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JediMorningfire's Assorted Characters - Kingdom Hearts

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JediMorningfire's Assorted Characters - Kingdom Hearts

Postby Jedi Morningfire » Sun Aug 06, 2006 6:06 am

Since I've been working on several non-video game related builds, I figured it was time to start a new thread. Some of these will be "original" builds in that they don't come form a specific source, but a majority of them will be conversions of characters from different media. (So far, animated TV characters are leading the pack by a wide stretch.)

As this will be the index post, no stats here. I'll also include a link to the video game thread, which has an index of the builds I've done there to date.

Dominion Tank Police
Puma Sisters

Danny Phantom
Danny Phantom
Ember McLain
Plasmius
Samantha "Sam" Manson
Tucker Foley
Freakshow
Lydia the Tattooed Ghost Lady
Skulker
Jack and Maddie Fenton
Fenton Technology
The Box Ghost
Jazz Fenton

Kim Possible
Kim Possible
Dr. Drakken
Shego
Ninja Monkeys
Monkey Fist
Ron Stoppable

Totally Spies!
Alex
Clover
Sam

Xiaolin Showdown
Jack Spicer, Evil Boy Genius
Wuya
Ghost Wuya
Omi
Clay Bailey
Kimiko Tohomiko
Raimundo Pedrosa
Chase Young

Disney's Gargoyles
Brooklyn
Broadway
Lexington
Bronx

Pirates of the Caribbean
Captain Jack Sparrow
Will Turner
Elizabeth Swann
Captain Barbossa

Masters of the Universe
He-Man
Battle-Cat
Skeletor
Man-at-Arms
Teela
Evil-Lyn

SWAT Kats
Razor
T-Bone
TurboKat

Avatar: The Last Airbender
Sokka
Katara
Toph
Zuko
Iroh
Appa
Momo
Aang
Princess Azula
Ty Lee
Mai
Jet
Suki
Aang, PL 12
Admiral Zhao
Jun
Long Feng

Miscellaneous
Iron Cross
Superman
Eddie Deadite
Strongarm
Captain Freedom
Alexander Hellstrome III
Darkhawk
Illithid

Team Alpha (Homebrew)
Guardian
Calico
Crimson Archer
Cyber-Fist
Miss Hex
Thrasher

Final Fantasy VI
Kefka

Final Fantasy VII
Aeris Gainsborough
Barret Wallace
Cait Sith
Cid Highwind
Cloud Strife
Red XIII
Tifa Lockheart
Vincent Valentine
Yuffie Kusaragi
Rufus Shinra
Sephiroth
The Turks
Elena
Reno
Rude
Tsung

Final Fantasy VIII
Squall Leonhart
Rinoa Heartilly
Quistis Trepe
Selphie Tilmett
Irvine Kinneas
Zell Dincht
Seifer Almasy
Fujin
Raijin
Sorceress Edea

Final Fantasy X
Auron
Lulu
Tidus
Yuna
Anima
Bahamut
Ifrit
Ixion
Shiva
Valefor

Kingdom Hearts
Sora
Donald Duck
Goofy
Kairi
Riku
Cap'n Jack Sparrow
Sora's Drive Forms
Valor Form
Wisdom Form
Master Form
Anti Form
Final Form

Star Wars: Knights of the Old Republic
Bastilla Shan
Jolee Bindo
HK-47

Star Wars: Republic Commando - Delta Squad
Boss
Fixer
Sev
Scorch

Misceallanious Video Game Characters
BloodRayne
Frog
Ganon, King of Darkness
Isabella "Ivy" Valentine
Lara Croft
Link, the Legendary Hero
Mega Man
Mega Man X
Samus Aran
Sonic the Hedgehog

Design Diaries
Being Incorporeal in the Phantomverse

Fights
Danny Phantom and Kim Possible vs. Dr. Drakken, Shego, and Skulker
Aang vs. Wuya
Last edited by Jedi Morningfire on Sat Mar 10, 2007 8:22 am, edited 43 times in total.
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The Cat's Meow ;)

Postby Jedi Morningfire » Sun Aug 06, 2006 6:08 am

Might as well start off the new thread with a little anime old-school.

Image
The Puma Sisters
Concept: Sexy Android Catgirls
PL: 11 (165pp)

Abilities: STR: 20 (+5) DEX: 26 (+8) CON: n/a INT: 10 (+0) WIS: 8 (-1) CHA: 14 (+2)

Skills: Acrobatics 8 (+16), Bluff 4 (+6), Craft (mechanical) 4 (+4), Drive 4 (+12), Disguise 6 (+8 ), Knowledge (streetwise) 8 (+8), Language (Chinese, English), Notice 9 (+8), Perform (striptease) 16 (+18), Search 8 (+8), Sleight of Hand 4 (+12), Stealth 4 (+12), Swim 3 (+8)

Feats: Ambidexterity, Attractive 3, Attack Focus 4 (ranged), Defensive Roll 4, Distract (Bluff), Dodge Focus 5, Equipment 7, Fascinate (Bluff), Fascinate (Perform), Favored Opponent 2 (police), Improved Feint, Improved Initiative 2, Move-By Action, Power Attack, Quick-Draw, Set-Up, Sneak Attack, Taunt, Uncanny Dodge (auditory)

Powers: Immunity 30 (Fortitude; 30pp), Leaping 1 (x2 distance; 1pp), Protection 2 (2pp), Speed 1 (10mph; 1pp), Super-Senses 1 (Extended Hearing; 1pp), Super-Strength 1 (2pp)

