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

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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FuzzyBoots
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Re: Jab's Builds: Dark Riders (Psynapse, Dirtnap), Sugar Man

Postby FuzzyBoots » Thu Apr 22, 2010 1:22 pm

Honestly, one of the things I remember most about that game was that you could throw cars around on the right levels. Which admittedly was limited to Jet Armstrong and Radium Dog, but it was fun. Some of the bars had "No Pets Allowed" signs which meant Radium Dog couldn't enter (although frankly, who was going to stop him?). Toolbox was practically useless because by the time you were close enough to your enemy to hammer them, they were already inflicting damage on you. Buzzsaw Girl was the most viable character because she was fast, had a long distance attack, and could shoot at an angle.

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Re: Jab's Builds: Dark Riders (Psynapse, Dirtnap), Sugar Man

Postby Jabroniville » Thu Apr 22, 2010 8:41 pm

Image

JET HEADSTRONG
PL 8 (120)

ST 28 (+9) DEX 15 (+2) CON 22 (+6) INT 10 WIS 10 CHA 12 (+1)

Skills:
Acrobatics 2 (+4)
Bluff 2 (+3)
Diplomacy 3 (+4)
Intimidate 3 (+4)
Knowledge (Pop Culture) 4 (+4)
Notice 3 (+3)
Profession (Proto-Cola Deliveryman) 5 (+5)
Sense Motive 2 (+2)

Feats:
Attack Focus (Ranged) 2, Dodge Focus 2, Power Attack, Tough 2

Powers:
"Detachable Firing Head"
Blast 8 (Feats: Improved Critical) (Extras: Targetted Area-Line) (Flaws: Touch Range) [19]
AP: Blast 8 (Feats: Improved Critical) (Extras: Targetted Area-Shapeable) (Flaws: Touch Range)
AP: Blast 8 (Feats: Improved Critical) (Extras: Penetrating)
Super-Strength 4 [8]

Anatomic Separation 1 [2]
Flight 4 [8]

Saves:
Toughness +7, Fortitude +7, Reflex +4, Will +4

Combat:
Attack +6 (+8 Ranged), Damage +9 (+8 Head), Defense +7 (+9 Dodge), Initiative +2

Complications:
Responsibility (Dynatron City)

Abilities: 37 / Skills: 24--6 / Feats: 7 / Powers: 37 / Saves: 7 / Combat: 26 (120)

-Jet Headstrong is probably the most hero-looking guy on the squad- he's got the chiseled ballooned-physique, Lantern Jaw of Justice, and the most typical hero uniform. He even looks a bit like Bulletman, style-wise. He's also cut from "The Tick" mold of goofy-ass childlike super-heroes, with a bit of "happy redneck" thrown in. And when Buzzsaw Girl kisses him, his HEAD SHOOTS OFF (THAT certainly isn't symbolic at all, is it?). A bit silly, he's got a high-powered Blast that can cut swaths through weak opponents easily, alternating between a standard version, a Line, and a Shapeable Area, all Targetted to give him the option of using his Feats. He can also fly if he holds onto his flying head. Physically, he's extremely buff (and can apparently throw cars in-game), so I gave him adequate superhuman Strength (he didn't do any lifting in the show, but he looks like he could) and good Toughness as well.

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Re: Jab's Builds: Dark Riders (Psynapse, Dirtnap), Sugar Man

Postby Jabroniville » Thu Apr 22, 2010 8:42 pm

BUZZSAW GIRL
PL 8 (120)

ST 14 (+2) DEX 16 (+3) CON 16 (+3) INT 10 WIS 10 CHA 12 (+1)

Skills:
Acrobatics 2 (+5)
Bluff 2 (+3)
Craft (Mechanical) 4 (+4)
Diplomacy 3 (+4)
Intimidate 3 (+4)
Knowledge (Pop Culture) 4 (+4)
Notice 3 (+3)
Profession (Proto-Cola Deliverywoman) 5 (+5)
Profession (Handywoman) 4 (+4)
Sense Motive 2 (+2)

Feats:
All-Out Attack, Attractive (unless you're a leg man or something), Defensive Roll 2, Dodge Focus 2, Fast Overrun, Improved Initiative 2, Improved Overrun, Improved Sunder, Move-By Action, Power Attack, Takedown Attack 2

Powers:
"Buzzsaw Legs"
Speed 5 [5]
Super-Movement 1 (Wall-Run) [2]
Strike 8 (Feats: Improved Critical 2) (Extras: Autofire, Penetrating) [29]
AP: Strike 8 (Extras: Area-Shapeable, Penetrating, Selective) (Flaws: Touch Range)
AP: Strike 8 (Extras: Area-Line, Penetrating, Selective) (Flaws: Touch Range)
AP: "Buzzsaw Toss" Blast 8 (Extras: Autofire)

Saves:
Toughness +3 (+5 D.Roll), Fortitude +4, Reflex +6, Will +4

Combat:
Attack +8, Damage +2 (+8 Buzzsaws), Defense +9 (+11 Dodge), Initiative +11

Complications:
Responsibility (Dynatron City)

Abilities: 18 / Skills: 32--8 / Feats: 14 / Powers: 36 / Saves: 9 / Combat: 34 (120)

-Buzzsaw Girl is one of TWO girls on the team (a rarity for video games), depicted in the cartoon as a breathy-voiced Southern Belle-type who was actually kind of an action junky. She also didn't seem overly upset that her legs turned into a gigantic saw, either, but this was a rather weird concept anyways. She's also the resident Super-Speedster, though really she just buzzed around hacking away at whatever was in her path. This makes her a massive Goonsweeper, taking out however many people are in her Area Effects with a Penetrating Strike. Another variant is a simple, one-target melee Autofire Strike, just like a normal buzzsaw or chainsaw does (in my stats anyways). Oddly, they dropped her "throwing buzzsaw" trick in the cartoon, which was her most effective attack. This makes Buzzsaw Girl actually a combo of Speedster and Blaster, which is VERY useful. Most of this group aren't really BAD PL 8s, per se, they're just a little bizarre.

