Betterwatchit's Builds: Belladonna

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Betterwatchit's Builds: Belladonna

Postby betterwatchit » Sun Oct 10, 2010 2:13 pm

Player Characters:

Adam Jensen (PL 12)
Bill Savage (PL 6)
Booker DeWitt (PL 9)
Care Bear Template (PL 7)
Chanteclair (PL 10)
Dr. Green (PL 10)
Faceoff (PL 10)
Freedom Eagle II (PL 10)
Free-runner (PL 6)
Geselle (PL 10)
The Griffin (PL 10)
Juliet Starling (PL 8 )
Lightbearer (PL 10)
Link (NES) (PL 9)
Magical Girl Hunter (PL 6)
Martin Matin (PL 6)
Moonclaw (PL 10)
Ms. Magus (PL 10)
PPC Agent Template (PL 5)
Prof. Lemeza Kosugi (PL 7)
Sakura Fubuki (PL 10)
Sean Devlin (PL 6)
Sgt. Rex Colt (PL 8 )
SheZow (PL 10)
Shining Armour (PL 6)
Spindle (PL 10)
Tabaluga (PL 10)
Takamaru (PL 10)
The Golem (PL 10)
The Hawk (PL 10)
The Manx Cat (PL 10)
The Red Mage (PL 10)
Trope-Tan (PL 7)
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NPCs:
Akimbo Assassin
Annabelle
Antenna
Belladonna
Baron Stahlfaust
Blackstar
Blitz II
Britannia
Boss of the Saints
Catherine Aura and Firefox
Captain Blood
Dr. Steel
The Mad Maple
Motorised Patriot
Omega
Omegadrone
Orion the Hunter
Raindance
T-850
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SHADOW:

Dominic Ashe
Overshadow
The Crimson Mask
SHADOW Spies
SHADOW Soldiers
SHADOW Mutates
Ragnarok
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Stories:

London's Burning
Part 1
Part 2
Part 3
Final Chapter

Capital Carnage
Part 1
Part 2
Conclusion

Cruise Control
Part 1
Part 2
Conclusion

Of Two Worlds
Part 1
Part 2
Part 3
Part 4
Conclusion

Start Spreadin' The News
Part 1
Part 2
Part 3
Part 4
Conclusion

Danger in the Docklands
Part 1
Conclusion
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New/Updated Advantages:

Combat Reaction (Combat, Ranked) You react faster than normal to certain surprises. For each rank, define one action that would take a free or move action to perform and assign it to an event. If the event comes to pass, you can perform the designated action as a reaction, before the GM adjudicates the event. Some examples include "Dive for cover when I hear gunfire" "Use Interpose on nearest ally when combat starts" or "Go Invisible when I hear a strange noise".

Cult Hero (Interaction, Max 2 Ranks) Choose a subculture your character is associated with. At 1 rank, you're respected and well-known enough to get +2 on Presence-based rolls if the other party is of that subculture, and -2 if they're opposed to it. 2 ranks sets the modifier to +/-5. You can take this advantage more than once to represent multiple subcultures.

Deep Ties (Fortune, Max 3 Ranks) For each rank, choose one of your Complications. Your emotions about this Complication run so strong, you get 2 HP instead of 1 when it comes up. You also lose the extra HP after the encounter ends, but you can keep the other one if it hasn't been used yet. To reduce book-keeping and other related problems, just assume that the bonus HP is being used first.

Off Limits (Fortune, Ranked) You're in the sort of position that means that one group per rank will draw the line at harming you, and doing so will attract that group's attention. The price is that you must continue to maintain the position that earned the advantage in the first place. This usually means not taking sides. Characters with this advantage include Samuel Vimes from Discworld who has Off-Limits: A-M Assassin's Guild.
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New/Updated Power Extras:

Restricted (Devices only): 1 Rank means that only those in a certain category that you set when you build the Device can actually use it. 2 Ranks means that you alone can use it. It's an advantage because it reduces the chance of an enemy who steals the Device from actually using it on you! It can be problematic as your allies can't use the Device either if they don't meet the requirements.
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New Equipment:

Next-Gen Smartphone (5 EP): Treat as Smartphone, GPS and Video Camera in one package.
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Story rules and notes:

The setting is The Betterverse, which is a mixture of DC, Marvel and World of Freedom with some... surprises.

