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Kerevision: Josiah X, Confessor II, Black Lantern Superman

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Postby MM » Mon Apr 09, 2007 7:27 pm

The Tegoro brothers from Yu Yu Hakushu?

Hey, figured I'd toss them out if you were doing requests. And cool Gaara and Lee!
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Postby kerianvalentine » Mon Apr 09, 2007 8:13 pm

The Kerevision clicks on, and the Master leans forward.

"You aren't, by any chance, referring to Team Toguro from the Dark Tournament arc, are you?"

He leans back, a grin on his prettyboy face.

"I absolutely will attempt to air their episodes. Thank you very much for your approval of our Naruto work, as well."

He picks up a piece of paper.

"As a side-note, if one prefers to watch Pre-Shippuden Naruto, make the following adjustments:"


Change:
Nine-Tails Chakra from Personal Fading Sustanied-Duration Boost 1/Rank to:

Nine-Tails Chakra 5 [Personal Boost [Enhanced Feat: Luck].

Add:
"Requires Concentration Check" to Kagebunshin no Jutsu array. Add "If Concentration Check Fails, Subtract 1 PP for each point of failure."

"This grants Naruto an effectively infinite supply of good luck, instead of Chakra - good luck that he can bend to his will. The lack of Concentration he displays shows how little Chakra control he has."

The Master clucks his tongue.

"Failure means his Chakra drains out even faster! Haha! Silly orange-wearing ninja."

The white-haired young man beams and leans back in his chair.

"In any case, stay tuned for more Naruto, some Yu Yu Hakusho, and the first episode of Ryujutsu! Bye-bye now!"

He reaches forward and turns off the Kerevision.
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Postby MM » Mon Apr 09, 2007 8:37 pm

Yeah, Team Toguro (I've always been bad with spelling). Bonus points if you stat up the other three members (the leader, bomb guy and Bui).
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Postby kerianvalentine » Mon Apr 09, 2007 10:28 pm

The Dark Tournament saga of Yu Yu Hakusho is on - it's Kurama's fight with...

Karasu
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 20, INT 16, WIS 14, CHA 16

Skills:
Acrobatics 4+3 = 7
Escape Artist 8+3 = 11
Intimidate 8+3 = 11
Notice 8+2 = 10
Search 4+3 = 7
Sense Motive 8+2 = 10
Sleight of Hand 8+3 = 11
Stealth 8+3 = 11

Feats:
Accurate Attack, All-Out Attack, Assessment, Defensive Roll 5, Dodge Focus 10, Elusive Target, Evasion 2, Fearless, Fearsome Presence 10, Move-By Action, Power Attack, Precise Shot 2, Redirect, Startle

Powers:
Homing 2 Subtle Ricochet 5 Split Attack 2 Explosive Blast 10
Selective Explosive Strike 10 [Flaw: Noticeable, Flaw: Full-Round Action]

Initiative/Defense: +3/20
Saves: FORT +9, REF +8, WILL +2, TOUGH +10
Attack/Damage: +6/+2 [+10 Blast/+7 Strike]

DVD Commentary:
First of Team Toguro, Karasu is the aformentioned "bomb guy" - he creates very subtle bombs, noticeable only to those with high Spirit Energy, and then fires them at people. They can bounce off walls up to 5 times, and they get two attack rolls.
However, because they're explosive attacks, they don't actually -have- attack rolls. Instead, they require the opponent to make two extra Reflex Saves - essentially, they're nearly impossible to dodge if you aren't extremely fast [re: Kurama].
His Strike requires charge-up time, but fortunately for him, it doesn't actualy damage his body. Presumably, it also doesn't harm his allies.

The credits roll. You wonder what will be up next...such a strange thing, this Kerevision.
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Postby Libra » Tue Apr 10, 2007 5:09 am

"I say, have you shown any epsiodes of Batman focussing on his major villains? I remember watching an episode featuring the Clock King, but not on any of the major villains. . ."
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Postby kerianvalentine » Tue Apr 10, 2007 7:25 am

The Kerevision clicks on, the Master sitting there, perusing a paper.

"The Joker starred a good deal earlier, and Mister Freeze was a recent one - admittedly it was Beyond Freeze, but, well, they're so close that it's practically the same guy!"