Combat: Attack +10 [Punch +5], Attack +14 [Submachine Gun +4], Attack +14 [Heavy Pistol +4], Attack +10 [Knife +6/19-20], Grapple +16, Defense 25 (15 flat-footed), Knockback -3, Init +16

Saves: Toughness +7/+3*/+2**, Fortitude n/a, Reflex +12, Will +6
*when flat-footed
**without armor

Equipment: Submachine gun (12pts), heavy pistol (8pts), knife (3pts), cheesecake armor (+1 Toughness; 1pt), cell phone (1pt), motorcycle (9pts)

Abilities 18 + Skills 20 (80 Ranks) + Feats 39 + Powers 37 + Combat 40 + Saves 11 – Drawbacks 0 = 165 / 165

Trade-Offs: -3 Max Save DC, +3 Attack bonus; -4 Toughness save, +4 Dodge bonus

Notes
:arrow: The Puma Sisters are nearly identical, with the only distinguishing feature between the two being that Uni’s cat-ears are slightly longer than Anna’s, leading the latter to sometimes call the former “long-ears.” Stat-wise, they’re identical twins.
:arrow: At Power Level 11, they’re a major threat to any form of police officer, especially given their favored opponent feat. And considering their preference for using auto-fire weapons mixed with a high attack bonus and the Power Attack feat, they can be a threat even to a group of Power Level 10 heroes, especially with their high Defense scores. While they’re not quite as dangerous in melee, their high Strength score still makes them dangerous to anyone with a low Toughness save.
:arrow: Technically, their melee damage would exceed the damage cap should they be attacking a police officer while he’s flat-footed, but given their preference for guns that shouldn’t come up to often, but if it does their damage cap is still +8.
:arrow: With three ranks of Attractive, anyone that finds the Puma Sisters appealing is going to be putty in their hands, and with Distract, Fascinate and Improved Feint, they’ll have a pretty good chance of catching such an opponent off-guard.
:arrow: I narrowed down their Perform specialization, as nothing in their history suggests they were trained in more socially-accepted forms of dancing. Their high skill rank is more a reflection of how innately provocative they can be when doing their act, not how well trained they are. If working on a paired routine, figure one of the sisters is actually making the skill check while the other provides a +2 bonus for the assist, for a total bonus of +20, which can be quite daunting to overcome for most characters when mixed with their Fascinate (perform) feat.
:arrow: Their immunity to Fortitude effects and high Reflex save means that a lot of heroes are going to have their hands full unless they get creative or have powers specifically designed to fight artificial beings. Of course, with a comparatively pathetic Will save and no ranks in Sense Motive, the twins have little defense against mental effects or someone with a high Intimidate bonus.
Last edited by Jedi Morningfire on Wed Aug 30, 2006 6:03 pm, edited 2 times in total.
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New Age Ghost Busting

Postby Jedi Morningfire » Sun Aug 06, 2006 6:09 am

Image
Danny Phantom
Concept: Teen Half-Ghost Hero
PL: 9 (165pp)
Quote: “I’m going GHOST!”

Abilities: STR: 18/8 (+4) DEX: 22/12 (+6) CON: 20/10 (+5) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

Skills: Acrobatics 5 (+11), Bluff 11 (+12), Concentration 14 (+15), Craft (artistic) 2 (+3), Knowledge (ghosts) 6 (+7), Knowledge (Fenton technology) 6 (+7), Knowledge (pop culture) 3 (+4), Notice 9 (+10), Search 4 (+5), Stealth 2 (+8)

Feats: All-Out Attack, Beginner’s Luck, Critical Strike, Defensive Roll 2, Dodge Focus 4, Equipment 4, Evasion, Favored Opponent (ghosts), Fearless, Power Attack, Precise Shot, Quick Change, Taunt, Tough

Powers: Concealment 4 (all visual, Extra: Affects Others, Flaw: Passive, Power Feat: Close Range, Progression; 10pp), Ghost Form 12 (60pp), Insubstantial 4 (Extra: Affects Others, Power Feat: Progression, Selective, Alternate Power: Insubstantial 4 [Extra: Action-Reaction, Power Feat: Selective], Possession 8 [Power Feat: Accurate]; 28pp), Super-Senses 3 (Detect Ghosts [ranged], Ultravision; 3pp)
:arrow: Ghost Form: Blast 9 (Power Feat: Accurate, Knockback, Alternate Powers: Blast 6 [Extra: Autofire, Power Feat: Accurate, Knockback], Corrosion 9 [Extra: Cone- Targeted, Flaw: Distracting, Tiring, Power Feats: Accurate, Affects Insubstantial 2, Drawback: Full Power], Strike 5 [Extra: Autofire 4, Power Feats: Accurate, Knockback, Mighty]), Create Objects 6 (Extra: Action- Reaction, Flaws: Duration- Instant, Limited- Barriers only, Limited- Not when flat-footed, Range- Touch), Enhanced Constitution 10 (flaw: sustained), Enhanced Dexterity 10 (flaw: sustained), Enhanced Strength 10 (flaw: sustained), Flight 4 (Power Feat: Subtle), Immunity 5 (sustained; critical hits, disease, poison, pressure), Shield 2, Super-Strength 3 (Flaw: Sustained); 60pp total

Combat: Attack +6 [Punch +4], Attack +8 [Ghost Ray +9], Attack +8 [Ghost Punch +9], Attack +8 [Ghostly Wail +9], Grapple +13, Defense 20 (12 flat-footed), Knockback -4, Init +6

