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Salt's Anime 3e Builds (mini-hiatus); Sona Buvelle [LoL]

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Re: Salt's Anime 3e Builds (DotA: Knight Davion, Touhou: Alice)

Postby Saltcrow » Thu Mar 17, 2011 2:17 am

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"Honestly? I have no idea how half this stuff works."
Sable- Sal's Original; PL 13

Abilities
Str 0[14]/Sta 1/Agi 1/Dex 0/Fgt 1/Int 4/Awe 2/Pre 2
------------------------------------------------------------------------------
Powers
Ancient Battlesuit: activation [move action; -1pp]- 95pp
    arcane circuitry: 18-points array, all unreliable- [23pp]
    I think it's hydraulics: enhanced Strength 14, accurate 4
    umm, atomic?: ranged damage 14, accurate 4
    maybe gravitational?: move object 14, accurate 4
    I know this button makes walls: create 14, preciset
    force field: immunity 9 (all environmental effects, disease, poison, suffocation), impervious protection 14- 37pp
    speed boost: 19-points array, all dynamic- [22pp]
    •favoured environment: airborne, flight 8 (500MPH; aquatic), move-by action
    •improved initiative 2, move-by action, Parry 2, quickness 8 limited to physical, speed 8 (500MPH)
    war mastery: enhanced traits 15 (close attack 3, Dodge 5, Parry 3, ranged attack 4)- 15pp
Beginner's Luck: 8-points array- [11pp]
    •enhanced Expertise: gambling 14 (+18), skill mastery: gamble
    •enhanced Investigation 14 (+22), skill mastery: investigation
    •enhanced Technology 14 (+22), skill mastery: technology
    •enhanced Treatment 14 (+22), skill mastery: treatment
Lucky: luck 2, enhanced traits 7 (Dodge 4, evasion 2, improvised tools, Parry 4); buys off unreliable flaws in arcane circuitry 14- 27pp
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Skills: expertise: history 6 (+10), expertise: streetwise 4 (+8), insight 6 (+8), investigation 4 (+8/+22*), perception 6 (+8), technology 4 (+8/+22*), treatment 4 (+8/+22*)
Advantages: defensive roll, eidetic memory, inventor, language (old Fey-Len)
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Defences
Tough +16 (impervious 14), Fort +7, Will +13
Dodge +10*; Parry +8*; Initiative +1/+9 speed boost
*does not include favoured environment: airborne bonus; +2 to Parry while not flying.
Offence
Atk +12 hydraulic strength, close, damage 14
Atk +12 atomic blast, ranged, damage 14
Atk +12 gravitational hold, ranged, move object 14
------------------------------------------------------------------------------
Complications
accident: as lucky as she is, Luna (a.k.a. Sable) causes about as much 'accidents' with her inventions getting out of control.
obsession: cats! She absolutely loves cats and would not stand to suffer any abuse of the felinekind.
removable: Luna's latest acquisition, an ancient battlesuit from the Old Fey-Len days, is a removable device. With patience, her enemies may be able to catch her off-suit. Not that she's going to be easy to catch.
responsibility: as a registered vigilante, Sable is obliged to comply with Heid's strict protocols and aid the officers.
secret: study of the Old Fey-Len days is strictly forbidden by Heid; but Sable does it anyways.
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Total abilties 22 + powers 133 + skills 17 + advantages 4 + defences 17 = 193pp

Design Notes:
-my first battlesuit archetype build, I believe. I think the picture is drawn by Kuroboshi Kouhaku, but I haven't got a clue where she comes from.

-Sable hasn't appeared in my campaign as of yet but now the players can guess where that mysterious ray of light blast came from.

-Update 18/03/11: bumped up her PL to 12; now a lot more suitable opponent to the PCs, currently split into two groups of two.
-Update 19/03/11: 5 ranks of luck was just too much. The PCs struggled immensely to keep her down, so reduced the rank to 2 but bumped up her PL to 13 to face the entire team next week.
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Re: Salt's Anime 3e Builds (DotA: Knight Davion, Touhou: Alice)

Postby Saltcrow » Sat Mar 19, 2011 1:32 am

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"Keep in mind- my Level 0 is going to hurt!"
"I will break that imagination of yours!"

