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Kerevision: Josiah X, Confessor II, Black Lantern Superman

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Postby kerianvalentine » Mon Mar 05, 2007 9:42 pm

A quick break from the Kenshin builds, here's Ghost, brother of Xaos.

Ghost
PL 10/PP 150
Attributes: STR 10, DEX 40, CON 10, INT 30, WIS 20, CHA 10

Skills:
Acrobatics 8+15 = 23
Computers 8+ 10 = 18
Notice 8+5 = 13
Search 4+10 = 14
Sense Motive 12+5 = 17
Sleight of Hand 8+15 = 23
Stealth 12+15= 27

Feats:
Acrobatic Bluff, Attack Focus (Melee) 10, Defensive Roll 5, Dodge Focus 15, Eidetic Memory, Hide In Plain Sight, Improved Initiative 5, Sneak Attack 4

Powers:
Socially Invisible (Rank 10 Concealment [All], Limited: Crowds, Permanent, Close-Range)
Super Movement (Air-Walking, Slow Fall, Sure-Footed, Trackless, Water-Walking 2)
Super-Senses (Danger Sense, Direction Sense, Low-Light Vision, Ultra-Hearing, Extended Sight, Extended Hearing, Distance Sense, Blindsight [Hearing], Acute [Visual 2, Hearing 2]

Init/Defense: +35/25
Saves: FORT +0, REF +15, WILL +5, TOUGH +5
Attack/Damage: +0 (+10 Melee)/+0 (+5 Sneak'd)

Notes:
Here's Ghost, brother of Xaos. If you'll note, the guy has none of the powers listed in Xaos's background (the soul absorption).
There are two reasons for this. One: It would end up being Morph 3 (Metamorph, Limited: Absorbed Souls), and Two: It's not Essential Ghost.
The original Ghost was the above character, a mutant with, well, ghostly powers.
His Social Invisibility is my personal favorite power -ever-. What that means is that, in a group of seven or more people, no one can notice him. At all. He's totally invisible to anyone without psychic cloaking. What's more, he's capable of sensing a ton of things with his 'ghost sense'.
Note that also he can use his own stealth if he's in a group of less than six plus one enemy.
He also has...no strength. His punching relies on a sneak attack, and he has to have IMPROVISED WEAPONS to really fill his caps.
Oh, and he can't take a punch.

Appearance-wise, he's a totally albino kid in tattered white rags. He's been poor for so long that he never really bothered to, um, bathe...or clothe himself in anything he couldn't steal...
He's also a master hacker, from surviving ten years on nothing but hacked ATMs and bank accounts. He never takes what he doesn't need - he's not a thief. He's a dignified poor man.
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Postby kerianvalentine » Tue Mar 06, 2007 6:04 am

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Udo Jin-E
"More, Battosai! More blood!"
PL 10/PP 150
Attributes: STR 20, DEX 16, CON 16, INT 14, WIS 20, CHA 14

Skills:
Acrobatics 8+3 = 11
Climb 4+5 = 9
Escape Artist 8+3 = 11
Intimidate 12+2 = 14
Notice 4+5 = 9
Sense Motive 12+5 = 17
Stealth 12+3 = 15

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Assessment, Attack Specialization (Katana 5), Dodge Focus 10, Elusive Target, Equipment 1, Evasion 2, Fearless, Hide In Plain Sight, Improved Block, Improved Critical 10 (Katana), Improved Initiative 1, Move-By Attack, Power Attack, Quick Draw, Redirect, Sneak Attack 4, Startle, Takedown Attack 2

Powers:
Perception Paralyze 8 (Alternate Power: Personal Sustained Boost: Strength 10)
Speed 2
Jumping 1
Ablative Protection 7

Equipment:
Katana (+3 Damage)

Init/Defense: +7/20
Saves: FORT +10, REF +4, WILL +10, TOUGH +10 (Ablative 7)
Attack/Damage: +0 (+10)/+5 (+8 Katana, +13 Critical, +13 Sneak Attack, +18 Critical/Sneak Attack)

Notes:

Like most Kenshin villains, Udo Jin-E is a one-trick pony with a really good trick. UNlike most Kenshin villains, Udo Jin-E's one trick has a second side to it: he can sustain a continuous boost to his strength that makes him more or less an inhuman (STR 30) monster.
However, that continuous boost is a HUGE disadvantage to Jin-E. He only breaks it out for people with a strong warrior's spirit (read: High Will Saves) who resist his Shin no Ippo every time, because that continuous boost hamstrings his greatest ability - to do huge damage to people who aren't able to move. Jin-E is a hitokiri bred; though he's a swordsman as well, that's secondary. His art is the killing art, and he's dang good at it. If he caught Superman unawares he'd actually break the toughness save.

