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Molly/Oban Star Racer

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Molly/Oban Star Racer

Postby Captain Avatar » Tue Jan 24, 2012 10:44 pm

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This new thread is where I attempt to stat out the heroes and villains of Oban/Molly Star Racer. If you haven't seen the series, everything you might need to know can be found below:

http://oban.wikia.com/wiki/Main_Page

http://oban.wikia.com/wiki/Category:Main_Characters

At this this time I intend to focus on the Oban Cycle characters, but I should backtrack to the Alwas Cycle characters later.

General
Star Racers and racing

Earth Team
Molly
Jordan
Don Wei
Stan & Koji

Opponents and Allies: Oban Cycle
Prince Aikka
Ondai
Kross
Sul
Ning and Skun
Lord Furter
O
Muir

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Molly (Eva Wei) PL 6/9

Strength 0, Stamina 1, Agility 3, Dexterity 4, Fighting 2, Intellect 1, Awareness 2, Presence 2

Advantages
Beginner's Luck, Equipment 9, Improved Initiative 2, Improvised Weapon 2, Luck 2, Skill Mastery (Vehicles), Taunt, Uncanny Dodge

Skills
Acrobatics 7 (+10), Deception 5 (+7), Perception 5 (+7), Persuasion 2 (+4), Stealth 2 (+5), Technology 3 (+4), Vehicles 7 (+11)

Equipment

*Star Racer: Whizzing Arrow III (Array)*42pp
(Huge, Str 8, Spd 8 (Flight, Limited 1: to hovering), Def 8, Tou 10, Navigation System, Comm System, Movement 1 (Safe Fall), Laser Cannons: Ranged Attack 7, Booster Rockets: Enhanced Flight 2 (Quirk 2: Burns fuel quickly))
*Rocket Bike *1pp
(Medium, Str 1, Spd 6 (Flight, Limited 1: to hovering), Def 0, Tou 8, Navigation System)

*Diskman *1pp (Feature 1)

Offense
Initiative +10

Unarmed +2, Damage (DC 15)
Improvised Weapon(s) +2, Damage (DC 17)

Defense

Dodge 6, Parry 6, Fortitude 5, Toughness 1, Will 7

Power Points
Abilities 30 + Powers 0 + Advantages 19 + Skills 16 + Defenses 16 = 81pp

Complications

Motivation: Molly/Eva wants to bring her family together again, whatever the cost.

Relationship: Molly has a complex relationship with her father, the famous racing manager Don Wei.

Secret: Molly is really Eva Wei, daughter of Don Wei; a secret that she is keeping from the Earth Team.
------------------------------------------------
:arrow: Protagonist of the series, here is Molly in all her PL 6/9 glory. She's not much for fighting, but behind the controls of a Star Racer she is a force to be reckoned with, just like her mother Maya before her. Note that the absence of a ranged combat skill for her ship is not an oversight, as these systems are manned by her ships gunner and partner Jordan Wilde.

:arrow: The Earth Team's ships, the Whizzing Arrow I/II/III are all wicked fast, but using the boosters too much can drain the ship's fuel completely. In the spirit of M&M 3e I am leaving this as a possible complication rather than setting any fixed limit on its use.

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Last edited by Captain Avatar on Sun Dec 02, 2012 11:52 pm, edited 12 times in total.
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Jordan C. Wilde PL 8

Postby Captain Avatar » Tue Jan 24, 2012 11:20 pm

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Jordan C. Wilde PL 8


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

Advantages

Equipment 3, Improved Aim, Precise Attack, Skill Mastery 2 (Guns, Ship Gunnery)

Skills
Ranged Attack 10 (Guns, Ship Gunnery) (+10)

Equipment

Laser Cannon: Ranged Damage 6 *12pp

Offense
Initiative +1

Unarmed +1, Damage (DC 17)
Laser Cannon +10, Ranged Damage (DC 21)

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 2, Will 5

Power Points
Abilities 14 + Powers 0 + Advantages 7 + Skills 10 + Defenses 15 = 46pp

Complications

Motivation: Jordan wants to prove himself equal to, and redeem the memory of, his grandfather William J. Wilde. He even wears his grandfather's dog tags as a good luck charm.

