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Eld's builds:Thomas Rhymer, Morph Fiend, Low Blow

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Re: Eld's builds-3E Moon Knight, Angel, Punisher, Luke Cage

Postby Arthur Eld » Wed Jul 21, 2010 8:58 pm

He's as probably as close to a super-powered Shaft as you'll ever get, yeah. I think a Presence of 3 is just fine, though. Maybe, if he stays in the limelight like he has been for a while more, then I would say 4.
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Postby Arthur Eld » Wed Jul 21, 2010 10:54 pm

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Scott Pilgrim
PL 6 90pp


Abilities
Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 6, Intellect 0, Awareness 1, Presence 2

Powers
The Power of Love Strength-based Damage 3, Penetrating 5, Improved Critical, Reach 10
Leaping Leaping 1 1


Advantages
Agile Feint, Attractive, Beginner's Luck, Close Attack, Connected, Defensive Attack, Defensive Roll 2, Improved Critical (unarmed), Improved Defense, Improved Initiative, Luck, Move-by Action, Takedown, Ultimate Toughness

Skills
Acrobatics 5 (+8), Athletics 4 (+6), Close Combat (unarmed) 3 (+10), Deception 2 (+4/6), Expertise (art) 2 (+2), Expertise (cooking) 2 (+2), Expertise (Music) 4 (+6), Expertise (pop culture) 4 (+4), Persuasion 2 (+4/6)

Offense
Initiative +7
Unarmed +10 Damage 2
Power of Love +7 Damage 5

Defense
Dodge 7 4, Parry 7 1
Toughness 5/3, Fortitude 5 2, Will 4 3

Abilities 40+Powers 11+Advantages 15+Skills 14+Defense 10=90

•So, having just finished the series, I thought the time was ripe for some Scott Pilgrim builds. Once I get my hands on the game and see the movie, I'll probably edit what I have, and it'll certainly make some builds easier, but I've got a good handle on certain characters already. So here's the greatest 24-year-old ever himself, Scott Pilgrim. At PL 6, he's no world-shaker, but he's also not to be underestimated. A +10 unarmed attack to me reasonably reps the best fighter in Ontario, and he also has the Power of Love, a katana with a heart-shaped pommel that is sometimes on fire. Outside of combat, he's not really great at anything, and is only a decent bass player (I'm actually glad that Music is one Expertise in 3E, since he can kinda play drums, guitar, and sing as well) and his mental Abilities and related skills are ho-hum at best. He has Attractive pretty much because of that, to compensate for his low interaction skill ranks. I just have to give this build a test-run, and soon.
Last edited by Arthur Eld on Wed Aug 25, 2010 8:05 pm, edited 1 time in total.
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Postby Arthur Eld » Thu Jul 22, 2010 11:32 am

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Wuxia
PL 10 150


Abilities
Strength 4, Stamina 4, Agility 6, Dexterity 4, Fighting 14, Intellect 1, Awareness 2, Presence 1

Powers
Qi Jump Leaping 1 1
Paralyzing PunchLinked Strength-based Damage 2 & Affliction 6 (Hindered, Stunned, Paralyzed, Resisted by Fortitude, Cumulative) 14
Dragon Kick (Strength-based Damage 2, Multiattack 6, Penetrating 6, Improved Critical 2, Full Action) 1

Advantages
Agile Feint, Assessment, Defensive Attack, Defensive Roll 2, Improved Critical (unarmed), Improved Defense, Languages (Mandarin), Move-by Action, Power Attack, Precise Attack (close, cover), Takedown 2, Uncanny Dodge (hearing)

Skills
Acrobatics 12 (+18), Athletics 6 (+10), Deception 4 (+5), Expertise (magic) 3 (+4), Insight 9 (+11), Intimidation 8 (+9), Investigation 4 (+5), Perception 9 (+11), Sleight of Hand 3 (+9), Stealth 6 (+12)

Offense
Initiative +6
Dragon Kick +14 Damage 6, Multiattack
Paralyzing Punch +14 Damage 6, Fortitude 6

