Anime/manga 3e (Ultros, Raki)

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Re: Anime/manga 3e conversions (Mecha and Manga stuff)

Post by Saltcrow » Tue Aug 31, 2010 9:29 pm

Image
Black★Rock Shooter ブラック★ロックシューター; PL 10 [12]

Abilities
Str 3/Sta 3/Agi 6/Dex 4/Fgt 10[14]/Int 1/Awe 4/Pre 2
------------------------------------------------------------------------------
Powers
"Blue Flame": alternate form; activation [move; -1pp], tiring [-4pp]- 15pp
  • •enhanced Fighting 4, enhanced Dodge 4, enhanced ranged attack 4, enhanced leaping 2, speed 2
Black Blade: strength-based damage 3, improved critical 2; easily removable [-2pp]- 3pp
★Rock Cannon: 24-points; removable [-4pp]- 20pp
  • •multiattack ranged damage 8
Combat Style: enhanced advantages 4 (agile feint, defensive attack, improved defence, improved initiative), leaping 2- 6pp
Equipments
Coat: protection 2, subtle- 3ep
------------------------------------------------------------------------------
Skills: acrobatics 10 (+16), athletics 10 (+13), perception 4 (+8), persuasion 8 (+10), ranged combat: black rock cannon 4 (+12)
Advantages: agile feint, close attack 4, defensive attack, defensive roll 3, equipment 1, improved defence, improved initiative, power attack, ranged attack 4
------------------------------------------------------------------------------
Defences
Tough +8/+5*/+3**, Fort +8, Will +12
*flat-footed; **without the coat
Dodge +12[16]; Parry +12[16]; Initiative +10
Offence
Atk +12 black rock cannon, ranged, damage 8 (multiattack)
Atk +14 black blade, close, damage 6 (18-20 critical)
------------------------------------------------------------------------------
Complications
enemy: Dead Master and Black Gold Saw; possibly STRENGTH.
normal identity: Mato Kuroi possesses none of BRS's special abilities and has the following traits: Str 0/Sta 1/Agi 2/Dex 2/Fgt 0/Int 0/Awe 1/Pre 0 and ranks in athletics 6 (+6) skill.
relationship: Yomi Takanashi is Mato Kuroi's best friend.
------------------------------------------------------------------------------
Total abilties 66 + powers 45 + skills 18 + advantages 13 + defences 21 = 165pp

Design Notes:
-This is Black Rock Shooter, based on the OVA.

-She's a balanced, ready-to-play PL 10 character if you remove her "Blue Flame" power. This is an ad-hoc name that I put in for her ability to boost her power level, noticeable by a blue flame covering her left eye. BRS seems to be much weaker than the main antagonist Dead Master without this effect active. So I've put her PL as being 10 at rest, but can spend a hero point/take a recovery action afterward to match Dead Master's deadly skills (PL 12).

-Black Rock Shooter's two main weapons- the Black Blade and ★Rock Cannon are treated as two different devices because the former can be disarmed/lost during combat while the latter doesn't seem to be so. BRS can stunt off of her ★Rock Cannon to create a giant blade (Penetrating 6 Strength-based damage 3, improved critical 2) which she can use in lieu of Black Blade should it be required.

-Her coat, at least during the first episode of OVA, does not seem to have any special properties of note. Therefore it is treated as an equipment, not devices like Black Blade or ★Rock Cannon.

-her Normal Identity complication doesn't exactly come into play since the two persona (Mato Kuroi/Black Rock Shooter) exist in different worlds.

Coming soon: Dead Master

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Re: Anime/manga 3e conversions (Mecha and Manga stuff)

Post by Dreaming Psion » Thu Sep 02, 2010 10:25 am

Black Rock Shooter, huh? I learn new things about all sorts of series on the Think Tank I've never even heard of. In any case, welcome to the thread, Saltcrow. Shooter's now included into the new thread index design.
Check out the anime/manga 3e thread
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Re: Anime/manga 3e conversions (Mecha and Manga stuff)

Post by Dreaming Psion » Thu Sep 02, 2010 3:33 pm

Jealous School Girl (Mecha and Manga)
PL: 5 (108 points)


Abilities: Str -1, Sta 0, Agi 1, Dex 2, Fgt 2, Int 2, Awa 1, Pre 4

Skills: Deception 11 (+15, +17 w/ Attactive), Expertise (popular culture) 6 (+8), Expertise (streetwise) 3 (+5), Insight 8 (+9), Intimidation 8 (+12), Investigation 0 (+12 w/ Rumor Monger, Well-Informed), Perception 8 (+9), Persuasion 6 (+10, +12 w/ Attractive),
50 ranks

