Anime/manga 3e (Ultros, Raki)

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Re: Anime/manga 3e (Casshern by Arthur Eld)

Post by Saltcrow » Fri Mar 04, 2011 3:17 am

Flying Cobra wrote:
Saltcrow wrote: Kuroko Shirai 白井 黒子 (Shirai Kuroko)- Toaru Kagaku no Railgun; PL 9

Skills: expertise: Mikoto Misaka 10 (+12)
HA! Perfect. Cannot wait for these two series to be released in the US...
I absolutely love the series as well ;)

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Re: Anime/manga 3e (Casshern by Arthur Eld)

Post by Arthur Eld » Mon Mar 07, 2011 12:15 pm

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Kenpachi Zaraki
PL 13 195


Abilities
Strength 9/7, Stamina 12, Agility 2, Dexterity 2, Fighting 9, Intellect 0, Awareness 2, Presence 2

Powers:
Leaping 1 1
Concealment 10 (all senses, permanent, limited to the world of the living and against the spiritually unaware) 10
Konso Feature 1 1
Immortal Immunity 1 (aging) 1
Reiatsu release Burst Area Affliction 11 (Resisted by Will, Hindered/Prone/Incapacitated, Increased Area (60 feet), Subtle) 34
Sense Reiatsu Senses 5 (Ranged Detect Spiritual pressure, accurate, radius, Continuous) 1

Full Reiatsu Release Enhanced Strength 2 4
Refusal to Fall Regeneration 5, Protection 5 10
Zanpakuto (Removable, -2) Strength-based Damage 4, Improved Critical 3

Advantages: Assessment, Benefit (11th Division Captain), Close Attack, Daze (Intimidation), Diehard, Fast Grab, Fearless, Improved Critical (zanpakuto), Improved Defense, Improved Grab, Improved Initiative, Improved Smash, Move-by Action, Quick Draw, Precise Attack (close, cover), Ranged Attack 4, Skill Mastery (Intimidation), Startle, Takedown, Ultimate Resistance (Toughness), Uncanny Dodge

Skills Acrobatics 4 (+6), Athletics 7 (+14), Close Combat (zanpakuto) 3 (+13), Expertise (shinigami) 4 (+4), Insight 9 (+11), Intimidation 14 (+16), Perception 4 (+6)

Offense
Initiative +6
Zanpakuto +13 Damage 11/13

Defense
Dodge 9 (7), Parry 9
Toughness 17, Fortitude 12, Will 11 (9)

Abilities 70+Powers 63+Advantages 24+Skills 22+Defense 16=195

Complications
No sense of Direction While Kenpachi may love a good fight, he can't find his own way without a lot of wrong turns and dead ends.
Holding Back Kenpachi loves fighting, and handicaps himself in several ways (power-sucking eyepatch, noisy bells on his hair) to give his opponents advantages and prolong their fights.
Obsession Combat.

Theme Music!

•Kenpachi Zaraki, at first glance, is a seemingly one-dimensional character, Bleach's answer to the poorly written and (sadly) mainstream version of Wolverine. But, on closer examination, Zaraki has a lot more layers than that, making him Bleach's answer to the well-written Wolverine. He's a man who lives to fight and is about as bloodthirsty as it gets, but he's also quite wise and can even be empathic at times. But he does still have one great love-fighting the strongest people around.

•Kenpachi is a scary strong fighter. He's one PL lower than Byakuya, but that's deceptive. For the most part, offensively, Kenny here acts as a PL 12 until he takes off his eyepatch and unleashes his full spiritual pressure, which brings him to 13. But, he can All-out and Power Attack for +2/-2 each, and bring his effective offensive PL up to 14 with +14 to hit and 15 Damage. Plus, there's the fact that he can Startle to halve an opponent's defenses. That almost ensures that he'll hit for big time damage. Add to that his crazy Toughness and the fact that he has Regeneration (the guy gets cut up all the time but still refuses to go down. I think removing one injured condition every 2 rounds reasonably represents that) and he can fight with foes one or two PLs above him with a good chance at victory. He's a simple build, but deadly effective. And he's playable too. Not bad for a day's work.

