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Jab's Builds: Cassidy, Herr Starr, The Saint of Killers

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Re: Jab's Avatar Builds: Jet, Prince Zuko, Jeong, Uncle Iroh

Postby catsi563 » Thu Mar 08, 2012 12:53 pm

Thats why hes awesome, pretty well can be assumed he did that during the eclipse when firebending was kaput. which means he ripped them apart with his barehands.

Iroh = teh Awesome. :mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Jab's Avatar Builds: Jet, Prince Zuko, Jeong, Uncle Iroh

Postby Ares » Thu Mar 08, 2012 3:21 pm

Jabroniville wrote:
Especially since the power has been refereed to as "Lightning Deflection/Reflection/Redirection", having aspects of the Power or its Extras in the ability's title.


Rub it in, why don't ya? *sob* Why don't you just go read some "Captain Marvel" comics? Oh wait, I mean "Shazam" comics :P .


So Jab, how's Cyclone or Atom Smasher doing these days?
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Re: Jab's Avatar Builds: Jet, Prince Zuko, Jeong, Uncle Iroh

Postby cbwjm » Thu Mar 08, 2012 7:49 pm

Avatar is easily one of my favourite series so I'm enjoying reading your builds. Good ol' Uncle Iroh, my favourite character in the series. I would have loved to see him lay the smack down on his brother but freeing the city of Basingse was also epic.
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Re: Jab's Avatar Builds: Jet, Prince Zuko, Jeong, Uncle Iroh

Postby Gazman » Thu Mar 08, 2012 8:42 pm

Totally digging the Avatar stuff in general. In specific, I really like how Jeong-Jeong feels different than the rest of the fire benders and how Zuko showcases his martial abilities as well as his bending mastery.

Nit pick time! I want to jump on the give Soka-Attractive-bandwagon. Almost every single female he meets is charmed or infatuated with him. Yue, Toph, Ty-Lee, Suki, and the entire haiku class. That dirty Water Tribe barbarian is mad pimp, son! Also his boomerang stays blast 4 even when his strength goes from 1 to 2. How come his weapon gets weaker?

Does Iroh need the same power loss complication as every other bender? He can breath fire with his hands behind his back, heat tea while sitting still, and make metal burning hot while bound hand and foot.

Sorry if I come off like a negative Nancy, 'cause your stuff rocks, Jab!

And I just got The Promise Part 1 today. It is very much up to Avatar par. Can't wait for Legend of Korra.
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Re: Jab's Avatar Builds: Jet, Prince Zuko, Jeong, Uncle Iroh

Postby Jabroniville » Thu Mar 08, 2012 10:09 pm

Ares wrote:
Jabroniville wrote:
Especially since the power has been refereed to as "Lightning Deflection/Reflection/Redirection", having aspects of the Power or its Extras in the ability's title.


Rub it in, why don't ya? *sob* Why don't you just go read some "Captain Marvel" comics? Oh wait, I mean "Shazam" comics :P .


So Jab, how's Cyclone or Atom Smasher doing these days?


... Pistols at dawn, good sir.

Though actually, considering I lost three of my favourite characters EVER when DC Rebooted, I find it funny that I'm one of the least-negative online fans regarding the whole thing. I dunno- maybe the glory of still being able to read old issues makes it better. I mean, many of my favourite shows EVER have gone off the air over the years, and I never got too bummed out by that unless they had a tragically-short run (ABC... **** you for cancelling "Pushing Daisies". Eat a dick. Eat a WHOLE BAG of dicks.).

I really like how Jeong-Jeong feels different than the rest of the fire benders and how Zuko showcases his martial abilities as well as his bending mastery.

Thanks- a system that kind of log-jams lower power levels together in terms of damage can be tough to modify to differentiate everybody, so I try to make sure certain similar guys can stand apart. Same thing with my "Street Fighter" builds- both Balrog & Dudley use the same Martial Art and have similar strength, but for my purposes, they needed to fight in a totally different manner.

Nit pick time! I want to jump on the give Soka-Attractive-bandwagon. Almost every single female he meets is charmed or infatuated with him. Yue, Toph, Ty-Lee, Suki, and the entire haiku class. That dirty Water Tribe barbarian is mad pimp, son! Also his boomerang stays blast 4 even when his strength goes from 1 to 2. How come his weapon gets weaker?

Hm, I think I am convinced. His pimpishness just may need some statistical equivalent after all. Granted, I'm not sure he deceived or persuaded too many people over the course of his time in the show. It's always a tricky thing to use as a Stat, since it has a MECHANICAL effect on the game, but a storyline-effect on the series.

