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Audrey II - Blood-Sucking Botanical Fiend

Postby Karma » Wed Sep 01, 2010 10:13 pm

So when I was in high school, we almost put on the musical "Little Shop of Horrors". It was the first show I ever auditioned for, but despite a lot of hard work on my part it was eventually canceled.

I'm not bitter, but it was my first attempt at acting, and I really liked the show, and I knew all the songs, and I worked hard on it, and I never actually got to do it.

But now I'm doing the same show with the local community theater group. Yay!

Anyway, that completely unnecessary backstory aside, here's the villain of the piece: The lovable Audrey II!

Audrey II


Identity: Secret (Public is aware of Audrey II's existence but unaware that it is a person)
Race: Extraterrestrial Plant
Sex: No
Occupation: Invader/Houseplant

Seymour was a rather depressing young lad who worked in a flower shop. He actually was interested in botany, though he was no expert, and sometimes bought strange plants from a street vendor. He bought the Audrey II from him and, upon discovering that it was a new species, named it the Audrey II after a co-worker he had a crush on (she didn't realize the implication, but thought it cute and flattering).

Of course, it never seemed to grow much no matter what he did for it.

Until he cut is hand, and the plant immediately perked up at the sight of blood.

It wasn't long before it started talking to him, and demanding human flesh to go with the blood...


Youngest
Image

Feed me...

Power Level 6/48 PP

At first, Audrey II is a fairly small potted plant that can be carried around with ease. It's not terribly powerful (though it is already rather difficult to hurt), and is completely immobile.

Stats: 16 pp
Str:
-
Sta: 5
Agi: -
Dex: -
Fgt: -
Int: 7
Awa: 7
Pre: 7

Defenses: 0 pp
Dodge:
-
Parry: -
Toughness: +6, 5 Impervious (+5 Sta, +1 Protection)
Fortitude: +5 (+5 Sta, +0)
Will: +7 (+7 Awa, +0)

Offense
-

Skills: 30 r = 15 pp
Deception 10 (+17/37 to disguise itself as an ordinary plant)
Insight 8 (+15)
Intimidation 5 (+8)
Persuasion 7 (+14)

Advantages: 0 pp
-

Powers: 17 pp
  • Shrinking 4 [5]
    • Extras: Permanent, Innate
  • Highly Resilient
    • Protection 1 [6]
      • Impervious 5
  • A Taste of Glory
    • Enhanced Advantage 1 [2]
      • Benefit (Fame)
      • Extras: Affects Others Only, Increased Duration (Continuous)
  • Morph 1 [4]
    • Ordinary (though very unusual) inanimate plant
    • Flaw: Limit (Audrey II can not move or speak without giving away its true nature [duh])


Complications
Motivation: Conquer Earth

Disability: Immobile, Defenseless

Hunger: Blood
Audrey II will die without human blood and will not grow if it doesn't get enough. Given that it's essentially helpless at this stage, it's completely reliant on Seymour's willingness to donate. It can probably last considerably longer than a human can without food and water.

Costs: Abilities (16) + Defenses (0) + Skills (15) + Advantages (0) + Powers (17) = Total Cost 48


Design Notes:
:idea: Baby Audrey II gains none of the usual benefits of its Shrinking, since it automatically fails checks relating to its non-abilities and has no Dodge and Parry.
:idea: Having no Dodge and Parry is rather poorly defined. It wouldn't make any sense at all (and would be far too powerful) for it to mean immunity to those attacks, like no Stamina requires you to take and no Awareness grants for free. Auto-hit is also odd, but ok. Audrey II really is helpless at this stage, so that's acceptable. But who would punch a small potted plant in the first place? Nobody, that's who.
:idea: Audrey II doesn't actually change its appearance at all, but for its ability to disguise itself as an ordinary plant by not moving Morph seems best. I guess it could be Hide In Plain Sight, but that's odd for a creature that gets stared at a lot; 'sides, No-Agility Twoie auto-fails Stealth checks.
:idea: *Yawn* I'll post this first form for now, and I'll add the others when I finish 'em. I'm thinking a total of three forms, to mirror the three different puppets/costumes used for it in the play once it's started talking.
:idea: Most of you who are even familiar with this character might be surprised to learn that it actually wins in the original play. The movie has a different ending.
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Captain Thunder - PL 12/214 PP League Leader

Postby Karma » Thu Sep 02, 2010 9:03 pm

Captain Thunder

Power Level 12/214 PP
Identity:
Public (Ray Gardner)
Sex: Male
Occupation: Superhero

Abilities: 52 pp
Str: 2/14
Sta: 4
Agi: 2
Dex: 2
Fgt: 10
Int: 1
Awa: 1
Pre: 4

Defenses: 24 pp
Dodge: +9 (19/15; +2 Agi, +7)
Parry: +10 (20/15; +10 Fgt, +0)
Toughness: +14, 10 Impervious (+4 Sta, +10 Protection)
Fortitude: +12 (+4 Sta, +8)
Will: +10 (+1 Awa, +9)

Offense
Initiative +2
Unarmed +10 vs Parry : DC 29 Toughness resists : Bludgeoning
Lightning Bolt +10 vs Dodge : DC 27 Toughness resists : Electricity
Ball Lightning : DC 18 Dodge for half, DC 23/19 Toughness resists : Electricity
Thunderclap : DC 22 Dodge for half, DC 22/16 Fortitude resists : Deafen

Skills: 50 r = 25 pp
Intimidation 8 (+12)
Expertise (Aviation) 8 (+9)
Expertise (Current Events) 4 (+5)
Insight 6 (+7)
Perception 6 (+7)
Persuasion 4 (+8)
Technology 4 (+5)
Vehicles 10 (+12)

Advantages: 11 pp
Equipment, Leadership, Power Attack, Ranged Attack 8

Equipment: Commlink

Powers: 102 pp
  • Electrical Absorption
    • Immunity 5 [3]
      • Electricity Damage
      • Flaw: Limited (Half Effect)
    • Healing 12 [35]
      • Extra: Reaction (When hit by electrical damage, +3)
      • Flaws: Limited (to self), Limited (Only when hit by electrical damage), Quirk (Rank is 12 or equal to the rank of the Damage, whichever is lower)
  • Flight 8 [16]
  • Protection 10 [20]
    • Extra: Impervious
  • Lightning Bolt
    • Damage 12 [24]
      • Extras: Increased Range (Ranged), Alternate Effects
    • AE: Ball Lightning
      • Damage 8 [1]
        • Extras: Area (Burst), Increased Range (Ranged)
    • AE: Thunderclap
      • Affliction 12 [1]
        • Resisted by Fortitude
        • Hearing Impaired, Hearing Disabled, Hearing Unaware
        • Extras: Area (Burst), Cumulative
        • Flaw: Limited (to Hearing)
  • Senses 2 [2]
    • Ranged Detect Electricity

Complications
Vulnerability: Power Drains When Captain Thunder is hit by a power-draining attack, increase the Effect rank by 50% for the purpose of determining the DC.