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Re: Jab's Builds: Sugar Man, Defenders of Dynatron City

Postby FuzzyBoots » Thu Apr 22, 2010 9:19 pm

^_^ The throwing cars was actually done with his head... he'd shoot the head into the car and it would be pulled back onto his neck with the car still on it. I really don't know how I'd model it for M&M though. Extended reach? Telekinesis with the Projected drawback?

You can see it in all it's questionable glory around 1:15 in this video

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Re: Jab's Builds: Sugar Man, Defenders of Dynatron City

Postby Jabroniville » Thu Apr 22, 2010 9:27 pm

Meh, it has the near-same effect (his head effectively has Super-Strength, and separated limbs are allowed to be the focus of Powers under the Anatomic Separation rules), so I don't think any changes in cost need to be applied.

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Re: Jab's Builds: Sugar Man, Defenders of Dynatron City

Postby Jabroniville » Fri Apr 23, 2010 12:03 am

RADIUM DOG
PL 8 (120)

ST 24 (+7) DEX 16 (+3) CON 20 (+5) INT 4 (-3) WIS 12 (+1) CHA 11

Skills:
Aerobatics 2 (+5)
Intimidate 6 (+6)
Notice 7 (+8)
Search 3 (+4)
Sense Motive 4 (+5)
Survival 2 (+3)

Feats:
All-Out Attack, Dodge Focus 2, Endurance, Evasion, Improved Grab, Improved Pin, Improved Trip, Move-By Action, Power Attack, Lionheart, Set-Up

Powers:
"Radiation Powers"
Flight 5 [10]
Speed 1 [1]
"Power Bite" Strike +1 (Feats: Mighty, Improved Critical) [3]
"Radiation Blast" Radiation Control 8 (Extras: Area-Burst) (Drawbacks: Reduced Range -2) [22]
Super-Strength 2 [4]

Super-Senses 5 (Scent, Ultra-Hearing, Low-Light Vision, Tracking, Extended Hearing) [5]

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

Combat:
Attack +8, Damage +7 (+8 Power Bite/Blast), Defense +8 (+10 Dodge), Initiative +3

Drawbacks:
Mute [-4]
No Hands [-4]

Complications:
Responsibility (Dynatron City)

Abilities: 27 / Skills: 24--6 / Feats: 12 / Powers: 45 / Saves: 6 / Combat: 32 / Drawbacks: -8 (120)

-Radium Dog's weird even for THIS crew. For some reason, the workers brought their DOG with them, and he was captured alongside the gang, subjected to energy, yadda yadda, now he has powers. Radium Dog is slightly smarter than your average dog (still unable to speak, though), can fly, bite through tons of objects, and even fire a miniature Burst of Radiation. I wouldn't really use him as a PC, but he's a nice example of what you can do by mixing an Animal build with some Super-Powers.

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Re: Jab's Builds: Sugar Man, Defenders of Dynatron City

Postby Jabroniville » Fri Apr 23, 2010 6:01 pm

MISS MEGAWATT
PL 8 (120)

ST 12 (+1) DEX 16 (+3) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 14 (+2)

Skills:
Aerobatics 4 (+7)
Bluff 3 (+5)
Computers 4 (+5)
Craft (Electronic) 5 (+6)
Diplomacy 2 (+4)
Drive 2 (+5)
Intimidate 2 (+4)
Knowledge (Physical Sciences) 2 (+3)
Notice 3 (+4)
Profession (Electrical Worker) 3 (+4)
Sense Motive 2 (+3)

Feats:
Dodge Focus 2, Evasion, Improved Aim, Improved Defense, Precise Shot, Power Attack

Powers:
"Electrical Powers"
Flight 5 [10]
Electrical Control 9 (Extras: Autofire) [30]
AP: Electrical Control 9 (Extras: Targetted Area-Line) (Flaws: Touch Range) [20]
AP: Electrical Control 8 (Extras: Area-Shapeable) (Flaws: Touch Range, Limited to Those in Contact with Metal)
AP: Electrical Control 9 (Feats: Split Attack, Improved Critical)
Immunity 5 (Electrical Damage) [5]

Saves:
Toughness +2, Fortitude +4, Reflex +6, Will +4

Combat:
Attack +7, Damage +1 (+8 Shapeable, +9 Others), Defense +8 (+10 Dodge), Initiative +3

Complications:
Responsibility (Dynatron City)

Abilities: 20 / Skills: 32--8 / Feats: 7 / Powers: 57 / Saves: 8 / Combat: 30 (120)

-Miss Megawatt is your standard "Sassy Black Girl" character, and is just as exciteable as the rest of the crew. She's as generic as they come, otherwise- a Flying Blaster with an elemental theme of electricity, in Line, Shapeable (limited to when she and her targets are touching metal), standard and Autofire forms. She's a bit brighter and wiser than the rest of her team, being an electrical worker sent by the City to figure out why the series' Mad Scientist Villain is using up so much power.

