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Jab's Builds: 2nd Edition Stuff (Kept in Reserve)

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Postby Fisdenallus » Sun Dec 31, 2006 12:38 am

It is now official, you can find builds for absolutely everything here on Atomic Think Tank.
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Postby Jabroniville » Mon Jan 01, 2007 3:27 am

“RED” ANDREWS

PL 10 (150)
ST 16 (+3) DEX 18 (+4) CON 18 (+4) INT 15 (+2) WIS 12 (+1) CHA 20 (+5)
Skills:
Acrobatics 8 (+12)
Bluff 6 (+11)
Climb 8 (+11)
Diplomacy 4 (+9)
Disable Device 6 (+8.)
Drive 8 (+12)
Escape Artist 6 (+10)
Investigate 13 (+15)
Knowledge (Current Events) 8 (+10)
Knowledge (History) 8 (+10)
Knowledge (Tactics) 6 (+8.)
Notice 8 (+9)
Profession (Secret Agent) 10 (+12)
Sense Motive 8 (+9)
Stealth 8 (+12)
Survival 5 (+6)

Feats:
Assessment, Attractive 1, Benefit (Security Clearance- Ex-CIA Agent) 1, Beginner's Luck, Connected, Defensive Attack, Defensive Roll, Endurance, Equipment 2, Evasion, Improved Aim, Improved Disarm, Improved Sunder, Inspire, Jack of All Trades, Leadership, Master Plan, Ranged Pin, Second Chance, Teamwork 2, Track, Ultimate Effort (Master Plan), Weapon Bind, Well-Informed

Equipment:
Assortment of low-tech devices, primarily focusing on his rope (which he uses like a Snare). Ex-CIA, but never really used guns

Saves:
Toughness +4, Fortitude +9, Reflex +8, Will +8

Combat:
Attack +10, Damage +3, Defense +10, Initiative +4

Complications:
Obsession (Angel or Wheels?)
Responsibility (Explorers of the Unknown Leader)
Rivalry (Nitro)
Fame (Famous Hero)

Abilities: 40 / Skills: 120--29/ Feats: 26/ Powers: 0 / Saves: 15 /Combat: 40 (150)


Enter: the first of my Explorers of the Unknown builds. For those unaware, Archie Comics did an homage to the Challengers of the Unknown in the early 90s, featuring most of the core cast as specialist heroes working under 'cool' nicknames. Archie was an ex-CIA agent turned soldier of fortune, Veronica was a martial artist (no joke), Jughead was a daredevil, etc. It only lasted a few issues, but the straight adventure storytelling (with only some of the character foibles of the Archie clan) was a nice twist on the Archie standard. Essentially, the characters were basically acting like they were just played by the Archie gang, they weren't REALLY the Archie characters we all knew and loved.


“Red” Andrews is basically just Archie with Doc Savage written over top of him. He’s got all of Archie’s (minimal) skills and feats, plus nearly everything “Red” has showcased over the years. As an ex-CIA and Soldier of Fortune, the guy can clearly handle melee AND ranged weapons with great use, but instead focused on using that damn rope of his to do just about everything. HE’s got a smattering of most every important skill, plus Archie’s Jack of All Trades and Beginner’s Luck, though here it’s not to make up for years of ‘whatever his job is this story’ storytelling, but the fact that he’s an experienced hero for hire who’s seen countless situations and has developed ways out of almost all of them. This is more-or-less an Agent build with some of Archie’s foibles thrown on top, though it should be noted that “Red” shares none of Archie’s clumsiness or goofy hang-ups in combat situations, and is a true competent leader. Sadly, this makes him a bit less interesting, but oh well.
Last edited by Jabroniville on Mon Jan 01, 2007 4:24 pm, edited 1 time in total.
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Postby Jabroniville » Mon Jan 01, 2007 4:22 pm