Relationship: Jordan has fallen in love with his partner Molly, although encounters difficulties when it comes time to express his feelings.

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:arrow: Molly's partner and ship gunner, Jordan Wilde. Like Molly, Jordan isn't very formidable when not in the Whizzing Arrow. He's pretty ace with a gun, though.
Last edited by Captain Avatar on Tue Jan 31, 2012 9:56 pm, edited 2 times in total.
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Prince Aikka PL 10

Postby Captain Avatar » Wed Jan 25, 2012 12:10 pm

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Prince Aikka PL 10
Strength 2, Stamina 3, Agility 6, Dexterity 6, Fighting 8, Intellect 2, Awareness 4, Presence 4

Advantages
Animal Empathy, Assessment, Attractive, Benefit 5 (Status: Crown Prince of Nourasia), Defensive Roll 4, Equipment 2, Improved Aim, Improved Critical 4 (Bows), Improved Defense, Improved Initiative 2, Power Attack, Precise Attack (Ranged), Sidekick 10 (G'Dar), Skill Mastery (Bows), Tracking

Skills
Acrobatics 4 (+10), Athletics 8 (+11), Close Combat 3 (Swords, +11), Expertise 3 (Diplomacy, Presence-Based +7), Persuasion 4 (+8), Ranged Combat 5 (Bows, +11), Treatment 3 (+6)

Powers

Nourasian Magic (Array) *8pp
*Enchanted Arrows: Enhanced Strength-Based Ranged Damage 4 (Quirk 3: requires bow+arrows to use, requires incantation to activate) *5pp
*Symbiotic Bond : Enhanced Flight 2 (Usable on Others Only, Quirk 1: Only usable on his mount, G'Dar) *1pp

Equipment

Nourasian Weapons (Array)*8pp
*Bow+Arrows: Strength-Based Ranged Damage 3 (Critical 16-20) *6pp
*Royal Sword: Strength-Based Damage 3 (Critical 19-20) *1pp
*Royal Blade: Strength-Based Damage 1 (Critical 19-20) *1pp

Offense
Initiative +14

Unarmed +8, Damage (DC 17)
Royal Blade +8, Damage (DC 18, Critical 19-20)
Royal Sword +11, Damage (DC 20, Critical 19-20)
Bow+Arrows +11, Damage (DC 20/24, Critical 16-20)

Defense
Dodge 13, Parry 13, Fortitude 9, Toughness 7/3, Will 7

Power Points
Abilities 70 + Powers 8 + Advantages 36 + Skills 15 + Defenses 21 = 150pp

Complications

Motivation: Prince Aikka is the crown prince of the Planet Nourasia, and he bears the full weight of responsibility for the well-being of his people.

Honor: Nourasians value honor above all else, and Aikka does his utmost to live up to this code.

Alliance: Nourasia has a long-standing alliance with the Crog Imperium - one that leaves them little more than a vassal state. To protect his people, Aikka is compelled to submit to the will of the Crogs.

Relationship: Aikka shares a symbiotic bond with his mount G'Dar.

Rivalry: Aikka has a complex rivalry/friendship/budding romance with his Earth Team counterpart, Molly.
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G'Dar PL 9
Strength 8, Stamina 6, Agility 3, Dexterity 0, Fighting 2, Intellect -3, Awareness 1, Presence 0
Powers
Giant Beetle: Growth 8 (Permanent, Innate), Extra Limbs 4, Claws: Strength Based Damage 2 *22pp
Elytra: Flight 7 (Wings, 250mph), Protection 3 (Limited 1: to frontal attacks) *9pp
Offense
Initiative +3
Claws +2, Damage (DC 25)
Defense
Dodge 8, Parry 3, Fortitude 9, Toughness 9/6, Will 1
Power Points
Abilities 2 + Powers 31 + Advantages 0 + Skills 0 + Defenses 17 = 50pp
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:arrow: Here is Molly's rival/romantic interest, Prince Aikka. His 'Star Racer' is a living creature, the giant flying beetle G'Dar. Amazingly, I was able to stat out both the Prince and his mount to come out at exact PL 10/150pp. That probably won't happen again....
Last edited by Captain Avatar on Thu Feb 09, 2012 11:23 pm, edited 2 times in total.
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Ondai PL9