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Re: Jab's Builds: Sugar Man, Defenders of Dynatron City

Postby Jabroniville » Fri Apr 23, 2010 6:07 pm

MONKEY KID
PL 8 (120)

ST 10 DEX 22 (+6) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 5 (+11)
Bluff 4 (+6)
Computers 4 (+5)
Diplomacy 4 (+6)
Investigate 2 (+4)
Knowledge (Pop Culture) 4 (+5)
Knowledge (Technology) 3 (+4)
Notice 5 (+7)
Sense Motive 3 (+5)
Stealth 2 (+8)

Feats:
Accurate Attack, Attack Focus (Ranged) 2, Defensive Attack, Defensive Roll 2, Distract (Bluff), Dodge Focus 5, Equipment (Throwing Bananas), Evasion, Improved Aim, Improved Critical (Banana), Inspire, Leadership, Luck, Power Attack, Quick Draw, Ranged Pin (Bananas), Set-Up 2, Sneak Attack, Teamwork

Powers:
"Blue Monkey"
Super-Senses 1 (Low-Light Vision) [1]
"Tail" Additional Limb 1 [1]
Leaping 2 [2]
Shrinking 4 (Feats: Innate) (Flaws: Permanent) [3]

"Throwing Bananas" Container 3 (Flaws: Limited to While Holding Bananas) [12]
Blast 4 (Extras: Autofire) (13)
AP: Trip 6

Saves:
Toughness +1 (+3 D.Roll), Fortitude +4, Reflex +7, Will +5

Combat:
Attack +8 (+10 Ranged), Damage +0 (+4 Bananas, +6 Sneak Attack, Trip), Defense +7 (+12 Dodge), Initiative +6

Complications:
Responsibility (Dynatron City)

Abilities: 30 / Skills: 36--9 / Feats: 25 / Powers: 19 / Saves: 6 / Combat: 30 (120)

-Monkey Kid is the official team leader in the 'toon, being a lab monkey that turned blue and grew intelligence thanks to the Mad Scientist, and his bizarre antics and clumsiness led to the creation of the Defenders, as well as his own gaining powers. Quick-witted, fast and spry, he's an unusual character, using THROWING BANANAS (I used the Container approach of "he has powers, but only when holding one kind of item"), alternating between a normal Blast, and a Trip. OK, he didn't use that in the toon or the game, but hell, BANANAS TRIP PEOPLE, so he should totally have it (okay, nerd-nitpicking states that banana peels only trip people when they're rotten and slushy, and have been around for a while, and the trope itself debuted in the late-1800s, where this was actually a problem in New York and other major cities, but in cartoon-logic, it works immediately and quickly). He's easily the weakest member of his team (and dependent on Sneak Attacks), but I modified his general goofiness and jumpiness in the 'toon to a Dexmonkey-type accurate build, so he evens out on the aiming side of things.

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Re: Jab's Builds: Sugar Man, Defenders of Dynatron City

Postby Jabroniville » Sat Apr 24, 2010 4:31 pm

TOOLBOX
PL 8 (120)

ST 24 (+7) DEX 10 CON -- INT 12 (+1) WIS 12 (+1) CHA 10

Skills:
Craft (Mechanical) 4 (+5)
Craft (Structural) 4 (+5)
Knowledge (Technology) 4 (+5)
Notice 2 (+3)
Profession (Handyman) 6 (+7)

Feats:
Dodge Focus 2, Improved Critical (Hammerhead), Improved Grab, Power Attack, Set-Up

Powers:
"Sentient Toolbox" (!?!?)
Super-Strength 1 [2]
Immunity 30 (Fortitude Effects) [30]
"Hammerhead" Strike +1 (Feats: Mighty, Extended Reach 5) (Extras: Penetrating 5) [12]
Leaping 2 [2]
Protection 8 [8]

"Variable Arm" Variable Power 4 (One Trait of Mechanical Descriptor) [16]
Sample Powers:
Mind Control 4 (Extras: Area-Burst, Toughness Save +0) (Flaws: Limited to Machines)
Snare 4 (Feats: Tether)

Saves:
Toughness +8, Fortitude --, Reflex +2, Will +4

Combat:
Attack +8, Damage +7 (+8 Snare, Hammerhead), Defense +6 (+8 Dodge), Initiative +0

Complications:
Responsibility (Dynatron City)

Abilities: 8 / Skills: 20--5 / Feats: 6 / Powers: 70 / Saves: 5 / Combat: 28 (122)

-I thought Toolbox was the coolest member of this group, judging only by the ad picture they used in every comic book around the time it came out. I dunno why- he's just a big blue guy with a hammer for a head. Apparently I thought hammer-headed people were cool. Anyways, he's got BY FAR the most bizarre origin of the entire group. While they were all people chained up in a vat of chemicals and subjected to mad science, the villain chained THEIR TOOLBOX to the floor as well! Why an inanimate metal object would need to be killed with the team I have no idea, but keep in mind this was a very nonsensical show. So of course when everyone got their radiation-given powers, their toolbox suddenly grew into a sentient humanoid form. What was REALLY weird (even weirder than the toolbox-chained-to-the-floor thing) was the fact that NOBODY SEEMED SURPRISED BY THIS. It was like "Oh hey, living embodiment of that box of tools we brought, let's free ourselves and become superheroes" with this casual sense of normalcy.

-So Toolbox is rather different from his partners. He's quite tough and strong, but is an actual robot with the standard Powers and Immunities that brings. His Hammer-head nature is shown with a power ranged Strike, he can leap pretty far (that was his thing in the video game), and he has a Variable Power (only 20 pp worth, though), limited to Mechanical-based stuff. So he can make his hands into Clamps, Grappling Wires, and in the cartoon, a machine that forces Robots to dance until they explode. He usually called this "My Trusty xxxxxxxx", and made him a walking Swiss Army Knife of a guy.

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Re: Jab's Builds: Sugar Man, Defenders of Dynatron City

Postby Jabroniville » Sat Apr 24, 2010 4:37 pm

SAILOR MOON

It's time for another big set of re-dos. I loved Sailor Moon when I was in High School. I remember seeing snippets of it at first, glossing it over as a silly, powdery girl show, and making fun of it with my buddies at school. Then one day I was SUPER-bored after school (it aired at 4:30 on YTV I believe) and caught an episode... it ended up being the EPIC story where the Scouts met up with the spirit of Queen Serenity, who showed them their entire history with the Moon Kingdom, and then they subsequently killed Malachite. THEN, the next episode was the major "Them (vs) Beryl & her Goons" story. Bam. Hooked. Just like that. What a series of episodes to run through to start my fandom with this show (not in any way diminished by learning just HOW edited and hacked-up that finale was- they took two ultraviolent episodes- even for JAPAN- and merged them into one where you couldn't see the girls die and stuff was heavily shortened).