TUXEDO MASK, SAILOR MOON R
PL 10 (165)
ST 14 (+2) DEX 14/24 (+2/+7) CON 14 (+2) INT 15 (+2) WIS 14 (+2) CHA 20 (+5)
Skills:
Acrobatics 8 (+15)
Bluff 10 (+15)
Diplomacy 4 (+9)
Disguise 8 (+13)
Drive 4 (+11)
Notice 6 (+8.)
Perform (Acting) 3 (+8.)
Sense Motive 4 (+6)
Sleight of Hand 6 (+13)
Stealth 8 (+15)
Feats:
Accurate Attack, Attractive 2, Defensive Roll 2, Distract (Bluff), Evasion, Favored Environment (Rooftops), Favored Opponent (Youma), Improved Aim, Hide in Plain Sight, Fascinate (Bluff), Improved Critical (Rose Attack) 3, Improved Disarm, Improved Initiative, Improved Sunder, Inspire 5, Interpose, Luck, Precise Shot 2, Ranged Pin, Set-Up, Sneak Attack 5, Taunt, Teamwork 3, Ultimate Effort (Aim)

Powers:
Super-Senses 1 (Can Always Tell Where Sailor Moon is And When She's In Danger) [1]
Super Movement (Slow Fall) 1 [1]
Enhanced Dexterity 10 [10]
Leaping 5 [5]
"Rose Throw" Blast 5 (Feats: Accurate, Precise) (Extras: Autofire, Penetrating) [24]
AP: Deflect (All Projectiles), Nullify Snare 10
Device 2: "Extending Cane" (Easy to Lose) Blast 4
AP: Deflect 8 (Slow Projectiles), Shield 8 [6]

Saves:
Toughness +2, Fortitude +5, Reflex +6/+11, Will +4

Combat:
Attack +8 (+10 Rose Throw), Damage +2, Defense +8, Initiative +4

Complications:
Enemy (Queen Beryl)
Enemy (Nemesis Family/Doom Phantom)
Responsibility (Sailor Moon)
Rivalry (Zoicite)
Secret Identity (Darien Shields/Mamoru Chiba)

Drawbacks:
Normal Identity (Must Have Arms Free and Take a Full-Round Action, Can Still Use Super-Senses) [-3]
Vulnerable (Mind Control- Uncommon, Major) [-3]

Abilities: 29 / Skills: 60--15/ Feats: 39 / Powers: 47 / Saves: 9 /Combat: 32 /Drawbacks -6 (165)


Enter Tuxedo Mask, eternal protector of Sailor Moon. This is pretty much the "Sailor Moon R" level he's usually at. He's actually rather hard to stat up, since the guy has an excess of skills, feats, and some pretty all-around powers as well. However, despite beating the 150 pp limit of PL10, he fits the set-up rather nicely, as nothing he can do is too over-the-top. What I made the core focuses of his style is his Distract ability (maxed out Bluff, plus a few bonuses in other feats), and his ability to work with Sailor Moon. Since almost every fight involving him ended the SECOND he showed up, I maxed out his Inspire Feat to ridiculous levels, as well as his Teamwork and Sneak Attack. Basically, once he shows up, Sailor Moon & company can utterly DESTROY nearly anything they face. I gave him Attractive 2 because, let's face it, nearly half the women in the show's run seemed to have fallen in love with him in two seconds (Sailor Moon, Emerald, Queen Beryl, Fish Eye-- well you get the idea on the last one anyways).

His abilities & Powers require some explanation. He's never been shown as being too strong or tough, instead relying on his ability to never get hit. It's been shown pretty clearly that one or two good shots can EASILY kill him (Zoicite's crystal to the back, for example), so he's obviously not metahuman there, but he's highly mobile and quick, so he gets a high Dexterity. For Powers: His Roses are clearly a power and not a device, since he seems to hold limitless amounts (his Autofire feat was really only shown once, against Rubeus, but it was badass so I left it in), and they're clearly linked to him (they turn black when he's evil). His Cane wasn't used too often, but it's there nonetheless. I gave him Leaping & Slow Fall to explain all those "jumps off of rooftops for dramatic effect" moments, and he can Nullify Snare since he's done it about fifty times with one shot from his Roses. Other fancy Rose actions are explained away by certain feats and Extras. He was the one who killed Queen Beryl (necessitating Queen Metallia taking over her body and making her grow all huge) with one shot from his Rose, implying both Penetrating and Improved Critical. He's also clearly super accurate, and can do just about anything with them, thus I gave him Accurate & Precise as well.

