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Superking - PL 8/120 PP Superhero

Postby Karma » Wed Apr 29, 2009 1:15 pm

Superking is super-cool
He has all the powers of a king
And all the powers of Superman
Also he's a robot!
Go Superking, go!

Image

Superking
"I have these three superhero costumes you could use. I guess I'll just throw one out."

Power Level 8/ 120 PP
Identity: Public
Race: Robot
Sex: Male
Occupation: Robot, adventurer, chef
Complications: Accident, Addiction (Alcohol, smoking, kleptomania), Hatred (Various), Prejudice (Robot), Responsibility (New Justice Team), Secret (Identity)
Allegiances: Self, New Justice Team
Motivations: Greed, Recognition

Bender is the team's robot. The Miracle Cream won't give him superpowers, but he's already super-strong, and his arms do that stretchy thing, plus he's got his internal compartment goin' on.

Leela and Fry are a bit surprised that he even wants to join them, but he does.

Superking is only slightly less powerful than Clobberella and Captain Yesterday, but he's no more competent in this persona than as Bender. He's less useful than they when he's more powerful, after all.

Stats: 6pp
Str:
16/34 (+12)
Dex: 16 (+3)
Con: -- (--)
Int: 12 (+1)
Wis: 8 (-1)
Cha: 14 (+2)

Combat: 14pp
Attack:
+4
Grapple: +16
Defense: +3 (13, 11 flat-footed)
Knockback: -2
Initiative: +3

Saves: 7pp
Toughness:
+13 (9 Impervious, +9 Density, +4 Protection)
Fortitude: Immune
Reflex: +5 (+3 Dex, +2)
Will: +4 (+8 w/Mind Shield; -1 Wis, +5)

Skills: 48r = 12pp
Bluff 12 (+14)
Disable Device 4 (+5)
Intimidate 8 (+10)
Knowledge (Tech) 8 (+9)
Perform (Sing) 4 (+6)
Sleight of Hand 12 (+15)

Feats: 3pp
All-Out Attack, Eidetic Memory, Master Plan

Powers: 82pp
  • Robot Body (Container)
    • Density 9
    • Enhanced Feat 1
      • Improvised Tools
    • Immunity 30
      • Fortitude effects and nonlethal damage
    • Feature 1
      • Internal Compartment
    • Elongation 4
    • Protection 4
    • Mind Shield 4
    • Super-Strength 4
    • Super-Senses 3
      • Low-light vision
      • Radio
      • Time sense


Drawbacks: -4pp
Vulnerability to electricity and magnetism (common, minor; 2 pp)
Weakness to magnetism (uncommon, moderate; 2 pp)


DC Block:
Unarmed +4 : DC 27 Toughness : Bludgeoning

Costs: Abilities (6) + Combat (14) + Saves (7) + Skills (12) + Feats (3) + Powers (82) - Drawbacks (-4) = Total Cost 120/120

Notes:
:idea: Superking could have higher impervious, but then Leela's been able to hurt him before.
:idea: He has a higher Toughness tradeoff than I'd usually allow, but has anything ever missed Superking?
Last edited by Karma on Tue May 26, 2009 1:25 pm, edited 1 time in total.
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Captain Yesterday - PL 9/135 PP Superhero

Postby Karma » Wed Apr 29, 2009 1:28 pm

Captain Yesterday is fast,
Also he is from the past,
Not just fast but from the past--
Captain Yesterday!

Image

Captain Yesterday
I'll just give you my real name, along with my address and social security number.

Power Level 9/135 PP
Identity: Secret (Philip J. Fry)
Race: Human
Sex: Male
Occupation: Superhero
Complications: Accident, Prejudice (Primitive), Responsibility (New Justice Team), Secret (Identity)
Allegiances: New Justice Team, Earth, Good
Motivations: Justice, Recognition, Thrills

Fry is the guy who proposes starting a superhero team. This is kinda what he's always wanted to do, and his genre savvy and the way he takes to his powers makes him Leela's match.

Stats: 4pp
Str:
10/28 (+0/+9)
Dex: 10/20 (+0/+5)
Con: 12/28 (+1/+9)
Int: 8 (-1)
Wis: 6 (-2)
Cha: 18 (+4)

Combat: 36pp
Attack:
+9
Grapple: +18
Defense: +9 (19, 14 flat-footed)
Knockback: -9
Initiative: +4

Saves: 11pp
Toughness:
+9 (Impervious, +9 Con)
Fortitude: +3 (+9 Con)
Reflex: +7 (+0 Dex, +7)
Will: +2 (+12 w/Mind Shield; -2 Wis, +4)

Skills: 24r = 6pp
Bluff 4 (+8 )
Computers 8 (+7)
Diplomacy 4 (+8 )
Knowledge (History) 8 (+7)

Feats: 15pp
Inspire 3, Improved Overrun, Interpose, Instant Up, Luck 4, Move-By Action, Takedown Attack, Teamwork 3

Powers: 71pp
  • Mind Shield 10
  • Enhanced Strength 18
  • Enhanced Dexterity 10
  • Enhanced Constitution 16
    • Extra: Impervious 9
  • Speed 3
  • Quickness 2
  • Leaping 3

Drawbacks: -8
Involuntary Transformation into Philip J. Fry after two hours without Miracle Cream (Common, Moderate; 2 pp)

Normal Identity Philip J. Fry, full-round action to transform by applying Miracle Cream (Very Common, Major; 5 pp)
Miracle Cream! Miracle Cream!
Gives the powers to the team.
But it's effects wear off fo' sure,
So then you must slop on s'more.


DC Block:
Unarmed +9 : DC 24 Toughness : Bludgeoning

Costs: Abilities (4) + Combat (36) + Saves (11) + Skills (6) + Feats (15) + Powers (71) - Drawbacks (-8 ) = Total Cost 135

Notes:
:idea: Captain Yesterday lacks some of Fry's inspiration-based feats. He could net them with a Hero Point, but Captain Yesterday is too big on finally having fighting capability of his own to bother with encouraging Leela instead.
:idea: Clobberella's better combat feats still make her the better fighter, plus she's got higher impervious, but Captain Yesterday has some tricks she can't pull off as easily (better movement, mostly).
Last edited by Karma on Tue Aug 04, 2009 9:57 pm, edited 5 times in total.
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Postby MorningKnight » Wed Apr 29, 2009 3:24 pm

YAY Futurama and New Justice Team builds!
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Imperfectly Symmetrical Violence

Postby Karma » Tue May 26, 2009 9:46 pm

We’re exactly the same, I know all her moves—therefore, I have the advantage. Hee-ow!
-the other Leela


Fry yawned and dropped into a chair, where he started to play with his blaster, rolling it over in his hands.

“Fry, knock that off,” commanded Leela as she paced across the room. “That’s not a toy. It’s dangerous.”

“I’m bored!” shouted Bender from his post by the other door where he hadn’t been paying attention anyway. “Why do we gotta guard a stupid empty box, anyway?”

Leela rolled her eye and sighed, before explaining slowly for the idiots’ sake. “I don’t know. But the professor seemed scared of it. I don’t know that it is an empty box. There’s something in there, and it’s dangerous.”

At that thought, Bender perked up and advanced on the box. “Dangerous? Intriguing. So, we’re supposed to keep other people out, right?”

“No Bender, we promised the professor we wouldn’t.”

“But Captain,” said Bender, in his best sucking-up tone, “Wouldn’t we be better able to defend the box if we knew what we were protecting here? We should take a little peek, at least, just so’s we know.”

“Well—” Leela started, but Fry was in on the act now and cut her off.

“Besides Leela, aren’t you at all curious?” he said. “Besides, you’ve been guarding it so dili.. digi..”

“Diligently?” offered Bender.

