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Anime/manga 3e (Ultros, Raki)

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Re: Anime/manga 3e (Samurai Champloo)

Postby Dreaming Psion » Thu Sep 16, 2010 12:50 pm

Jin
PL: 9 (135 points)


Image

“Why do you always aggravate things?”

Abilities: Str 3, Sta 3, Agi 4, Dex 3, Fgt 10, Int 1, Awa 2, Pre 0

Skills: Acrobatics 6 (+10), Athletics 5 (+8), Deception 7 (+7), Expertise (martial arts) 10 (+11), Expertise (current events) 2 (+3), Expertise (survival) 2 (+3), Expertise (tactics) 3 (+4), Insight 9 (+11), Perception 8 (+10), Persuasion 4 (+4), Stealth 6 (+10)
62 ranks

Advantages:
Assessment, Accurate Attack, Close Attack 2, Defensive Attack, Defensive Roll 3, Diehard, Equipment 2, Evasion, Improved Crit (sword) 2, Improved Defense, Improved Initiative, Jack-of-all-trades, Luck, Move-by Attack, Quick Draw, Ranged Attack 4, Takedown, Uncanny Dodge
*As the power extra, apply this to his sword damage

Equipment: sword (damage 3, improved crit; 4 ep), knife (3 ep), glasses (0 ep)

Offense
Initiative +8
Sword +12, Tou 21 Crit 17-20
Knife +12, Tou DC 19 19-20
Unarmed +12, Tou DC 18
Death Technique Perception ranged, Tou DC 24

Defense
Dodge 12, Parry 12, Fort 6, Toughness +6 (+3 vulnerable), Will 9

Powers
Forbidden Death Technique
Damage 9 (extras: perception range, flaws: distracting, limited to melee opponents, side effect [always occurs]); 3 p

Speed 1; 1 p

Complications: Enemies: Disciples of his former sensei
Honor: Sworn to uphold the code of bushido. Jin will often go out of his way to help the truly deserving and strike down the wicked and dishonorable. Ironically, his honor has left him alienated from much of decadent society.
Perpetual Poverty: Despite his prudence, the situation usually finds a way of keeping Jin dirt poor.
Responsibility: Has made a promise to Fuu to help her find the samurai who smells of sunflowers
Rivalry: Mugen- the Blue Oni to Mugen’s Red Oni
Secret: Killed his former sensei, though it was only in self defense.
Wanted: A fugitive, for his past and for getting involved in the hijinks of Mugen and Fuu

Abilities 52 + Skills 31 + Advantages 26 + Defenses 22 + Powers 4 = 135 p

Notes: In many ways, Jin is similar to Mugen. However, there are differences between the two. While it may not have the wild gyrations or destructive power of Mugen’s fighting style, Jin’s style does have more finessed and perhaps also staying power. While Mugen’s is a makeshift hodgepodge of styles, Jin is more “traditional” and refined. As Mugen is the offensively-oriented, throw caution-to-the-wind Red Oni, Jin is the more careful, defensively oriented Blue Oni.

So you’ve got a guy here that focuses on prolonging the fight and outlasting his opponent until the right moment strikes (via Defensive Combat, an additional rank of Improved Crit, and a rank of Luck). Unlike Mugen, who typically rushes in and plows through opponents as quickly as possible, Jin usually plays a game of hard to get to draw them out. He uses Assessment to read his opponents combat bonuses, and also has a superior Knowledge (martial arts) skill to know who he’s going up against. He can’t quite Feint opponents as good as Mugen and isn’t quite Fearless, but Jin’s stoic nature makes it nearly impossible to throw him off guard. (Check the new Uncanny Dodge for 3e).

Like Mugen and his Ritualist advantage, Jin has an ironic, last-ditch game changer that seemingly goes his nature. Normally careful and calculating, Jin knows a forbidden death technique of sorts that allows him to take a hit in return for getting in a return blow that always hits. Performed by a normal man (read: PL 6 and below), it’s almost certain to end in death (a Damage 9 effect, not to mention being made vulnerable).
One last difference, while Mugen likes jumping around onto rooftops and such, Jin typically just moves with blinding speed. To reflect this, Mugen has a single rank in Leaping while Jin has a single rank in Speed.
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Re: Anime/manga 3e (Samurai Champloo)

Postby Dreaming Psion » Thu Sep 16, 2010 1:12 pm

Fuu
PL: 6 (90 points)


Image

“Alright, enough you two! You two made me a promise. You haven't forgotten, have you? Until we find "the Samurai who smells of Sunflowers", you two are not allowed to kill each other!”