Last two things: Super-Senses is something I looked hard to find, but that's the best I got: he can clearly tell whenever Sailor Moon is in danger and come running. It's so strong, in fact, that in the first part of the series he DIDN'T EVEN KNOW HE WAS TUXEDO MASK, and thus involuntarily changed. For his Drawbacks, I had to extablish that he gets mind-wiped and messed up ALOT (also note he's got a fairly low Will save) by Beryl, Sailor Moon's Crystal, etc., and that he doesn't get his powers as regular ol' Darien. I considered the Alternate Form or whatever power, but I actually feel that's an improper use of the power, since they GIVE YOU this drawback right in the book.
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Postby Mike5000us » Mon Jan 01, 2007 5:20 pm

Oooooh TUXEDO KAMEN, I LIKE, I LIKE!!!!! :D :D :D
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Postby Mike5000us » Mon Jan 01, 2007 5:25 pm

So are you going to do the others, such as Sailor Moon, the inner senshi and outer senshi?
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Postby Jabroniville » Mon Jan 01, 2007 8:38 pm

Oh yeah, I've got the whole crew (and probably their villains) planned out. Their individualized attacks are kind of a pain to stat out (too hard to make one power with APs, so you've gotta stick three of the same basic power out there), but I think I've got it now.
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Postby Jabroniville » Mon Jan 01, 2007 8:42 pm

"He looks just like my old boyfriend...."


SAILOR JUPITER, circa SAILOR MOON R
PL 10 (150)
ST 18/24 (+4/+7) DEX 18 (+4) CON 20/26 (+5/+8.) INT 10 WIS 10 CHA 11
Skills:
Acrobatics 8 (+12)
Craft (Food) 10 (+10)
Intimidate 8 (+8.)
Knowledge (Pop Culture) 4 (+4)
Medicine 4 (+4)
Perform (Acting) 3 (+3)
Perform (Ice Skating) 8 (+8.)

Feats:
Acrobatic Bluff, All-Out Attack, Chokehold, Distract (Intimidate), Endurance 1, Equipment 1, Fast Overrun, Favored Opponent (Youma), Improved Block, Improved Critical (Electrical Blast), Improved Grab, Improved Pin, Improved Trip, Inspire 1, Interpose, Power Attack, Rage, Set-Up, Startle, Teamwork 1, Ultimate Effort (Craft- Food)

Powers:
Enhanced Strength 6 [6]
Enhanced Constitution 6 [6]
Leaping 4 [4]
Super-Movement 1 (Slow Fall) [1]
“Jupiter Thunder… CRASH!” Electrical Control 7 (Extras: Area- Line) (Flaws: Full Action) [14]
“Jupiter Thunder Dragon!” Electrical Control 12 (Extras: Area- Shapeable) (Feats: Progression 2) (Flaws: Full Action, Tiring) [14]
“Jupiter Thunderclap Zap!” Electrical Control 10 (Extras: Area- Line) (Flaws: Full Action, Tiring) [10]

Saves:
Toughness +5/+8, Fortitude +9/+12, Reflex +8, Will +4

Combat:
Attack +8, Damage +4/+7 (+12 Dragon), Defense +8, Initiative +4

Complications:
Enemy (Queen Beryl)
Enemy (Nemesis Family/Doom Phantom)
Responsibility (Sailor Moon)
Responsibility (Crossroads Junior High School)
Temper
Obsession (“He Looks Just Like My Senpai!”)
Phobia (Airplanes- Her Parents Died in an Airplane Crash)
Secret Identity (Lita/Makoto Kino)

Drawbacks:
Normal Identity (Requires Power Stick and Must Be Speaking) [-4]
Power Loss (Must Be Speaking and Gesturing Freely, Only on Electrical Control) [-2]

Abilities: 27 / Skills: 44--11/ Feats: 21 / Powers: 55 / Saves: 12 /Combat: 32 /Drawbacks -6 (150)

This heads off Sailor Jupiter for Sailor Moon R after their second power-up, and she sets the stage for the rest of the team. With two obvious drawbacks (Jupiter’s only been shown using her powers once while trapped by the Doom & Gloom Girls, and her arms were still in the ‘thunder’ motion anyways), a fairly simple power set (it’s much easier to utilize each attack as a separate power, since they’re VERY distinct attacks), some physical attributes, etc. It’s never been explicitly stated whether or not any of the Scouts are that much tougher in Senshi form or not, but for the sake of argument, I said that they were, since they’ve been shown taking some DEVASTATING attacks and not dying in those forms, and usually not so much in their normal IDs.