The main rule in my stories when it comes to fighting is willingness to use lethal force. Where someone is using it, Incapacitated means Dead. Otherwise, they've made the other person unconscious or otherwise in no shape to fight. I'll mention at the start of each fight which characters are trying to kill or not.

An All-out Power Attack as described in some fights means that you trade-off Active Defences for a higher DC to resist. You need both All-out Attack & Power Attack advantages to do it higher than -/+ 2.

Any website that's linked in the stories is real.

The first time a character is linked in the story, it will lead to whichever post or book has the stats I'm using for them.
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Knowledge Tables:

These determine what someone is likely to know about a character.

The DC is 10 for one degree of success on all tables, unless specified.

The "Critical" result means that to obtain this intel, the skill you're using must be able to get four degrees of success without a Natural 20, and then get the Natural 20.

Any result flagged with a * means that there's a chance that whoever was looking for the intel will be discovered.
Last edited by betterwatchit on Sun Apr 27, 2014 4:57 pm, edited 130 times in total.

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Re: Betterwatchit's Builds

Postby betterwatchit » Thu Nov 04, 2010 7:26 pm

Simon Wentworth AKA The Griffin - PL 10
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Occupation: Adventurer
Affiliation: Angelic Host
Base: London, U.K.
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Theme Song: Heart of Courage by Two Steps From Hell
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Strength 2, Stamina 2, Agility 3, Dexterity 2, Fighting 4, Intellect 2, Awareness 3, Presence 0
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Advantages
All-out Attack, Animal Empathy, Benefit, Status (Angel), Benefit, Wealth (well-off), Connected, Diehard, Equipment 2, Favored Environment (Air), Fearless, Improved Critical 3 (Justice), Instant Up, Interpose, Move-by Action, Power Attack, Second Chance (Will rolls to keep emotions in control), Taunt, Well-informed
-------------------------------------------------------------------------------------------------------------------------------
Skills
Close Combat (Swords) 6 (+10), Close Combat (Unarmed) 1 (+5), Deception 6 (+6), Expertise (Current Affairs) 4 (+6), Expertise (London Subcultures) 4 (+6), Expertise (Pop Culture) 4 (+6), Expertise (Tactics) 4 (+6), Expertise (Theology & Philosophy) 4 (+6), Insight 3 (+6), Intimidation 6 (+6), Perception 3 (+6), Persuasion 5 (+5), Technology 4 (+6)
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Powers
Angelic Package
. . Angel Wings: Flight 6 (divine, Speed: 120 miles/hour, 1800 feet/round; Feature (Can Hide Wings)*; Wings, Activation (move action))
. . Blessing of Protection: Protection 8 (divine, +8 Toughness)
. . Blessing of Sustenance: Immunity 10 (divine, Life Support)
. . Gift of Understanding: Comprehend 6 (divine, Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Speak All, Languages - Understand All, Languages - You're Understood)
. . Impervious Defense: Impervious Toughness 10 (divine; Limited (Not against supernatural attacks))
. . True Sight: Senses 5 (divine, Counters All Concealment: Vision)
Summoned Sword: "Justice" (Removable)
. . Sword: Strength-based Strike 6 (divine, slashing, piercing, DC 23; Affects Insubstantial 2 (full rank), Penetrating 6; Activation (move action)**)
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Equipment
Griffin Manor, Next Gen Smartphone

Griffin Manor:

Toughness 6, Size Small

Features:
Computer, Fire Prevention System, Library, Living Space, Security System 1

Power Points
Features 5 = 5 EP

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Offense
Initiative +3
Grab, +4 (DC Spec 12)
Sword: Strength-based Strike 6, +10 (DC 23)
Throw, +2 (DC 17)
Unarmed, +5 (DC 17)
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Complications
Motivation: Justice. Simon can't stand an innocent coming to harm if he can affect the outcome. And his empowerment means that he can affect it significantly.