Costs: Abilities (52) + Defenses (24) + Skills (25) + Advantages (11) + Powers (102) = Total Cost 214

Notes:
:idea: Y'know, Captain Thunder's actually like PL 18 if you remember to count his Absorption as Toughness for PL cap purposes. I used Limited Immunity instead of Limited Protection, so no worries here. Reaction always requires a specific trigger to be stated, but since Captain Thunder's trigger is more narrow than required I thought calling that Limited was still fair.
:idea: This can double as Captain Thunderbolt of Tyranny Syndicate, Captain Thunder’s evil counterpart from Anti-Earth. They are identical in capability, though certainly not in character.
Last edited by Karma on Tue Sep 14, 2010 7:03 pm, edited 1 time in total.
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Dr Metropolis - PL 11/217 PP City Spirit

Postby Karma » Sat Sep 04, 2010 10:21 pm

Dr Metropolis

Power Level 11/217 PP
Identity:
Public
Sex: Male
Occupation: Superhero

Abilities: 62 pp
Str: 4
Sta: 10
Agi: 1
Dex: 1
Fgt: 7
Int: 4
Awa: 4
Pre: 0

Defenses: 10 pp
Dodge: +8 (18/14; +1 Agi, +7)
Parry: +7 (17/14; +7 Fgt, +0)
Toughness: +14, 4 Impervious (+10 Sta, +4 Protection)
Fortitude: +10 (+10 Sta, +0)
Will: +12, 5 Impervious (+4 Awa, +5 Enhanced, +3)

Offense
Initiative +1
Unarmed +10 vs Parry : DC 19 Toughness resists : Bludgeoning
Snare : DC 21 Dodge resists, Damage or SoH check overcomes : Cityscape bonds
Thrown Object +10 vs Dodge : DC 26+ Toughness resists : generally Bludgeoning


Skills: 52 r = 26 pp
Athletics (+4/auto fails swim/+6 to resist trip and grab)
Expertise (Architecture) 16 (+20)
Expertise (Current Events) 8 (+12)
Insight 8 (+12)
Intimidation 6 (+6)
Stealth 6 (+7)
Technology 8 (+12)

Advantages: 13 pp
Close Attack 3, Diehard, Ranged Attack 9

Powers: 131 pp
  • Body of Concrete and Steel
    • Protection 4 [8]
      • Extra: Impervious
    • Enhanced Strength 2 [2]
      • Flaw: Limited (to resisting Grabs and Trips)
    • Immunity 12 [12]
      • Aging, Life Support, Sleep
  • Soul of the City
    • Flight 2 [4]
    • Movement 3 [3]
      • Permeate 3
      • Flaw: Limited (to Urban Materials)
    • Enhanced Will 5 [10]
      • Extra: Impervious
    • Senses 1 [1]
      • Radio
    • Regeneration 2 [1]
      • Flaw: Limited (only While Within a City
  • City Control
    • Teleport 10 [20]
      • Extra: Extended
      • Flaw: Limited (to Urban Areas)
    • Remote Sensing 9 [36]
      • All senses
      • Flaw: Limited (to Urban Areas)
    • Affliction 11 [32]
      • Hindered and Vulnerable, Defenseless and Immobilized
      • Extras: Increased Range (Ranged), Extra Condition, Cumulative, Alternate Resistance (Dodge to resist, Sleight of Hand or Damage check to break out), Alternate Effects
      • Flaws: Limited Degree, Quirk (Requires Urban Materials)
    • AE: Move Object 11 [1]
      • Extra: Increased Range (Perception)
      • Flaw: Limited (to Urban Materials)
    • Summon 8 [1]
      • Extra: Increased Range (Ranged), Variable Type (General; Animated Objects/Constructs)
      • Flaw: Quirk (Requires Urban Objects, Flat -1)

Complications
Weakness: Urban Dependence Dr. Metropolis doesn't have to stay in Freedom, but he can't be away from cities entirely for too long. His Stamina starts dropping, which can be fatal to him.

Disability: Density Dr. Metropolis's body is very dense and thus he's much heavier than a human man of the same size. He can't swim because his body is not at all buoyant--he always sinks in water unless he can fly out. Of course, since he doesn't need to breathe this isn't necessarily fatal, but it can be inconvenient.

Costs: Abilities (62) + Defenses (10) + Skills (26) + Advantages (13) + Powers (131) = Total Cost 217

Notes:
:idea: Okay, average-ish or below people can throw a punch, so low-level Impervious Toughness isn't completely useless. Low-level Impervious Will though?
:idea: This can double as Master Metropolis of Tyranny Syndicate, Dr. Metropolis's evil counterpart from Anti-Earth. They have the same powers, though not the same personality.
Last edited by Karma on Tue Sep 14, 2010 7:03 pm, edited 1 time in total.
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Pseudo - PL 11/243 PP Rogue Grue

Postby Karma » Sun Sep 05, 2010 9:18 am

Pseudo

Power Level 11/243 PP
Identity:
Secret (Rick Fox/R'ik Faax)
Sex: Male
Occupation: Writer

Abilities: 60 pp
Str: 2
Sta: 5
Agi: 3
Dex: 3
Fgt: 9
Int: 2
Awa: 3
Pre: 3

Defenses: 20 pp
Dodge: +11/6 (21/16; +3 Agi, +8)
Parry: +11/6 (21/16; +9 Fgt, +2)
Toughness: +5 (+5 Sta)
Fortitude: +9 (+5 Sta, +4)
Will: +9 (+3 Awa, +6)

Offense
Initiative +3
Unarmed +9 vs Parry : DC 17 Toughness : Bludgeoning
Ranged +9 vs Dodge


Skills: 66 r = 33 pp
Deception 10 (+13)
Expertise (Acting; Pre-based) 8 (+12)
Expertise (Journalism) 5 (+7)
Insight 8 (+11)
Investigation 10 (+12)
Persuasion 8 (+11)
Stealth 8 (+11)
Technology 4 (+6)
Vehicles 5 (+8)

