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Salt's Anime 3e Builds (mini-hiatus); Sona Buvelle [LoL]

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Re: Salt's Anime 3e Builds (Touhou- Aya; another Original)

Postby Saltcrow » Sun Feb 20, 2011 4:39 am

Image
"Kyaha kyaha!!"
Koumori Maniwa 真庭 蝙蝠 Maniwa Koumori- Katanagatari- PL 8/120pp

Abilities
Str 0/Sta 2/Agi 4/Dex 4/Fgt 5/Int 1/Awe 2/Pre 0
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Powers
Body Storage: feature 1 (his stomach can hold a katana as long as his own height), cone area damage 8, unreliable [twice a day; -2]- 5pp
Ninjutsu: leaping 2- 2pp
Nipou: Kotsuniku Zaiku: mimic 4 limited to one target, standard action; quirk [copies complications; -1pp]- 23pp
Zetto Kanna: strength-based damage 5, improved critical 2, indestructible; easily removable [-4pp]- 4pp
Equipments
Maniwa Ninja costume: protection 2- 2ep
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Skills: acrobatics 6 (+10), close combat: sword 6 (+11), deception 6 (+6), expertise: ninja 4 (+5), investigation 4 (+5), sleight of hand 4 (+8), stealth 6 (+10), vehicles 2 (+6)
Advantages: agile feint, defensive roll 2, equipment, evasion, improved initiative, move-by action, uncanny dodge
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Defences
Tough +6/+5* vulnerable, Fort +8, Will +8
Dodge +10; Parry +10; Initiative +8
Offence
Atk +11 Kanna, close, damage 5 (18-20 crit)
Atk Dodge DC 18 kunai blast, cone area, damage 8
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Complications
responsibility: even though he is a hired ninja, the revival of Maniwa Clan stands above all. He would readily betray his employer even if it means losing everything else.
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Total abilties 36 + powers 34 + skills 19 + advantages 8 + defences 23 = 120pp

Design Notes:
-Koumori Maniwa is a member of the Beast Squad of Maniwa Ninja corps. As the head of his own squad, he stalks Togame to the island where Yasuri family were incarcerated. There he attempts to kill Togame, his former employer.

-His primary Ninpou (ninja-skill) is called Kotsuniku Zaiku ("Sculpt the Flesh") which allows him to assume the physical appearance and martial skills of those he can perceive.

-while he can also spit out a barrage of kunai from his mouth, it is said that he can only do so around twice a day.

-I think I'll build Shichika Yasuri and Togame later after I finish watching the series. Until then, I'll be building the twelve heads of Maniwa Clan as soon as they appear (which is, the episode where they die).

-He's actually not a bad ninja in a historical setting where most people would be street-level. He is however, not a ninja made to fight. He is a master infiltrator with his Kotsuniku Zaiku and it was with that mastery he was able to steal one of the Twelve Deviant Blades. It's just that he was very unfortunate in picking fight with a Kyotouryuu warrior, Shichika Yasuri.
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Re: Salt's Anime 3e Builds (Katanagatari- Maniwa Koumori)

Postby Saltcrow » Sun Feb 20, 2011 11:31 pm

Image
"Thank you for playing with me, Shichika onii-chan and Togame nee-chan"
Konayuki Itezora 凍空 こなゆき Itezora Konayuki- Katanagatari- PL 10/100pp

Abilities
Str 9[-1]/Sta 10[0]/Agi 1/Dex 1/Fgt 0/Int -1/Awe 2/Pre -1
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Powers
Child size: shrinking 2, permanent, innate- 5pp
Inexperienced therefore Unpredictable: indirect 4 strength-based damage- 4pp
Weakest of Itezora Clan: enhanced advantages 6 (close attack 6), enhanced Strength 10, enhanced Stamina 10, immunity 1 (cold), movement 1 (cold adaptation), protection 5- 54pp
Souto Kanazuchi: strength-based damage 5, feature 1 (incredibly heavy), improved critical 4, variable descriptor (bludgeoning/slashing); removable [-2pp]- 9pp
Super-Strength stunt: burst area 10 on strength-based attacks, the target must be touching the ground, quirk [15-ft. radius; -1pp]- 4pp
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Skills: acrobatics 4 (+5), athletics 5 (+14), expertise: survival 3 (+5)
Advantages: close attack 6, great endurance
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Defences
Tough +15, Fort +14, Will +6
Dodge +5; Parry +5; Initiative +1
Offence
Atk +6 Kanazuchi, close, damage 14 (16-20 crit)
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Complications
childlike: well, she's but 11-years of age and she acts one.
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Total abilties 2 + powers 76 + skills 6 + advantages 1 + defences 15 = 100pp

Design Notes:
-Itezora Konayuki, an 11-years old girl of Itezora clan who gave the defeated Shichika Yasuri for the first time. The people of Itezora are classified by the government as "natural hazards" due to their preternatural strength and endurance.

-Konayuki is but a child with no true training in combat. Instead, her erratic ways of combat makes it impossible for the opponent to predict her attack, effectively making her attack an Indirect effect. She is shown to be able to change the path of her sword mid-attack as well.

