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Batgirl III's 3E Thread (Doc Ock, Vulture, Electro)

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Re: Batgirl III's Character Thread (Namor)

Postby Psistrike » Fri Oct 26, 2012 8:41 am

Interesting villian and how you describe him, same powerset but weaker than Darkseid and the brain's of Rhino. :lol: Definately a fun character for heroes to trounce. Although what would happen if Ares shows up and finds out this little upstart is using a variation of his name? :twisted: Intimidation should be +11 due to his Growth though, making him just a bit more scary.
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Re: Batgirl III's Character Thread (Namor)

Postby Batgirl III » Fri Oct 26, 2012 9:09 am

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CROSSBONES
Marvel Universe
Power Level 10 ( 150 PP)

Captain America (Vol. 3) #24 wrote:I consider myself an artist -- a true craftsman who specializes in murder, destruction, and terror!


ABILITIES
Strength 4 Stamina 5 Agility 3 Dexterity 1
Fighting 9 Intellect 2 Awareness 1 Presence 3

EQUIPMENT ( 30 EP Total)
Bowie Knife Damage 2 (Strength-based; E: Improved Critical) [ 3 EP ]
AE: Knife, Thrown Damage 2 (Strength-based; E: Ranged; F: Diminished Range) [ 1 EP ]

H&K G3 7.62mm Battle Rifle Damage 6 (E: Ranged, Multiattack) [ 18 EP ]
Dual M1911 Heavy Pistols Damage 8 (E: Ranged, Split [1]) [ 1 EP ]
Frag Grenades Damage 5 (E: Area [Burst], Ranged) [ 1 EP ]
Tear Gas Grenades Affliction 4 (E: Area [Cloud], Ranged) [ 1 EP ]

Armored Vest Protection 2 [ 2 EP ]
Binoculars [ 1 EP ]
Commlink [ 1 EP ]
Gas Mask [ 1 EP ]

ADVANTAGES
All-Out Attack, Benefit [Wealth (1)], Close Attack (3), Chokehold, Defensive Attack, Defensive Roll (3), Equipment (7), Fast Grab, Fearless, Improved Aim, Improved Defense, Improved Initiative, Instant Up, Power Attack, Prone Fighting, Quick Draw, Ranged Attack (2), Takedown

SKILLS
Athletics 8 (+12), Close Combat [Unarmed] 4 (+16), Close Combat [Knives] 2 (+14), Deception 5 (+8), Expertise [Military] 10 (+12), Expertise [Streetwise] 3 (+5), Insight 7 (+8), Intimidation 12 (+13), Investigation 4 (+5), Perception 7 (+8), Ranged Combat [Firearms] 9 (+12), Ranged Combat [Thrown] 6 (+9), Stealth 5 (+8), Treatment 3 (+5), Vehicles 5 (+6)

DEFENSE
Dodge (10) Base 7
Parry: (10) Base 1
Fortitude: (10) Base 5
Toughness: (10/7/5) Base -
Will: (10) Base 7

WORKSHEET
Attack 16 Effect 4 (unarmed) Total: 20
Attack 14 Effect 6 (knife, melee) Total: 20
Attack 12 Effect 8 (dual pistols) Total: 20
Attack 12 Effect 6 (battle rifle) Total: 18
Attack 9 Effect 6 (knife, thrown) Total: 15
Dodge 10 Toughness 10 Total: 20
Parry 10 Toughness 10 Total: 20
Fort. 10 Will 10 Total: 20

ABILITIES [ 56 pp ] + SKILLS [ 45 pp ] + ADVANTAGES [ 29 pp ] + POWERS [ 0 pp ] + DEFENSES [ 20 pp ] = 150 PP TOTAL

BACKGROUND
Crossbones (Brock Rumlow) is a super-villain in the Marvel Comics universe, who usually appears as a henchman of the Red Skull and recently gained new fame (or infamy) when he was set-up as the fall guy in the assassination of Captain America at the conclusion of the Civil War event. Crossbones does not have any superhuman powers, he is still a very dangerous combatant; he kills lesser superheroes and villains with ease and has gone toe-to-toe with Captain America on a number of occasions. Crossbones is said to be one of the Marvel Universe best non-superhuman combatants, and is sort of like an evil Punisher... okay, a more evil Punisher.