Touma Kamijo PC 上条 当麻 (Kamijo Touma)- Toaru majutsu no Index- PL 10/150pp

Abilities
Str 1/Sta 4/Agi 1/Dex 1/Fgt 3/Int 0/Awe 3/Pre 1
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Powers
Imagine Breaker: sustained immunity 80 (all Toughness), limited to Supernatural powers; nullify all supernatural 15, close-range, broad, simultaneous- 70pp
Kamijo Punch: strength-based damage 9, improved critical- 10pp
Equipments
cellphone- 1ep
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Skills: athletics 3 (+4), close combat: kamijo punch 5 (+10), deception 3 (+4), expertise: magic 1 (+1), expertise: student 2 (+2), insight 3 (+6), persuasion 15 (+16)
Advantages: benefit (unknown ability: use nullify rank to feint), close attack 2, defensive attack, defensive roll 3, diehard, equipment, fascinate (persuasion), improved initiative, inspire 2, interpose, ultimate nullify
------------------------------------------------------------------------------
Defences
Tough +7/+6 vulnerable, Fort +6, Will +6
Dodge +5; Parry +5; Initiative +5
Offence
Atk +5 imagine breaker, close, nullify 15
Atk +10 kamijo punch, close, damage 10 (19-20 crit)
------------------------------------------------------------------------------
Complications
imagine breaker: whether he wants it or not, anything supernatural in origin will be subject to his Nullify part of Imagine Breaker when it comes into contact with his right hand. It had resulted in more than one accidental de-clothe-fication.
justice: in addition to his tendency for misfortune, he has a very sharp sense of justice which gets him into more trouble than he can sometimes handle. Like, adopting Index as his roommate for example.
power loss: Touma must be able to defend himself properly to negate the supernatural effects used against him. Therefore he loses the immunity if he ever becomes Defenceless.
relationship: many female characters he runs into seems to fall for him one way or another. Probably an inherited trait from his father. Index, Mikoto Misaka, Itsuwa, Kaori Kanzaki, Sisters (9,969 of them), Aisa Himegami, to name a few, with Arquinas Orsola, Seiri Fukiyose and Komoe Tsukuyomi somewhere around the "closer-than-friends(student-teacher)-relationship" region.
unfortunate: it is hypothesised that his Imagine Breaker is so powerful that it nullifies the grace of the Heavens itself, depriving himself of what little luck he may otherwise enjoy.
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Total abilties 28 + powers 80 + skills 16 + advantages 15 + defences 11 = 150pp

Design Notes:
-Touma Kamijo should probably be somewhere around PL X region with his Imagine Breaker. I'm quite pleased to see however, his ability fitting within the reasonable range for PL 10.

-Defensively he's a sheer terror against anyone with supernatural abilities thanks to his downright immunity to toughness saves. Against guns and martial artists though, he struggles to hold his ground and is relegated to the level of PL 6 at best defensively. He retains his super-powerful punch regardless of his opponent's style of combat though.

-Since his immunity to all supernatural abilities is restricted to his right hand only, he does not have any immunity to Fortitude or Will effects for which he can just use Nullify the following round (if he's capable of, that is).

-He is quite skilled enough with his use of the Imagine Breaker to warrant having the immunity to toughness effect and nullify as two separate entities. He does however, lose access to the immunity if he cannot freely use the hand to defend himself. I handled it as a power loss complication triggered by becoming Defenceless.

-he often uses his nullify ability to gain an element of surprise on the unsuspecting opponents. It is represented by the Benefit advantage that allows him to feint using his Nullify rank.

-it is debatable whether "limited to supernatural" is a valid full flaw on a complete and total immunity to Toughness saves. In Toaru majutsu no Index universe, it certainly is given the relative martial arts expertise of most magicians/ESPers he faces on a regular basis.
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Re: Salt's Anime 3e Builds (Alice Margatroid, Touma Kamijo PC)

Postby Sojobo » Mon Mar 21, 2011 12:34 pm

Sweet Dota builds, Saltcrow! I especially like Raijin - he seems like a ton of fun. More specific comments to come, and sadly I can't really comment on the anime builds - unfamiliar as I am with the shows - other than to say they look cool too, but your PL10 Dota builds make me want to go back and dust off my old stuff.
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Re: Salt's Anime 3e Builds (Alice Margatroid, Touma Kamijo PC)

Postby Saltcrow » Mon Mar 21, 2011 12:56 pm

Sojobo wrote:Sweet Dota builds, Saltcrow! I especially like Raijin - he seems like a ton of fun. More specific comments to come, and sadly I can't really comment on the anime builds - unfamiliar as I am with the shows - other than to say they look cool too, but your PL10 Dota builds make me want to go back and dust off my old stuff.


You should, you should ;)
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Re: Salt's Anime 3e Builds (Alice Margatroid, Touma Kamijo PC)

Postby Arthur Eld » Mon Mar 21, 2011 1:02 pm

Nice Kamijo! You've handled him pretty perfectly, although I do think rank 10 damage is a bit much for him. He does seem like he warrants the Power Attack Advantage, though, but he already can do that for -2/+2, so it might be a moot point.
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Re: Salt's Anime 3e Builds (Alice Margatroid, Touma Kamijo PC)

Postby Saltcrow » Mon Mar 21, 2011 1:14 pm

Arthur Eld wrote:Nice Kamijo! You've handled him pretty perfectly, although I do think rank 10 damage is a bit much for him. He does seem like he warrants the Power Attack Advantage, though, but he already can do that for -2/+2, so it might be a moot point.