Saves: Toughness +8/+6*, Fortitude +8, Reflex +8, Will +8
*when flat-footed

Complications: Enemy (Plasmius), Responsibility (family, student), Secret

Drawback: Power Loss: Concealment, Ghost Form and Insubstantial when fatigued (Common, Minor; 6pts), Reduced Wealth (1pt), Vulnerable: Nullify (Uncommon, Moderate; 2pts)

Equipment: Cell phone (1pt), Fenton Thermos (Dimensional Pocket 6 [Extras: Duration- Sustained, Ranged, Flaws: Distracting, Limited- Only affects ghosts, Power Feat: Accurate, Affects Insubstantial 2, Drawback: Reduced Range (two increments)]; 19pts)

Abilities 6 + Skills 14 (56 Ranks) + Feats 21 + Powers 101 + Combat 20 + Saves 12 – Drawbacks 9 = 165 / 165

Trade-Offs: -1 Attack bonus, +1 Max Save DC; -1 Toughness save, +1 Defense bonus

Notes
:arrow: Here’s my take on the Danny Phantom. I figure he’s only a PL 9 in terms of using his powers. Of course, given the sheer versatility of what his powers are, his point-cost is that of a PL 11 hero. Most of Danny’s opponents range from PL 6 to 11 in terms of power, from the annoying Box Ghost to arch-nemesis Plasmius.
:arrow: Since he’s shown to be able to use some of his ghost powers without “going ghost,” I didn’t roll everything under his Ghost Form power. Given how often Danny and his opponents interact with the environment, namely crashing into things, I also figure that they aren’t permanently insubstantial. While Danny can use Insubstantial on others, he can also use it as a reaction to affect just himself as a defensive action, making him a very annoying opponent to anyone without a means to affect incorporeal beings, and with Selective he can affect the physical world as needed.
:arrow: His ability to create force-fields is a very limited form of Create Objects. He also needs to be aware of the attack, and thus it can’t be used to bail him out of danger when he’s flat-footed.
:arrow: His main offensive power is his Blast, which he can use to fire a single blast, a series of weaker blasts, or launch a powerful melee offensive, with Autofire added to the Strike to mimic his ability to pull off some hefty damage with a single punch, though he’s capped to a maximum bonus of +2 on his punches. His major offensive power in terms of sheer destructive potential is his Ghostly Wail, with requires an attack roll to hit, but doesn’t allow a Reflex save to reduce the effect. Though he’s only used it a few times in the series, it’s caused a lot of destruction each time; but it also leaves him fatigued, and thus powerless, making it an attack of last resort. The Corrosion power used here is from Ultimate Power, meaning it affects living and non-living targets equally, and he has to make a DC 19 Concentration check in order to use it.
:arrow: With his complications, Danny should always have a Hero Point or two in reserve when fighting more powerful opponents, especially if his ghost-hunting parents are involved.
:arrow: Danny’s Knowledge (ghosts) and (Fenton technology) are limited versions of the Knowledge (arcane lore) and (technology) skills, respectively, and so were purchased at half-cost. Since this is an experienced version of Danny, he’s also maxed out his Concentration skill, though he still needs to avoid getting tired otherwise his powers short-out. Considering how often he has to push himself to win the day, that can be a serious problem if he’s out of Hero Points.
:arrow: I have to give credit to BARON and his Ghostbusters builds for pointing me in the right direction on finally getting a Fenton Thermos design that’s not a kludge of any sort. And since it’s purchased as Equipment, Danny can swap out the Thermos for other Fenton ghost-hunting gear when the situation calls for it.
:arrow: On paper, Danny is a very powerful character. The trick to playing him properly is not to think tactically, as he doesn’t always make full use of his abilities, particularly defensive ones such as his Create Objects and Insubstantial powers. A kind GM should hand out a Hero Point anytime Danny’s player willingly limits his effectiveness; a cruel one should at least smirk at the headaches Danny causes himself.
Last edited by Jedi Morningfire on Sun Aug 27, 2006 4:51 am, edited 10 times in total.
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Postby Jedi Morningfire » Sun Aug 06, 2006 6:13 am

Image
Ember McLain
Concept: Phantasmal Pop Princess
PL: 10 (175pp)
Quote: “Oh, Ember, you will remember! / Ember, one thing remains!
Ember, so warm and tender! / You will remember my name!”


Abilities: STR: 12 (+1) DEX: 16 (+3) CON: n/a INT: 12 (+1) WIS: 10 (+0) CHA: 18 (+4)

Skills: Acrobatics 4 (+7), Bluff 8 (+12), Perform (singing) 11 (+15), Perform (stringed instruments) 11 (+15), Notice 6 (+6)

Feats: Attack Focus 2 (ranged), Attack Specialization 2 (Guitar Swing), Attractive, Defensive Roll 5, Dodge Focus 8, Fearless, Taunt

