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Gideon Gordon Graves

Postby Dark Koala » Wed Oct 05, 2011 6:51 am

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Gideon Gordon Graves
Ramona's 7th Evil Ex
Stole the Power of Love--What a dick!


Gideon Gordon Graves - PL 9

Abilities
Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 7, Intellect 4, Awareness 3, Presence 3

Advantages
Accurate Attack, All-out Attack, Assessment, Benefit, Wealth 3 (millionare), Connected, Contacts, Defensive Attack, Defensive Roll 3, Equipment 2, Improved Critical 3: Digi-Katana: Strength-based Damage 3, Improved Disarm, Improved Initiative, Power Attack, Seize Initiative, Speed of Thought, Taunt

Skills
Acrobatics 4 (+6), Close Combat: Swords 6 (+13), Deception 9 (+12), Expertise: Business 6 (+10), Expertise: Psychology 8 (+12), Insight 7 (+10), Perception 5 (+8), Persuasion 7 (+10)

Powers
Digi-Katana - Strength-based Damage, Enhanced Advantages (Improved Critical 3), Penetrating 5, Reach, Easily Removable
Subspace Travel - Movement 1 (Dimensional: Subspace)
The Glow - Array
. . Dream Invasion - Cumulative Effortless Mind Reading 9, Limited to sleeping targets
. . Emotional Warfare - Cumulative Perception-ranged Affliction (Entranced/Compelled/Controlled, resisted by Will), Limited to negative emotional responses
. . Memory Alteration - Cumulative Perception-ranged Affliction 7 (Dazed/Stunned/Transformed [target's memories are altered], resisted by Will)

Equipment
Chaos Theater (Custom Headquarters) - Toughness 8; Size: Large; Features: Communications, Computer, Fire Prevention System, Security System

Offense
Initiative +8
Digi-Katana: Close +13, Damage 5

Complications
Obsession: With controlling Ramona's love life. In fact, Gideon is pretty much an all-around obsessive control freak, and doesn't deal well with not getting his way.
Reputation: What a dick!

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 5/2, Will 10

Power Points
Abilities 50 + Powers 40 + Advantages 20 + Skills 26 (52 ranks) + Defenses 29 = 165

:arrow: Ramona's 7th and final Evil Ex, Gideon is the one who formed the League. He's pretty much a complete douchebag, and it's hard to see why Ramona was ever into him in the first place--until you realize he has some crazy mind-screwing powers.

:arrow: So far, I've been making it a point to do the comic version of each character, with notes on how the movie version would differ. In Gideon's case, however, I decided to add the Digi-Katana to the build, even though he only had a normal sword in the comic. I just find it to be iconic for Gideon. I guess the same could apply to Roxie's whip-sword, though, so I might go back and change that later.

Like Scott, Gideon has all the trade-off Advantages (Accurate Attack, All-Out Attack, Defensive Attack, and Power Attack), allowing him to juggle his caps to suit his opponent. He also has The Glow, a nasty little array that allows him to really manipulate people, especially outside of combat (although its hardly useless in a fight). In the comic, Gideon also had a monsterous form, but since that took place in Ramona's mind and it didn't last for very long, I'm just going to call that a plot complication, rather than an actual power he posesses.

The movie version of Gideon didn't have The Glow at all. Instead, he manipulated Ramona through some sort of mind-control device on the back of her neck, which is more of a complication for her than a power for him. He was also more of a jackass than a mind-screwing psychopath, so it might be good to replace those ranks in Expertise: Psychology with Expertise: Music, since he was a record producer or whatever.
Last edited by Dark Koala on Wed Oct 05, 2011 4:35 pm, edited 3 times in total.
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Re: DK's Builds: New Scott Pilgrim Builds!

Postby Dark Koala » Wed Oct 05, 2011 8:45 am

COMING SOON

Well, that's the end of the Evil Exes. I'll probably do Knives Chau and Envy Adams later on, but for now, I'm thinking of either doing some Ranma ½ or Fullmetal Alchemist characters, or perhaps just some more Fairy Tail. If anyone has any requests or preferences, feel free to let me know!
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Re: DK's Builds: New Scott Pilgrim Builds!