“Yeah that. Dillergently that you deserve to look.”

Leela frowned. “Well…”

“Flip a coin, at least?” Bender suggested, opening his door.

“OK,” said Leela, “but we’re using my coin. Heads we look, tails we don’t.”

“But your coins all have both of those on them!” Bender protested as Leela tossed a quarter into the air.

“Heads!” Leela announced.

Fry dashed forward and yanked the top off the box, lowered his head for a closer look, and lost his balance. Leela sighed and Bender cackled as they each grabbed one of his arms to steady him—and all three found themselves being pulled off their feet into the depths of the box.

As they tumbled out, they found that the inside of their box looked an awful lot like the room they just came from, and that they (with altered color schemes) were already there.

“Evil twins!” shouted Fry.

“Evil twins!” Fry agreed.

I’m going to start this off with a DC 15 Acrobatics check for Fry, Leela, and Bender to keep their feet. If they fail, they start the fight prone.
Fry, Leela, other Fry, and other Leela all have their blaster pistols out at the start of the fight, as they were all guarding their respective boxes.
I’m treating Fry, Leela, and Bender as PCs, so they each start out with 2 Hero Points (one for the complication of fighting themselves). Other Fry, Leela, and Bender will be treated as NPCs and have to rely on GM Fiat (although other Fry gets his Luck point, too).

It's been a while since I've actually seen Futurama. Let's hope I don't screw up the characters too badly.


Anybody know where I can find a picture of Leela and Leela smashing into each other? I couldn’t find one.
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Imperfectly Symmetrical Violence

Postby Karma » Tue May 26, 2009 9:47 pm

Leela scores a 28 on her Acrobatics check
Fry scores a 19 on his Acrobatics check
Bender scores a 22 on his Acrobatics check

All three heroes start the fight on their feet, with Fry in the middle.
Other Leela is the closest to them, about 10 feet away from Fry.
Other Fry is behind other Leela, about 20 feet away from Bender.
Other Bender is on the other side of the box from our heroes, about 25 feet away from Fry with the box and the chair it’s on between them.

Nobody’s surprised (or rather, everybody’s equally surprised).

Initiative:
20 Leela (2 HP)
20 other Bender
18 Fry (3 HP)
17 other Leela
17 Bender (2 HP)
9 other Fry (1 HP)


Leela is the first to react, leaping into the air and throwing her signature flying kick at the opponent who is obviously the most skilled, deadly, and all-around dangerous—herself. “Hee-oh!” Leela’s doppelganger was somehow able to predict her move and reacted quickly, blocking the attack with her arms. Spotting an opportunity, Leela drops into an off-balance position, trying to get the other Fry to take the bait…

The gold-plated other Bender reacts almost as quickly as Leela, to everyone’s surprise. He doesn’t take the risk of advancing toward the newcomers, instead lashing out with his extendable arm. Fry doesn’t even notice the attack until it’s too late, but the other Bender still misses by a mile, cracking the floor in the process.

“Leela! Watch out! They’re just like us!” Fry shouts helpfully. Still, his shout just serves to remind Leela and Bender how hard they have to work to keep him from getting killed.

Recognizing Leela’s off-balance posture as bait for an attack, the other Leela calls out “Fry, don’t!” Still, that kick did leave her a bit vulnerable, a fact that the pink-hair cyclopean beauty takes full advantage of. As she leans forward and throws a powerful punch that catches Leela full in the face, leaving the formidable warrior momentarily dazed.

Seeing that golden fruitcake trying to hit Fry pisses Bender off, and he returns the favor, smashing his fist into the other Bender’s door, almost knocking it off of its hinges.

Missing the meaning of the other Leela’s warning, the other Fry takes careful aim and blasts that purple-haired monster who would hurt her. Both Leelas easily dodge

Leela charges other Leela. Other Leela’s Uncanny Dodge feat keeps her from being flat-footed, but a 21 attack roll still hits. She rolls a 13, which fails by 6—enough to leave her stunned. We don’t want the most important antagonist stunned yet, so we’ll use GM Fiat to re-roll; natural 9 becomes a 19 for a 24 total. Other Leela is unharmed. Leela takes a -2 penalty to Defense (for her charge), but gains a Hero Point.
Leela surges and uses the standard action to trick other Fry with her Acrobatic Bluff. She gets an 18, he gets a 7 and is tricked. If he attacks her and misses, he’ll have to make another attack roll against other Leela due to her Redirect feat.
Other Bender uses his Elongation to make a melee attack against the flat-footed Fry from his starting position. He rolls a natural 1 on the attack roll, and recoils his arm as a free action.
Fry spends a Hero Point to use his Inspire feats, granting Leela and Bender a +5 bonus to attack rolls, saves, and checks for a round.
Other Leela Stunning Power Attacks Leela for 2. She gets a 20, which easily hits Leela’s lowered Defense. Leela rolls an 15 on her Fortitude save, which fails the DC by 1 point and dazes her.
Bender attacks other Bender with his Elongation and rolls a 26, easily enough to hit his own Defense. Other Bender rolls a 25 on his Toughness save and takes an injury.
Knowing that there’s no other way he’ll hit her, other Fry takes a full-round action to aim, then surges to take a -4/+2 aggressive stance and attacks Leela with his blaster pistol. Taking into account her Elusive target, he rolls a total of 4 and misses her. Because of the trick, he rolls again against other Leela, getting an 8. Due to his aim and stance, other Fry’s Defense falls to 7 for a round.

20 Leela (3 HP)
20 other Bender (1 injury)
18 Fry (2 HP)
17 other Leela
17 Bender (2 HP)
9 other Fry (1 HP)


Leela blinks and shakes the hair out of her eyes, taking a moment to steady herself before she continues the attack.

Angry about being hit, other Bender forgets about Fry and throws a return punch to his own counterpart, shouting an unintelligible babble of angry syllables. Bender only laughs at his own ineptitude as the punch slams into his hard head with no noticeable effect.

“C’mon Leela!” calls Fry, “you’re way better than her! Except that you’re the same!”

The other Leela scoffs and throws a soft left jab—just a trick to enable another mighty punch right. Leela knows her own tactics well enough, however, to duck down beneath the correct fist.

Still laughing, Bender lashes out at his doppelganger again. “I got yer back, Fry buddy—Gah!” he adds, as the other Bender fails to dodge into his punch, as he predicted.

Turning to Fry, the other Fry counters him with spectacular eloquence: “Nuh uh! The real Leela is way better! And your Bender looks stupid!” Strangely, his naïve confidence in their abilities encourages the other Bender and Leela to press on.

Leela is dazed, but spends her shiny new Hero Point to cancel the fatigue she’d otherwise suffer from the surge.
Other Bender attacks Bender, rolling a 15 which hits. Bender rolls a natural 20 for a total of 38.
Leela missed out on the bonus last time by being dazed, so Fry spends another Hero Point on Inspiring again. Leela and Bender retain their +5 bonus for another round.
Other Leela feints Leela as a move action, getting a total of 12; I give Leela a +2 circumstance bonus to recognize her own tricks, and she gets a 31 on her roll and is not fooled. Other Leela then All-Out Power Attacks for 2. She rolls a 14 and misses.
Bender attacks other Bender and rolls a natural 1.
Other Fry spends his Hero Point to negate the fatigue from his surge and fires at Fry. He rolls a 5, which misses. He uses GM Fiat to Inspire, granting other Leela and other Bender +5 bonuses to attacks, saves, and checks for a round. This also gives Leela a Hero Point.