He does punch people through the walls though. I considered making it Tiring because he only uses it to "finish off" his opponents. The only reason I didn't was because I wanted him to be as playable as I could make it, so there you go.

So no, I don't envision him punching everyone he runs into with a rank 10 damage effect (he either holds back to rank 1 or doesn't use it altogether) but I didn't want to give him a +15 attack roll either when he's not using it. He's consistently described as a good enough fighter to fight off street gangs (which his +10 unarmed/damage 1 handles OK) but against super-powered opponents, he'll need the 10 rank damage to do the things he does the best- confuse the heck out of them with his speech/imagine breaker and punch them through the roof. Always in the face too, hence improved critical.

Thanks for the feedback ;)

p.s. Maybe I should've handled his punch as an Affliction effect that afflicts Dazed/Compelled/Controlled. His opponents seem to have a startling tendency to become "the good guys(girls)" after being hit...
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Re: Salt's Anime 3e Builds (Alice Margatroid, Touma Kamijo PC)

Postby Saltcrow » Mon Mar 21, 2011 7:20 pm

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"Checkmate."
Deadly Nightshade- Sal's Original; PL 10

Abilities
Str 2[12]/Sta 4/Agi 5/Dex 5/Fgt 7/Int 3/Awe 5/Pre 5
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Powers
Nightshade form: morph 1 (nightshade demon), metamorph; activation [standard; -2pp]- 4pp
Nightshade demon form; PL 10

Abilities
Str 6/Sta 8/Agi 0/Dex 0/Fgt 6/Int 3/Awe 5/Pre 5
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Powers
Banished traits: immunity 1 (ageing), protection 4, regeneration 5- 10pp
Demon physiology: growth 4 (Str +4, Sta +4; def -2) permanent, senses 2 (darkvision; light blindness), visual concealment 4 limited to areas of darkness- 12pp
Nightspirit's Wrath: 24-points array- [27pp]
    caustic spittle: ranged damage 8, secondary effect
    meltdown: burst area damage 10 resisted by Fortitude, tiring
    crushing weight of one's own shadow: strength-based damage 4 linked affliction 10 (Will; fatigued/exhausted/paralysed)
    ensnare: affliction 10 (Dodge then damage/sleight of hand; dazed and vulnerable/defenceless and stunned), cumulative
    shadow form: insubstantial 4
Nightshade form: morph 1 (vampire), metamorph; activation [standard; -1pp]- 6pp
------------------------------------------------------------------------------
Skills: close combat: unarmed 4 (+10), intimidation 5 (+14), ranged combat: caustic spittle 8 (+12), stealth 11 (+9)
Advantages: great endurance, move-by action, power attack, ranged attack 4, skill mastery (intimidation), startle, takedown
------------------------------------------------------------------------------
Defences
Tough +12, Fort +10, Will +10
Dodge +8; Parry +8; Initiative +0
Offence
Atk +12 caustic spittle, ranged, damage 8 (secondary effect)
Atk +10 shadow crusher, close, damage 10 plus Will DC 20
Atk +10 ensnare, close, Dodge DC 20
------------------------------------------------------------------------------
Total abilties 50 + powers 55 + skills 14 + advantages 10 + defences 21 = 150pp

Vampire Powers: 20-points array- [24pp]
    soul drain: weaken abilities 10, broad
    preternatural strength: enhanced strength 10
    swarm of bats: cone area damage 10
    children of the night: auditory and visual remote sensing 10, limited to nighttime
    consumed by darkness: insubstantial 2, flight 5
Vampiric traits: great endurance, immunity 1 (ageing), protection 4; regeneration 5; senses 2 (darkvision), quirk [light blindness: enemies gain partial concealment in bright light; -1pp]- 12pp
Equipments
cloak: enhanced Parry 2- 2ep
rifle: ranged damage 5, accurate- 11ep
whip: movement 1 (swinging)- 2ep
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Skills: acrobatics 3 (+8), close combat: unarmed 1 (+8), deception 5 (+10), ranged combat: rifle 8 (+15), stealth 5 (+10)
Advantages: animal empathy, defensive roll 2, equipment 3, great endurance, hide in plain sight, improved aim, improved initiative, power attack
------------------------------------------------------------------------------
Defences
Tough +10/+9 vulnerable, Fort +10, Will +10
Dodge +10; Parry +10; Initiative +7
Offence
Atk +15 rifle, ranged, damage 5
Atk +8 unarmed, close, damage 2[12]
Atk +8 soul drain, close, Fort DC 20
Atk Dodge DC 20 bat swarm, cone area, damage 10
------------------------------------------------------------------------------
Complications
hatred: the Nightlords and their corvids are natural enemies of the Fey-Len vampires.
hunger: as a Fey-Len vampire, DN craves the emotions of people. A FL vampire that goes without feeding for three days become Impaired then Disabled the next day and forced into a Trance after a week. It cannot voluntarily end the trance.
phobia: although not partcularly vulnerable, Fey-Len vampires still abhor the sunlight. It's of such great magnitude that any source of light bright enough act as an effective deterrent!
power loss: a Fey-Len vampire's Children of the Night relies on the creatures of the night (bats, rats and various insects) as scouts. As such, those who know the fact can simply eradicate the area of the pest to rid themselves of the intrusion. Killing the medium also causes a great deal of discomfort that renders the vampire Stunned for a round.
vulnerable: effects that target normal undead and vampires affect Fey-Len vampires as though it were an undead, which it is not.
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Total abilties 72 + powers 40 + skills 11 + advantages 10 + defences 17 = 150pp