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Re: Anime/manga 3e (Bleach's Kenpatchi by Arthur Eld)

Post by Dreaming Psion » Tue May 03, 2011 9:18 pm

Substitute Soul Reaper
PL: 8 (120 points)


Abilities: Str 3, Sta 4, Agi 3, Dex 2, Fgt 8, Int 0, Awa 1, Pre 2

Skills: Acrobatics 8 (+11), Athletics 6 (+9), Expertise (current events) 2 (+2), Expertise (popular culture) 2 (+2), Expertise (soul reaper) 4 (+4), Insight 6 (+7), Perception 4 (+5), Stealth 6 (+9)
38 ranks

Advantages:
Close Combat, Defensive Roll, Equipment 3, Improved Defense, Luck, Power Attack, Takedown, Weapon Break

Equipment: 15 points worth of gear

Offense
Initiative +3
Zanpakuto +9 melee; Tou DC 22; Crit 19-20
Unarmed +9 melee; Tou DC 18

Defense
Dodge 8, Parry 8, Fort 8, Toughness 8, Will 8

Powers
Concealment 10 (all senses, permanent, limited to the world of the living and against the spiritually unaware): 10 p
Feature 1 (konso [”soul funeral”]); 1 p
Protection 3; 3 p
Senses 4 (ranged detect spiritual pressure, accurate); 4 p
Speed 1; 1 p

Zanpakuto (easily removable -2 p) 3 p
Strike 4 (str-based, improved crit)

Abilities 46 + Skills 19 + Advantages 10 + Defenses 16 + Power 22 + 7 discretionary = 120 p


Notes: Here’s how I’d imagine a PC substitute soul reaper would like earlier in his/her career. Not too much to say here other than to check my earlier notes on soul reapers for any questions about the konso or the concealment. Since you could probably get a wide variety of abilities in a newbie soul reaper, I’ve left over 7 points for you to customize your beginning character.
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Edward Wong Hau Pepulu Tivruskii 4th

Post by Arthur Eld » Fri May 06, 2011 10:58 am

Image

Radical Edward
PL 8 66


Abilities
Strength -1, Stamina -1, Agility 2, Dexterity 2, Fighting 1, Intellect 5, Awareness 1, Presence 0

Powers:
Genius Mental Quickness 2 1

Advantages Beginner's Luck, Benefit (Status), Contacts, Defensive Roll 2, Eidetic Memory, Equipment, Improved Defense, Inventor, Luck, Move-by Action, Prone Fighting, Skill Mastery (Technology), Ultimate Technology

Equipment Computer, goggles (+2 against visual dazzles, Feature-Visual representation of computer network)

Skills: Acrobatics 4 (+6), Athletics 4 (+3), Expertise (science) 6 (+11), Investigation 2 (+7), Sleight of Hand 4 (+6), Stealth 4 (+6), Technology 13 (+18), Vehicles 3 (+4)

Offense
Initiative +1

Defense
Dodge 5 (3), Parry 5 (4)
Toughness 1/-1, Fortitude 2 (3), Will 4 (3)

Abilities 18+Powers 1+Advantages 14+Skills 20+Defense 13=66

•The beauty of Cowboy Bebop is that it can have tense, film-noir esque episodes, an overall bleak worldview on behalf of the characters, perenerially-poor and hassled protaginists, and yet, it can also have someone like Ed. An androgynous teenage super-hacker who gets around by walking on her hands, rolling around like a gymnast, and is generally bizarre. She's simply awesome.

•Ed is definitely one of the higher PL characters from the Cowboy Bebop universe, but only because of her skills. In terms of combat ability, she has basically none, but her quickness and strangely fluid agility is represented by decent Defenses and the Improved Defense advantage. In terms of Technology, she's beyond Batman's level, but isn't quite at the level of a Lex Luthor or a Brainiac. But she's only 13, so she has time to grow. Beginner's Luck I give to lots of anime characters, as well as teen characters, so Ed definitely deserves it. Uses include intimidation (for growling like an animal and actually frightening Faye), or to increase her Acrobatics or Athletics if she needs to behave more like a human worm. Inventor is so she can do things like remote-control a spaceship, or crazy stuff like that. She's one of the more 'out-there' characters in the series, but that's what makes her so fun.

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The man with no past and no future

Post by Arthur Eld » Thu May 12, 2011 7:00 pm

Image
"Is it a dream?"