Postby ursinethemadbear » Wed Oct 05, 2011 1:52 pm

I love the Scott Pilgrim builds, completely awesome.

I did the same thing with my first build page, it just did not seem worth reviving when I started posting again.
I hope that you stay inspired, so this thread stays active, because your work is really good.

Also, my vote would be for Full Metal Alchemist.
Life is what happens while I am busy gaming.
I use DCA, unless I state otherwise, all my posts are for DCA. I assume that 3ed is the same, but might be wrong in specific areas.

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Re: DK's Builds: New Scott Pilgrim Builds!

Postby Dark Koala » Wed Oct 05, 2011 2:05 pm

Thanks, Ursine. Staying inspired shouldn't be a problem--I've pretty much abandoned all other RPGs in favor of M&M. The real problem is finding the time to work on builds, although I've bee fortunate lately. As the semester wears on, though, I'll probably be lucky to get in more than one or two a week.

In honor of yours being the first request, I'll put Ed and Al Elric next on my list. I'll probably also stat up Scar and maybe a few homonculi, although those will take a bit more time. Expect to see the first two by the weekend, though!
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Re: DK's Builds: New Scott Pilgrim Builds!

Postby Blitz » Thu Oct 06, 2011 12:23 am

Knew I should've spoken up in support of Ranma! Interesting feeling, seeing the characters from these different sources statted up in M&M, ready to interact with comic book superheroes. So cool.

The builds look interesting and fun, too.
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Re: DK's Builds: New Scott Pilgrim Builds!

Postby Dark Koala » Thu Oct 06, 2011 6:11 am

Fear not, Blitz. Ranma and Ryouga are already more than 50% complete (I actually started them a while back, I just need to put some finishing touches on them). They'll be along shortly, too.
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Edward Elric

Postby Dark Koala » Fri Oct 07, 2011 12:31 pm

Image
Despite the name, not actually full metal.

Edward Elric - PL 9

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

Advantages
Accurate Attack, Benefit, Security Clearance: Military, Benefit, Status: State Alchemist, Benefit, Wealth (well-off), Close Attack 8, Defensive Attack, Defensive Roll 5, Improved Critical: Wrist Blade: Strength-based Damage 2, Improved Initiative, Ranged Attack 7, Ritualist, Taunt, Teamwork

Skills
Acrobatics 4 (+5), Deception 5 (+7), Expertise: Alchemy 10 (+14), Expertise: Physical Sciences 6 (+10), Insight 5 (+8), Investigation 4 (+8), Perception 6 (+9), Treatment 2 (+6)

Powers
Alchemy - Array
. . Alchemical Attack - Ranged Damage 9, Variable Descriptor: Any solid matter
. . Alchemical Trap - Snare 9, Variable Descriptor: Any solid matter
. . Transmutation 1 - Transform 5 (anything into anything)
. . Transmutation 2 - Create 9 (Innate, Quirk: Uses surrounding physical environment)
Alchemy-Made Weapons - Array
. . Alchemy-Made Spear - Strength-based Damage 2, Reach
. . Wrist Blade - Strength-based Damage 2, Enhanced Advantages (Improved Critical 2)
Automail Limbs - Enhanced Strength 2, Limited: Right arm and left leg only

Offense
Initiative +5
Alchemical Attack: Ranged +9, Damage 9
Alchemical Trap: Ranged +9, Affliction 9
Spear: Close +12, Damage 6
Wrist Blade: Close +12, Damage 6

Complications
Artificial Limbs: Ed's automail limbs cannot heal naturally, and must be repaired if damage. They also require some routine maintenance from time to time, and he is obviously disable when they are broken or nonfunctional.
Berzerk Button: Ed is very sensitive about his stature. Any comment about his height, no matter how politely phrased, will set him off screaming and throwing a tantrum.
Equivalent Exchange: "Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's first law of Equivalent Exchange."
Relationship: Most notably with his brother Alphonse, and their childhood friend, Winry.
Responsibility: Ed is a "dog of the military." Although he is allowed some freedom in the pursuit of the philosopher's stone, he must ultimately report to and obey the orders of his superiors.
Secret: Ed and Al must conceal the fact that they performed Human Transmutation, which is both very taboo and illegal. They would likely suffer sever punishment if the fact ever came to light outside of those who are very close to them.