The Boomerang thing is because I think most Ranged Weapons have a Peak Operational Limit, really. The thing never feels like a Blast 5, for instance. And also it'd become his secondary weapon after a point, so Sokka didn't REALLY crank on it.

Does Iroh need the same power loss complication as every other bender? He can breath fire with his hands behind his back, heat tea while sitting still, and make metal burning hot while bound hand and foot.

I'll put in a note that says his is a lesser-flaw than other Benders. Thus, he'll probably not be gaining Hero Points for being wrapped-up or bound as much. Bumi will likely be the same way.

Don't worry about the constructive criticism- I like having little debates about choices and stuff. Having to justify my own decisions helps ME out, and sometimes I change how stuff is done because of it (like Ares The Shazam-Loving Poop-Head's suggestion that Deflect is easier... and cheaper).
Last edited by Jabroniville on Fri Mar 09, 2012 12:29 am, edited 1 time in total.
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Re: Jab's Avatar Builds: Jet, Prince Zuko, Jeong, Uncle Iroh

Postby Jabroniville » Thu Mar 08, 2012 10:19 pm

Image

EEL HOUND
Role:
Deus Ex Machina
PL 8 (96)- Minion Rank 7, Sidekick Rank 20
Normal Version:
PL 6-7
STRENGTH 7 STAMINA 8 AGILITY 4
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Athletics 2 (+9)
Close Combat (Unarmed) 2 (+9)
Expertise (Survival) 6 (+7)
Intimidation 4 (+2 Size)
Perception 7 (+7)
Stealth 8 (+8, +6 Size)

Advantages:
Evasion, Great Endurance, Improved Initiative

Powers:
"Animal Senses" Senses 2 (Acute Scent, Low-Light Vision) [2]

"Nothing is Faster"
Swimming 8 (120 mph) (8) -- [9]
AE: Speed 6 (120 mph) (6)

"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Protection 1 [1]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Initiative +8

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude +8, Will +4

Complications:
Disabled (Animal)- Eel Hounds cannot speak to humans, nor use their hooves to easily manipulate objects.

Total: Abilities: 42 / Skills: 36--18 / Advantages: 3 / Powers: 21 / Defenses: 12 (96)

-The Eel Hound showed up only once, leading Sokka, Suki & Toph to the Fire Nation Airships during the Series Finale. It's basically a Deus Ex Machina to explain how the three of them got from frickin' Ba Sing Se all the way to the Airship zone, but whatever, it looked like a twelve-foot-long green greyhound with a lizard head, so it's awesome and pooh on anyone who dislikes it. The thing is faster than anything in the Avatar-Verse, and could only be slowed by terrain, unlike Aang's mount, Appa.
Last edited by Jabroniville on Thu Mar 08, 2012 10:27 pm, edited 1 time in total.
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Re: Jab's Avatar Builds: Jet, Prince Zuko, Jeong, Uncle Iroh

Postby Jabroniville » Thu Mar 08, 2012 10:25 pm

Image

BADGERMOLE
Role:
Original Earthbenders
PL 9 (97)- Minion Rank 7, Sidekick Rank 20
Normal Version:
PL 7-8
STRENGTH 9 STAMINA 9 AGILITY -1
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Athletics 2 (+9)
Close Combat (Natural Weapons) 1 (+8)
Expertise (Survival) 7 (+9)
Intimidation 7 (+7 Size)
Perception 7 (+9)
Ranged Combat (Earthbending) 6 (+6)
Stealth 12 (+11, +3 Size)

Advantages:
Great Endurance, Power Attack, Startle

Powers:
"Tremorsense" Senses 4 (Ranged Touch- Accurate, Acute) (Quirks: Requires Common Ground Contact) [3]
"Animal Physiology" Speed 1 (4 mph) [1]

"Natural Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]
"Claws" Strength-Damage +1 [1]

"Stone Shot" Blast 8 (Feats: Penetrating 5) (Diminished Range -1) (20) -- [24]
    AE: "Super Trip" Affliction 8 (Strength or Agility; Hindered/Prone) (Extras: Ranged) (Flaws: Limited Degree) (8)
    AE: "Earthbending" Earth Control 8 (Feats: Precise) (17)
    AE: "Hold Your Ground" Enhanced Strength 1 (Flaws: Limited to Resisting Movement) (1)
    AE: Burrowing 8 (8 mph) (8)
Offense:
Unarmed +7 (+9 Damage, DC 24)
Claws +8 (+10 Damage, DC 25)
Stone Shot +4 (+8 Ranged Damage, DC 23)
Trip +4 (+8 Ranged Affliction, DC 18)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +6 (DC 16), Toughness +8, Fortitude +8, Will +4

Complications:
Disabled (Animal)- Badgermoles cannot speak to humans, nor use their claws to easily manipulate objects.
Disabled (Blind)- Badgermoles have only vestigial eyes that are quite useless, though they can "see" with their advanced sensory abilities.