I became a HUGE fan of the series, and told my best friend at the time about it- he was hesitant to like it at first, but pretty soon we were a couple of secret Sailor Moon marks, hiding it from our ultra-macho High School buddies. This was my first major introduction to anime fandom (I loved Astro Boy and Saber Rider and the Star Sherrifs as a kid, but never acknowledged them as anime, being like seven or something), and I became one of those classic mid-90s teenage anime fans, who had no outlet for the love aside from what was shown on TV at the time. That meant Hello Kitty and Sailor Moon, pretty much, as the Animesplosion that DBZ started (and Naruto/Bleach later ultimized) was YEARS away.

I watched Sailor Moon R, then the ACTUAL start of Sailor Moon R (infamously, they aired the seasons out of order for no apparent reason), then the actual original season... then became enraged because this magic 65 episode number was ALL THEY EVER DUBBED. Yeah, they cancelled the series due to low ratings (it was big in Canada, but not in the States), and I had to go onto the internet (then something not every household had) to find out the fate of the show- THEN I was introduced to the fandom proper. I discovered there were Sailors OTHER than the Main Five, that there were five seasons overall, and that we'd almost never get the new episodes without a "Save Our Sailors" campaign, back in the day when every single website ever was part of a Webring and full of Shrines to individual favourite characters... I almost kinda miss that form of the internet (before perversion and 4channishness had created it's own unique "culture"), but it was pretty chaotic and hard to find good stuff back in the day.

So yeah- monster Sailor Moon fan here. By the time they FINALLY got the last episodes of Sailor Moon R dubbed, I was sadly out of the fandom by that point (it was about TWO YEARS, an eternity in teenage years) and mostly glossed it over, though I caught most of it. I saw Sailor Moon S for the most part, but found it utterly boring and full of lame villains (despite the added Sailors and the lesbian subtext). Super S got dubbed as well I believe, but I was so out of the fandom that I didn't even care.

Nonetheless, now that I'm older (and wiser?), I can look back with a fresh mind at all these old episodes and characters, and I really appreciate it. I find myself more tired of the goofy antics, occasional bad dubbing and the eventual sameness and stupidity of the villain designs, but the villains in the first two seasons are AWESOME (among the best General-type characters ever in anime or animation in general- I seek to copy this mentality every chance I get), the action is occasionally pretty sweet (the Tidus fight, the occasional times the Scouts took REAL Battle Damage, the Season One Finale, and of course Nephlyte's infamous last stand), and there are some GREAT characters and unusual archetypes here, from back before every anime was mostly the same characters doing the same crap (my own perception- take no offense, modern anime fans). Sure, it was all Monster of the Week crap except for the occasional Big Fight episode, but it was pretty awesome.

OK, speaking of the Dub: It wasn't THAT bad. It gets a short shrift by a LOT of fans, namely because of "it's foreign so it must be better" and the general anti-dubbing wars that were FAR more intense back before there were many decent companies actually dubbing things, but it was okay. Zoisite was changed from a gay man to a female for obvious reasons (and really, you'd have NEVER known without the 'net telling you back then). A lot of episodes were cut, especially side-ones that didn't involve the main plot. The Season One finale was cut into a single episode from two ultra-violent ones, and implied the heroines didn't die. Sailors Uranus & Neptune were changed from not-so-subtle lesbian lovers to cousins. The Dark Messiah had it's name changed. At one point, it's made to look like Sailor Mars STOLE the Silver Crystal when the original makes it clear she was given it by Sailor Moon to keep safe. The Dark Kingdom is just changed to "The Negaverse", and later villains from Nemesis are also given that name, as if it's still full of evil people. Queen Metallia is called "The Negaforce". Character names were changed, back in the days before it was cool to leave everyone's names sounding Japanese (still, four of them retained near-exact names).

All pretty big, annoying changes. But the main plot's still all there, and most of this really HARDLY changes anything too major. The most spectacularly bad example of Dub Fail is when Sailor Moon begs Prince Darien to "remember your name is DARIEN!" and he doesn't recognize the name. Which is the name he's currently using. That's mainly because the dub somehow decided to rename "Prince Endymion" and just leave the normal human's name in it's place. Just a temporary funny/bizarre moment, though. The voice acting was iffy (the originalk Japanese had a ton of REALLY squeaky-voiced girls, and the dub matched this with really annoying girls for the most part as well- though Mars & Jupiter were quite good). And despite the dub's occasional snafus, the show was still bad-ass, and more than worth getting into just with the dub. Is the original better? Yes, no question. But the dub is still a fine show if that's all you can get (and for 99% of the people on earth, it is- this show is infamously the worst-case scenario for additional DVD releases, matched only by "Jem and the Holograms"' eternal lock-up regarding the rights).

Oh, and the MUSIC. WAS. AWESOME. Seriously, you will not find better "Mid-90s Power Rock You-Can-Do-It Ballad"-type stuff anywhere else. Think "Transformers: The Movie" in general tone and "believe in yourself!" attitude and you've about got it. "You've Got the Power" is defined by it's name, and "Carry On" is just EPIC Final Boss Battle stuff for girls. Must-listen stuff, no matter how bad the anti-dub crowd whined about soundtrack changes.

I did my first set of Sailor Moon builds WAY, way back, and they were heavily flawed, classic cases of 'early builds gone wrong'. It took me QUITE a while to get this system, apparently (makes me want to be more supportive of rookies here at the ATT without dashing their hopes right out of the gate by pointing out mistakes)- each Scout had most of their powers built individually (ie. without APs, which would make more sense), were PL 10 without actually fitting the mark in a few instances, the set-ups looked ugly, and most of their powers were flawed to the point of uselessness, being Tiring or Distracting, among other things. So I figured it's time to re-do them, with builds I can be proud of.