Abilities: Str -1, Sta 1, Agi 2, Dex 3, Fgt 3, Int 0, Awa 2, Pre 2

Skills: Athletics 4 (+3), Deception 5 (+7/+9 w/ Attractive), Expertise (current events) 1 (+1), Expertise (odd jobs) 3 (+3), Expertise (waitress) 3 (+3), Insight 3 (+5), Investigation 2 (+2), Perception 3 (+5), Persuasion 4 (+6/+8 Attractive), Sleight of Hand 3 (+6), Stealth 5 (+7)
36 ranks

Advantages:
Attractive, Animal Empathy, Beginner’s Luck, Defensive Roll 3, Improved Defense, Equipment, Luck 3, Sidekick 15 (Momo)

Equipment: Knife w/ skull charm (masterwork, 4 ep), kimono with “hidden compartments’ (1 ep)

Offense
Initiative +2
Knife +4; Tou DC 15
Unarmed +3; Tou DC 14

Defense
Dodge 8, Parry 7, Fort 3, Toughness +4 (+1 vulnerable), Will 6

Powers
Animal Bond- Senses 1 (comm. link w/ Momo); 1 p
“Maijin Fuu”- Morph 1 (heavy form, continuous, limited to after she’s had a big meal); 5 p

Complications: Damsel In Distress Syndrome: Sadly, Fuu seems to fall regularly into this pattern.
Mission: Find the samurai who smells of sunflowers™
Obsession: food
Perpetual Poverty: No matter what happenes, Fuu always seems to be barely eking out an existence. It’s to the point where just getting a good meal for her is a godsend.
Only Sane Woman: Of the trio, Fuu is undeniably the ego balancing Mugen’s id and Jin’s superego.
Responsibility: Mugen and Jin

Abilities 24 + Skills 18 + Advantages 26 + Defenses 16 + Powers 6 = 90 points

Notes: Fuu, at first appearance just the seemingly damsel in distress, Fuu is much more than simply the idealistic teenage girl she lets herself out to be. While unfortunately not a trained combatant like Jin or Mugen, she does know enough to take an unaware samurai or two offguard. Mostly, Fuu is the archetypal Every(wo)man and Only Sane (Wo)man of the series. She lives by her wit, luck, and her special bond with the surprisingly clever and powerful squirrel sidekick Momo!

Fuu is mostly a noncombatant character. Any tactics she uses typically relies on subterfuge and her Deception or Sleight of Hand skills to lull enemies into complacency before getting a surprise attack. Fuu’s keeps a knife (and sometimes Momo!) in her kimino (giving her a +2 on sleight of hand checks for concealing items). Another character quirk is that after ingesting a large amount of food, Fuu assumes an overweight form which makes her look completely different. (This has enabled her to disguise- albeit unwittingly, more than once). In games terms, I made this a Morph effect.

Momo is quite intelligent for an animal and can be surprisingly skillful in defending Fuu on her own. The squirrel employs its claws quite viciously, jumping on an opponent’s face and just hugging onto it, often blinding the foe.

Image

Momo, PL 6 (75 points); STR -3, STA 1, AGL 4, DEX 3, FGT 1, INT -2, AWE 3, PRE -1; Offense: Init +4, Strikes +9 (DC 18 Tou and Ref 13). Defense: Dodge 10, Parry 10, Fort 4, Tou 3 (1 vulnerable), Will 6.
Skills: Acrobatics 9 (+13), Athletics 8 (+12), Close combat (distracting strike) 8 (+9), Expertise (survival, based on Awa) 6 (+9), Insight 2 (+5), Perception 7 (+10), Stealth 0 (+16)
Advantages: Agile Feint, Benefit (Athletics based on dex), Defensive Roll, Grabbing Finesse, Set-up
Powers
Animal Senses:
Senses 3 (low-light vision, scent, comm. link with Fuu): 3 p
Diminutive Size: Shrinking 12 (permanent, innate; size rank total -5, Bonuses: +12 Stealth, +6 active defenses, Penalties: -3 Str, -6 Intimidation): 13 p
Distracting Strike: Damage 3 Linked to Dazzle 3 (visual, close range); 6 p
Flying squirrel: Flight 1 (flaws: wings); 1 p
Totals: Abilities 18 + Skills 20 + Advantages 5 + Defenses 9 + Powers 23 = 75
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Thorpacolypse » Thu Sep 16, 2010 7:30 pm

I have GOT to watch more Samurai Champloo. I watched just a little of it back in the day on Adult Swim but I was still pretty anti-anime at that point. I need to watch it now that I have been enlightened.