20 Leela (3 HP)
20 other Bender (1 injury)
18 Fry (1 HP)
17 other Leela
17 Bender (2 HP)
9 other Fry


Seeing just the opening she needs, Leela shouts a bold “Hee-yah!” and smashes her foot into the other Leela’s abdomen. She follows it with a quick “Hyah!” as she smashes her elbow into her opponent’s face and knocks her to the floor. Accept no substitutes.

“Uh oh,” says the other Bender, thinking it may be time to flee. Still he makes a token effort of throwing a super-strong punch in Leela’s direction.

“Way to go Leela!” shouts Fry, turning and firing his blaster at his own double.

“Yeah, way to go Leela,” Bender calls vaguely, more concerned with hitting the golden robot while his back is turned.

“Leela! shouts the other Fry, firing on Leela, who dodges back. The other Fry’s laser blast is close, and singed hairs float to the ground, but Leela remains unhurt.

Leela takes full advantage of Fry’s Inspiration to Power Attack for 4 (the maximum she can because she can’t more than double her damage bonus), rolling a 22. The other Leela rolls a 19—normally enough, but earns a bruise thanks to the Power Attack. Leela surges to attack her again, rolling an 18 for another hit. Other Leela rolls an 18, failing by 6, which stuns her thanks to the bruise. The knockback for that is 50 feet, which is a bit much for this situation and these characters. Let’s just call it 5. She rolls an 18 on her Toughness save vs. the knockback damage, which means she takes another bruise from hitting the floor.
Other Bender attack’s Leela, rolling a 7. He misses.
Fry attacks other Fry, rolling a 5. He misses.
Other Leela is stunned and can’t act.
Bender attacks other Bender, rolling a 23. Other Bender rolls 30 and is unharmed.
Other Fry attacks Leela, rolling a 4. He GM Fiats to re-roll, scoring Leela yet another Hero Point. He rolls a natural 9, which becomes a 19 to yield a 20—he actually hit! Leela rolls 23 on her Toughness and is unharmed.

20 Leela (4 HP)
20 other Bender (1 injury)
18 Fry (1 HP)
17 other Leela (3 bruises)
17 Bender (2 HP)
9 other Fry


The most dangerous foe down for now, Leela sets her sights on the man who just shot her. She charges and leaps into the air, performing her signature kick again. While Leela herself took such an attack easily, the same is hardly true of Fry. Her boot hits him square in the face, and he flies back to smack into the wall behind him. He rolls to the ground and the weapon slides out of his hand. “Leela…” he says softly.

“Professor! Amy! Even Zoidburg!” cries the other Bender. With the other Leela and Fry down, and himself damaged already, he’s not sticking around. He scampers out of the room.

Fry levels his weapon at the other Leela. “Stay down,” he pleads.

“Unh,” she replies, lifting her head—but then she sees her fallen companion. You!” she shouts and throws a kick of her own. Fry fires on her as she charges past, but misses the enraged other Leela. She throws her own flying kick, with her own “Hee-yah!” but misses, her foot catching only the air as Leela rolls under her.

Bender considers for a moment leaving the parallel Leela to the others so he can work on looting, but decides against it. He’d have to deal with them being mad. He can always loot later. He throws an incredible punch into the center of the other Leela’s back. The weapon falls from her hand as she smacks into the wall and falls on top of Fry. Neither seems ready to move any time soon.

Leela spends her new Hero Point to negate the fatigue from surging again. She charges other Fry, Power Attacking for 4. Crit! That’s a toughness DC of 28, which other Fry can’t make. He rolls a 14, which is a failure by 14 and staggers him. Leela doesn’t need any more Hero Points. The knockback from that is 5,000 feet—let’s let that one be 10. Fry rolls a natural 1 on his Toughness save vs. knockback damage, which is a failure by 25. He’s down for the count.
There’s nobody between other Bender and the door. He can’t move all-out, since there is a door in the way, but he can double move and get about 50 feet out of the room.
Fry readies an action to fire at the other Leela if she makes a hostile move.
Other Leela stands up and charges Leela, which sets off Fry’s readied action. He rolls a 14, which misses. Leela gets yet another Hero Point, as other Leela had to surge for that. She Power Attacks 2, getting a 14, which misses.
Bender All-Out Attacks other Leela for 3, hitting her with an 18. She rolls an 11 on her Toughness save and is staggered. Knockback is 1,000 feet—let’s call that one a 10, too. She rolls a 3 vs. the Knockback damage DC of 25—she’s down.

20 Leela (4 HP)
20 other Bender (1 injury)
18 Fry (1 HP)
17 Bender (2 HP)


“Yeh heh heh heh,” laughs Bender, “we weren’t so tough. So, time for lootin’? We know where we keep all the good stuff.”

“There’s a time for stealing things, Bender,” says Leela, looking over the fallen forms of the alternate Fry and Leela, “and this isn’t it. That other Bender went looking for help, and we can’t fight everyone in this universe. We better go back and, y’know, guard that box. I say we don’t tell the professor we came here, OK?”

And with that, Leela hopped in the box.

“Ah, what does she know!” cried Bender.

“How to protect us from the scary evil twins,” answered Fry following Leela through the box.

“It was a rhetorical question!” Bender shouted after him. But now he could hear the sounds of others approaching the door. “Oh… Fine then!” he snarled as he too, jumped through the box, closing the lid behind him.


FINAL RESULT

Parallel Bender - fled
Alternate Leela - unconscious
Other Fry - unconscious

"Evil" Twins defeated!
Victory for Fry, Leela, and Bender!
Last edited by Karma on Sat Jan 30, 2010 3:01 pm, edited 1 time in total.
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Parakarry - PL 10/150 PP Koopa Paratroopa Mailman

Postby Karma » Mon Aug 03, 2009 9:03 pm

Image

Parakarry
”Another letter, duly delivered. A postman’s job is never done.”

Power Level 10/150 PP
Identity: Public
Race: Koopa Paratroopa
Sex: Male
Occupation: Mailman, adventurer
Complications: Accident, Prejudice (Koopa), Reputation (Flighty), Responsibility (Rain, snow, sleet, etc.)
Allegiances: Post Office, Mario, Good
Motivations: Responsibility, Justice, Thrills, Recognition

Parakarry is the fourth of Mario’s partners in Paper Mario. He specializes in attacking air-borne enemies or those on the ceiling in battle, and out of battle can carry Mario short distances to get him over gaps too large to jump.

He’s a mail carrier for the Toad Town Post Office, although with his wings he’s entrusted with mail to go all over the Mushroom Kingdom. Which is a bit of a bad idea since he’s terribly clumsy and tends to drop them all over the place. Mario helps him out by retrieving three letters that he’s lost on Mt Rugged, and agrees to travel with Mario from then on—both because he figures he’ll probably find more of the letters he’s lost while he’s with the famous item-collector and out of a true desire to repay his debts. Mario agrees since he does need the paratroopa’s help getting past a downed bridge.
While one may expect the inept mailman to help Mario for only a short while once he realizes how deeply in he is over his head, but Parakarry is as good as his word. He sticks with Mario to the end, even if Mario doesn’t help him with his responsibilities at all after that (although if he does, most people are so grateful that these great heroes are still taking the time to deliver the mail that they reward them, even if it is actually Parakarry’s job). Parakarry never flinches, even as he faces off with a Bowser made literally invincible by magic.

Parakarry is a middle-aged paratroopa with a teal shell and white wings. He wears a white scarf, brown boots, and a set of flight goggles and helmet. He’s never without his mailbag.