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 8/3, Will 11

Power Points
Abilities 42 + Powers 36 + Advantages 29 + Skills 21 (42 ranks) + Defenses 27 = 155

:arrow: The titular Fullmetal Alchemist, Ed and his brother Alphonse were abandoned by their father when they were very young. Raised by the mother and taught alchemy, the boys were devestated when she passed away before they reached adolescence. Their attempts to revive her through alchemy failed horribly, however. Ed lost his left leg to the Law of Equivilant Exchange, and Al lost his entire body, saved only by Edward sacrificing his right arm to seal his brother's soul in a nearby suit of armor. To make matters worse, the ritual was a failure, and what was brought to life in that basement was most definitely not their mother.

Since then, the brothers have dedicated their lives to trying to undo the damage they have wrough upon themselves. Edward has even successfully earned the title of state alchemist, and works for the military as he seeks the philosopher's stone, a legendary alchemical artificat that they believe can restore their bodies.

:arrow: Edward Elric is like the Green Lanter of anime characters, an extremely versatile build that lets him do all kinds of crazy stuff. Create is in his Alchemy array even though he cannot actually create matter from nothing--he has to use the surrounding environment (thus the quirk), but in most ways it behaves like the Creat power, allowing him to make various constructs out of, say, the ground beneath him or the walls of a building or whatever. His Alchemical Blast is meant to represent the various attacks he does with it, like making a cannon or having the spikes or pillars shoot up out of the ground to hit his opponents.

It should be noted that in the case of Ed and all other FMA characters, Expertise: Alchemy would be used for the Ritualist Advantage. I think any reasonable GM would let that go for free, since there's really no such thing as magic in the world of FMA.

I originally had Ed's wrist blade and spear as Dynamic effects in his array, but realized it wasn't saving any points since I'd have had to then make all the other powers dynamic, too. Plus, it would have hurt his ability to use transmutation while using either of those weapons (if only slightly), which doesn't really accurately portray the chracter. So I put them seperate.

One last note: Ed LOVES to power stunt. Amongst his many feats, he has overwhelmed a Chimera's enhanced sense of smell by transmuting gas (an Affliction) and transferred some of his own life force as a sort of substitute philosopher's stone to close a wound (Healing). He's also imitated the alchemy of other characters on several occasions, including Scar's deconstruction power and Greed's Ultimate Armor.
Last edited by Dark Koala on Sun Oct 09, 2011 9:15 pm, edited 3 times in total.
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Re: Edward Elric

Postby Woodclaw » Fri Oct 07, 2011 1:17 pm

Dark Koala wrote:Image
Despite the name, not actually full metal.

Edward Elric - PL 9


Nor an albino sorcerer.
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Alphonse Elric

Postby Dark Koala » Fri Oct 07, 2011 5:54 pm

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Ironically, he is full metal. But he's not the Fullmetal Alchemist. Yeah, I know...

Alphonse Elric - PL 9

Abilities
Strength 7, Stamina -, Agility 0, Dexterity 1, Fighting 4, Intellect 4, Awareness 3, Presence 1

Advantages
All-out Attack, Improved Critical 2: Unarmed, Improved Smash, Power Attack, Ritualist

Skills
Athletics 6 (+13), Close Combat: Unarmed 5 (+9), Expertise: Alchemy 10 (+14), Expertise: Physical Science 6 (+10), Insight 5 (+8), Intimidation 6 (+7), Investigation 5 (+9)

Powers
Alchemy - Array
. . Transmutation 1 - Create 8, Innate, Activation (move action), Quirk: Must be able to draw a transmutation circle, (Innate, Quirk: Uses surrounding physical environment)
. . Transmutation 2 - Transform 3 (anything to anything), Activation (move action), Quirk: Must be able to draw a transmutation circle
Body of Iron - Immunity 30 (Fortitude Effects), Impervious Protection 10
Iron Fists - Strength-based Damage 2