Powers: Blast 6 (Extra: Line, Flaw: Range- Touch, Alternate Power: Create Object 8 [Flaw: Limited- Entrap only, Power Feat: Affects Incorporeal, Selective]; 13pp), Boost Blast 4 (Extra: Total Fade, Flaw: Personal, Source- Idol Worship; 2pp), Boost Strength 18 (Extra: Total Fade, Flaw: Personal, Source- Idol Worship; 9pp), Device 5 (Ghost Guitar, easy to lose, Power Feat: Restricted 2; 17pp), Immunity 30 (Fortitude effects; 30pp), Insubstantial 4 (Alternate Power: Possession 6; 21pp), Protection 3 (3pp), Summon Ghost Musician 2 (Extra: Duration- Continuous, Horde, Flaw: Attitude- Friendly, Power Feat: Progression 2; 8pp), Teleport 4 (Flaw: Short-Range, Alternate Power: Flight 2; 5pp)
:arrow: Ghost Guitar: Blast 8 (Power Feats: Accurate 2, Split Attack, Alternate Powers: Emotion Control 6 [Extras: Area- Perception (auditory), Duration- Continuous, Flaws: One emotion- Love, Power Feat: Subtle], Mind Control 6 [Extras: Area- Perception [auditory], Flaws: Limited- Helpful targets only], Sonic Control 6 [Extra: Cone, Knockback, Flaw: Range- Touch], Strike 2 (Power Feat: Mighty); 25pp total

Combat: Attack +4 [Punch +1], Attack +8 [Guitar Swing +3], Attack +8 [Power Chord +8], Grapple +5, Defense 22 (12 flat-footed), Knockback -4, Init +3

Saves: Toughness +8*/+3, Fortitude n/a, Reflex +6, Will +6
*when flat-footed

Abilities 8 + Skills 10 (40 Ranks) + Feats 20 + Powers 110 + Combat 16 + Saves 9 – Drawbacks 0 = 175 / 175

Trade-Offs: -2 Attack bonus, +2 Max Save DC; -2 Toughness save, +2 Defense bonus

Notes
:arrow: One of my favorites of the recent crop of animated TV villains, Ember was a fun build and can be deceptively powerful, given the right circumstances, which she’s quite capable of setting up given a little prep time.
:arrow: Offensively, she’s usually a PL 8, but when Ember’s got a legion of obsessed fans chanting her name, she gets a big boost in power, enabling her to meet her offensive caps. And since one of her guitar’s effects is to get an audience to have a helpful attitude towards her, she can easily set herself up to make use of her Boost powers.
:arrow: Her main weapon is her guitar, which aside from her damaging “power chords” also lets her turn an audience into devoted fans, which she can then direct as needed, and since the Emotion Control is both Continuous and Lasting, she doesn’t have to expend any effort on “maintaining her fan base,” while her Mind Control effect lets her direct her fans’ actions. Since she only used the “love spell” once in the series, I’m just going to chalk it up to a case of GM Fiat. Her non-guitar blast is Ember using her flaming ponytailt to create a flamethrower effect, and as the ability to affect insubstantial targets as well.
:arrow: Ember’s Summon Minion power is strictly to call up her band, and about the only thing they’re good for is musical back-up during a performance.

Ghost Musicians
PL: 3 (30pp)
Abilities: Str 12 (+1), Dex 12 (+1), Con n/a, Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
Skills: Entertain (instrument) 8 (+9)
Feats: Attack Focus (melee), Equipment
Powers: Immunity 30 (Fortitude effects)
Combat: Attack +1 (Unarmed +1), Grapple +2, Defense 10, Knockback -0, Init +1
Saves: Toughness +0, Fortitude n/a, Reflex +1, Will +0
Equipment: Musical instrument
[i]Abilities -4 + Skills 2 (8 ranks) + Feats 2 + Powers 30 + Combat 0 + Saves 0 = 30/30


:arrow: Update 8/12: Snagged Ultimate Power last night, and Ember got some tweaks here and there. She also adheres much better to her PL caps when under the effect of her Boost powers.
:arrow: Update 8/15: Changed her non-guitar Blast power so that she can now do the entrapment effect, though she needs to use extra effort if she's going to snare multiple targets. Also found a picture that I like a lot more than the screen capture I was using.
Last edited by Jedi Morningfire on Sun Aug 27, 2006 4:51 am, edited 3 times in total.
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Dude, you are one seriously crazed-up fruit loop!

Postby Jedi Morningfire » Sun Aug 06, 2006 6:15 am

Image
Plasmius
Concept: Villainous Half-Ghost Mastermind
PL: 11 (255pp)
Real Name: Vladimir "Vlad" Masters
Quote: “I AM NOT A FRUIT LOOP! AND I WILL NOT GET A CAT!”

Abilities: STR: 22/12 (+6) DEX: 22/12 (+6) CON: 22/12 (+6) INT: 16 (+3) WIS: 16 (+3) CHA: 15 (+2)

Skills: Bluff 8 (+10), Concentration 16 (+19), Craft (electrical) 5 (+8), Craft (mechanical) 5 (+8), Diplomacy 8 (+10), Intimidate 8 (+10), Knowledge (arcane lore) 8 (+11), Knowledge (business) 8 (+11), Knowledge (technology) 6 (+9), Notice 8 (+11), Search 4 (+7), Sense Motive 8 (+11), Stealth 4 (+10)

Feats: Accurate Attack, Assessment, Benefit 4 (Wealth), Defensive Attack, Defensive Roll, Distract (Intimidate), Fascinate (Diplomacy), Equipment 6, Evasion, Favored Opponent (Ghosts), Fearless, Improved Grapple, Improved Initiative, Master Plan, Power Attack, Precise Shot, Quick Change, Startle, Taunt