Of course, the problem is that he really generally gets very few shots. He has to make a round one kill or Shin no Ippo or he's forced into a very bad corner.
Last edited by kerianvalentine on Wed Mar 07, 2007 7:33 pm, edited 1 time in total.
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Postby kerianvalentine » Tue Mar 06, 2007 6:25 am

Design Diary #2: Kenshin Villains vs. Kenshin Heroes

Because I've been doing so many Kenshin villains and heroes lately, I felt it only proper to explain my steps when creating them, because Kenshin characters are always nice for a one-shot game or a quick disposable villain (or a long story arc!).

The first thing to remember is that the villains of Rurouni Kenshin are one-trick ponies. Isurugi Raijuta only has his Tobi Izuna, Udo Jin-E has his Shin no Ippo, Beshimi has his darts, Soujiro has his speed...none of them are particularly threatening once this one trick has been seen through.

The second thing to remember is that the strength of each Kenshin villain is their greatest weakness. Kenshin and Sanosuke are incredibly adaptable heroes (considering them the main "Heroes", with Aoshi and Saito following an "anti-heroes" template) because they each have a lot of ways to exploit the enemy. So once Kenshin or Sano has seen through a trick, they can pull something out of their bag of moves to counter it, whilst the enemy sits in a confused "buwhuh?" state.

Third, Kenshin villains are actually really dangerous if you can't see through their tricks (exceptions: Beshimi, Hyottoko; they're only dangerous when teaming with Shikijo or Aoshi). So giving them a simple trick and saying "Oh, that's that, then" isn't enough. They have to be -really dangerous- tricks. Soujiro's speed is incredibly dangerous, but once Kenshin cracked his resolve, Soujiro broke down and his trick was no longer useful. Likewise, Shikijo's toughness is, well, tough to crack, but Sano's long life of beating people up with his hands and a giant sword allowed him to break through that toughness.

So basically, when cooking up a Kenshin villain, you need to come up with a really cool trick to give them - something to make the players say "Woah!" - and a really obvious way to beat that trick. After a few rounds the players should easily figure out the weakness.
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Postby kerianvalentine » Tue Mar 06, 2007 6:38 am

Isurugi Raijuta
PL 10/PP 150
Attributes: STR 18, DEX 14, CON 16, INT 12, WIS 12, CHA 18

Skills:
Acrobatics 4+2 = 6
Bluff 12+4 = 16
Diplomacy 8+4 = 12
Intimidate 12+4 = 16
Notice 4+1 = 5
Sleight of Hand 12+2 = 14

Feats:
Accurate Attack, All-Out Attack, Defensive Roll 7, Dodge Focus 5, Elusive Target, Equipment 1, Evasion 2, Improved Initiative 2, Minions 20, Move-By Action, Power Attack, Sneak Attack 2

Powers:
Mighty Penetrating Thrown Strike 5
"Mighty" Blast 5 (Requires Katana)
Speed 1
Jumping 1

Equipment:
Katana

Init/Defense: +10/15
Saves: FORT +10, REF +8, WILL +1, TOUGH +10
Attack: +10/+9


Notes:

Man, Raijuta -sucks-. I mean, this guy is just pathetic. He has no real defense (and doesn't seem to), no real martial arts skills, no techniques besides that pair of idiotic Izunas, and no punch in any real way.

