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JediMorningfire's Assorted Characters - Kingdom Hearts

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By the power of Grayskull...

Postby Jedi Morningfire » Wed Aug 30, 2006 5:19 pm

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He-Man
Concept: Most Powerful Man in the Universe
PL: 12 (195pp)
Real Name: Prince Adam
Quote: "I have the power!"

Abilities: STR: 35 (+12) DEX: 14 (+2) CON: 34 (+12) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3)

Skills: Acrobatics 4 (+6), Climb 3 (+14), Diplomacy 8 (+11), Handle Animal 4 (+7), Intimidate 6 (+9), Knowledge (arcane lore) 2 (+3), Knowledge (civics) 2 (+3), Knowledge (tactics) 2 (+3), Notice 8 (+10), Pilot 4 (+6), Ride 8 (+10), Sense Motive 8 (+10), Swim 1 (+12)

Feats: All-Out Attack, Beginner’s Luck, Diehard, Dodge Focus, Endurance 2, Fearless, Improved Critical (unarmed), Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Inspire 2, Leadership, Power Attack, Sidekick (Battle Cat) 15, Steadfast, Stunning Attack, Takedown Attack, Tough 3, Ultimate Effort (Toughness save)

Powers: Device 3 (Power Sword, easy to lose; Power Feat: Indestructible, Restricted- Str 20+, 11pp), Leaping 2 (2pp), Super-Strength 7 (Power Feat: Bracing, Countering Punch, Groundstrike; 17pp)
:arrow: Power Sword: Strike 3 (Extra: Penetrating 10, Power Feat: Improved Critical, Mighty); 15pp

Combat: Attack +9 [Punch +12/19-20], Attack +9 [Power Sword +15/19-20], Grapple +28, Defense 19 (14 flat-footed), Knockback -7, Init +6

Saves: Toughness +15, Fortitude +15, Reflex +8, Will +8

Complications: Enemy, Responsibility, Rivalry, Secret

Drawback: Normal Identity (3pts)

Abilities 66 + Skills 15 (60 Ranks) + Feats 38 + Powers 30 + Combat 34 + Saves 15 – Drawbacks 3 = 195 / 195

Trade-Offs: -3 Attack Bonus, +3 Max Save DC; -3 Defense bonus, +3 Toughness save

Notes:
:arrow: I decided to stat my own interpretation of He-Man after seeing BARON’s version. I’m of the opinion that if you don’t agree with how one person has built a character, then do your own build of that character. I'm using his appearance in the 2002 cartoon series as my reference source.
:arrow: This is version is heavily influenced by the cartoon series, and as such is a beefy PL 12 brick. While he may not hit his damage cap without his sword, his fists still pack quite a wallop. And when he decides that he’s not going to get hurt, there’s very little anyone can say about it thanks to Ultimate Effort on his Toughness save. He can also play the role of leader thanks to Inspire and Leadership.
:arrow: As befits a guy with the title of “most powerful man in the universe,” He-Man has an effective Strength score of 70 for lifting purposes. He’s also a pretty competent grappler, using his overbearing strength to get the better of his foes. He can also knock incoming attacks out his way with a punch (as greatly demonstrated in the first episode of the 2002 series when he punched a meteor out of the sky, simply saying “Whoa” in response to just how strong he was.)
:arrow: Given that he needs the Power Sword to transform, he’s got a Normal Identity drawback, requiring only a free action to transform between identities.