Powers: Concealment 4 (all visual, Extra: Affects Others, Power Feats: Progression, Selective, Alternate Power: Blast 4 [Power Feat: Split Attack]; 15pp), Ghost Form 17 (85pp), Insubstantial 4 (Extra: Affects Others, Power Feat: Progression, Selective, Alternate Power: Possession 8; 27pp), Super-Senses 3 (Detect Ghosts [ranged], Ultravision; 3pp)
:arrow: Ghost Form: Blast 10 (Dynamic, Power Feat: Knockback, Alternate Powers: Autofire Blast 7, Create Objects 9 [Dynamic, Power Feat: Precise, Selective], Telekinesis 7 [Dynamic, Extra: Damaging], Strike 4 [Dynamic, Power Feat: Mighty, Extra: Penetrating 10]), Duplication 17 (Extra: Horde, Flaws: Action- Full-Round, Tiring, Power Feat: Progression 2, Sacrifice, Drawback: only 3 duplicates), Enhanced Constitution 10 (flaw: sustained), Enhanced Dexterity 10 (flaw: sustained), Enhanced Strength 10 (flaw: sustained), Flight 4 (Alternate Power: Teleport 8), Force-Field 5, Immunity 5 (Sustained; critical hits, disease, poison, pressure), Super-Strength 3 (flaw: sustained); 85pp total

Combat: Attack +11 [Punch +6], Attack +11 [Ghost Ray +10], Attack +11 [Ghost Punch +10], Grapple +19, Defense 20 (15 flat-footed), Knockback -6, Init +6

Saves: Toughness +12/+11/*+7**, Fortitude +7, Reflex +7, Will +9
*when flat-footed
**without Force-Field

Equipment: Wisconsin Mansion (Headquarters, Size: Huge, Toughness: 5, Features: Computer, Garage, Holding Cells [Nullify Ghost Powers 11], Isolated, Laboratory, Library, Living Space, Power (Super-Movement [Dimensional – Ghost Zone, Extra: Portal, Duration- Continuous]), Power System, Security System, Workshop; 13pts), 22pts for devices and vehicles.

Abilities 23 + Skills 24 (96 Ranks) + Feats 28 + Powers 130 + Combat 42 + Saves 8 – Drawbacks 0 = 255 / 255

Trade-Offs: -1 Defense bonus, +1 Toughness save

Notes
:arrow: Danny Phantom’s arch-rival, the bitter crazed-up fruit loop Plasmius, better known to the world-at-large as Vlad Masters. And if Danny is an over-priced PL 9, then Vlad is a monsterous PL 11.
:arrow: - Due to having over 20 years of experience with his half-ghost powers, Plasmius can almost everything Danny can do better than him, as well as having a few extra tricks up his sleeve, such as being able to create up to three doppelgangers. Each one is identical to Vlad, except for following the Minion rules. So far, Plasmius hasn’t been able to replicate Danny’s Ghostly Wail, but then again he may not have known about it until the first time he got blasted with it.
:arrow: While not quite in Jack and Maddie Fenton’s league in terms of scientific know-how, Vlad isn’t that far behind, but he’d much rather finance someone else’s research or steal it and then upgrade or reverse-engineer the design.
:arrow: - Though Plasmius has a lot more experience with his ghost powers, he’s still not guaranteed to make his Concentration check, due to having a lot of extra power that Danny doesn’t have. Then again, he doesn’t have to worry about reverting back to his human form when he gets fatigued. GMs should feel free to make use of GM Fiat to ensure that Vlad retains his Ghost Form if the situation calls for it.
:arrow: At their first confrontation, Danny was hopelessly outmatched, and had to resort to guile to win the day. Over the span of the series, Danny’s gotten more powerful and more experienced in using his powers, and is better able to hold his own against “the cheese-head,” but it’s still an uphill battle the young half-ghost, and every victory Danny’s been able to claim as been due to some form of outside interference. In a strictly one-on-one fight, Danny’s usually gonna get creamed. Of course, that might change as Danny gets older since he’s using his powers in active combat instead of the more controlled conditions that Vlad likely enjoyed, but for now, Danny’s got to watch his step when duking it out with the “seriously crazed-up fruit loop.”
Last edited by Jedi Morningfire on Sun Aug 27, 2006 4:52 am, edited 2 times in total.
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Postby Power-Glove » Sun Aug 06, 2006 10:15 am

Nice build, and a good hook on getting me interested in the show. It's still running, right?
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Postby Jedi Morningfire » Sun Aug 06, 2006 2:45 pm

Power-Glove wrote:Nice build, and a good hook on getting me interested in the show. It's still running, right?

Thanks. Yeah, Nick is still showing it (6:30pm EST), though from the last I heard the Nick execs are still planning on canceling the show in Feb '07, in spite of it's fan-base (probably due to lack of product tie-ins/sales).

Side-Note: Danny got a slight tweak.
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The Nazi that came in from the cold...

Postby Jedi Morningfire » Sun Aug 06, 2006 2:58 pm

Iron Cross
Concept: Nazi UbermenschOverlord
PL: 15 (255pp)

Abilities: STR: 42 (+16) DEX: 18 (+4) CON: 34 (+12) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

Skills: Bluff 5 (+8 ), Intimidate 11 (+14), Language (English, French; Base: German), Notice 10 (+12), Pilot 10 (+14), Search 10 (+12)