Advantages: 10 pp
Defensive Attack, Eidetic Memory, Ranged Attack 6, Set-Up, Teamwork

Powers: 120 pp
  • Telepath
    • Communication 5 (Effectively Anywhere) [20]
      • Mental
    • Comprehend 2 [4]
      • Understand All Languages
      • Speak any Language
    • Mind Reading 8 [16]
  • Shapeshifting
    • Variable 10 (50 PP) [80]
      • Extra: Action (Move)


Costs: Abilities (60) + Defenses (20) + Skills (33) + Advantages (10) + Powers (120) = Total Cost 243

Notes:
:idea: I don't really like Variable and would be disinclined to use it, but it was his signature power in 2E, too.
:idea: Like Star Knight, Pseudo doesn't seem to have a counterpart in Tyranny Syndicate on Anti-Earth.
Last edited by Karma on Tue Sep 14, 2010 7:04 pm, edited 2 times in total.
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Siren - PL 11/220 PP Goddess of the Sea

Postby Karma » Sun Sep 05, 2010 9:26 pm

Siren

Power Level 11/220 PP
Identity:
Secret (Cassandra Vale)
Sex: Female
Occupation: Psychologist

Abilities: 70 pp
Str: 7
Sta: 4
Agi: 3
Dex: 3
Fgt: 10
Int: 2
Awa: 3
Pre: 3

Defenses: 20 pp
Dodge: +11/6 (21/16; +3 Agi, +8)
Parry: +10/5 (20/15; +10 Fgt, +0)
Toughness: +10 (+4 Sta, +6 Protection)
Fortitude: +10 (+4 Sta, +6)
Will: +9 (+3 Awa, +6)

Offense
Initiative +3
Unarmed +11 vs Parry : DC 22 Toughness resists : Bludgeoning
Water Blast +11 vs Dodge : DC 25 Toughness resists : Bludgeoning Water
Drown +11 vs Parry : DC 20 Fortitude resists : Suffocation
Blind +11 vs Dodge : DC 20 Fortitude resists : Blinding
Silver Net +11 vs Dodge : DC 21 Dodge resists, Damage or SoH check overcomes : Magic Net

Skills: 42 r = 21 pp
Expertise (Life Science) 4 (+5)
Expertise (Magic) 8 (+10)
Expertise (Religion and Philosophy) 8 (+10)
Expertise (Riding; Dex-based) 6 (+9)
Intimidation 8 (+11)
Persuasion 8 (+11)

Advantages: 15 pp
Animal Empathy, Close Attack, Equipment, Favored Environment (Underwater), Languages 2 (Dahomeny, French), Ranged Attack 8, Ritualist

Equipment: Commlink

Powers: 94 pp
  • Goddess of the Sea
    • Swimming 10 (120 mph, 1,800 ft/move) [10]
      • Extra: Alternate Effect
      • AE: Flight 5 (60 mph, 900 ft/move) [1]
    • Immunity 3 [3]
      • Disease
      • Drowning
      • Aging
    • Enhanced Strength 2 [2]
      • Flaw: Limited (to Lifting)
    • Protection 6 [6]
    • Comprehend 2 [2]
      • Speak to and Understand Animals
      • Flaw: Limited (to Marine Life)
    • Communication 1 [2]
      • Close Range (within 100 ft)
      • Mental
      • Flaw: Limited (to Marine Life; -2)
    • Summon 3 [12]
      • Extras: Multiple Minions (2), Increased Range (Ranged), Variable Type (General: Marine Life)
      • Flaw: Limited (to in or near Water)
  • Water Control
    • Affliction 10 [30]
      • Resisted by Fortitude
      • Dazed, Stunned, Incapacitated
      • Extras: Progressive (+2), Alternate Effects
    • AE: Damage 10 [1]
      • Extra: Increased Range (Range)
    • AE: Move Object 10 [1]
      • Flaw: Limited (to Water; -2)
    • AE: Affliction 10 [1]
      • Resisted by Fortitude
      • Vision Impaired, Vision Disabled, Vision Unaware
      • Extra: Cumulative, Increased Range (Ranged)
      • Flaw: Limited (to Vision)
    • Environment 10 [1]
      • Impede Movement 2
      • Extra: Selective
  • Silver Net
    • Easily Removable [-14]
    • Affliction 11 [36]
      • Hindered and Vulnerable, Defenseless and Immobilized
      • Extras: Increased Range (Ranged), Cumulative, Extra Degree, Affects Insubstantial 2 (flat +2), Tether (flat +1)
      • Flaw: Limited Degree

Costs: Abilities (70) + Defenses (20) + Skills (21) + Advantages (15) + Powers (94) = Total Cost 220

Notes:
:idea: This is a little less direct than most of my other Freedom City conversions. Instead of Animal Control (which is basically just Mind Control Limited to Animals), I gave her something more like Aquaman has. Aquaman's Summoning rank is much higher, but 3 ranks is almost enough to get any of the marine animals from the book--she'll just have to cut one point if she summons a whale (she can drop two ranks of Athletics to keep it from breaking its PL cap).
:idea: This can double as Red Siren of Tyranny Syndicate, Siren's counterpart on Anti-Earth. They have the same abilities.
:idea: Ane hey! That's the last of the Freedom League.
Last edited by Karma on Sun Nov 21, 2010 7:07 pm, edited 4 times in total.
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Madame Flurrie - PL 10/150 PP Wind Spirit Actress

Postby Karma » Wed Sep 08, 2010 8:18 pm

Image

Madame Flurrie
Now that's just senseless… Are we to betray all of those who believed in us?