Image
Prince Adam (PL 5/80pp)
Abilities: STR: 12 (+1) DEX: 14 (+2) CON: 14 (+2) INT: 13 (+1) WIS: 14 (+2) CHA: 16 (+3)
Skills: Acrobatics 4 (+6), Climb 3 (+4), Diplomacy 6 (+9), Handle Animal 4 (+7), Intimidate 1 (+4), Knowledge (arcane lore) 2 (+3), Knowledge (civics) 2 (+3), Knowledge (tactics) 2 (+3), Notice 6 (+7), Pilot 4 (+6), Ride 4 (+6), Sense Motive 5 (+7), Swim 1 (+2)
Feats: Beginner’s Luck, Defensive Roll, Sidekick (Cringer) 5, Tough
Powers: Device 1 (Power Sword, easy to lose, Power Feat: Indestructible; 4pp)
:arrow: Power Sword: Strike 3 (Power Feats: Mighty, Improved Critical); 5pp total
Combat: Attack +6 [Power Sword +4/19-20], Grapple +7, Defense 16 (13 flat-footed), Knockback -2, Init +2
Saves: Toughness +4 (+3 when flat-footed), Fortitude +4, Reflex +6, Will +6
Complications: Enemy, Reputation (slacker), Responsibility, Rivalry, Secret
Abilities 23 + Skills 11 (44 Ranks) + Feats 8 + Powers 4 + Combat 24 + Saves 10 – Drawbacks 0 = 80 / 80
Trade-Offs: -1 Max Save DC, +1 Attack bonus; -1 Toughness save, +1 Defense bonus

:arrow: He-Man's secret identity, Adam isn't a total wuss. He's just completely outclassed by all the other Masters (who I see as having a PL range of 8 to 10), especially Teela, who he has a definite crush on as well as a rivalry.
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Postby teleportingbassist » Wed Aug 30, 2006 5:27 pm

Nice fight. Great use of Danny. Nice quips.
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The fearless feline friend

Postby Jedi Morningfire » Wed Aug 30, 2006 5:27 pm

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Battle-Cat
Concept: Ferocius Feline Mount
PL: 7 (75pp)
Real Name: Cringer
Quote: *loud roar*

Abilities: STR: 26 (+8) DEX: 16 (+3) CON: 22 (+6) INT: 5 (-3) WIS: 12 (+1) CHA: 8 (-1)

Skills: Intimidate 11 (+12), Notice 9 (+10), Stealth 8 (+7)

Feats: Attack Focus (melee) 3, Attack Specialization (claws), Dodge Focus, Evasion, Fearless, Improved Initiative, Set-Up, Startle, Takedown Attack

Powers: Device 1 (riding armor, hard to lose, Power Feat: Restricted- Large riding cat; 5pp), Growth 7 (Size: Large, Permanent, Power Feat: Innate; 22pp), Leaping 2 (2pp), Strike 1 (bite, Power Feat: Accurate, Mighty; 3pp), Super-Senses 3 (low-light vision, scent [tracking]; 3pp), Super-Strength 2 (4pp)
:arrow: Riding Armor: Protection 3, Strike 1 (claws, Power Feat: Improved Critical, Mighty); 5pp total

Combat: Attack +5 [Claws +9/19-20], Attack +5 [Bite +9], Grapple +11, Defense 15 (13 flat-footed), Knockback -8, Init +7

Saves: Toughness +9, Fortitude +8, Reflex +8, Will +5

Drawbacks: Mute (4pts), No Hands (4pts), Normal Identity (3pts)

Abilities 8 + Skills 7 (28 Ranks) + Feats 11 + Powers 39 + Combat 10 + Saves 11 – Drawbacks 11 = 75 / 75

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

Notes:
:arrow: As He-Man’s faithful sidekick, Battle Cat serves as both transportation and combat ally. While not able to shrug off as much damage as his master, Battle Cat is still a fierce combatant, and can make chew toys out of most mooks. Like He-Man, this version of Battle Cat is from the 2002 cartoon, and thus does not talk.
:arrow: And like his master, Battle Cat’s true form is the greatly unassuming Cringer, who lives up to the term “fraidy cat” like no one else can, though he has shown rare moments of courage, especially when Adam’s well-being is on the line.