Stats: 22 pp
Str:
16 (+3)
Dex: 20 (+5)
Con: 16 (+3)
Int: 12 (+1 )
Wis: 8 (-1)
Cha: 10 (+0)

Combat: 18pp
Attack:
+4
Grapple: +10
Defense: +5 (19, 18 on ground, 13 flat-footed)
Knockback: -7
Initiative: +9

Saves: 21pp
Toughness:
+11, +6 flat-footed, 4 Impervious (+3 Con, +4 Defensive Roll, +4 Protection)
Fortitude: +9 (+3 Con, +6)
Reflex: +11 (+5 Dex, +6)
Will: +8 (-1 Wis, +9)

Skills: 12r = 3pp
Aerobatics 4 (+9)
Profession (Mailman) 4 (+3)
Survival 4 (+3)

Feats: 29 pp
Aerobatic Bluff, Attack Specialization (Sky Dive) 5, Defensive Attack, Defensive Roll 4, Dodge Focus 3, Favored Environment (Airborne) 2, Grappling Finesse, Improved Initiative, Improved Grab, Improved Grapple, Improved Pin, Seize Initiative, Luck 3, Teamwork 3, Ultimate Effort (Grapple)

Powers: 60pp
  • Koopa Shell (Protection 4; Extras: Impervious) [8]
  • Koopa Shell (Impervious Toughness 7; Flaw: Duration 3 (Concentration)) [2]
  • Koopa Shell (Immunity (Aura effects); Flaw: Limited (While using Shell Shot or Air Raid)) [1]
  • Paratroopa Wings (Flight 4) [8]
  • Air Raid (Strike 11; Power Feat: Alternate Power 2, Accurate 2; Extras: Area (Burst, Targeted), Autofire, Penetrating 6, Selective Attack; Flaw: Unreliable (5 uses) [41]
    • Shell Shot (Strike 12; Power Feat: Mighty; Flaw: Unreliable (5 uses)
    • Sky Dive (Strike 2; Power Feat: Mighty)

Drawbacks: -3p
Turtle Shell (Uncommon, Minor -1)

When bruised by a Jumping attack, Parakarry falls to the ground. When bruised by a Jumping attack while on the ground, Parakarry falls prone. Parakarry must take a full-round action to stand up from prone.

Power Loss (Common, Minor -2)
Protection while prone.

Code: Select all
DC Block:
Sky Dive +15  : DC 20 Toughness           : Bludgeoning
Shell Shot +5 : DC 30 Toughness           : Bludgeoning
Air Raid +9    : DC 26 Toughness           : Bludgeoning
(+1 while airborne included)


Costs: Abilities (22) + Combat (18) + Saves (21) + Skills (3) + Feats (29) + Powers (60) - Drawbacks (-3) = Total Cost 150

Design Notes:
:idea: I decided to represent Air Lift with Grappling, which is why he doesn’t have it as a particular power.
:idea: I had a lot of points to spare with Parakarry, so he gets some better stuff than I originally intended.
:idea: Parakarry's first order of business should be trying to take out any enemies with obvious Aura powers with either Shell Shot or Air Raid. Shell Shot is also his best bet for getting past high Toughness foes, although Air Raid is better for Impervious Toughness.
Last edited by Karma on Sat Jul 24, 2010 10:41 am, edited 4 times in total.
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Watt - PL 10/150 PP L'il Sparky Child

Postby Karma » Tue Aug 04, 2009 8:43 pm

Image

Watt
”You just saved me like a hero! You're a hero, aren't ya? You're the coolest!!!”

Power Level 10/150 PP
Identity: Public
Race: L’il Sparky
Sex: Female (?)
Occupation: Child, adventurer
Complications: Prejudice (L’il Sparky, child)
Allegiances: Mario, Good, Mother
Motivations: Responsibility, Justice, Thrills

Watt is a young L’il Sparky who’d been kidnapped by a monster living in the Shy Guys’ Toy Box called the Big Lantern Ghost—at least he was after he’d captured the girl, as his namesake lantern used her as a light source.

After Mario takes out BLG, he notices that the lantern wishes to speak to him. After he realizes that there’s someone trapped inside, he of course smashes it open to free her. Finding a great hero in front of her so impressed Watt that she vowed to do anything in her power to help him and his other friends out. She set off without even letting her mother know that she had been saved from her kidnapper—a fact that rather annoyed said matron, although she found out rather quickly that Watt had been spotted in the company of the great Mario, and was therefore obviously as safe as could be.
She proved a great asset. Both in and out of battle she could shine her light, which revealed things hidden from normal sight as well as it banished the darkness. In combat situations, she proved equally powerful—her electricity attacks could target any enemy on the battlefield and cut through their defenses like… well, like electricity through people trying to protect themselves with metal. The stoney-faced Clefts proved her match though, as they were impervious to shocks and Watt was a bit of a one-trick pony (but it’s a good trick!).

Watt is a small L’il Sparky with a blue nose and no other distinguishing features. She can turn out her light completely if she wants, allowing her to hide in the dark as well as anyone else. She wears no clothing, but being a being of living energy that kinda makes sense.

Stats: 18 pp
Str:
8 (-1)
Dex: 18 (+4)
Con: 18 (+4)
Int: 12 (+1)
Wis: 10 (+0)
Cha: 12 (+1)

Combat: 20 pp
Attack:
+4
Grapple: +9
Defense: +6 (20, 14 flat-footed, includes +1 for size)
Knockback: -5
Initiative: +4

Saves: 13pp
Toughness:
+10, +8 flat-footed (+4 Con, +2 Defensive Roll, +4 Protection)
Fortitude: +8 (+4 Con, +4)
Reflex: +8 (+4 Dex, +4)
Will: +5 (+0 Wis, +5)

Skills: 8 r = 2 pp
Notice 4 (+4)
Search 4 (+5)

Feats: 12 pp
Attack Focus (Melee)5, Defensive Roll 2, Dodge Focus 3, Improved Initiative, Move-By Action

Powers: 105 pp
  • L’il Sparky Body
    • Flight 2 [4]
    • Shrinking 4 [5]
      • Extra/Flaw: Permanent
      • Power Feat: Innate
    • Protection 4 [4]
    • Super-Senses 1 [1]
      • Darkvision
    • Strike 4 [13]
      • Extra: Aura (Permanent)
      • Extra: Penetrating
      • Power Feat: Innate
    • Nullify 15 [45]
      • Obscure Effects
      • Extra: Nullifying Field
      • Extra: Free Action
    • Mega Shock (Paralyze 10) [33]
      • Extra: Area (Burst)
      • Extra: Selective Attack
      • Extra: Alternate Save (Fortitude)
      • Flaw: Unreliable (5 uses)
      • Alternate Power: Electro Dash (Strike 6)
        • Extra: Penetrating
      • Alternate Power: Power Shock (Paralyze 10)
        • Flaw: Unreliable (5 uses)
        • Extra: Penetrating
        • Extra: Alternate Save (Fortitude)
      • Alternate Power: Turbo Charge (Boost 10)
        • Strength
        • Flaw: Others Only
        • Flaw: Unreliable (5 uses)

Code: Select all
DC Block:
Attack:           Save DC                     Damage Type
Energy Aura       DC 19 Toughness (Pen)       Electricity
Electro Dash +10  DC 25 Toughness (Pen)       Electricity
Power Shock +10   DC 20 Fortitude (Pen)       Paralyze
Mega Shock        DC 20 Ref/Fort              Paralyze
(Includes +1 for size)


Costs: Abilities (18) + Combat (20) + Saves (13) + Skills (2) + Feats (12) + Powers (105) - Drawbacks (0) = Total Cost 150

Design Notes:
:idea: Watt is referred to as both “he” and “she” at various times in the game. I think she’s supposed to be a girl, but it’s not like her appearance gives it away, either…
:idea: Watt does seem to be made up of energy, but she can’t pass through solid objects and is occasionally hit by physical attacks—as are other beings made of energy in the Paper Mario games. She doesn’t get Insubstantial. She gets Protection instead representing that her soft form is hard to hurt.
:idea: Watt’s Boost is probably problematic in play, since I'm not building her with any allies that could use the boost, but hey, it’s an alternate power so it only actually cost her 1 point. Maybe it'll help give someone a decent unarmed attack who's been Nullified or has attack descriptors enemies are resistant or immune to.
:idea: Power Shock isn't terribly useful while she's still got Mega Shock available. High Reflex Enemies probably have high Defense, too. Could help while an enemy's flat-footed, or if they have Evasion.