Edit 10/26/12: A few math errors and typos fixed. Thanks again, Psistrike!
Last edited by Batgirl III on Fri Oct 26, 2012 1:14 pm, edited 1 time in total.
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Batgirl's Guide to Capes

Postby Batgirl III » Fri Oct 26, 2012 11:06 am

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Batgirl's Guide to Capes
A Mutants & Masterminds 3E Rule Option

Booster Gold wrote:Then he looked over at me, and y'know what he said? "You can't handle the cape." And he took it! He took my cape, Skeets! Do you know how it feels when Superman tells you you can't handle a cape? Not good...


Superheroes and capes go together like cowboys and hats, pirates and peg-legs, peanut butter and jelly. For most heroes though, the cape is just a matter of style, an accessory that enhances or complements their flashy and iconic uniform. For other heroes, however, the cape is yet another tool in their arsenal in the fight against crime.

A cape can be part of the super hero's accoutrements that is just as effective as their Magic Sword, Batarang, Web Shooters, or Cosmic Staff. But capes are not without their drawbacks. These optional rules are, in fact, just a heavily worked extension of the Equipment rules already present in the M&M3E game, any hero may wear a cape without gaining these benefits or drawbacks even in a campaign where another player uses them. That first character simply never uses their cape to gain the benefits, and the GM never uses any of the drawbacks. This should just be accepted as part of the genre's "polite agreements" like not recognizing a hero's secret identity due to common reading glasses, and not shooting the Big Bad Evil Guy during his monologue.

Image
The Batman Family (L to R) Azrael, Medium Cape; Batman, Extra Long Cape; Robin III, Long Cape; Batgirl III, Long Cape; and Nightwing.... No Cape.

LENGTH
Capes come in all shapes and sizes, but for game purposes we can define them into four distinct categories: Short, reaching between the middle of the back to the waist, e.g. Captain Marvel, Storm); Medium, reaching between the waist and the knees, e.g. Mary Marvel, Powergirl, Vision; Long, the most common, reaching between the knees to just brushing the floor, e.g. Superman, Thor, Robin); and, Extra Long, draping on the floor, e.g. Batman, Dr. Strange).

Short (0 EP)
Capes of Short length are exceptionally limited in their application, although they run the least risk of interfering with any of the hero's actions. If the cape is going to be used for any of the benefits listed herein, it must be removed first, requiring a Move Action.

A hero with a Short cape cannot use the cape for the Dodge, Hide, or Theatricality benefits at all. They are at a -4 to all attempts with the Blind, Melee Weapon, or Thrown Weapon benefits. Although the hero's cape can be Caught at the normal difficulty, the hero does not run the risk of being Tripped over it unless it has fallen on the ground.

Medium (0 EP)
Capes of Medium length have more versatility but are still somewhat limited. The hero may not use the cape for any benefits without removing it first, requiring a Move Action.

A hero with a Medium cape cannot use it for Theatricality. He can however use the Blind, Dodge, Hide, Melee Weapon, and Thrown Weapon benefits with a -2 penalty. A hero with this length of cape can have it Caught at the normal difficulty, but he can not be Tripped unless the cape is on the ground.

Long (1 EP)
Capes of Long length have several different uses, although the have a greater opportunity for being used against the hero. A cape of Long length offers any of the benefits, whether the hero is wearing the cape or not, with the exception of Thrown Weapon. The hero must remove his cape, requiring a Move Action, to use it as a thrown weapon.

The hero can use any of the benefits with no penalty, but he can be affected by the Caught drawback at a -2 to his Defense. The hero can also be tripped by the cape while wearing it.

Extra Long (1 EP)
A cape of Extra Long length gives the hero the greatest amount of versatility, but it runs the greatest risk of interfering with the hero as well. All of the benefits can be used while the cape is worn by the hero or after it has been removed.

The hero with an Extra Long cape gains a +2 bonus to all attempts made with any of the benefits. However, he is affected by the Caught drawback at a -4 to his Defense and can be tripped by the cape while wearing it.

MATERIAL
Most capes are made from cotton-polyester blend cloth, but they can also be fabricated from various other types of material. For example, Batman, Robin (Tim Drake), and Huntress (Helena Bertinelli) all wear capes made out of a triple-weave Kevlar and Nomex fabric that is fire retardant and protects against projectiles.