Cringer (PL 3/25pp)
Abilities: STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 5 (-3) WIS: 12 (+1) CHA: 8 (-1)
Skills: Notice 9 (+10), Stealth 7 (+10)
Feats: Attack Focus (melee), Attack Specialization (claws), Evasion, Improved Initiative
Powers: Super-Senses (low-light vision, scent [tracking])
Combat: Attack +3 [Claws +3], Grapple +4, Defense 14 (12 flat-footed), Knockback -2, Init +1
Saves: Toughness +2, Fortitude +4, Reflex +4, Will +3
Drawbacks: Cowardly (+1 to DC to resist fear effects, Very Common), Mute, No Hands
Abilities 11 + Skills 4 (16 Ranks) + Feats 4 + Powers 3 + Combat 8 + Saves 5 – Drawbacks 10 = 25 / 25
Trade-Offs: -1 Toughness save, +1 Defense bonus
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Postby Jedi Morningfire » Wed Aug 30, 2006 5:39 pm

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Omi
Concept: Xiaolin Dragon of Water
PL: 10 (150pp)
Quote: "Prepare to have your mule punted! Hiya!"

Abilities: STR: 12 (+1) DEX: 20 (+5) CON: 14 (+2) INT: 10 (+0) WIS: 14 (+2) CHA: 10 (+0)

Skills: Acrobatics 10 (+15), Concentration 12 (+14), Escape Artist 8 (+12), Notice 7 (+9), Sense Motive 10 (+12), Stealth 5 (+10), Swim 4 (+5)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Attack Specialization (unarmed) 2, Blind-Fight, Defensive Attack, Defensive Roll 4, Dodge Focus 10, Elusive Target, Evasion, Grappling Finesse, Improved Block, Improved Critical (unarmed), Improved Disarm, Improved Initiative, Improved Trip, Improved Throw, Martial Artist, Martial Strike 5, Move-By Action, Power Attack, Second Chance (Toughness saves vs. unarmed attacks), Second Chance (Sense Motive vs. feints), Stunning Attack, Takedown Attack

Powers: Blast 8 (cold/water, Flaw: Distracting, Power Feat: Accurate 3; 11pp), Device 5 (Orb of Tornami, easy to lose, Power Feat: Restricted; 16pp), Features 1 (can walk on fingers; 1pp), Leaping 1 (1pp), Speed 1 (1pp), Super-Movement 2 (Sure-Footed, Wall-Crawling; 4pp), Super-Senses 4 (Accurate [auditory], Danger Sense [mental], Uncanny Dodge [mental]; 4pp)
:arrow: Orb of Tornami: Blast 10 (cold/water, Extra: Area- Cone, Flaw: Range- Touch, Power Feat: Knockback, Alternate Powers: Create Objects 8 [Power Feat: Accurate 5], Obscure 10, Water Control 10); 25pp

Combat: Attack +14 [Unarmed +6/19-20], Attack +12 [Blast +8], Grapple +15, Defense 24 (12 flat-footed), Knockback -3, Init +9

Saves: Toughness +6/+2*, Fortitude +6, Reflex +10, Will +8
*when flat-footed

Complications: Enemy (Heylin), Honorable, Responsibility (Xiaolin monk)

Drawback: Naïve: +50% to DC to resist Bluff checks (Very Common, Moderate; 4pts)

Abilities 20 + Skills 15 (60 Ranks) + Feats 45 + Powers 38 + Combat 20 + Saves 15 – Drawbacks 3 = 150 / 150