Defense
Dodge 14 8, Parry 14
Toughness 6/4, Fortitude 7 3, Will 7 5

Abilities 72+Powers 16+Advantages 14+Skills 32+Defense 16=150

•My longest running PbP character from the amazing Project Freedom, Wu Tuo-Fa, also known as Wuxia is a martial artist with Qi manipulating powers. He's now PL 11, so this represents him at an earlier stage, where his manipulation was pretty much based on different kinds of attacks. Multiattack being only one rank kinda nerfs the power of his Dragon Kick, but it still seems deadly enough to me. At first, he came up 8 points over cost, but there's a lot of things that I gave him that he's never actually used in the game. Martial artist fluff kind of stuff, like Trance, Redirect, Improved Disarm (its usually just as effective to hit somebody as it is to Disarm them). I like the build now, its a pretty close adaptation, and at cost. PL 11 version (and Reinhardt's too) coming soon.
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Re: Eld's builds-3E Reinhardt, Moon Knight, Angel, Punisher

Postby Geekery » Thu Jul 22, 2010 3:44 pm

Severance wrote:Personally, I can see Frank getting in an all out war with the mobsters of Gotham, especially Two-Face and Black Mask. Course, he would then get in a slugfest with Batman.

Given that Batman has a special hate-on for murderers with guns, I don't much like Frank's chances.

Eld, I'm going to steal your Moon Knight build for an upcoming 3E playtest. I may add in the "is he crazy, or not?" Complication for added fun. Hope that's OK.
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Re: Eld's builds-3E Punisher, Luke Cage, Scott Pilgrim, Wuxia

Postby Arthur Eld » Thu Jul 22, 2010 4:41 pm

That's definitely ok. If people think my builds are good enough to actually use, that's just great.

Yeah, I pretty much stopped listing Complications for my builds, because most of them are well-known enough that they're pretty much no brainers.
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Postby Arthur Eld » Fri Jul 23, 2010 11:42 am

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Beast
PL 10 150


Abilities
Strength 8, Stamina 7, Agility 8, Dexterity 1, Fighting 7, Intellect 6, Awareness 3, Presence 2

Powers
Animal-like Physiology Leaping 2, Senses 2 (Acute Smell, Low-Light vision) 4
Hand-Feet Feature 1 (Feet can be used as hands) 1

Advantages: Agile Feint, Ambidexterity, Defensive Attack, Eidetic Memory, Equipment, Evasion, Move-by Action, Teamwork, Tracking, Ranged Attack 2

Equipment
Glasses, Costume (Protection 2), commlink, medical tools

Skills: Acrobatics 8 (+16), Athletics 8 (+15), Close Combat (unarmed) 4 (+11), Expertise (medicine) 6 (+12), Expertise (Science) 9 (+14), Insight 4 (+7), Investigation 6 (+12), Perception 6 (+9), Technology 9 (+15), Treatment 8 (+14), Vehicles 2 (+3)

Offense
Initiative +8
Unarmed +11 Damage 8

Defense
Dodge 11 3, Parry 11 4
Toughness 9/7, Fortitude 9 3, Will 8 5

Abilities 84+Powers 5+Advantages 11+Skills 35+Defense 15=150

Complications
Prejudice In addition to being a mutant, Beast's animal-like body makes him the target of much scorn and contempt.
Doing Good Years of superheroics have ingrained a deep sense of right and wrong in Hank.

•Ok, so at first, I tried to do Beast as a PL 9, 135. Not happening. So I decided to up his PL (and I actually had to drop his cost a bit) but its justified. He's fought on the front lines with the X-Men (and the Avengers, and the Defenders) long enough to warrant PL 10. Physically, he's not too imposing, and he's undercapped on offense. He meets his defensive caps though, cause Beast is supposed to be pretty hard to hit. At least, blue fur but not tiger man Beast, which is what I'm going for here. He's also a genius, which is why he can get so expensive. Having a guy who's in the top tier of scientific minds and a great doctor (having to pay for Expertise: Medicine and Treatment sucks), add that to his fighting skills, natural superhuman physical traits and you get a well-rounded character who isn't the best at any one thing, but he is very good. A good character to play if you want to be able to function on the field and off.
Last edited by Arthur Eld on Wed Aug 29, 2012 11:37 am, edited 3 times in total.
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Postby Arthur Eld » Wed Jul 28, 2010 7:24 pm