Gamemasters should allow their players to create capes with armor values, immunities, or other special properties. But those with extremely high armor values (+3 or higher) should be made with the Device power rather than the equipment creation rules. The standard "Batman Family" cape grants a Subtle +1 Toughness bonus. The fire retardant descriptor is just for flavor.

Image
"Use the Theatricality Benefit," you said, "It makes you look like a badass."

BENEFITS
Blind
The hero can blind or disorient his opponent with his cape. The character wraps the head of his opponent either by removing the cape and throwing it around his opponent's head, or whipping the cape around and wrapping the end around his opponent's head while the cape is still attached to the hero's back (this can only be done with a cape of Long or Extra Long length.)

On a successful Close Attack [Melee Weapon] or Ranged Attack [Thrown] attack roll, the opponent must make a Dodge vs. DC 10 Check to resist the Impaired [Visual] condition. This condition lasts until the opponent uses a Move Action to remove the cape.

Dodge
One of the best uses of a cape is for cover or to add to the size and overall presence of the hero. Batman, and many of his allies, use a voluminous scalloped cape that not only gives him the image of having bat wings, but also greatly increases his apparent size, making him harder to hit.

A hero with a cape gains a circumstance bonus to his active defense checks when taking a Defend Action based on the length of the cape: +1 for a Long cape, +2 for an Extra Long cape. But if he rolls a Critical Failure on any active defense, he is Tripped by his cape (see below).

Hide
A dark cape can allow the hero to bled into shadows or the general surroundings, even though his costume may be of a lighter color.

The hero receives an equipment bonus on Stealth checks based on the size of the cape: +2 for a Medium cape, +3 for a Long cape, and +5 for an Extra Long cape. Gamemasters should not allow this benefit if the hero has a cape of a bright color (such as Superman's) and may increase the bonus if the cape is especially suited to the environment (such as Robin's in an urban setting).

Theatricality
The hero uses his cape for dramatic effect to seem more menacing and impressive.

When using the Deception skill for Feinting, Tricking; the Intimidation skill for Demoralizing; or the Slight of Hand skill for Concealing; and actively using his cape in a relevant manner (such as Batman crouching down and partially covering his face his his cape), the hero gains a +2 bonus to his skill check.

Melee Weapon
By weighting the tips of his cape, a hero can lash out at a target with it, much like using a whip. A hero with a Long or Extra Long cape may even strike targets while the cape is still attached to his back, but with Long Capes there is a -4 penalty to the attack roll because of the awkwardness of this maneuver; Short or Medium length capes can be used this way if removed first.. The maximum effective range of this maneuver is the length of the cape, essentially making it no different than a normal Close attack.

If the ends of the cape are weighted, the cape is either a Damage 0 (Strength-based) or Damage 1 (Strength-based) attack. The Damage 0 cape costs the same as listed above, a Damage 1 attack for a heavier weight or edged cape costs an additional +1 EP.

Thrown Weapon
A hero can use their cape to attempt to entangle their foe's feet and tripping their opponent.

Make a Ranged Attack [Thrown] check against your opponent’s Dodge with a circumstance penalty on the check based on the size of the cape: -6 for a Short cape, -4 for a Medium cape, -2 for a Long cape, and +02 for an Extra Long cape. If the attack succeeds, your opponent makes a Acrobatics or Athletics vs. DC 10. Failure to resist the Prone condition. This condition lasts until the opponent uses a Move Action to remove the cape and stand back up.

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Caught Dollar Bill a few pages before demonstrating the Caught Drawback.

DRAWBACKS

Caught
The hero has his cape caught either by an object or an opponent.

A character may make a called shot to grab hold of an opponent's cape. This is treated as a standard Grapple attempt with bonus determined by the cape's size (see above). Also, if the hero rolls a critical failure, or the Gamemaster gives the player a Hero Point as a Complication, the Gamemaster may declare that he may have gotten his cape caught (by a nail, twig, a bank's revolving door, or other hazard).

If the hero has his cape caught, he must either spend a move action removing the cape (if the cape is caught on an inanimate object) or make an opposed Grapple roll against his attacker to pull it free.

Tripped
The hero has tread on his cape and caused himself to stumble.