Jupiter is easily the strongest of the core Senshi, and the best physical combatant. Big, angry and mean, she terrifies most of the student populace except for Serena early on, and shows her softer side. This build (the first one I did) also shows a unique aspect of multiple attack builds: Most of her later attacks are actually CHEAPER than her earlier, weaker, ones, since the older attacks (as shown in the admittedly non-canon movies) seem to lose their Tiring flaws, which upgrades their cost. It's explained pretty easily by these ones doing much more damage, however. Their one-use-only mid-range attacks (shown only in the Doom Tree arc, and not in the manga, which is why we NEVER SAW THEM AFTER THAT) are showcased for completion's sake, and because I thought they were pretty cool.
Last edited by Jabroniville on Mon Jan 01, 2007 9:21 pm, edited 1 time in total.
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Postby Jabroniville » Mon Jan 01, 2007 9:00 pm

SAILOR VENUS, circa SAILOR MOON R
PL 10 (150)
ST 10/16 (+0/+3) DEX 20 (+5) CON 14/20 (+2/+5) INT 10 WIS 12 (+1) CHA 16 (+3)
Skills:
Acrobatics 8 (+13)
Bluff 5 (+8.)
Diplomacy 6 (+9)
Disguise 5 (+8.)
Knowledge (Pop Culture) 8 (+8.)
Language (Japanese Basic, English) 1
Notice 5 (+6)
Perform (Acting) 6 (+9)
Perform (Dancing) 4 (+7)
Search 6 (+6)
Sense Motive 6 (+7)

Feats:
Acrobatic Bluff, Attack Focus (Ranged) 1, Defensive Roll 1, Distract (Bluff) 1, Dodge Focus 2, Favored Opponent (Youma), Improved Aim, Improved Critical 3 (Venus Crescent Beam), Improved Disarm, Improved Sunder, Improved Trip, Inspire, Interpose, Luck, Precise Shot, Set-Up, Sidekick 7, Taunt, Teamwork 1

Powers:
Enhanced Strength 6 [6]
Enhanced Constitution 6 [6]
Leaping 4 [4]
Super-Movement 1 (Slow Fall) [1]
"Venus Crescent Beam... SMASH!" Blast 7 (Extras: Penetrating) (Flaws: Full Action) [14]
"Venus Meteor Shower!" Blast 10 (Extras: Autofire) (Flaws: Full Action, Tiring) [10]
"Venus Love Chain Encircle!" Blast 8 (Extras: Penetrating) (Flaws: Full Action, Tiring) [11]
Dynamic AP: Snare 8
AP: Deflect 8 (Energy Attacks)

Saves:
Toughness +2/+5 (+3/+6 Def. Roll), Fortitude +5/+8, Reflex +8, Will +7

Combat:
Attack +8 (+9 Ranged), Damage +0/+3, Defense +8 (+12 D.Focus), Initiative +5

Complications:
Enemy (Queen Beryl)
Enemy (Nemesis Family/Doom Phantom)
Responsibility (Sailor Moon)
Responsibility (Junior High School)
Secret Identity (Mina/Minako Aino)

Drawbacks:
Normal Identity (Requires Power Stick and Must Be Speaking) [-4]
Power Loss (Must Be Speaking and Gesturing Freely, Only on Blast Powers) [-2]

Abilities: 22 / Skills: 60--15/ Feats: 28 / Powers: 52 / Saves: 12 /Combat: 32 /Drawbacks -6 (155)

Artemis (Sidekick)
ST 3 (-4) DEX 15 (+2) CON 10 INT 14 (+2) WIS 12 (+1) CHA 8 (-1)
Skills:
Acrobatics 8 (+10)
Bluff 5 (+4)
Climb 9 (+5)
Diplomacy 6 (+5)
Disguise 5 (+4)
Notice 5 (+6)
Stealth 8 (+10)
Sense Motive 6 (+7)

Feats:
Inspire

Powers:
Shrinking 8 (Feats: Innate) (Flaws: Permanent) [9]
Super-Senses 1 (Low-Light Vision) [1]

Saves:
Toughness -4, Fortitude +2, Reflex +4, Will +4

Combat:
Attack +2 (+4 Size), Damage -4, Defense +2 (+4 Size), Initiative +2

Complications:
Enemy (Queen Beryl)
Enemy (Nemesis Family/Doom Phantom)
Responsibility (Sailor Moon)
Responsibility (Junior High School)
Secret Identity (Mina/Minako Aino)