Should have a Bleach build to contribute by early next week. I had to work through some other builds first to get my feet wet in 3E a bit more before lauching into that.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Dreaming Psion » Thu Sep 16, 2010 8:13 pm

Thorpacolypse wrote:I have GOT to watch more Samurai Champloo. I watched just a little of it back in the day on Adult Swim but I was still pretty anti-anime at that point. I need to watch it now that I have been enlightened.

Should have a Bleach build to contribute by early next week. I had to work through some other builds first to get my feet wet in 3E a bit more before lauching into that.


Cool, looking forward to it. Btw, you can also watch Samurai Champloo (and Bleach) episodes for free on http://www.Hulu.com. You have to sign up for an account tho, apparently.

Other Samurai Champloo character resources I've found useful are:
http://en.wikipedia.org/wiki/List_of_Sa ... characters
http://tvtropes.org/pmwiki/pmwiki.php/C ... aiChamploo
http://www.animevice.com

Tvtropes.org also has a Bleach page with links to pages describing characters individually
http://tvtropes.org/pmwiki/pmwiki.php/Main/Bleach
Animevice (and www.comicvine.com) can be useful here too.

Beware that tvtropes.org can be a massive black hole that just sucks up your time though.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Saltcrow » Sat Sep 18, 2010 6:52 pm

Image
Eeveeイーブイ; PL 4- Pokemon series

Abilities
Str -3/Sta 1/Agi 1/Dex 1/Fgt 1/Int -3/Awe 2/Pre -1
------------------------------------------------------------------------------
Powers
Moveset Array: 8-points array- [11pp]
    •"tackle": strength-based damage 7
    •"sand attack": affliction 4 (impaired/disabled), alternate resistance: Dodge [+1], cumulative, limited degrees- 1pp
    •"growl": perception range weaken Strength-based damage 4- 1pp
    •"takedown": strength-based damage 8, limited to Slam attacks, penetrating- 1pp
Natural Size: shrinking 8 (innate, permanent), movement 1 (slithering), protection 1- 12pp
------------------------------------------------------------------------------
Skills: acrobatics 3 (+4), expertise: survival 4 (+6), perception 4 (+6), stealth 1 (+10)
Advantages: close attack 3, defensive roll, move-by action
------------------------------------------------------------------------------
Defences
Tough +3/+2*, Fort +4, Will +4
Dodge +5; Parry +5; Initiative +2
Offence
Atk +4 tackle, close, damage 4
Atk +2 takedown, close, damage 6 (penetrating)
------------------------------------------------------------------------------
Complications
disability: as a pokemon, Eevee has a very limited vocabulary (any combination of Ee, Vu and i) and may have trouble understanding human languages. Eevee also lacks the manual dexterity for fine manipulation.
power loss: Normal type moves do not work against Ghost type pokemons.
weakness: normal type: Eevee takes an extra degree of damage from Fighting type moves.
------------------------------------------------------------------------------
Total abilties 2 + powers 23 + skills 6 + advantages 5 + defences 7 = 45pp

Design Notes:
-this is Eevee from Pokemon series. I chose to do it because it would then let me play around with its SEVEN different evolutions with different strengths and weaknesses.

-courtesy of Taliesin for giving me the inspiration as to how to handle various Weaknesses.

-"resistances" are sometimes handled by half-effect immunities, but things like Electricity type's inability to affect Ground (Poison to Steel, Normal to Ghost etc) are handled as complications on the attacker's part, not immunity on the defender. This not only helps me save points, but it grants the attacker a valuable hero point to power stunt out as needed.

-keep in mind that this is NOT an attempt to fully translate the mechanical aspects of the games. Due to the inherent differences (especially how the 'initiative/priority' is determined etc) it is difficult if not outright impossible (and not to mention messy) to do so. Rather, this is supposed to be a balanced Sidekick/Minion for a pet trainer type of character who wishes to use them.