Offense
Initiative +0
Iron Fists: Close +9, Damage 9

Complications
Big Heart: Al is extremely good-natured, sometimes to the point of being naïve. He will always go out of his way to help others in almost any way possible.
Blood Seal: Al’s soul is anchored into the suit of armor that serves as his body by alchemy. Should the blood seal on the inner part of the neck be destroyed or removed, his soul would no longer remain, thus effectively killing him.
Equivalent Exchange: "Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. That is alchemy's first law of Equivalent Exchange."
Relationship: Most notably with his brother Edward, and their childhood friend, Winry.
Secret: Ed and Al must conceal the fact that they performed Human Transmutation, which is both very taboo and illegal. They would likely suffer sever punishment if the fact ever came to light outside of those who are very close to them.

Defense
Dodge 7, Parry 7, Fortitude Immune, Toughness 11, Will 9

Power Points
Abilities 30 + Powers 69 + Advantages 6 + Skills 22 (43 ranks) + Defenses 16 = 143

:arrow: Ed's writeup contained a background synopsis that covers them both, so I'm not going to bother going over it again. Just scroll up. Don't be lazy. 8)

:arrow: Woo! This is my 20th build already! I actually didn't even realize it until today. :D

Alphonse is a pretty unique build, do to his nature as a spirit inhabiting a suit of armor. While he has no Stamina score and is immune to Fortitude effects, he is not immune to mental affects like most constructs.

Okay, before I mention this next part, SPOILER WARNING. This build is based on Al before he saw (or rather, remembered seeing) the “Truth” at the gate, and thus before he learned to perform alchemy without having to draw a transmutation circle like Ed does. For that matter, it represents how his stats would look throughout the 2003 anime series (but my builds are based on the FMA manga/Brotherhood series). If you want to represent him after he learns this trick, simply remove the Activation and Quirk from this Transmutation powers.

Although he is every bit as intelligent and knowledgeable as his older brother, Al’s alchemy isn’t quite as strong, nor is he quite as versatile with using it. He makes up for it by being a tank, though, with incredible durability and strength.

EDIT: Boosted Al up to PL 9. He might not get as much screen time, but really, Al's just as competent and powerful as his big bro, and in a straight up, hand-to-hand fight, would win every time.
Last edited by Dark Koala on Fri Oct 07, 2011 10:46 pm, edited 4 times in total.
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Re: Edward Elric

Postby Dark Koala » Fri Oct 07, 2011 6:02 pm

Woodclaw wrote:Nor an albino sorcerer.


Not quite. I would probably need a lot more points for that. 8)
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Scar

Postby Dark Koala » Fri Oct 07, 2011 6:55 pm

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You don't have to be a martial artist to have a "touch of death."

Scar - PL 9

Abilities
Strength 4, Stamina 4, Agility 2, Dexterity 1, Fighting 5, Intellect 1, Awareness 2, Presence 0

Advantages
Accurate Attack, All-out Attack, Benefit, Cipher, Chokehold, Defensive Roll 5, Diehard, Evasion, Extraordinary Effort, Favored Foe: Alchemists, Improved Hold, Improved Initiative, Improved Smash, Instant Up, Power Attack, Startle, Takedown 2

Skills
Athletics 4 (+8), Close Combat: Unarmed 3 (+8), Deception 5 (+5), Expertise: Religion 6 (+7), Intimidation 7 (+7), Perception 5 (+7), Stealth 4 (+6)

Powers
Deconstruction - Damage 10 Linked to Weaken Toughness, Affects Objects (resisted by Fortitude)

Offense
Initiative +6
Unarmed: Close +8, Damage 4
Deconstruction: Close +8, Damage/Weaken 10

Complications
Vengeance: Scar's sole reason for living is to seek revenge for his people. While he considers the Amestris military in general to be his enemy, he has a special hatred for alchemists.
Wanted: Scar is wanted for multiple murders, and the number just keeps going up.

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 9/4, Will 10

Power Points
Abilities 38 + Powers 30 + Advantages 21 + Skills 17 (34 ranks) + Defenses 23 = 129

:arrow: An Ishbalan man whose real name is unknown, Scar is a serial killer targeting state alchemists. Consumed with hatred and obsession, he has given up his identity in a quest for revenge. Due to an alchemical experiment performed by his brother, Scar's right arm bears the power to break down matter on a molecular level, essentially disintegrating it, with a touch.