Feats: Dodge Focus 4, Fearsome Presence 5, Precise, Startle

Powers: Device 5 (blaster, easy to lose, Power Feat: Restricted [Strength 20+]; 16pp), Device 4 (iron mask, hard to lose, Power Feat: Restricted 2; 18pp), Flight 8 (16pp), Immunity 18 (aging, critical hits, fatigue, life support; 18pp), Protection 4 (Extra: Impervious Toughness 10; 14pp), Super-Strength 5 (Power Feats: Shockwave, Thunderclap; 12pp)
:arrow: Blaster: Plasma Control 11 (Power Feat: Improved Critical, Alternate Powers: Cone Blast 11 [flaw: range- touch], Line Blast 11 [flaw: range- touch]); 25pp
:arrow: Iron Mask: Communication 6, Sensory Shield (all) 5, Super-Senses 4 (extended hearing, extended vision, infravision, radio; 20pp

Combat: Attack +14 [Punch +16], Attack +14 [Blaster +11/19-20], Grapple +35, Defense 24 (15 flat-footed), Knockback -13, Init +4

Saves: Toughness +16, Fortitude +12, Reflex +6, Will +10

Drawback: Vulnerability: +50% from bluff checks to encourage gloating (2pts)

Abilities 78 + Skills 12 (48 Ranks) + Feats 11 + Powers 94 + Combat 52 + Saves 10 – Drawbacks 2 = 255 / 255

Trade-Offs: -1 Attack bonus, +1 Max Save DC, -1 Defense bonus, +1 Toughness save

Notes
:arrow: Nazis are one of the staple villains of comic books, with a legacy going back to the Golden Age of Comics. That said, here’s a 2e re-imagining of the Iron Cross from the Crooks! sourcebook.
:arrow: I say re-imagining as opposed to conversion because at lot of what Iron Cross had for 1e stats just didn’t sit right with me. Heck, anyone that could force a saving throw other than Damage/Toughness in 1e could make mincemeat out of him, and once he lost his blaster his primary method of offense vanished. This Iron Cross is more of a paragon archetype, in that he’s super-strong, can fly, and is fairly tough to hurt.
:arrow: In the Meta-4 universe, Iron Cross is intended to be one of the heavy-hitters, so PL 15 fits perfectly, and he’ll be a worthy challenge for heroes that are Justice League-caliber, and a daunting foe to your average PL 10 band of heroes.
Last edited by Jedi Morningfire on Mon Aug 07, 2006 5:06 am, edited 1 time in total.
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The Man of Steel

Postby Jedi Morningfire » Sun Aug 06, 2006 3:14 pm

Part of me wonders if there's a by-law on the ATT citing that anyone with a character thread must eventually do a build of either Superman, Batman, or Spider-Man. If so, then this post fills that quota.

Image
Superman
Concept: Paragon
PL: 15 (300pp)
Quote: “I’m here to fight for Truth, Justice, and the American Way.”

Abilities: STR: 50/16 (+20) DEX: 14 (+2) CON: 50/16 (+20) INT: 15 (+2) WIS: 16 (+3) CHA: 18 (+4)

Skills: Bluff 5 (+9), Diplomacy 5 (+9), Gather Information 5 (+9), Intimidate 3 (+7), Investigate 5 (+7), Knowledge (civics) 5 (+7), Knowledge (current events) 5 (+7), Knowledge (history) 1 (+3), Language (Kryptonian), Notice 11 (+14), Profession (farmer) 3 (+6), Profession (reporter) 5 (+8 ), Search 10 (+12)

Feats: All-out Attack, Attack Focus 2 (melee), Eidetic Memory, Equipment 5, Luck 3, Jack-of-all-Trades, Move-By Action, Power Attack, Rapid Healing, Takedown Attack, Ultimate Effort (Will Save)

Powers: Blast 15 (heat, Extra: Penetrating 5, Flaw: Distracting, Power Feats: Accurate, Precise; 22pp), Enhanced Constitution 34 (34pp), Enhanced Strength 34 (34pp), Flight 12 (50,000 mph, Alternate Power: Speed 8 [2,500mph]; 25pp), Immunity 11 (aging, life support, starvation; 11pp), Impervious Toughness 16 (16pp), Quickness 8 (Extra: Improved Initiative 8; 16pp); Super-Senses 17 (Hearing [Accurate, Extended 4, Ultra-hearing], Vision [Extended 3, Microscopic, X-Ray (not through lead)]; 17pp), Super-Strength 12 (Heavy Load: 50K tons, Power Feat: Super-breath; 25pts)

Combat: Attack +10 [Punch +20], Attack +10 [Heat Vision +15], Grapple +38, Defense 20 (15 flat-footed), Knockback -18, Init +38

Saves: Toughness +20, Fortitude +20, Reflex +6, Will +10

Complications: Honorable, Secret

Drawbacks: Power Loss: Exposed to green Kryptonite [All powers; 9pts], Power Loss: Impervious Toughness vs. Magic [1pt], Weakness: Green Kryptonite [Uncommon, -1 Constitution drain per minute, DC 15 Fortitude save each round or be paralyzed; 6pts]

Equipment: Cell phone (1pt), laptop (1pt), Fortress of Solitude (23pts)

Abilities 35 + Skills 16 (64 Ranks) + Feats 18 + Powers 200 + Combat 36 + Saves 11 – Drawbacks 16 = 300 / 300