Design Notes:
-yet another original character, appeared briefly in my campaign last Friday. The picture is Kirisame Marisa, a Touhou character from a fan-made game, Koumajou Densetsu II Stranger's Requiem. I really loved the Castlevania feel to the arts, so I scoured around to get these piccies.

-her basic build was scraped from my Knight Davion build, but with enough twists to make her pretty distinct.

-and yes, I've been reading the Twilight series (up to Eclipse now, having finished New Moon in 3 working days) and just had to do a vampire build, sorry.
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Re: Salt's Anime 3e Builds (Alice Margatroid, Touma Kamijo PC)

Postby Saltcrow » Tue Mar 22, 2011 7:48 pm

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"Hey, what good is a sister that's actually related?"
Motoharu Tsuchimikado PC 土御門 元春 (Tsuchimikado Motoharu)- Toaru majutsu no Index- PL 10/150pp

Abilities
Str 2/Sta 5/Agi 4/Dex 4/Fgt 10/Int 3/Awe 3/Pre 4
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Powers
Auto Rebirth: diehard, enhanced Stamina 2, protection 1, regeneration 1- 7pp
Hand-to-hand Combat Mastery: enhanced athletics 8 limited to combat manoeuvres, improved trip, strength-based damage 3- 6pp
Onmyoji Arts: variable 2 limited to oriental magic spells, slow, tiring- 10pp
Equipments
cellphone- 1ep
------------------------------------------------------------------------------
Skills: acrobatics 4 (+8), athletics 6 (+8/+16*), close combat: unarmed 5 (+15), deception 6 (+10), expertise: magic 9 (+12), insight 5 (+8), investigation 5 (+8), perception 3 (+6), sleight of hand 4 (+8), stealth 4 (+8), vehicles 3 (+7)
Advantages: beginner's luck, defensive attack, defensive roll 2, equipment, improved initiative, jack of all trades, language (English; base: Japanese), power attack, ritualist, skill mastery (deception), takedown
------------------------------------------------------------------------------
Defences
Tough +8/+7 vulnerable, Fort +10, Will +10
Dodge +12; Parry +12; Initiative +8
Offence
Atk +15 unarmed, close, damage 5
------------------------------------------------------------------------------
Complications
secret: Motoharu is a multiple-agent for many different organisations.
secret: he used to be a highly skilled magician who had given up on the ability to use magic to learn ESPer abilities.
siscon: Motoharu is very fond of his stepsister, Maika Tsuchimikado. Although she's more or less a hostage held by the Academy City.
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Total abilties 66 + powers 23 + skills 27 + advantages 12 + defences 22 = 150pp

Design Notes:
-following Touma Kamijo is his best friend, Motoharu Tsuchimikado. A great hand-to-hand combatant and a prodigy magician as well as a Level 0 ESPer.

-In Toaru majutsu no Index universe, Magic and ESPer powers are virtually incompatiable. Only but a true prodigy such as Motoharu could have pulled it off, but at a great price. He had lost almost all of his Oriental Magic (Onmyoji) arts, relegating him to use it only in the most dire of situations. He is shown to sustain physical damage upon using any sort of magic, but his Auto-rebirth regenerative ability allows him to soak up the hit to a degree. As such, I've decided to go with Tiring flaw rather than a real Side Effect flaw.

-Because he is a magician, his ESPer power does not develop above Level 0, which is just about enough to soak up some hits but nothing spectacular.