Drawbacks:
Disability (No Hands) [-4]

Abilities: 2 / Skills: 52--13/ Feats: 1 / Powers: 10 / Saves: 4 /Combat: 8 /Drawbacks -4 (34)

Sailor Venus is an odd one. She costs a bit more than Mercury & Jupiter solely because Artemis is HER sidekick specifically (note that I didn't include item creation as part of his powers; he can't just make WHATEVER, he's basically a plot device in that regard, much like Luna is. I just ignore that bit for now), but otherwise is a pretty standard Sailor Scout. She acts pretty much like Sailor Mars does in fights, being a quick, go-to girl who has a nasty Penetrating attack, but she's practically never stuck out as being particularly smart (Mercury), strong/tough (Jupiter), or skilled (Mars). She's really just sorta THERE, thanks to the fact that she was created BEFORE Sailor Moon by Naoko Tekeuchi, and therefore has mostly 'main character' standard traits that don't go one way or the other. The "Love Me Chain" attack was a little hard to figure out, namely because I recall it Snaring things before, but it's primarily used to hurt enemies and to block attacks. Otherwise, she's pretty standard. Penetrating attacks and decent all-around stats.

Note: Most of the Senshi come out to the 150-pt. total pretty easily, but probably aren't idealized as the max for that range, thanks to the redundancy of their powers. This more-or-less matches the show, where they get to do some cool stuff, but mostly just stand around and get hit/snared while acting as distractions. It should be noted that after the first season, I don't think you EVER saw a Senshi kill an enemy without Sailor Moon scoring the final blow (though the manga's a bit different, as the Senshi even got to kill the Negaverse Generals solo).
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Postby Jabroniville » Mon Jan 01, 2007 9:08 pm

SAILOR MERCURY, circa SAILOR MOON R
PL 10 (150)
ST 8/14 (-1/+2) DEX 14 (+2) CON 14/20 (+2/+5) INT 24 (+7) WIS 16 (+3) CHA 10
Skills:
Acrobatics 5 (+7)
Computers 10 (+17)
Craft (Artistic) 4 (+11)
Craft (Mechanical) 6 (+14)
Craft (Chemical) 6 (+13)
Craft (Electronic) 7 (+15)
Disable Device 4 (+11)
Investigate 4 (+11)
Knowledge (Technology) 6 (+13)
Knowledge (Physical Sciences) 6 (+13)
Language (Japanese Base, English, German) 2
Medicine 4 (+4)
Perform (Acting) 2 (+2)
Search 5 (+12)
Swim 8 (+7)

Feats:
Acrobatic Bluff, Attack Focus (Ranged), Attack Specialization (Obscure) 1, Beginner's Luck, Defensive Attack, Defensive Roll 1, Distract (Bluff), Dodge Focus 2, Equipment 2, Favored Opponent (Youma), Improved Defense 1, Inspire, Interpose, Set-Up, Skill Mastery (Craft- Electronic, Know- Physical Sci, Computers, Swim), Taunt, Teamwork 2, Ultimate Effort (Computers), Uncanny Dodge

Powers:
Enhanced Strength 6 [6]
Enhanced Constitution 6 [6]
Leaping 4 [4]
Super-Movement 1 (Slow Fall) [1]
"Mercury Bubbles... BLAST!" Obscure 7 (Visual Senses) (Feats: Selective) (Extras: Linked- Nullify Flight 4) (Flaws: Full Action) [14]
Dynamic AP: Paralyze 6 (Flaw: Slow)
"Mercury Ice Bubbles... FREEZE!" Paralyze 10 (Extras: Ranged, Linked- Nullify Flight 4) (Flaws: Full Action, Tiring, Slow) [13]
Dynamic AP: Obscure 8 (Visual Senses) (Feats: Selective), Cold Control 5
"Shine Aqua Illusion!" Paralyze (Ice) 8 (Flaws: Full Action, Tiring) [6]
Dynamic AP: Blast (Ice) 8

Saves:
Toughness +2/+5, Fortitude +4/+7, Reflex +5, Will +5

Combat:
Attack +6 (+7 Ranged, +9 Obscure Effects), Damage -1/+2 (+8 Blast), Defense +8 (+10 D.Focus), Initiative +2