Vincent Volaju
PL 8 95


Abilities
Strength 4, Stamina 5, Agility 3, Dexterity 3, Fighting 8, Intellect 2, Awareness 2, Presence 1

Powers:
Nano-machines &ANM Immunity 1 (nanomachine virus), Regeneration 5 6

Advantages: Chokehold, Defensive Roll 2, Equipment 5, Fearless, Improved Critical (unarmed), Improved Grab, Luck, Move-by Action, Prone Fighting, Quick Draw, Ranged Attack 3

Equipment Strayer Voight Infinity 1911 (Blast 4), Knife (Strength-based Damage 1, Improved Critical), Frag grenades

Skills: Acrobatics 4 (+7), Athletics 5 (+9), Close combat (unarmed) 3 (+11), Ranged Combat (pistols) 2 (+8), Expertise (criminal) 5 (+7), Insight 6 (+8), Intimidation 4 (+5), Investigation 5 (+7), Perception 6 (+8), Stealth 4 (+7), Technology 2 (+4), Vehicles 2 (+5)

Offense
Initiative +3
SVI 1911 +8 Damage 4
Unarmed +11 Damage 4
Knife +8 Damage 5

Defense
Dodge 9 (6), Parry 9 (1)
Toughness 7/5, Fortitude 8 (3), Will 8 (6)

Abilities 56+Powers 6+Advantages 18+Skills 24+Defense 16=120

•Vincent Volaju, the mysterious man with a whopping three hundred million woolong biounty on his head-the largest in history. The main antagonist of the Cowboy Bebop movie, he's a mysterious man whose past and motivations are unknown. What is known, is that the government wants him dead.

•In combat, Vincent is built to be street-level badass, at that murky area between really tough, skilled normal people, and enhanced humans. There are numerous things he does in the movie that one could define as superhuman (that jump off the bridge, escaping from Elektra by distracting her-with a grenade that goes off much closer to him than her, not to mention the sheer beating he takes from Spike), but those are always well within M&M scale humans, something I like about the system. With a high enough Toughness roll, he can shake off damage greater than a rocket launcher. That's good enough for me. He's tougher than Spike, and stronger too, but slightly less accurate in hand to hand. Both times they fight, Spike whomps on Vincent for a while, while Vincent just has to wait for a few good hits to turn the tide. He's built to find criminals, get them to do the dirty work he can't-tech stuff, mostly, and then kill anyone he feels like. He's cunning and deadly, and makes a great villain to be dropped into any campaign world, given the scope of his plans.

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The 4th Sin

Post by Arthur Eld » Thu May 12, 2011 7:01 pm

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Sloth
PL 10 120


Abilities
Strength 11, Stamina 14, Agility 1, Dexterity 1, Fighting 6, Intellect -1, Awareness -1, Presence 0

Powers:
Massive size Growth 4 (Permanent, Innate) 9
Too Lazy to die Impervious Toughness 13 13
Homunculus Immunity 12 (aging, life support, sleep), Regeneration 15 (1.5 per round) 27
Single-minded Immunity 5 (Interaction Effects) 5
Sloth Fastest one there is Speed 3 3

Advantages: Equipment, Fearless, Great Endurance, Improved Critical (unarmed), Move-by Action, Ranged Attack 4, Seize Initiative, Takedown

Equipment Wrist chains: Reach 3 on Strength Damage, adds Line Area Damage 8 as AE of strength Damage

Skills: Athletics 4 (+15), Intimidation 4 (+6), Perception 4 (+3),

Offense
Initiative +0
Unarmed +6 Damage 11

Defense
Dodge 5 (7), Parry 6 (2)
Toughness 14, Fortitude 12, Will 4 (5)

Abilities 44+Powers 57+Advantages 10+Skills 6+Defense 11=130

Complications
Power Loss Powered by a Philosopher's Stone, Sloth's Regeneration and Immunities are finite. Were his stone to run out of energy, he would be unable to recover from injuries or death and wither away to nothing.
Loyalty Sloth does what he is told by Father or his agents, probably because defiance would be 'too....much...effort.'

•From Fullmetal Alchemist, Sloth here is one of the minor antagonists, an artificial human created by 'Father' to both expunge his sinful emotions and to complete his plans. Sloth's place in that plan? Digging a complicated Transmutation Circle underground that would encompass an entire nation.