Trade-Offs: -5 Attack bonus, +5 Max Save DC; -5 Defense bonus, +5 Toughness save

Notes
:arrow: I know I posted a version of Superman a while back on a different thread, but this is a much re-worked version, coming in at PL 15. He’s a mix of the Modern Age, Silver Age, film, and Smallville versions of Clark Kent, able to shrug off frightening amounts of damage while hitting like a runaway freight train. He fits like a farm boy, going for big damage and soaking up punches rather than accuracy and avoidance.
:arrow: As for his disguise as mild-mannered reporter Clark Kent, with his Quickness he can just take 10, or even 20, on the Disguise check, getting a 16 or 26 (+2 for appropriate outfit, +4 Charisma bonus). That’s plenty high enough to beat a Notice check from the average man on the street. Of course, it helps that people just can’t wrap their heads around the notion that somebody with that much power could stand to pretend to be such a meek individual.
:arrow: Of course, with all that power, the Big Blue Boy Scout also has some hefty drawbacks, namely Kryptonite. It’s also explained that he can be affected normally by magic, so I gave him a Power Loss vs. magical attacks, which is elegant in it’s simplicity.
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Postby Jedi Morningfire » Mon Aug 07, 2006 5:29 pm

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Samantha “Sam” Manson
Concept: Teen Goth Activist
PL: 4 (60pp)
Quote: "Goths do not sweat, we simmer."

Abilities: STR: 10 (+0) DEX: 13 (+1) CON: 10 (+0) INT: 13 (+1) WIS: 14 (+2) CHA: 13 (+1)

Skills: Acrobatics 4 (+5), Bluff 5 (+6), Craft (artistic) 4 (+6), Intimidate 5 (+6), Knowledge (arcane lore) +3 (+4), Knowledge (current events) 4 (+5), Knowledge (Fenton technology) 2 (+3), Knowledge (pop culture) 4 (+5), Notice 5 (+7), Search 5 (+6)

Feats: Benefit (Wealth), Defensive Roll 3, Dodge Focus, Endurance, Equipment, Inspire 4, Leadership, Rage, Taunt

Powers: Super-Strength 2 (Flaw: Limited- only when angry, Limited- no lift bonus; 1pp)

Combat: Attack +4 [Punch +0, +2 when raging], Grapple +4 (+8 when raging), Defense 15 (12 flat-footed), Knockback -1, Init +1

Saves: Toughness +3/+0*, Fortitude +2, Reflex +2, Will +5
*when flat-footed

Complications: Responsibility (student), Secret

Equipment: Cell phone (1pt), laptop (1pt), 3pts unspent

Abilities 13 + Skills 10 (40 Ranks) + Feats 14 + Powers 1 + Combat 16 + Saves 6 – Drawbacks 0 = 60 / 60

Trade-Offs: -1 Toughness save, +1 Defense bonus

Notes
:arrow: The first of Danny’s constant companions, here’s Sam, the goth voice of reason and responsibility of the trio. And they ARE NOT LOVEBIRDS!!!! Though she does serve as the Mary-Jane to Danny’s Spider-Man, in that she can give him a heck of an ego boost via her Inspire and Leadership feats. Of course, she’s also pretty good at cutting people down with scathing remarks, and Danny’s no exception.
:arrow: Sam’s in better physical shape than Danny, but she’s also smart enough to know that she has no business getting into a protracted fight with ghosts. Her Rage feat is more of a joke, as she’s shown to be quite strong when someone, often Danny, gets her riled, while her Super-Strength lets her do things like dent lockers and crush fast-food napkin dispensers with alarming ease when she’s “simmering with resentment.”
:arrow: Sam’s fiercely independent, and doesn’t hesitate to mock mainstream culture and values. Hence, a far better than average Will save for a teenager.
:arrow: I figure since Sam considered them “really cool techno-goth earrings,” she’s still got the Fenton ‘Phones that Danny gave her during an trip to the Ghost Zone to try and map it out. All they do is block any sound-based powers that have a ghostly origin, namely Ember’s Mind Control power. She might occasionally have other bits of Fenton ghost-hunting gear, but that would be more on a case-by-case basis.
Last edited by Jedi Morningfire on Sun Aug 27, 2006 4:53 am, edited 3 times in total.
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Postby Jedi Morningfire » Mon Aug 07, 2006 5:35 pm

Image
Tucker Foley
Concept: Teen Tech-Geek
PL: 2 (29pp)
Quote: “Oh sweet technology, is there anything you can’t do?”

Abilities: STR: 8 (-1) DEX: 10 (+0) CON: 10 (+0) INT: 14 (+2) WIS: 8 (-1) CHA: 10 (+0)

Skills: Acrobatics 2 (+2), Bluff 7 (+7), Computer Use 7 (+9), Disguise 2 (+2), Knowledge (ghosts) 2 (+4), Knowledge (pop culture) 4 (+6), Knowledge (technology) 7 (+9), Notice 2 (+1), Repair 4 (+6)

Feats: Challenge (Conversational Paralysis), Defensive Roll, Distract (Bluff), Equipment 3, Fascinate (Bluff)

Powers: Super-Senses 3 (Detect Meat [acute, ranged]; 3pp)

Combat: Attack +2 [Punch -1], Grapple +1, Defense 12 (11 flat-footed), Knockback -0, Init +0

Saves: Toughness +1/+0*, Fortitude +1, Reflex +1, Will -1
*when flat-footed

Complications: Reputation (student), Responsibility (student), Secret

Equipment: Cell phone (1pt), at least 3 PDAs (3pts+), 11pts in assorted geek-tech

Abilities 0 + Skills 9 (36 Ranks) + Feats 7 + Powers 3 + Combat 8 + Saves 2 – Drawbacks 0 = 29 / 29

Notes
:arrow: Danny’s long-time buddy and geek-extraordinaire, Tucker Foley is certainly an odd one. And this is including the fact he hangs around with a half-ghost.
:arrow: Tucker’s love for all things high-tech could nearly be categorized as a fetish, and is never without some form of technology on his person or within his immediate grasp.
:arrow: Tucker has a highly-honed meat sense, supposedly due to years of an all-meat diet. He also never stops talking unless forcibly silenced, so I gave him the Distract and Fascinate feats to reflect how his constant chattering can sometimes affect others; Sam and Danny have pretty much learned to tune their friend out. Except when he starts singing, since the boy couldn’t carry a tune if his life depended on it.
:arrow: In spite of his brains, Tucker is sorely lacking in common sense, hence the low Wisdom score and Will save bonus.