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

Notes:
:arrow: Out of the Xiaolin monks, Omi is perhaps the most devastating in terms of hand-to-hand combat, as he’s able to manipulate his offensive and defensive caps as needed. I did give him different offensive trade-offs for his melee and ranged attack modifiers as per the suggestion from Steve Kenson, especially since more than a few Freedom City NPCs do exactly that. Part of the reason I put Omi as being a better hand-to-hand fighter was that he's had several lessons in unarmed combat from Chase Young, a 1500 year old immortal martial arts master.
:arrow: For what little value the ability has, Omi is also quite capable of walking on his fingers; a fun trick for parties, but not much use for actual combat. He’s able to dash about pretty quickly for his small size. Speaking of size, I opted against giving him the Shrinking power as he rarely is hampered by his height, and the costs far-outweighed the benefits.
:arrow: For all of his skill, Omi is far from perfect, having some major personality flaws. He is incredibly proud of his achievements as a Xiaolin Dragon, to the point that he can seriously annoy his fellow Dragons when citing just how good he is. Also, Omi has a pathological fear of squirrels as well as a habit of not getting common idioms exactly right, such as asking to get “Mondays” at an ice cream store, saying “extremely icy” or that he’s “in heat” as opposed to “very cool” and “on fire.” He is also extremely naïve, to the point that wily enemies find the young monk easy to manipulate, although where combat is involved Omi can be very quick to see through enemy feints.
:arrow: For all the monks’ Shen Gong Wu they have listed, I added the Restricted feat to represent how they’ve learned to use that particular Wu in tandem with their element. Other people can use the Wu, but they won’t have the wide range of effects as they do when wielded by a Xiaolin Dragon.
:arrow: Update 9/01: Omi's a bit more balanced and not such a powergamer build. I dropped the Skill Mastery feat and Chi power, since upon further reflection they felt woefully out of place, instead giving him some Super-Movement and Second Chance vs. feints. I also changed his drawback to incorporate Bluff checks in general.
Last edited by Jedi Morningfire on Fri Sep 01, 2006 9:40 am, edited 2 times in total.
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Postby Jedi Morningfire » Wed Aug 30, 2006 5:43 pm

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Clay Bailey
Concept: Xiaolin Dragon of Earth
PL: 10 (150pp)
Quote: "Time for a good ol' fashioned Texas Two-Step on yer face!"

Abilities: STR: 18 (+4) DEX: 12 (+1) CON: 20 (+5) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1)

Skills: Acrobatics 7 (+8), Concentration 7 (+10), Diplomacy 4 (+5), Escape Artist 4 (+5), Handle Animal 7 (+8), Notice 8 (+11), Ride 7 (+8), Sense Motive 8 (+11), Stealth 5 (+6), Swim 3 (+6)

Feats: Accurate Attack, Attack Focus (melee) 6, Attack Specialization 3 (lasso), Blind-Fight, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Evasion, Improved Block, Improved Disarm, Improved Grab, Improved Initiative, Improved Throw, Instant Up, Martial Artist, Martial Strike 2, Move-By Action, Power Attack, Quick Change, Stunning Attack, Takedown Attack, Tough 2

Powers: Blast 9 (Flaw: Distracting, Power Feat: Accurate 3; 12pp), Device 2 (lasso, easy to lose; 6pp), Device 5 (Fist of Tebigong, easy to lose, Power Feat: Restricted; 16pp), Leaping 1 (1pp), Protection 3 (3pp), Super-Strength 1 (2pp)
:arrow: Lasso: Snare 8 (Power Feats: Precise, Tether); 10pp total
:arrow: Fist of Tebigong: Strike 10 (Extra: Area- Line, Power Feat: Progression 2, Alternate Powers: Deflect 10 [any ranged], Strike 9 (Extra: Penetrating, Power Feat: Improved Critical 2), Trip 10 (Extra: Area- Line, Knockback, Flaw: Range- Touch); 25pp total

Combat: Attack +11 [Unarmed +6], Attack +11 [Seismic Kick +9], Grapple +16, Defense 18 (13 flat-footed), Knockback -6, Init +5

Saves: Toughness +12/+10*, Fortitude +9, Reflex +5, Will +7
*when flat-footed

Complications: Enemy (Heylin), Honorable (chivalrous), Responsibility (Xiaolin monk)