Postby Captain Avatar » Wed Jan 25, 2012 8:24 pm

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Ondai PL9


Strength 1, Stamina -, Agility 0, Dexterity 5, Fighting 3, Intellect 7, Awareness 5, Presence 0

Advantages
Equipment 13, Inventor, Ranged Attack 4 (+9), Well-Informed

Skills
Perception 3 (+8), Stealth 8 (+8), Technology 5 (+12), Vehicles 4 (+9)

Powers

Robotic Body: Protection 6 (Impervious 6), Immunity 30 (Fortitude Effects) *42pp
Computer Brain: Senses 2 (Precognition, Analytical Sight), Enhanced Advantages 11 - Assessment, Eidetic Memory, Improved Initiative 4, Jack-of-all-trades, Luck 4 *13pp

Equipment

Star Racer Ondai *65pp
(Huge, Str 9, Spd 8 (Flight, 500MPH), Def 8, Tou 10, Navigation System, Comm System, Uni-Beam Cannon: Ranged Damage 8, Armor: Impervious Toughness 10, Robotic Form: Morph 1 (Metamorph 1))
*Giant Robot Ondai*
(Huge, Str 9, Spd 5 (Ground, 60MPH), Def 8, Tou 10, Navigation System, Comm System, Armor: Impervious Toughness 10, Extra Limbs 4, Laser Sword: Damage 8 (Penetrating 8 ))

Offense
Initiative +16

Unarmed +3, Damage (DC 16)

Defense
Dodge 10, Parry 8, Fortitude -, Toughness 6, Will 8

Power Points
Abilities 32 + Powers 55 + Advantages 18 + Skills 10 + Defenses 18 = 133pp

Complications

Motivation: Although Ondai considers himself superior to organic beings, he envies their ability to feel true emotion. He hopes by winning the Great Race of Oban he might acquire this capability.

Arrogance: Ondai tends to be overconfident in his superiority, although his mental abilities are impressive.

Ondai's ship
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Robot Ondai
Image
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:arrow: Robotic pilot Ondai. His computer brain can plot out the probable movements of his opponents, which is represented by his Precognition, Assessment, Improved Initiative and Luck abilities. All in all, a pretty solid PL9 adversary.
Last edited by Captain Avatar on Tue Jan 31, 2012 9:57 pm, edited 1 time in total.
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Kross PL 8/10

Postby Captain Avatar » Thu Jan 26, 2012 9:36 pm

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Kross PL 8/10

Strength 6, Stamina 6, Agility 1, Dexterity 3, Fighting 8, Intellect 4, Awareness 2, Presence 3

Advantages
Benefit 3 (General of the Crog Imperium), Equipment 14, Fast Grab, Fearless, Improved Grab, Improved Hold, Languages (Earth Standard, Nourasian, Base: Crog), Startle, Well-Informed

Skills
Close Combat 2 (Unarmed, +10), Initimidation 7 (+12), Ranged Combat 6 (Blasters, Heavy Weapons, +9), Vehicles 7 (+10)

Powers

Crog Physique: Growth 4 (Permanent, Innate), Impervious Toughness 6 *14pp

Equipment

Trident *70pp
(Huge, Str 9, Spd 8 (Flight, 500MPH), Def 8, Tou 13, Navigation System, Comm System, Armor: Impervious Toughness 13, Laser Cannon: Ranged Damage 9 *Alternate - Trident Attack: Damage 9 (Penetrating 9), Booster Jets: Enhanced Flight 2 (Quirk 2: Adds to engine stress, limited use))

Offense
Initiative +2

Unarmed +10, Damage (DC 21)
Laser Cannon +9, Ranged Damage (DC 24)

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 6, Will 8

Power Points

Abilities 50 + Powers 14 + Advantages 24 + Skills 17 + Defenses 23 = 129pp

Complications

Motivation: Kross intends to subjugate all that he sees, even to the point of dominating his own people.