Beliefs: Simon's views are somewhat libertarian in nature. This does not endear him to the British government, the European Union, or anyone who believes that larger government is better. He is actively trying to become a sovereign citizen (Or Freeman-on-the-land as the government calls them) as he believes that it's the best method of not having to answer to them that doesn't involve civil war.

Disability/Prejudice: Simon is autistic, meaning that his brain is wired quite differently. It usually manifests in finding it harder to explain something to someone, and in finding it harder to control his emotions. And there's always some idiot who thinks that autism means "stupid". It also means that his DC to resist sound or light based powers or emotion-controlling effects is increased by +5 (Flashbangs will make him want to kill whoever threw them). (+1 HP if he can't explain something clearly without actually showing it to the other party, if he fails to control his emotions, someone is prejudiced against Simon because of his autism or if he's hit with a sound or light-based power for the first time in a fight.)

Fame: Simon never bothered with a secret identity (Makes it harder for secret government agencies to kidnap him when he keeps a good profile) and is well-known in London as the super to call if things get weird. Having a word with the local furries, gamers, libertarians, photographers or supers is the best way to get his attention. In game terms, the DC is reduced by 5 if a British character rolls on the Investigation or Well-Informed table.

Honour: Simon will keep his word, once given. He won't put an innocent in danger - even if it means placing himself in mortal danger - and he will only use lethal force to prevent or avenge a death. (+1 HP when Simon's honour puts him in a conundrum or in danger. He knows that he doesn't need to kill in order to prevent or avenge a death.) The main reason Simon does angelic missions is this complication. It's one thing to owe someone who saves your life, and quite another to owe someone who gave it back to you after you've already died.

Power Loss: Simon can't fly if his wings are bound or reveal them if there's not enough room behind him and he can't summon Justice if his hands are bound.

Temper: Short tempers are known to run in Simon's family. Confirmed triggers include sexual abusers, being prejudiced and deliberately threatening or harming an innocent. Calling him a spastic or a retard or otherwise using his autism in an insult is effectively pushing his Berserk Button!
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Tactics: Simon will always try to keep hostiles focused on him instead of bystanders and he won't mess about when he can drop someone in one blow. He hasn't got any ranged attacks, so the first thing he does is pick a threat and get up close. He'll always go for known mind-controllers (their abilities usually count as going against his Belief complication) and anyone with abilities that affect emotions (Due to his Disability complication).
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Personality: Simon knows that "normal" is actually a very flexible term. Being autistic in a world where supers exist tends to do that.

He's rather polite outside of battle (after all, the bloke you helped today could be the cape who saves your arse tomorrow), but he shows bouts of what can only be described as sheer audacity.

For example, when Wonder Woman visited London, Simon kissed her hand. Shortly afterwards (When he was certain she couldn't hear), he said "I didn't know whether I'd get a compliment or a broken face for that!"

He is not above using his abilities to scare someone or shut them up, but he only does it if he thinks there's no alternative. For example, he walks into a church with his sword out. The second the pastor says "How dare you come armed into the house of God!", Simon reveals his wings, saying "I don't think God will mind one bit, do you?"

When a bystander says "That's not normal!", Simon usually asks back "What is 'normal'? How the hell do you define 'normal'?" When a super says it, usually some noob who only just got their long underwear, Simon tells them "The word 'Normal' was always a bit flexible and you've only just started to notice. If you want your old 'normal' back... Don't be a super, simple as!"
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Languages
U.K. English (Simon can use any language due to possessing Comprehend, but he's more likely to catch wordplay that could be important if it's spoken in English.)
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Defense
Dodge 5, Parry 8, Fortitude 5, Toughness 10, Will 8
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Power Points
Abilities 36 + Powers 53 + Advantages 20 + Skills 27 (54 ranks) + Defenses 14 = 150
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* The "Can hide wings" feature allows Simon to pose as a "normal" human. The Activation flaw represents how long it takes for the wings to reveal.

