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Mr Bun's International Cast: France - Tomcat PL 9

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Mr Bun's International Cast: France - Tomcat PL 9

Postby MrBun » Fri Aug 18, 2006 2:49 am

I have always been interesting in creating heroes/villains from countries around the world because it tends to add a bit of color to a game. I hope to add heroes and villains from various countries over time. Anyway, enjoy!

CHARACTERS

Argentina
Slider (La Resbalosa) PL 9 (135 pp)

Australia
Ripper PL 11 (165 pp)

Belgium
Parabellum PL 9 (135 pp)

Brazil
Knockout (Beleza Devastadora) PL 12 (180 pp)

China
Golden Sword Fist (Jin Jian Quan) PL 10 (150 pp)

Denmark
Blackbird (Solsort) PL8 (120 pp)

France
Tomcat PL 9 (135pp)

Ireland
Monkshood (Fuath Mhadhaidh) PL 8 (120 pp)

Japan
Ice Blade (Kooriken) PL 10 (150 pp)

Korea (South)
Arrowhawk (Hwalsalmae) PL 10 (150 pp)

Morocco
Liionheart (Qalb Al Asad) PL 10 (150 pp)

Russia
Catnip PL 9 (135 pp)


NEW FEATS
Favored Martial Arts Style (Combat, Ranked)
Favored Martial Arts Opponent (Combat, Ranked)
Parry (Combat, Ranked)
Tactical Bluff (Skill)
Last edited by MrBun on Mon Jul 23, 2007 2:55 am, edited 23 times in total.
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Postby Power-Glove » Fri Aug 18, 2006 8:05 am

A nice design and concept. What movie is the picture from?
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Postby MrBun » Fri Aug 18, 2006 9:30 am

Thanks, Power-Glove.

The picture is of the main character from the movie Casshern. It's basically a live action plus cgi anime based on the Casshan manga. You can see a blurry trailer here: http://www.youtube.com/watch?v=BtGx9Fih3mA. If you like sci-fi anime (and all the pros and cons that go with that), then you'll like Casshern.

Keep Kewl,

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Postby Taliesin » Fri Aug 18, 2006 9:30 am

Your builds (this and the contest entry) are very nicely detailed...there are some random bits that make me laugh, like the tortilla chips under likes.

It's a very good idea, something that seems to fit the genre and culture, and a change of pace from the usual cyborg comic archetype.
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thanks

Postby MrBun » Tue Aug 22, 2006 2:40 am

Thanks, Taliesin.

I find that filling in the little things help me think about the character. For me, always including a bit of the odd eccentric detail adds that special something. Often a GM latches onto it and there's a good laugh to be had.

I just got Ultimate Powers, so I will be busy flipping through the pages and looking at all the pretty pictures.
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Blackbird PL 8 (120 pp)

Postby MrBun » Tue Aug 22, 2006 2:58 am

Here is a young vigilante being, uhm, vigilant in Copenhagen, Denmark. Enjoy!

BLACKBIRD (SOLSORT) PL 8 (120 pp)
Image
... ...

Name: Ditte Rayner, Birth Place: Denmark, Age: 14, Zodiac: Libra, Allegiance: Family, Motivation: Justice, Complication: Responsibility (school), Likes: ... ..., Dislikes: ... ...

ABILITIES:
STR 8 (-1), DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 16 (+3), CHA 8 (-1)

SAVES:
TOUGHNESS +6 (flatfooted +6; w/o protection +1, flatfooted +1), FORT +8, REF +10, WILL +10

COMBAT:
Attack +5 (melee +10), Damage –1 (punch +4, kick +4, the slugger +6), Defense +10 (flatfooted +3), Initiative +3 (dashing side kick +7, slugger smack +7), Trip –1 (the slugger smack +10), Grapple +9, Knockback +3 (w/o protection +0)