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Luke Skywalker (NJO era)
PL 12 251


Abilities
Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 8, Intellect 3, Awareness 4, Presence 3

Powers
Lightsaber Linked Weaken Toughness 8 (Affects Objects) and Damage 8 (Penetrating), Improved Critical Easily Removable 21
Force Sense Senses 5 (Danger Sense, Detect Force, acute, radius) 5
Force Powers Move Object 11 (Precise, Subtle, Sustained, AP: Move Object 8 (Instant Duration, Damaging, Improved Grab, AP: Mind Reading 8, AP: Mind Control 12 (Activation, Move Action)) 38
Force Jump Leaping 2 2

Advantages
Accurate Attack, Agile Feint, Benefit 2 (Ambidexterity, Status-Head of the Jedi Order), Connected, Defensive Attack, Defensive Roll 5, Diehard, Equipment 20, Evasion, Improved Critical (light saber), Improved Defense, Improved Initiative, Languages (Shri’wook), Luck 2, Move-by Action, Precise Attack 2 (close, cover, concealment), Quick Draw, Ranged Attack 7, Takedown, Trance, Uncanny Dodge (Danger Sense)

Skills
Acrobatics 8 (+11), Athletics 5 (+7), Close combat (light saber) 8 (+16), Deception 2 (+5), Expertise (Jedi) 9 (+12), Expertise (Military) 4 (+7), Insight 9 (+13), Investigation 4 (+7), Perception 9 (+13), Persuasion 3 (+6), Stealth 5 (+8), Technology 5 (+8), Treatment 2 (+5), Vehicles 12 (+15)

Equipment (99ep spent, 1 unspent)
Blaster pistol
X-Wing Starfighter
Size:Huge, Defense 0 (4ep)
Flight 13 (AP: Space Travel 3 (distant star systems)) (27 ep)
Features: Navigation System
Powers: Protection 4 (Sustained Duration) (4ep)
Laser Cannons (Blast 10, Multiattack, AP:Proton Torpedo launcher (Blast 12 , Explosion, Requires an attack roll, Homing) (31ep)
Comms (Communication 4) (16ep)
Sensors (Darkvision, Radius 4) (6ep)

Offense
Light saber +16 Damage 8
Blaster pistol +10 Damage 5

Defense
Dodge 14 11, Parry 16 8
Toughness 8/3, Fortitude 8 5, Will 13 9

Abilities 58+Powers 67+Advantages 53+Skills 42+Defense 33=251

Complications
Responsibility To the Jedi Order, to the Jedi Code, and to his family and friends
Doing Good Luke feels compelled to help any who might need, which can often lead him into trouble.
Power Loss Certain things can remove a Jedi's connection to the Force, most commonly, Ysalamiri.
Relationship Mara Jade Skywalker, Leia Organa-Solo

•Sometimes keeping characters to 15pp/PL can get boring. So to break out of that, here's Luke Skywalker, Grand Master of the Jedi Order, as seen in far too many Expanded Universe books (seriously there's so many). There are a few really good 2E builds of Luke that I drew inspiration in making this build, but most focused solely on the movies. So I'd thought for people like me, who like the EU books, that I'd whip something up.

•There's a lot to go into here, but I'll try to keep it simple. For those of you unfamiliar with EU material, Luke basically just does everything he did in the movies, but at this point (I stopped reading at the end of the Yuuzhan Vong war, so let's say around there-even though the pic is from the Swarm War) he's about twenty years older and thus, much better at everything, He's got an incredible attack bonus with his lightsaber, and against tougher foes, he can trade off to +14 to hit, Damage 10. Combined with the Weaken Toughness on a lightsaber, and he can cut most things in twain with one slash. He's decent at ranged combat too, and an expert pilot as well. Luke can do a lot with the Force, from lifting things stuff (up to 50 tons, enough for that X-wing of his), to the classic mind trick here represented as a high enough Mind Control to fool most lower PL minion types, provided he has time for a full action. Then he can push and trip, sense the Force (and because the Force is in all living things that can double as a Detect Life.)