** Justice is summoned into Simon's hand, and he can dismiss it as long as he holds it. The Removable flaw represents the fact that he can be disarmed, and Activation represents how soon he can use it.


Investigation/Well-Informed: (DC 5 if the character making the roll is based in Britain, due to Fame complication. DC 10 for everyone else on Earth.)

One Degree: He says that he got his powers from a near-death experience. He's a skilled swordsman and his opponents usually need an ambulance afterwards as well as the police! He can fly, resist small-arms fire without injury, see through illusions and speak any language (Which became even more useful since a recent wave of immigration into Britain from eastern Europe). He's currently wanted by the Ministry of Powers (The British government's super-human agency) for killing the Akimbo Assassin in Trafalgar Square.

Two Degrees: He keeps his word, and he takes the idea of honour seriously. He has killed before, but he only does it to other killers. He tries to minimise collateral damage, physical and mental. He tends to fight and patrol alone. He specialises in the more unusual jobs.

Three Degrees : Rumour has it, the reason he can do the unusual jobs while maintaining his sanity is because he isn't completely right in the head to start with. It might explain why he's not scared of anything. (This result may lead someone to roll Psychology.)

Four Degrees *: He's been seen talking to an older woman called Celia, and has apparently been taking advice from her.

Critical *: Said conversations usually happen shortly before and/or after he's been involved in a super-battle, no matter where he is. From the sound of it, Celia appears to have made the Griffin seriously indebted to her. All I know is, she might be the one person he's actually scared of! I mean, he's gotten into it with some hardcore villains without flinching, but this old lady just looks him in the eye and he just shuts up and listens!
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Psychology: (+2 to roll if character has Favoured Foe: ASD sufferers)

One Degree: There's definitely something 'not right' with him. (Untrained possible for this result.)

Two Degrees: He exhibits a few symptoms of ASD. Mainly in that he can't stand excessive noise and light. A flashbang might cause an overreaction.


Update:
By the end of 'Start Spreadin' The News', Griffin has the following stats raised: Dodge to 8 and Fortitude to 6. He has also removed the Activation flaw on Justice, added 2 extra ranks of Penetrating and given it the AE Storm of Steel: Strength-based Strike 7 with Multiattack and Affects Insubstantial 2, also giving both effects Improved Critical 1. Critical range for Justice is now 16-20. He has also earned Benefit 1: Friend of Equestria.

He also has the Wanted complication: The Ministry of Powers wants a word with him after he killed the Akimbo Assassin, and he knows it. It often means that he has to use more expensive but discreet or cheaper but more dangerous means to get things done, in order to make it harder to track him down.
Last edited by betterwatchit on Mon Sep 09, 2013 4:13 am, edited 39 times in total.

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Re: Betterwatchit's Builds

Postby Tyrant Lizard King » Wed Nov 17, 2010 3:35 pm

Interesting take on an angelic superhero, Bet. I like it. Keep up the good work, I look forward to seeing more!

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Re: Betterwatchit's Builds

Postby betterwatchit » Wed Nov 17, 2010 4:22 pm

Wait until I post how the Griffin got his powers! :D
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Re: Betterwatchit's Builds

Postby betterwatchit » Sun Nov 28, 2010 2:24 pm

I'm going to post some templates soon. One of a PPC Agent and one of a Magical Girl Hunter.