SKILLS:
Acrobatics 10 (+13), Languages 2 (French, German, base: Danish), Notice 10 (+13), Sense Motive 10 (+13), Stealth 10 (+13), Swim 6 (+5)

FEATS:
Accurate Attack, Acrobatic Bluff, Attack Focus (melee) +5, Attractive 1 (+4), Defensive Attack, Dodge Focus +5. Eidetic Memory, Elusive Target, Equipment 1 (5 ep), Fearless, Hide in Plain Sight, Quick Draw 1, Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Sneak Attack 1 (+2), Takedown Attack 1, Uncanny Dodge (Danger Sense)

POWERS:
Leaping 2 (running long jump 45 ft, standing long jump 22 ft, vertical jump 11 ft) [Evasion 1] [Move-By Action],
Protection 5 [Diehard] [Endurance],
Strike 4 (Rapid Punches) [Autofire 1] [Alternate Powers +8],
AP: Strike 4 (Straight Punch) [Penetrating],
AP: Strike 4 (Spinning Reverse Punch) [Subtle 1] [Triggered 1 (danger sense)] [Power Attack] [Stun],
AP: Strike 4 (Dashing Side Kick) [All-Out Attack] [Improved Initiative 1 (+4)] [Linked +0 (Speed 4 [Action –1 (standard action)])],
AP: Strike 4 (Double Spin Kick) [Homing 1] [Indirect 2] [Split Attack],
AP: Strike 4 (Roundhouse Kick) [Improved Critical (roundhouse kick) +4 (15-20)],
AP: Nauseate 6 (The Slugger Smack) [Action –1 (full action)] [Drawback (requires club)] [All-Out Attack] [Improved Initiative 1 (+4)] [Power Attack],
AP: Strike 6 (The Slugger Smash) [Action –1 (full action)] [Drawback (requires club)] [All-Out Attack] [Improved Critical (the slugger smash) +4 (15-20)] [Power Attack],
AP: Trip 6 (The Slugger Slam) [Action –1 (full action)] [Range –1 (touch)] [Knockback] [Drawback (requires club)] [All-Out Attack] [Improved Critical (the slugger slam) +2 (18-20)] [Improved Throw] [Improved Trip] [Power Attack],
Super-Senses 3 (danger sense – visual, darkvision) [Assessment]

EQUIPMENT:
Club (damage +2, mighty, range 10 ft), Cell Phone

Abilities (12 pp) + Saves (21 pp) + Skills (12 pp) + Feats (24 pp) + Powers (31 pp) + Combat (20 pp) = 120 pp

Appearance: Ditte is a petite teenager with short black and blue eyes. During the day, Ditte is typically dressed in her school uniform and carries a book bag. At night, as Blackbird, Ditte is often still dressed in her school uniform, but she trades in her book bag for her bat.

Background: In Copenhagen people whisper about a small shadow that, in the dead of night, seems to swiftly swoop down to battle muggers, gang bangers, and all other sorts of criminals. Those arrested refuse to speak, seemingly mortified with shame. The few grainy pictures taken by the media suggests a woman, but the photos say little thanks to the shadows, her face partial hidden by her hair, and the poor quality of the lucky shots. This, however, hasn’t stopped the people from naming this dark angel of justice – they call her Blackbird (Solsort).

Blackbird, or Ditte as her parents’ call her, doesn’t remember anything before her 10th birthday and there is a very good reason for that – she didn’t exist before then. She was ‘born’ by the old gods of Denmark, in particular the goddess of motherhood and the god of justice, as a gift to her parents in their time of need, four years ago. Then Ane and Vilfred Rayner were assaulted by criminals one night in their home. Affluent but childless, they had accrued a number of expensive artworks to compensate for the emptiness of their home. This had made them desirable targets for a couple of low-minded men, who broke into the home and viciously attacked the couple. Having always stuck to the old way, Ane and Vilfred prayed to old gods for help and protection. As fickle as the old gods could be, the couple was well liked by them for having never wavered in their faith. Therefore the old gods granted Ane and Vilfred not just that one prayer for help but also their unspoken prayer for a child. The criminals never knew what hit them, but Ane and Vilfred saw their rescuer and loved her at first sight.