In the world of FMA, Sloth is a serious threat. He's not even a PL 9 on offense, but he doesn't have to be. Mooks will get hit by him and die in droves, and his area damage can give some heroes trouble as well. He's the kind of guy that can take a dozen shots from the street-level types in his world, but only needs to get in one or two good hits himself. Couple his massive strength and incredible toughness with wicked-fast Regeneration (Regneration is sinfully cheap in 3E, I mean 15 points to recover 3 injured conditions in 2 rounds?) but persistent heroes should eventually get the win once the GM decides to take his stone's power away.

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Prince of a far-off land

Post by Arthur Eld » Thu May 12, 2011 7:05 pm

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Ling Yao
PL 9 135


Abilities
Strength 3, Stamina 4, Agility 6, Dexterity 4, Fighting 8, Intellect 2, Awareness 2, Presence 3

Powers
Reading the Dragon's Flow Senses 3 (Radius Ranged Detect Qi) 3

Advantages: Agile Feint, Assessment, Beginner's Luck, Benefit (Status-Prince of Yao clan),Defensive Roll 2, Equipment 4, Improved Defense, Language 1 (Amestrisian-base Xing), Leadership, Luck, Move-by Action, Quick Draw, Ranged Attack 4, Taunt, Takedown

Equipment Sword, Grenades (Frag Grenade, AE: Flash Grenade (rank 5)

Skills: Acrobatics 9 (+15), Athletics 6 (+10), Close Combat (sword) 4 (+12), Deception 6 (+9), Expertise (Xing) 5 (+7), Insight 6 (+8), Investigation 4 (+6), Perception 6 (+8), Persuasion 3 (+6), Stealth 3 (+9)

Offense
Initiative +4
Sword +12 Damage 6

Defense
Dodge 12 (6), Parry 12 (4)
Toughness 6/4, Fortitude 6 (2), Will 10 (8)

Abilities 64+Powers 4+Advantages 19+Skills 26+Defense 22=135

Complications
Relationship To his retainers
Obsession Becoming Emperor of Xing

•Continuing my little run of FMA builds, here's Ling Yao, a prince from Xing, gunning for the secret of immortality to help his sick emperor father and earn favor for of his clan (1 one of fifty, all of whom had princes and princesses). This takes him to Amestris and involvement with Edward Elric and the forces of Father.

•I almost thought about making Ling here a PL 10, given how well he performs in his fights with the Homunculus-he easily kills Gluttony once or twice every time they fight, and didn't seem to have more trouble with Envy, and he even held his own with Wrath, although it was clear he was overmatched. PL 9 still makes him a very tough guy in his world, and its his resourcefulness and versatility that make him so good. Having two PL 8 ninja bodyguards probably doesn't hurt either.

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The Black Dog

Post by Arthur Eld » Thu May 12, 2011 7:08 pm

Image
I'm the Black Dog and when I bite I don’t let go.

Jet Black
PL 6/9 103


Abilities
Strength 4/3, Stamina 4, Agility 1, Dexterity 1, Fighting 5, Intellect 2, Awareness 2, Presence 1

Powers:
Cybernetic Arm Enhanced Active Defenses 1, Enhanced Strength 1 4

Advantages: Beginner's Luck, Connected, Contacts, Defensive Roll, Eidetic Memory, Equipment 13, improved Grab, Move-by Action, Ranged Attack 5, Well-Informed

Equipment 2 points unspent
Walther P99 (Blast 4), communicator
Vehicles
Bebop (31 points), Size-Awesome, Defense -8, Flight 10, Features: Communications, Computer, Hangar, Living Space, Navigation System, Workshop
Hammerhead (23 points) Size-Gargantuan, Strength 12, Toughness 11, Defense -4, Flight 7, Features: Nav System, Powers-Harpoon, Increased Range on Strength, Limited to grabs only)


Skills: Athletics 3 (+6/+7), Close Combat (unarmed) 3 (+8), Expertise (criminal) 7 (+9), Insight 6 (+8), Intimidation 4 (+5), Investigation 6 (+8), Perception 5 (+7), Ranged Combat (pistol) 2 (+8), Technology 5 (+7), Vehicles 7 (+8)

Offense
Initiative +1
Unarmed +8 Damage 4
P99 +8 Damage 4

Defense
Dodge 7/6 (5), Parry 7/6 (1)
Toughness 5/4, Fortitude 7 (3), Will 5 (3)

Abilities 38+Powers 4+Advantages 25+Skills 24+Defenses 12=103

•Jet Black, the straight man of the Bebop crew. Also the strong man, and the old guy. He wears a lot of hats. But he's the one who gets the rest of them bounties to chase after, most of the time. He owns the Bebop, but that really doesn't mean anyone listens to him. He's the crew's best investigator, but isn't too good at much else. Well-rounded, though.