:arrow: Scar may not be made up with as many points as the Brothers Elric, but don't underestimated him--Deconstruction is a nasty power, essentially identical to the 2E Corrosion power. He may not be all that versatile, but he's very good at what he does.

EDIT: By suggestion, I went back and added some more combat advantages, to reflect Scar's skill at hand-to-hand. Perhaps the most obvious thing I missed the first time was Takedown, considering his ability to tear through large groups of mooks with impressive speed.
Last edited by Dark Koala on Fri Oct 07, 2011 10:15 pm, edited 1 time in total.
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Re: DK's Builds: Fullmetal Alchemist Builds!

Postby Thrincold » Fri Oct 07, 2011 8:44 pm

A couple comments on your builds.

I didn't see immunity to fortitude on Alfonse, you mentioned it but it wasn't listed in his powers.

For Scar I would give him a LOT more benefits related to fighting, multi-attack (represent his speed) and maybe some low-ranked leaping and speed. He is fast enough to dodge bullets quite a few times. He is also able to beat hardened veterans of the Ishbala war without any difficulty.

Overall nice builds, though in my opinion you're a bit light on some of the advantages, the brothers are both martial artists, and Alphonse should be able to be Edward in a straight fight.
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Re: DK's Builds: Fullmetal Alchemist Builds!

Postby Unbeliever » Fri Oct 07, 2011 9:11 pm

I'll look at the FMA builds in more detail when I get the chance. But, shouldn't Ed's attacks at least have "variable descriptor" on them? Or, would you think any variations from his "spikes, bricks, and giant fists" type of attacks (e.g., fire, acid) would be a power stunt?
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Re: DK's Builds: Fullmetal Alchemist Builds!

Postby Dark Koala » Fri Oct 07, 2011 9:41 pm

Thrincold wrote:I didn't see immunity to fortitude on Alfonse, you mentioned it but it wasn't listed in his powers.


Sure enough, I missed an entire power while formating. ^_^ Thanks for pointing that out--I've gone back and added it.

Thrincold wrote:For Scar I would give him a LOT more benefits related to fighting, multi-attack (represent his speed) and maybe some low-ranked leaping and speed. He is fast enough to dodge bullets quite a few times. He is also able to beat hardened veterans of the Ishbala war without any difficulty.


I can't say I agree with giving him multi-attack, since that's something I usually reserve for "super martial artists," and I believe Scar's abilities are supposed to be within normal human limitations as far as that goes. He probably should have more combat-related Advantages though, now that you mention it. I think I just grabbed the basics and never went back to flesh out that part of his stats.

Thrincold wrote:Overall nice builds, though in my opinion you're a bit light on some of the advantages, the brothers are both martial artists, and Alphonse should be able to be Edward in a straight fight.


I had gone back and forth on whether or not Al should be the same PL as Ed. I think at the same PL, Al would definitely own Ed in a one-on-one fight, and as you point out, that was usually the case throughout the series when they sparred. I will probably go back later and lift his caps to PL 9.

Unbeliever wrote:I'll look at the FMA builds in more detail when I get the chance. But, shouldn't Ed's attacks at least have "variable descriptor" on them? Or, would you think any variations from his "spikes, bricks, and giant fists" type of attacks (e.g., fire, acid) would be a power stunt?


That's actually an excellent suggestion. I do indeed think they should have variable descriptor, and will add that when I get the chance.