Power Level 10/150 PP
Identity: Public
Race: Wind Spirit
Sex: Female
Occupation: Actress, adventurer


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

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

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

Stats: 60 pp
Str:
4
Sta: 6
Agi: 3
Dex: 3
Fgt: 7
Int: 1
Awa: 2
Pre: 4

Defenses: 15 pp
Dodge:
+6/3 (16/13; +3 Agi, +3)
Parry: +7/4 (17/14; +7 Fgt, +0)
Toughness: +13/10 (+6 Sta, +3 Defensive Roll, +4 Protection)
Fortitude: +8 (+6 Sta, +2)
Will: +12 (+2 Wis, +10)

Offense:
Initiative: +3
Code: Select all
Attack:                 Resistance DC               Damage Type
Body Slam +8 vs Parry   DC 27 Toughness             Bludgeoning
Lip Lock +8 vs Parry    DC 27 Toughness (Pen)       Morale
Gale Force              DC 20 Dodge for half, DC 20/15 Fort/Str or Dodge resists    High winds


Skills: 44 r = 22 pp
Deception 8 (+12/14)
Expertise (Acting; Pre) 12 (+16)
Insight 8 (+9)
Intimidation 4 (+8)
Perception 4 (+5)
Persuasion 8 (+12/14)

Advantages: 16 pp
All-Out Attack, Attractive, Close Attack, Defensive Roll 3, Diehard, Daze (Deception), Fascinate (Expertise: Acting), Improved Initiative, Inspire, Interpose, Move-By Action, Power Attack, Ranged Attack 2

Powers: 37 pp
  • Wind Spirit Body
    • Protection 4 [4]
    • Flight 4 (30 mph, 500 ft/move) [8]
  • Combat Moves
    • Lip Lock
      • Damage 8 [7]
        • Strength-Based
        • Extras: Penetrating 6, Alternate Effects
        • Flaw: Unreliable (5 uses)
      • Healing 5 [15]
        • Extras: Reaction (When a target fails a Resistance Check against Lip Lock; +3)
        • Flaws: Limited (to Self), Limited (Very Specific Trigger)
    • AE: Gale Force [1]
      • Affliction 10
        • Resisted by Fortitude
        • Dazed and Vulnerable, Defenseless and Stunned
        • Extras: Area (Cone), Extra Condition, Linked (to Move Object)
        • Flaws: Limited Degree, Unreliable (5 uses)
      • Move Object 10
        • Extras: Area (Cone), Linked (to Affliction)
        • Flaws: Reduced Range (Close), Limited (Only Away)
    • AE: Body Slam [1]
      • Damage 8
        • Strength-Based
    • AE: Dodgy Fog
      • Concealment 4 [1]
        • All Visual Senses
        • Extras: Affects Others Only (+0), Increased Duration (Continuous)
        • Flaws: Fades, Unreliable (5 uses)


Complications:
Motivation: Goodness Flurrie does genuinely want to help people. At first, "people" mostly means Mario and others who have earned her loyalty, but she comes to be a true heroine who will never back down when innocents are in danger and evil dares show its face.
Motivation: Thrills
Fame
Reputation: Diva
Responsibility: Mario
Vanity
Flurrie's obsession with her looks can complicate things for herself--or the other heroes who have to deal with it.


Costs: Abilities (60) + Defenses (15) + Skills (22) +Advantages (16) + Powers (37) = Total Cost 150

Design Notes:
:idea: 2E build.
Last edited by Karma on Tue Sep 14, 2010 7:05 pm, edited 1 time in total.
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Exemplar - PL 10/150 PP Original Hero

Postby Karma » Fri Sep 10, 2010 9:51 pm

Exemplar
I never chose to be a hero. I never wanted to be a hero. I've just been kinda casually extraordinary all of my life, until the day I realized just how extraordinary I was. And then I didn't have a choice; I'm one of the few people who can stand up to a person like you. It would be outright criminal for me to let you carry on without trying to stop you. But since I never bothered to wear a mask to hide what was normal for me, I can never have a normal life. I've given up a helluva lot because of you, and you sure as all heck don't deserve it, lady.

Power Level 10/150 PP
Identity: Public (Jose Marquez)
Race: Human
Sex: Male
Occupation: Full-time Hero, Hero Team Leader

Jose had always been a special child. He was always stronger, faster, smarter than other children his age. As a young man, he was stronger, faster, smarter than other young people his age.
For him, everything was effortless and he never had to try hard to accomplish anything he wanted.

So he never knew just how far above average he was until the day of the bank robbery. While frightened, he tried to stand up to one of the robbers and she shot him. Pain beyond any he'd ever known--because he had never known pain, being too tough to injure and never getting sick. Tearing at his shirt, staring at the wound, he and the robber saw only a bruise.
He hit her, and she flew across the room. He took down her two accomplices easily.

Starting that day, he was the city's first de facto superhero. Dubbed Exemplar by the press, people called on him when they thought they needed him. And with the rise of the city's first supervillain, the mad scientist in custom power armor, he really was needed.

Eventually other heroes rose to help him, and a rich benefactor provided them with a headquarters and equipment (and a paycheck for the several team members who devoted themselves to being full-time heroes; a smaller stipend for the others). Exemplar became the leader of this new team. He's not the smartest, but he's probably the most tactically minded and certainly the best at motivating his teammates. He'd call them friends; having cut off all ties with normal people (his family and friends could easily be targets) the other heroes are his only peers and he tries to encourage them to hang out and spend more time at headquarters.

Exemplar has no truly unusual powers. He can't do anything normal people can't, he just does everything they can do better. Much better.
He's an attractive young man in his mid-twenties. Raised in a bilingual household, he knew three or four languages by the time he was three or four years old.

Abilities: 112 pp
Str:
7
Sta: 7
Agi: 7
Dex: 7
Fgt: 7
Int: 7
Awe: 7
Pre: 7

Defenses: 12 pp
Dodge:
+10/5 (20/15; +7 Agi, +3)
Parry: +10/5 (20/15; +7 Fgt, +3)
Toughness: +10 (+7 Sta, +3 Protection)
Fortitude: +10 (+7 Sta, +3)
Will: +10 (+7 Awe, +3)

Offense:
Initiative: +7
Code: Select all
Attack:                        Resistance DC               Damage Type
Martial Strike +10 vs Parry    DC 25 Toughness             Bludgeoning
Ranged +7 vs Dodge


Skills: 4 r = 2 pp
Close Combat (Martial Strike) 3 (+10)
Deception (+7/9)
Investigation 1 (+8)
Persuasion (+7/9)

Advantages: 16 pp
All-Out Attack, Assessment, Attractive, Beginner's Luck, Extraordinary Effort, Inspire 2, Jack-of-All-Trades, Languages 4 (Spanish, Japanese, Russian, German, Hindi, French, Latin, Greek), Leadership, Move-By Action, Power Attack, Uncanny Dodge

Powers: 8 pp
  • Damage 3 [3]
    • Strength-Based
  • Protection 3 [3]
  • Speed 1 [1]
  • Quickness 1 [1]


Complications:
Motivation: Goodness
Prejudice: Latino
Responsibility: Team Leader
Fame: Public Identity