Advantages:
Assessment, Attractive, Benefit 4 (rich heiress, can get any temporary item worth under 20 equipment points with the Connected feat), Bishoujo*, Connected, Contacts, Daze 2 (Bluff and Intimidate), Inspire 3, Leadership, Luck 3, Minions 3 (3 School Kids* from the Supporting Cast section, each with the Power Proxy* feat), Slap Silly 5
*From Mecha and Manga

Offense
Initiative +1
Unarmed +2 close; Tou DC 14
Curse of Shame +2 close, Weaken Pre 6 Will DC 16

Defense
Dodge 5, Parry 3, Fort 3, Toughness, Will 7

Powers
Curse of Shame: Weaken Pre 6 (extras: increased duration instant-> sustained): 18 p

Rumor Monger: Enhanced Skills 12 (Investigation 12, limited to gathering information); 3 p

Abilities 22 + Skills 25 + Advantages 26 + Defenses 14 + Powers 21 = 108 p


Notes: Winding down with the Mecha and Manga antagonist archetypes, here’s the foil to your more mundane school-going anime heroes. The Jealous School Girl is obviously a social powerhouse, with the power to mark her victims with a mark of shame.

The Curse power was built somewhat awkwardly in 2e. However, Weaken and/or Affliction with the right extras should suffice as a replacement. I’ve gone with a Sustained Weaken Presence here, so that for the rest of the school day anyone “cursed” by the Jealous School Girl suffers from a decreased Presence (basically, until the Jealous School Girl goes to sleep or otherwise stops maintaining the curse power).

Other issues of wonkiness- The writeup had a bonus to her saves for the Bishoujo feat when it doesn’t grant bonuses to saves. I had to trim down the saves to meet the new PL guidelines anyway, so I just took these out. Finally, Gather Information got put into Investigation (a very high skill suitable to the archetype in 2e). I thought all those ranks translated into full-blown investigation might be a bit much for this archetype. So i went with a specially constructed Limited form of Investigation called Rumor Monger.
Check out the anime/manga 3e thread
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Re: Anime/manga 3e conversions (Mecha and Manga stuff)

Post by Arthur Eld » Thu Sep 02, 2010 7:16 pm

Image

L
PL 7 84


Abilities
Strength 0, Stamina 0, Agility 1, Dexterity 1, Fighting 3, Intellect 6, Awareness 5, Presence -1

Advantages
Benefit 2 (Cipher, Status), Conspiracy Theorist, Contacts, Defensive Roll, Eidetic Memory, Equipment, Languages 3 (English base, Japanese, others), Sidekick 12 (Watari), Skill Mastery (Investigation), Well-Informed, Ultimate Effort (Investigation)

Equipment Computer, cell phone, 3 ep unspent

Skills Acrobatics 2 (+3), Athletics 2 (+3), Deception 11 (+10), Expertise (current events) 4 (+10), Expertise (Streetwise) 8 (+14), Expertise (Tennis) 8 (+9), Insight 8 (+13), Investigation 11 (+17), Perception 9 (+14), Sleight of Hand 4 (+5), Technology 4 (+10), Vehicles 2 (+3)

Offense
Initiative +1
Unarmed +3 Damage 0

Defense
Dodge 3 (2), Parry 3
Toughness 1/0, Fortitude 1 (1), Will 7 (5)

Abilities 30+Advantages 25+Skills 37+Defense 8=100

L, from Death Note, is the world's greatest detective and a genius who has solved the world's most vexing crimes, a mystery of a man who communicates through intermediaries and computers. He's also very eccentric, doing most everything in a strange way-from his sloppy dress and odd way of standing/sitting, to his love of sweets and the way he holds things.

•Conspiracy Theorist works pretty much just like it did on 2E. TatooedMan took the time to write it out in his houserules section here. L's still behind Batman when it comes to Investigation, but with Skill Mastery and Ultimate Effort, he's still pretty good. Plus, Batman never matched wits with Kira (all of em).

•L works best as a NPC, helping the PCs solve a tricky case while generally just...being L. He's almost like the anime version of the Question, which I guess is also a good example for another really smart detective who's not as good as Batman. Watari build coming...eventually.
Last edited by Arthur Eld on Sun Sep 05, 2010 11:55 am, edited 1 time in total.