•I like the way the mechanic for the harpoon on the Hammer Head worked out, Snare just doesn't properly emulate what it does, not in 3E. Jet is a solid PL 6, he'll outshoot mooks and punch out your standard PL 4 strong thugs, but named characters who aren't common minions will give him trouble. Like Udai. Vicious and Spike could take him easy. He can dish out the hurt with that mechanical arm of his, though, Power-Attacking for +6 to hit, rank 6 damage. Not a lot by most standards, but not only is the world of Cowboy Bebop low-PL, its also one where most of the characters are defense shifted. Technially, the harpoon on the HH makes him a PL 9, and that's fine with me. Vehicle combat in Cowboy Bebop is one of those times when the characters all increase (or possibly decrease) their PL, since they're given much bigger guns in their spaceships. Given the few instances in which they use them against foes who aren't also in spaceships, the GM should allow it as long as it isn't game-breaking.

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A beauty without a past

Post by Arthur Eld » Thu May 12, 2011 7:13 pm

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"We deceive or we are deceived, thus we flourish or perish. Nothing good ever happened to me when I trusted others. That is the lesson."

Faye Valentine
PL 6/8 96


Abilities
Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 1, Awareness 0, Presence 2

Advantages: Attractive, Daze (Deception), Defensive Roll, Equipment 8, Improvised Tools, Move-by Action, Quick Draw, Ranged Attack 3

Equipment11 points unspent, typically a machine pistol (Blast 3, Multiattack), or heavy pistol
Red Tail: (29 points), Size-Gragantuan, Strength 12, Toughness 11, Defense -3, Flight 7, Features: Nav System, Powers-Cannons (Blast 7 (Multiattack), AE: Missiles Blast 8 (Burst 7, Unreliable-5 uses, Homing))

Skills: Acrobatics 2 (+4), Athletics 2 (+3), Deception 10 (+12/+14), Expertise (gambling) 4 (+5), Insight 4 (+4), Intimidation 4 (+6), Investigation 4 (+5), Perception 4 (+4), Persuasion 4 (+6/+8), Ranged Attack (guns) 3 (+8), Stealth 4 (+6), Sleight of Hand 8 (+10), Technology 9 (+10), Vehicles 7 (+9)

Offense
Initiative +2
Unarmed +4 Damage 1
Ranged +8 Damage by weapon

Defense
Dodge 9 (7), Parry 8 (3)
Toughness 3/2, Fortitude 4 (2), Will 4 (4)

Abilities 28+Advantages 17+Skills 35+Defense 16=96

Complications
Motivation Thrills, Greed
Wanted Faye is a wanted bounty head herself, with a 6 million Woolong reward.
Addiction Gambling
Quirk Poor, Amnesia

•Faye Valentine, resident femme fatale of the Bebop crew. She's the least dangerouse in a fight (outside of Ed and Ein), but is still more than a match for the average bounty head the crew will chase after. Where she really excels, is lock-picking and stealing. She has a realtively low Gambling bonus but a decent Sleight of Hand check to represent her propensity towards cheating. She rarely does ever make any money off gambling anyway.

•Like the other members of the crew, the thing that will ensure Faye stays alive in a dense firefight is the sheer amount of Complications she has. The rest of the Bebop crew pretty much has the same deal, which is another reason why Spike seems so much more badass than the rest of them-in addition to being higher PL (7 or 8), he's also the main character, so he gets even more Complications, and thus more Hero Points to pull of stunts. In addition to her equipment listed, Faye can use her points for other things, such as a communicator, lockpicks, or other devices, often disguised as cosmetic supplies (like a knock-out gas hidden in a lipstick tube or some such). Its odd that she has a higher Technology skill than Jet, but that's because she needs it to get out of handcuffs and the like.
Last edited by Arthur Eld on Sun May 15, 2011 5:12 pm, edited 1 time in total.