I figure I'll start off with the Inner Senshi, move to the villains from a few early seasons (The Negaverse/Dark Kingdom, Ail & Ann with the Doom Tree, and the Dark Moon Family), the Outer Senshi, and even some Supporting Cast members. I'll include Dub & Japanese names as well.

For Power Levels, I ultimately went with the idea that all the Senshi (except Moon when she goes balls-out with power) would be PL 10 (150), like I originally intended. They're actually kinda hard to figure out PL-wise, since they only fought supervillains in their own universe, and never crossed-over, or fought standard Mooks like most heroes do. For example, there's very few official power feats that AREN'T just blowing up villains. Some of the few instances I can think of: Sailor Jupiter blowing a hole in an apartment building so the Senshi could get in, and the Senshi looked SHOCKED at her power level (at barely a PL 8-worthy Power Attack usage). Things like falling trees are still devastating, and every Snare you can think of outright SCREWED the entire team. A few of the villains did more impressive things (Jadeite mentally moves some AIRPLANES into slowly running down the girls; Nephlyte demolishes twenty feet of sidewalk casually), but really, most everyone in this universe is rather vulnerable, and focuses a tad more on accuracy than damage output. A Season Two enemy Catzi/Cooan lets out a MASSIVE fireball that merely severely injures the poor human it hits (Chad/Yuuichiro), and badly burns Sailor Mars, so nobody's EXTREMELY powerful, even in later seasons.

I would gather that the Senshi are PL 8 in Season One, probably PL 9 by the end. They're PL 10 by the end of the series. Their powers were supposedly "upgraded" in each season, as they got new Power Sticks or what have you, but anyone other than Sailor Moon only had two power-ups each at best (and one of those was a one-use only type of deal), and it was more of a "say, don't show" level of power upgrade, so I don't buy that they're any stronger than necessary to match up with the heroes of Marvel of DC. This isn't the Manga, where they were tearing apart the entire planet with each fight or something- they're just very powerful teenage girls.

For powers, I'll stick mainly with the anime (as I'm most familiar with it), but I might throw in some powers from Pretty Guardian Sailor Moon (the so-bad-it's-good ultra-pink Power Rangers-style sentai live-action show) for the hell of it.

-Okay, good, just did Sailor Venus, so I know I can make these girls at PL 10 (150) :). I was kinda worried about that. A bit of this requires some explanation- all the Senshi will gain some physical attributes once they transform- this doesn't have too much evidence in-show, but it seems to make a bit of sense. They also gain Leaping, Morph (Venus casually mentions in the dub that "we look different in real life"- even though they're drawn EXACTLY THE SAME- and certainly their best friends never recognize anyone). The Senshi are depowered without their Transformation Sticks (but that almost NEVER came up in the anime- they never forgot them or anything), need their arms free to call their attacks and pull them off (nearly every attack was halted at least once by being Snared).

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Re: Jab's Builds: Defenders of Dynatron City Done, Sailor Moon

Postby Jabroniville » Sun Apr 25, 2010 12:30 am

Image

SAILOR VENUS (Minako Aino)
Translation: Child/Beauty of Love
Dub Name: Mina
Title: The Soldier of Love, Hope & Beauty
Role: Wannabe Starlet, The Annoying One, The Copy of the Main Hero
Hair: Blonde
Main Fuku Colour: Orange
PL 10 (150)

ST 10/16 (+3) DEX 16/20 (+5) CON 12/18 (+4) INT 10 WIS 10 CHA 12 (+1)

Skills:
Acrobatics 4 (+9)
Bluff 4 (+5)
Concentration 5 (+5)
Diplomacy 5 (+6)
Intimidate 4 (+5)
Investigate 4 (+4)
Knowledge (Pop Culture) 8 (+8)
Language (Japanese, English) 1
Notice 5 (+5)
Profession (Athletics) 2 (+7) -- *Uses Dex
Sense Motive 4 (+4)
Stealth 2 (+7)

Feats:
Accurate Attack, All-Out Attack, Attractive, Defensive Attack, Defensive Roll, Distract (Diplomacy), Dodge Focus 2, Equipment (Sailor Communicator), Improved Aim, Last Stand, Power Attack, Precise Shot, Rallying Cry, Seize Initiative, Set-Up 2, Sidekick 11 (Artemis), Startle, Teamwork

Powers:
"Sailor Physical Upgrades"
Enhanced Strength 6 [6]
Enhanced Dexterity 4 [4]
Enhanced Constitution 6 [6]
Leaping 2 [2]
Morph 2 (Sailor Senshi Form) [2]

"Venus Love and Beauty Shock!" Blast 10 (Feats: Improved Critical 2) (Extras: Penetrating) (32) -- [39]
AP: "Crescent Beam SMASH!" Blast 8 (Feats: Improved Critical 2) (Extras: Targetted Area-Line, Penetrating) (Flaws: Touch Range) (26)
AP: "Crescent Beam SMASH!" Blast 8 (Feats: Improved Critical 2) (Extras: Penetrating) (26)
AP: "Venus Meteor Shower!" Blast 10 (Feats: Improved Critical) (Extras: Autofire, Penetrating) (Flaws: Tiring) (31)
AP: "Venus Love-Me Chain!" Blast 9 (Feats: Improved Critical 2) (Extras: Targetted Area-Shapeable) (Flaws: Touch Range) (20)
AP: "Chain as Snare" Snare 10 (Feats: Tether, Reversible, Improved Grab) (Extras: Targetted Area-Shapeable) (Flaws: Touch Range) (23)
AP: "Chain as Deflector" Deflect (Energy Attacks) 9 (Extras: Reflection) (19)
AP: "Venus Wink Chain Sword!" Strike +3 (Feats: Mighty, Improved Critical 2) (Extras: Penetrating 6) (Drawbacks: Power Loss- Lack of Chain -2) (10)

Saves:
Toughness +1 (+4 Senshi, +5 D.Roll), Fortitude +6, Reflex +7, Will +6

Combat:
Attack +10, Damage +0 (+3 Senshi, +8 Crescent Beam, +9 Chain, +10 Meteor/L&B Shock), Defense +9 (+11 Dodge), Initiative +5