-the general benchmark that I made up for myself is that PL 10 is the highest of any pokemons that are too powerful/unbalancing to enter the Battle Tower (Arceus, Mewtwo etc), 8 for the pseudo-legendaries (Dragonite, Salamence etc) and 6 & lower for the others. However, these are supposed to be the 'wild' generics of the pokemons they represent, so a pokemon bonded with one trainer might as well be more powerful paragon or even less powerful outcast perhaps.

-on Fort & Will: unless the pokemon in question is reasonably described as having an exceptional difference in one saving throw over another, they are assumed to have a PL-appropriate score in each one. For example, an Alakazam would assumably have a very high Will save over Fortitude, even though it does not have a stated "weakness" to poison.

-on Def & SpD: as I've mentioned above, unless a pokemon has a conceptually significant difference in the two aspects of Toughness save (limited to Physical/Energy), it will be handled as normal toughness. A Blissey on the other hand would certainly merit a high Toughness limited to Energy (or, "Special" descriptor as opposed to "Physical" descriptor.).

-on tradeoff: for balance reasons, pokemons with low hp would have relatively higher active defences to compensate for the disparity.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Saltcrow » Sat Sep 18, 2010 7:17 pm

Image
Jolteonサンダース; PL 6- Pokemon series

Abilities
Str -2/Sta 2/Agi 4/Dex 2/Fgt 2/Int -3/Awe 2/Pre -1
------------------------------------------------------------------------------
Powers
Electric type traits: immunity 10 (flying type damages, steel type damages; half effect)- 5pp
Moveset Array: 16-points array- [18pp + 2pp]
    •"thunderbolt" ranged damage 8
    •"thunderwave" ranged affliction 8 (hindered and impaired/disabled and immobile), extra condition, limited degrees- 1pp
    •"pin missile" multiattack ranged damage 5, accurate
•"double team" visual concealment 2, partial- 2pp
Natural Size: shrinking 4 (innate, permanent), movement 1 (slithering), protection 1- 8pp
Volt Absorb: immunity 10 (all electric effects), energy absorption: electric 5 (healing 5)- 15pp
------------------------------------------------------------------------------
Skills: acrobatics 4 (+8), expertise: survival 4 (+6), perception 4 (+6), stealth 1 (+9)
Advantages: all-out attack, defensive roll, improved initiative 2, move-by action, ranged attack 2
------------------------------------------------------------------------------
Defences
Tough +4/+3*, Fort +6, Will +6
Dodge +8; Parry +8; Initiative +12
Offence
Atk +4 thunderbolt, ranged, damage 8
Atk +6 pin missile, ranged, damage 5 (multiattack)
------------------------------------------------------------------------------
Complications
disability: as a pokemon, Jolteon has a very limited vocabulary and may have trouble understanding human languages. Jolteon also lacks the manual dexterity for fine manipulation.
power loss: Electric type moves do not work against Ground type pokemons.
weakness: electric type: as an electric type pokemon, Jolteon takes an extra degree of effect from ground-based moves.
------------------------------------------------------------------------------
Total abilties 14 + powers 48 + skills 6 + advantages 7 + defences 14 = 89pp

Design Notes:
-Jolteon, an evolution of Eevee when it comes into contact with a Thunder Stone. It is known for its power and speed while it suffers in the defensive department. This is simulated by its use of All-out Attack advantage, which it can employ to boost its offensive PL to 8.5 while sacrificing its defence.

-with +12 initiative, it is one of the fastest pokemons in the entire setting. It is meant to go first, hit hard then move out of danger zone using its Move-by action advantage. Its Double Team allows it to set it up providing partial concealment, then spam Thunderbolt with the deadly accuracy of all-out attack.

-Thanks Murkglow for pointing out that Volt Absorb provides a full blanket immunity to all electric effects, not just damaging moves.

Update 22/09/10: in 5th Generation (Black/White), Jolteon may have a different ability: Quick Feet: Speed 4 limited to while under abnormal status effect, immunity 5 (paralysis)- 7pp. Well it's actually not a full immunity to paralysis (only ignores the Spe drop) but since there's no round-by-round initiative in M&M, a full immunity will suffice.