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Re: Anime/manga 3e (lots of FMA, Cowboy Bebop by Arthur Eld)

Post by Dreaming Psion » Sat May 14, 2011 11:01 am

Man, lots a builds. As badass as Ling Yao is here, i can imagine what he'd be like written up in post-Greedifcation.
Check out the anime/manga 3e thread
My new Oddballs reborn thread

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Re: Anime/manga 3e (lots of FMA, Cowboy Bebop by Arthur Eld)

Post by Arthur Eld » Sun May 15, 2011 5:13 pm

Probably PL 11, maybe 10. Greed 1 didn't last nearly as long against Wrath as Greed 2 did. Wrath is probably a PL 11, maybe a slighty-undercapped 12. His assault on Central was nothing short of amazing.

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The mad clown

Post by Arthur Eld » Mon May 16, 2011 7:39 pm

Image
"Hello, gentlemen. I have come to take your lives."

Mad Pierrot
PL 9 127


Abilities
Strength 3, Stamina 4, Agility 7, Dexterity 7, Fighting 9, Intellect 0, Awareness 0, Presence 0

Powers
Defying Gravity Flight 3 (Subtle) 7
Force Field Enhanced Active Defenses 5 10

Advantages: Agile Feint, Equipment 10, Evasion, Improved Critical (unarmed), Move-by Action, Quick Draw, Ranged Attack 2, Startle

Equipment
Cane Gun (Blast 5, Multiattack, Feature-Disguised appearance)
Arsenal (Array, Rocket Launcher (Blast 9, Burst Area 8, AE: Grenade Launcher (Burst Blast 6), AE: Shotgun, SMG, throwing knives (Blast 2-Strength-based))

Skills: Acrobatics 4 (+11), Athletics 6 (+9), Close combat (unarmed) 4 (+13), Expertise (guns) 9 (+9), Insight 4 (+4), Intimidation 8 (+8), Perception 6 (+6), Stealth 2 (+9), Technology 4 (+4)

Offense
Initiative +7
Unarmed +13 Damage 3
Cane Gun +9 Damage 5, Multiattack

Defense
Dodge 14/9 (2), Parry 14/9
Toughness 4, Fortitude 6 (2), Will 4 (4)

Abilities 60+Powers 17+Advantages 18+Skills 24+Defense 8=127

Complication
Phobia Cats
Weakness Pierrot's mentality is at that of a malformed child's. Among other things, this means he can often become dazed or stunned when he has taken damage.

•The smiling muderer, Mad Pierrot, is Cowboy Bebop's take on the 'super-soldier gone horribly wrong'. Or in his case, horrbily right might be more accurate. The government's police wanted to create the perfect killing machine, and they came pretty damn close. Now he roams from place to place, killing specific targets as well as random bystanders. And like a Gundam, those who lay eyes on him shall not live to tell about it.

•Pierrot stats up as a PL 9 in a world where the average gun-toting mook (be they syndicate, ISSP, criminal, or bounty hunter) is around a 4 or 5. He mows down almost everyone with ease. However, if you're skilled enough to survive a few rounds against him, his weaknesses might start to show. His force field stops attacks, but not damage, meaning if you can actually hit him, he'll take some damage. He's not up to caps on offense either, although he's still good enough at hand to hand to beat Spike down, and his area attack weapons make up for that as well. If you can catch him vulnerable, he should go down easily enough.

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A beast without fangs

Post by Arthur Eld » Mon May 16, 2011 7:40 pm

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Spike Spiegel
PL 7/10 124


Abilities
Strength 2, Stamina 3, Agility 4, Dexterity 4, Fighting 8, Intellect 1, Awareness 1, Presence 1

Advantages: Agile Feint, Defensive Roll 2, Equipment 11, Improved Critical (unarmed), Improved Critical (pistol), Improved Disarm, Improved Trip, Luck, Move-by Action, Prone Fighting, Ranged Attack 3, Takedown

Equipment Jericho 941 (Blast 4),
Swordfish II Size-Gargantuan, Strength 12, Toughness 11, Defense -3, Flight 10, Features: Nav System, Powers: Blaster Cannons (Blast 7, Multiattack, AE: Plasma Cannon Blast 10 (Improved Critical))