-Apart from her incredible strength and the erratic movement, she's just a child who saw her family get massacred.

-Kanazuchi is the sixth of the Deviant Blades. Its primary strength is linked to its incredible weight, meaning only an extremely strong person (like the people of Itezora) can wield it with ease. Konayuki, despite being the weakest child of Itezora, can wield and swing it around with one hand. Since it's not weapon that can be disarmed easily, it is treated as a Removable device with a rank of Feature.
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Re: Salt's Anime 3e Builds (Katanagatari- Kanayuki Itezora)

Postby Saltcrow » Mon Feb 21, 2011 4:51 pm

Image
"Defender of Justice, the herald of sword, love and the truth, I'm Samoyed Mask!"
Samoyed Mask α, β, R, Forte, V or otherwise サモエド仮面(samoyedo kamen)- Gakuen Kino- PL 10

Abilities
Str 4/Sta 4/Agi 6/Dex 2/Fgt 8/Int 3/Awe 3/Pre 3
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Powers
Dual Identity: feature 1 (no-one recognises that Shizu and Samoyed Mask are one and the same)- 1pp
Samoyed Mask Special Attack: 8-points array- [9pp]
    •multiattack 8 strength-based damage 1, quirk [must be used with a katana; -1pp]
    •penetrating 8 strength-based damage 1, quirk [must be used with a katana; -1pp]
Special Effects: feature 1 (whenever he appears there's a white dove flying across the scene in slow motion)- 1pp
Equipments
Katana: strength-based damage 3, improved critical 1- 4ep
Samoyed Mask costume: protection 2, movement (slow fall)- 4ep
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Skills: acrobatics 6 (+12), athletics 6 (+10), close combat: katana 4 (+12), deception 5 (+8), expertise: music 9 (+12), expertise: student 5 (+8), perception 5 (+8), stealth 4 (+10), treatment 2 (+5), vehicles 2 (+6)
Advantages: accurate attack, agile feint, all-out attack, attractive 2, defensive attack, defensive roll 2, diehard, equipment 2, evasion, favored foe (demons) improved defence, improved initiative, improved smash, languages 1 (English, base: Japanese), power attack, precise attack (close; concealment and cover) 2, quick draw, takedown 2, teamwork, ultimate Defend, uncanny dodge
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Defences
Tough +8/+7* vulnerable, Fort +10, Will +10
Dodge +12; Parry +12; Initiative +10
Offence
Atk +12 katana, close, damage 8 (19-20 crit; multiattack or penetrating)
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Complications
accident: Samoyed Mask causes more destruction and property damage than the demons themselves.
enemy: Detective Bow-wow (=Inuyama Woofwoof Rikutarou), who is actually the reincarnation of Riku the Samoyed, Shizu's faithful sidekick. Riku seems to blame Shizu for his "corruption" and "downfall".
enemy: Mysterious ... Kino hates Samoyed Mask with her gut and would gladly include him in her line of fire.
identity: Samoyed Mask is actually Shizu, the most popular senior of XXXXX Academy and the object of Kino's fascination.
phobia: due to certain traumatic event in the past life, Samoyed Mask is downright frightened of Tea the Grenade Girl. He becomes Paralysed with fear upon encounter.
power loss: he cannot Defend against bullets if he runs out tomatoes.
quirk: he feels a great urge to explain the necessities of essential nutrients whenever an opportunity rises.
rivalry: with Detective Bow-wow as Samoyed Mask and with Inuyama Woofwoof Rikutarou as Shizu.
transformation sequence: in order to gain the full benefit of his Feature (dual identity), he must first take an action to transform. This includes him stripping right down (including his undies) and digging up his spare costumes and changing into it. No he doesn't have Quick Change feature neither does he want one.
useless: his Aid action actually adds -5 penalty to the person. He's not particularly concerned about the exact figures though.
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Total abilties 66 + powers 11 + skills 24 + advantages 26 + defences 23 = 150pp

Design Notes:
-Samoyed Mask from Gakuen Kino light novel series. He claims himself to be the partner to Mysterious Bishoujo Gun-fighter Rider Kino, a claim she heartily denies. In combat, he'll most likely use Aid action to help out Kino which always end up getting in her way one way or another.