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Re: Betterwatchit's Builds

Postby betterwatchit » Mon Nov 29, 2010 6:25 pm

PPC Agent Template - PL 5
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Occupation: Assassin
Base: PPC HQ
Affiliation: PPC
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Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 2
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Advantages
Benefit, Security Clearance (PPC Agent), Equipment 3, Favored Foe (Mary-Sues), Skill Mastery (Expertise (Canon (Agent's Choice))), Skill Mastery (Expertise (Popular Culture)), Skill Mastery (Expertise (PPC Agent))
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Skills
Athletics 4 (+6), Close Combat (Weapon of Choice) 4 (+6), Close Combat (Unarmed) 3 (+5), Deception 5 (+7), Expertise (Canon (Agent's Choice)) 5 (+7), Expertise (Popular Culture) 3 (+5), Expertise (PPC Agent) 4 (+6), Insight 5 (+7), Intimidation 4 (+6), Perception 3 (+5), Persuasion 3 (+5), Stealth 3 (+5)
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Equipment
Insert Equipment Here 15 EP
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Offense
Initiative +2
Grab, +5 (DC 17)
Throw, +2 (DC 17)
Unarmed, +5 (DC 17)
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Complications
Disability: At least one mental or emotional complication should be in this slot. NO ONE in the PPC is completely sane. They couldn't function as Agents if they were.
Responsibility: To their partner. Agents always do missions in pairs in order to stay objective and keep each other from doing something more dangerous than they need to.
Responsibility: Duty to the PPC.
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Languages
English
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Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 2, Will 5
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Protectors of the Plot Continuum or PPC go into badly made fanfiction to fight off Mary Sues. Agents also have to deal with the Flowers who run the PPC, uncooperative technology, unreliable equipment and each other. It's rumoured that the Flowers-That-Be deliberately make sure that each pair of Agents has conflicting personalities.
Last edited by betterwatchit on Fri May 27, 2011 11:39 pm, edited 3 times in total.

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Re: Betterwatchit's Builds

Postby betterwatchit » Tue Dec 14, 2010 6:04 pm

I saw the trailer for Brink, and thought I could make a character for that setting.

Chris Green AKA Free-runner - PL 6
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Occupation: Guerilla fighter
Base: Container City, the Ark
Affiliation: Ark Resistance
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Strength 2, Stamina 3, Agility 6, Dexterity 4, Fighting 1, Intellect 2, Awareness 3, Presence 1
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Advantages
Accurate Attack, Agile Feint, Benefit, Status (Resistance Member), Connected, Contacts, Defensive Attack, Defensive Roll, Equipment 2, Evasion 2, Favored Environment (Urban Areas), Hide in Plain Sight, Instant Up, Move-by Action, Quick Draw
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Skills
Acrobatics 2 (+8), Athletics 5 (+7), Close Combat (Unarmed) 4 (+5), Deception 5 (+6), Expertise (Streetwise) 4 (+6), Expertise (Urban Tactics) 4 (+6), Insight 3 (+6), Perception 3 (+6), Persuasion 5 (+6), Ranged Combat (Pistols) 3 (+7)
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Equipment
Heavy Pistol, Undercover Shirt
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Offense
Initiative +6
Grab, +5 (DC 17)
Heavy Pistol, +7 (DC 19)
Throw, +4 (DC 17)
Unarmed, +5 (DC 17)
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Complications
Enemy: Free-runner is wanted by Ark Security.
Identity: Chris keeps his identity as Free-runner a major secret for good reason.
Motivation: Responsibility: Chris feels that he has to help deal with the problems of Container City (Think of it as a floating favela) any way he can.
Responsibility: Free-runner is a member of the Resistance, and thus is expected to perform missions for them.
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Languages
English
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Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 3 ( 6 with Defensive Roll and Undercover Jacket), Will 6
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Power Points
Abilities 44 + Powers 0 + Advantages 16 + Skills 19 (38 ranks) + Defenses 11 = 90
Last edited by betterwatchit on Tue Apr 19, 2011 5:10 am, edited 2 times in total.

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Re: Betterwatchit's Builds

Postby betterwatchit » Wed Dec 22, 2010 6:13 pm

I'm going to write a fight featuring the Griffin vs TLK's Predator. Watch this space! :mrgreen:

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Re: Betterwatchit's Builds

Postby betterwatchit » Mon Jan 03, 2011 5:24 pm

I have a rules question. Does Toughness from different sources (Like armour and thick skin) actually stack? If you want give me a reference as well, I've got both DCA and M&M 3E.

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Re: Betterwatchit's Builds

Postby betterwatchit » Tue Jan 04, 2011 1:31 pm

Don't worry about the above question, I've found the answer. :D It doesn't stack if provided by Equipment, but it does if provided by Powers or Devices. P169, M&M 3E.