Skills: Acrobatics 6 (+10), Athletics 6 (+8), Close Combat (unarmed) 4 (+12), Deception 6 (+7), Expertise (criminal) 4 (+5), Investigation 5 (+6), Perception 8 (+9), Insight 7 (+8), Ranged Combat (pistols) 3 (+10), Sleight of Hand 9 (+13), Stealth 7 (+11), Technology 2 (+3), Vehicles 8 (+12)

Offense
Initiative +4
Unarmed +12 Damage 2
Jericho 941 +10 Damage 4

Defenses
Dodge 9 (5), Parry 9 (1)
Toughness 5/3, Fortitude 6 (3), Will 8 (7)

Abilities 48+Advantages 25+Skills 35+Defenses 16=124

Complications
Enemy Vicious
Reputation Relatively famous cowboy.
Quirk Poor
Secret Faked his death to leave the Red Dragon syndicate
Honor Spike has a hard time asking for help, even from those he considers friends.

•Spike Spiegel, main character of Cowboy Bebop, all-around badass bounty hunter. I'm not gonna waste time talking about his character, I'll just encourage those of you who haven't seen Cowboy Bebop to watch it ASAP.

•My 2E Spike was PL 8, but I like him better here. I've watched the show a lot in the past few weeks, and I think PL 7 says it pretty well. He sits comfortably above street-level threats like gang leaders and even trained professionals like soldiers and SWAT team members, but he's not invincible. He gets tagged by mooks every now and then, and when he fights Vicious, the outcome should always be in question. His effective PL rises when in his space fighter, though, up to 10. However, the same can be said of just about everybody who gets behind the controls of a ship in Cowboy Bebop. He usually operates as a PL 7, and most adventures for him should be set in that framework.

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The speckle of light present in enclosed darkness.

Post by Arthur Eld » Sun May 22, 2011 8:59 pm

Image
"Justice is not something that you can express in words."

Kaname Tosen
PL 14 299


Abilities
Strength 4, Stamina 6, Agility 5, Dexterity 4, Fighting 10, Intellect 1, Awareness 4, Presence 2

Powers
Immortal Immunity 1 (aging) 1
Concealment 10 (all senses, permanent, limited to the world of the living and against the spiritually unaware) 10
Reiatsu release Burst Area Affliction 11 (Resisted by Will, Hindered/Prone/Incapacitated, Activation-Move Action, Increased Area (60 feet) Subtle) 33
Bakudo 77, Tenteikūra Mental Communication 3 (Area, Selective) 1
Hado 54, Haien Blast 10 (Accurate 3) 1
Sense Reiatsu Senses 6 (Ranged Detect Spiritual pressure, accurate, radius, extended) 1
Shunpo Flight 3 6

Suzumushi (Easily Removable, -2) 89
Sealed State Strength-based Damage 3 (Improved Critical, Penetrating )
Bankai-Enma Kōrogi Burst Area Dazzle 14 (Sight, Hearing, Reiatsu Sense, Scent, Increased Area 2-120 feet, Sustained)
Cry, Suzumushi (Burst Area Affliction 13, Dazed/Stunned/Asleep, Resisted by Fortitude, Perception Range, Increased Area (60 feet) Quirk-must originate from Suzumushi, Sense-Dependent (hearing))
Suzumushi Nishiki: Benihikō Blast 12 (Shapeable Area, Increased Area)

Advantages: Assessment, Defensive Attack, Defensive Roll 3, Evasion, Improved Critical (zanpakuto), Improved Initiative, Inspire 2, Leadership, Move-by Action, Precise Attack (close, cover), Quick Draw, Ranged Attack 2

Skills: Acrobatics 8 (+13), Athletics 8 (+12), Close Combat (zanpakuto) 6 (+16), Deception 4 (+6), Expertise (philosophy) 6 (+7), Expertise (Shinigami) 8 (+9), Insight 8 (+12), Perception 8 (+12), Persuasion 4 (+6), Stealth 8 (+13)

Offense
Initiative +8
Haien +12 Damage 10
Suzumushi +16 Damage 7, 18-20 critical

Defense
Dodge 17 (12), Parry 17 (7)
Toughness 9/6, Fortitude 9 (3), Will 11 (7)