-He is a very good swordsman however, being able to slaughter dozens of Monsters (minions to the demons) with a single sword slash. He can also deflect bullets with tomatoes that he carries around in his pocket. Bullets from Kino and Detective, of course.
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Re: Salt's Anime 3e Builds (Kanayuki Itezora; Gakuen Kino)

Postby Saltcrow » Tue Feb 22, 2011 2:52 pm

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Okiagari (the Returned) template 屍鬼 Shiki- Shiki Template; +4pp

Abilities
Str -5[0]/Sta -/Agi -5[0]/Dex -5[0]/Fgt -5[0]/Int -5[0]/Awe -5[0]/Pre -5[0]
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Powers
Bloodthirst: weaken Stamina 6, grab-based linked affliction 6 (Fort; dazed/compelled/transformed [Shiki]), grab-based, quirk [Transformed condition only affects Dead victims; -0pp], quirk [cannot afflict Compelled condition to those who are already under the influence; -1pp]- 5pp
Dead, but not quite: immunity 30 (Fortitude effects), regeneration 11- 41pp
Nightvision: senses 3 (darkvision, acute scent)- 3pp
Profane Vigor: enhanced Abilities 35 (Str 5, Agi 5, Dex 5, Fgt 5, Int 5, Awe 5, Pre 5) limited to Night- 35pp
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Skills: none
Advantages: none
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Defences
Tough +0, Fort immune, Will -5[+0 at night]
Dodge +0*; Parry +0*; Initiative +0
*defenceless during the day.
Offence
Atk +0 bloodthirst, close, Fort DC 16
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Complications
enemy: the humans. Only a small fraction of Shiki's victims rise as an Okiagari and therefore their numbers are very small. If the humans find anything about Shiki and would attack, they'll be slaughtered.
hunger: all Shiki suffer from a case of dreadful hunger for fresh blood. It's described as a "void" rather than a true hunger and it's strong enough to drive them to hunt down their living families and friends.
owned: Shiki community's tightly controlled by its elders.
phobia: any item of religious significance terrifies a Shiki to no end. It will scream and falter upon presentation.
quirk: cannot enter any human dwelling unless invited. This includes their former home as well.
weakness: when exposed to direct sunlight a Shiki becomes slowly takes -1 penalty to Toughness checks per round that cannot be regenerated until she is removed from the sunlight. It dies after 5 rounds of continuous exposure.
weakness: an attack Aimed directly at the head or the heart (with a wooden peck) is treated as an automatic Critical Hit.
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Total abilties -80 + powers 84 + skills 0 + advantages 0 + defences 0 = +4pp

Design Notes:
-Okiagari (the Returned) from Shiki.

-Shiki's greatest weakness is that they revert back to a corpse-like coma in the morning. It's even more grave than a typical weakness to sunlight because it renders them to a coma that is irresistible even by the most experienced of them all. This is handled by their Profane Vigor power which increases their corpse-like physical ability scores (brink of absence) to their normal level but only during the night. They do seem to still make creaking noises when they stretch, for example.

-when the sun rises, they'll begin to lose all their enhanced abilities at 1 rank per round until upon the 5th round they become Defenceless, Immobilised, Stunned and Unaware.

-updated its Regeneration from 10 to 11 because of its absent Stamina.

-Update 19/03/11: added Senses effect. It had been shown that Shiki can see the world in a strange shade of blue.
Last edited by Saltcrow on Sat Mar 19, 2011 2:27 am, edited 1 time in total.
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Re: Salt's Anime 3e Builds (Gakuen Kino; Shiki)

Postby Saltcrow » Tue Feb 22, 2011 11:13 pm

Image
"Shichika Yasuri, I give you my permission to fall in love with me!"
"Cheerio!"

Togame とがめ Togame (means "to reproach")- Katanagatari- PL 6

Abilities
Str -1/Sta -1/Agi -1/Dex -1/Fgt -1/Int 6/Awe 5/Pre 4
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Equipments
12-layered Kimono: protection 1- 1ep
katana: strength-based damage 3, improved critical 1- 4ep
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Skills: deception 12 (+16), expertise: cartography 8 (+14), expertise: politics 10 (+16), expertise: strategy 10 (+16), insight 9 (+14), investigation 4 (+10), persuasion 6 (+10), technology 6 (+12), treatment 1 (+7)
Advantages: assessment, attractive, benefit (replace deception checks for well-informed, status) 2, inspire 5, jill of all trades, luck, set-up, skill mastery [deception], taunt, well-informed
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Defences
Tough +0, Fort +0, Will +6
Dodge +6; Parry +2; Initiative -1
Offence
Atk -1 katana, close, damage 2
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Complications
motivation: Togame is driven to collect the Twelve Deviant Blades (hentaido)
nemesis: Princess Hitei is her long-time rival. Togame herself had plotted many of Princess Hitei's downfalls but it's mentioned that the princess always finds a way to rise back up.
obsession: Togame is prepared to give up anything and everything to avenge her father. To this end, she considers everything to be her pawn- even her own feelings.
physically inept: in addition to having below average physical abilities, she is prone to tripping on the most harmless of pebbles, is vulnerable to bunny attacks and the likes.
quirk: Togame has a habit of shouting "Cheerio!" as her battlecry (against Shichika, mostly). She believes it's an ancient kiai shout from the Kyushu region. The correct version is "Chesto(ちぇすと)!". No, it hasn't got anything to do with 'chest' and means somewhere along the line of "prepare to die!'.
relationship: although it is her that commanded Shichika Yasuri to fall for her, Togame gradually becomes closer to Shichika as well. Togame teaches him how to be a human, not a katana as he was taught.
rivalry: Maniwa Ninja clan used to be under Togame's command until they realised the true value of the Twelve Blades. Togame doesn't blame them for choosing money over honour however, because she had always considered them to be mere disposable pawns herself.
secret: her real name is Princess Yousha (容赦姫, yousha hime, means Princess Forgiveness), the daugher of a rebel feudal lord Takahito Hida. She is the sole survivor of the clan.
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Total abilties 20 + powers 0 + skills 33 + advantages 15 + defences 12 = 80pp

Design Notes:
-Togame from Katanagatari is a kisakushi (strategist) for the current shogun who seeks out the Yasuri clan to aid her in her quest to collect the Twelve Deviant Blades of Kiki Shikizaki.