Costs: Abilities (112) + Defenses (12) + Skills (2) +Advantages (16) + Powers (8) = Total Cost 150

Design Notes:
:idea: Hmm, not much to him. The high attributes, plus Jack-of-All-Trades and Beginner's Luck let him be all-around great at anything compared to normal people but not spectacular at anything compared to his peers. Actually, sounds about right. Of his seven teammates, four are stronger than him and two are smarter. He'll probably be the most agile, though. This is good for a starting PC version, but a bit more experience should bring him Leaping, among other things.
:idea: To make an Exemplar archetype instead of my particular character, drop Inspire, Leadership, Extraordinary Effort, and the Languages. That'll give a few points for customization (maybe some Leaping?). Possibly replace the Investigation rank with some other skill.
Last edited by Karma on Tue Nov 23, 2010 12:11 pm, edited 3 times in total.
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Watt - PL 10/150 PP L'il Sparky Child

Postby Karma » Sat Sep 11, 2010 3:47 pm

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Watt
So, um, I really want to help. I'll be good, really!

Power Level 10/150 PP
Identity: Public
Race: L’il Sparky
Sex: Female (?)
Occupation: Child, adventurer


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

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

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

Stats: 36 pp
Str:
-1 (includes -1 for size)
Sta: 4
Agi: 4
Dex: 0
Fgt: 8
Int: 1
Awa: 0
Pre: 1

Offense:
Initiative: +8
Energy Aura : DC 19 Toughness (Pen) : Electricity
Electro Dash +10 vs Parry : DC 25 Toughness (Pen) : Electricity
Power Shock +10 vs Parry : DC 20 Fortitude (Pen) : Paralyze
Mega Shock : DC 20 Dodge for half, DC 20/15 Fort resists : Paralyze
Light : DC 20 Dodge for half, DC 20/15 Fort or Effect check resists : Nullify Concealing Effects
Ranged +3 vs Dodge

Defenses: 16 pp
Dodge:
+9/5 (19/15; +4 Agi, +2 size, +3)
Parry: +10/5 (20/15; +8 Fgt, +2 size, +0)
Toughness: +10/8 (+4 Sta, +2 Defensive Roll, +4 Protection)
Fortitude: +10 (+4 Sta, +6)
Will: +7 (+0 Awa, +7)

Skills: 8 r = 4 pp
Intimidation (-1; includes -2 for size)
Investigation 4 (+5)
Perception 4 (+4)
Stealth (+8; includes +4 for size)

Advantages: 9 pp
Close Attack 2, Defensive Roll 2, Improved Initiative, Move-By Action, Ranged Attack 3

Powers: 85 pp
  • L’il Sparky Body
    • Flight 2 (8 mph, 120 ft/move) [4]
    • Shrinking 4 [5]
      • Extras: Increased Duration (Continuous), Innate (flat +1)
      • Flaw: Permanent
    • Protection 4 [4]
    • Senses 1 [1]
      • Darkvision
    • Damage 4 [16]
      • Extras: Penetrating, Reaction (When Touched; +3), Innate (flat +1)
      • Flaw: Quirk (Can not be turned off; flat -1)
    • Environment 5 (500 ft radius) [10]
      • Light (Bright Light, negates all concealment due to darkness)
      • Extra: Linked (to Nullify)
    • Nullify 10 [30]
      • All Concealing Effects
      • Extras: Area (Burst, 30 ft radius), Simultaneous, Alternate Resistance (Fortitude), Linked (to Environment)
  • Combat Moves
    • Electro Dash [12]
      • Damage 6
        • Extras: Penetrating, Alternate Effects
    • AE: Mega Shock
        Affliction 10 [1]
          Resisted by Fortitude
        • Hindered, Immobilized, Paralyzed
        • Extras: Area (Burst; 30 ft radius), Selective Attack, Alternate Effects
        • Flaw: Unreliable (5 uses)
    • AE: Power Shock [1]
      • Affliction 10
        • Resisted by Fortitude
        • Hindered, Immobilized, Paralyzed
        • Extra: Penetrating
        • Flaw: Unreliable (5 uses)
    • AE: Turbo Charge [1]
      • Enhanced Strength 5
        • Extras: Affects Others Only, Continuous
        • Flaws: Fades, Unreliable (5 uses)



Complications:
Motivation: Goodness
Responsibility: Mario, Mother
Prejudice: L'il Sparky, Child


Costs: Abilities (36) + Defenses (16) + Skills (4) + Advantages (9) + Powers (85) = Total Cost 150

Design Notes:
:idea: 2E build.
:idea: Watt is referred to as both “he” and “she” at various times in the game. I think she’s supposed to be a girl, but it’s not like her appearance gives it away, either…
:idea: Watt does seem to be made up of energy, but she can’t pass through solid objects and is occasionally hit by physical attacks—as are other beings made of energy in the Paper Mario games. She doesn’t get Insubstantial. She gets Protection instead representing that her soft form is hard to hurt.
:idea: Turbo Charge might be problematic in play, since I'm not building her with any allies that could use the boost, but hey, it’s an alternate power so it only actually cost her 1 point. Maybe it'll help give someone a decent unarmed attack who's been Nullified or has attack descriptors enemies are resistant or immune to.
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Lady Bow - PL 10/150 PP Snooty Boo

Postby Karma » Thu Sep 23, 2010 1:40 pm

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Lady Bow
I swear on my own grave! Mario's innocent!

Power Level 10/150 PP
Identity: Public
Race: Boo
Sex: Female
Occupation: Mistress of Boo’s Manor, adventurer


Lady Bow is the mistress of Boo’s Mansion, and she “invites” Mario and his friends to pay a visit.

Recently, she and her people (mostly the boos in the nearby village of Gusty Gulch) have been plagued by a giant Clubba known as Tubba Blubba, who eats boos and is impervious to all harm. Tubba Blubba works for Bowser, and is one of the minions who was tasked with guarding a Star Spirit. The Spirit escaped, however, and Bow captured him. She agrees to release him if Mario helps out with the Tubba Blubba problem, and decides (against the protests of Bootler) to accompany him to make sure things come out all right.

Despite the facts that she kinda is responsible for holding the innocent Star Spirit captive and Mario could meet his goal of saving him by just beating her up, Mario sees that Bow really is just trying to help her people and agrees to help out.

Eventually it’s revealed that Tubba Blubba was apparently pushed into joining up with Bowser because the boos were always harassing him first. Bow agrees to make sure they leave him alone from now on, but she isn’t exactly repentant about the past.