He just beams.

"More Batman villains may be on the way. Don't you worry."
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Postby kerianvalentine » Tue Apr 10, 2007 7:57 am

The screen moves to Hiei's fight with Bui.

Bui
PL 10/PP 150
Attributes: STR 25, DEX 14, CON 20 [Impervious], INT 14, WIS 16, CHA 15

Skills:
Acrobatics 4+2 = 6
Concentration 4+3 = 7
Escape Artist 8+2 = 10
Intimidate 8+2 = 10
Notice 8+3 = 11
Search 8+2 = 10
Sense Motive 4+3 = 7

Feats:
Accurate Attack, All-Out Attack, Attack Specialization (Blast) 2, Blind-Fight, Fearless, Instant Up, Interpose, Move-By Action, Power Attack, Precise Shot 2, Redirect, Startle

Powers:
Impervious Reflective 2 Protection 10
Shield 10
Blast 10 (Flaw: Full-Power, A.P.: Area [Burst] Strike 10 Flaw: Full Power)

Initiative/Defense: +2/20
Saves: FORT +5, REF +2, WILL +3, TOUGH +15 [Impervious]
Attack/Damage: +5/+7 [+10 Blast/+10 Strike]

DVD Commentary:
Bui has little to his name beyond his insane aura, powerful blast, and Burst Strike. He cannot pull his punches with his strikes - normally, Bui wears a powerful armor container to limit his attacks. To use the armor instead, work it like this:

Bui's Armor 12 (Hard-To-Lose Device)
Shield 10
Protection 5 [Impervious]
Super-Strength 7 (A.P.: Groundstrike)
Innate Permanent Growth 4
Mighty Strike 3
Enhanced Feat: Attack Specialization [Strike] 2
Enhanced Feat: Improved Grab, Improved Grapple

Bui's Axe 3 [Hard-To-Lose Device]
Mighty Thrown Precise Penetrating Damage 3
Deflect [2/Rank, Slow/Energy] 3

This way, Bui is less powerful overall than his shielded form, but still a fairly capable combatant.

The ending theme to Yu Yu Hakusho plays, and the Kerevision simply keeps flickering there in the darkness of the room.
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Postby kerianvalentine » Tue Apr 10, 2007 8:14 am

The next episode of Yu Yu Hakusho begins, the theme song blaring from the Kerevision - did you turn the volume up? You can't seem to remember...maybe it was the Master.

Elder Toguro
PL 10/PP 150
Attributes: STR 10, DEX 10, CON 10, INT 16, WIS 18, CHA 16

Skills:
Acrobatics 8+0 = 8
Climb 8+0 = 8
Escape Artist 8+0 = 8
Intimidate 8+3 = 11
Notice 8+4 = 12
Search 8+3 = 11
Sense Motive 8+4 = 12
Sleight of Hand 8+0 = 8
Stealth 8+0 = 8

Feats:
Accurate Attack, All-Out Attack, Assessment, Elusive Target, Evasion 2, Fearless, Improved Grab, Improved Grapple, Improved Pin, Move-By Action, Power Attack, Redirect, Startle, Takedown Attack 2

Powers:
Shapeshift 10
Regeneration 4 (Resurrection)

Initiative/Defense: +0/10
Saves: FORT +0, REF +0, WILL +4, TOUGH +0
Attack/Damage: +6/+0

DVD Commentary:
Like most shapeshifters of his quality, Elder Toguro relies on his Shapeshift power for literally everything he does. His combat, his toughness, his attacks...all about his Shapeshift.
He has 50 points hanging out in his variable array. He'll generally shift it at a moment's notice, to whatever he desire. Normally, he'll use Elongation combined with a heightened Constitution or a high level of Protection.
Note that the Regeneration is -not- part of his shapeshifting - Elder Toguro simply does not stay dead. However, Kurama solved that fairly creatively...that Sin-Eating Plant certainly was entertaining, wasn't it?

The ending theme plays once more, light flickering on and off. The Kerevision is the only thing casting a shadow in the room...somehow, all the other lights went dark.
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Postby kerianvalentine » Tue Apr 10, 2007 8:25 am

The Kerevision skips forward several episodes, right to Yusuke's fight with the Younger Toguro.