•If anything, I feel I lowballed Luke. He can do a lot decently well (Diplomacy, athletics, technology, and the like), but the sheer breadth of EU material means some stuff has to be left out. Potential power-stunts include Precognition, Regeneration (Limited to when in a Trance), Movement (Air-Walking), and even straight up Multiattack Blasts for his green Force Lightning (which he's done a grand total of once, I think). Luke here needs a playtest, maybe against Batman. Same PL, loaded down with points, could be awesome.
Last edited by Arthur Eld on Sat Aug 20, 2011 10:26 am, edited 4 times in total.
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Re: 460

Postby Thorpacolypse » Wed Jul 28, 2010 8:22 pm

Arthur Eld wrote:Luke here needs a playtest, maybe against Batman. Same PL, loaded down with points, could be awesome.


Yes, yes it could be. You should make it so. 8)

I really need to take some time and read more EU stuff.
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Re: Eld's builds-3E Scott Pilgrim, Wuxia, Beast, Luke Skywalker

Postby Arthur Eld » Wed Jul 28, 2010 8:36 pm

If I might make a suggestion, the Thrawn Trilogy is a good place (if not the best) to start. Three self-contained books, requiring no more than a familiarity with the original movies and very well-written.
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Postby Arthur Eld » Thu Jul 29, 2010 9:35 am

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Tanis Half-Elven
PL 6 90


Abilities
Strength 2, Stamina 3, Agility 2, Dexterity 3, Fighting 5, Intellect 1, Awareness 2, Presence 3

Powers
Feature 1 (Longevity) 1
Elf Eyes Senses 1 (Low Light Vision) 1

Advantages
Close Attack 2, Equipment 3, Improved Aim, Improved Critical (bow), Improved Initiative, Leadership, Luck, Move-by Action, Quick Draw, Ranged Attack 4, Tracking

Equipment 15 ep, 2 unspent
Sword (4 ep)
Bow (6 ep)
Leather Armor (+2 Toughness) (2ep)

Skills
Athletics 3 (+5), Deception 2 (+5), Expertise (military) 4 (+5), Insight 4 (+6), Intimidation 2 (+5), Perception 6 (+8), Persuasion 3 (+6), Ranged Combat (bows) 2 (+9) Stealth 5 (+7), Treatment 3 (+5)

Offense
Initiative +6
Longsword +7 Damage 5
Bow +9 Damage 3

Defenses
Dodge 6 (4) Parry 7 (2)
Toughness 5/2, Fortitude 7 (4,) Will 4 (2)

Abilities 42+Powers 2+Advantages 16+Skills 17+Defense 12=90

•From the pages of Dragonlance comes Tanis Half-Elven, the leader of the heroes of the lance. Although he ain't exactly Captain America, he gives it a fair shake. And he's a good starting character for a Warriors and Warlocks campaign. PL 6 is still nothing to sneeze at, he's deadly with a sword, and is a great shot with a bow. Plus, the heroes of Dragonlance were never exactly heavy hitters, they could handle a few soldiers or draconians, but real dragons usually scared the pants off em, unless they had their own Dragons and a couple Dragonlances ready.

•In any case, Tanis makes a good scout, warrior and team leader for a more realistic level W&W campaign. Any experience points should be spent on that magic sword he gets, and maybe some ranks in Inspire. The focus in any Dragonlance campaign, however, should be on roleplaying just as much as combat, if not more so, although its certainly possible to run it the other way, too.
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Re: 460

Postby vitruvian » Thu Jul 29, 2010 12:15 pm

Arthur Eld wrote:Image

Luke Skywalker (NJO era)

[b]Powers

Lightsaber Linked Weaken Toughness 8 (Affects Objects) and Damage 8 (Penetrating), Improved Critical Easily Removable 21
Force Sense Senses 5 (Danger Sense, Detect Force, acute, radius) 5
Force Powers Move Object 11 (Precise, Subtle, Sustained, AP: Move Object 8 (Instant Duration, Damaging, Improved Grab, AP: Mind Reading 8, AP: Mind Control 12 (Full Action)) 38
Force Jump Leaping 2 2