Abilities 78+Powers 142+Advantages 16+Skills 34+Defense 29=299

Complications
Power Loss At times, depending on the presence and composition of spiritrons in an area, Hollows may lose their Flight and instead gain temporary Speed and Leaping.
Obsession: Justice
Disability Blindness


•Kaname Tosen, former Captain of Squad 9, and a blind swordsman type. He spouts wisdom, usually about justice and that sort of thing, but he can still kick ass when he has to. I probably won't do his Hollowfied form because, well, its probably just this basic build, with higher Strength, then an Alternate Form with Growth, additional Limbs, and a Blast, without his Zanpakuto. Simple enough.

•Tosen isn't too intimidating at first-his Kido are pretty good, and he's still an impressive swordsman, but he needs his zanpakuto's special abilities to really shine. His Shikai powers are good, letting him subdue groups of minions (ir someone with a relatively low Fort save-like Uryu) peacefully, or dish out area damage with a multitude of blades. His Bankai however, is downright unfair. He can rob everyone in a 120 foot sphere of their senses, except for touch. Then he can just Power Attack from Concealment to his heart's content. I'm assuming his Bankai also creates a physical barrier-cause otherwise, you'd think people would just run out of its area-but then again, I don't think anyone actually tried that, so hey, you never know.

Dreaming Psion
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Re: Anime/manga 3e (lots of FMA, Cowboy Bebop by Arthur Eld)

Post by Dreaming Psion » Wed May 25, 2011 5:49 pm

Sentai Action Ranger (Archetype)
PL: 8 (120 points)


Abilities: Str 4 (2), Sta 3, Agi 4, Dex 2, Fgt 8, Int 1, Awa 2, Pre 1

Skills: Acrobatics 6 (+15), Athletics 6 (+10), Expertise (current affairs) 4 (+4), Expertise (pick one) 6 (+7), Insight 4 (+6), Perception 5 (+7), Stealth 4 (+8), Technology 4 (+5), Vehicles 7 (+9), and one Interaction skill at 6 ranks (+7)
52 ranks

Advantages:
Agile Feint, Defensive Roll, Equipment 7, Improved Initiative, Interpose, Move-by Action, Ranged Attack 7, Takedown, Teamwork
Plus two of the following feats: All-out attack, Daze, Fascinate, Inventor, Power Attack, Set-up, Startle

Equipment: Blaster (blast 7, 14 ep), Personal weapon (Strike 4 [str-based, Improved Crit]; 5 ep), Communicator (senses 5 [comm. link with main base and 4 other sentai ], 5 ep), 15 more EP worth of gear

Offense
Initiative +7
Melee weapon +8 close; Tou DC 23
Energy blaster +9 ranged; DC 22
Unarmed +9; Tou DC 19

Defense
Dodge 8, Parry 8, Fort 8, Toughness 8, Will 8

Powers
It’s Morphin’ Time; 11 p
Enhanced Str 2, Leaping 3, Protection 4,

Typical Complications: Melodramatic Battle Damage: When a sentai action ranger takes a good hit, sparks fly, and so can the ranger. Upon failing a toughness save enough to get a stunned result, a sentai action ranger can be thrown dozens of feat, rolling around in pain and clutching his/her chest for a few rounds to dramatize things.
Motivation: Typically to Do Good
Relationships: A sentai action ranger is nothing without his/her team, and as such can be guaranteed to be hit with at least one Relationship complication per team member (Rivalries, Responsibilities, etc)

Abilities 46 + Skills 26 + Advantages 22 + Defenses 15 + Powers 11 = 120 p


Notes: Although not strictly an anime phenomenon, sentai sometimes pop up in anime (and even mocked), so I figured they could have a place here. Sentai heroes, as you may know, are the often multicolored team player superheroes of Japanese pop culture, working together in teams and often driving crazy dinosaur or animal themed mecha.

Sentai, following their teamwork motif, are often variations on the same character functionally, so you’ve got that reflected here. They are very much the model of the five man band- your Lancer might take All-out Attack and Expertise (streetwise) while a Smart Guy might pick Inventor and Expertise (science).
Check out the anime/manga 3e thread
My new Oddballs reborn thread

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