Total: Abilities: 8 / Skills: 42--21 / Advantages: 3 / Powers: 46 / Defenses: 9 (97)

-Badgermoles were the originators of Earthbending, and taught the art to a pair of Star-Crossed Lovers, Oma & Shu (the founders of Omashu), who then taught it to their subjects. This seems like your basic Animal-themed mythology, except for THIS universe, it's probably 100% true, as Badgermoles DID teach Ms. Toph herself. The blind girl had run away from home to get away from her bossy parents, and she & the similarly-blind Badgermoles understood each other, leading to them teaching her their style. They didn't use it as a fighting style or martial art- to them, it was an extention of their own bodies, and their way of survival. This is what makes Toph such an elite Earthbender.

-I dunno if they ever smacked people with their Earthbending, but I'm assuming it's possible.
Last edited by Jabroniville on Thu Mar 08, 2012 10:29 pm, edited 1 time in total.
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Re: Jab's Avatar Builds: Jet, Prince Zuko, Jeong, Uncle Iroh

Postby Ares » Thu Mar 08, 2012 10:28 pm

Jabroniville wrote:
Ares wrote:So Jab, how's Cyclone or Atom Smasher doing these days?


... Pistols at dawn, good sir.

Though actually, considering I lost three of my favourite characters EVER when DC Rebooted, I find it funny that I'm one of the least-negative online fans regarding the whole thing. I dunno- maybe the glory of still being able to read old issues makes it better. I mean, many of my favourite shows EVER have gone off the air over the years, and I never got too bummed out by that unless they had a tragically-short run (ABC... **** you for cancelling "Pushing Daisies". Eat a dick. Eat a WHOLE BAG of dicks.).


I think another thing working in your favor is that the modern incarnations of Atom Smasher, Stargirl and Cyclone were all 'fairly' recent, and basically had a solid run with all of them with not a lot of ups and downs and bad character interpretations over the decade, so that when the reboot happened, you could just kind of go back and revisit stories that were 80% postive takes on those characters.

Me and the rest of the Marvel Family fans basically have to stick to cartoons for the most part for any decent Marvel Family showings in the last 7 years, outside of non-cannon stuff like JUSTICE and Billy Batson and the Magic of Shazam. This whole thing just looks like another Trials style slap in the face to the Shazam community. And what's worse, it's almost impossible to send DC the right message. If we buy the comic to support the character despite the changes being crap, then they'll keep him that way. If we protest by NOT buying the comic, they'll think its because no one wants to read Captain Marvel instead of no one liking this take on Captain Marvel, which means no more Cap for another 2-5 years. Damned if we do, damned if we don't.

Though to my understanding, the reboot is largely proving a failure, with whatever new readership they've gained having mostly been lost in the last few months as things get more conviluted. Honestly, I hope this just winds up being an extended "Flashpoint" thing where they throw stuff to the wall, see what sticks, and keep that when the old continuity gets brought back. I'm pretty much done with DC until this mess gets resolved.

Don't worry about the constructive criticism- I like having little debates about choices and stuff. Having to justify my own decisions helps ME out, and sometimes I change how stuff is done because of it (like Ares The Shazam-Loving Poop-Head's suggestion that Deflect is easier... and cheaper).


Just doing my job. :mrgreen:
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Re: Jab's Avatar Builds: Jet, Prince Zuko, Jeong, Uncle Iroh

Postby Jabroniville » Fri Mar 09, 2012 12:00 am

Image

TOPH BEI FONG (Book Three)
Role:
The Tomboy, The Powerhouse
Voice Actor: Jessie Flower
Finest Moment: Grabbed the back fin of a Fire Nation Airship and bent it into the entire fleet, destroying them all..
PL 10 (179)
STRENGTH
0 STAMINA 2 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 5 (+10)
Athletics 7 (+7)
Close Combat (Unarmed) 2 (+10)
Deception 4 (+5)
Expertise (Nobility) 2 (+3)
Expertise (Survival) 4 (+6)
Insight 3 (+5)
Perception 11 (+13)
Ranged Combat (Bending) 4 (+12)
Stealth 2 (+7)