Drawbacks:
Normal Identity (Minako Aino, Without Power Stick) (Major, Uncommon) [-3]
Power Loss (All Powers, If Unable to Gesture & Speak Freely) [-2]

Complications:
Responsibility (Sailor Senshi)
Responsibility (Schooling)
Obsession (Idols & Becoming an Idol)
Reputation (Idol Chasing Ditz)
Reputation (Unlucky in Love)
Enemy (Current Big Bad)

Abilities: 8 / Skills: 48--12 / Feats: 30 / Powers: 59 / Saves: 10 / Combat: 38 / Drawbacks: -5 (150)

ARTEMIS
PL 3 (55), Sidekick Level 11

ST 2 (-4) DEX 16 (+3) CON 10 INT 14 (+2) WIS 14 (+2) CHA 12 (+1)

Skills:
Acrobatics 4 (+7)
Bluff 6 (+7)
Computers 8 (+10)
Craft (Mechanical) 4 (+6)
Craft (Structural) 4 (+6)
Disguise 2 (+3)
Escape Artist 2 (+5)
Gather Information 3 (+4)
Investigate 3 (+5)
Knowledge (Arcane Lore) 9 (+11)
Knowledge (History) 2 (+4)
Notice 3 (+5)
Search 2 (+4)
Sense Motive 3 (+5)
Survival 2 (+4)

Feats:
None

Powers:
Shrinking 8 (Feats: Innate) (Flaws: Permanent) [5]
Speed 1 [1]
Leaping 1 [1]
Super-Senses 2 (Low-Light Vision, Scent) [2]
"Claws & Teeth" Strike +1 (Feats: Mighty) [2]

Saves:
Toughness -2, Fortitude +1, Reflex +5, Will +5

Combat:
Attack +4 (+6 Size), Damage -4 (-3 Claws), Defense +6 (+8 Size), Initiative +3

Drawbacks:
No Hands [-4]

Abilities: 8 / Skills: 56--14 / Feats: 0 / Powers: 11 / Saves: 6 / Combat: 20 / Drawbacks: -4 (55)


-Minako doesn't quite "fit" into the major Sailor Moon mythos, really. She debuted earlier than ALL the other girls in Naoko Takeuchi's "Sailor V" manga, using the sailor schtick, a talking cat sidekick (Artemis), called attacks and even mineral-themed villains, as well as having a family based very much on Naoko's own. This manga failed to take off, so she updated and altered it with a Sentai-theme (ie. group of different-coloured people fighting evil), made everyone Planet-themed, and generally made a much better work out of it. Sailor Moon herself even got Minako's family- same mom & dad, same brother.

-There were cutesy references to "Sailor V" being the idol/video game hero of the world throughout, but then suddenly... Sailor V appeared in-universe! Now called Sailor Venus, none of the girls EVER referenced ever worshipping her old personality, in one of the MAJOR snafus of the dub. One episode (never aired in the dub) actually used her past life as a plot point. This led to Venus joining the squad full-time as the last of the big five Inner Senshi, but her similarities to Sailor Moon kind of hindered her. She was goofy, somewhat clumsy, idol-obsessed and girly-girly JUST LIKE Serena was, and it led to her being easily the least-developed main girl (especially when added to the fact that she came in last).

-Later seasons did better by her. They kinda Flanderized her into the silliest, most out-there girl (using frequent bastardized English phrases that she mixed together accidentally), and she didn't have to share "Focus Episodes" with Jupiter anymore after the third season. She's still my least favourite of the five other than Moon (more on that later), but she's still OK.

-So Sailor Venus is a good example of what the Senshi are like. Faster than she is tough, she eventually packs some serious firepower, using multiple variations of her base power and the Snares from her Love-Me Chain. She can alternatively use a Penetrating Blast, a Line (Crescent Beam), Autofire (Meteor Shower), Snare (Love-Me Chain), Deflect some energy attacks, and even use a Sword (OK that's one manga power I used because it was cool). She's a great team player, has a super-smart Cat Sidekick, and she's a good distraction (nearly every fight in this show ended with Moon attacking a distracted villain).
Last edited by Jabroniville on Sun Apr 25, 2010 10:50 pm, edited 1 time in total.

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Re: Jab's Builds: Defenders of Dynatron City Done, Sailor Venus

Postby Jabroniville » Sun Apr 25, 2010 8:52 pm

Image

SAILOR MERCURY (Ami Mizuno)
Translation: Friend of Water
Dub Name: Amy Anderson
Role: The Brain, The Innocent, The Voice of Reason
Hair: Blue
Main Fuku Colour: Blue
PL 10 (150)

ST 8/14 (+2) DEX 14/18 (+4) CON 12/18 (+4) INT 24 (+7) WIS 16 (+3) CHA 12 (+1)

Skills:
Acrobatics 3 (+7)
Computers 6 (+13)
Concentration 5 (+8)
Diplomacy 3 (+4)
Investigate 3 (+6)
Knowledge (Current Events) 1 (+8)
Knowledge (Life Sciences) 2 (+9)
Knowledge (Physical Sciences) 2 (+9)
Knowledge (Technology) 2 (+9)
Medicine 4 (+7)
Notice 4 (+7)
Search 2 (+5)
Sense Motive 2 (+5)
Stealth 1 (+5)
Swim 4 (+6)

Feats:
Attack Focus (Ranged) 2, Beginner's Luck, Dedication (Her Friends), Defensive Attack, Dodge Focus 3, Equipment 3 (Scanning Visor/Computer, Sailor Communicator), Set-Up 2, Teamwork

Powers:
"Sailor Physical Upgrades"
Enhanced Strength 6 [6]
Enhanced Dexterity 4 [4]
Enhanced Constitution 6 [6]
Leaping 2 [2]
Morph 2 (Sailor Senshi Form) [2]