-He's a very decent hand-to-hand combatant however and he'll easily beat the crap out of Touma Kamijo on a straight combat.
Last edited by Saltcrow on Thu Mar 24, 2011 5:06 pm, edited 1 time in total.
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Re: Salt's Anime 3e Builds (Touma Kamijo, Motoharu Tsuchimikado)

Postby cassius335 » Wed Mar 23, 2011 6:55 am

Salt, have you noticed a lot of your builds are Fort 10, Will 10 by default?
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Re: Salt's Anime 3e Builds (Touma Kamijo, Motoharu Tsuchimikado)

Postby Saltcrow » Wed Mar 23, 2011 12:36 pm

cassius335 wrote:Salt, have you noticed a lot of your builds are Fort 10, Will 10 by default?


yeah; I do suppose there are about as much 10/10 (or PL/PL) resistance builds as there are more skewed ones. It's partially a subconscious decision as much as my own guideline for builds. Probably due to my central design philosophy (hah) that barring exceptional cases, characters should be able to hit their PL caps both offensively and defensively. So unless a character is shown to have an exceptional competency in one area and justifiably lacking in the other, I would make them even out to show their natural resistance to effects that most minion-level NPCs would suffer through.

So I could say +10/+10 resistance is the "default" level of all PC-level builds with skewedness only reserved for the purpose of shaping out the character a bit more. I think most Toaru majutsu no Index characters, especially magicians would have +10/+10 resistance because they're consistently described as having exceptional defence against magic that the common (non-magical) people lack. So I've taken that as having a balanced resistance rolls meaning they're not particularly vulnerable to a blood drain (Fort) or a mind blast (Will). A more traditional mage would have a higher Will, I would imagine.

Edit: But yes, I have to admit that I have a thing for balanced, even stats. Lately I've been favouring equal (or similar) Agi/Dex stats too. I think you might notice that I hardly ever put Skill bonuses at odd ranks save 5s and 15s. It has nothing to do with a true character design philosophy though, this one. More of a silly preference.

Anything else that bothers you?
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Re: Salt's Anime 3e Builds (Touma Kamijo, Motoharu Tsuchimikado)

Postby Saltcrow » Fri Mar 25, 2011 5:02 am

"You go ahead. I think I'll drop by a... friend's place for a visit."
"No-one's going to die while I'm here."

Caesar Lazuli- Sal's Original; PL 15

Abilities
Str 18/Sta 15/Agi 2/Dex 2/Fgt 6/Int 3/Awe 4/Pre 4
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Powers
Cosmic Power: strength-damage 18 plus 14-points array- [19pp]
    heightened senses: senses 14 (vision penetrates all concealment [except gold], extended 2 vision, infravision, ultravision; extended 2 hearing, ultra-hearing; extended radio, time sense); dynamic
    infuse life: healing 15, stabilise; senses 1 (analytic touch: detect illness by contact)
    optical focus blast: perception-range damage 15 resistible by Dodge; benefit (use the damage rank on Intimidation), skill mastery (intimidation)
    astral form: auditory and visual remote sensing 15, physical body is rendered defenceless; dynamic
Extraordinary Strength: enhanced Strength 3 limited to lifting (Str 21; 50k tons)- 3pp
Impenetrable Defence: immunity 10 (ageing, all environmental, disease, poison, suffocation), impervious toughness 13, protection 4- 27pp
Speed Boost: 31-points array- [36pp]
    •flight 13 (16,000MPH; aquatic), visual concealment 4 limited to while moving; dynamic
    •evasion, improved initiative 4, quickness 13, speed 13 (16,000MPH); dynamic
    meteoric impact: add Multiattack 18 on unarmed attack, activation [move action to slow down the flow of time itself; -1pp], side effect 8 [if hits; damage 8]; linked affliction 18 (Fort; dazed and vulnerable/defenceless and stunned)
    whirlwind: add Selective Burst Area 15 on unarmed attack, activation [move action; -1pp]
------------------------------------------------------------------------------
Skills: close combat: unarmed 6 (+12), expertise: writer 5 (+8), insight 6 (+10), intimidation 5 (+9/+20*), perception 6 (+10), persuasion 4 (+8)
Advantages: accurate attack, benefit (alternate identity), defensive attack, extraordinary effort, fearless, languages 1 (sign language; base: Common), move-by action, startle, ultimate Healing
------------------------------------------------------------------------------
Defences
Tough +19 (impervious 13), Fort +15, Will +15
Dodge +11; Parry +11; Initiative +2/+18 speed boost
Offence
Atk +12 unarmed, close, damage 18
Atk +12 meteoric impact, close, multiattack damage 18 linked Fort DC 28; side effect [damage 8]
Atk Dodge DC 25 optical focus blast, perception, damage 15
Atk Dodge DC 25 whirlwind, burst area (selective), damage 15
------------------------------------------------------------------------------
Complications
doing good: Caesar believes it is his destiny to save people's lives with his gifts of healing. He abhors the use of violence unless it is absolutely necessary.
enemy: his archenemy, Lady Beldam is a ghastly monster who lures her victims into the Dream Wonderland filled with the grisliest and the most gruesome of nightmares. She had been defeated many times before but she seems all but immortal... if killed in her nightmarish world.
honour: Lazuli had promised himself that he would not intentionally harm other self-aware beings. He would only resort to violence in the most dire of situations.
identity: C. Lazuli is a relatively obscure author of even more obscure novels who makes a living by ghostwriting and writing columns for the local newspapers. He treasures the fact he has so successfully maintained this normal identity for years.
responsibility: to maintain his secret identity, he must also meet the deadlines for his various columns and essays. Despite his ability to do things superhumanly fast, his superheroic vigilantism takes up most of his time and more often than not, he will have an angry editor on his hand to worry about.
rivalry: although not competitive by nature, he nevertheless feels a sense of rivalry with a masked adventurer who calls himself the Nighthawk Blue. He can't help but wonder what happened to the Nighthawks Red, Green, Pink and Yellow.
------------------------------------------------------------------------------
Total abilties 108 + powers 85 + skills 16 + advantages 9 + defences 25 = 243pp