Arrogance: Kross treats all other beings with disdain, even those who he counts on as allies.

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:arrow: Chief adversary of the Earth Team, General Kross of the Crog Imperium. A rather fearsome presence, he relies upon intimidation and power to get his way. His predecessor Toros is quite similar in all respects, but probably closer to a PL 9 adversary.
Last edited by Captain Avatar on Tue Jan 31, 2012 9:58 pm, edited 1 time in total.
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Sul PL13

Postby Captain Avatar » Sun Jan 29, 2012 12:16 am

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Sul PL13

Strength 0, Stamina 1, Agility 4, Dexterity 5, Fighting 5, Intellect 10, Awareness 12, Presence 6

Advantages
Assessment, Eidetic Memory, Evasion, Fearless, Move-By Action, Well-Informed

Skills

Expertise 5 (Magic, +15), Insight 8 (+20), Ranged Attack 7 (Created Objects,+12), Perception 5 (+17), Vehicles 11 (+16)

Powers

Master of Space: Protection 9 (Sustained), Immunity 10 (Life Support), Create 10 (Moveable, Impervious, Selective), Move Object 13 (Perception, Precise, Damaging), Flight 6 (120MPH) *134pp

Master of Time: Immunity 1(Aging), Senses 4 (Danger Sense, Post-cognition, Precognition, Time Sense), Enhanced Advantages 12: Agile Feint, Evasion 2, Improved Defense, Improved Initiative 2, Luck 6 *17pp

Master Of Destiny: Feature 2 (Bathed in Mystical Energy, Temporal Inertia), Senses 2 (Awareness: Cosmic, Counters Illusion), Mind Reading 15 (Close, Effortless) *34pp

Offense
Initiative +20

Unarmed +5, Damage (DC 15)
Master of Space -, Perception Ranged Damage (DC 28)

Defense
Dodge 16, Parry 16, Fortitude 10, Toughness 10, Will 16

Power Points

Abilities 86 + Powers 185 + Advantages 6 + Skills 18 + Defenses 36 = 331pp

Complications

Motivation: Sul desires the Ultimate Prize because as the master of space, time, and even the course of destiny, there is nothing else for him to wish for.

Quirk: Sul shows little emotion and rarely reacts to more temporally bound creatures due to his nature.
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Sul's 'star racer' is a pyramid-shaped construct made from his Create power:

Power Pyramid (Huge, Str 10, Spd 10 (Flight, 2000MPH), Def 10, Tou 10, Impervious Toughness 10)

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:arrow: Sul is a 'magician' known across the galaxy with telekinetic super-powers that are rumored to equal those of the Avatar himself. Since I have set the average PL of this series at 8-10, Sul is set at PL13 to reflect that he is operating at a much higher level than the other characters.
Last edited by Captain Avatar on Mon Apr 23, 2012 10:32 pm, edited 1 time in total.
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Ning and Skun PL9

Postby Captain Avatar » Tue Jan 31, 2012 10:09 pm

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Ning and Skun PL9

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

Advantages

All-Out Attack, Close Attack 2 (+7), Equipment 15, Improved Critical 2 (Claws, 18-20), Ranged Attack 3, Set-Up, Teamwork

Skills

Athletics 4 (+9), Intimidation 5 (+7), Ranged Combat 4 (Heavy Weapons, +9), Technology 9 (+10), Vehicles 6 (+8)

Powers
Innaian Physiology: Growth 4 (Permanent, Innate) *8pp
Claws (Skun Only): Strength-Based Damage 3 (Penetrating 5) *8pp

Equipment
Space Bike, Gestalt-Mode *74pp
(Large, Str 7, Spd 8 (Flight, 500mph), Def 8, Tou 11, Navigation System, Comm System, Rocket Gun: Ranged Attack 9 (Homing 3), Laser Array: Ranged Attack 6 (Multiattack 6, Accurate 1))
Space Bikes *1pp
(Medium, Str 4, Spd 7 (Flight, 250mph), Def 11, Tou 8, Navigation System, Comm System, Laser Array: Ranged Attack 6 (Multiattack 6, Accurate 1))