"Shine Aqua Illusion!" Blast 9 (Extras: Fortitude Save) (27) Linked to Snare 9 (18) -- (45) [51]
AP: "Sabao Spray Freezing" Obscure Visuals 8 (Extras: Selective) (24) Linked to Snare 8 (Extras: Area-Cloud) (Flaws: Touch Range) (16) -- (40)
AP: "Sabao Spray/Mercury Bubbles BLAST!" Obscure Visuals 10 (Extras: Selective) (30) Linked to Cold Control 3 (6) -- (36)
AP: "Bubbles Screwing With Attacks" Nullify All Flight Powers 10 (Extras: Area-Cloud) (20)
AP: "Shine Snow Illusion!" Cold Control 10 (20)
AP: "Mercury Aqua Rhapsody!" Blast 10 (Extras: Autofire) (30)
AP: "Mercury Aqua Mirage!" Blast 9 (Extras: Area-Burst) (27)

Equipment:
Mercury Goggles (Super-Senses 10- Detect Energy, Ranged, Acute, Detect Weaknesses 2, Ranged, Acute, Detect Dark Beings, Ranged, Acute)

Saves:
Toughness +1 (+4 Senshi), Fortitude +5, Reflex +5, Will +7

Combat:
Attack +7 (+9 Ranged), Damage -1 (+2 Senshi, +9 Aqua Illusion, +10 Obscures, Nullifies & Rhapsody), Defense +7 (+10 Dodge), Initiative +4

Drawbacks:
Normal Identity (Ami Mizuno, Without Power Stick) (Major, Uncommon) [-3]
Power Loss (All Powers, If Unable to Gesture & Speak Freely) [-2]

Complications:
Responsibility (Sailor Senshi)
Responsibility (Schooling)
Obsession (Cramming for Tests, Being the Smartest)
Responsibility (Cares for Greg)
Reputation (Brainiac)
Enemy (Current Big Bad)

Abilities: 26 / Skills: 44--11 / Feats: 13 / Powers: 71 / Saves: 6 / Combat: 28 / Drawbacks: -5 (150)

-Sailor Mercury is the most popular Sailor in Japan, given that she's a brilliant, studious (in a nation that HEAVILY rewards near-constant studying & cramming), kind-hearted, dutiful girl with no glaring personality flaws. Her biggest problem is her shyness, which makes her often seem rude or snobby to others, but she's usually just playing Straight Man to the antics of the other girls, bringing out the giant sweat-drops and generally sighing in the general direction of Rei & Usagis' tongue-waggling contests. Poor girl. She allows me to bring up one of my MAJOR pet peeves with the show (one of those things that's not dub-focused)- the fact that every girl would get these pontential male love interests, and you'd see them flirt, blush, mingle, etc., but then they'd go away forever and you'd never see them again. Mercury & Greg, a sweet, shy, super-brainy boy who could see the future, had a cute thing going on, but he only appeared in two episodes, and then you almost never had Mercury-focused things except for once a season.

-Like most Sailors, Mercury had little of her personal life shown, and mainly bits from the manga & anime give us some look at her (this is one of the many ways the anime differs from standard comic books, which LOVE to introduce massive recurring casts of relatives). Her parents are divorced, and she lives with a serious, intelligent mother who's a doctor (which is Amy's career goal as well). Her father, a wandering artist, is mostly out of the picture (this happens A LOT on this show, as we'll soon see- Naoko Takeuchi apparently has a problem with father-figures being involved :)), occasionally sending Ami paintings.

-Mercury was so popular in Japan that the bizarre live-action Pretty Guardian Sailor Moon series featured HER as the "captured & turned evil by the Dark Kingdom" victim instead to Tuxedo Mask. Dark Mercury is pretty much the hottest thing ever, and I'm not even a real big fan of Mercury overall!

-Ami/Mercury was hard to pare down at first until I dropped some of her Linked powers down a peg. She's smart as hell (given an I.Q. of 300 in the anime, though this is actually impossible in real life), but doesn't actually seem to USE her smarts for anything, so she's light on the Skills for an INT 24 person. She's easily the worst fighter of all the Senshi, lacking ANY major combat abilities until Sailor Moon R (season two) aside from "making the area foggy", and she does the least amount of damage with just about every attack. She's more or less a Status Affecter, freezing people in Snares, fogging up the area (often linking the two), or merely hitting with Cold Blasts. Her Obscures are Selective, making them pretty handy, and her later attacks (Mercury Aqua Rhapsody especially) are powerful +10 Blasts, which is a nice change. Shine Aqua Illusion is still her best attack, though- Blasting at +9 (Fortitude Damage) and Linking to an Ice Snare. Expensive, but worth it.

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Re: Jab's Builds: Defenders of Dynatron City Done, Sailor Venus

Postby FuzzyBoots » Mon Apr 26, 2010 5:00 am

Jabroniville wrote:SAILOR MERCURY (Ami Mizuno)
---
AP: "Bubbles Screwing With Attacks" Nullify All Flight Powers 10 (Extras: Area-Cloud) (20)

That's... an attack name I don't remember. :-p

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Re: Jab's Builds: Def. of Dynatron City, Sailor Venus & Mercury

Postby Man Called True » Mon Apr 26, 2010 7:22 am

Sailor Mercury was my crush when I was a young, impressionable boy. For some reason, though, I kept getting her mixed up with Sailor Mars. Not sure how.

And what does it say about me that I can remember Moon, Mercury and Mars, but couldn't remember what Venus looked like until I saw the picture next to her stats and had to look up the fifth Sailor?
I've forgotten more than some people will ever know... Of course, there's my problem...

My Character Stumblings

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Re: Jab's Builds: Def. of Dynatron City, Sailor Venus & Mercury

Postby Jabroniville » Mon Apr 26, 2010 1:37 pm

Image

Certainly, the most talented member of the team.