Younger Toguro
PL 10/PP 150
Attributes: STR 30, DEX 20, CON 30, INT 18, WIS 20, CHA 16

Skills:
Acrobatics 8+5 = 13
Climb 8+10 = 18
Concentration 4+5 = 9
Escape Artist 8+5 = 13
Intimidate 4+3 = 7
Notice 8+5 = 13
Search 4+4 = 8
Sense Motive 8+5 = 13
Stealth 8+5 = 13

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Assessment, Dodge Focus 10, Elusive Target, Evasion, Fearless, Improved Aim, Move-By Action, Power Attack, Redirect

Powers:
Super-Strength 11 (A.P.: Precise Subtle Ranged Damage 10)
Immunity (Aging)

Initiative/Defense: +5/20
Saves: FORT +10, REF +5, WILL +5, TOUGH +10
Attack/Damage: +8/+10 (+10 'Super-Strength Bullets')

DVD Commentary:
Final member of Team Toguro, Younger Toguro was once Genkai's partner (and hinted lover) before winning the Dark Tournament. He wished to become a demon, abandoning his friends and family for immortality.
His build is essentially a hopped-up Brick with a special little trick - Y.T.'s able to use his strength to cause ripples in the air, blasting small bullets with just his thumb. He can do a lot worse, but it's generally an extra effort.
In addition to this, he already meets his damage caps just by physical strength alone, and his Toughness is maximized just from his Constitution. He's a very well-trained Martial Artist, and on top of it all, he's immune to aging! Not someone you want to meet...ever.

The ending theme, again. Kinda comforting, in a weird way - it seems so normal, it's easy to forget the white-haired Master and his eerie old servant. And then the screen clicks off, and you're left with the painful reminder that he might, even now, be watching.
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Postby kerianvalentine » Tue Apr 10, 2007 8:57 am

The screen flicks on again, and the old Batman: The Animated Series is playing. The episode seems to be very focused on old Jonathan Crane, alias The Scarecrow.

Image
The Scarecrow
PL 10/PP 150
Attributes: STR 12, DEX 24, CON 12, INT 18, WIS 18, CHA 18

Skills:
Acrobatics 12+7 = 19
Craft (Chemicals) 12+4 = 16
Escape Artist 12+7 = 19
Intimidate 12+4 = 16
Knowledge (Psychology) 12+4 = 16
Notice 8+4 = 12
Search 8+4 = 12
Sense Motive 8+4 = 12
Sleight of Hand 12+7 = 19
Stealth 12+7 = 19

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Defensive Attack, Defensive Roll 4, Dodge Focus 15, Elusive Target, Extended Reach* 1, Evasion 2, Favored Situation [Fighting Someone Who Is Shaken, Frightened, Or Panicked] 9, Fearsome Presence 10, Grappling Finesse, Improved Throw, Improved Trip, Instant Up, Move-By Action, Redirect, Startle, Uncanny Dodge [Sight]

Powers:
Fear Toxins 10 (Emotion Control, Limited: One Emotion, Flaw: Ranged)

Initiative/Defense: +7/25
Saves: FORT +1, REF +15, WILL +10, TOUGH +5
Attack/Damage: +6/+1

DVD Commentary:
The Scarecrow, Jonathan Crane, relies on several factors for fighting his enemies, most notable the Batman. His 'Violent Dancing' martial arts are the first thing one can see from this style - his Elongation makes his reach 10 feet, and he relies on tripping his opponent to bring them down into his Fear Toxin radius.
Doctor Crane is also a master of the art of Fear - to that end he has a very high Intimidate and Knowledge (Psychology) bonus. Even without his Fear Toxins, he's terrifying. His spindly limbs and outfit certainly don't dissuade that, either - he is the very spitting image of a Scarecrow.

May 14th, 2007 - Seems to be Rerun Week for Kerevision. Doctor Crane's gotten a huge overhaul, dropping his +12 Attack Bonus to +6 and forcing him to make an attack roll when he uses his Fear Toxins. In addition, he's been given Extended Range as a FEAT, allowing him to make his unarmed attacks at a ten-foot range to better represent his Violent Dancing. His Scarebeast has been bought away, and his saves have been upped [except his Fortitude].
Crane's new technique relies on his Fear techniques to improve his attacks. He's got a full trade-off: he can pump his attack to +15 easily, and does so constantly after using any of his Fear abilities. His strength is nothing to speak of, still - it only exists to make him a semi-credible threat.