-She's never meant to fight- it's the job for her sword, Shichika Yasuri. Instead, she takes the role of the "referee" for the duel. It means that she can happily use Inspire ("clever planning") and feint/taunt action to set up the opponent for Shichika without worrying about being attacked. Yeah, talking about Japanese bushido.
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Re: Salt's Anime 3e Builds (Gakuen Kino; Shiki; Togame)

Postby Saltcrow » Wed Feb 23, 2011 12:09 am

Image
"Fine, but you'll be in pieces when that happens."
Shichika Yasuri 鑢七花 (やすり しちか, yasuri shichika)- Katanagatari- PL 12/165pp

Abilities
Str 5/Sta 7/Agi 5/Dex 4/Fgt 14/Int -1/Awe 0/Pre -2
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Powers
Kyotouryuu Practitioner: enhanced acrobatics 8 (+22) limited to feinting, immunity 10 (emotion effect, interaction effects), strength-based damage 5- 17pp
Kyotouryuu Style: 10-points array- [13pp]
    •affects objects only weaken Toughness 10 linked to unarmed smash
    •Multiattack 10 to unarmed strike
    •Penetrating 10 to unarmed strike
    •affliction 10 (dazed/stunned/incapacitated) linked to unarmed strike
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Skills: acrobatics 7 (+14/+22* to feint), athletics 10 (+15), perception 12 (+12), stealth 7 (+12)
Advantages: accurate attack, agile feint, all-out attack, defensive attack, defensive roll 3, evasion, great endurance, improved critical: unarmed 4, improved defence, improved initiative 2, improved smash, improved trip, interpose, move-by action, power attack, precise attack (close, concealment), takedown 2, uncanny dodge, ultimate smash, weapon break
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Defences
Tough +10/+9* vulnerable, Fort +12, Will +12
Dodge +14; Parry +14; Initiative +11
Offence
Atk +14 kyotouryuu, close, damage 10 (16-20 crit) plus varies
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Complications
"cursed": to be a kyotouryuu (may be translated to "the art of no-swords") practioner renders one unable to use any kind of sword at all. He is treated as though having no Fighting ranks when wielding a sword.
guilt: "a katana chooses its master but it does not choose its victims" used to be his way of life but the encounter with Meisai Tsuruga had left him with many things to wonder about. His guilt is personified when Rinne Hagaki, a senin, faces him with it.
kyotouryuu: the art of Kyotouryuu treats its practitioner as a katana, not a human being. Upon learning this art, the person gradually loses his sense of humanity and becomes a katana with no feelings.
motivation: his "love" for Togame drives him to follow and fight for her.
quirk: because Kyotouryuu style is very defensively oriented, Shichika will almost always use full Defensive Attack manoeuvre in combat.
relationship: Shichika is in love with Togame because she told him to do so. He is also very fond of his elder sister, Nanami Yasuri, who's always been very sickly.
responsibility: because he is on a quest to collect the Twelve Deviant Blades, he must be careful not to break them.
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Total abilties 64 + powers 30 + skills 18 + advantages 27 + defences 26 = 165pp

Design Notes:
-Shichika Yasuri is the main hero of Katanagatari. When Togame comes to the island where his family of two was incarcerated for the crime his father had commited, he decides to become the katana of Togame in her quest to find the Twelve Deviant Blades of Kiki Shikizaki.
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Re: Salt's Anime 3e Builds (Togame, Shichika Yasuri)

Postby Saltcrow » Fri Feb 25, 2011 3:36 am

Image
"Heya, I heard you needed someone broken out of the King's Arena. You've come to the right place, mate."
N. "Mignon" Thistle- Sal's Original; - PL 9/165pp