Advantages:
Accurate Attack, Assessment, Diehard, Evasion, Fearless, Improved Critical (Bending) 2, Improved Disarm, Improved Initiative 2, Improved Smash, Improved Trip, Move-By Action, Power Attack, Ranged Attack 4, Ultimate Effort (Move Earth)

Powers:
"Earthbending Master"
"Earth Shields" Enhanced Advantages 4: Defensive Roll 4 [4]
"See With Her Feet" Senses 4 (Ranged Touch- Accurate, Acute) (Quirks: Requires Common Ground Contact) [3]
"One With the Earth" Movement 1 (Sure-Footed) [2]
"Detect Lies Through Heart Rates" Enhanced Skills 6: Insight 6 (+11) [3]
"Earth Running" Speed 3 (16 mph) [3]

"Earth/Metal Armour" (Flaws: Standard Action) [-2]
Enhanced Strength 2 (4)
Features 1: Increased Mass (1)
Protection 4 (Extras: Impervious 7) (11)
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) (3)
Reduced Dodge & Parry 5 (-10)
Reduced Bending 2 (-4)
Total: 5 points [5]

"Earthquake" Damage 8 (Extras: Area- 30ft. Burst) Linked to Affliction 10 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree) (36) -- [51]
    AE: "Bonds of Stone" Affliction 8 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Split) (Extras: Cumulative, Extra Condition, Ranged) (33)
    AE: "Stone Shot" Blast 8 (Feats: Split, Penetrating 5) (Diminished Range -1) (21)
    AE: "Multiple Stones" Blast 6 (Extras: Multiattack) (Diminished Range -1) (17)
    AE: "Shape Earth" Transform 4 (Earth to Earth) (Extras: Continuous) (12)
    AE: "Earth Objects" Create 5 (Extras: Continuous) (15)
    AE: "Earth Shaker" Damage 8 (Extras: Area- 30ft. Shapeable) Linked to Affliction 10 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited Degree) (36)
    AE: "Super Trip" Affliction 8 (Strength or Agility; Hindered/Prone) (Extras: Ranged) (Flaws: Limited Degree) (8)
    AE: "Rockalanche" Blast 10 (Feats: Penetrating 5) (Extras: Area- 30ft. Burst) (Diminished Range -1) (34)
    AE: "Stone Spear" Damage 10 (Feats: Penetrating 7) (Extras: Area- 30ft. Line) (27)
    AE: "Earthbending" Earth Control 10 (Feats: Precise) (21)
    AE: "Metalbending" Move Object 9 (Flaws: Limited to Metals, Touch Range) (4.5)
    AE: "Metal Snare" Snare 10 (Flaws: Touch Range, Medium- Metals) (10)
    AE: "Rock the World/Earth to Mud" Environment 3 (120 feet) (Impede Movement) (6)
    AE: "Hold Your Ground" Enhanced Strength 6 (Flaws: Limited to Resisting Movement) (6)
Offense:
Unarmed +10 (+0 Damage, DC 15)
Earth Attack +12 (+8 Ranged Damage, DC 23)
Multiple Stones +12 (+6 Ranged Damage, DC 21)
Area Damage +10 (+10 Damage, DC 25)
Earthquake +8-10 Area (+8 Damage & +10 Affliction, DC 23 & 20)
Stone Bonds +12 (+8 Ranged Affliction, DC 18)
Metal Snare +8 (+10 Affliction, DC 20)
Initiative +13

Defenses:
Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +2 (+6 Shields), Fortitude +5, Will +8

Complications:
Disabled (Blind)- Though Toph can detect seismic vibrations in the Earth to replace her sight, she cannot detect airborne objects, faces, writing, colours, etc. She also cannot accurately read things on sand (things look "fuzzy").
Relationship (Aang)- Toph is rude and bossy towards "twinkle toes", but he's probably her best friend.
Relationship (Sokka)- Toph & Sokka are the most boorish members of "Team Avatar", and see eye-to-eye fairly often, despite razzing each other. She also has a small crush on him, though she hides it well (plus, he's with Suki).
Relationship (Katara)- Toph is frequently annoyed by the motherly, civilized Katara, especially when called out for her behavior, such as scamming money off of people.
Relationship (Parents)- Toph cared for her parents, but she despised how they babied her due to her blindness. When she ran away from home to help the Avatar, she was chased by two hired goons under their orders, believing her to still be in danger (technically, they were right).
Power Loss (Bending)- All Bending requires the use of bodily-movements and forms. If a Bender's body is restrained in any manner, their Bending will be badly-hampered. Full entrapment will neutralize all Bending.
Power Loss (The Elements)- Earthbenders require contact with the Earth to use their powers. This is usually not a problem in a pre-Industrial society, but metal structures such as Fire Nation prisons will inhibit any Earthbending. Toph eventually subverts this with her Metalbending, but even that will not allow the use of most of her powers.
Weakness (Water, Ice)- Toph can't "see" effectively on water or ice, and gets nauseous easily when on a submarine.