Design Notes:
-This is a PC build that I got to play a few days back. The other two PCs were built based on Brainiac (named Captain Nemo with a huge space warship) and Green Lantern respectively (both PL 15/240pp) so we were pretty happy with the group dynamics.

-His Healing ability proved to be a tad too powerful over the course of the game and I found that I had to exercise caution not to make my character a healbot.

-perception-range damage resistible by Dodge, one of my favourite tricks to save points on attack rolls, had proven itself suboptimal yet again. It looks rather nice on paper but the fact it basically gives a free Second Chance against the effect (which is the whole point of the flaw) made it almost impossible to fail by much. It was useful to precisely hit inanimate objects though :(

-reducing the flight rank from 15 and adding a limited visual concealment was one of the better build decisions I've made on this one. It allowed me to vary my round-by-round tactics (being invisible and sneaky was... very useful indeed) and try some really weird things in lieu of having a diverse special effects array. Being invisible really paid off when the other two had to struggle being stealthy. Well, the GL-based build (Lunar Warlord) eventually stunted off an affects others invisibility field so that was all good.

-anyhow, a solid paragon build that's almost impossible to take down without turning off his Healing power. Or, showering the team with various Affliction effects worked too.

-Well, we got 3 power points at the end of the session so he's got Aquatic modifier on his flight (and corresponding Evasion on the AE), an extra rank of enhanced Strength and Ultimate Healing advantage just for a laugh. It was one of the more interesting characters I've played over the years (primarily because I usually sit on the other side of the GM's screen nowadays).

-just posting the sheet because he made a cameo appearance on today's session. In case Pete's reading this (probably as a guest), it was the black-haired dude who was carrying a french stick in a paper bag. Yep, the guy who got hit with your deflected fire blast. Now you know how he survived...

Update 28/03/11: the neatest thing about an original build is that it's not bound by any "appearances" on the shows, movies or books. So I tweaked the build a bit to include a Selective Burst area 15 on strength-damage as an AE of his Speed Boost array, dropping Takedown. Now it costs the same as Takedown but MUCH better in execution ;)
Took out his Assessment advantage which he never used and added Fearless advantage, which he had gained from fighting in Beldam's Nightmare Field so often.
Took out a rank of enhanced Strength limited to lifting and added an AE off of his Speed Boost array which allowed him to add Multiattack and linked Affliction on his unarmed attack. He basically slows down the flow of time around him (he's that fast) to throw a flurry of punch to his opponent, dazing them and potentially dealing a lot of damage. He does however, get a backlash damage from the effect if his punch connects.
Removed Dynamic from his Infuse Life and Optical Focus Blast AEs and added an astral form power.

-I never had the time to really flesh out the character on the actual day of the play so it's good that now I get the time to fiddle around with this pet character of mine. Now he runs more like a speedster/mystic that just happens to be very strong and tough; which is the kind of distinction I had in mind when I first built the character.
Last edited by Saltcrow on Sat Apr 23, 2011 4:49 pm, edited 2 times in total.
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Re: Salt's Anime 3e Builds (Touma Kamijo, Motoharu Tsuchimikado)

Postby Saltcrow » Wed Mar 30, 2011 2:47 am

"I foresee a grave danger ahead of us... the last carton of milk has almost expired!"
Lapis the Lunar Warlord- Sal's (friend's) Original; PL 15