I ended up spending 20 points on his Shinkoryu Minions, for crying out loud! He's BAD!
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Postby kerianvalentine » Tue Mar 06, 2007 11:48 am

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Cloud Strife
PL 10/PP 150
Attributes: STR 20, DEX 16, CON 20, INT 14, WIS 12, CHA 14

Skills:
Acrobatics 12+3 = 15
Bluff 4+2 = 6
Climb 4+5 = 9
Disguise 12+2 = 14
Notice 8+1 = 9
Search 4+2 = 6
Sense Motive 4+1 = 5
Sleight of Hand 4+3 = 7
Stealth 8+3 = 11

Feats:
Acrobatic Bluff, All-Out Attack, Attack Specialization (Greatsword) 1, Attractive 1, Equipment 3, Improved Initiative, Leadership, Move-By Action, Power Attack, Quick Draw, Takedown Attack, Teamwork 3

Powers:
Materia Array 6 (8/Rank, Full-Round Action Variable Power)
Shield 8
Super-Strength 2
Leaping 3
Speed 2

Equipment:
Greatsword (Mighty +5 Strike)
SOLDIER Armor (Plate Mail)

Init/Defense: +7/16
Saves: FORT +10, REF +6, WILL +3, TOUGH +5 (+10 armor)
Attack/Damage: +7 (+9 Sword)/+5 (+10 Sword)


Notes:

So here's Cloud Strife, leader of AVALANCHE after Barret somehow meandered into a state of black van-operating A-Team hanging. Cloud's not very personable, and his will save is a joke, but he's a heavy hitter.

Note that the materia array requires a full round to "equip" but functionally has any effect, as long as that effect is, well, equipped.
Last edited by kerianvalentine on Thu Mar 08, 2007 8:44 pm, edited 3 times in total.
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Postby kerianvalentine » Tue Mar 06, 2007 12:26 pm

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Tifa Lockhart
PL 10/PP 150
Attributes: STR 25, DEX 25, CON 25, INT 16, WIS 14, CHA 18

Skills:
Acrobatics 12+7 = 19
Bluff 4+4 = 8
Climb 4+7 = 11
Escape Artist 4+7 = 11
Intimidate 4+4 = 8
Notice 4+2 = 6
Search 4+3 = 7
Sense Motive 8+2 = 10
Sleight of Hand 4+7 = 11
Stealth 4+7 = 11

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization (Unarmed) 4, Attractive 3, Defensive Roll 3, Dodge Focus 10, Elusive Target, Evasion 2, Improved Strike, Move-By Action, Power Attack, Redirect, Set-Up, Stunning Attack, Teamwork 2, Uncanny Dodge (Sight)

Powers:
Materia Array 5 (Full-Round Action 8/Rank Variable Powers)

Init/Defense: +7/20
Saves: FORT +7, REF +7, WILL +7, TOUGH +10
Attack/Damage: +0 (+8 Unarmed)/+7

Notes:
Fanboys, start your drool. Here she is - Tifa Lockhart in all her incredibly hot glory.
A couple notes. Tifa's a martial artist through and through - to that note, she's less skilled with Materia than Cloud is (Cloud tends to have more "slots" anyway!), but she's most powerful without her weapon and she has a great combat style. She's got tons of moves.

Also, if you're male, you're probably not going to be paying attention to what she -says-...she can use Diplomacy and such to a ridiculous level because of her...*ahem* assets...

...and that lets her transfer the set-up to Cloud or another party member. And then the male enemy dies.

Art by Overweight_Cat on Deviantart. Credit where due, just in case!
Last edited by kerianvalentine on Tue Mar 06, 2007 5:43 pm, edited 1 time in total.
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Postby kerianvalentine » Tue Mar 06, 2007 1:55 pm

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"Lucretia..."
Vincent Valentine
PL 10/PP 150
Attributes: STR 16, DEX 22, CON 20, INT 20, WIS 18, CHA 16

Skills:
Acrobatics 12+6 = 18
Concentration 8+4 = 12
Escape Artist 12+6 = 18
Intimidate 12+3 = 15
Notice 12+4 = 16
Search 4+5 = 9
Sense Motive 12+4 = 16
Sleight of Hand 12+6 = 18
Stealth 12+6 = 18