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Re: Anime/manga 3e conversions (Mecha and Manga stuff)

Post by Saltcrow » Thu Sep 02, 2010 10:42 pm

Image
Dead Masterデッドマスター; PL 12

Abilities
Str 4/Sta 4/Agi 5/Dex 4/Fgt 8/Int 3/Awe 2/Pre 4
---------------------------------------------------------------------
Powers
Clawed Hands: strength-based damage 2- 2pp
Dead Scythe: 14-points array; easily removable [-2pp]- [13pp]
  • •strength-based damage 6, penetrating; improved critical 2
    •sustained enhanced Dodge 4, enhanced Parry 4- 1pp
Mastery of the Dead: 27-points array- [29pp]
  • •"green skulls" ranged damage 12, homing 3
    •"wall of chains" create 8, movable, precise, quirk: only chains- 1pp
    •"binding chains" ranged affliction 8 (hindered and vulnerable/defenceless and immobile), extra condition, limited degree, cumulative- 1pp
Combat Style: enhanced advantages 4 (all-out attack, coordinated feint [benefit: uses Green Skulls rank to feint], power attack, quick draw), speed 2, leaping 4- 10pp
------------------------------------------------------------------------------
Skills: acrobatics 7 (+12), athletics 7 (+11), intimidation 8 (+12), ranged combat: mastery of the dead array 8 (+12)
Advantages: close attack 6, daze (intimidation), defensive roll 6, fearless
------------------------------------------------------------------------------
Defences
Tough +10/+4*, Fort +10, Will +10
*flat-footed
Dodge +10[14]; Parry +10[14]; Initiative +5
Offence
Atk +14 dead scythe, close, damage 10
Atk +14 clawed hands, close, damage 6
Atk +12 mastery of the dead, ranged, damage 12
Atk +12 chains, ranged, Dodge DC 18
------------------------------------------------------------------------------
Complications
enemy: Black Rock Shooter
normal identity: Yomi Takanashi has none of Dead Master's traits but has the following: Str 0/Sta 0/Agi 1/Dex 1/Fgt 0/Int 3/Pre 2; ranks in athletics 2 (+2) and expertise: mathematics 4 (+7) skills, and benefit (rich family) and language (German) advantages.
power loss: her Green Skulls can be destroyed as a device would (toughness +12). Although she can still use her other powers in the array, this effectively prevents her from using her coordinated feint advantage.
------------------------------------------------------------------------------
Total abilties 68 + powers 54+ skills 15 + advantages 14 + defences 29= 180pp

Design Notes
-here I present to you, BRS's archenemy, Dead Master. She's stronger, scarier and generally a lot nastier than the protagonist, Black Rock Shooter. Apart from their base PL, the major difference between the two is that Dead Master has a wider repertoire of powers than BRS, who relies on Power Stunting to gain new powers off of her weapons.

-the Green Skulls that are seen floating around Dead Master are not treated minions or sidekicks in that they do not take actions of their own. They're more like descriptors to her ranged damage effect, and they can also be used to flank her opponents to give a bit of an edge to their mistress, Dead Master. The coordinated attacks between the two skulls and DM is simulated by the Homing extra, which incidentally also allows DM to attack with her Dead Scythe and reroll her attack against BRS during the same round (which had happened during OVA).

-While DM is indeed a very powerful opponent, having two PLs up and above BRS's, her weakness lies ironically in her two strongest weapons. She must choose between hitting her offensive or defensive PL caps while wielding her Dead Scythe, and her Green Skulls can be destroyed much like a device would (power loss complication). With both of her weapons destroyed, she's a fair match for Black Rock Shooter without the blue flame active.

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Re: Anime/manga 3e conversions (Mecha and Manga stuff)

Post by Saltcrow » Mon Sep 06, 2010 12:43 am

Image
Fran Madaraki; PL 8 - Franken Fran series

Abilities
Str 0/Sta 2/Agi 2/Dex 3/Fgt 2/Int 5/Awe -1/Pre 2
---------------------------------------------------------------------
Powers
Not-quite-alive: feature 1 (anatomic separation), regeneration 10 (source: surgical implements)- 6pp
Equipments
Madaraki Manor: huge, Tough 16, features: communications, computer, defence system, deathtraps, fire prevention system, garage, grounds, infirmary, isolated, laboratory, library, living space, personnel, power system, security system, workshop- 24ep
---------------------------------------------------------------------
Skills: deception 5 (+7), expertise: medicines 13 (+18), investigation 3 (+8), persuasion 5 (+7), technology 10 (+15), treatment 13 (+18), vehicles 5 (+8)
Advantages: benefit (Madaraki estate) 3, benefit (can substitute Treatment skill to use Inventor where appropriate), diehard, equipment 5, great endurance, inventor, minion 3 (Okita; fanatic), ultimate effort (treatment checks)
---------------------------------------------------------------------
Defences
Tough +2, Fort +4, Will +8
Dodge +2; Parry +2; Initiative +2
Offence
Atk +2 unarmed, close, damage 0
------------------------------------------------------------------------------
Complications
accident: many of her "surgeries" have ended in truly Lovecraftian results. She doesn't know.
enemy: just about everyone wants to have the Madaraki estate and Professor Madaraki's legacies for themselves.
reputation: some people have heard of Madaraki Fran and her operations.
responsibility: Madaraki estate and its inhabitants.
obsession: Fran will do literally anything to save lives. Well, biologically alive anyways.
obsession: Love. She's just a little girl after all. With the will of iron and most Lovecraftian of operations.
------------------------------------------------------------------------------
Total abilties 30 + powers 6 + skills 27 + advantages 16 + defences 11 = 90pp