Complications:
Enemy (Queen Beryl)
Enemy (Nemesis Family/Doom Phantom)
Responsibility (Sailor Moon)
Responsibility (Crossroads Junior High School)
Obsession (Excellent Grades)
Secret Identity (Amy/Ami Mizuno)
Rivalry (Greg)
Rivalry (Bertie)

Drawbacks:
Normal Identity (Requires Power Stick and Must Be Speaking) [-4]
Power Loss (Must Be Speaking and Gesturing Freely, Only on Obscure and Paralyze Powers) [-2]

Abilities: 30 / Skills: 76--19/ Feats: 22 / Powers: 50 / Saves: 7 /Combat: 28 /Drawbacks -6 (150)

And now for Sailor Mercury, the most popular of all the Senshi in Japan, and the 'brain' archetype of the Inner Senshi. She was tough to whittle down to 150 pts, thanks to all her skills and the Scouts Feat array, but I had to knock all the Linked Powers I'd attributed to her multiple attacks, and shortened them all to a smaller amount by turning them into Dynamic Alternate Powers. Problem is, most of her powers have somewhat vague effects, mostly being (early on) obvious Obscures, but able to knock most flying objects out of the air, and confusing the enemies (more like slowing than actually confusing for in-game effects, however), nothing doing any real damage. In that sense, she's the ultimate Set-Up character, moreso than even the other Senshi, who are all essentially glorified distractions for the big gun, Sailor Moon and her multiple Mega Attacks.

For her Stats I went with low-end "Smartest human ever" INT, even though she's been explicitly stated as having an IQ of 300 (this is not possible in real life, by the way). Problem is, she's never really BUILT anything, and the sole domain of her intellect is in good grades and knowing how to use her visor computer. Since Sailor Moon focuses less on mad science (except for Prof. Tomoe), I let it slide and gave her the normal maximum on INT rather than comic-booky 30s and such.

Combat-wise, Mercury is easily the worst Senshi, not doing much damage in melee, having only one damaging attack, and having the worst physical stats. But that's never really been her place anyways.
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Postby Jabroniville » Mon Jan 01, 2007 9:09 pm

SAILOR MARS, circa SAILOR MOON R
PL 10 (174)
ST 12/16 (+1/+3) DEX 20 (+5) CON 16/22 (+3/+6) INT 14 (+2) WIS 16 (+3) CHA 16 (+3)
Skills:
Acrobatics 8 (+13)
Bluff 4 (+7)
Concentration 6 (+9)
Handle Animal 6 (+9)
Intimidate 5 (+8.)
Investigate 4 (+6)
Knowledge (Theology) 4 (+6)
Knowledge (Arcane Lore) 6 (+8.)
Medicine 4 (+6)
Notice 5 (+9)
Perform (Acting) 3 (+6)
Perform (Singing) 6 (+9)
Profession (Fire Priestess) 5 (+7)
Sense Motive 6 (+9)
Stealth 4 (+9)

Feats:
Acrobatic Bluff, Accurate Attack, Artificer, Attack Specialization (Fire) 1, Attractive, Defensive Roll 1, Distract (Intimidate), Dodge Focus 1, Favored Environment (Temples), Favored Opponent (Youma), Grappling Finesse, Improved Critical (Fire), Improved Block, Inspire 2, Interpose, Luck, Ritualist, Set-Up, Sneak Attack 1, Teamwork 1

Powers:
Enhanced Strength 4 [4]
Enhanced Constitution 6 [6]
Leaping 4 [4]
Super-Movement 1 (Slow Fall) [1]
"Magic Paper Thingie" Paralyze 4 (Flaws: Full Action, Evil Creatures Only) [2]
"Mars Fire... IGNITE!" Blast (Fire) 6 (Extras: Line) (Flaws: Full Action) [12]
"Mars Firebird... STRIKE!" Blast (Fire) 10 (Extras: Penetrating) (Flaws: Full Action, Tiring) [10]
"Mars Celestial Fire... SURROUND!" Blast (Fire) 10 (Extras: Penetrating, Autofire) (Flaws: Full Action, Tiring) [20]

Saves:
Toughness +3/+6, Fortitude +5/+8, Reflex +8, Will +7

Combat:
Attack +8 (+9 Fire), Damage +1/+3, Defense +8 (+10 D.Focus), Initiative +5