SAILOR JUPITER (Makoto Kino)
Translation: Faithfulness of Wood
Dub Name: Lita Kino
Role: The Powerhouse, The Tomboy, The Boy-Crazy One
Hair: Brown
Main Fuku Colour: Green
PL 10 (150)

ST 16/22 (+6) DEX 14/18 (+4) CON 16/22 (+6) INT 10 WIS 12 (+1) CHA 12 (+1)

Skills:
Acrobatics 2 (+6)
Gather Information 4 (+5)
Intimidate 7 (+8)
Knowledge (Pop Culture) 4 (+4)
Notice 3 (+4)
Perform (Acting) 4 (+5)
Perform (Ice Skating) 6 (+7)
Profession (Homemaker) 4 (+4)
Stealth 2 (+6)

Feats:
All-Out Attack, Attractive, Crushing Pin, Defensive Roll, Diehard, Distract (Intimidate), Dodge Focus 3, Endurance, Equipment (Sailor Communicator), Fascinate (Intimidate), Improved Aim, Improved Critical (Unarmed), Last Stand, Power Attack, Rage, Set-Up, Startle, Teamwork

Powers:
"Sailor Physical Upgrades"
Enhanced Strength 6 [6]
Enhanced Dexterity 4 [4]
Enhanced Constitution 6 [6]
Leaping 2 [2]
Morph 2 (Sailor Senshi Form) [2]

"Jupiter Oak Evolution!" Blast 10 (Feats: Improved Critical 2) (Extras: Autofire, Penetrating) (40) -- [44]
AP: "Supreme Thunder/Jupiter Thunder CRASH!" Electrical Control 8 (Feats: Improved Critical 2) (Extras: Targetted Area-Line) (Flaws: Touch Range) (18)
AP: "Supreme Thunder Dragon!" Electrical Control 10 (Feats: Ricochet, Homing, Improved Critical 2) (Extras: Targetted Area-Shapeable) (Flaws: Tiring) (24)
AP: "Sparkling Wide Pressure/Jupiter Thunderclap Zap!" Electrical Control 9 (Feats: Improved Critical 2) (Extras: Penetrating) (29)
AP: "Jupiter Coconut Cyclone!" Electrical Control 9 (Feats: Improved Critical 2) (Extras: Targetted Area-Burst) (30)

Saves:
Toughness +3 (+6 Senshi, +7 D.Roll), Fortitude +7, Reflex +6, Will +6

Combat:
Attack +10, Damage +3 (+7 Senshi, +8 Thunder, +9 Wide Pressure, +10 Oak Evolution), Defense +7 (+10 Dodge), Initiative +4

Drawbacks:
Normal Identity (Makoto Kino, Without Power Stick) (Major, Uncommon) [-3]
Power Loss (All Powers, If Unable to Gesture & Speak Freely) [-2]

Complications:
Responsibility (Sailor Senshi)
Responsibility (Schooling)
Obsession (Boys)
Obsession (Old Sempai/Upperclassman)
Responsibility (Cares for Andrew/Motoki)
Reputation (Bully and Delinquent)
Responsibility (Masculinity & Femininity)
Enemy (Current Big Bad)

Abilities: 20 / Skills: 36--9 / Feats: 20 / Powers: 64 / Saves: 8 / Combat: 34 / Drawbacks: -5 (150)

-Sailor Jupiter's one of my favourites. An old friend of mine said it best: "She was the only Scout who still kicked ass outside of costume. That level of dedication to kicking ass is to be respected" Introduced as a tomboyish, SUPER-TALL schoolgirl (5'7" apparently counts as titanic in Japan) who beats the crap out of a few thick-headed bullies threatening Serena, Mako/Lita quickly proved to be more than just a toughie- her exquisitely-cooked meals, neatness habits, homemaking and the fact that her parents were dead (again, the lack of parental influence integral to this series) put a lot more into her. Then they hooked us on ANOTHER feminine trait- being a boy-crazy loon who went starry-eyed at the mere sight of a guy who reminded her of her old boyfriend/sempai (older boy who broke her heart, essentially). This became a huge running gag.

-Like the others, Jupiter got a potential love interest who was sadly short-lived. Hell, "Ken" barely SAID anything- he showed up only to save Lita from a giant Lion-Monster thing, get slashed up and need blood, and then Lita explained this huge story about how he was her male friend who was always there for her, mending her broken heart when her sempai deserted her, etc. Why she never mentioned him to her CLOSEST FRIENDS before, and why we never saw him again was never explained. The kind of "just friends" relationship here is ideal for "Shipping", but again, it never came through. They got far more mileage out of her lusting after the cute boy at the arcade, Andrew, who himself was tied up with another woman. Jupiter got kind of a downgrade in later seasons (even sharing a "Focus Episode" with Venus, who became her best friend), and not a lot of development beyong "R", but she's pretty awesome.

-There's also the infamous gag resulting in the dub, where they replace Jupiter's statement that she should play Snow White in the school play "because I have the BIGGEST BREASTS!" with "because *I'm* the MOST TALENTED!" (ie. most experienced at acting) ... but they didn't change the animation, so he's still pointing to her breasts, which make a funny sound effect. To this date, some fans still use "Talented" as a euphemism of chestiness :). Ah, the early days of anime fandom, when it was just a relatively small amount of people.

-Jupiter is built a fair bit differently from her allies. While everyone gets boosts into more physically powerful women fighters, Jupiter becomes REALLY strong and tough, meeting +6 in physical stats, and being very good in melee. She's the only Senshi to be PL 8.5 in melee at all, and has a few more options in combat. Otherwise, she's an ideal Blaster, hitting with tons of Lightning-based attacks (while most Senshi hooked up with one key element, Jupiter left Wood mostly behind and stuck with the lightning of her Planet's namesake except for her final form's attack) in various Areas (the Supreme Thunder Dragon is a particularly horrific example, as it can independently haul ass after a target, but is Tiring to pull off, since she only used it ONCE, in the "let's fill space" arc in "Sailor Moon R".


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