Thanks to both of you for the suggestions. I'm still relatively new to converting characters (I've only done the ones posted here), so I appreciate the pointers. :D
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Ranma Saotome

Postby Dark Koala » Sat Oct 08, 2011 9:28 am

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Age: 16, Race: Japanese, Gender: Both

Ranma Saotome - PL 8

Abilities
Strength 4, Stamina 4, Agility 4, Dexterity 4, Fighting 8, Intellect 0, Awareness 2, Presence 3

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Attractive, Beginner's Luck, Defensive Roll 3, Evasion, Improved Critical 2: Unarmed, Improved Initiative 2, Improved Smash, Instant Up, Jack-of-all-trades, Luck 2, Move-by Action, Power Attack, Redirect, Taunt, Uncanny Dodge

Skills
Acrobatics 5 (+9), Athletics 4 (+8), Close Combat: Unarmed 4 (+12), Deception 4 (+11/+7), Expertise: Martial Arts Lore 6 (+6), Insight 5 (+7), Perception 6 (+8), Persuasion 5 (+8), Ranged Combat: Chi Attacks 4 (+8), Sleight of Hand 3 (+7)

Powers
Martial Arts Leaping - Leaping 3
Master of Disguise - Enhanced Skill (Deception 4), Limited: Only for disguises
Special Techniques - Array
. . Chestnuts Roasting Over an Open Fire Technique - Multiattack on Strength Damage
. . Fierce Tiger Blast - Ranged Damage 8, Quirk: Dependent upon self-confidence
. . Heavenly Dragon Strike - Cylinder Area Damage 8, Limited to high-heat environments

Offense
Initiative +12
Fierce Tiger Blast: Ranged +8, Damage 8
Heavenly Dragon Strike: Area, Damage 8
Unarmed: Close +12, Damage 4

Complications
Jusenkyo Curse: Whenever splashed with cold water, Ranma turns into his girl form. Whenever splashed with warm water, he reverts to his male form. He gets splashed a lot more often than you would think.
Overconfidence: Ranma is hyper-competitive and can't turn down a challenge, nor can he resist the urge to taunt his opponents whenever he has the upper hand.
Phobia: Ranma is deathly afraid of cats. Exposure to them generally makes him cower in a corner, although prolongued exposure may result in his "Cat Fist Technique" taking effect. It basically causes him to go feral and start attacking everything in sight, all while acting like a cat.
Unwanted Harem: Ranma is a girl magnet, whether he likes it or not. He has at least three fiances (none of whom he proposed to himself), and has a bizarre relationship with most of them. It's really very complicated.

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 7/4, Will 7

Power Points
Abilities 58 + Powers 20 + Advantages 24 + Skills 23 (46 ranks) + Defenses 15 = 140

:arrow: Ranma's trouble began when he and his father went to train at the accursed Jusenkyo Springs. Ranma fell into the Spring of the Drowned Girl, causing him to turn into a female version of himself whenever splashed with cold water. Warm water, he discovered, reverted him back to his male form. His father fell into the Spring of the Drowned Panda, and I think you can do the math.

Upon returning to Nerima, Ranma discovered that his father had placed him in an arranged engagement with his friend's daughter, Akane Tendo. It turns out that he had also gotten engaged by accident to a Chinese amazon named Shampoo while training. Oh, and his father had also arranged for him to marry a girl named Ukyo when he was like 6, and then forgot about it. Also, every martial artist in Nerima (and there's a lot of them) want to defeat him for some reason or other, often involving being in love with Ranma or one of his many fiances. Man, this guy has it BAD.

:arrow: Ranma is actually a pretty standard martial artist build except for his Special Techniques, and even those aren't noteworthy by anime/video game standards. What really makes Ranma stand out are his complications, and how often they come into play. In fact, this is probably what makes Ranma able to win and perform spectacular feats all the time--he's CONSTANTLY earning Hero Points from all his crazy complications.

Ranma's Fierce Tiger Blast has a quirk, rather than being limited, because Ranma is almost always confident in his own abilities. 8) Sweet Chestnuts Roasting Over an Open Fire is actually the name of the training technique, not the maneuver, but whatever.

The differences between Ranma's male and female forms have been portrayed inconsistently throughout the series. Most of the time, they appear to be equal in fighting skill, but every now in then there's a story whose plot involves their differences. For the most part, I would ignore this, but if you want Ranma's female form to have slightly different stats, I would advise -1 Strength, -1 Sta, +1 Fighting, +1 Agility, and call it a day. Yes, that will leave female Ranma's Will/Fortitude tradeoff slightly under-capped, but that's okay.
Last edited by Dark Koala on Sat Oct 08, 2011 12:25 pm, edited 1 time in total.
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