Abilities
Str 8[0]/Sta 8[0]/Agi 5/Dex 5/Fgt 6/Int 8/Awe 4/Pre 4
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Powers
Alchemically Enhanced: enhanced Strength 8, enhanced Stamina 8, regeneration 5; activation [move action; -1pp]- 36pp
Equipments
alchemical lab: small, tough 6, concealed, laboratory, living space, workshop- 4ep
bombs, lots of bombs: 18-ep array- [21ep]
    •"bomb pellets" burst area ranged damage 5
    •"gum-bombs" shapeable area ranged damage 5, subtle (hard to notice it as a bomb), triggered 2
    •"Marionette Bomba" burst area ranged damage 5, subtle 2 (looks just like a human), triggered (upon touch)
    •"tear-bombs" cloud area ranged affliction 4 (dazed and impaired/disabled and stunned/ incapacitated), triggered 2
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Skills: acrobatics 5 (+10), athletics 5 (+10), close combat: unarmed 4 (+10), deception 10 (+14), expertise: alchemy 7 (+15), expertise: streetwise 4 (+12), perception 4 (+8), ranged combat: thrown 7 (+12), stealth 5 (+10), technology 7 (+15), treatment 2 (+10)
Advantages: accurate attack, benefit (status- local heroine), defensive attack, eidetic memory, equipment 5, evasion, fascinate (deception), great endurance, improved defence, inventor, jill-of-all-trades, power attack, takedown, taunt, throwing mastery, uncanny dodge
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Defences
Tough +8, Fort +8, Will +10
Dodge +10; Parry +10; Initiative +5
Offence
Atk +10 unarmed, close, damage 8
Atk +12 bomb pellets, ranged, damage 6 (Dodge DC 15/damage 5 30-ft.)
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Complications
fame: due to her heroism, many people of Sysin hail Thistle as the local hero.
obsession: Thistle is obsessed with sweets and snacks of all sort.
power loss: if she does not drink her special alchemical brew every day, Thistle gradually loses her Alchemical enhancement.
relationship: Thistle grew up in the city of Sysin all her life and she feels a great deal of attachment to the place. She will not back down if anything threatens her neighbourhood.
rivalry: Noël Azure "Tsukumi" Sysin, whom she despises due to his royal blood but respects his fighting skills.
wanted: as a career criminal in Sysin, she is wanted by the royal guards for various crimes she had commited.
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Total abilties 64 + powers 36 + skills 30 + advantages 20 + defences 15 = 165pp

Design Notes:
-another NPC that's inspired by a random piece of art. Sometimes I just can't be bothered to describe an NPC's appearance in detail and I cheat by getting a random image from the net and build something based on that.

-Thistle appears in the same series as the earlier "Tsukumi" build and she is the gadgeteer-warrior dual archetype used to replace a party Gadgeteer who was sick on the day of the play. I had to whip her up from my pile of random builds so she's got a few things to be fixed still.

Update: 26/02/11: a couple of minor changes- reduced her Strength and Fighting, added Close Combat: unarmed and ranged combat: thrown skills, throwing mastery advantage to show her expertise with explosives.
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Re: Salt's Anime 3e Builds (Togame, Shichika Yasuri)

Postby Saltcrow » Sat Feb 26, 2011 4:10 am

Image
"..."
King Kazma キング・カズマ (King Kazma)- Summer Wars - PL 10/150pp

Abilities
Str 8/Sta 6/Agi 5/Dex 5/Fgt 10/Int 0/Awe 2/Pre 0
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Powers
Martial Arts mastery: add multiattack 8 to unarmed- 8pp
OZ Avatar traits: enhanced technology 4- 2pp
OZ Flight: 10-points array- [11pp]
    •flight 5
    •leaping 5, speed 5
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Skills: acrobatics 10 (+15), athletics 8 (+16), close combat: unarmed 2 (+12), expertise: OZ 5 (+5), perception 6 (+8), stealth 5 (+10), technology 4 (+4)
Advantages: agile feint, all-out attack, benefit (status- the most famous fighter in OZ), defensive attack, defensive roll 2, diehard, evasion, improved critical: unarmed 2, improved grab, improved initiative, improved trip, move-by action, power attack, takedown 2, uncanny dodge
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Defences
Tough +8/+7* vulnerable, Fort +10, Will +10
Dodge +12; Parry +12; Initiative +9
Offence
Atk +12 unarmed, close, damage 8 (18-20 crit, multiattack)
------------------------------------------------------------------------------
Complications
enemy: Love Machine, a rogue A.I. that attempts to crash a military satellite to a nuclear facility.
motivation: saving the world.
normal identity: King Kazma is controlled by Kazuma Ikezawa, its owner, from the "real world". As such, anything that would distract a 13-years old child (like annoying cousins) will leave King Kazma vulnerable as well.
relationship: the extended Jinnouchi family.
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Total abilties 72 + powers 21 + skills 18 + advantages 18 + defences 21 = 150pp

Design Notes:
-King Kazma from Summer Wars. King Kazma is the virtual avatar of Kazuma Ikezawa. As the most popular player of the Arena (virtual combat simulator of OZ), it plays an important role in stopping Love Machine's rampage through the system.

-in Summer Wars, OZ is the global network system that connects every aspect of people's lives. People log-in into OZ to use their mobile, play games and many other things. Not only does OZ serve as the global communication centre, it also acts as the primary database for all things confidential and military alike. So when Love Machine (nothing else kinky about him though) disables and disrupts the entire system, the whole world just goes haywire.