Advantages
Accurate Attack, Agile Feint, Benefit 2 (Ambidexterity, Status-Head of the Jedi Order), Connected, Defensive Attack, Defensive Roll 5, Diehard, Equipment 20, Evasion, Improved Critical (light saber), Improved Defense, Improved Initiative, Languages (Shri’wook), Luck 2, Move-by Action, Precise Attack 2 (close, cover, concealment), Quick Draw, Ranged Attack 7, Takedown, Trance, Uncanny Dodge (Danger Sense)

Skills
Acrobatics 8 (+11), Athletics 5 (+7), Close combat (light saber) 8 (+16), Deception 2 (+5), Expertise (Jedi) 9 (+11), Expertise (Military) 4 (+6), Insight 9 (+13), Investigation 4 (+6), Perception 9 (+13), Persuasion 3 (+6), Stealth 5 (+8), Technology 5 (+7), Treatment 2 (+4), Vehicles 12 (+15)

Offense
Light saber +16 Damage 8
Blaster pistol +10 Damage 5

Defense
Dodge 14 11, Parry 16 8
Toughness 8/3, Fortitude 8 5, Will 13 9

Abilities 56+Powers 67+Advantages 53+Skills 42+Defense 33=249



Looks like you have deflecting blaster bolts with the light saber just a function of his Dodge and Toughness w/ Defensive Roll - fine as far as it goes, but are Jedi masters not able to protect others near them and/or bat energy blasts against different targets? Maybe an AE on the light saber of Deflect?
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Re: Eld's builds-3E Scott Pilgrim, Beast, Luke Skywalker, Tanis

Postby Arthur Eld » Thu Jul 29, 2010 12:31 pm

I suppose I could give him Deflect at Touch Range with one point of Reach and the Reflection and Redirection Extras to show a Jedi's ability to deflect blaster bolts and such, but really, its more of a flavor thing. Blocking bolts is one thing, but shielding others and actually reflecting the attacks back and not just harmlessly away, that really doesn't happen that often and is best left to power stunts. Like a lot of power stunts, its so cool that I could see wanting to include it in the build, but Luke doesn't actually do it much.
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Postby Arthur Eld » Wed Aug 11, 2010 8:52 pm

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Peter Petrelli
PL 6 84


Abilities
Strength 0, Stamina 1, Agility 0, Dexterity 0, Fighting 2, Intellect 1, Awareness 1, Presence 1

Powers
Mimic (Variable Power 7, Touch Range, Limited (One Target at a Time) Continuous, Subtle)

Advantages
Beginner's Luck, Defensive Roll, Luck, Move-by Action

Skills
Expertise (Medicine) 4 (+5), Insight 2 (+3), Perception 2 (+3), Persuasion 2 (+3), Treatment 4 (+5)

Offense
Unarmed +2, Damage 0

Defense
Dodge 2 (2), Parry 2
Toughness 2/1, Fortitude 2 (1), Will 2 (1)

Abilities 12+Powers 57+Advantages 3+Skills 7+Defense 4=84

•I miss Heroes, so in honor of that, here's a 3E Peter Petrelli, circa Season 3 and on. In the beginning of the series, Peter had insane room for power growth with similar powers to what he had now, but with a much higher rank on his Variable, and without the One Subject at a Time Limit. By the end of the first season he had: Super-Strength, Move Object, Regeneration and Immortality, Flight, Burst Damage (for radioactive explosions), Concealment, Precognition (2 kinds!), Mind Reading, and I think possibly a few more. Crazy I know. So he's a little nerfed now, but depending on who he touches, he could be pretty dangerous. PL 6 is there because I think that's a good limit for a Heroes campaign, although with Mimic, that's really more of a guideline. In a standard superhero setting, crank up the ranks on his Mimic and he can really be a force to contend with.
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Postby Arthur Eld » Sat Aug 14, 2010 8:26 pm

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Ronin
PL 10 150


Abilities
Strength 4, Stamina 4, Agility 3, Dexterity 2, Fighting 7, Intellect 2, Awareness 2, Presence 1