Complications:
Enemy (Queen Beryl)
Enemy (Nemesis Family/Doom Phantom)
Responsibility (Sailor Moon)
Responsibility (T*A Private Girls School)
Responsibility (Shinto Shrine)
Rivalry (Sailor Moon)
Rivalry (Catzi)
Secret Identity (Raye/Rei Hino)

Drawbacks:
Normal Identity (Requires Power Stick and Must Be Speaking) [-4]
Power Loss (Must Be Speaking and Gesturing Freely, Only on Paralyze & Fire Powers) [-2]

Abilities: 34 / Skills: 76--19/ Feats: 21 / Powers: 59 / Saves: 9 /Combat: 32 /Drawbacks -6 (174)

Sailor Mars costs about 24 points more than the other Inner Senshi, and with good reason. Though not explicitly stated in the show, it's generally a given that Mars is the most powerful of the bunch (look closely, and you'll note that both times all the Scouts have bit the big one, Mars is always the last to fall; she took out two Doom & Gloom Girls in multiple-fire combat before dying, and was the last to die from Sailor Galaxia's blast), and as a Shinto priestess and the most useful Senshi outside of battle (divination and whatnot thanks to the Ritualist feat), the points add up. I considered putting her Firebird attack as a modification of her regular Fire Blast, but I just couldn't quantify it properly, but I feel I got a pretty good representation of her magic paper attack, as it usually only stalled the enemy for a few seconds in time to get Sailor Moon in to deliver the coup de gras.

Some of her other Feats & Skills have been showcased in different eps (her singing in the Doom Tree arc episode), and her Complications are pretty nuts, but all of them make pretty good sense (particularly Rivalry/Responsibility with Sailor Moon).
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Postby Mike5000us » Mon Jan 01, 2007 9:40 pm

WOW I'M IMPRESSED!!!!! I complete agree with you on the act that Sailor Mars is the strongest of the Inners. I see your stating their weaker Anime counterparts, how much more power would you give the supremely more powerful Manga counterparts. So I'm curious how your going to stat up Sailor Moon and her Invincible Ginzuishou?
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Postby Jabroniville » Mon Jan 01, 2007 11:53 pm

1) I'm not really sure how to stat the Manga ones, as I haven't really read much more than a couple of the comics, and the rest is all hearsay and net-stuff. They tend to follow alot of 'manga logic' (ie. random stuff out of nowhere, crazy power feats, sometimes they can blow up half the planet, etc.) and defy description from what I've seen.

2) As for Sailor Moon... I'm working on it :). Skills and Feats are easy, as is most of her power (Standard Blast/Cosmic Power stuff), but the Silver Crystal is pretty much THE defining PL-X Device in all of anime/manga, though I think I can shrink it down to what it's basically pulled off as of Sailor Moon R (ie. killing giant Queen Metallia/Beryl, helping a dying Tree, and killing a giant Doom Phantom) into something reasonable for play.
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Postby Mike5000us » Tue Jan 02, 2007 12:10 am

Well I have the entire manga stored on my computer, I could probably once I get my high speed connection back.

As for the Silver Crystal, your right it is pretty much is the Ultimate plot device but are you atleast going to list what can be done with it as well as it limitations (so as killing its user) if you go that route. I would love to see the "reasonable" silver cystal you got in mind.
"Ah man, I guess I'm just going to have to kill you now!"
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Postby Jabroniville » Tue Jan 02, 2007 10:16 pm

“ANGEL” LODGE

PL 10 (150)
ST 14 (+2) DEX 20 (+5) CON 16 (+3) INT 12 (+1) WIS 12 (+1) CHA 22 (+6)

Skills:
Acrobatics 12 (+17)
Bluff 6 (+12)
Diplomacy 4 (+10)
Escape Artist 5 (+10)
Gather Information 4 (+10)
Intimidate 6 (+12)
Investigate 6 (+7)
Knowledge (Business) 6 (+7)
Language (French)
Medicine 6 (+7)
Notice 5 (+6)
Search 5 (+6)
Sense Motive 5 (+6)
Stealth 8 (+13)

Feats:
Accurate Attack, Acrobatic Bluff, Assessment, Attack Focus (Melee) 2, Attractive 2, Beginner’s Luck, Chokehold, Blind-Fight, Defensive Attack, Defensive Roll 2, Dodge Bonus 1, Endurance, Grappling Finesse, Improved Block 2, Improved Critical (Punch) 1, Improved Defense 1, Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trip, Instant Up, Jack-of-All-Trades, Power Attack, Taunt, Benefit (Wealth) 4, Distract 4, Uncanny Dodge, Weapon Bind