-his low mental abilities represent the fact he is controlled by a 13-years old boy, Kazuma Ikezawa.
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Re: Salt's Anime 3e Builds (Summer Wars- King Kazma)

Postby Saltcrow » Sat Feb 26, 2011 2:42 pm

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"..."
Tea the Grenade Girl ティー(tea)- Gakuen Kino- PL 10

Abilities
Str -1/Sta 2/Agi 2/Dex 5/Fgt 2/Int 2/Awe 4/Pre 0
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Powers
Child size: shrinking 2 (Def +1), innate- 5pp
Mysterious Grenade Girl: feature (no-one recognises that Ms. Chako Kuroshima and Tea the Grenade Girl are one and the same. Even the most advanced super computer computes the likelyhood at 89%)- 1pp
Selective Detonation: add burst-area ranged damage 3, selective 8 to grenades; quirk [requires grenades, naturally; -1pp]- 16pp
Shockwave Deflection: sustained protection 2, enhanced Dodge 6, enhanced Parry 6; quirk [requires a grenade blast; -1pp each; -3pp]- 10pp
Equipments
grenades: burst-area ranged damage 5- 15ep
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Skills: deception 8 (+8), insight 6 (+10), investigation 4 (+5), perception 4 (+8), ranged combat 3 (+12), sleight of hand 10 (+15), stealth 6 (+10), technology 3 (+4), technology limited to explosives 8 (+12), treatment 4 (+5)
Advantages: benefit (bomb scare 2- use Daze and Startle with sleight of hand), daze (sleight of hand), defensive roll 4, equipment 3, evasion 2, favoured environment (enclosed space), fearless, improved initiative, language (English; base: Japanese), precise attack (ranged, cover), quick draw, ranged attack 4, startle, uncanny dodge
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Defences
Tough +8/+6* vulnerable, Fort +8, Will +12
Dodge +12; Parry +12; Initiative +6
Offence
Atk +12 grenades, ranged, damage 8 (plus Dodge DC 18 burst area damage 8, selective)
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Complications
normal identity: Ms. Chako Kuroshima (茶子Chako literally meaning "Tea-girl"), the English teacher at XXXXX Academy. Ms. Kuroshima must be able to scream at the top of her voice (usually upon seeing a monster) to transform into Tea the Grenade Girl. Otherwise, she possesses following traits
Ms. Chako Kuroshima 黒島 茶子(Kuroshima Chako sensei)- Gakuen Kino- PL 3

Abilities
Str -1/Sta 0/Agi 2/Dex 2/Fgt 0/Int 2/Awe 4/Pre 2
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Equipments
bullet-proof vest: protection 3, subtle- 4ep
hand pistol: ranged damage 3- 6ep
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Skills: deception 4 (+6), expertise: current events 2 (+4), expertise: government agent 2 (+4), expertise: popular culture 2 (+4), expertise: teaching 4 (+6), persuasion 4 (+6)
Advantages: attractive 2, benefit (high-ranking officer) 2, equipment 2, language (English; base: Japanese), well-informed
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Defences
Tough +3, Fort +2, Will +4
Dodge +3; Parry +3; Initiative +2
Offence
Atk +2 pistol, ranged, damage 3
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Total abilties 22 + powers 0 + skills 9 + advantages 8 + defences 6 = 45pp

relationship: Tea simply adores Detective Bow-wow and Samoyed Mask. Both of them are, for some reason, highly traumatised by her presence however.
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Total abilties 32 + powers 33 + skills 26 + advantages 25 + defences 20 = 135pp

Design Notes:
-Tea the Grenade Girl from Gakuen Kino light novel series. I just can't get enough of the series (there are four volumes so far, one just came out last year) although compared to the original series, Kino no tabi (Kino's Journey), it's not as famous. I don't believe there's any official English translation because Kino's Journey was cancelled after the first volume due to some copyright disputes with the Japanese publisher.

-Tea's Shockwave Deflection refers to her uncanny ability to time her grenades to deflect incoming attacks.

-her Benefit allows her to substitute Sleight of Hand ranks in Daze and Startle (feint) attempts. Basically she can time her grenades so well that it may put opponents off their course in combat.
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Re: Salt's Anime 3e Builds (King Kazma; Tea the Grenade Girl)

Postby Saltcrow » Mon Feb 28, 2011 3:37 am

From the pitch-black darkness, you begin to sense the two green circles glaring at you. It reminds you of those singular florescent glare the wild predators give off at night, except that there's no source of light anywhere in sight. The eyes- if they can indeed be called eyes at all - pierce you with its cold emptiness that feels eerily familiar. Thus came was the Doom that came to Sysin
Neiwa-thebb, the Doom that came to Sysin- Sal's Original; - PL 14/210pp