Design Notes
-This is Madaraki Fran, the protagonist of Franken Fran series.

-She's a highly talented physician, so talented that she can perform impossible tasks such as transferring the brain from one body to another and enhancing physical capacities. However even she cannot bring back the (truly) dead, although she had done similar feats in many occasions where the patient had not quite ceased its vital functions. It is simulated by her special benefit advantage that allows her to create new "devices" (or human enhancement) outside of action sequence. It generally takes weeks to months of treatment and observation. One common application of this ability is when she attaches multiple extra arms on herself, which grants her the following traits:
multiple limbs: extra limbs 4 (continuous), quickness 6 (limited to Treatment checks)- 10pp

-Only her Expertise: Medicines and Treatment skills hit the PL cap. She's never meant to be a fighter, although she seems to be able to re-attach her head after it was sliced open by Agito. Fighting is for Veronica.

-Okita deserves a special mention as her sidekick. He's fanatically loyal to her (in love with her, according to him) and serves as the voice of reason and the role of a "wise sage" role in general.
Image
Okita; PL 3
Abilities
Str -2/Sta 0/Agi 2/Dex 0/Fgt 0/Int 0/Awe 4/Pre 0
---------------------------------------------------------------------
Powers
Feline physiology: senses 2 (low-light vision, acute scent), shrinking 8 (innate)- 11pp
---------------------------------------------------------------------
Skills: acrobatics 2 (+4), athletics 2 (+4), expertise: butler 2 (+6), insight 4 (+8), perception 4 (+8)
Advantages: assessment, benefit (use Agi instaed of Str for athletics check)
---------------------------------------------------------------------
Defences
Tough +0, Fort +2, Will +4
Dodge +6; Parry +4; Initiative +2
Offence
Atk +0 unarmed, close, damage -2
------------------------------------------------------------------------------
Complications
different: he's a cat with human head. Actually, the head is real Okita so I suppose he's a man with a cat's body.
relationship: he admits that he likes Madaraki Fran.
------------------------------------------------------------------------------
Total abilties 8 + powers 11 + skills 7 + advantages 2 + defences 2 = 30pp
Coming Next: Veronica Madaraki

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Re: Anime/manga 3e conversions (Mecha and Manga stuff)

Post by Saltcrow » Mon Sep 06, 2010 2:09 am

Image
Veronica Madaraki; PL 10 - Franken Fran series

Abilities
Str 2/Sta 4/Agi 8/Dex 4/Fgt 10/Int 1/Awe 3/Pre 0
---------------------------------------------------------------------
Powers
Hidden Weapons array- 9pp
  • •sword/guillotine: strength-based damage 4, feature: hidden (quick draw), improved critical 2, incurable
    •blowgun: ranged affliction 4 (dazed/stunned/incapaciated)- 1pp
Equipments
explosives array: 16ep
  • •burst area ranged damage 5, triggered

---------------------------------------------------------------------
Skills: acrobatics 8 (+16), athletics 10 (+12), deception 8 (+8), expertise: bodyguard 3 (+6), perception 7 (+10), stealth 8 (+16), technology 9 (+10), vehicles 3 (+5)
Advantages: agile feint, benefit (ambidexterity), close attack 4, defensive attack, defensive roll 4, equipment 4, great endurance, improved defence, improved initiative, interpose, move-by action, power attack, ranged attack 8, takedown 2, uncanny dodge
---------------------------------------------------------------------
Defences
Tough +8/+4* flat-footed, Fort +12, Will +8
Dodge +12; Parry +12; Initiative +10
Offence
Atk +14 sword-and-guillotine, close, damage 6 (18-20 crit; incurable)
Atk +12 blowgun, ranged, Fort DC 14
------------------------------------------------------------------------------
Complications
enemy: anyone who threatens Fran Madaraki; namely Agito and Gavrill.
honour: Veronica considers it her duty to bring swift death to her enemies, minimising their suffering.
responsibility: Veronica is very protective of her elder sister Fran.
secret: a highly trained assassin.
------------------------------------------------------------------------------
Total abilties 64 + powers 9 + skills 26 + advantages 32 + defences 19 = 150pp

Design Notes
-this is Veronica Madaraki, Fran's little sister. She was originally created by Professor Naomitsu Madaraki to be the perfect bodyguard and assassin but was sent to the Madaraki Mansion to assist Fran.