Heroes with any length of cape can trip on them if they have been removed and are near the hero's feet. Heroes with Long or Extra Long capes can trip on them even if the heroes are still wearing them. If a hero with a Long or Extra Long cape fails an Active Defense check, Acrobatics, Athletics or Stealth check with a critical failure, he has tripped over his cape. Alternatively, the Gamemaster may give the player a Hero Point as a Complication and declare that the hero has tripped. A tripped character falls prone (and if critically failing a Stealth roll is no longer hidden!).

Image
Tripped Even Captain America (as Nomad) is powerless before a fickle Gamemaster and the Tripped Drawback!
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Woodclaw » Fri Oct 26, 2012 11:18 am

Sorry, but someone has to post this:
Image
No capes!
"Yes, it's a bloody flying alligator setting fire to my city!"

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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Psistrike » Fri Oct 26, 2012 11:26 am

Yay! The cape rules updated for 3rd edition. One of the most memorable moments of a cape being caught: Syndrome and the airplane engine in The Incredibles. :lol:
Oh, Crossbones Investigation should be +6 total, Ranged Combat: Firearms should be +13 total.
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Batgirl III » Fri Oct 26, 2012 11:31 am

Edna Mode can't stop here. This is Bat Country. :wink:
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Woodclaw » Fri Oct 26, 2012 2:54 pm

Batgirl III wrote:Edna Mode can't stop here. This is Bat Country. :wink:


Well, I think she got at least one ally around here.

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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Batgirl III » Fri Oct 26, 2012 3:18 pm

Nightwing has The Fingerstripes™. This allows Batfangirls worldwide to forgive him for not wearing a cape... plus, it gives use a better glimpse of the Twenty-Something Wonder's derrière. Fan service, thy name is Grayson.
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby scc » Fri Oct 26, 2012 3:26 pm

Love seeing the cape rules back. Definitely will start using them and perhaps include them in my builds with reference to Batgirl of course. :D
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Batgirl III » Fri Oct 26, 2012 4:19 pm

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SAILOR MOON ( セーラームーン )
Circa Pretty Soldier Sailor Moon S ( 美少女戦士セーラームーン S )
Power Level 9 ( 135 PP)

Sailor Moon: For Love and Justice, the pretty sailor-suited soldier, Sailor Moon! In the name of the Moon, I will punish you!


ABILITIES
Strength 0(2) Stamina 1(4) Agility 1(4) Dexterity 0(2)
Fighting 0(8) Intellect 0 Awareness 2 Presence 2

EQUIPMENT ( 12 of 15 EP Total )
Henso Pen ("Disguise Pen") Morph 2 (Roughly same size and gender) [ 10 EP ]
Udedokei Kata no Tsushinki "Wristwatch-type Communication Device" [ 1 EP ]
Crystal Star Brooch [ 1 EP ]

POWERS
Sentofuku (Combat Uniform) (Array) [ 44 PP Total ]
Pretty Guardian Speed 1 (4 MPH); Leaping 2 (30'); Protection 2 [ 5 PP ]
Pretty Soldier Enhanced Abilities (+2 STR, +3 STA, +3 AGI, +2 DEX, +8 FTR) [ 36 PP ]
"In the name of the Moon..." Enhanced Advantages 2 (Benefit, Taunt); Feature 1 (Special Effects) [ 2 PP ]

Moon Tiara (Array; 18 PP Base) (F: Removable [-1 per 5]) [ 15 PP Total ]
"Moon Tiara Action!" Damage 8 (E: Ranged, Homing [1]) [ 17 PP ]
AE: "Moon Tiara Stardust!" Nullify 8 (Possession Effects; E: Simultaneous) [ 1 PP ]

Spiral Heart Moon Rod (Array; 18 PP Base) (F: Easily Removable [-2 per 5]) [ 12 PP Total ]
"Moon Spiral Heart Attack!" Damage 9 (E: Affects Insubstantial [2], Cone [60'], Selective; F: Activation [Stanadard (-2)], Tiring) [ 18 PP ]

ADVANTAGES
Benefit [Unrecognizable as Usagi] (1), Defensive Roll (2), Equipment (3), Inspire, Luck (1), Power Attack, Ranged Attack (4), Ritualist, Taunt, Ultimate [Will]

SKILLS
Acrobatics 4 (+5 / +8), Athletics 3 (+3 / +5), Close Combat [Unarmed] 1 (+9), Expertise [Pop Culture] 5 (+5), Insight 3 (+5), Intimidation 6 (+8), Perception 4 (+6), Persuasion 8 (+10), Ranged Combat [Sailor Attacks] 4 (+8 / +10), Stealth 2 (+3 / +6)

COMPLICATIONS
Power Loss: Without access to her Crystal Star, a palm-sized brooch Usagi keeps in her pocket, she cannot transform into Sailor Moon and has no powers. To activate the brooch, Usagi yells the phrase "Moon Crystal Power Make Up!" and transforms into Sailor Moon.