Abilities
Str 17/Sta 14/Agi 5/Dex 5/Fgt 6/Int 3/Awe 8/Pre 4
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Powers
Leviathan: growth 4 (Str +4, Sta +4; -2 Def; +1 Spd), innate- 9pp
Neither steel nor magic would dare linger: protection 4, regeneration 5, persistent regeneration 5 limited to magical- 14pp
Prehensile Tail: extra limb 1 (ambidexterity), elongation 2 limited to tail, enhanced advantages 4 (chokehold, fast grab, improved hold, improved trip), add poison sting on the main array- 8pp
Preternatural Strength: enhanced Strength 3 (25k tons), leaping 8- 11pp
Walls that endured aeons were hurtled down: 17-points array- [20pp]
    emperor's iron will: add pulverising 17 on unarmed attack
    hierophant's benediction: line area damage 14 (based on damaging portion of strength)
    judgement: affects objects weaken toughness 17, grab-based
    poison sting: weaken Strength 17 linked to unarmed, quirk [must use the tail; -1pp], reversible
    wheel of fortune: affliction 17 (Fort; dazed and vulnerable/defenceless and stunned), extra condition, limited degrees, unreliable linked to unarmed; afflicton 17 (Will; fatigued and impaired/disabled and exhausted), unreliable linked to unarmed
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Skills: athletics 3 (+20), close combat: unarmed 5 (+11), intimidation 16 (+24)
Advantages: all-out attack, chokehold, diehard, extraordinary effort, fast grab, fearless, great endurance, improved critical: unarmed 2, improved grab, improved hold, move-by action, skill mastery: intimidation, startle, takedown 2
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Defences
Tough +18, Fort +14, Will +14
Dodge +10; Parry +10; Initiative +5
Offence
Atk +11 unarmed, close, damage 17 (18-20 crit) plus varies
------------------------------------------------------------------------------
Complications
demonise: when put under extreme stress or anger, Professor Nyneive must make a successful Will save DC 10 (+1 per round) every round until it is resolved or be transformed into Neiwa-thebb. In Neiwa-thebb form, he is overcome with uncontrollable bloodlust.
hatred: the Legion of Mal-thebb, a dark pact that had plagued Sysin's royal bloodline for decades. Professor Nyneive had delved a step too deep into their secret and was forcefully infused with a fragment of their twisted spirit-god's will. Now if that doesn't spell FAIL for "secret" villainy I don't know what could.
quirk: Professor Nyneive and by extension Neiwa-thebb simply can't resist a good, fair game. He would happily accept a challenge in the game of the Fool's Firepoker or the like and may grant favours depending on the outcome.
relationship: although he is normally very stern and serious, he is very soft on his young daughter, Florentia "Sunny" Nyneive. Her official engagement with the Prince-Regent drawing near, he really wants to get rid of the Legion from his daughter's life as efficiently as he can.
responsibility: as the esteemed court physician of Sysin, he is expected to uphold the virtues of the royal family and maintain a respectable public appearance- duties that he perform with exceptional flourish and social grace.
secret: the identity of Neiwa-thebb is the well-respected and loved Professor Nyneive.
Professor Nyneive- PL 8

Abilities
Str 2/Sta 2/Agi 3/Dex 2/Fgt 2/Int 5/Awe 5/Pre 7
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Powers
esoteric prophesier: senses 4 (precognition)
Equipments
reinforced vest: protection 4- 4ep
tarot cards- 1ep
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Skills: deception 8 (+15/17*), expertise: gamble 10 (+15), expertise: medicine 11 (+16), expertise: politics 10 (+15), insight 5 (+10), investigation 5 (+10), persuasion 11 (+18/+20*), technology 5 (+10), treatment 11 (+16)
Advantages: attractive, benefit (wealth and resources) 5, connected, eidetic memory, equipment, fearless, languages 4, well-informed
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Defences
Tough +6, Fort +4, Will +8
Dodge +4; Parry +2; Initiative +3
Offence
Atk +2 unarmed, close, damage 2
------------------------------------------------------------------------------
Total abilties 56 + powers 4 + skills 38 + advantages 15 + defences 4 = 117pp

------------------------------------------------------------------------------
Total abilties 108 + powers 62 + skills 12 + advantages 13 + defences 15 = 210pp

Design Notes:
-A typical stop-the-Hulk play which would take place later this week. The players have already gathered enough info and ran into enough trouble to ascertain that Professor Nyneive is somehow linked to the dark pact called the Legion of Mal-thebb that plagued Sysin's royal bloodline.

-They have two problems to solve by next session- to convince the Prince-Regent that his beloved's father is a legendary monster of mythical proportions that can lay ruin to his future kingdom in an instant and to locate the missing Professor who doesn't want to be found for obvious reasons.

-updated Professor Nyneive's stats and bumped him up to PL 8 with massive mental stats and skill ranks. Now he looks more befitting for the Reluctant Mastermind role I wanted to portray. Now he has the connection to bring an entire gauntlet of Sysin's Tiger Warriors down on the well-prepared PCs, pull strings here and there to keep people looking the other way around while he slugs it out with them.

-although Prof's a formidable PL 8 opponent skillwise, he's still strictly a non-combatant and therefore metamorph is an inappropriate way to portray the transition between the two identities. Also being an NPC, nothing barring a PC's clever scheme can stop him from transforming anytime he wants.

-shifted around the theme as well. The astronomic/outerspace monster didn't really go well with the Professor's build and now that I've gotten the chance to fix it up a bit, I renamed the main array and added two new abilities that would hopefully pose some sort of a threat against the PCs.