-her blades are coated with special viruses that prevent regeneration. However, certain enemies such as Agito have found a way to overcome it; this is the persistent extra in action, not a complication.

-I made her primary weapons neither devices nor equipments. She had been "defeated" in a few occasions, but she always seems to be able to produce extra blades stored inside her body. She can stunt off different weapons such as poison-tipped fingers (Weaken Stamina 6) and all other manner of blade and bludgeon.

What's Next?: Gavrill Madaraki.

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Re: Anime/manga 3e conversions (Mecha and Manga stuff)

Post by Dreaming Psion » Mon Sep 06, 2010 8:13 pm

Angsty Mecha Prodigy
PL: 10 (150 points)

Example: most of the mech pilots in Neon Genesis Evangelion

Abilities: Str 12, Sta --, Agi 2, Dex 3, Fgt 8, Int 1*, Awa 0, Pre -1*
*Includes enhanced abilities

Skills: Acrobatics 12 (+14), Athletics 3 (+15), Expertise (current events) 1 (+2), Expertise (popular culture) 1 (+2) Insight 3 (+3), Perception 8 (+8), Technology 4 (+6)
All skill ranks are Enhanced
0 ranks

Advantages:
Ranged Attack 5, Sidekick 15
Enhanced Advantages: Accurate or All-out Attack (dependent on pilot), Improved Initiative, Power Attack, Takedown

Offense
Initiative +6
Unarmed +8 close; Tou DC 27
Blast +8 ranged; Tou DC 27

Defense
Dodge 6, Parry 6, Fort --, Toughness 14, Will 10

Powers
Blast 12 (pick a descriptor); 24 p
Feature 1 (cockpit); 1 p
Growth 12 (permanent, innate; +12 Str/Toughness, -6 Parry/Dodge, +3 size ranks [size rank 1], +1 speed, +6 Intimidate); 25 p
Immunity 10 (life support, affects others): 10 p
Immunity 30 (fort); 30 p
Impervious Toughness 10; 10 p
Protection 2; 2 p
Regeneration 1 (heal normally); 1 p
Senses 7 (darkvision, comm. link with pilot, pick 4 more); 7 p

Sample Complications:
Accidents/Backfires- Should the Synch not work correctly, all sorts of horrid things could happen.
Normal Identity: Outside of the mecha, the character is a relatively normal human being and emotionally vulnerable teenager.
Reputation: Could be seen as a monster
Responsibility: Duty to the sponsoring organization. The duty the pilot must endure is likely to conflict with his/her own wishes
Temper: The mech itself may be temperamental or rebellious. Likewise, the mech prodigy probably has his/her own emotional issues as well.

Abilities -4 p + Skills 0 + Advantages 20 + Defenses 24 + Powers 110 = 150 p

Notes: Ok, this probably requires some explanation. The angsty mech prodigy is something of an experiment to iron out of what I consider the kinks in the Mecha rules for M&M. Instead of going to the trouble to converting the complex 2e Mecha and Manga rules, I’ve cooked up something using only the core rules for 3e.

This took some tinkering, but basically here’s the premise. You buy the mecha as the “main character”, but like a normal construct (immunity to Fort, no con/int/wis). The pilot is bought as a sidekick. The affects others Life support immunity affects those in the cockpit.

The pilot’s special ability to synch with a mecha is represented as Enhanced Traits (with the affects others +0 extra and limited to mecha flaw) that duplicate most of her own traits (effectively replacing the construct’s ‘mind’ with her own). These traits are Sustained. So when the pilot is knocked out or otherwise unable to maintain the Enhanced traits, the construct falls dormant or acts mindlessly (maybe even going on an uncontrolled rampage as a Complication). Also note that while the mecha is in synch with the pilot, it (and by extension, the pilot) are susceptible to mental attacks and effects (including Interaction skills).

Normally though, the pilot should not be directly targetable unless the opponent has some kind of special senses like x-ray vision and perception ranged attacks to get to the pilot, or some other way of bypassing the physical shell of the mecha.

At the GM’s option, the mech prodigy might need to make Vehicle/Acrobatics checks to pilot the mecha.

Now, here is a fairly basic mecha piloted by a young prodigy conscripted into piloting the mecha outside of his will. Not much of a physical threat outside of the mech, obviously. The statblock is below. Note that as part of the special Mecha Synch, there is a commlink between the pilot and the mech.