Abilities
Str 1/Sta 3/Agi 2/Dex 2/Fgt 4/Int 4/Awe 4/Pre 5
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Powers
Child form: immunity 1 (ageing)- 1pp
Precognitive talent: senses 4 (precognition)- 4pp
Signet Ring: 128 points; removable [-26pp]- 102pp
Artificial Intellect: feature 1- 1pp
Communication: mental communication 1, comprehend languages 4- 12pp
Flight: flight 12 (8,000MPH)- 24pp
Force Field: protection 11, impervious; immunity 10 (life support)- 31pp
Psychic Weaponry: 41-points array, all dynamic- [54pp]
    force weapon: ranged damage 20, feature: targets Parry
    arrow volley: multiattack ranged damage 12, accurate 4
    force hand: move object 20, precise
    force dome: affects others, selective burst area and ranged on immunity 10 (life support)
    psionic constructs: impervious movable create 10
    displacement ray: ranged affliction 20 (Will; dazed and vulnerable/defenceless and stunned/incapacitated and teleported), reversible
    mind reading: mind reading 15
Tactical Sense: enhanced advantages 6 (accurate attack, chokehold, defensive attack, power attack, precise attack 2 [ranged; concealment and cover])- 6pp

------------------------------------------------------------------------------
Skills: acrobatics 2 (+4), athletics 3 (+4), deception 5 (+10), expertise: politics 4 (+8), expertise: tactics 16 (+20), insight 6 (+10), ranged combat: power ring 4 (+10), vehicles 10 (+12)
Advantages: assessment, benefit (cipher), extraordinary effort, inspire 4, leadership, move-by action, ranged attack 2, teamwork
------------------------------------------------------------------------------
Defences
Tough +14 (impervious 11), Fort +12, Will +18
Dodge +16; Parry +16; Initiative +2
Offence
Atk +10 force weapon, ranged (targets Parry), damage 20
Atk +18 arrow volley, ranged, damage 12 (multiattack)
Atk +10 displacement ray, ranged, Will DC 30
------------------------------------------------------------------------------
Complications
arrogant: despite being a heroine at heart, she cannot help but feel her own superiority over the puny humans and often struggles may it go into her head. Not that people would take a gloating from a tiny little gal like her though.
marked: standing barely over 4'9", Lapis looks hardly any older than 15, making her a very odd fixture in any social circumstances.
secret: Lapis' homeworld was overthrown by the insurgent forces, leaving her stranded in stuck in a child-sized form. Although the agents of the Lunar Empire had not been seen on the Earth for well over a century, she is still very much vigilant of any signs of their activity, may her continued survival be known to them.
temper: don't ever mention her height if you know what's good for you.
weakness: the Signet Ring's power depend on the relative tactical mentality of the wielder; the maximum rank of the ring's effects is equal to the wearer's Expertise: Tactics rank, and not being in charge and leading the forces into battle may cause the ring to fail.
------------------------------------------------------------------------------
Total abilties 50 + powers 107 + skills 25 + advantages 12 + defences 49 = 243pp

Design Notes:
-A lead-up from Caesar Lazuli build directly above, is the second PC from the play the Lunar Warlord. Basically, she was some sort of a royal blood and during the civil uprising in her homeworld, she was exiled from her homeworld trapped in a child's form.

-if Caesar represented a more dark edge of the play, always being so angsty about having to hurt other people to save more people's lives, Lapis is more of a joke character with a whole lot of a more lighter atmosphere around her. She has no moral struggle on whether she has the authority to make and carry out judgement because that had been her duty for most of her life. Being able to read people's mind didn't hurt either in making her confident in her actions.

-with the 3 extra points that we got from the end of the one-shot session, the player bumped her Inspire from 1 to 4.
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Re: Salt's Anime 3e Builds (Touma Kamijo, Motoharu Tsuchimikado)

Postby Saltcrow » Wed Mar 30, 2011 3:02 am

Just a quick bit of announcement, I've entered a national (Australia, in case any of you were wondering)-wide competition representing my university with my friends and in preparation of the comp., I won't be able to devote so much of my time in whipping up and updating anime/game builds. I may still upload my old builds and a couple of originals but that will be it for the next few weeks that I can possibly foresee.

Oh well, I'll still have the rest of my life to hang around the boards and a boy's gotta make the most of his Uni/College days, eh?

It's not a real goodbye to the forum though, so you'll see me around the boards quite often ;) Wish me luck anyhow!
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Re: Salt's Anime 3e Builds (mini-hiatus)

Postby Hellstormer1 » Wed Mar 30, 2011 6:45 am

Good luck then. Was going to ask if you knew about Guilty Gear. In case you come across this and are interested...

Guilty Gear is a game series created before BlazBlue by the same people (forgot their name). Rumor I hear is they couldn't get the rights back to the Guilty Gear series (because it was just as badass as BlazBlue, I hear), so they went on to make BlazBlue instead.