EDIT: 11/1/09
Realized that Watt's Strike Aura should add to damage with her melee attacks, which meant her Electro Dash would have been +4 damage over her PL limit. I just lowered the rank and left her total damage the same; since it was an alternate power, this doesn't change PP cost.
Last edited by Karma on Sat Sep 11, 2010 3:20 pm, edited 4 times in total.
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Re: Karma's Character Thread - Parakarry, Watt

Postby Arthur Eld » Wed Aug 05, 2009 1:43 pm

I am really digging these Paper Mario builds. Keep em coming!
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Madame Flurrie - PL 10/150 PP Wind Spirit Actress

Postby Karma » Wed Aug 05, 2009 1:47 pm

Image

Madame Flurrie
Here we go, darling! Time to shine!

Power Level 10/150 PP
Identity: Public
Race: Wind Spirit
Sex: Female
Occupation: Actress, adventurer
Complications: Fame, Reputation, Responsibility (Mario), Vanity
Allegiances: Good, Mario
Motivations: Goodness, Justice, Thrills

Madame Flurrie was an actress who retired from the stage years ago. While she loves the glamorous life, as a Wind Spirit the dirty air of the city bothered her, and eventually she moved away to live in the pristine Boggly Woods.

When Mario ventured into Boggly Woods, both in search of a Crystal Star and to help out his Puni friends Punio, he discovered the Great Boggly Tree was sealed up and closed to them. Punio knew of a secret entrance, and he suggested they find Madame Flurrie to help them out.
Having just decided that she’d had plenty of time in the clean air and was ready to venture back into the world, Flurrie was more than happy to help out the Punis who had been so kind to her before she left. Unfortunately, she had lost her necklace and would not go out without it, telling Mario he needed to find it for her. The necklace was currently in the possession of the Shadow Sirens, who had found it where Flurrie had dropped it. They had no intention of returning it, but as they were planning on assaulting Mario anyway he didn’t really have any qualms about beating them up to get it back.
Once Flurrie had heard of Mario’s quest, she swore to accompany him wherever he would go—he was clearly too weak and frail, and needed someone big and strong to protect him from the enemies he was sure to attract. While the fine lady’s assessment of her roughing it and combat abilities may have seemed like a stretch, she, like all the others, proved her worth as one of the team’s most powerful combatants and a truly steadfast ally, willing to do whatever it takes to help anyone in need and squash the wicked.

Madame Flurrie is a large Wind Spirit with purple hair and large eyes. She’s vain, and won’t venture out unless she’s heavily made-up and bejeweled. While her weight is something other people (and even her character description) try to be polite about, it’s actually the aspect of her appearance that she’s not remotely self-conscious about. In fact, she readily uses it to her advantage in combat, where her favored attack is plummeting onto enemies’ heads.

Stats: 40 pp
Str:
18 (+4)
Dex: 16 (+3)
Con: 22 (+6)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 18 (+4)

Combat: 18 pp
Attack:
+5
Grapple: +9
Defense: +4 (17, 12 flat-footed)
Knockback: -6
Initiative: +3

Saves: 14 pp
Toughness:
+13, +10 flat-footed (+6 Con, +3 Defensive Roll, +4 Protection)
Fortitude: +6 (+6 Con)
Reflex: +7 (+3 Dex, +4)
Will: +12 (+2 Wis, +10)

Skills: 48 r = 12 pp
Bluff 8 (+12/16)
Diplomacy 8 (+12/16)
Intimidate 4 (+8)
Notice 4 (+5)
Perform (Act) 12 (+16)
Sense Motive 8 (+9)
Survival 4 (+5)

Feats: 21 pp
All-Out Attack, Attack Focus (Melee) 3, Attractive, Connected, Contacts, Defensive Roll 3, Diehard, Distract (Bluff), Dodge Focus 3, Fascinate (Perform: Act), Improved Initiative, Inspire, Interpose, Move-By Action, Power Attack

Powers: 45 pp
  • Wind Spirit Body
    • Protection 4 [4]
    • Flight 4 [8]
  • Gale Force (Air Control 15) [33]
    • Alternate Power: Body Slam (Strike 8 )
      • Power Feat: Mighty
    • Alternate Power: Lip Lock (Strike 12)
      • Extra: Penetrating 6
      • Extra: Vampiric
      • Flaw: Unreliable (5 uses)
    • Alternate Power: Dodgy Fog (Concealment 4)
      • All Visual Senses
      • Extra: Affects Others Only (+0)
      • Extra: Independent (+0)
      • Unreliable (5 uses)

Code: Select all
DC Block:
Attack:           Save DC                     Damage Type
Body Slam +8      DC 27 Toughness             Bludgeoning
Lip Lock +8       DC 27 Toughness (Pen)       Morale


Costs: Abilities (40) + Combat (18 ) + Saves (14) + Skills (12) + Feats (21) + Powers (45) - Drawbacks (0) = Total Cost 150

Design Notes:
:idea: Lip Lock could be Mighty Strike 8, but it doesn't make any sense. I probably would have anyway, but there were 30 points in the array and it comes in at exactly that. It probably has more Penetrating than it needs, but I wanted to be sure.
:idea: 3E build.
Last edited by Karma on Wed Sep 08, 2010 8:25 pm, edited 1 time in total.
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Re: Karma's Character Thread - Parakarry, Watt

Postby Karma » Thu Aug 06, 2009 1:07 pm

Arthur Eld wrote:I am really digging these Paper Mario builds. Keep em coming!

Thanks!
Before I actually went through and counted, I thought I had done more than half.
I'll get through 'em eventually. I know I'll have too much time on my hands this week, maybe I'll get a few more in.
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Ms. Mowz - PL 10/150 pp Mowz Burglar

Postby Karma » Sun Aug 09, 2009 4:51 pm

Image
Ms. Mowz
You look a little weak to be fighting us, mm hm hmhm.

Power Level 10/150 PP
Identity: Semi-secret (Sorta)
Race: Squeak
Sex: Female
Occupation: Badge shop proprietor, thief, adventurer
Complications: Reputation
Allegiances: Mario, Good, self, Little Howz of Badges
Motivations: Badges, Goodness, Thrills

Ms. Mowz is the only optional partner in Paper Mario: The Thousand Year Door. She’ll only join your quest if you prove yourself to her.

She owns the Lovely Howz of Badges in Rogueport. She’s secretly the mastermind behind that shop’s spectacular collection of badges (and her own private collection), which she obtains under her secret identity, the dashing thief Ms. Mowz! …Yeah, I dunno how that works out, either. She helps herself to whatever badges she wants that are hidden away in dungeons and is therefore called a thief, but Mario and friends take whatever’s not nailed down even in people’s homes, so they really got no right to say that.

After Mario had met up with her a few times (and she showed no interest in trying to take what they were after and even helped them out a bit, despite the value), she put up an anonymous request at the Trouble Center. Mario willingly taking on the potentially dangerous quest, and succeeding in collecting the badge that she had actually hidden herself, proved him to her. She figured that by sticking with Mario, she could probably get her paws on some pretty cool stuff. Oh, and help save the world. That’s important too.

Ms. Mowz is a white squeak whose tail forms the shape of a heart. She normally wears a black mask and red slippers, but dons red high-heeled shoes and a red feathered mask when she slips into her adventuring identity. She’s also a shameless flirt, and is quite… bold, with Mario—a fact that bothers a number of the other party members, especially Goombella.