-of these abilities, Wheel of Fortune is a very interesting ability. Basically there are two Affliction effects linked to unarmed inside the array but both of them are Unreliable. So during any rounds when it's used, there's a 25% chance that it won't act at all, 50% chance that either of them will trigger and 25% chance that both afflictions will be triggered.

Update 07/03/11: changed his Reach on prehensile tail to Elongation 2 limited to tail, giving him an extra 25 feet of reach for the same price. Although he thrashed the PCs on last Friday's play, I found that as long as the PCs don't just slug it out and be creative, they tend to hold their own for a lot longer.
Last edited by Saltcrow on Mon Mar 07, 2011 2:36 am, edited 15 times in total.
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Re: Salt's Anime 3e Builds (King Kazma; Tea the Grenade Girl)

Postby Saltcrow » Mon Feb 28, 2011 1:15 pm

phew, hundred replies already. Although I wouldn't mind some more criticism and requests, I'll get by with what I've got. Perhaps I should touch on a few major anime series such as Full Metal Alchemist and build the homunculus. Now that would generate a few interests.
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Re: Salt's Anime 3e Builds (King Kazma; Tea the Grenade Girl)

Postby ShatteredFaith » Mon Feb 28, 2011 1:58 pm

Been loving the builds. Was wondering if you have seen Tenchi Muyo at all? A few builds from there would be excellent.
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Re: Salt's Anime 3e Builds (King Kazma; Tea the Grenade Girl)

Postby Saltcrow » Tue Mar 01, 2011 1:13 am

ShatteredFaith wrote:Been loving the builds. Was wondering if you have seen Tenchi Muyo at all? A few builds from there would be excellent.


Hmm, sounds familiar. Let me look into it.
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Re: Salt's Anime 3e Builds (King Kazma; Tea the Grenade Girl)

Postby Saltcrow » Wed Mar 02, 2011 3:22 am

Image
"CHESTO!"
Hakumenkyuubinokitsune 白面九尾の狐- Sal's Original; - PL 10/150pp

Abilities
Str 0[10]/Sta 2/Agi 2/Dex 2/Fgt 0/Int 4/Awe 10[4]/Pre 6
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Powers
Leaf Barrier: sustained protection 4- 4pp
Mischievous Spirit: 20-points array- [23pp]
    •"phantom strength" enhanced Strength 10
    •"hypnotism" perception-area affliction 10 (Will; dazed/compelled/controlled), concentration, instant recovery, vision dependent
    •"assume self" morph 4 (any form), requires Acrobatics check 2 (base DC 12); enhanced attractive
    •"spirit parade" illusion 6 (all senses), requires Deception check 10 (base DC 20)
Spirit traits: immunity 1 (ageing), regeneration 2, enhanced Awareness 6- 15pp
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Skills: acrobatics 4 (+6), close combat: unarmed 10 (+10), deception 14 (+20/+22*/+25**), expertise: spirit lore 4 (+8), investigation 4 (+8), stealth 8 (+10)
Advantages: attractive, beginner's luck, defensive roll 2, eidetic memory, daze (deception), fascinate (deception), hide in plain sight, jack of all trades, luck 2, move-by action, skill mastery (deception), taunt, uncanny dodge
------------------------------------------------------------------------------
Defences
Tough +8/+7* vulnerable, Fort +8, Will +12
Dodge +12; Parry +12; Initiative +2
Offence
Atk +10 unarmed, close, damage 0 (10 phantom strength)
------------------------------------------------------------------------------
Complications
motivation: for the reasons unknown, she wants to become a human girl. To do so, she must perform at least one good deed a day for 1,000 days without any mischief. She's been trying for the last century or so with not much improvement.
quirk: Haku... is known for her insatiable curiosity. She is, after all, the trouble incarnate, the master of mischief, the Trickster. Of course, doing that would really put a dent on her future goal (of becoming a human girl) but she's got millenia ahead of her and she's not in any hurry.
quirk: if Haku... fails her acrobatics check on her Assume Self power, she ends up with a form with her nine tails intact or something that would give her nature away. And she doesn't get to know that. It's not a big problem when she can make the routine check but when she's in a hurry, that could end up costing a lot.
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Total abilties 40 + powers 43 + skills 22 + advantages 15 + defences 30 = 150pp

Design Notes:
-An original build that I've been meaning to upload for a while. Inspired from an art... I can't even remember where I've found it. Anyhow, I present you: Hakumenkyuubinokitsune, or, the white-faced nine-tailed fox spirit (kyuubinokitsune).

-I'm still considering whether I should fit in a Metamorph power somewhere to allow her to transform between the true Nine-tailed Fox Spirit form and her semi-human form at will.
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Re: Salt's Anime 3e Builds (King Kazma; Tea the Grenade Girl)

Postby Saltcrow » Thu Mar 03, 2011 12:36 am

ShatteredFaith wrote:Been loving the builds. Was wondering if you have seen Tenchi Muyo at all? A few builds from there would be excellent.


Hmm, a friend of mine has them so once I get some free time, I'll see what I can do ;) Looks like a really fun piece of work!
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