    3    12-    PER Roll 12-
13    EGO    3    12-
15    PRE    5    12-    PRE Attack: 3d6
8    OCV    25
8    DCV    25
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
15    PD    2    15 PD (11 rPD)
15    ED    2    15 ED (11 rED)
10    REC    6
50    END    6
12    BODY    2    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    4m    4m forward, 2m upward
FLIGHT        1m/1m

TELEPORTATION        41m/82m


Characteristics Total: 133

Cost    Powers
32    Toughness: (Total: 32 Active Cost, 32 Real Cost) +11 PD, Resistant (+1/2) (16 Active Points) (Real Cost: 16) plus +11 ED, Resistant (+1/2) (16 Active Points) (Real Cost: 16) - END=0
  1     Post-Teleport hovering: Flight 1m, Reduced Endurance (0 END; +1/2); Linked (Teleportation; -1/2), no Noncombat movement (-1/4), Limited Power Power loses about a fourth of its effectiveness (only lasts until Kuroko's next phase;

            -1/4) - END=0
87    Teleportation: Multipower, 70-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (87 Active Points) - END=
  6f    1)  Teleportation 41m, No Relative Velocity, Position Shift, x2 Increased Mass (61 Active Points) - END=3
  5f    2)  Nail PIn: Entangle 5d6, 5 PD/5 ED (Reduced Negation (3)), Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4) (70 Active Points); Limited Range (-1/4), IIF (requires dowel-sized pins kept in a

                bandoleer under her skirt; -1/4) - END=3
                   [Notes: uses multiple pins to pin a person to the ground or wall by their clothing.]
   4f    3)  Teleport Objects: Killing Attack - Ranged 3d6, Indirect (Source Point is the Character, path is indirect, but the same with every use; +1/4), Armor Piercing (+1/4) (67 Active Points); IIF (Objects of Opportunity; -1/4), Limited Power

                    Power loses about a fourth of its effectiveness (mass of both object and what it displaces cannot exceed Teleport carry weight; -1/4) - END=3

             [Notes: her Teleport of mutual displacement.  so a pane of glass would swap with an equal-size piece of concrete when she embeds it in a support pillar, or one of her dowels inside, say a lung would displace that part of a lung.  

               She'll threaten the latter, but  never does it.]

Powers Total: 135

 

Cost    Martial Arts  (Police Hand To Hand)
5    1)  Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5    2)  Defensive Block:  1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5    3)  Defensive Strike:  1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike
5    4)  Passing Strike:  1/2 Phase, +1 OCV, +0 DCV, 8d6 +v/10; FMove
4    5)  Counterstrike:  1/2 Phase, +2 OCV, +2 DCV, 10d6 Strike, Must Follow Block
4    6)  Joint Lock/Throw:  1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls
5    7)  Disarming Throw:  1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 45 STR to take weapon away; Target Falls
3   8.  Takedown:  1/2 Phase, +1 OCV, +1 DCV, 8d6 Strike; Target Falls
24    9)  +6 HTH Damage Class(es)

Martial Arts Total: 60

 

Cost    Skills
0    AK: Academy City public transport network 8- [Notes: Replaces Transport Familiarity]
0    CK: Academy City (Everyman) 11-
2    CuK: Todiwakai Middle School 11-
3    Acrobatics 13-
0    Acting 8-
3    Breakfall 13-
3    Bureaucratics 12-
0    Climbing 8-
3    Computer Programming 12-
3    Criminology 12-
0    Deduction 8-
1    Forensic Medicine 8-
3    Interrogation 12-
0    Language:  Japanese (completely fluent; literate) (4 Active Points)
2    Language:  English (basic conversation; literate)
0    PS: Judgement 11-
2    PS: Student 11-
3    Paramedics 12-
7    Power 13-
3    Shadowing 12-
3    Stealth 13-
3    Streetwise 12-
3    Systems Operation (Police equipment) 12-

Skills Total: 47

 

Cost    Perks
3    Fringe Benefit:  Local Police Powers, Police officer
5    Computer Link
5    Money:  Well Off

Perks Total: 13

 

Cost    Talents
3    +1/+1d6 Striking Appearance (vs. all characters)
1    Ambidexterity (-2 Off Hand penalty)
3    Lightning Calculator
5    Lightning Reflexes (+5 DEX to act first with All Actions)

Talents Total: 12

 

Value    Complications
10    Social Complication:  Minor: 13 years old Frequently, Minor
5    Social Complication:  Student: Must attend class Infrequently, Minor
20    Hunted:  Judgement/Antiskill Very Frequently (Mo Pow; NCI; Watching)
10    Psychological Complication:  In Lust with Mikoto Mikasa (Uncommon; Strong)
15    Psychological Complication:  Strong sense of Justice (Common; Strong)
5    Psychological Complication:  Jealous (Uncommon; Moderate)
5    Physical Complication:  Short (barely 5 feet) (Infrequently; Barely Impairing)
5    Distinctive Features:  Esper (Not Concealable; Noticed and Recognizable; Detectable Only By Technology Or Major Effort)

Complications Points: 75

 

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

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