Feats:
Accurate Attack, Acrobatic Bluff, All-Out Attack, Ambidexterity, Attack Specialization (Guns) 5, Attractive, Blind-Fight, Defensive Roll 5, Diehard, Dodge Focus 10, Eidetic Memory, Elusive Target, Equipment 3, Evasion 2, Fearless, Fearsome Presence 10, Hide-In-Plain-Sight, Improved Aim, Improved Critical [Shotgun], Move-By Action, Power Attack, Precise Shot 2, Quick Draw 2, Redirect, Sneak Attack 4, Trance, Uncanny Dodge (1)

Powers:
"Limit Break" (Limited [5 Bruised] Uncontrolled Alternate Form 3, Alternate Power: Limited [5 Bruised] Uncontrolled Alternate Form 3, Alternate Power: Limited [5 Bruised] Uncontrolled Alternate Form 3, Alternate Power: Limited [5 Bruised] Uncontrolled Alternate Form 3)

Leaping 2

Equipment:
Death Penalty [11] (+5/+6)
Brass Claws [4] (+3, "Battleaxe")

Init/Defense: +6/20
Saves: FORT +5, REF +6, WILL +4, TOUGH +10
Attack/Damage: +0 (+10 Guns)/+3 (+7 Claws/+5 Shotgun/+6 Shotgun)



Notes:
Heeeeeeeeeeeeeeeeeeere's VINNIE!
Last of my major party for FFVII, Vincent Valentine rounds out the [read: my] group with ranged attacks invaluable against fliers and a big honkin' gun. He's pretty good in melee, too, but really, Vincent shines at a range.
Mister Valentine ducks and weaves like a master, his saves are all-around fair, and his damage is at a nice level that can very easily be pumped into an incredibly high bonus with the right modifiers.

What Vincent lacks in teamwork and Materia, he makes up in...
...
Li-li-li-limit break.

When Vincent acquires 5 Bruised levels, he randomly changes into any one Limit. The limit is uncontrolled, but has one built-in modification: it will never attack a party member.

A good guideline for the alternate forms is that they all give Super-Strength 2. Otherwise, everything's up to the player.
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Postby kerianvalentine » Tue Mar 06, 2007 2:21 pm

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"!@!%$!!!"
Barret Wallace
PL 10/PP 150
Attributes: STR 30, DEX 10, CON 30, INT 14, WIS 12, CHA 12

Skills:
Intimidate 12+10 = 22
Notice 4+1 = 5
Search 4+2 = 6
Sense Motive 12+1 = 13

Feats:
All-Out Attack, Attack Specialization (Gun-Arm) 4, Benefits (Uses STR Modifier for Intimidate), Diehard, Endurance 2, Fearless, Improved Block, Inspire 3, Leadership, Master Plan, Move-By Action, Minions 12 (Biggs, Wedge, Jessie), Power Attack, Rage 3, Startle, Teamwork 2

Powers:
Gun-Arm (Devices 16, Hard-To-Lose, Restricted: One-Armed Only)
-Blast 10
-Mighty Strike 0
-Cone Blast 10
-Explosion Blast 10
-Autofire Blast 1
Materia Array 1 (Full-Round Action, 8/Rank Variable Power)
Shield 1

Init/Defense: +0/11
Saves: FORT +10, REF +0, WILL +1, TOUGH +10
Attack/Damage: +8/+10 (+10 Blast/+10 Cone/+10 Explosion/+3 Autofire)


Notes:

I hate Barret. He's so ridiculously easy to build, but so super-effective...
Like Superman. He's a very obvious build with very little extra thrown in - while Barret CAN equip a Materia array, he's just not as good with it as Cloud or Tifa (or my upcoming Aeris build, whom if it goes over right will be a goddess of Materia), and he lacks Vincent's finesse when it comes to a gun.

What Barret comes down to is Mister T with a gattling gun for an arm. Note that each of the blasts is not an alternate power, but rather, a power in the gun-arm. Call them "Equips" if you will, but I prefer to think of them as techniques.