DEFENSE
Dodge (10/7) Base 6
Parry: (10/2) Base 2
Fortitude: (5/2) Base 1
Toughness: (8/6/1) Base -
Will: (11) Base 9

WORKSHEET
Attack 9 Effect 2 (unarmed) Total: 11
Attack - Effect 9 (spiral heart) Total: 9 (AoE)
Attack 10 Effect 8 (tiara action) Total: 18
Attack 10 Effect 8 (tiara stardust) Total: 18
Dodge 10 Toughness 8 Total: 18
Parry 10 Toughness 8 Total: 18
Fort. 5 Will 11 Total: 16

ABILITIES [ 12 pp ] + SKILLS [ 20 pp ] + ADVANTAGES [ 14 pp ] + POWERS [ 71 pp ] + DEFENSES [ 18 pp ] = 135 PP TOTAL

Real Name: Tsukino Usagi ( 月野 うさぎ )
Age: 14
Date of Birth: June 30, 1978
Astrological Sign: Cancer
Blood Type: 0-
Height: 4'11"
Favorite School Subject: Home Economics
Least Favorite Subject: Math

BACKGROUND
Known in Japan as Bishoujo Senshi Sailor Moon (and given the non-literal English title of Pretty Soldier Sailor Moon), Sailor Moon is a multimedia franchise that fused the Super-Hero Team ("Sentai") and Magical Girl genres. The series started as a manga and was later adapted into an anime. Created by pharmacist-turned-manga author Naoko Takeuchi, Sailor Moon lasted for five seasons, three motion pictures, and a number of TV specials, becoming its own cottage industry in the process. Introduced to North America in the mid-1990s, a strong argument can be made that the English-dub of this show, along with Robotech, Dragonball, and Voltron, are more or less the reason that America expereinced the anime boom of the late-1990s and 2000s.

Tsukino Usagi is just your average everyday schoolgirl living in mid-20th-century Tokyo, a well-intentioned, but underachieving crybaby... who discovers she is the reincarnation of the Princess of the Moon and destined to become the queen regnant of a new Silver Millennium called Crystal Tokyo in the 30th Century. Usagi can transofrom into the Champion of Justice, Sailor Moon, the leader of the Sailor Senshi, and one of the most powerful as well. Initially, Usagi refused to accept her role as Sailor Moon, but eventually realized that she could not escape her destiny and embraced her responisbility to mankind. Although Usagi possesses many qualities unbecoming her status -- she is lazy, clumsy, gluttonous, and often rather ditzy -- her heart and soul are pure, and she has sacrificed herself many times for others. Usagi may drool over every cute boy she meets -- she is 14 -- but her heart belongs to Mamoru.

'Unka Josh,' RPG.Net forums, 8/17/2009 wrote:One of the things about looking at series from the past: It's good to remember the historical context.

There had been magical girls, before this. They transformed into pretty clothes and granted wishes (that generally went humorously wrong), or transformed into duplicates of their older sisters to find out if the boy that they had a crush on liked them. Pure Shoujo.

And there were superhero shows. Some of them even had a token female character that wasn't a stay-at-home love interest.

And then there was Sailor Moon, in which the clumsy, awkward girl who has hopeless crushes on the cute, unattainable guy teams up with her BFFs to blow the living crap out of demons with their magical powers.

Nobody else had done this before.

It was groundbreaking.


:idea: Sailor Moon has the Ritualist Advantage, not because she's going to whip out a spellbook and start conjuring demons, but because she acts as the focal point as source of power for all sorts of special effects when combined with the other Sailor Senshi: teleportation, dimensional travel, and more. These generally happen but once or twice per season, however.
Last edited by Batgirl III on Fri Oct 26, 2012 9:13 pm, edited 2 times in total.
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Psistrike » Fri Oct 26, 2012 6:32 pm

Ah, I have fond memories of watching Sailor Moon years ago. Always hard to gauge their powers, as Sailor Moon in Sailor Moon S seemed like she could take on the average superhero on her own and win.
Her Close Combat: Unarmed should be +1/+9, Insight +5, Perception +6, and Stealth /+6 for the Scout form total. Parry should be 10/2.
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Batgirl III » Fri Oct 26, 2012 9:25 pm

Psistrike wrote:Ah, I have fond memories of watching Sailor Moon years ago. Always hard to gauge their powers, as Sailor Moon in Sailor Moon S seemed like she could take on the average superhero on her own and win.