Young prodigy/pilot
Effective PL 5 (75 p) STR -1, STA 2, AGL 2, DEX 2, FGT 4, INT 1, AWE -1, PRE -1; Offense: Init +6, Unarmed +4 (Tou DC 14) or pistol +4 close [DC 16];. Defense: Dodge 4, Parry 4, Fort +5, Tou +5, Will +5.
Skills:
Athletics 3 (+2), Expertise (current events) 1 (+2), Expertise (popular culture) 1 (+2) Insight 3 (+2), Perception 8 (+7), Technology 4 (+6), Vehicles 12 (+14)
Advantages:
Accurate or All-out Attack (pick one)*, Defensive Roll 2, Equipment 2, Diehard, Improved Initiative*, Power Attack*, Ranged Attack 2, Takedown*
Equipment: Uniform (+2 toughness, 2 ep), light pistol (6 ep), 2 other ep of gear
Powers
Mecha Synch
Enhanced Advantages 4 (advantages mark with a *, affects others, limited to mecha); 2 p
Enhanced INT +6, PRE +4 (affects others, limited to mecha); 10 p
Enhanced Skills (all skills but put Acrobatics instead of Vehicles, affects others, limited to mecha); 8 p
Senses 1 (commlink with mecha)
Totals: Abilities 16 + Powers 21 + Advantages 11 + Skills 16 + Defenses 11 = 75 p
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Re: Anime/manga 3e conversions (mecha system experiement)

Post by Xarathos » Mon Sep 06, 2010 8:28 pm

Interesting approach to the mecha pilot!

I dunno, the mecha rules weren't all that bad; they were basically just extrapolated from the existing vehicle construction rules, with 'powers' presented as various systems that they could have installed. Fancy flavor text was how I read most of it. Build your vehicle, then figure out whether it's a device or equipment based on the setting.

I think I like this a bit better, though - it seems a little more efficient, and more in keeping with the notes I've seen on other concepts (like the guy with the genie ally who controls something more powerful than he is). So, kudos on matching the mecha to 3e design philosophy. :D

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Re: Anime/manga 3e (L, Franken Fran, mecha system experiement)

Post by Arthur Eld » Mon Sep 06, 2010 8:37 pm

Hmm...interesting. The only other 3E Mecha builds I've seen treated the Mecha as an Alternate Form, and I liked that approach too. I'll have to give em both a try. Seeing as how I've recently gotten into Gundam Seed Destiny, I'm sure I'll have occasion to before long.

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Re: Anime/manga 3e (L, Franken Fran, mecha system experiement)

Post by Dreaming Psion » Mon Sep 06, 2010 8:49 pm

While the existing systems for 3e are all right in the main, I think for my purposes I like this system because it fixes a number of issues I have with the system. Here's a few thoughts:

-If I were to create the mecha as an alternate form or power with the removable flaw, when the character gets in combat he is the one that is damaged, not the mech! Also, the mecha's combat traits would have the character's own as a basis instead of its own independent stats. OTOH, statting a rare and unique type mech up as a vehicle with equipment points seems to be too cheap and to undermine the nature of the M&M system.

-By having the mecha and the pilot as two different entities, the game can be held at two different power levels, one for the pilot outside of the mecha and one inside it. Also, the mecha can be stolen and piloted by those with some degree of Mecha Synch.

-The Sustained Enhanced abilities makes for interesting (and versatile) possibilities for adventure and customization. If the pilot is knocked for a loop and unable to maintain his Mecha Synch, then a number of things could happen to the mecha, as mentioned above.
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Re: Anime/manga 3e (L, Franken Fran, mecha system experiement)

Post by Saltcrow » Wed Sep 08, 2010 2:47 am

Image
Gavrill Madaraki; PL 11 - Franken Fran series

Abilities
Str 8[10]/Sta 8[10]/Agi 6/Dex 2/Fgt 10/Int 2/Awe 3/Pre -1
---------------------------------------------------------------------
Powers
"Transformer" physiology:
-enhanced advantages 3 (great endurance, improved defence, weapon bind)- 3pp
-variable 3 limited to traits of the assumed forms and reallocating physical traits- 21pp
Sample Shapeshift trait
-"Battle Form": growth 2, speed 4- [8/15 power points]
---------------------------------------------------------------------
Skills: acrobatics 4 (+10), athletics 8 (+16), expertise: streetwise 6 (+8), intimidation 16 (+15), vehicles 4 (+6)
Advantages: all-out attack, benefit 2 (leader of an ultra-violent gang) close attack 2, defensive roll 2, diehard, fearless, improved hold, leadership, power attack, skill mastery (intimidation), startle, takedown 2
---------------------------------------------------------------------
Defences
Tough +10[12]/+8* flat-footed, Fort +9[11], Will +11
Dodge +11[10]; Parry +11[10]; Initiative +6
Offence
Atk +12 unarmed, close, damage 8 (10 battle form)
------------------------------------------------------------------------------
Complications
greed: she wants the Madaraki estate for herself.
reputation: Gavrill the Wolf, the leader of an ultra-violent gang.
wanted: by the police, many of whom she had slaughtered.
------------------------------------------------------------------------------
Total abilties 76 + powers 24 + skills 19 + advantages 16 + defences 15 = 150pp