Because Barret's Limit Break is kinda pointless to stat, I didn't, for the same reason I didn't stat Tifa's or Cloud's. I probably won't stat any others, either, but you never know.
Last edited by kerianvalentine on Tue Mar 06, 2007 5:43 pm, edited 2 times in total.
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Postby kerianvalentine » Tue Mar 06, 2007 2:32 pm

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Aeris Gainsborough
PL 10/PP 150
Attributes: STR 10, DEX 14, CON 12, INT 20, WIS 30, CHA 20

Skills:
Concentration 12+10 = 22
Diplomacy 12+5 = 17
Gather Information 4+5 = 9
Medicine 12+10 = 22
Notice 4+10 = 14
Search 4+5 = 9
Sense Motive 8+10 = 18

Feats:
Animal Empathy, Attack Specialization (Materia) 4, Attractive 2, Equipment 1, Fearless, Inspire 3, Teamwork 2

Powers:
Materia Array 10 (Full-Round Action 8/Rank Variable Power)
Shield 3
Protection 3

Equipment:
Quarterstaff

Init/Defense: +2/13
Saves: FORT +1, REF +2, WILL +10, TOUGH +4
Attack/Damage: +0 (+0 Quarterstaff/+8 Materia)/+0 (+2 Quarterstaff/Variable Materia)


Notes:

Tifa's rival, the cute white mage wannabe, the magical sinking-through-solid-rock corpse, Aeris!

Aeris is -the- definitive "Support Character" in this group of stats. She's not very good in combat, she needs a full round to reequip her materia (like all of them do), and she's got tons of options for buffing her allies.

She's also cute. But that's secondary to her UBAR MAGICK SKEELZ. She surpasses everybody else in the set as a mage, because she's connected to TEH PLANETXXORZ LOL.

*ahem*

No, seriously, because she's a true Cetra (and not a fakey like Sephiroth), Aeris uses her materia much more effectively than anybody else in the stat block. Her Wisdom is also much higher to show how much smarter she is at just cooling off than everybody else, and how much less violent she tends to be.
Last edited by kerianvalentine on Tue Mar 06, 2007 5:44 pm, edited 1 time in total.
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Postby kerianvalentine » Tue Mar 06, 2007 3:07 pm

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Reeve Tuesti (and Cait Sith II)
PL 10/PP 150
Attributes: STR 12, DEX 14, CON 12, INT 30, WIS 20, CHA 20

Skills:
Bluff 12+5 = 17
Computers 8+10 = 18
Diplomacy 12+5 = 17
Disable Device 12+10 = 22
Gather Information 12+5 = 17
Intimidate 12+5 = 17
Investigate 12+10 = 22
Knowledge (Tactics 12, Current Events 12)+10
Notice 8+5 = 13
Search 8+10 = 18
Sense Motive 12+5 = 17
Sleight of Hand 4+2 = 6

Feats:
Assessment, Connected, Contacts, Equipment 2, Fascinate 2, Fearless, Inspire 3, Leadership, Master Plan, Minions 10 (100 45-point minions), Sidekick 30 (Cait Sith), Teamwork 2, Well-Informed

Powers:
Super-Senses (Communication Link: Cait Sith)

Init/Defense: +2/10
Saves: FORT +5, REF +5, WILL +9, TOUGH +10
Attack/Damage: +0/+1


Cait Sith
PL 10/PP 150
Attributes: STR 10, DEX 40, CON N/A, INT N/A, WIS N/A, CHA 20

Skills:
Acrobatics 12+15 = 27
Bluff 12+5 = 17
Climb 12+0 = 12
Notice 12+0 = 12
Search 12+0 = 12
Stealth 12+15 = 27

Feats:
Acrobatic Attack, Attack Specialization (Megaphone) 2, Benefit 10 (Reeve's Skills), Dodge Focus 20, Evasion, Elusive Target 2, Hide In Plain Sight, Improved Initiative 2, Inspire 3, Jack Of All Trades, Luck 5, Move-By Action, Redirect, Set-Up, Taunt, Teamwork 3, Uncanny Dodge (Sight)

Powers:
Communications Link (Reeve)
Megaphone 6 (Hard-To-Lose Device, Blast 10, Accurate Extended Acute Hearing, Ultra-Hearing, Radio, Blindsight)
Immunity (FORT saves)
Speed 2
Leaping 2
Concealment 1 (Auditory)
Animate Objects (Limited: Mog Dolls only [-2 flaw]) 15
Innate Permanent Shrinking 4

Init/Defense: +23/30
Saves: FORT (Immunity), REF +15, WILL N/A, TOUGH +0
Attack/Damage: +0 (+4 Megaphone)/+0 (+10 Blast)

Notes:

Reeve, AND Cait Sith! Two builds for the price of one!