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Betterwatchit's Builds and I have a question...

Postby betterwatchit » Sun Jan 09, 2011 3:34 pm

Okay, so I have a real question to ask. One of my characters is trying to smash another's weapon, and gets just one degree of damage.

What would you say happens to the weapon that gets hit?

Edit: Resolved the problem.

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Re: Betterwatchit's Builds

Postby betterwatchit » Mon Jan 10, 2011 5:49 pm

Just finished the fight, and I'm just polishing it off! It also contains the Griffin's origin story. So watch this thread!

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Betterwatchit's Builds: Griffin VS Predator

Postby betterwatchit » Tue Jan 11, 2011 6:09 pm

My first fight on the Tank!

Griffin vs Predator

Pre-fight notes: I think that the Predator's Favoured Environment (FE) should work in a forest as well as the jungle. I reckon that Taunt ought to be used to try to anger your opponent, where Intimidate is used to scare them. Both parties will be using lethal force.


Location: Bostall Woods, in the London Borough of Greenwich. (If you know the place, you know that you do not want to fight a Predator there!)


It's the hottest day of the year so far. Simon's in the deepest part of the woods, sitting under a tree, thinking about the speech he gave to his family last night. "I still can't believe I got everyone to shut up and then freak out!" He hears a slight rustle and looks up.

The Predator is in the tree directly above Simon. Predator gets 19 on its Stealth Roll. Simon gets a natural 20 on Perception, for a roll of 26! He knows something's there alright.


He sees a humanoid in the tree, and the "distorted aura" around it shows that it's trying not to make itself known. He examines the person above him, and thinks "Predator! I'm their idea of a local treat, and there's no way I can get out of here in a hurry."

Simon's True Sight bypasses the Predator's Concealment automatically. He uses Persuasion & Well-Informed to try to identify the unusual being in front of him (DC 10) and gets 18. Two degrees of success. He knows that the being is of an alien race commonly called "Predators" on Earth, who are effectively banned from the planet and like to take the heads off people they hunt. And the few that make the trip like to hunt supers like him!


"Now I've got to get up and turn around without that Predator knowing I'm on to him."

Simon's trying to get into position without the Predator knowing that it's been found out. He rolls 9 for Deception, and Predator gets 15 on Insight! The Predator knows something's not right there, so it decides to aim its throwing disc.


Simon turns round and sees too late that the Predator's caught on. And sees a disc coming at his face! He dives and the disc goes right across his arm, tearing the sleeve of his top.

The Predator says "No blood. Perhaps you will make good sport." Now things are about to get hairy.

Predator uses FE for attack rolls. He throws the disc. 31! Griffin's Surprised, and rolls to dodge. 26! But the disc doesn't bypass Simon's Impervious Toughness. Roll Initiative! Predator: 17, Griffin 5. Both have 1 HP and are both unharmed.


The Predator fires his shoulder cannon, blasting the Griffin in the chest, leaving a burn mark!

Predator FE: Attack. Predator fires. 19! Simon gets 18. Predator: 1 HP. Griffin: 1 HP, 1 Injured. This is why Favoured Environment gives you the edge!


Simon gets up, revealing Justice. He shouts "Hiding in the trees! And you call yourself a warrior!"

Griffin reveals his sword, and tries to Taunt the Predator into coming down from the tree. Griffin rolls 16. Predator rolls 6 on Insight, and gets 2 HP for the Honour and Temper Complications. Predator: 3 HP. Griffin: 1 HP, 1 Injured.


The Predator shouts "I AM a warrior!", jumps down, and switches to his Wristblades. Then he charges at Simon, landing a blow but strangely spilling no blood.

Predator FE: Attack. It's Impaired and Charges at the Griffin! That's a -2 modifier in total. Predator rolls 18, just hitting him! But it doesn't bypass the Impervious Toughness.


Simon shows his wings, shouting "Your weapons can't touch me, but mine can end you!" The Predator is... unimpressed.