Saves:
Toughness +3 (+5 Def. Roll), Fortitude +8, Reflex +10, Will +6

Combat:
Attack +10 (+12 Melee), Damage +2, Defense +10, Initiative +5

Complications:
Obsession (“Red” Andrews)
Responsibility (Explorers of the Unknown, Social Status)
Rivalry (“Wheels” Cooper, “Blaze” Blossom)

Abilities: 36 / Skills: 76—19 / Feats: 40/ Powers: 0 / Saves: 15 /Combat: 40 (150)


Oh, “Angel” is actually pretty hardcore. Adding Ronnie’s Charisma (upgraded to ‘hero’ level) and Wealth and Distract bonus, in ADDITION to world-class martial arts prowess? A very scary combo. She’s not QUITE as strong or tough as some martial artist builds, but “Angel” always struck me as more of a finesse player anyhow, and that gave me the chance to upgrade her Feats into a truly dangerous combo. With almost every martial arts combat-related Feat in the book, she’s actually a pretty tough customer, and she’s got the versatility of a lot of the Explorer gang thanks to her Beginner’s Luck/Jack of all Trades combo (expect that from a lot the Explorers, btw, as they tended to be just like the Archie gang in finding out ways to beat stuff).
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Postby Jabroniville » Tue Jan 02, 2007 10:18 pm

“WHEELS” COOPER

PL 10 (150)
ST 14 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+5) WIS 15 (+2) CHA 14 (+2)

Skills:
Acrobatics 7 (+12)
Bluff 6 (+8.)
Climb 5 (+7)
Craft (Food) 6 (+9)
Craft (Fashion) 6 (+9)
Craft (Mechanical) 13 (+16)
Diplomacy 6 (+8.)
Disable Device 10 (+13)
Drive 10 (+15)
Gather Information 6 (+8.)
Handle Animal 6 (+8.)
Investigate 9 (+12)
Knowledge (Pop Culture) 6 (+9)
Knowledge (Life Sciences) 5 (+8.)
Medicine 6 (+8.)
Notice 6 (+8.)
Pilot 15 (+20)
Profession (Pilot) 10 (+13)
Search 6 (+9)
Sense Motive 5 (+7)
Survival 5 (+7)

Feats:
Attractive 1, Beginner's Luck, Benefit (Wealth as Stunt Cyclist) 1, Defensive Roll 1, Dodge Focus 1, Equipment 3, Fast Overrun, Favored Environment (Track), Improved Defense, Improved Overrun, Inspire, Inventor, Grappling Finesse, Jack Of All Trades, Luck, Move-By Action, Second Chance, Skill Mastery (Craft-Mechanical, Pilot, Investigate, Profession), Taunt, Teamwork, Ultimate Effort (Craft-Mechanical), Ultimate Effort (Pilot), Uncanny Dodge

Equipment:
Helicopter, among other flying instruments, motorcycles, etc.

Saves:
Toughness +3, Fortitude +7, Reflex +12, Will +6

Combat:
Attack +9, Damage +2, Defense +10, Initiative +5

Complications:
Obsession (“Red” Andrews)
Responsibility (Explorers of the Unknown, Proving Male Sexism Wrong)
Rivalry (“Angel” Lodge, “Blaze” Blossom)

Drawbacks:

Abilities: 35 / Skills: 148--37/ Feats: 25/ Powers: 0 / Saves: 15 /Combat: 38 (150)


Somehow combining the “mechanic” and “pilot” archetypes into one solid hero, “Wheels” is a capable add-on to the Explorers, especially once she adds most of Betty’s natural versatility in skills to the builds. As the mechanic/pilot turned adventurer, her Pilot is off the wall, with tons of points poured into it. Now, she’s probably a tad TOO advanced to be a mechanic as far as combat goes, but I’m pretty sure all the Explorers were pretty much tough guys in melee. And she certainly wasn’t a helpless female in that regard anyways. I seem to recall her being a bit of a driver as well, as much as stuntman Moose was in any case, so she earns points for that too (I mean, her name is WHEELS, not Rotors or whatever).
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