Offense
Initiative +2

Unarmed +7, Damage (DC 20)
Claws (Skun) +7, Damage (DC 23)
Rocket Gun +9, Ranged Damage (DC 25)
Laser Array +11, Ranged Damage (DC 21)

Defense

Dodge 9, Parry 10, Fortitude 12, Toughness 5, Will 7

Power Points
Abilities 15 + Powers 16 + Advantages 25 + Skills 14 + Defenses 29 = 99pp

Complications
Motivation: Ning and Skun both want the Ultimate Prize to reunite their people, who are scattered throughout the galaxy.

Relationship: Ning and Skun have a deep bond of loyalty to each other, and they do not want to be separated.

Warrior Race: Proud and aggressive, they never back down from a fight.

Image
Image
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:arrow: Ning and Skun, fearsome mercenaries of the Innaian race. Skun has claws that can rend steel - her partner Ning is tad more girly and relies upon her speed and skill with a Space Bike to cause mayhem.

I chose to stat out both as a single character as apart from Skun's claws their skillset seems the same. When not in gestalt mode both can pilot a single space bike and work in tandem (using set-up and teamwork).
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Earth Team Ground Crew

Postby Captain Avatar » Sun Feb 05, 2012 10:06 pm

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Don Wei PL3

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

Advantages

Benefit 3 (Owner and President of Wei Racing), Connected, Equipment 3

Skills
Expertise 10 (Racing, +13), Persuasion 5 (+8), Vehicles 2 (+3)

Equipment

HQ: Wei Racing *12pp
(Size: Large Tou 13 Features: Computer, Fire Prevention System, Grounds, Hanger, Personnel, Workshop)

Offense
Initiative +0

Unarmed +0, Damage (DC 15)

Defense
Dodge 3, Parry 3, Fortitude 2, Toughness 0, Will 4

Power Points
Abilities 16 + Powers 0 + Advantages 7 + Skills 9 + Defenses 11 = 43pp

Complications
Motivation: Don Wei buries himself in his work to escape a tragic past. As manager of the Earth Team, he is committed to victory at any cost to save his home planet from certain doom.

Hard-case: Don Wei's tough, demanding style of leadership results in distanced and/or strained relationships with his pilots and crew.
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Stan PL2

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

Advantages
Equipment 1, Improvised Tools, Inventor, Skill Mastery (Technology)

Skills
Technology 8 (+9)

Powers
Master Mechanic: Quickness 5 (Limited to Technology), Technology 3 (Limited to Mechanics, +12) *4pp

Equipment
Toolkit - Feature 1 *1pp

Offense
Initiative +1

Unarmed +0, Damage (DC17)

Defense
Dodge 3, Parry 3, Fortitude 2, Toughness 0, Will 2

Power Points
Abilities 8 + Powers 4 + Advantages 4 + Skills 4 + Defenses 10 = 30pp

Complications
Motivation: Stan is a world-class mechanic and takes pride in his work.

Personality: Stan is very direct and combative, and doesn't hesitate to speak his mind, especially when the safety of a teammate is at stake.
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Koji PL2

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

Advantages
Equipment 1, Improvised Tools, Inventor, Skill Mastery (Technology)

Skills
Technology 8 (+10)

Powers
Master Mechanic: Quickness 5 (Limited to Technology), Technology 3 (Limited to IT, +13) *4pp

Equipment
Toolkit: Feature 1 *1pp
Computer: Feature 1 *1pp

Offense
Initiative +1

Unarmed +0, Damage (DC15)

Defense
Dodge 3, Parry 3, Fortitude 2, Toughness 0, Will 2

Power Points
Abilities 8 + Powers 4 + Advantages 4 + Skills 4 + Defenses 10 = 30pp

Complications
Motivation: Koji is a problem-oriented individual, and takes his work and the safety of his teammates very seriously.