Total: Abilities: 46 / Skills: 44--22 / Advantages: 19 / Powers: 69 / Defenses: 23 (179)

-If Zuko is the best character in "Avatar", then Toph was easily the most AWESOME. Somehow the writers managed to gather so many Mary Sue tropes onto one character (super-special 100% unique nature, tons of Power Feats, Disabled But Bad-Ass, Child Bad-Ass), enough to make you think she was a FanFic character, and make her completely amazing nonetheless. It's an important lesson- making characters special and unique doesn't always make them over-pushed and sucky- particularly in a show where almost ALL the characters are made to be special. You can hardly claim the show over-powered her when Aang is going Super-Saiyan, Sokka is destroying the invasion through his insane genius (and scoring tons of booty from the Three Nations), and Katara is controlling people's bodies with her Bending.

-Toph ended up being pretty neat- she was initially going to be a burly male Earthbender, but the show's writers kind of changed course partway through, and decided to add another girl to the team. This helped Book Two REALLY amp up the female cast members, which really made the show more popular. And so instead of this burly tough guy, we got a tiny little blind girl with the exact same personality, which made her REALLY stand out. Born blind, young Toph once ran away, and discovered a band of Badgermoles. Since these creatures were the original Earthbenders, and blind like Toph, she had a comraderie with them, and was able to learn Earthbending too. Eventually, Toph became a true master, able to use her Bending to "see" the world around her.

-As The Blind Bandit, Toph was a pro wrestler (battling "The Boulder", a Rock parody voiced by his friend and fellow superstar wrestler, Mick Foley) discovered by Aang. Aang wanted an Earthbending master, and his old friend King Bumi (himself a master Bender) told him that his trainer should be someone who "listens, and waits". Seeing Toph use the vibrations in the ground to make out her targets, Aang found his master. Toph was gruff and unlikeable at first, acting as piggish as the boys, but being quite egotistical and confrontational. Insisting on "pulling her own weight", she made an ass of herself early on, and it took a while for her to settle. Her harsh training style over Aang didn't help- she insulted him and smacked him around like a tough-guy boxing trainer, and it took Katara to point out that Aang responded better to positive reinforcement.

-Since Book Two was often The Toph Story, she took the back steat on Book Three. She didn't even get to go on a "Life-Changing Trip With Zuko" like the other three members of Team Avatar did. But no matter- by this point, she'd become a TRUE Earthbending Master, inventing the art of "Metalbending" by picking out the mineral impurities in metal, allowing her to use Touch-Range Magnetism (more or less).

-Toph is probably the one with the most raw power of the Gaang (she is BY FAR the most likely to use Power Attack), but gives up a notch of accuracy (since "Avatar" characters are nearly always super-accurate martial artists, there is often very little difference in hitting power- just preferred fighting styles). One of the greatest Earthbenders in the world, she can actually detect people (and their general moods) using Tremorsense, completely negating her blindness (unless the subjects are flying or something- something much more rare here than in a comic book world). And on a world where pretty much every building, bridge, path, road, etc. is made out of rock, she's FAR more dangerous than she would be in modern times. Using Earthbending, she can Blast, Snare, Trip or launch people, levitate rock, hold up an entire library IN THE SAND and move at high-speeds on the ground. However, we never really see her engaging in fisticuffs given her small stature (I didn't give her Shrinking mainly because I didn't feel like complicating the build, but she's pretty short) and likely physical weakness without her Bending, so she's very dependant upon it. By Book Two's end, though, she's developed a form of Earthbending that actually affects METAL as well! This gives her a weaker Move Object, and a REALLY nasty Snare that is nonetheless much less accurate.