Ironically, Cait Sith is not a separate character but a Sidekick for Reeve. Reeve is at this point still a member of SHINRA as the other characters I statted aren't based in their Advent Children reworks (just too complex). Hence, instead of actually having Cait Sith alone, I have him being "commlinked" to Reeve.
Cait Sith's +10 Benefit "Use Reeve's Skills" means that, because Reeve controls Cait Sith, Cait Sith uses all Reeve's skills and modifiers whenever necessary.
Also ironically, Cait Sith's mog doll is created by CAIT SITH using his animate powers - NOT by Reeve. He has to have a Mog Doll (hence a -2 penalty, it can't be a substitute or a non-mog doll) to make it, and it basically just serves as transport and a shield.

A typical arrangement for a mog doll, created to defend Cait Sith and give him a little bit of extra movement benefits:

Mog Doll
PL 10/PP 75
Attributes: STR 20, DEX 10, CON N/A, INT N/A, WIS N/A, CHA 20

Skills:
Stealth 12+0 = 12

Feats:
Fearless, Interpose, Teamwork 2

Powers:
Impervious Protection 20
Immunity (Fort Saves)
Speed 2
Leaping 2
Trackless, Sure-Footed

Init/Defense: +0/10
Saves: FORT (Immune), REF +0, WILL +0, TOUGH +20 (Impervious)
Attack/Damage: +0/+5
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Postby kerianvalentine » Tue Mar 06, 2007 3:48 pm

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Yuffie Kisaragi
PL 10/PP 150
Attribues: STR 16, DEX 30, CON 14, INT 16, WIS 14, CHA 14

Skills:
Acrobatics 12+10 = 22
Bluff 12+2 = 14
Climb 4+3 = 7
Diplomacy 4+2 = 6
Disable Device 12+3 = 15
Escape Artist 12+10 = 22
Gather Information 4+2 = 6
Intimidate 4+2 = 6
Investigate 8+3 = 11
Notice 12+2 = 14
Search 12+3 = 15
Sense Motive 12+2 = 14
Sleight of Hand 12+10 = 22
Stealth 12+10 =22

Feats:
Acrobatic Bluff, Defensive Roll 4, Dodge Focus 10, Equipment 2, Grappling Finesse, Improved Grab, Improved Grapple, Improved Initiative 1, Move-By Action, Quick Draw, Ranged Pin, Redirect, Set-Up, Skill Mastery 1 (Acrobatics, Escape Artist, Sleight of Hand, Stealth) Teamwork 2, Throwing Mastery 4, Uncanny Dodge (Sight)

Powers:
Materia Array 2 (8/Rank Full-Round Action Variable Power)
Personal Boost 10 (Materia Array)

Equipment: 4 floating
Large Shuriken (6 PP, +2 Damage, Autofire)

Init/Defense: +14/20
Saves: FORT +2, REF +10, WILL +2, TOUGH +6
Attack/Damage: +10/+3 (+6 Shuriken/+5 Melee Shuriken)

Notes:
Yuffie fills several very interesting roles in any party. First off, she functions as a thief (no, dur) and ninja (also no dur), providing both close-range and long-range support with her Large Shuriken (which can be used as a melee weapon at the sacrifice of its Autofire trait). Second, she can function as a pseudo-mage if given a round of protection to boost her Materia Array to 12 (i.e. - 'acquire' some Materia real quickly). Third, she can teamwork and set-up like the ninja she is, giving all her allies uber boosts.

Without her boost, she doesn't do much in the way of caps, but she's not too bad. With her boost, she can peak to caps and be a better mage (for a round) than Aeris.