Update 10/10/10: took the Double Team move out of its array. I never liked using Continuous duration powers anyways. It only costs an extra point too.
Last edited by Saltcrow on Sun Oct 10, 2010 1:36 am, edited 3 times in total.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby cassius335 » Sun Sep 19, 2010 8:23 am

Poklemon Stats? Yay. Any chance you could do "generic Pokemon Trainer"?
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Arthur Eld » Sun Sep 19, 2010 11:29 am

Something like that was done in Mecha and Manga-I could try a convert of that without the wonky Pet rules.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Saltcrow » Sun Sep 19, 2010 2:49 pm

I'm surprised Arther Eld hasn't done it yet! Please do. I'll try my best to keep their stats within 15 points/PL range too.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Murkglow » Mon Sep 20, 2010 2:25 am

Shouldn't Jolteon's Volt Absorb be Immunity to Electric Effects and not just Damage? After all it's immune to Thunderwave.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Saltcrow » Mon Sep 20, 2010 4:13 am

Murkglow wrote:Shouldn't Jolteon's Volt Absorb be Immunity to Electric Effects and not just Damage? After all it's immune to Thunderwave.


That is true. I'll fix it up real quick. I suppose no "add an extra" scheme then.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Saltcrow » Tue Sep 21, 2010 1:01 am

Image
Vaporeonシャワーズ; PL 6- Pokemon series

Abilities
Str -2/Sta 4/Agi 2/Dex 2/Fgt 2/Int -3/Awe 2/Pre -1
------------------------------------------------------------------------------
Powers
Moveset Array: 16-points array- [18pp + 3pp]
    •"hydro pump" ranged damage 8
    •"aurora beam" ranged damage 4 linked ranged weaken strength 4- 1pp
    •"wish" healing 10, secondary effect, limited to secondary effect- 1pp
•"aqua ring" regeneration 5, activation [standard; -2pp], sustained [+0]- 3pp
Natural Size: shrinking 4 (innate, permanent), movement 1 (slithering), protection 4- 11pp
Water Absorb: immunity 5 (water-type damage), energy absorption: water 5 (healing 5)- 10pp
Water type traits: immunity 1 (drowning), immunity 15 (fire, ice, steel damages; half-effect), swimming 4- 13pp
------------------------------------------------------------------------------
Skills: athletics 6 (+4), expertise: survival 4 (+6), perception 4 (+6), stealth 2 (+8)
Advantages: move-by action, power attack, ranged attack 2
------------------------------------------------------------------------------
Defences
Tough +8, Fort +8, Will +4
Dodge +4; Parry +4; Initiative +2
Offence
Atk +4 hydro pump, ranged, damage 8
Atk +4 aurora beam, ranged, damage 4 (plus Fort DC 14)
------------------------------------------------------------------------------
Complications
disability: as a pokemon, Vaporeon has a very limited vocabulary and may have trouble understanding human languages. Vaporeon also lacks the manual dexterity for fine manipulation.
weakness: water type: as an water type pokemon, Vaporeon takes an extra degree of effect from moves of Electric and Grass types.
------------------------------------------------------------------------------
Total abilties 12 + powers 55 + skills 8 + advantages 4 + defences 10 = 89pp

Design Notes:
-Vaporeon, the Bubble Jet pokemon that doesn't learn any Bubble-moves, is the water-type evolution of the Eevee family. It is known for its superior bulk and suprisingly high special attack (equal to that of a Jolteon, in fact).

-as much as I dislike allowing Continuous extra to function outside the normal array-alternate effect limitation, as long as they are not used to hit the PL limit (thus saving a lot of points) I'm fine with it.

-Limited to Secondary Effect (so the effect only goes off in the following round) serves simply as a written reminder for what might as well be a Feature/Quirk. While it allows Vaporeon to set it up then switch out to transfer the benefit to the other pokemon it may pose a problem when someone needs an immediate healing.

-thankfully, there are no non-damaging water moves that would trigger Water Absorb. It saved me heaps of points there :)

-Hydro Pump may be swapped out with Surf (Burst area Damage 6).

Update 22/09/10: in the 5th Generation games, Vaporeon may have a different ability: Hydration: healing 10, restorative, limited to restoring abnormal status, limited to while raining- 10pp

Update 23/09/10: added Immunity 1 (drowning) as a part of its Water type traits. Silly me.

Update 10/10/10: took out its Acid Armour, added Aqua Ring (regeneration 5, activation, sustained) instead. Acid Armour can still replace it (an Impervious Toughness 8 limited to Physical, activation [standard; -2pp]- 2pp).