Griffin Intimidates the Predator. 16. The Predator gets 22 and resists.


The Predator has an idea... "If my cannon left a mark on him, it might be able to take him out." It fires, and just barely misses.

Predator FE: Attack. Predator spends a HP to get a clue. He fires his cannon and gets 25. Griffin gets 29! Predator: 2 HP. Griffin: 1 HP, 1 Injured.


Simon swings for the chest, and it just scrapes the armour!

Griffin rolls to attack with Justice... 26 to hit! Predator rolls 24 to resist.


The Predator fires the cannon once again, but Simon manages to block the blast with his sword.

Predator FE: Attack. 24. Griffin gets 29 to resist.


Simon's running low on patience! He goes all-in and clocks the Predator upside the head!

Griffin goes for a full All-out Attack, and gets 30 (non-crit)! Predator rolls 13, and is hit and Dazed! Predator: Dazed, 2 HP, 1 Injured. Griffin: 1 HP, 1 Injured.


The Predator reacts by blasting again, the roar of pain meaning that it must have hit somewhere important.

Predator FE: Attack. 27 on attack roll. Simon gets 17 and is hit. Predator 2 HP, 1 Injured. Griffin: 1 HP, 2 Injured.


Simon swings at the shoulder cannon, leaving a dent in it.

Griffin attempts to Smash the Cannon! He gets 14, spends his HP to re-roll and gets 29 (non-crit)! The Cannon gets 21. One degree of failure. Predator: 2 HP, 1 Injured, Cannon 1 Injured. Griffin: 2 Injured.


The Predator fires again, missing by yards! Before Simon attacks, he sniffs the air and realises what just happened there. "You nutter!" he roared. "You just set the woods on fire!" The Predator had crossed the line!

Predator FE: Attack. Predator fires again, natural 1! It gets to do a Homing check next turn. Both fighters get a HP for the Complication of the sudden forest fire, and Griffin gets another for his Temper Complication. Predator: 3 HP, 1 Injured, Cannon 1 Injured. Griffin: 2 HP, 2 Injured.


Simon roars "For Bostall Woods!" and goes full-tilt!

Griffin goes for a full All-out Attack & Power Attack, 20. He hits, and the Predator has to resist DC 28. He gets 20 and is hit! Predator: 3 HP, 2 Injured, Cannon 1 Injured. Griffin: 2 HP, 2 Injured.


The Predator fires twice, hitting the stomach with both shots.

Predator FE: Attack. Predator fires again, as per his Homing bonus, and gets 21. Griffin rolls 13. He's hit and Dazed! Predator fires again, and gets 22. Griffin resists with 25. Predator: 3 HP, 2 Injured, Cannon 1 Injured. Griffin: Dazed, 2 HP, 3 Injured.


Simon blindly slashes again, clouting the Predator around the head.

Simon goes for a normal attack, 21. Predator rolls 12! Hit and Dazed! Predator: Dazed, 3 HP, 3 Injured, Cannon 1 Injured. Griffin: 2 HP, 3 Injured.


The Predator fires the Cannon, missing Simon's head by inches.

Predator attacks, 28. Griffin rolls 14, spends a Hero Point to re-roll. Gets 28 and resists. Predator: Dazed, 3 HP, 3 Injured, Cannon 1 Injured. Griffin: 1 HP, 3 Injured.


Simon goes full-tilt again, knowing it might be the last thing he does if he cocks this up! He slams Justice right in the Predator's throat, and he hears a gurgle then a thud. Fight's over!

Griffin does a full All-out Attack & Power Attack. Natural 20, Critical scored! Griffin uses the critical to Power Stunt the following: Affliction 10: Vulnerable, Defenceless, Incapacitated. Resisted by Fortitude. The Predator rolls a 12 and is Incapacitated and out of the fight. As both sides were using lethal force, this means the Predator just took a mortal wound to the throat. Winner: The Griffin!


Simon takes a photo of the corpse and leaves it for the fire. He flies out and calls the fire brigade from the nearest payphone...