-The only Earthbenders in her era who could possibly be stronger by the end are King Bumi and Avatar State Aang- Long Feng could be close behind. For a Power Fighter, you'll note that she has crazy-high Initiative- her "Seismic Sense" allows her to anticipate moving opponents quite effectively, and strike first. Note also the "Stone Armour" thing- it's basically the Alternate Form set of powers, requiring a Standard Action to change forms. It's highly-defensive, but leaves you slow and an easy target, in addition to hampering Bending considerably, so it's rarely used. It's only 3 points overall, so not a big deal.

Image

TOPH BEI FONG (Book Two)
Role:
The Tomboy, The Powerhouse
Voice Actor: Jessie Flower
Finest Moment: Invented Metalbending, trapping her would-be captors.
PL 9 (164)
STRENGTH
0 STAMINA 2 AGILITY 5
FIGHTING 8 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 5 (+10)
Athletics 7 (+7)
Close Combat (Unarmed) 2 (+10)
Deception 4 (+5)
Expertise (Nobility) 2 (+3)
Expertise (Survival) 4 (+6)
Insight 3 (+5)
Perception 10 (+12)
Ranged Combat (Bending) 4 (+10)
Stealth 1 (+6)

Advantages:
Accurate Attack, Assessment, Fearless, Improved Critical (Bending) 2, Improved Disarm, Improved Initiative 2, Improved Smash, Improved Trip, Move-By Action, Power Attack, Ranged Attack 2, Ultimate Effort (Move Earth)

Powers:
"Earthbending Master"
"Earth Shields" Enhanced Advantages 3: Defensive Roll 3 [3]
"See With Her Feet" Senses 4 (Ranged Touch- Accurate, Acute) (Quirks: Requires Common Ground Contact) [3]
"One With the Earth" Movement 1 (Sure-Footed) [2]
"Detect Lies Through Heart Rates" Enhanced Skills 6: Insight 6 (+11) [3]
"Earth Running" Speed 3 (16 mph) [3]

"Earth/Metal Armour" (Flaws: Standard Action) [-2]
Enhanced Strength 2 (4)
Features 1: Increased Mass (1)
Protection 4 (Extras: Impervious 7) (11)
Immunity 5 (Fire Damage) (Flaws: Limited to Half-Effect) (3)
Reduced Dodge & Parry 5 (-10)
Reduced Bending 2 (-4)
Total: 5 points [5]

"Earthquake" Damage 8 (Extras: Area- 30ft. Burst) Linked to Affliction 9 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree) (34) -- [46]
    AE: "Bonds of Stone" Affliction 8 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Split) (Extras: Cumulative, Extra Condition, Ranged) (33)
    AE: "Stone Shot" Blast 8 (Feats: Split, Penetrating 5) (Diminished Range -1) (21)
    AE: "Multiple Stones" Blast 6 (Extras: Multiattack) (Diminished Range -1) (17)
    AE: "Earth Shaker" Damage 8 (Extras: Area- 30ft. Shapeable) Linked to Affliction 9 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited Degree) (34)
    AE: "Super Trip" Affliction 8 (Strength or Agility; Hindered/Prone) (Extras: Ranged) (Flaws: Limited Degree) (8)
    AE: "Shape Earth" Transform 4 (Earth to Earth) (Extras: Continuous) (12)
    AE: "Earth Objects" Create 5 (Extras: Continuous) (15)
    AE: "Rockalanche" Blast 9 (Feats: Penetrating 5) (Extras: Area- 30ft. Burst) (Diminished Range -1) (32)
    AE: "Stone Spear" Damage 9 (Feats: Penetrating 7) (Extras: Area- 30ft. Line) (25)
    AE: "Earthbending" Earth Control 10 (Feats: Precise) (21)
    AE: "Rock the World/Earth to Mud" Environment 3 (120 feet) (Impede Movement) (6)
    AE: "Hold Your Ground" Enhanced Strength 6 (Flaws: Limited to Resisting Movement) (6)
Offense:
Unarmed +10 (+0 Damage, DC 15)
Earth Attack +10 (+8 Ranged Damage, DC 23)
Area Damage +9 (+9 Damage, DC 24)
Earthquake +8-9 Area (+8 Damage & +9 Affliction, DC 23 & 19)
Stone Bonds +10 (+8 Ranged Affliction, DC 18)
Initiative +13

Defenses:
Dodge +13 (DC 23), Parry +12 (DC 22), Toughness +2 (+5 Shields), Fortitude +5, Will +7