Image
Flareonブースター; PL 6- Pokemon series

Abilities
Str -2/Sta 2/Agi 2/Dex 2/Fgt 2/Int -3/Awe 2/Pre -1
------------------------------------------------------------------------------
Powers
Fire-type traits: immunity 20 (grass, ice, bug and steel type damage; half-effect)- 10pp
Flash Fire: immunity 10 (all fire effects), enhanced Improved Critical: Fire 2 (quirk: must be triggered by a fire-based attack; -1pp)- 11pp
Moveset Array: 12-points array- [15pp]
    •"fire fang" strength-based damage 10
    •"fire blast" ranged damage 6- 1pp
    •"fire spin" ranged damage 2, secondary effect linked ranged affliction 4 (hindered/immobile), limited degrees- 1pp
    •"lava plume" burst area damage 6- 1pp
Natural Size: shrinking 4 (innate, permanent), movement 1 (slithering), protection 4- 11pp
------------------------------------------------------------------------------
Skills: athletics 6 (+4), expertise: survival 4 (+6), perception 4 (+6), ranged combat: moveset array 4 (+6), stealth 2 (+8)
Advantages: close attack 2, move-by action, power attack
------------------------------------------------------------------------------
Defences
Tough +6, Fort +6, Will +6
Dodge +6; Parry +6; Initiative +2
Offence
Atk +4 fire fang, close, damage 8
Atk +6 fire blast, ranged, damage 6
------------------------------------------------------------------------------
Complications
disability: as a pokemon, Vaporeon has a very limited vocabulary and may have trouble understanding human languages. Vaporeon also lacks the manual dexterity for fine manipulation.
weakness: fire type: as an fire type pokemon, Flareon takes an extra degree of effect from moves of Water, Ground and Rock types.
------------------------------------------------------------------------------
Total abilties 8 + powers 49 + skills 10 + advantages 4 + defences 16 = 87pp


Design Notes:
-Flareon, the flame pokemon, is the odd one out of the three classic Eevee evolutions in that it has a very powerful Attack stat and a moderate Special Attack, hence the difference between the two signature attacks.

-In Mutants & Mastermnds where everything's capped by PL, it is very tricky to design a stat-boosting move/ability- especially if the pokemon in question is not reliant on its use to do damage.

So here's my stance on the matter: if the pokemon in question is boosting its ability by the use of a move, it is assumed that it is reliant on the move to hit its PL cap, which may be higher than what its other PL-capped abilities may indicate.
Examples of these are: Sword-dancing Scizor (enhanced Strength-based Damage), Agility-Metagross (enhanced Dodge/Parry, Quickness/Speed) and Dragon-dancers (enhanced Strength/Defences).

If the pokemon has, on the other hand, no control over when the move will be triggered (so it does not rely on the ability to hit its full potential), it provides some handy but not PL-affecting boost to its corresponding array.
Examples of these are: Flash Fire (energy absorption adding Penetrating extra to fire-based moves) and Motor Drive (energy absorption boosting Quickness/Speed)

Update 22/09/10: in the 5th Generation games, Flareon may have a different ability: Guts enhanced Improved Critical: Physical moveset 2 limited to while under abnormal status effect- 1pp

Update 10/10/10: Updated its two abilities; Flash Fire provide 2 ranks of Improved Critical now. It's not much, but since it hits all its PLs by itself, it's just more of a flavour-based choice than anything else. Feel free to increase its ranks or give Enhanced Strength with the circumstantial penalty. If Favoured Environment can go over the PL limit, I'd say Enhanced Strength 2 limited to while under abnormal status effect works the same too.

OK, now that I've gotten the three classic Eevee evolutions out of the way, I think I'm ready to take requests if there are any. You can request pokemons with specific movesets too. I'll do what I can to make it work. Otherwise, I'll continue on with Espeon/Umbreon followed by Glaceon/Leafeon.
Last edited by Saltcrow on Sun Oct 10, 2010 1:49 am, edited 3 times in total.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Murkglow » Tue Sep 21, 2010 2:03 am

I'd like to request the rest of the Eevee family (I know you were doing them anyway but hey it never hurts). :)
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby cassius335 » Tue Sep 21, 2010 2:42 am

Charmander/Charmeleon/Charizard, please.
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Re: Anime/manga 3e (Samurai Champloo- Mugen, Jin, Fuu)