Still, by this time the party’s heroism, courage, and altruism has rubbed off on Bow… Mario and friends took time out to come to her aid, and it’s high time she started doing something like that herself. Bowser beware.


Bow is a light blue boo with pink ribbons in her hai… on her head. While most boos usually wear an intimidating, fang-baring grin, Bow only does so when she wants to scare foes, instead defaulting to a superior smirk.


Abilities: 42 pp
Str:
0
Sta: 3
Agi: 2
Dex: 0
Fgt: 10
Int: 1
Awa: 2
Pre: 3

Defenses: 24 pp
Dodge:
+10/5 (20/15; +2 Agi, +8)
Parry: +10/5 (20/15; +10 Fgt, +0)
Toughness: +10/9 (+3 Con, +1 Defensive Roll, +6 Protection)
Fortitude: +9 (+3 Sta, +7)
Will: +10 (+2 Awa, +9)

Offense:
Initiative: +10
Smack +15 vs Parry : DC 20 Toughness resists : Bludgeoning (Autofire)
Fan Smack +10 vs Parry : DC 25 Toughness resists : Bludgeoning (Autofire)
Spook : DC 20 Dodge resists, DC 20 Will resists : Terror
Ranged +10 vs Dodge

Skills: 34 r = 17 pp
Close Combat (Smack) 5 (+15)
Deception 6 (+9)
Expertise (History) 7 (+8)
Intimidation 8 (+11)
Persuasion 4 (+7)
Stealth 4 (+6)


Advantages: 26 pp
Benefit (Status), Daze (Intimidation), Connected, Contacts, Defensive Roll, Diehard, Fearless, Improved Initiative 2, Inspire 2, Luck 2, Move-By Action, Quick Draw, Ranged Attack 10, Startle
Equipment: Fan (0 ep)

Powers: 41 pp
  • Combat Moves
    • Smack
      • Damage 5 [10]
        • Strength-Based
        • Extras: Multi-Attack, Alternate Effects
    • AE: Fan Smack [1]
      • Damage 10
        • Strength-Based
        • Extra: Multi-Attack
        • Flaw: Unreliable (5 uses)
    • AE: Spook
      • Affliction 10 [1]
        • Resisted by Will
        • Dazed, Compelled, Controlled
        • Extras: Area (Visual Perception), Selective
        • Flaws: Limited (to fleeing), Unreliable (5 uses)
  • Outta Sight
    • Insubstantial 4) [12]
      • Extras: Affects Others Also, Linked (to Concealment)
      • Flaws: Concentration, Increased Action 2 (Standard)
    • Linked: Concealment 4 [2]
      • All Visual Senses
      • Extras: Affects Others Also, Linked (to Insubstantial)
      • Flaws: Concentration, Increased Action 2 (Standard)
  • Boo Form
    • Protection 6 [6]
    • Immunity 5 [5]
      • Aging
      • Disease
      • Poison
      • Suffocation
    • Flight 2 [4]



Complications:
Motivation: Specific Goal Bow first set out as an adventuress to defeat Tubba Blubba. She didn't, at the time, care about anything else.
Motivation: Goodness, Thrills, Acceptance After Tubba Blubba's defeat, Bow remained with Mario's party to help him toward his ultimate goal. She enjoyed her time as a heroine, realized the value of helping people, and felt that she had learned a lot about various things including her own strengths. She also wanted to make up for her own involvement in capturing Skolar, and to prove that the boos, and herself specifically, could do some good for the Mushroom Kingdom.

Enemy: Tubba Blubba
Prejudice: Boo
Reputation
Bow has a bad reputation, both as an arrogant noble and as someone willing to sacrifice others to achieve her goals. Both are well-earned, though she's trying to redeem herself.

Responsibility: Boos of the Manor and Gusty Gulch
Power Loss: Fan Smack, when deprived of fan


Costs: Abilities (42) + Defenses (24) + Skills (17) + Advantages (26) + Powers (41) = Total Cost 150


Design Notes:
:idea: 2E build.
:idea: Boos are weird. What are they the ghosts of, exactly? Toads? Anyone? Are they really undead, or are they a species themselves? I decided not to treat Bow as undead, but gave her some ghostly features (like the immunities).
:idea: In some Mario games boos can’t be harmed at all, and in others it’s very hard to do. In Paper Mario, boos can turn intangible and invisible, but can apparently be physically harmed when they haven’t done so. Since Bow is a hero from that game, I went with that.
:idea: The Knowledge (History) is just to represent how long-lived she is. She never actually displayed that ability in the game, but she'd have to have a terrible memory not to have it since she was, y'know, there.
:idea: Wow, she came out much cheaper. Oh, I see why; I have her paying 20 points for her skills in the 2E build when she actually has 20 ranks of skills. So she's much under in 2E, too. Drat, I'll have to fix that.
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Re: Karma's Stuff - Exemplar, Watt, Bow

Postby Karma » Sat Sep 25, 2010 12:41 pm

2E Lady Bow is fixed.
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Ms. Mowz - PL 10/150 pp Mowz Burglar

Postby Karma » Thu Oct 07, 2010 6:54 pm

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Ms. Mowz
Well, it is time for us to part, my little cheese-hunk.

Power Level 10/150 PP
Identity: Semi-secret (Sorta)
Race: Squeak
Sex: Female
Occupation: Badge shop proprietor, thief, adventurer


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

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

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

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

Abilities: 72 pp
Str:
2 (-1 for Shrinking included)
Sta: 4
Agi: 6
Dex: 4
Fgt: 12
Int: 2
Awe: 3
Pre: 2

Defenses: 16 pp
Dodge:
+14/7 (23/17; +15/9 w/Evasion; +6 Agi, +2 Shrinking, +6)
Parry: +14/7 (24/17; +12 Fgt, +2 Shrinking, +0)
Toughness: +6/4 flat-footed (+4 Sta, +2 Defensive Roll)
Fortitude: +8 (+4 Sta, +4)
Will: +9 (+3 Awe, +6)

Offense:
Initiative: +10
Love Slap +12 vs Parry : DC 23 Toughness (Pen) resists : Piercing
Tease +12 vs Parry : DC 18 Fortitude resists : Affliction
Ranged +5 vs Dodge

Skills: 50 r = 25 pp
Acrobatics 12 (+18)
Deception 8 (+10)
Insight 4 (+7)
Intimidation (+0, includes Shrinking)
Investigation 6 (+8)
Perception 4 (+7)
Sleight of Hand 8 (+12)
Stealth 8 (+18, includes Shrinking)