Powers
Susanoo Armor (Hard to Remove) 24
Armor Plating Protection 5 5
Muscle Enhancements Enhanced Strength 2 (Limited to Lifting) 2
Leg Servos Leaping 3, Speed 1 4
Self-Contained Environment System Immunity 4 (suffocation-Limited, Cold, Heat) 3
Voice Modulator Feature 1 1
Mask Sensors Senses 7 (Darkvision, Infravision, Ultra-Hearing, Radio, Direction Sense, Distance Sense) 7
Communications Communication 2 (Radio, Short Range, 1 mile) 8
Hachiman Blade (easy Removable), 6
Strength-based Damage 4, Penetrating, Improved Critical, Reach

Advantages
Agile Feint, Beginner's Luck, Benefit 3 (Millionaire), Close Attack 5, Contacts, Diehard, Evasion, Improved Critical (swords), Improved Defense, Improved Initiative, Instant Up, Languages (English, base: Japanese), Luck, Move-by Action, Precise Attack (close, cover), Quick Draw, Startle, Takedown 2, Uncanny Dodge (Hearing)

Skills
Acrobatics 9 (+12), Athletics 6 (+10), Deception 2 (+3), Expertise (business) 4 (+6), Expertise (criminal) 4 (+6), Expertise (Science) 5 (+7), Insight 4 (+6), Investigation 4 (+6), Intimidation 9 (+10), Perception 6 (+8), Stealth 3 (+6), Technology 6 (+8), Treatment 2 (+4)

Offense
Unarmed +12 Damage 4
Hachiman Blade +12 Damage 8, Critical 18-20

Defense
Dodge 10 (7), Parry 11 (4)
Toughness 9/4, Fortitude 7 (3), Will 7 (5)

Abilities 44+Powers 30+Advantages 25+Skills 32+Defense 18=150

Responsibility As head of Saito Industries Freedom City branch, Tetsuo is a very busy young man.
Secret Identity Tetsuo Saito
Doing Good Saito is a noble-hearted man, and will not stand by if he sees wrong-doings being committed, be they criminal or otherwise.
Weakness While in the Susanoo armor, Saito is vulnerable to both electrical and magnetic effects. They can damage his heart through the armor's cybernetic links, or simply shut the armor's systems off-line.
Enemy Matsumoto Heavy Industries wants what Tetsuo has, both the lucrative assets of his company and the Susanoo prototype itself.

Tetsuo Saito was the son of a prominent Tokyo businessman. A bright boy, Tetsuo was groomed to take over his father's company eventually, although he was more interested in working alongside his mother, a leading scientist specializing in exo-skeletons with a wide variety of applications. By the time he was 22 and had graduated from university at Freedom City it seemed clear that Tetsuo had a bright future ahead of him-Saito Industries was getting closer and closer to selling their designs to the Japanese Defense Force. But to get the necessary capital, Tetsuo's father had to make business deals with some less than reputable partners.

A vast conglomerate was willing to mass-produce the armor system Saito Industries had developed and that Tetsuo's mother had worked on, but had plans to disseminate it all over the world, to criminals as well as less than benevolent governments and PMCs of dubious morality. Tetsuo's father objected, and was promptly murdered. Tetsuo succeeded him as head of the company when he was 23, and was soon approached by members of Matsumoto Heavy Industries-play ball, or suffer the consequences. Instead, Tetsuo took decisive action, donning the Susanoo prototype and wielding the Hachiman sword, a near monomolecular weapon designed to cut through tank armor. He beat off the corporate assassins dispatched to abduct him and moved to protect his mother. Then he traveled to America, to Freedom City, where he founded a new branch of Saito Industries. He resigned as C.E.O, but still holds a majority of shares with his mother. He lives with her now in a luxury apartment and seems, for the most part, to be a driven young businessman who seeks to advance Saito Industries prosthetic designs and spends an inordinate amount of the time in the gym.