Thanks, again, for catching my little flubs with the math. I do everything "long hand" in Notepad, and during the final passes through the build(s) to get the final numbers where I want them, I frequently miss a changing something here or there because some number changed someplace else. :wink:

Sailor Moon and the rest of her cast are tricky to put a value to... as is so often the case with shōjo manga and anime, there are almost never any hard and fast numbers given. Shōnen works, especially in the "real mecha" subgenre, can get downright Janes Defense Weekly with their specific joules, volts, nuts and bolts. Basically, all I have to go on it that the Sailor Senshi can run really fast, jump really high, seem to have much better martial arts skill than junior high schoolers should have, and they can shoot lighting bolts and fire balls. They tend to be able to defeat the average monster-of-the-week in a single battle, but the combat tends to last a few mintues... the average monster, generally, doesn't appear to be too nasty: strong, tough, a few nice spells. The Sailor Senshi, in keeping with their sentai roots work best as a team.

Translating this into the prisim of Western comic books, the team-reliance and specific-but-potent and single themed powers of the Sailor Senshi reminds me most of the Teen Titans, X-Men, Young Avengers, and the like. Characters whom I generally put at PL8/120. You could make a case from greater or lesser PL for these girls easily, but that's where Ithink they fit best.
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Batgirl III » Fri Oct 26, 2012 10:39 pm

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SAILOR MERCURY
Circa Pretty Soldier Sailor Moon S
Power Level 8 ( 120 PP)

Sailor Mercury wrote:Agent of Love and Exams, the pretty sailor suited soldier Sailor Mercury! Douse yourself in water, and repent!


ABILITIES
Strength 0(2) Stamina 0(3) Agility 1(4) Dexterity 0(2)
Fighting 0(8) Intellect 5 Awareness 1 Presence 1

EQUIPMENT ( 3 of 5 EP Total )
Udedokei Kata no Tsushinki "Wristwatch-type Communication Device" [ 1 EP ]
Henshin Pen Wand [ 1 EP ]
Mercury Computer Palmtop [ 1 EP ]

POWERS
Sentofuku (Combat Uniform) (Array) [ 44 PP Total ]
Pretty Guardian Speed 1 (4 MPH); Leaping 2 (30'); Protection 2 [ 5 PP ]
Pretty Soldier Enhanced Abilities (+2 STR, +3 STA, +3 AGI, +2 DEX, +8 FTR) [ 36 PP ]
"In the name of Mercury..." Enhanced Advantages 2 (Benefit, Taunt); Feature 1 (Special Effects) [ 2 PP ]

Mercury Tiara (Array; 5 PP Base) (F: Quirk [Requires Mercury Computer]; Removable [-1 per 5]) [ 3 PP Total ]
Mercury Googles Enhanced Advantage 1 (Assessment); Senses 4 (Visual: Analytical [2], Counters Illusion [2]) [ 5 PP ]

Elemental Attunment (Senshi Attacks) (Array) [ 18 PP Total ]
"Sabão Spray Freezing!" Affliction 8 (Resist: Dodge; Hindered and Vulnerable, Immobile and Defenseless; E: Area [Cone 60'], Extra Condition, Concentration; F: Instant Recovery, Limited to Two Degress) [ 16 PP ]
AE: "Double Sabão Spray Freezing!" Affliction 8 (Resist: Dodge; Hindered and Vulnerable, Immobile and Defenseless; E: Area [Cone 60'], Extra Condition, Concentration, Secondary Effect; F: Instant Recovery, Limited to Two Degress, Tiring) [ 1 PP ]
AE: "Aqua Shine Illusion" Damage 8 (E: Area [Cylinder 30' x 30'], Ranged; F: Distracting) [ 1 PP ]

ADVANTAGES
Benefit [Unrecognizable as Ami] (1), Defensive Attack, Equipment (1), Jack of All Trades, Set Up, Taunt