Postby Saltcrow » Tue Sep 21, 2010 4:08 am

Image
Charizardリザードン; PL 6- Pokemon series

Abilities
Str 3/Sta 3/Agi 3/Dex 0/Fgt 3/Int -3/Awe 0/Pre -1
------------------------------------------------------------------------------
Powers
Blaze: enhanced advantage 1 (extraordinary effort)- 1pp
Dragon-like physiology: protection 2, winged flight 4- 6pp
Dual type traits [Fire/Flying]: immunity 10 (bug and grass type damage), quirk (only suffers minimal effect; -2pp); immunity 15 (fire, fighting, steel type damage; half-effect)- 16pp
Moveset Array: 16-points array- [19pp]
    •"flame thrower" ranged damage 8
    •"slash" strength-based damage 3, improved critical 1- 1pp
    •"heat wave" burst area damage 6- 1pp
    •"smokescreen" ranged visual concealment attack 2, continuous, partial- 1pp
------------------------------------------------------------------------------
Skills: athletics 3 (+6), close combat: moveset array 3 (+6), intimidation 5 (+4), perception 3 (+3)
Advantages: improved initiative, move-by action, ranged attack 4
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Defences
Tough +5, Fort +8, Will +4
Dodge +7; Parry +7; Initiative +7
Offence
Atk +4 flame thrower, ranged, damage 8
Atk +6 slash, close, damage 6 (19-20 critical)
------------------------------------------------------------------------------
Complications
disability: as a pokemon, Charizard has a very limited vocabulary and may have trouble understanding human languages. Although Charizard seems to have opposable thumbs, their manual dexterity leaves something to be desired of.
weakness: fire/flying type: as a dual fire/flying type pokemon, Charizard takes two extra degrees of damage from Rock type moves, one extra degree of damage from moves with Water or Electric type.
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Total abilties 16 + powers 42 + skills 7 + advantages 6 + defences 17 = 88pp

Design Notes:
-This is Charizard the Flame pokemon. I knew Charizard was one of the more popular pokemons, so I had a skeletal build lying around somewhere. Just had to fix a few things here and there, but here I present you: Charizard!

-Charizard's ability, Blaze, is handled as an Extraordinary Effort advantage. To me, regardless of what their role in "competitive environment" is (Bellyzard cough cough), it's more of a last-ditch heroic effort than anything else.

-Charizard's double resistance against Bug and Grass is seen as a semi half-effect immunity (so the base DC is lower) and even if it fails its toughness save it only suffers a minimal effect (bruised). It is handled as full immunity (5-points) plus a -1 point quirk. It will take a plot device level bug/grass moves (a fully awakened Groudon firing off Solar Beams after another, for example) to really put a dent in a Charizard. It'll be a GM fiat though.

-Remember that despite listing it as a PL 6 creature, it doesn't mean all Charizards are at the same PL. As I've mentioned before, pokemons bonded with a good trainer can reach their full potential, possibly matching that of the legendary pokemons (PL 8-10). You can simply add extra ranks to the listed traits or even add some appropriate extras to its moveset to customise what YOUR charizard is truly capable of.

-I've restricted the number of alternate effects to three to keep in line with the same restriction in-game. A pokemon can still stunt off appropriate moves as needed, especially if its is bonded with a skilled trainer. Truly accomplished individuals may even have more than four moves in its moveset!

-I have not given Charizard ranks in Expertise: Survival as I have with the Eevolutions. I consider it as more of a vestige from its eevee days (as it is undeniably the backbone of the builds) but I don't think a flame-breathing dragon would have a need for beating around bushes looking for berries.

-Again, I try to keep my builds below 15pp/PL. So even at the basic level, you have some wiggling room for individualisation. Maybe the Charizard you want to see in your game is more awe-inspiring than the rest- bump up its Intimidation rank! Perhaps it has had more training (self-taught or otherwise) than the more common cousins- feel free to exceed the four moves per moveset limit! Sky's the limit, as they say. And for a Charizard, that's over 4k feet.

-I don't think I'll be touching the unevolved forms of Charizard. It would only require changing the immunities around and perhaps reducing its physical ability scores, but nothing much.

-I hope you guys don't mind me babbling on and on in the Design Notes. I think it's quite important to set the boundaries early- sorta like a foundation for further builds really.
Last edited by Saltcrow on Tue Sep 21, 2010 6:37 pm, edited 1 time in total.
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