Stats: 44 pp
Str:
14 (+2)
Dex: 22 (+6)
Con: 18 (+4)
Int: 14 (+2)
Wis: 16 (+3)
Cha: 16 (+3)

Combat: 29 pp
Attack:
+4 (Melee +12, Ranged +5; includes +1 for size)
Grapple: +14
Defense: +13 (24, 17 flat-footed; includes +1 for size)
Knockback: -3
Initiative: +10

Saves: 12 pp
Toughness:
+6, +3 flat-footed (+4 Con, +3 Defensive Roll, -1 size)
Fortitude: +7 (+4 Con, +3)
Reflex: +10 (+6 Dex, +4)
Will: +8 (+3 Wis, +5)

Skills: 68 r = 17 pp
Acrobatics 12 (+18 )
Bluff 8 (+11)
Escape Artist 8 (+14)
Investigate 4 (+6)
Notice 4 (+7)
Search 8 (+10)
Sense Motive 4 (+7)
Sleight of Hand 8 (+14)
Stealth 12 (+18 )

Feats: 25 pp
Accurate Attack, Acrobatic Bluff, Attack Focus (Melee) 7, Beginner’s Luck, Defensive Attack, Defensive Roll 3, Elusive Target, Evasion, Fearless, Hide in Plain Sight, Improved Disarm, Improved Initiative, Quick Change, Stunning Attack, Taunt, Ultimate Reflex, Uncanny Dodge (Auditory)

Powers: 23 pp
  • Squeek Size (Shrinking 4)
    • Permanent
    • Innate
  • Love Slap (Strike 6)
    • Power Feat: Mighty
    • Extra: Penetrating 7
    • Alternate PowerSmooch (Healing 10)
      • Flaw: Unreliable (5 uses)
      • Flaw: Limited (to men)
    • Alternate Power: Tease (Nauseate 8 )
      • Flaw: Unreliable (5 uses)
  • Super-Senses 2
    • Scent
    • Detect (Treasure)

Code: Select all
DC Block:
Attack:           Save DC                     Damage Type
Love Slap +12     DC 23 Toughness (Pen)       Piercing
Tease +12         DC 18 Fortitude             Nauseate
Stunning Blow +12 DC 18 Fortitude             Stun


Costs: Abilities (44) + Combat (29) + Saves (12) + Skills (17) + Feats (25) + Powers (23) - Drawbacks (0) = Total Cost 150


Design Notes:
:idea: Ms. Mowz’s special ability is extremely gamist. She can detect collectibles. Ordinary book that is somehow useful to Mario’s quest? She can smell that. Large pile of gold coins and jewels that’s part of the background? She’s oblivious while standing on it. I kinda expected sniffing in that particular location to trigger special dialogue, at least. Somethin’.
:idea: Her slap is penetrating because… it is? I dunno. She’s kinda supposed to be Watt’s replacement. Her treasure-finding usefulness is better, but her penetrating attacks are far weaker than Watt. Watt was useful against any enemy with even a single point of defense, no matter where they stood. Ms. Mowz could only hit ground-bound enemies (and only the closest one) and dealt less damage.

EDIT 1/30/10: I can't believe I forgot to make her Small. She's probably the smallest party member! How silly of me.
Last edited by Karma on Sat Jan 30, 2010 3:17 pm, edited 3 times in total.
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Agatha Heterodyne, Vampire Hunter

Postby Karma » Wed Aug 19, 2009 11:15 am

In response to Kreuzritter’s invitation to run fights against his Edward Cullen build, I put him up against my Leela. He killed her, which I kinda expected given that he’s several PLs higher than her.
So here’s him getting beaten by Agatha instead.

Cast wrote:Edward Cullen, by Kreuzritter, vs. Agatha Heterodyne


Also present are Gilgamesh Wulfenbach and Zola, but they probably won’t actually do anything.


Agatha marches through Castle Heterodyne with Gil and Zola in tow. Noting the frequency with which Gil’s ridiculous little dancing girl falls prey to every danger in her castle, Agatha wonders how the twerp managed to say alive long enough to threaten her in the first place.
Of course, she also suspects that Zola may be doing it on purpose to get Gil’s attention, returning to her old “Oh help me, I’m a helpless little girl!” ways now that her shot at actually being important has been blown. After all, as often as she manages to get into trouble, she can’t seem to manage actually getting hurt, so maybe she's only entirely useless because she wants to be.

As she kicks down a door for no real reason, Gil’s voice cuts through her angry thoughts. "Er… Agatha, did you see where Zo—er, she got to? I seem to have misplaced her."

The pair of them turned and found a door that they did not open to be standing open anyway. Within the chamber, Zola was walking slowly toward a beautiful man apparently entranced.

"Friend of yours?"
"Of the family perhaps. Not mine. Probably been here a while."

The man smiles, and one unnaturally sharp tooth catches the Sparks’ eyes.

"Y’know Agatha, she didn’t even call my name. I think she might really be in danger. I should—"
"Oh no. This one, is mine!"

Initiative wrote:25, Edward
14, Gil—1 Hero Point
11, Zola
6, Agatha—2 Hero Points
4, Dingbot Prime


The characters are in a well-decorated but extremely dusty sitting room. It’s quite large, about 30 feet by 30 feet. Edward is at the back of the room, Zola is in the middle, and Gil and Agatha are at the doorway.
The room is dead and not particularly dangerous, though only Edward knows that. The hallway is a death trap, and all four of them would like to avoid it while their attention is on killing each other.

Edward considers grabbing Zola for a quick bite, but decides instead he should close on the actual threat. She’d be all fluff anyway.
He dashes forward with surprising speed and throws a powerful haymaker at Agatha.
The blow connects with the side of her head, and for a moment she sees stars—but it’ll take far more than that to topple the mistress of Castle Heterodyne!

Gil starts at the idea of ignoring his friends while they’re in trouble, but Agatha did weather that punch pretty well… he draws his rapier and prepares to dash into the room when he sees an opening. He won’t attack, but he should be there just in case.

Mechanics wrote:Edward Power Attacks Agatha for 3 points to take advantage of her being flat-footed.
He rolls 25, which hits Agatha’s flat-footed Defense of 12.
The save DC is 24 and Agatha rolls a 22, resulting in a Bruise and an Injury.
Gil draws his rapier and readies an action to move into the room, along the wall, as soon as Edward is out of his way.


Zola lets out a pathetic little "Eep!", seeing how powerful the man is and how quickly he became violent. She runs to the corner of the room, drawing her weapon as she does so. She’s perfectly happy to rely on someone more powerful for protection of course, but she feels a bit safer with the gun in her hand.

Her hands already on her death ray, the vampire’s punch does nothing to slow Agatha's practiced grasp. She fires, and at this point-blank range even Edward’s quick reflexes don’t serve him to avoid her fire. His super-human toughness, does protect him from the death that normally follows quickly on the heels of her death-ray blast, however.
Her focus on Edward becomes absolute, and a familiar, rather insane, look enters her eyes.

Mechanics wrote:Zola moves to the corner of the room and draws her ray gun.
Agatha draws her death ray and attacks with it, rolling an 11.
She spends a Hero Point to reroll, rolling a 13, which becomes a 23. Hit.
Toughness DC is 27. Edward rolls a 25, resulting in a Bruise and an Injury to match Agatha’s.
Agatha enters the Madness Place.
Dingbot Prime will Delay, and will continue Delaying and Refocusing until there’s something useful for it to do. Which there probably won’t be, really.