Personality: Shy and non-combative by nature, he prefers to avoid conflicts, but his quick thinking has saved the Earth Team on many occasions.
--------------------------------------
:arrow: Earth team support crew. I was tempted to give Don Wei Inspire or Leadership...but he really doesn't seem to have these advantages. Instead he just yells commands (which are inevitably followed, except by Molly/Eva) and applies his Expertise in racing to guide his team to victory. Note that due to their strained relationship Don Wei is always -5 circumstance penalty on Persuasion attempts vs Molly.

:arrow: Stan and Koji are heterosexual life-partners and comprise the entire pit-crew of the Earth Team. Koji's expertise is with computers, and Stan is more mechanical-minded. Since they are able to do repairs that should take days or weeks within a matter of hours I gave both mechanics the Quickness power for Technology tasks.
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Lord Furter PL3/7

Postby Captain Avatar » Wed Feb 08, 2012 9:08 pm

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Lord Furter PL3/7
Strength -1, Stamina 0, Agility 0, Dexterity 1, Fighting 3, Intellect 1, Awareness 0, Presence 2

Advantages

Equipment 11, Minion 9, Quick Draw

Skills

Close Combat 1 (Swords, +4), Deception 5 (+7), Ranged Combat 4 (Heavy Weapons, +5), Stealth 3 (+5), Vehicles 4 (+5)

Powers

Small: Shrinking 2 (Permanent, Innate)*4pp

Equipment
Tiny Cutlass: Strength-Based Damage 2 (Critical 19-20)*3pp

Space Galleon *52pp
(Gargantuan, Str 13, Spd 7 (Flight), Def 6, Tou 12, Comm System, Wardroom, Cannons: Ranged Damage 7 (Multiattack 5) *Cannon Alt* Tow Cables: Affliction 12 (Impaired, Immobile, Controlled, Resisted by Dodge, Affects Objects Only) *Speed Alt* Laser Cannons: Ranged Damage 9 (Innacurate, Activation: Standard Action))

Offense

Initiative +0

Unarmed +3, Damage (DC14)
Tiny Cutlass +4, Damage (DC16)

Defense
Dodge 6, Parry 6, Fortitude 2, Toughness 0, Will 4

Power Points
Abilities 16 + Powers 4 + Advantages 21 + Skills 9 + Defenses 13 = 63pp

Complications
Motivation: 'Lord' Furter is a self-proclaimed pirate, and he only sees the Ultimate Prize as a treasure to be claimed.

Napoleon Complex: Lord Furter is as bad-tempered as he is egocentric.

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Furter's Crew PL1
Strength -1, Stamina 0, Agility 0, Dexterity 0, Fighting 1, Intellect -1, Awareness 0, Presence 0
Advantages
Improvised Weapon
Skills
Ranged Combat 3 (Heavy Weapons, +3), Stealth 0 (+2), Vehicles 3 (+3)
Powers
Small: Shrinking 2 (Permanent, Innate)*4pp
Equipment
Tiny Cutlass: Strength-Based Damage 2 (Critical 19-20)*3pp
Offense
Initiative +0
Unarmed +1, Damage (DC14)
Tiny Cutlass +1, Damage (DC16)
Defense
Dodge 2, Parry 2, Fortitude 2, Toughness 0, Will 0
Power Points
Abilities 2 + Powers 4 + Advantages 1 + Skills 3 + Defenses 3 = 13pp

Image
------------------------------------------------
:arrow: Furter is basically the 'joke' villain of the series. Not particularly bright, nor very fearsome in combat, and not a particularly effective pilot either. Furter tends to rely upon deception and sneak tactics as well as his numerous and hapless minions to get ahead.
:arrow: Despite the fact that it is about as silly as he is, I really dig his flying space-galleon. :mrgreen:
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Star Racers and racing

Postby Captain Avatar » Thu Feb 09, 2012 9:32 pm

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:arrow: Racing and Challenges

Despite the fact that all star racers fly, star races are essentially grand prix in 3D, since they usually follow a track and always some form of goal line.