Complications:
Disabled (Blind)- Though Toph can detect seismic vibrations in the Earth to replace her sight, she cannot detect airborne objects, faces, writing, colours, etc. She also cannot accurately read things on sand (things look "fuzzy").
Relationship (Aang)- Toph is rude and bossy towards "twinkle toes", but he's probably her best friend.
Relationship (Sokka)- Toph & Sokka are the most boorish members of "Team Avatar", and see eye-to-eye fairly often, despite razzing each other. She also has a small crush on him, though she hides it well (plus, he's with Suki).
Relationship (Katara)- Toph is frequently annoyed by the motherly, civilized Katara, especially when called out for her behavior, such as scamming money off of people.
Relationship (Parents)- Toph cared for her parents, but she despised how they babied her due to her blindness. When she ran away from home to help the Avatar, she was chased by two hired goons under their orders, believing her to still be in danger (technically, they were right).
Power Loss (Bending)- All Bending requires the use of bodily-movements and forms. If a Bender's body is restrained in any manner, their Bending will be badly-hampered. Full entrapment will neutralize all Bending.
Power Loss (The Elements)- Earthbenders require contact with the Earth to use their powers. This is usually not a problem in a pre-Industrial society, but metal structures such as Fire Nation prisons will inhibit any Earthbending. Toph eventually subverts this with her Metalbending, but even that will not allow the use of most of her powers.
Weakness (Water, Ice)- Toph can't "see" effectively on water or ice, and gets nauseous easily when on a submarine.

Total: Abilities: 46 / Skills: 42--21 / Advantages: 15 / Powers: 65 / Defenses: 20 (164)

-Book Two Toph is essentially equally as powerful as her Book Three self, but drops accuracy- in either Season, she is doing CRAZY damage, and lifting hella-gigantic structures and junk. She basically gets better over time, and gains Metalbending between seasons.
Last edited by Jabroniville on Fri Mar 23, 2012 11:12 pm, edited 2 times in total.
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Re: Jab's Avatar Builds: Zuko, Jeong, Uncle Iroh, Toph Bei Fong

Postby Murkglow » Fri Mar 09, 2012 4:33 am

Yay Toph, best character in the series bar none (well... except maybe Iroh). :mrgreen:

I mean what can you say to this face? Makes me smile every time I see it.
Image

Toph was the character I was really talking about when I mentioned I wondered how the Avatar characters lived their lives after the show. To be perfectly honest none of the others really mattered as much to me or their futures were pretty obvious. Aang & Zuko had obvious futures, Sokka & Katara were a bit less obvious but I didn't care as much, but Toph? Would she go home? I can't really imagine it. The Avatar journey was kinda a big thing for her so having it end would matter more for her then most. I'm not sure if they dealt with that at all at the end (I honestly don't remember anymore) but still...

*And yeah, I scanned the Wiki real quick but frankly I choose not to hold the later stuff as "real" (in my own personal head canon). It's wierd and Toph dies young (sometime in her 20s or early 30s), that story can bite me. :x

Anyway, here is my personal favorite fan art of Toph (as an adult):
Image

Ok done gushing now. :roll:
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Re: Jab's Avatar Builds: Zuko, Jeong, Uncle Iroh, Toph Bei Fong

Postby Speed Monkey » Fri Mar 09, 2012 8:42 am

Jab, excellent Avatar builds. Thanks for tackling them.

Murkglow, I couldn't agree more about Toph! She's my fav by far. :D
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Re: Jab's Avatar Builds: Zuko, Jeong, Uncle Iroh, Toph Bei Fong

Postby Kreuzritter » Fri Mar 09, 2012 9:28 am

Murkglow wrote:Toph was the character I was really talking about when I mentioned I wondered how the Avatar characters lived their lives after the show. To be perfectly honest none of the others really mattered as much to me or their futures were pretty obvious. Aang & Zuko had obvious futures, Sokka & Katara were a bit less obvious but I didn't care as much, but Toph? Would she go home? I can't really imagine it. The Avatar journey was kinda a big thing for her so having it end would matter more for her then most. I'm not sure if they dealt with that at all at the end (I honestly don't remember anymore) but still...


well, with the war over and the gruesome twosome dealt with, i imagine toph decided to go home and set some new rules (let's not forget, she knows the game of high society, she just refuses to play)

"Mom, dad, I'm on a first name basis with the new Fire Lord, and the Earth King's bear likes me. I have more clout in my pinkie than this whole House. if you want in on that action, there's going to be some changes..."

this fills the gap before we see her in Avatar: The Promise, having opened her own martial arts school and was in the process of beating metalbending into her students before joining the band again
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Re: Jab's Avatar Builds: Zuko, Jeong, Uncle Iroh, Toph Bei Fong

Postby HustlerOne » Fri Mar 09, 2012 12:26 pm

Murkglow wrote:*And yeah, I scanned the Wiki real quick but frankly I choose not to hold the later stuff as "real" (in my own personal head canon). It's wierd and Toph dies young (sometime in her 20s or early 30s), that story can bite me. :x


Toph was a favorite character of mine as well. That would really suck if what you or the wiki says is true. Come on how does an awesome character like her die so young? :x I mean King Bumi (another strong earthbender) lived over hundred years old for crying out loud.