Design Notes
-this is Gavrill Madaraki, the eldest of Madaraki sisters created by Professor Madaraki the Spider Thread. It is unknown if there are other "daughters" of Professor but as of Book 5, these three are the only ones to use the surname Madaraki.

-Gavrill is an excellent example of a shapeshifter who does not possess Morph ranks separate from her shapeshift variable. Even when she assumes the battle form, her appearance does not deviate too far from the original. It is likely that she may be able to assume other forms or mimic shapes of other creatures judging from the behaviours and various display of powers by other "transformers" in the manga series (there was at least one other), so her ability is not handled as an alternate form ability even though she had only really shown one real transformation.

-her complete mastery over her shape allows her to effectively block incoming weapons like when she used a mini-mouth to block Veronica's "sneak attack". This is represented by her Improved Block/Weapon Bind advantages inside her "Transformer" physiology power.

-although she is the leader of an 'ultra-violent gang', they are not handled as minions because she does not enter combat with them. She's content to watch and wait while her gang does all the job, wading into combat with a bloodthirsty viciousness only when necessary.

-in a world so Lovecraftian, she's one of the very few people who enjoys the benefit of the Fearless advantage. She's an intimidating figure herself despite her low Presence (well, she drools! Being 'exceptionally foul-mouthed' doesn't help either.). She knows it well and will almost always use it in combat. With her Skill Mastery advantage, she can routinely put out DC 25 for her demoralise/startle checks.

update 09/09/10 new photo.

Who's Next?: the Sentinels!

Saltcrow
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Re: Anime/manga 3e (L, Franken Fran, mecha system experiement)

Post by Saltcrow » Wed Sep 08, 2010 7:11 pm

Image
the Sentinels I & II; PL 8- Franken Fran series

Abilities
Str 4[0]/Sta 4[0]/Agi 6[2]/Dex 2/Fgt 6[2]/Int 0/Awe -1/Pre -1
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Powers
Enhanced Physiology: enhanced STR 4, enhanced STA 4, enhanced AGI 4- 24pp
Fighting Style:
-enhanced advantages 4 (agile feint, all-out attack, power attack, takedown)- 4pp
-enhanced FGT 4- 8pp
-"Sentinel Kick": strength-based damage 6, inaccurate 2, improved critical 2- 4pp
-enhanced acrobatics 4 (+10), enhanced athletics 6 (+10), leaping 1- 6pp
Equipments
armour: protection 2- 2ep
vehicle: motorcycle [M, Str 1, Spd 6, Def 10, Tou 8]- 10ep
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Skills: acrobatics 4 (+10), athletics 6 (+10), investigation 6 (+6), vehicles 8 (+10)
Advantages: agile feint, all-out attack, close attack 4, defensive roll 2, equipment 3, great endurance, power attack, takedown
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Defences
Tough +8/+6* flat-footed/+4** out of armour, Fort +10, Will +3
Dodge +8; Parry +8; Initiative +6
Offence
Atk +10 unarmed, close, damage 4
Atk +6 Sentinel Kick, close, damage 10 (18-20 crit)
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Complications
cruel: the Sentinels rely on their brute force to solve problems.
enemy: friends and relatives of those they have killed have also been biologically enhanced to fight the Sentinels.
obsession: saving the world.
reputation: the Sentinels have a well-deserved reputation of being terrorists.
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Total abilties 8 + powers 46 + skills 7 + advantages 10 + defences 14 = 85pp

Design Notes
-an obvious parody of the popular Kamen Rider series, the Sentinels are biologically enhanced human beings who fight for the "good" of the world. Except, that the Big Bad Evil Organisation's method of spreading evil is by helping the mankind populate the world. They raise funds to help the third world countries, stop wars and fight poverty.

-there're no incentives for guessing who's responsible for their physical enhancement. *cough* Fran *cough*.

Dreaming Psion
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Re: Anime/manga 3e (L, Franken Fran, mecha system experiement)

Post by Dreaming Psion » Wed Sep 15, 2010 9:34 am

Mugen
PL: 9 (132 points)


Image

“If living means bowing down to the likes of you bastards, I'd rather die on my feet with my head held high.”