Star racing tracks should be modeled in game as a series of set and opposed challenges of racer vs racer and racers vs the course. Success or failure of a particular challenge carries over to the next challenge in the form of a circumstantial bonus: a success of one degree or greater giving a +2 bonus to the next challenge, and a success of three degrees or greater giving a +5. Failures work the same but result in equivalent negative bonuses.

Example: During one of the great races on Oban the course veers towards a sharp and dangerous curve (DC15). Our hero Molly rolls an 11, for a total result of 22 (11 + Vehicles 11). This is +1 success, giving her a +2 bonus to her next check.

Speed tests are resolved much the same way, with an opposed pilot check with the results added to the pilots speed for the relative result. If more than one pilot is involved in the check then the result is compared vs a DC10 check for all pilots.

Of course, this can turn into a series of cumulative failures/successes as a poor or advantageous result carries over to the next round. But as this seems to roughly model the ebb and flow of an actual race I think the system should work well for this purpose.

:arrow: Star Racer Combat

In this series the vehicle is treated more like an extension of the character than a construct or inanimate object. This means that vehicles can acquire conditions, make extra efforts, and hero points can be spent normally to counter/recover/etc.

This also means the 'type' of vehicle is modeled after the character inside of it; so a vehicle driven by minions IS a minion and can be easily one-shotted, while a hero occupant bestows this status to his or her vehicle while in it.

This line of thinking might lead to questions like 'wait- how does a vehicle become dazed or staggered?' But these conditions are just mechanical rather than truly descriptors, so a dazed condition can easily be described as a stalling or off-balance vehicle, or a staggered vehicle could be easily described as 'damaged, engines at half power'. Like the rest of the game, although the mechanical aspects are fixed the description used to express the result can be tailored to the story.

Note that for vehicles the Vehicles skill is a uni-ability much like Dexterity was in M&M 1 and 2; so the pilot's Vehicle skill is the Agility/Dodge/Parry for the vehicle. Vehicle DC is the base number to hit and replaces the standard +10 used for other characters.

:arrow: Molly's World

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The Earth of 2083 is a world transformed by space exploration and the certainty that man is not alone in the cosmos. To read more about the majors planets and their relationships I will refer you to the link below:

http://oban.wikia.com/wiki/Category:Planets

Technology is all across the board in the series, but the technology used by humans seems to be very much 'day-after-tomorrow' style apart from the use of interstellar drive ships. Hover vehicles like Molly's bike are common, but seem relegated to light loads - heavy vehicles still travel on wheels.

Molly also carries a discman, which seems odd since kids in 2012 would never own such an antiquated device - so why would she have one 70 years into the future? I am assuming that the spinning disc is just for show and it's really a 1000TB music server with a consciously retro feature. :P

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Re: Molly/Oban Star Racer

Postby Arthur Eld » Thu Feb 23, 2012 2:16 pm

I'm not familiar with this series at all, but these are some cool builds, anyway.
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Re: Molly/Oban Star Racer

Postby Captain Avatar » Mon Feb 27, 2012 11:48 am

Thanks Eld!

That means a lot coming from you - I actually spent a lot of time looking at your massive number of builds (mostly 2e, right?) when I first got into the game. I also like that you also look outside of the superhero comic genre for a lot of your builds as well.

Molly/Oban is rather obscure actually, but a fun exercise for me since a.) I love the series and b.) every major character has a vehicle! Unusual for this forum in that regard, and a fun way to explore this aspect of the game. Definitely more interesting to me than posting up yet another set of Marvel builds, for example.
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Re: Molly/Oban Star Racer

Postby HustlerOne » Mon Feb 27, 2012 2:22 pm

I don't know much about Star Racer myself. I saw it once on TV but I never had the time for it. Your great builds made me want to know more. Makes me want to see the series if it ever come on again on TV.