:arrow: Update 8/12: While working on my Ron Stoppable build, I came across a few things that would work for Tucker as well.
Last edited by Jedi Morningfire on Sun Aug 27, 2006 4:53 am, edited 3 times in total.
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So not the drama

Postby Jedi Morningfire » Mon Aug 07, 2006 5:43 pm

Image
Kim Possible
Concept: Freelance Crime Stopper
PL: 8 (120pp)
Quote: "What's the sitch?"

Abilities: STR: 12 (+1) DEX: 18 (+4) CON: 14 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

Skills: Acrobatics 10 (+14), Bluff 8 (+10), Climb 5 (+6), Diplomacy 6 (+8), Disable Device 6 (+8), Drive 1 (+5), Escape Artist 6 (+10), Knowledge (pop culture) 6 (+8), Knowledge (technology) 4 (+6), Medicine 4 (+6), Notice 10 (+12), Pilot 1 (+5), Profession (cheerleader) 6 (+8), Search 8 (+10), Sense Motive 8 (+10), Stealth 6 (+10), Swim 5 (+6)

Feats: Acrobatic Bluff, Accurate Attack, Attack Specialization (unarmed) 3, Attractive, Challenge (Accelerated Acrobatics, Perfect Balance), Connected, Defensive Attack, Defensive Roll 4, Dodge Focus 6, Equipment 3, Evasion, Grappling Finesse, Improved Block, Improved Disarm, Jack-of-all-Trades, Martial Artist, Martial Strike 3, Power Attack, Skill Mastery (Acrobatics, Bluff, Climb, Knowledge [pop culture]), Stunning Attack, Takedown Attack, Taunt

Combat: Attack +12 [Punch +4], Attack + 6 [Ranged], Grapple +10, Defense 20 (12 flat-footed), Knockback -3, Init +4

Saves: Toughness +6/+2*, Fortitude +5, Reflex +8, Will +7
*when caught flat-footed

Complications: Enemy (Dr. Drakken), Responsibility (school)

Equipment: Cell phone (1pt), Kimmunicator (2pts), Grapple Gun (Super-Movement 1 [Swinging]; 2pts), 10pts for gadgets

Abilities 26 + Skills 25 (100 Ranks) + Feats 37 + Powers 0 + Combat 20 + Saves 12 – Drawbacks 0 = 120 / 120

Trade-Offs: -5 Attack bonus, +5 Max Save DC; -4 Toughness save, +4 Defense bonus

Notes
:arrow: Another cartoon hero, this time the indomitable Kim Possible. She’s a very competent martial artist with the skill set of a junior secret agent. And in her series, as a perfectly-balanced PL 8 she’s quite capable of dealing with just about anything that gets thrown her way, especially the less-than-stellar plans of her various foes, who all seem to have never read any of the “Evil Overlord” lists.
:arrow: Kim can manipulate her damage and defense bonuses as needed without sacrificing too much in the way of accuracy, though a solid brick is going to give her a lot of trouble. She’s also quite athletic, and should be making frequent use of Acrobatic Bluff to set-up a tougher opponent for a well-placed attack.
:arrow: She’s pretty frail if caught flat-footed, as she relies heavily on attack avoidance. But between her Notice and Sense Motive skills, getting the drop on her isn’t easy.
:arrow: The only two pieces of high tech gear I gave Kim is her grapple gun and the Kimmunicator, which is really just a fancy PDA that doubles as a vid-phone to speak with Wade. The other 10 points should be filled out on a mission-by-mission basis.
Last edited by Jedi Morningfire on Sun Aug 27, 2006 4:53 am, edited 3 times in total.
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Postby White Howler » Mon Aug 07, 2006 6:32 pm

I like tha Kim Possible build darlin'. Ya wanna do tha gals from Totally Spys?
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Postby Taliesin » Mon Aug 07, 2006 6:50 pm

Some nice stuff here! And I recognize a good deal of them, too! I don't feel so old now.

That's a very clean, archetypal Superman...puts me in the mind of Centurion from Freedom City.

Hope this thread takes off like your video game thread!
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Postby Jedi Morningfire » Tue Aug 08, 2006 3:23 am

White Howler wrote:I like tha Kim Possible build darlin'. Ya wanna do tha gals from Totally Spys?

Why thank you.

I might consider it, as they'd be pretty easy from what little I've seen of the show; pretty much PL 6 versions of Kim with a greater emphasis on gadgets. Also, I haven't forgotten a request you made in the anime thread for the boys of Gundam Wing. No idea when I'll get to them, but they're on my "to-do" list.

Side Note: I want to finish up a couple more KP builds, namely Shego and Dr. Drakken, then I've got what might be a fun idea for a fight, something that's been brewing in my :twisted: little noggin ever since a friend sent me a link to a fan-video on YouTube.
Last edited by Jedi Morningfire on Tue Aug 08, 2006 3:33 am, edited 1 time in total.
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