However, the reality is a little different. Matsumoto isn't going away, and while the Susanoo prototype is gone, and mass-production is being delayed by the missing schematics (which Saito and his mother, Aiko, claimed were lost). Matsumoto's reach extends to Freedom City as well, and even were they to be gone, Saito recently gained a new enemy-the Foundry. Unknowingly he stumbled into a deal between them and Matsumoto while he was doing surveillance on Matsumoto's chief officer in Freedom City, an American named Roland Fitzgibbons, trying to acquire cutting edge-weapons. It was a minor setback for the Foundry, but even minor problems do not escape their notice.

When he dons the armor, Tetsuo calls himself Ronin, the white armored man that strikes at any criminals that cross his path. He doesn't use lethal force, but often comes very near to the line. Broken bones are a common sight to him, and Freedom City's criminal element is learning that they have someone new to fear besides the cops and usual capes. His sword can slice guns in twain and his armor can resist most small-arms fire. His mask changes to his voice to a low, bass-heavy electronic growl that strikes terror in the heart of his enemies, and his impressive martial arts skills make him a dangerous foe even outside of his armor.

While he focuses primarily on putting forth a polite, reputable front, Tetsuo is becomingly increasingly disconnected from the business aspects of Saito Industries. The science fascinates him, and he and his mother are constantly tinkering with the Susanoo, but lately he finds crime-fighting the most exciting thing he's ever experienced in his life. It has given him a sense of purpose and righteousness that he could never get from business meetings, and he knows, deep inside himself, that even if Matsumoto's corrupt executives brought to justice for killing his father, hanging up the mask and armor would not come easily to him, if at all.

•An original character for a PBP game, Ronin here didn't get accepted, but I like him anyway, although I might alter his backstory again before I try to play him once more. Obviously, he's a bit of an homage to Hakumen, and will serve as a good guideline when I attempt to build him.
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Postby Arthur Eld » Sat Aug 14, 2010 9:31 pm

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Angels that are forced from heaven have to become demons. Isn't that right, Spike?

Vicious
PL 7 105


Abilities
Strength 3, Stamina 5, Agility 3, Dexterity 3, Fighting 8, Intellect 1, Awareness 1, Presence 2

Advantages
Beginner's Luck, Benefit (Red Dragon Status), Equipment 3, Fearless, Improved Initiative, Luck, Move-By Action, Quick Draw, Precise Attack (close, cover), Startle, Takedown

Equipment
Katana, 11 ep unspent

Skills
Athletics 4 (+7), Deception 4 (+6), Expertise (criminal) 6 (+7), Expertise (streetwise) 6 (+7), Expertise (tactics) 2 (+3), Insight 4 (+5), Intimidation 7 (+9), Perception 6 (+7), Ranged Combat (pistols) 4 (+7), Stealth 4 (+7), Technology 3 (+4), Vehicles 4 (+7)

Offense
Initiative +7
Katana +8 Damage 6

Defense
Dodge 9 6 Parry 9 1
Toughness 5, Fortitude 6 1, Will 6 5

Abilities 52+Advantages 13+Skills 27+Defense 13=105

•One thing that I dislike about doing 3E builds is that a lot of the characters I want to do are ones that I've done already in 2E, so it doesn't feel like creativity, it feels like transcribing, not nearly as fun. So I'm forced to look at characters I haven't built before like this one, one of my favorite anime villains, Vicious, from Cowboy Bebop. His name is Vicious, for crying out loud, and his voice acting (especially in the Japanese version) is fantastic-not overdone, but still reeking of bad news.

•Vicious is a mid-level gang enforcer with an almost Nietzschian outlook on life. He also is one of the better done villains that is basically the hero, but bad. Considering that Spike ain't exactly a knight in shining armor, this means Vicious has little to no in the way of morals, but isn't exactly cruel, either-he's deadly, but not sadistic. He doesn't exactly enjoy killing people, but he doesn't really not enjoy it either-its just a means to an end for him. As with a lot of villains, his build needs a bit of filling in (you can easily alter his minions for fewer, tougher ones, for example-maybe his crow?, and he has more points for equipment, guns, vehicles, whatever). I might just have a test fight in mind for him that, if I can do it right, will be epic.
Last edited by Arthur Eld on Mon May 02, 2011 2:09 pm, edited 1 time in total.
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Arthur Eld
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