Her ill-gotten gains, however, quickly refuse her and return to the etherium (a.k.a. the owners), so she drops a point of Boost every round.
Last edited by kerianvalentine on Thu Mar 08, 2007 8:44 pm, edited 3 times in total.
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Postby kerianvalentine » Tue Mar 06, 2007 4:23 pm

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Cid Highwind
PL 10/PP 150
Attributes: STR 24, DEX 14, CON 20, INT 18, WIS 12, CHA 14

Skills:
Acrobatics 4+2 = 6
Bluff 4+2 = 6
Craft (Mechanical) 12+4 = 16
Disable Device 12+4 = 16
Drive 12+2 = 14
Intimidate 12+2 = 14
Knowledge (Technology) 12+4 = 16
Notice 4+1 = 5
Pilot 12+2 = 14
Search 8+4 = 12
Sense Motive 4+1 = 5
Sleight of Hand 8+2 = 10
Stealth 8+2 = 10

Feats:
All-Out Attack, Attack Specialization 3 (Spear), Equipment 23, Fearless, Improvised Tools, Inventor, Jack of All Trades, Startle, Skill Mastery (Craft, Knowledge, Drive, Pilot), Teamwork

Powers:
Dragoon Spear 8 (Devices, Hard-To-Lose, Impervious Protection 5, Mighty Strike 3, Area [Burst] Strike 10, Shield 6)
Materia Array 2 (8/Rank Variable Power, Full-Round Action)

Equipment:
The Highwind (Space Battleship rules, no Space Travel)


Init/Defense: +2/16
Saves: FORT +5, REF +2, WILL +1, TOUGH +10 (5 Impervious)
Attack/Damage: +0 (+6 Spear)/+7 (+10 Dragoon Spear)

Notes:

Cid's the pilot of the crew. I don't think anything more needs to be said about him; he's the Father Figure, but he's terribly impulsive and pretty easy to control with the right powers (hence the +1 Will save).

He also functions as the crew MacGuyver, being able to create fantastic inventions out of very little if he jury-rigs his butt off. His Skill Mastery says that a 9-point invention automatically can be made with little/no effort.

His Materia Array is small because, like Barret, he's just not a magic kinda guy. He's a science guy, just like Bill Nye.

His Spear can be spun for a shield, and it provides a small force field to protect him a little bit extra (the Impervious).

The man also is able to call his Highwind down and pilot it. It functions as a Space Cruiser because I'm too lazy to really stat the thing out, since it's a huge vehicle, and frankly, a space-flight-less space cruiser works just as well.
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Postby kerianvalentine » Tue Mar 06, 2007 4:46 pm

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Nanaki (Red XIII)
PL 10/PP 150
Attributes: STR 20, DEX 30, CON 20, INT 20, WIS 20, CHA 12

Skills:
Acrobatics 12+10 = 22
Climb 8+10 = 18
Diplomacy 12+5 = 19
Intimidate 12+1 = 13
Escape Artist 8+10 = 18
Notice 12+5 = 17
Survival 12+5 = 17

Feats:
All-Out Attack, Assessment, Attack Specialization (Claws) 4, Benefit 2 (Uses Dexterity for Climb Bonus, Uses Wisdom For Diplomacy), Dodge Focus 10, Elusive Target, Evasion 2, Fast Overrun, Grappling Finesse, Improved Grab, Improved Grapple, Inspire 4, Move-By Action, Redirct, Set-Up, Startle, Teamwork 2, Track

Powers:
Mighty Strike 5
Materia Array 3 (8/Rank Variable Power, Full-Round Action)
Danger Sense, Darkvision, Direction Sense, Distance Sense, Accurate Scent

Init/Defense: +10/20
Saves: FORT +5, REF +10, WILL +5, TOUGH +5
Attack/Damage: +8/+10

Notes:
Nanaki has an interesting role in the group. As the last one statted, his "exact purpose" is less defined, and rather he falls into a catch-all build. He can fake being a mini-mage (3 ranks of Materia array), a melee fighter, a teamworker, or a diplomat. He's a good grappler, too.