Abilities 28 + Skills 15 (60 Ranks) + Feats 33 + Powers 40 + Combat 22 + Saves 12 – Drawbacks 0 = 150 / 150

Trade-Offs: -1 Max Save DC, +1 Attack bonus; -2 Defense bonus, +2 Toughness save

Notes:
:arrow: As befits the Xiaolin Dragon of Earth, Clay provides a solid foundation for his pardners, balancing out Omi’s brash eagerness, Kimiko’s fiery temper, and Raimundo’s sarcasm. Despite his sometimes oafish manners, Clay is pretty insightful, able to act with a cool head and spot the easy solutions to difficult problems.
:arrow: He’s also the biggest and physically strongest of the four monks, matching Omi’s martial prowess with Texas-bred muscles. He’s also more apt to simply shrug off an enemy’s attack than really avoid it, putting him pretty well in the brick category in terms of defense, though he does have a slight trade-off in favor of accuracy for offense.
:arrow: I chose to go with the Fist of Tebigong for Clay’s signature Shen Gong Wu, though he’s also frequently used the Third Arm Sash. And it’s a doozy of a Wu. Not only does it have an area-effect attack, it’s got an area-effect Trip that can cause Knockback, can block incoming ranged attacks with a readied action, and deliver a mule kick that will make anyone’s head spin.
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Postby Jedi Morningfire » Wed Aug 30, 2006 5:48 pm

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Kimiko Tohomiko
Concept: Xiaolin Dragon of Fire
PL: 10 (150pp)
Quote: “Why am I constantly changing my hairstyle and oufits? It’s just a girl thing.”

Abilities: STR: 10 (+0) DEX: 20 (+5) CON: 14 (+2) INT: 16 (+3) WIS: 14 (+2) CHA: 14 (+2)

Skills: Acrobatics 9 (+14), Bluff 9 (+11), Computers 5 (+8), Concentration 8 (+10), Escape Artist 5 (+10), Knowledge (technology) 5 (+8), Notice 8 (+10), Sense Motive 6 (+8), Stealth 5 (+10), Swim 4 (+4)

Feats: Accurate Attack, Acrobatic Bluff, Assessment, Attack Focus (melee) 2, Attack Specialization (unarmed) 2, Attractive, Blind-Fight, Defensive Attack, Defensive Roll 4, Dodge Focus 8, Equipment, Evasion, Grappling Finesse, Improved Block, Improved Initiative, Disarm, Improved Throw, Instant Up, Martial Artist, Martial Strike 4, Move-By Action, Power Attack, Quick Change 2, Stunning Attack, Takedown Attack, Taunt

Powers: Blast 8 (Flaw: Distracting, Power Feat: Accurate 3; 10pp), Device 5 (Star Hinabi, easy to lose, Power Feat: Restricted; 16pp), Leaping 1 (1pp)
:arrow: Star Hinabi: Blast 10 (fire, Extra: Area- Cone, Flaw: Range- Touch, Power Feat: Progression, Alternate Powers: Dazzle 7 [visual, Extra: Area- Burst]), Flight 2 (Limited- only over fire); 25pp

Combat: Attack +12 [Unarmed +4], Attack +12 [Judolette Flip +8], Grapple +13, Defense 24 (13 flat-footed), Knockback -3, Init +9

Saves: Toughness +6/+2*, Fortitude +5, Reflex +10, Will +7
*when flat-footed

Complications: Enemy (Heylin), Responsibility (Xiaolin monk), Temper

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

Abilities 28 + Skills 16 (64 Ranks) + Feats 42 + Powers 27 + Combat 24 + Saves 13 – Drawbacks 0 = 150 / 150