Abilities: Str 3, Sta 5, Agi 4, Dex 2, Fgt 9, Int 0, Awa 1, Pre 2

Skills: Acrobatics 10 (+14), Athletics 8 (+11), Deception 5 (+7), Expertise (martial arts) 8 (+8), Expertise (streetwise) 6 (+6), Expertise (survival) 3 (+3), Insight 5 (+6), Intimidation 7 (+9), Perception 7 (+8), Sleight of Hand 6 (+8), Stealth 7 (+9)
72 ranks

Advantages:
Agile Feint, Close Attack 2, Defensive Roll 2, Diehard, Equipment 2, Extraordinary Effort, Improved Crit (sword), Improved Initiative, Improved Trip, Instant Up, Move-by Attack, Power Attack, Prone Fighting, Quick Draw, Ranged Attack 4, Ritualist*, Sword Flurry**, Takedown, Taunt
*Use Expertise (martial arts) for this check
**Treat this as a “virtual” alternate power of his sword damage with the Multiattack and Distracting extras

Equipment: Weird sword (str-based damage 4, Improved Crit 1; 5 ep), knife (3 ep), metal-tipped geta (str-based damage 1, improved defense; 2 ep)

Offense
Initiative +8
Sword +11, Tou DC 22, Crit 18-20
Knife +11; Tou DC 19, Crit 19-20
Unarmed +11; Tou DC 18

Defense
Dodge 11, Parry 11, Fort +7, Toughness +7 (5 flat-footed), Will +8 (Fearless)

Powers
Leaping 1; 1 p

Complications: Dark Past: Very long
Heroic Sociopath: Mugen does (and kills) as he pleases. Never backs down, and cares nothing about social niceties. But still does the occasional quasi-altrustic thing
Perpetual Poverty: Even after achieving a windfall, Mugen is quick to squander most of it away on booze, gambling, and other assorted pleasures of the flesh.
Responsibility: Has made the promise to Fuu to help her find the samurai who smells like sunflowers
Rivalry: With Jin, the Blue Oni to Mugen’s Red. It’s to the “I’m the only one allowed to kill you” degree
Wanted: Mugen has a long list of crimes to answer for
Weakness: Mugen has a lot of trouble fighting in tight spaces. You may treat him as Impaired and Hindered (or worse) under such circumstances.

Abilities 52 + Skills 36 + Advantages 25 + Defenses 18 + Powers 1 = 132 p

Notes: Mugen, from Samurai Champloo, a story of a trio of wanderers in roughly the Edo period of Japan. It’s about two masterless samurai helping out a teenage girl to find a mysterious man known only as the “samurai who smells like sunflowers” (long story). Mugen is the brash and impulsive anti-hero, the Red Oni to Jin’s Blue Oni. He moves with erratic, impromptu motions and focuses on offense rather than defense, throwing caution to the wind.

Like much in the series, Mugen’s integrates a lot of anachronisms into his style. His break dancing fighting style has been noted as being similar to capoeira. I took a look at 2e’s Mastermind’s Manual for different martial arts feats and combined some of the capoeira feats (or rather, their advantages 3e equivalents) with the sword fighting feats. Hence, you’ve got a style that focuses a lot on Agile Feint for throwing opponents off guard and then using Power Attack for additional damage. Quite a deadly combination, but he usually whiffs against Jin (who has Uncanny Dodge and Defensive Combat in my upcoming writeup).

Other things to note… Mugen is pretty damn hard to kill, even seemingly able to rise from the dead. While I’ve given him the Diehard advantage, I have left this most of this to stylistic descriptions of hero point use and the normal recovery rules, but you may consider giving Mugen ranks in Immortality. His Sword Flurry advantage simply applies to his Str and sword damage with the Multiattack extra and Distracting flaw. Finally, on the rare occasion he is spooked by an upcoming encounter with a truly superior opponent, Mugen has demonstrated the ability to “study up” and adapt foreign techniques. In game terms, this functions like the Ritualist advantage but uses Expertise (martial arts) instead of arcane lore.

Up next are Jin and Fuu (complete with Momo).
Last edited by Dreaming Psion on Thu Sep 16, 2010 1:22 pm, edited 1 time in total.
Check out the anime/manga 3e thread
My new Oddballs reborn thread

luketheduke86
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Re: Anime/manga 3e (Samurai Champloo)

Post by luketheduke86 » Wed Sep 15, 2010 2:02 pm

That's a really cool build of Mugen there Dreaming! I can't wait to see Jin and Fuu!
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.

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