I very briefly considered giving Red XIII a drawback for having no opposeable thumbs. However, I swiftly reconsidered upon realizing that he has never required them to manipulate anything. Red XIII therefore has no penalties for being a four-legged hero.
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Postby kerianvalentine » Tue Mar 06, 2007 5:14 pm

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"With things looking like this, you better be ready for pay cuts..."
Rufus Shinra
PL 10/PP 150
Attributes: STR 16, DEX 16, CON 14, INT 20, WIS 16, CHA 18

Skills:
Acrobatics 12+3 = 15
Bluff 12+4 = 16
Diplomacy 12+4 = 16
Gather Information 12+4 = 16
Intimidate 12+4 = 16
Investigate 12+5 = 17
Knowledge (Politics 8, Tactics 4, Civics 12)+5
Notice 8+3 = 11
Search 4+5 = 9
Sense Motive 12+3 = 15
Sleight of Hand 12+3 = 15
Stealth 12+3 = 15

Feats:
Accurate Attack, All-Out Attack, Ambidexterity, Attack Specialization (Guns) 3, Attractive, Benefits 5 (Status 1, Wealth 4), Blind-Fight, Connected, Contacts, Defensive Roll 1, Diehard, Dodge Focus 8, Eidetic Memory, Elusive Target, Equipment 3, Evasion 2, Fearless, Hide-In-Plain-Sight, Improved Aim, Inspire 2, Leadership, Master Plan, Minions 10, Move-By Action, Power Attack, Precise Shot 2, Quick Draw 1, Redirect, Sneak Attack 4, Uncanny Dodge (Sight)

Powers:
Materia Array 2 (8/Rank Variable Power, Full-Round Action)

Equipment:
Shotgun
Tactical Vest

Init/Defense: +3/18
Saves: FORT +2, REF +3, WILL +3, TOUGH +6 (+10 Vest)
Attack/Damage: +0 (+6 Shotgun)/+3 (+5/6 Shogun)

Notes:

Rufus fills the role of Mastermind in the "FF Crew." Despite not actually being one of the team, he's been statted as if he was a member of the FF Seven crew, because of his turnabout between FFVII and Advent Children. Still, his real powers are not his weapons (though they are fearsome) but his mental prowess. He was able to usurp a company, after all.

As far as his build goes, he's a watered-down version of Vincent with actual Materia. Because Vincent is a Turk and Rufus has a similar background (I -think-), they have a similar build. Vincent, however, lacks the leadership capabilities of Rufus. That said, Rufus lacks the combat potentials of Vincent, so it's a fair trade.

The art is done by Deviantarts member "Sab-Ca".
Just in case, credit where due!

Build number 100 is next!
Last edited by kerianvalentine on Thu Mar 08, 2007 8:44 pm, edited 1 time in total.
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Postby kerianvalentine » Tue Mar 06, 2007 5:27 pm

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"You're just a puppet..."
Sephiroth
PL 10/PP 150
Attributes: STR 20, DEX 20, CON 20, INT 20, WIS 20, CHA 20

Skills:
Acrobatics 12+5 = 17
Intimidate 12+5 = 17
Sense Motive 12+5 = 17


Feats:
Acrobatic Bluff, Attractive 3, Attack Specialization (Masamune) 5, Minions 5 (25 15-point clones) Move-By Attack, Power Attack, Redirect, Takedown Attack 2

Powers:
Impervious Protection 5
Shield 10
Masamune 10 (Devices, Hard to Lose, Restricted x2: Jenova-Blooded, Mighty Strike 5 [A.P.: Mighty Cone Strike 2], Perfect Materia 4 (8/Rank Variable Power), Flight 1)

Init/Defense: +5/20
Saves: FORT +5, REF +5, WILL +5, TOUGH +10 (Impervious 5)
Attack/Damage: +0 (+10 Masamune)/+5 (+10 Masamune)


Notes:

One-winged angel one-winged angel!

SEPHIROTH!

SEPHIROTH!

Yes, build 100 is the incredibly infamous Sephiroth, supervillain of Final Fantasy and the insanely powerful antagonist of FF7: Advent Children.

His combat style requires his Masamune, because that's where the action is. He and other Jenova-blooded are the only ones who can wield it, and it gives the user a benefit that no other characters have:

Perfect Materia. A.k.a, non-full-round Variable Powers.

This is how Sephiroth becomes such a threat. He utilizes his Perfect Materia to gain, say, a Blast 10, or boost a trait, or whatever, and then next round it's a Healing Materia, and then the round after it's Immunity Materias to block your damage...

That said, without the Masamune, he's really not much of a threat.

(Since he can always have it in his hand, it's not much of a problem. If it's disarmed, he's in trouble, but if he's in range for it to be disarmed, there might be a small problem. He should only be in range for a Coup De Grace.)
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