Trade-Offs: -2 Max Save DC, +2 Attack bonus; -4 Toughness save, +4 Defense bonus

Notes:
:arrow: The female of the group, Kimiko is certainly a firecracker. She’s not as skilled a melee fighter as Omi, but she shouldn’t be underestimated just because she’s a girl. She’s also got a fiery temper, with Omi and Raimundo being the two people most likely to get her to erupt in anger. But at least Omi doesn’t always do it intentionally; not sure the same can be said for Raimundo.
:arrow: Every episode has Kimiko wearing a different outfit, though she reverts to her Xiaolin garb when partaking in a Xiaolin Showdown. Her two ranks of Quick Change reflect her enormous wardrobe, as she has at least 52 different outfits (one for each episode).
:arrow: Her elemental attack is the Judolette Flip, which hurls a fireball at an opponent. In one episode she was able to block and redirect a volley of enemy fireballs, but that can be chalked up to extra effort. Her favored Shen Gong Wu is the Star Hinabi, which lets her unleash a much more powerful blast of fire, as well as creating fiery displays to blind opponents. The Flight aspect is a bit weird, since it requires the user to have fire underneath them to use, though apparently lava works as well.
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Postby Taliesin » Wed Aug 30, 2006 5:50 pm

Cool He-Man. My view of He-Man also happens to be closer to yours than Baron's. Interestingly, he looks like a good match against my Captain America...both PL12/195pp specimens of physical perfection!
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Postby Jedi Morningfire » Wed Aug 30, 2006 5:54 pm

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Raimundo Pedrosa
Concept: Xiaolin Dragon of Wind
PL: 10 (150pp)
Quote: “What Omi did to that expression, I’m gonna do to you!”

Abilities: STR: 14 (+2) DEX: 20 (+5) CON: 16 (+3) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

Skills: Acrobatics 10 (+15), Bluff 8 (+9), Concentration 7 (+8), Escape Artist 5 (+10), Knowledge (streetwise) 6 (+7), Knowledge (technology) 4 (+5), Notice 8 (+9), Sense Motive 7 (+8), Stealth 5 (+10), Swim 4 (+6)

Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization (unarmed) 2, Blind-Fight, Defensive Attack, Defensive Roll 5, Dodge Focus 6, Elusive Target, Evasion, Grappling Finesse, Improved Block, Improved Defense, Improved Disarm, Improved Pin, Improved Initiative, Improved Throw, Instant Up, Martial Artist, Martial Strike 3, Move-By Action, Power Attack, Quick Change, Quick Draw, Stunning Attack, Takedown Attack, Taunt

Powers: Blast 8 (Flaw: Distracting, Power Feat: Accurate 2; 10pp), Device 5 (Sword of the Storm, easy to lose, Power Feat: Restricted; 16pp), Leaping 1 (1pp)
:arrow: Sword of the Storm: Air Control 10 (Alternate Power: Blast 10 [extra: area- cylinder, flaw: range- touch], Deflect 10 [energy, reflection], Deflect 10 [ranged], Insubstantial 4), Leaping 1; 25pp

Combat: Attack +12 [Unarmed +5], Attack +12 [Typhoon Boom +8], Grapple +13, Defense 22 (13 flat-footed), Knockback -3, Init +9

Saves: Toughness +8/+3*, Fortitude +7, Reflex +9, Will +7
*when flat-footed

Complications: Enemy (Heylin), Reputation (prankster), Responsibility (Xiaolin monk)

Abilities 26 + Skills 16 (64 Ranks) + Feats 39 + Powers 27 + Combat 28 + Saves 14 – Drawbacks 0 = 150 / 150

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

Notes:
:arrow: Every group of heroes needs a streetwise prankster, and Rai fits that bill to a “T”. He’s not quite at Omi’s level of hand-to-hand combat, but Rai is certainly capable of holding his own in any fight.
:arrow: Rai uses Capoeria as the basis for his fighting style, giving him a lot of speed and agility when he fights. While he’s better suited to using Acrobatic Bluff, his skill with trash-talking gives him a second option to feint an enemy, not to mention being able to demoralize them via Taunt.
:arrow: Rai’s Shen Gong Wu is the Sword of the Storm, which gives him some very potent offensive and defensive combinations.
Last edited by Jedi Morningfire on Sat Sep 02, 2006 10:44 am, edited 2 times in total.
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Postby Jedi Morningfire » Wed Aug 30, 2006 5:58 pm

Taliesin wrote:Cool He-Man. My view of He-Man also happens to be closer to yours than Baron's. Interestingly, he looks like a good match against my Captain America...both PL12/195pp specimens of physical perfection!