Your right Avatar that there aren't much vehicle builds on the forums. Heck even Green Ronin itself rarely has art or info for vehicles in their sourcebooks. So it's nice to see a game around racing instead of the usual superhero brawl.
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Re: Molly/Oban Star Racer

Postby Captain Avatar » Tue Feb 28, 2012 8:10 pm

Your right Avatar that there aren't much vehicle builds on the forums. Heck even Green Ronin itself rarely has art or info for vehicles in their sourcebooks. So it's nice to see a game around racing instead of the usual superhero brawl.


Well, I think this is because however the fans might re-purpose it, M&M is a super-hero game, and superheroes rarely do much in their vehicles besides use them to get from point A to B (although exceptions abound, especially in other media- Batman tends to do a lot in his vehicles in TV and movies). This seems reflected in the use of vehicles in the same almost afterthought fashion that HQ's seem to live in.

I don't know much about Star Racer myself. I saw it once on TV but I never had the time for it. Your great builds made me want to know more. Makes me want to see the series if it ever come on again on TV.


Exxxcellent! My evil scheme is working then. :mrgreen:
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O - PL 13

Postby Captain Avatar » Wed Apr 18, 2012 8:54 pm

Image

O - PL 13

Strength -1, Stamina 8, Agility -5, Dexterity -5, Fighting -5, Intellect 7, Awareness 12, Presence -5

Advantages
Equipment 9

Skills
Ranged Combat 20 (+15, Move Object, Immunity Reflect/Redirect), Vehicles 15 (+10)

Powers
Alien Mollusk: Growth 4 (Permanent, Innate), Immunity 4 (Aging, Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation, Aquatic), Senses 1 (Infravision) *15pp

Mysterious Abilities: Move Object 7 (Precise, Subtle), Flight 3 (Subtle 2), Immunity 20 (Energy; Reflect, Redirect), Enhanced Defenses 42 (Dodge +21, Parry +21), Enhanced Advantage 3 (Improved Initiative 3) *129pp

Equipment
Bio-Shell *45pp
(Huge, Str 11, Spd 8 (Flight- Subtle, 500MPH), Def 10, Tou 14, Resistant: Impervious Toughness 14, Bendable Structure: Variable 1 (Limited to Changing Shape))

Offense
Initiative +7

Unarmed -5, DC 14
Move Object +15, DC 22
Energy Reflect/Redirect +15, DC *(* = Damage Value of Originating Attack)

Defense
Dodge 14, Parry 14, Fortitude 8, Toughness 8, Will 12

Power Points
Abilities -4 + Powers 144 + Advantages 9 + Skills 28 + Defenses 0 = 177pp

Complications

Motivation: O feels great guilt for a failure of resolve in his past which drives him to participate in the Great Race.

Reputation: With his strange form and powers, and his inability to speak or otherwise express himself to humanoid lifeforms, O creates an ominous and unsettling presence.

Disability: O cannot speak and is limited in dexterity and mobility in non-aquatic environments by his body shape, although the later limitation is more than offset by his various mental powers.

Image

:arrow: Mysterious star racer, O! This character is actually so mysterious that I had to make some things up for his stats- the whole aquatic immunities/movement set was just lifted from Aquaman's writeup and assumed since his body shape suggests that he is from an environment where floating and swimming are possible. It is possible that he comes from a gas giant planet instead, but this is again just speculation and not answered within the series.

Equally mysterious is his power set. He is seen hovering/flying outside of his ship, and since this is done in normal atmosphere, and since he lacks manipulative appendages I assume that O possesses some form of TK, reflected in his move object power.

What is solidly established is a.) he is effectively ageless, being thousands of years old by the time of the 2083 race b.) he can absorb, reflect and redirect energy attacks upon himself or his ship c.) his ship can change shape- sometimes forming a protective cocoon, once even taking a giant and massively strong humanoid form. This last power is modeled using the Variable power at rank 1, since 5 power points should be enough to create any of these effects.

:arrow: I cannot imagine O being used as a player character unless played by an extremely laconic individual. He does not speak and his little stalk-thingees are useless for gesturing. Since he participates in the Great Race of Oban, however, I chose to stat him out rather than leaving him as the PLX plot device he is in the show.
Last edited by Captain Avatar on Mon Apr 23, 2012 8:32 pm, edited 1 time in total.
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