June 14, 2007: Updated for the fight, Crane's Fearless has been removed, since he's been shown to have fear plenty of times...

The episode ending theme plays, and the credits roll. Looking closely, you can see an image in the bottom right-hand corner of the screen...a 'chibi-fied' face. The Master's. You wonder what that could possibly mean...
Last edited by kerianvalentine on Thu Jun 14, 2007 8:42 am, edited 2 times in total.
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Postby Wordmaker » Tue Apr 10, 2007 9:00 am

Grr! That was the pic I was going to use for my Scarecrow build...

I'll get you, you strange TV-Man! And your little remote control too!

Nice build. Gave me some things to think about for my own version.
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Postby kerianvalentine » Tue Apr 10, 2007 10:03 am

The next Batman episode begins, the theme song playing and the title card coming up. It's a Poison Ivy episode, apparently...and that little chibi head of the Master is still in the corner...

Image

Poison Ivy
PL 10/PP 150
Attributes: STR 14, DEX 16, CON 20, INT 18, WIS 18, CHA 24

Skills:
Bluff 4+7 = 11
Craft (Poison) 8+4 = 12
Diplomacy 4+7 = 11
Escape Artist 8+3 = 11
Gather Information 4+7 = 11
Knowledge (Botany) 12+4 = 16
Notice 8+4 = 12
Perform (Dance) 8+7 = 15
Search 8+4 = 12
Sense Motive 8+4 = 12
Survival 12+4 = 16

Feats:
Accurate Attack, All-Out Attack, Assessment, Attractive 2, Defensive Attack, Dodge Focus 5, Eidetic Memory, Fascinate (Bluff, Diplomacy, Intimidate, Perform), Favored Environment (Forest/Jungle/Plant-Heavy) 11, Fearless, Inventor, Move-By Action, Plant Empathy, Redirect

Powers:
Phermones 5 (Selective Area Emotion Control, A.P.: Secondary Save Nauseate 10 [Subtle], A.P: Secondary Save Emotion Control 10 [Subtle])
Immunity 5 (Disease, Poison, Suffocation, Starvation)
Plant Control 6 (D.A.P.: Create Objects, D.A.P.: Snare)

Initiative/Defense: +3/15 (20 in Plant-Heavy Environs)
Saves: FORT +5, REF +3, WILL +4, TOUGH +5
Attack/Damage: +4 (+10 in Plant Environment)/+2

DVD Commentary:
Poison Ivy is the plant vixen of Gotham, the queen of foliage, the beautiful Demeter of the new age. As such, she literally relies on plants to survive in combat.
However, Poison Ivy does have one thing going for her that no amount of plant-lack will ever take away. She's -smoking- hot.
Ivy can seduce pretty much anyone - men fall over if she even bats an eyelash (get it? Bats? Men? Batmen? Batman? Hahahaha...), and even women fall to her Emotion Control if she tries. Her kiss is pure pleasure, and she can woo even the strongest will when her lips lock.
Poison Ivy requires plants to hit her Defensive and Offensive caps. She can't really do a ton of damage, but she's not meant to - Ivy is a seductive mastermind more than anything.

The credits roll, but this time, the black screen isn't there. Instead, it's the Master, sitting in his chair, one leg over the other, hands folded, his chin resting on the back of them. He sits up and waves, grinning, as the credits end.
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Postby kerianvalentine » Tue Apr 10, 2007 10:25 am

The credits roll right on into the opening of the next show, cutting off only as the music begins - an episode of Justice League Elite, featuring Major Disaster.