"You have no idea what you’ve stepped into little girl!" Edward says with a terrible calm as he lashes out with incredible speed to grab Agatha’s arm. She sidesteps with a manic glint in her eye.

Mechanics wrote:Edward attempts to demoralize Agatha as a move action. He rolls a 19. She opposes that roll with Intimidate, in which she has a minimum roll of 23 while in the Madness Place. So he fails.
He attempts to grapple her, Power Attacking for three points. He rolls a 17 on the attack roll, which misses.
Gil Delays until there’s something for him to do, and will continue Delaying and Refocusing until that happens.
Zola Delays until there’s something for her to do, and will continue Delaying and Refocusing until that happens.


"What I’VE stepped into!? That would be MY castle! Who are YOU, ‘little boy’!?" Agatha roars as she fires another blast from her incredible weapon.
The force of her fury, and the terror of looking into her eyes hit Edward just as hard as the blast from the gun. His ideas that he could either frighten or seduce this girl into submission evaporated from his mind as the death ray burned his shoulder and tore away most of his shirt.

Mechanics wrote:Agatha attempts to demoralize Edward as a move action. She rolls a 29. Edward opposes with Sense Motive or Intimidate. The maximum roll he can get is a 28, so he fails and is shaken, taking a -2 penalty to saving throws, attacks, and checks.
Agatha attacks with her death ray, rolling a 25, which hits.
The save DC is 27, and Edward is rolling at -3 due to his previous Injury and his shaken condition. He rolls 24, resulting in another Bruise and Injury.


Desperate and shaken by the power of one he had assumed weak, the vampire grabs Agatha and sinks his fangs into her neck. She feels herself growing weaker as her blood sustains him—but even a weakened Agatha Heterodyne is far from weak!

Mechanics wrote:Edward attempts to grapple Agatha, this time using only 2 points for Power Attack. He takes a -2 penalty from being shaken. He rolls a 27 on the attack roll, which actually hits.
He rolls a 34 on his grapple check, which Agatha can’t beat.
The Fortitude save vs Con Drain is 13, counting the Power Attack. Agatha rolls 12, losing 1 point of Con. Her Toughness and Fortitude both drop by 1 point for a round.
The Toughness save vs the Strike is DC 18. Agatha rolls 22 and is unharmed, which means Edward doesn’t get his vampiric check.


Agatha strains against the vampire’s grip. He may be far stronger than her, but holding an angry Heterodyne is an extremely difficult feat. Agatha tears herself from Edward’s arms, and stares again into his soulless eyes, not even needing words this time to remind him that she is Agatha Heterodyne!

Mechanics wrote:Agatha attempts to escape the grapple. She uses her grapple check for that, rolling 24 while Edward rolls a 22. Agatha is no longer pinned.
She surges to make another grapple check to escape the grapple completely. She rolls a 25 and Edward rolls a 16 on his attempt to hold her. The grapple is broken.
Agatha attempts to demoralize as a move action. Edward gains a +1 bonus on his check since she’s demoralized him once already. Agatha rolls a 34, which Edward can’t hope to beat. He remains shaken for another round.


His grip broken, Edward gives up on biting Agatha until he’s softened her up a bit more. He aims a powerful punch at her head, but she ducks to the side and his fist flies harmlessly over her left shoulder.
He backs into the room, giving himself more room to work—and giving Gil a chance to get into the room.

Mechanics wrote:Edward attacks Agatha, using Power Attack for three points. He rolls a natural 1. GM Fiat gives him an 11, which becomes a 21. That’s a bit closer to a hit, anyway…
Edward retreats to the middle of the room.
Gil dashes into the room and along the wall. He’ll resume Delaying and Refocusing in a round.
Agatha regains 1 point of Con and gains a Hero Point.


Agatha fires her death ray as the retreating vampire turns to face her once more. The blast catches him in the face and chest. It’s proof of his power that the attack doesn’t completely destroy him, but almost nothing and nobody can handle a direct hit from Agatha’s ray.

Under its force, Edward is blasted off of his feet and smashes into the wall. When he slumps back to the ground, a humanoid-shaped dent is visible, with cracks running from it, almost to the corners.

"Mistress, please!" calls a barely-audible disembodied voice from the hall.

Mechanics wrote:Agatha spends one of her 2 Hero Points to ignore the fatigue from surging.
Agatha takes a five-foot step into the room.
Agatha attempts to demoralize Edward as move action. He gains a +2 bonus since she’s done that already. She gets a 38, which he can’t beat. He’s still shaken by Agatha.
Agatha attacks with her death ray. She rolls a 23, which hits.
The save DC is 27. Edward is at a -2 for previous Injuries and -2 for being shaken. He rolls 11, which is a failure by 16 points and would render him dying. GM Fiat gives him a 22, which leaves him Stunned, Bruised, and Injured. He suffers 12-(8/2)=8 knockback. That’s 250 feet. He’ll hit the wall long before that. It's just an interior wall, but this is Castle Heterodyne we’re talking about so let’s say that it has Toughness 10. Both Edward and the wall suffer +8 damage, or DC 23.
Edward rolls 14 and takes a 4th Bruise and Injury and is still Stunned. The wall rolls a 16, which leaves it Injured.
Agatha gains a second Hero Point for the GM Fiat.


Agatha advances on the prone vampire and fires off two rapid blasts from her death ray.
"I am Agatha Heterodyne! This is my castle, and NOTHING here is a threat to me!"

After the second shot, the undead menace doesn’t move again.

Mechanics wrote:Edward is Stunned on his turn, and does not act.
Agatha closes with him to cancel the penalty for firing on a prone target.
Agatha blasts him with her death ray, rolling a 19, which hits.
The Toughness DC is 27. Edward rolls a 10 and is Stunned and Disabled
Agatha surges.
Agatha attacks again with her death ray, rolling a 15, which hits.
The Toughness DC is 27. Edward rolls a 10 again and is now dying, though he makes his Fort save to avoid being dead. With his Diehard feat, he won’t have to make any more of those unless he gets hit again… which he will, obviously.


Agatha levels her death ray and aims it carefully at the monster’s heart.
The ray destroys the vampire utterly, leaving nothing but dust where once he was.

Mechanics wrote:Agatha spends a Hero Point to avoid fatigue from surging.
Agatha delivers a Coup de Grace.
The Toughness DC is 32. Edward rolls 15 and is now dead.


"Uh… Agatha?" calls Gil weakly as he lowers his sword, "I’m not sure that last shot was completely necessary."

"Well, maybe not technically…" responds Agatha sheepishly, as her voice returns to normal. "But he probably would have got back up again and done it again if I hadn’t. Those things just do not stay down."

Final Results: wrote:Edward Cullen: Dead
Agatha Heterodyne: 1 Bruise, 1 Injury, 1 Hero Point
Sitting Room: 1 Injury
Last edited by Karma on Mon Nov 23, 2009 7:30 pm, edited 2 times in total.
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Re: Karma's Character Thread - Vampire Hunt

Postby Kal'El Wayne » Wed Aug 19, 2009 4:08 pm

Hmmm. I am intrigued and would like to subscribe to your newsletter.
Just a dog? Porthos dreams of being a bear, and you want to shatter those dreams by saying he's just a dog? What a horrible candle-snuffing word...Just
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Sweeney Todd - PL 5/58 PP Demon Barber

Postby Karma » Wed Aug 26, 2009 9:32 am

I have no idea why I'm doing this...


Image

Sweeney Todd
No, we all deserve to die...
Even you, Mrs Lovett, even I!
Because the lives of the wicked should be made brief.
For the rest of us death will be a relief.
We all deserve to die...