Thanks. If you'd like to pit the two against each other, feel free to borrow He-Man. I'm curious to see how he plays out, especially against a far more combat-savvy Cap.
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Postby Jedi Morningfire » Wed Aug 30, 2006 6:02 pm

teleportingbassist wrote:Nice fight. Great use of Danny. Nice quips.

Thanks. Like I said early, half the fun of that fight was writing the dialogue. May have to do another KP/DP team-up, only next time include Ron as well as a much more challenging opponent to better counteract Danny's raw power.
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Postby Jedi Morningfire » Wed Aug 30, 2006 6:04 pm

Okay, that's Elizabeth for PotC (still need to finish up Barbossa), the Xiaolin Dragons (I almost feel guilty for how I squeezed Omi into the PL 10/150pp bracket I used for the other three Dragons).

I'm thinking my next project will be several of the MotU characters, with Skeletor, Evil-Lyn, Teela, and Man-at-Arms next on the agenda.

*phew* I think that's enough characters for one night. I'm going to bed.
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Postby The Great Jefepato » Wed Aug 30, 2006 6:27 pm

Jedi Morningfire wrote:(I almost feel guilty for how I squeezed Omi into the PL 10/150pp bracket I used for the other three Dragons)


I was going to suggest simply upping the Dragons' point totals across the board (partly, I must admit, because I'm not convinced Omi is as much better in hand-to-hand as he thinks he is), but most of the stuff I would have suggested adding to the others wasn't really demonstrated until Season 3, and I assume these builds pre-date that season since the Dragons don't have their WTF-level Wudai attacks and weapons.
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Thanks!

Postby MrBun » Thu Aug 31, 2006 3:12 am

Nice builds. Interesting to see the Xiaolin characters written up.

Thanks for the Ms Elizabeth Swann write-up. Makes me want to run a pirate (and ninjas) campaign - with an undead monkey!
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Postby Jedi Morningfire » Thu Aug 31, 2006 3:56 am

The Great Jefepato wrote:
Jedi Morningfire wrote:(I almost feel guilty for how I squeezed Omi into the PL 10/150pp bracket I used for the other three Dragons)


I was going to suggest simply upping the Dragons' point totals across the board (partly, I must admit, because I'm not convinced Omi is as much better in hand-to-hand as he thinks he is), but most of the stuff I would have suggested adding to the others wasn't really demonstrated until Season 3, and I assume these builds pre-date that season since the Dragons don't have their WTF-level Wudai attacks and weapons.

Given that most of the episodes I've seen predate Season 3, yeah these builds probably best fit Season 2 (especially since they've got their various elemental attacks).

As for Omi being the best fighter in these builds, a lot of that is due to his background as I found from researching, as he's routinely dubbed as being "the strongest fighter of the bunch," so it's fitting that he's slightly better in hand-to-hand combat. than the rest of the Dragons, but they're more socially adapted and versatile than Omi (who can be rendered nearly helpless by a flying opponent with two ranks of Evasion). That said, I'll probably end up revisiting Omi at a later date and turn the dial down a bit on his combat prowess
"I don't go looking for trouble. Trouble always finds me."
- Harry Potter, Prisoner of Azkaban

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Postby Beleriphon » Thu Aug 31, 2006 10:31 am

Jedi why does Raimundo have Leaping 1 as a normal power, and then Leaping 1 again on his sword? That seem redundant to me, given that that neither can be used at more than 1 rank, and he can still Leap without the sword.
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