Image
Major Disaster
PL 10/PP 150
Attributes: STR 18, DEX 16, CON 20, INT 16, WIS 16, CHA 16

Skills:
Bluff 8+3 = 11
Concentration 8+3 = 11
Diplomacy 4+3 = 7
Disable Device 8+3 = 11
Escape Artist 8+3 = 11
Gather Information 8+3 = 11
Intimidate 8+3 = 11
Investigate 8+3 = 11
Notice 8+3 = 11
Search 8+3 = 11
Sense Motive 8+3 = 11
Sleight of Hand 8+3 = 11
Stealth 8+3 = 11

Feats:
Accurate Attack, All-Out Attack, Assessment, Eidetic Memory, Elusive Target, Fearless, Improved Initiative 3, Luck 5, Move-By Action, Power Attack, Redirect

Powers:
Luck Control 2 (Negate Fiat, Force Reroll)
Probability Control 10 (D.A.P.: Perception Penetrating Damage, D.A.P.: Free-Action Deflect [3/Rank], D.A.P.: Shapeable Area Penetrating Damage, D.A.P: Ranged Jinx [Limited to Jinx] Probability Control, D.A.P.: Force Field, D.A.P.: Shield, D.A.P.: Perception Blast)


Initiative/Defense: +15/10
Saves: FORT +5, REF +3, WILL +3, TOUGH +5
Attack/Damage: +3/+4

DVD Commentary:
Major Disaster is a massive array of a Probability Control - he's essentially a walking bad-luck master. He can do some really sick things with those 40 points of Probability Warping, blasting folks with perception and area damage of a massive degree or just nailing them in the face with a blast. His Jinxing is also very nasty when used in conjunction with Luck Control and Blasts...not a bad character at all.
He requires at least 15 points in Force Field and Shield to hit his caps. Because his damage is so based in perception and area effects, he doesn't require a huge Attack Bonus.

The credits roll again, and the Master can be seen, writing something down and staring at the camera...
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Postby Libra » Tue Apr 10, 2007 12:26 pm

Thank you, Master Kerian. Fine stuff.
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Postby kerianvalentine » Tue Apr 10, 2007 6:58 pm

The theme song to Naruto Shippuden starts playing as the Kerevision lights back up, flickering along. This episode seems to be Sakura's fight with Sasori of the Akatsuki...

Image
Haruno Sakura
PL 10/PP 150
Attributes: STR 10, DEX 19, CON 15, INT 22, WIS 20, CHA 16

Skills:
Acrobatics 8+4 = 12
Climb 8+0 = 8
Concentration 8+5 = 13
Diplomacy 8+3 = 11
Escape Artist 8+4 = 12
Gather Information 8+3 = 11
Medicine 8+5 = 13
Notice 8+5 = 13
Search 8+6 = 14
Sense Motive 8+5 = 13
Sleight of Hand 8+4 = 12
Stealth 8+4 = 12

Feats:
Accurate Attack, Acrobatic Bluff, Assessment, Defensive Roll 6, Dodge Focus 10, Eidetic Memory, Elusive Target, Evasion 1, Fearless, Improved Critical (Strike) 10, Instant Up, Move-By Action, Power Attack, Redirect

Powers:
Dynamic Wide Fading Concentration Personal Boost Strength 10 (D.A.P.: Penetrating Strike, D.A.P.: Healing, D.A.P.: Transform [Anything into Anything, -1 Duration], D.A.P.: Ranged Damage, D.A.P.: Area [Burst] Damage, D.A.P.: Illusion [4/Rank], D.A.P.: Linked Ultimate Toughness/Short-Range Easy Change Direction Change Velocity Teleport)
Speed 1
Wall-Crawling 2


Initiative/Defense: +5/20
Saves: FORT +2, REF +5, WILL +5, TOUGH +8
Attack/Damage: +6/+0

DVD Commentary:
The Medical Ninja of the team, Sakura is also able to boost her strength to absurb levels due to her incredible control over her own chakra. Sakura can achieve a capped-out Strength with her Boost, or evenly distribute her points into her damage - it is, however, only a ten-point effect. To make up for this, her entire array is dynamic, allowing her to shuffle her points around to hit her caps easily. Note that her strike effects are incredibly powerful due to her ridiculously high critical hit levels - as a Medical Ninja, she's trained in the art of healing, and thus knows the body exceptionally well - and thus where to hit with the most precision to do the most damage. The rest of her effects - the Linked Toughness/Teleport for Kawarimi no Jutsu, the Illusion for Genjutsu, the Transform for the Henge no Jutsu, and so on.
Her array is the first Wide array used in the program schedule - it probably won't come up very often.

The music of the ending blares again, and the Master's chibified face can be seen sitting in the corner. What does it -mean-?
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