Advantages: 14 pp
Accurate Attack, Agile Feint, Beginner’s Luck, Defensive Attack, Defensive Roll 2, Evasion, Hide in Plain Sight, Improved Disarm, Improved Initiative, Ranged Attack, Taunt, Ultimate Dodge, Uncanny Dodge

Powers: 23 pp
  • Squeek Size (Shrinking 4) [5]
    • Extras: Duration (Continuous), Innate (flat +1)
    • Flaw: Permanent
  • Combat Moves
    • Love Slap [14]
      • Damage 6
        • Strength-Based
        • Extras: Penetrating 8, Alternate Effects
    • AE: Smooch [1]
      • Healing 10
        • Flaw: Unreliable (5 uses)
        • Flaw: Limited (to men)
    • AE: Tease [1]
      • Affliction 8
        • Resisted by Fortitude
        • Impaired, Disabled, Incapacitated
        • Flaw: Unreliable (5 uses)
  • Senses 2 [2]
    • Acute Normal Olfactory
    • Detect (Treasure)

Complications:
Reputation
Loyalty: Mario, Little Howz of Badges
Obsession: Badges
Motivations: Goodness, Thrills


Costs: Abilities (72) + Defenses (16) + Skills (25) + Advantages (14) + Powers (23) = Total Cost 150


Design Notes:
:idea: Ms. Mowz’s special ability is extremely gamist. She can detect collectibles. Ordinary book that is somehow useful to Mario’s quest? She can smell that. Large pile of gold coins and jewels that’s part of the background? She’s oblivious while standing on it. I kinda expected sniffing in that particular location to trigger special dialogue, at least. Somethin’.
:idea: Her slap is penetrating because… it is? I dunno. She’s kinda supposed to be Watt’s replacement. Her treasure-finding usefulness is better, but her penetrating attacks are far weaker than Watt. Watt was useful against any enemy with even a single point of defense, no matter where they stood. Ms. Mowz could only hit ground-bound enemies (and only the closest one) and dealt less damage.
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Prince Peasley - PL 8/120 PP Beanbean Kingdom Hero

Postby Karma » Thu Oct 07, 2010 7:29 pm

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Prince Peasley
In the finale of the finale, when negligence begets rashness, the comeback is come-back upon!

Power Level 8/120 PP
Identity: Very public
Race: Beanish
Sex: Male
Occupation: Prince, Adventurer


Prince Peasley appears in Mario and Luigi: Superstar Saga and is the prince of the Beanbean Kingdom, which makes him the son of Queen Bean. Peasley is not his kingdom's equivalent of Princess Peach but rather Beanbean's answer to Mario.

With a perfect sheet of blond hair and a gleaming smile that can literally light up a room, Peasley is far more flashy and glamorous than Mario, and he's arguably too concerned with his appearance and garnering fame. Nevertheless, he legitimately puts his life on the line to protect the common people of Beanbean, he never pulls rank or acts entitled, willingly takes his beatings without complaint, freely acknowledges that the Mario Bros are probably better than him without jealousy, and graciously thanks them for all their help and the saves.

At the end of the game, Peasley declares that this really is his problem to deal with, and Mario and Luigi have done too much already. He goes off to fight Bowletta alone. After Mario and Luigi go to help anyway, the meet up with Peasely as he unleashes a brutal surprise attack on Fawful. His gloating almost becomes his fatal flaw as the not-quite-defeated Fawful shoots him in the back, and Mario and Luigi come to his rescue (what is that, the fourth time?). After that, he defers to them and retreats while they tackle Bowletta.

Although Mario and Luigi sometimes make him look incompetent, most adventurers would when measured against just one of the Mario Bros, let alone their combined might. Peasley is no buffoon, and his blade and his wit are both razor-sharp--underestimate him at your peril.

Stats: 56 pp
Str:
2
Sta: 4
Agi: 3
Dex: 3
Fgt: 9
Int: 3
Awe: -1
Pre: 5

Defenses: 16 pp
Dodge:
+8/4 (18/14; +3 Agi, +5)
Parry: +9/5 (19/15; +9 Fgt, +0)
Toughness: +7/4 (+4 Sta, +3 Defensive Roll)
Fortitude: +7 (+4 Sta, +3)
Will: +7 (-1 Awe, +8)

Offense:
Initiative: +3
Sword +11 vs Parry : DC 20 Toughness resists : Slashing, 19-20 crit
Unarmed +12 : DC 17 Toughness resists : Bludgeoning
Smile : DC 18 Dodge resists, DC 18 Fortitude resists : Visual Dazzle
Ranged +6 vs Dodge

Skills: 22 r = 11 pp
Acrobatics 2 (+5)
Athletics 2 (+4)
Close Combat (unarmed) 1 (+12)
Deception 4 (+9/11)
Investigation 4 (+7)
Persuasion 5 (+10/12)
Sleight of Hand 4 (+7)

Advantages: 18 pp
All-Out Attack, Attractive, Benefit (Beanbean Prince), Close Attack 2, Daze (Deception), Defensive Roll 3, Equipment, Fascinate (Diplomacy), Inspire 2, Leadership, Power Attack, Ranged Attack 3, Taunt
Equipment: Sword (Damage 3, Strength-Based, improved crit; 4 ep), 1 unspent ep

Powers: 19 pp
  • Flying Cushion-Thing
    • Easily Removable [-2]
    • Flight 3 [3]
      • Flaw: Platform
    • Super-Movement 1 [2]
      • Slow Fall
  • Brilliant Smile
    • Affliction 8 [16]
      • Resisted by Fortitude
      • Impaired, Disabled, Unaware
      • Extras: Area (Perception: Visual), Cumulative
      • Flaw: Limited (to Vision)


Complications:
Accident
Arrogance
Enemies: Cackletta and Fawful
Fame
Honor
Responsibility (Beanbean Kingdom and Queen Bean)
Rivalry (Mario Bros, esp Luigi)
Motivations: Responsibility, Justice, Thrills, Recognition


Costs: Abilities (56) + Defenses (16) + Skills (11) + Advantages (18) + Powers (19) = Total Cost 120

Design Notes:
:idea: Given that Peasley is an NPC from a game where Mario and Luigi are definitely the heroes, he necessarily fails at everything despite the fact that he's supposed to be very good. This makes his abilities a bit hard to work out, but I think I did ok.
:idea: Peasley's Benefit feat probably gets him a bit of extra cooperation from bystanders and may intimidate some villains. He's also extremely well-known as a hero throughout the Beanbean Kingdom, but wouldn't necessarily be recognized anywhere else.
:idea: Peasley could easily get Connected or Contacts for a heroic feat, but he doesn't always have them. He doesn't usually rely on others, even though he could. He's loathe even to ask for help from the Mario Bros, after all, and they're there anyway and famous for helping out.
Last edited by Karma on Thu Nov 18, 2010 9:28 pm, edited 1 time in total.
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Goombella - PL 10/150 PP Goomba student

Postby Karma » Sun Oct 10, 2010 12:43 pm

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Goombella
Omigosh! Is... Isn't that a treasure map?! You HAVE to tell me where you got that!