Although it took them years of paperwork and legal battles, Ane and Vilfred officially adopted their little hero and named her Ditte. They know that Ditte has a destiny beyond the horizons of any normal person, but that hasn’t (and probably never will) stop them from seeing her as their daughter. As such, they have enrolled her in a prestigious private school and encouraged her to live a full life. Not that it has changed Ditte much. She is still drawn to righting wrongs and bringing just retribution to those who hurt and abuse others.

Ditte, herself, is having a difficult time adjusting to ‘normal’ life. Although bright, she doesn’t engage with her peers - even the annoying boys who seem to have become infatuated with her. She ignores and tries to avoid the teachers who encourage her to have ‘more school spirit’, especially the gymnastics teacher, who wants her to join the team. Because of her disengagement and lack of ‘personality’, she has been diagnosed as a ‘high functioning autistic’. Ditte could care less. She knows her purpose and it gives her a fierce joy. It’s the reason the gods created her, and who is she to argue with the gods.

BUILDING NOTES:
Trade-offs: attack +2, damage –2, defense +2, toughness –2.
Concept: I wanted to build a martial artist with a very distinct fighting style, so the way I went about this was to merge specific feats with particular powers. For example, the Leaping power provides the Evasion and Move-By feats, which creates a nice visual image of how the character evades and performs hit-and-run tactics. Of course, this also means that if a particular power is nullified then the character loses any associated feats as well. For example, if the Super-Sense power is nullified she loses the Assessment feat. The convergence of powers and feats are most noticeable in the various Strike powers.
Strikes: Blackbird has a number of Strike powers (courtesy of the alternate powers feat), each of which have different extras, flaws and feats (both power and regular). It is important to note that her Strike powers do not have the Mighty feat! Blackbird’s Strike powers can be sub-divided into three categories: Punch, Kick, and The Slugger. The Punch and Kick Strike powers are unarmed attacks, whereas The Slugger Strike powers are armed, requiring a club to be employed. The Slugger Strike powers hit Blackbird’s damage cap, so she doesn’t employ her Sneak Attack feat with them (which would be difficult to use anyway since all them require a full action). Most of the Punch, Kick, and The Slugger Strike powers are self-explanatory but two or three may need some extra exposition.
Spinning Reserve Punch: The Spinning Reverse Punch is a Strike 4 power with the Subtle and Triggered power feats, along with the Power Attack and Stun feats. Visually, when Blackbird uses this move, she spins around and hits with her back fist. To emulate the surprising nature of this move, it has the Subtle feat, which forces the opponent to make a DC 20 Notice check or be caught flatfooted (and thusly, may trigger Blackbird’s Sneak Attack feat). Furthermore, thanks to the Triggered (danger sense) feat, Blackbird can respond to a surprise attack with this maneuver. She can also employ the Power Attack and Stun feat with her attack.
Dashing Side Kick: The Dashing Side Kick is a Strike 4 power with All-Out Attack and Improved Initiative feats. Most importantly it is linked to the Speed 4 power (which has the Action flaw). Both the Strike 4 and Speed 4 power are under the same Alternate Power slot. Blackbird primarily uses the move to close in on her opponent and is often her opening attack.
Double Spin Kick: The power is fairly self-explanatory, but an explanation of what it looks like may help. In the Double Spin Kick, Blackbird uses her agility and acrobatics to flip over obstacles and spin around targets to land her hits (represented by the Indirect feat). (For example, flipping over a wall to spin around her opponent and kick him in the back of the head.) Furthermore, since she is in the air when attacking with this maneuver, she can uses both her feet to kick (represented by the Homing and Split Attack feats).