SKILLS
Acrobatics 4 (+5 / +8), Athletics 1 (+1 / +3), Close Combat [Unarmed] 0 (+8), Expertise [Music] 2 (+7), Expertise [Science] 3 (+8), Expertise [Technology] 1 (+6), Insight 4 (+5), Perception 5 (+6), Persuasion 5 (+6), Technology 3 (+8)

COMPLICATIONS
Power Loss: Without access to her Henshin Pen, a pen-shaped wand which Ami generally keeps in her pocket, she cannot transform into Sailor Mercury and has no powers. To activate the wand, Ami yells the phrase "Mercury Power Make Up!" and transforms into Sailor Mercury.

DEFENSE
Dodge (10/7) Base 6
Parry: (10/2) Base 2
Fortitude: (5/2) Base 2
Toughness: (6/0) Base -
Will: (11) Base 10

WORKSHEET
Attack 8 Effect 2 (unarmed) Total: 10
Attack -- Effect 8 (sabão spray) Total: 8 (of 8)
Attack -- Effect 8 (aqua shine) Total: 8 (of 8)
Dodge 10 Toughness 6 Total: 16
Parry 10 Toughness 6 Total: 16
Fort. 5 Will 11 Total: 16

ABILITIES [ 16 pp ] + SKILLS [ 14 pp ] + ADVANTAGES [ 4 pp ] + POWERS [ 66 pp ] + DEFENSES [ 20 pp ] = 120 PP TOTAL

Real Name: Mizuno Ami
Age: 14
Date of Birth: September 10, 1978
Astrological Sign: Virgo
Blood Type: A
Height: 5'2"
Favorite School Subject: Mathematics
Least Favorite Subject: None

BACKGROUND
Mizuno Ami is an extremely smart student attending Juuban Junior High, it has even been said that she has an IQ of 300! Ami was always the top ranking student at her school, and even top in the nation! Though, she doesn't brag about how smart she is. Ami lives in an apartment with her mother (a doctor at Juuban Second General Hospital), and Ami also has the same dream of becoming a doctor. Ami is skilled in computers (excellent at video games), swimming, and even playing chess. Ami is very quiet and usually keeps to herself and finds it difficult to cope when other students tease her. Usagi helps with these days of depression by letting her know that she is always there for her, and for this Ami is thankful to have met Usagi. Although, when Ami first transferred to Juuban Junior High School, she was looked down upon because of her incredible intelligence, & Luna suspected her as being an agent of the Dark Kingdom. Though in fact, Ami was the total opposite & turned out being one of the Soldiers of the Four Guardian Deities. The Soldier of intelligence protected by the star of Mercury, Sailor Mercury.

:idea: My favorite of the original cast, and third favorite in series overall. Ami is of limited use in a fight she's a debuffer, not a striker. But her intellect and skills make her very useful in the rest of the adventure when the monster(s) need to be found and their weaknesses discovered.

:!: Yes, she really does announce herself as the "Agent of Love and Exams" before going into a fight.
Last edited by Batgirl III on Sat Oct 27, 2012 6:18 am, edited 3 times in total.
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Psistrike » Fri Oct 26, 2012 11:27 pm

Heh, if she has the stated 300 I.Q. she would have an Intellect off the charts. Equal to if not higher than even Lex Luthor. Her Athletics in Sailor form should be +3 total.
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Re: Batgirl III's Character Thread (Batgirl's Guide to Capes)

Postby Batgirl III » Sat Oct 27, 2012 5:59 am

Psistrike wrote:Heh, if she has the stated 300 I.Q. she would have an Intellect off the charts. Equal to if not higher than even Lex Luthor. Her Athletics in Sailor form should be +3 total.


Yeah,I'm just writting that off as hyperbole, since no IQ test goes above 150. Ever. The mathematics behind the tests just don't work that way. Intellect 5 puts her on roughly on par with the official DCA stats for Tim Drake, Barry Allen, or Vandal Savage; all highly intelligent characters who coudl easily be counted as geniuses. Ami is shown to maintain a perfect grade point average, is something of a musical prodigy, and is definately
"the smart one" in the main cast... but, ultimately, she is a farily ordinary fourteen year old girl. Likewise, Makoto Kino (Sailor Jupiter) is the "strong guy," for the group... but I have trouble justifying a Strength greater than 2 for her.
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