Power Level 5/58 PP
Identity: Secret (Benjamin Barker)
Sex: Male
Occupation: Barber, avenger
Complications: Enemy (Judge Turpin), Hatred (everything), Insanity, Obsession (Turpin), Secret (Identity), Temper
Allegiances: Lucy and Johanna/Evil
Motivations: Revenge

There was a barber and his wife. Benjamin Barker was that barber. But his wife was too beautiful as Judge Turpin, a man with too much power, too much influence, and not nearly enough scruples, noticed. He banished Benjamin Barker on false charges so that he could attempt to woo his wife. In this he largely failed, although Benjamin did not know it.

Upon finding his was back to London, Barker hoped to find his wife and daughter waiting for him. That was not the case; he was told that his wife had poisoned herself after being raped by Turpin, and that Turpin had stolen his daughter away as his ward who he kept locked up and miserable.

Barker took the name Sweeney Todd, and, with the help of Anthony, a sailor who had saved his life, Barker made plans to rescue Johanna. With Mrs. Lovett, who owned the meat pie shop beneath his old barber shop, he plotted revenge against the men who ruined his life and destroyed his family.

After his first failed attempt to kill the judge, Todd snapped and decided to revenge himself upon anyone he could, although the judge and his Beadle remained his prime targets. In his obsession, he murdered his wife and almost murdered his daughter without recognizing them. When he realized the former, Todd's revenge found a new target--Lovett, the woman who told him Lucy had poisoned herself.

Stats: 20 pp
Str:
12 (+1)
Dex: 18 (+4)
Con: 16 (+3)
Int: 10 (+0)
Wis: 10 (+0)
Cha: 14 (+2)

Combat: 4 pp
Attack:
+1
Grapple: +7
Defense: +1 (12, 11 flat-footed)
Knockback: -1
Initiative: +12

Saves: 4 pp
Toughness:
+3 (+3 Con)
Fortitude: +3 (+3 Con)
Reflex: +4 (+4 Dex)
Will: +4 (+0 Wis, +4)

Skills: 25 r = 6 pp
Bluff 7 (+8 )
Intimidate 8 (+9)
Profession (Barber) 5 (+9)
Sleight of Hand 4 (+8 )

Feats: 24 pp
All-Out Attack, Attack Focus (Melee) 2, Attack Specialization (Razor), Benefit (Dex to Prof (Barber)), Distract (Intimidate), Dodge Focus, Equipment, Fascinate (Bluff), Fearsome Presence 5, Grappling Finesse, Improved Critical (Razor) 2, Improved Initiative 2, Master Plan, Power Attack, Skill Mastery (Bluff, Intimidate, Profession (Barber), Sleight of Hand), Sneak Attack 2
Equipment: Razor (Strike 1 (Mighty, Precise, Subtle)), Sweeney Todd's Tonsorial Parlor (Headquarters: Toughness +5; Diminutive; Workshop, Connected to Mrs. Lovett's, Death Trap)

Code: Select all
DC Block:
Unarmed +3           DC 16 Toughness        Bludgeoning
Unarmed +3           DC 19 Toughness (SA)   Bludgeoning
Razor +5             DC 17 Toughness        Slashing (Crit 18-20)
Razor +5             DC 20 Toughness (SA)   Slashing


Costs: Abilities (20) + Combat (4) + Saves (4) + Skills (6) + Feats (24) + Powers (0) - Drawbacks (0) = Total Cost 58

Notes:
:idea: Normally I try to stick to hitting the combat caps and 15 PP/PL, but I'm gonna make an exception for these characters. They're pretty much ordinary people, with maybe a few exceptional traits. Todd is PL 5 because he's good at killing people. He is not PL 5 defensively.
:idea: Power Attack? Sure, it represents his brutal strikes which deal a lot of damage and nearly guarantee a kill against normal opponents. Of course, most of Todd's victims were Toughness +0 Bystanders.
:idea: Todd's razor is Subtle. Anyone can see that it could be used as a weapon, but nobody expects it to actually be used that way. If he were in a normal fight, people would realize it's dangerous. The way he operates, however, men actually let him put it against their throats, allowing a coup de grace. He can usually get a sneak attack against women, but he can't generally convince them to let him put his razor to their necks.
:idea: On a Power Sneak Attack Coup de Grace, Todd has a Toughness DC of 30. Not bad for a barber. If he's got the victim in his chair and he's at least Stunned, Todd can make a melee attack to activate his trap and drop them 20 feet. Not nice!
Last edited by Karma on Mon Oct 10, 2011 9:36 am, edited 1 time in total.
You laugh because I'm different. I laugh because you're on fire.
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Anthony Hope - PL 3/45 PP Sailor

Postby Karma » Wed Aug 26, 2009 10:12 am

Image

Anthony Hope
I feel you, Johanna,
I feel you.
Do they think that walls can hide you?
Even now I'm at your window.
I am in the dark beside you,
Buried sweetly in your yellow hair,
Johanna...


Power Level 3/45 PP
Identity: Relatively unknown
Sex: Male
Occupation: Sailor
Complications: Enemy (Judge Turpin), Honor, Prejudice (Sailor), Responsibility (Save Johanna)
Allegiances: Johanna, Good
Motivations: Get the Girl, Justice

Anthony is the young sailor who saved and befriended Mr. Todd when he was lost at sea.

While in London, he noticed a beautiful girl smiling down at him from her window. What would have been a nice, but relatively innocuous moment became supremely important when he learned (partially by asking a beggar woman and partially by being threatened [and, weirdly, offered porn] by her guardian for daring to look in her direction) that she was in trouble and needed his help.

She threw down a key, and he vowed to get her away from her abusive and terrifying guardian, enlisting Todd's aid without ever knowing that Todd was actually the girl's father.

When Johanna is taken away to an asylum for daring to think about escape instead of accepting her guardian's marriage proposal, Anthony proves an unusual connection between them. He can find her, wherever they try to hide her. And he will rescue her.

Stats: 16 pp
Str:
12 (+1)
Dex: 12 (+1)
Con: 14 (+2)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 12 (+1)

Combat: 4 pp
Attack:
+1
Grapple: +2
Defense: +1 (11, 11 flat-footed)
Knockback: -2
Initiative: +1

Saves: 8 pp
Toughness:
+5 (+4 flat-footed; +2 Con, +2 Tough, +1 Defensive Roll)
Fortitude: +4 (+2 Con, +2)
Reflex: +2 (+2 Dex)
Will: +6 (+2 Wis, +4)

Skills: 24 r = 6 pp
Bluff 4 (+5/9)
Concentration 4 (+6)
Diplomacy 2 (+3/7)
Disguise 2 (+3)
Gather Information 2 (+3)
Investigate 2 (+3)
Search 4 (+5)
Survival 1 (+3)
Swim 3 (+4)

Feats: 9 pp
Attractive, Defensive Roll, Diehard, Endurance, Fearless, Interpose, Luck, Tough 2

Powers: 2 pp
  • Super Senses 8
    • Detect
      • Life
      • Mental Sense
      • Extended
      • Tracking
      • Penetrates Concealment
      • Flaws: Distracting, Limited (Johanna Barker)


Code: Select all
DC Block:
Unarmed +1           DC 16 Toughness        Bludgeoning


Costs: Abilities (16) + Combat (4) + Saves (8 ) + Skills (6) + Feats (9) + Powers (2) - Drawbacks (0) = Total Cost 45/45

Notes:
:idea: Like Todd, Anthony's PL comes from one thing he's good at. Anthony's comes from his defensive abilities though. He took quite a beating from the Beadle and didn't it slow him down.
:idea: Given that none of the characters in the movie seem to think so I didn't put anything about it in his stats or description, but... am I the only one who finds him a bit creepy?
Last edited by Karma on Mon Oct 10, 2011 9:40 am, edited 3 times in total.
You laugh because I'm different. I laugh because you're on fire.
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