By the way it seems she did have a daughter. It looks like she runs the police force in republic city by the time Avatar Korra arrives there.

I also like Jab's handling of Toph's Metal Armor. Makes you wonder what else could be done with metalbending in the future.
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Re: Jab's Avatar Builds: Zuko, Jeong, Uncle Iroh, Toph Bei Fong

Postby Murkglow » Fri Mar 09, 2012 12:57 pm

HustlerOne wrote:Toph was a favorite character of mine as well. That would really suck if what you or the wiki says is true. Come on how does an awesome character like her die so young? :x I mean King Bumi (another strong earthbender) lived over hundred years old for crying out loud.


Looking at it again I was wrong (that's what I get for skimming), I thought it said she died sometime before 120ASC when it's really sometime before 170ASC so she could have been much older (up to 83 years old max since she was born in 87ASC). Of course it doesn't list exactly when so we don't know for sure.
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Re: Jab's Avatar Builds: Zuko, Jeong, Uncle Iroh, Toph Bei Fong

Postby Jabroniville » Fri Mar 09, 2012 8:33 pm

Image

BASIC EARTHBENDERS
Role:
Heroic Mooks
Voice Actor: Various
Finest Moment: N/A
PL 5 (74)
STRENGTH
2 STAMINA 4 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Skills:
Acrobatics 2 (+5)
Athletics 5 (+7)
Expertise (Soldier) 4 (+4)
Perception 2 (+3)
Ranged Combat (Bending) 3 (+4)

Advantages:
Ranged Attack, Teamwork

Powers:
"Earthbending Rookies"
"Earth Shields" Enhanced Advantages 1: Defensive Roll 1 [1]
"One With the Earth" Movement 1 (Sure-Footed) [2]

"Earthquake" Damage 6 (Extras: Area- 30ft. Burst) Linked to Affliction 6 (Strength or Agility; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (18) -- [26]
    AE: "Bonds of Stone" Affliction 6 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Split) (Extras: Cumulative, Extra Condition, Ranged) (33)
    AE: "Stone Shot" Blast 6 (Diminished Range -1) (11)
    AE: "Shape Earth" Transform 4 (Earth to Earth) (Extras: Continuous) (12)
    AE: "Earth Objects" Create 4(Extras: Continuous) (12)
    AE: "Super Trip" Affliction 6 (Strength or Agility; Hindered/Prone) (Extras: Ranged) (Flaws: Limited Degree) (6)
    AE: "Earthbending" Earth Control 6 (Feats: Precise) (13)
    AE: "Rock the World/Earth to Mud" Environment 1 (30 feet) (Impede Movement) (2)
    AE: "Hold Your Ground" Enhanced Strength 3 (Flaws: Limited to Resisting Movement) (3)
Offense:
Unarmed +5 (+2 Damage, DC 17)
Earth Attack +4 (+6 Ranged Damage, DC 21)
Area Damage +6 (+6 Damage, DC 23)
Earthquake +6-6 Area (+6 Damage & +6 Affliction, DC 21 & 16)
Stone Bonds +4 (+6 Ranged Affliction, DC 16)
Initiative +3

Defenses:
Dodge +5 (DC 15), Parry +5 (DC 15), Toughness +4 (+5 Shields), Fortitude +4, Will +4

Complications:
Power Loss (Bending)- All Bending requires the use of bodily-movements and forms. If a Bender's body is restrained in any manner, their Bending will be badly-hampered. Full entrapment will neutralize all Bending.
Power Loss (The Elements)- Earthbenders require contact with the Earth to use their powers. This is usually not a problem in a pre-Industrial society, but metal structures such as Fire Nation prisons will inhibit any Earthbending.

Total: Abilities: 28 / Skills: 16--8 / Advantages: 2 / Powers: 31 / Defenses: 5 (74)

-Earthbenders are stronger and tougher than other Benders, and do damage equivalent to Firebending Mooks.
Last edited by Jabroniville on Fri Mar 23, 2012 11:13 pm, edited 1 time in total.
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