Update: Blackbird gets a minor rebuild. The Regeneration and Protection array has been removed, and replaced with a simple Protectioin along with the Diehard and Endurance feats. Makes her more of a brawler - which is strangely an nice image.
Last edited by MrBun on Tue Jul 03, 2007 1:47 am, edited 3 times in total.
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Postby Taliesin » Tue Aug 22, 2006 7:44 am

Oh my! A schoolgirl outfit AND she carries a big baseball bat! This might have just become my favorite original build on this thread ever!

I do love mixing and matching powers and feats to come up with interesting martial arts special moves, too!
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Postby Setothes » Tue Aug 22, 2006 8:15 am

Solsort just kicks all kinda of butt. I love all the alternate Strike powers as 'special moves.'

I was working on a similar build recently and wimped out at the end. But this definitely inspires me to keep it up!
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Postby Power-Glove » Tue Aug 22, 2006 8:34 am

I LOVE the Strike Array. I'd been thinking about retooling my character Boneface and this looks like how I'd reimagine his "natural combat ability."

Plus - like the others said. School-girl with big black baseball bat. Gots ta love dat!
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thanks for the love - for Blackbird, that is!

Postby MrBun » Wed Aug 23, 2006 3:45 am

Glad you guys like her as much as I do. It took awhile to write her up properly, especially the Strike array.

I have to admit that after writing up Blackbird I feel that PL 8 (120 pp) is a nice sweet spot for building starting characters.

Anyway, flipping through Ultimate Powers and Mastermind's Manual, so getting some ideas for other characters.

Oh, I do have a question. How do you guys do that neat little table of contents with links to specific posts? I want to start one for this thread. Pre-emptive thanks.
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Postby Power-Glove » Wed Aug 23, 2006 12:10 pm

You can edit the titles to add new material.

As for the post, just edit and type (url=postlink)Character name(/url)

Replace the parenthesis with [] and then you can get the post link by clicking on the upper left corner square marked post.
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Postby Rune » Thu Aug 24, 2006 12:48 am

I thought the linked strike things were great, but isn't Regeneration disallowed in Arrays?

I know you can "technically" [I.E. with GM permission only] trade in Regeneration's continous, always on duration for concentration as a +0 modifyer, but still. There is a reason that Regen shouldn't be in Arrays.... It makes it too cheap. No big whoop, just replace the regen with an equal number of points of healing, self only. With the Total extra, it's even better.

Note that if you leave regen as a part of the array, then it isn't continous, nor can it be [unless you buy off the obvious unwritten "always on" aspect of the power as a +1 extra]. Which means if you set your mini defence array to regen and get knocked out, then it turns off.

Not trying to be a jerk, I really like the concept. Just thought you'd like to know.
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Postby Power-Glove » Thu Aug 24, 2006 8:02 am

I think the AP: Protection on the Regeneration is supposed to represent the fact that in some instances, she heals so fast that she sometimes just sloughs off damage. Sort of like the Hulk instantly heals from minor wounds like Wolverine's claws. However, if hit with Corrosion or Disintegration which affect toughness saves, which is what Protection is, it means her Regeneration is working overtime, and may be overwhelmed, which makes sense in a "Fast-heal" -style Protection.

But that's just my take on it.
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Postby Rev. Frank » Thu Aug 24, 2006 2:00 pm

Mr. Bun,

Are you by any chance going to stat out any of the super that we had thought up so many years ago?

I remember that we had come up with some real doozy concepts (some of which need to remain just concepts, like "The Dreidel")....
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oop; thanks; and yeah

Postby MrBun » Fri Aug 25, 2006 1:55 am

Do'h! Thanks, Rune. I actually completely forgot about the Regeneration thing (i.e. recommendation against it being in an array). I'll update her with that fact.

Power-Glove, thanks for the info. Will have to try it out and see how long it actually takes me to get it right!

And don't you fret, Rev Frank. Those ol' supers are spinning in my head. I am still digesting the Ultimate Powers and Mastermind's Manual.
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