Your builds are very cool, and if you ever took a crack at Guilty Gear, I think they'd be great.
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Re: Salt's Anime 3e Builds: Sona the Maven of the Strings

Postby Saltcrow » Sat Aug 27, 2011 6:14 pm

Image
"OMG she's so hot" - Me
Sona Buvelle the Maven of the Strings- the League of Legends; PL 10

Abilities
Str -1/Sta 1/Agi 2/Dex 1/Fgt 1/Int 3/Awe 3/Pre 5
------------------------------------------------------------------------------
Powers
Etwahl: removable [-10pp]- [39pp]
    Magical Chords array: 42-points array- [46pp]
      Hymn of Valor (Active): perception-range selective burst area Damage 10 limited to two targets, auditory dependent, close distance;
      ••Hymn of Valor (Passive): selective burst area affects others enhanced Penetrating [primary damaging power] 5, quirk [target must be able to hear the music; -1pp]
      Aria of Perseverance (Active): selective burst area healing 8 limited to two targets, quirk [target must be able to hear the music; -1pp];
      ••Aria of Perseverance (Passive): selective burst area affects others Impervious Toughness 5, quirk [target must be able to hear the music; -1pp]
      Song of Celerity: selective burst area affects others Enhanced Acrobatics 14 (+16/varies), quirk [target must be able to hear the music; -1pp] linked selective burst area affects others Enhanced Advantages 3 (Agile Feint, Evasion, Improved Initiative) quirk [target must be able to hear the music; -1pp] linked selective burst area affects others Speed 1, quirk [target must be able to hear the music; -1pp]
      Crescendo: selective line area Affliction 10 (Will; dazed/compelled [dance]/controlled [dance]) limited to dancing, auditory dependent linked selective line area Damage 10
    Power Chord: add the following effects as AEs off the main array- [3pp]
      Power Chord: ranged damage 6, accurate 4; linked:
      ••Staccato: ranged damage 2, unreliable [works only once per 3 rounds]
      ••Diminuendo: ranged Weaken Damage 8, unreliable [works only once per 3 rounds]
      ••Tempo: ranged Affliction 8 (Will; dazed and hindered), limited degrees x2, extra condition, unreliable [works only once per 3 rounds]
Mental Link: senses 1 (mental communication link to the Summoner)- 1pp
------------------------------------------------------------------------------
Skills: expertise: music 15 (+20), insight 5 (+8), perception 2 (+5), ranged combat: power chord 3 (+12), treatment 1 (+4)
Advantages: attractive 3, benefit [status: famous musician], defensive roll 7, fascinate [expertise: music], inspire 3, skill mastery [expertise: music]
------------------------------------------------------------------------------
Defences
Tough +8/+5* vulnerable, Fort +7, Will +13
Dodge +12; Parry +9; Initiative +2
Offence
Atk +12 power chord, ranged, damage 6[8 Staccato] plus Diminuendo/Tempo
Atk Dodge DC 20 Hymn of Valor, burst-area [selective; limited to two targets], damage 10
Atk Dodge DC 20 Crescendo, line area [selective], Will DC 20 AND damage 10
------------------------------------------------------------------------------
Complications
disability: Sona is described as "soundless" and cannot speak.
fame: she's an accomplished muscian.
------------------------------------------------------------------------------
Total abilties 30 + powers 40 + skills 14 + advantages 16 + defences 34 = 134pp

Design Notes:
-I present you- Sona the Maven of the Strings! She's from the League of Legends the game. She came out a LOT cheaper than I estimated and I'm keep expecting to have a major calculation mistake to pop up anytime soon... But as now, one can happily remove the Removable flaw (heh) and up her Parry score to the PL-appropriate level to use up most of the spare points.

-the main problem with the Song of Celerity is that chasing (and by extension movement speed) doesn't tend to play as major a role in M&M as it does in LoL. It means that unless under truly exceptional circumstances, no player would choose to activate an Affects Others Speed effect instead of other more combat-oriented effects within the same array. However, the movement speed in LoL not only provides the obvious advantage in pursuit scenes, it also translates to a better unit control in general and a chance to avoid AoE effects by moving out of its range. So instead of making this skill a literal translation of the ingame uses, I decided to use my personal interpretation of the effect by making it an enhanced Acrobatics effect with Agile Feint, to show how people can easily outmanoeuvre the enemy teams into more advantageous positions (for the team).

-I don't care if the third rank of Attractive isn't covered by the book.

-I've never been a big fan of complex builds and I think this Sona build is about as complex as I'd ever get with my builds with all those extras and flaws smeared all over the powers.

-for more LoL builds, I recommend going to JDRook's thread.

Update 28/08/11: fixed her Aria of Perseverance to only target two; which constitutes a full flaw in my opinion.
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