Power Level 10/150 PP
Identity: Public
Race: Goomba
Sex: Female
Occupation: University student, adventurer


Goombella is the first of Mario’s partners in Paper Mario: The Thousand Year Door. Her abilities are very similar to those of Goombario, from the first Paper Mario.
She’s an archaeology student at the University of Goom, on vacation when she meets Mario. She’s in a town called Rogueport on a personal project, researching legends about a treasure hidden in an ancient city underneath the modern town. She’s threatened by a creep who calls himself Lord Crump, who demands that she reveal everything that she’s learned. She turns to Mario for protection, without even realizing, at first, that he’s the famous hero (although why she needed someone to defend her when she herself was exactly as strong as Mario...).
After realizing that they were looking for information on the same subject, Goombella agrees to work with Mario for a while. As they look deeper into the legends about the treasure, they uncover mysteries, evil plots, and danger. They also learn that Crump, and his group the X-Nauts, have kidnapped Princess Peach for some unknown purpose—and of course Mario is going to rescue her.
Goombella travels with Mario even as their objectives change, and helps him through thick and thin. Goombella stays with Mario until the bitter end, no matter what monsters and dangers threaten and attack her. She becomes a force to be reckoned with both on and off the battlefield.

Goombella is a young Goomba woman with a pink face. Better dressed than most Goombas, she wears a nice blouse, a tie, and a pith helmet, and ties her long blonde hair in a ponytail.

Abilities: 60 pp
Str:
1 (Includes -1 size)
Sta: 5
Agi: 2
Dex: 0
Fgt: 6
Int: 8
Awe: 5
Pre: 2

Defenses: 14 pp
Dodge:
+9/5 (19/15; +2 Agi, +2 size, +5)
Parry: +10/5 (20/15; +6 Fgt, +2 size, +2)
Toughness: +10/6 (+5 Sta, +1 hardhat, +4 Defensive Roll)
Fortitude: +8 (+5 Sta, +3)
Will: +9 (+5 Awe, +4)

Offense:
Initiative: +10
Headbonk +10 vs Parry : DC 25 Toughness resists : Bludgeoning (Multi-Attack)
Multibonk +12 vs Parry : DC 23 Toughness resists : Bludgeoning (Multi-Attack, Crit 19-20)

Skills: 54 r = 27 pp
Close Combat (Headbonks) 4 (+10)
Deception 4 (+6)
Insight 3 (+8/17 w/Book)
Intimidation (+0, includes -2 size)
Investigation 9 (+17)
Expertise (Monsters) 8 (+16)
Expertise (Pop Culture) 6 (+14)
Expertise (Streetwise) 6 (+14)
Expertise (Tactics) 6 (+14)
Perception 8 (+13)
Stealth (+6, includes +4 size)

Advantages: 20 pp
Assessment, Beginner’s Luck, Defensive Roll 4, Eidetic Memory, Equipment, Improved Initiative 2, Inspire 4, Leadership, Luck, Move-By Action, Set-Up, Taunt, Teamwork
Equipment: Hardhat (Protection 1) 1ep, Book o’ Enemies (Enhanced Skill: Insight 9; Flaws: Limited [to Assessment], Activation [Move; flat -1]) 2ep

Powers: 29 pp
  • Goomba Size [5]
    • Shrinking 4
      • Extras: Duration (Continuous), Innate (flat +1)
      • Flaw: Permanent
  • Combat Moves
    • Headbonk [20]
      • Damage 9
        • Strength-Based
        • Extras: Multiattack, Split Attack (flat +1), Alternate Effect
    • AE: Multi-Bonk [1]
      • Damage 7
        • Strength-Based
        • Extras: Multi-Attack, Alternate Effects, Improved Critical (flat +1)
        • Flaw: Unreliable (5 uses)
    • AE: Rally Wink [1]
      • Enhanced Advantage 1
        • Extraordinary Effort
        • Extras: Affects Others Only (+0), Feature (If the target Surges on his or her next turn, Goombella suffers one level of fatigue instead of the target; she may ignore this fatigue for a Hero Point as normal; flat +1)
        • Flaws: Unreliable (5 uses), Limited (to Surging), Increased Action 2 (Standard)
  • Jump [2]
    • Leaping 2


Complications:
Phobia: Spiders
Prejudice: Goomba
Secret: Crush on Mario
Motivations: Doing Good, Responsibility, Justice, Thrills, Recognition


Costs: Abilities (60) + Defenses (14) + Skills (27) + Advantages (20) + Powers (29) = Total Cost 150

Design Notes:
:idea: Goombella's Multi-Bonk looks a lot like Goombario's.
:idea: 3E's Luck Control won't work for Rally Wink... How's that look?
Last edited by Karma on Tue Oct 12, 2010 1:42 pm, edited 1 time in total.
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Re: Goombella - PL 10/150 PP Goomba student

Postby cassius335 » Sun Oct 10, 2010 3:58 pm

Karma wrote::idea: 3E's Luck Control won't work for Rally Wink... I don't see a way to do it as a distinct power, so I added a few more ways to help her teammates to make up for it.


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Re: Karma's Stuff - Prince Peasley, Goombella

Postby Karma » Sun Oct 10, 2010 5:21 pm

It's not at all a luck-related ability, but the Luck Control effect worked to model it in 2E.

Goombella's Rally Wink basically gives Mario her turn. So she doesn't attack, but he can attack twice.
I never used it too much, considering that her basic Headbonk move and his basic Jump move are pretty much exactly the same anyway.

In my 2E build of her I used Limited Luck Control for letting others Surge for free, but that's not one of the options in DCA. Luck doesn't grant real Hero Points, either, so I wouldn't be able to give her the extra HP to power it.
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