"999, how can I help?"
"I want to report a forest fire at Bostall Woods."
"Okay. What is your name?"
"Call me the Griffin. And you can tell them that the Predator responsible for the fire is dead."

Post-fight notes: That was a tough fight! Griffin really needs to improve his Dodge.


///////////////////////////////////////////////////////////////////////////////////////////////////////

And now for what Simon said to his family. His Origin Story.

Simon's attending a family memorial, he has the mike.

He says "As for what I wanted to tell you, you must promise not to speak until I'm finished. If your phone rings, take it outside. What I'm going to say is, I admit, just plain unbelievable, but I will show you proof that it did occur. Afterwards, you do what you have to do. As you know, I was at my dad's deathbed. What I said to him has never been mentioned before tonight. I told him that I could have better accepted the loss of my mother if he let me go to her funeral. That's the one thing I never forgave him for. Then came the bit you definitely heard about. I was so steamed when I left Queen Elizabeth Hospital that I didn't see that bus hit me!

I was dead for five minutes, but it feels like it lasted much longer than that.

I saw that I was in a bright white space, and there was a woman there. I naturally asked her who she was and where we were, and she said 'Where you are right now, is somewhere between life and what happens next. As for who I am... Look me in the eye and see for yourself.'

When I did, I was down on both knees and in tears! I was an atheist since my mother's death, and now I realised just how wrong I was.

When I finally stopped crying, she asked me if I wanted to move on or go back. I replied 'Which way would I go if I chose to move on?'

She wouldn't tell me. She knew, but she wouldn't say. Before I could ask why, she told me that knowing that would effectively prevent me from making the decision of my free will. I asked her if I could go back then.

She said "Very well. You shall return, but not unchanged."

I went 'What do you mean, "but not unchanged?"'

'You're going to receive a very special gift from me. A gift that's going to last you a lifetime, and possibly longer than that. I'm going to make you into a hero.'

I replied 'How are you going to do that?'

She smiled and said 'I've made the greatest of men into complete fools. I can take an outcast like yourself, and have everyone mean it when they say you deserve respect.'

I thought it through, and I said 'I accept your offer.'

She hugged me and said 'Go, with my blessing.' You have no idea how good that hug was. You know I find it hard to tell what someone else is feeling, but she left me feeling like she actually cared.

The next thing I knew, they were just about to use CPR on me. When they X-rayed me, it showed no broken bones at all. I agree when they say it was a miracle.

As for my proof, here it is!" He reveals his wings and Justice, saying "With this sword, I fight monsters and men alike! I am the Griffin, and I'm not afraid any more!"
Last edited by betterwatchit on Wed May 04, 2011 4:01 pm, edited 4 times in total.

betterwatchit
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Re: Betterwatchit's Builds: Griffin Vs Predator

Postby betterwatchit » Fri Jan 28, 2011 5:30 pm

Magical Girl Hunter - PL 6
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Occupation: Assassin
Base: Any city or town in Japan
Affiliation: Magical Girl Hunters
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Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 2, Awareness 1, Presence 1
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Advantages
Benefit, Ambidexterity, Connected, Contacts, Equipment 7, Evasion, Favored Foe (Magical Girls), Instant Up, Well-informed
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Skills
Athletics 3 (+4), Close Combat (Knife) 2 (+6), Close Combat (Unarmed) 1 (+5), Deception 4 (+5), Expertise (Current Events) 4 (+6), Expertise (Magical Girls) 5 (+7), Expertise (Pop Culture) 5 (+7), Expertise (Streetwise) 4 (+6), Expertise (Tactics) 5 (+7), Insight 4 (+5), Intimidation 4 (+5), Investigation 5 (+7), Perception 5 (+6), Persuasion 5 (+6), Ranged Combat (Pistols) 4 (+6), Stealth 4 (+6)
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Equipment
Flashlight, Hunter's Pistol (Heavy Pistol, Laser Sight, Suppressor, Targeting Scope), Knife, Lock Release Gun, Motorcycle, Multi-tool, Next Gen Smartphone, Undercover Shirt
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Offense
Initiative +2
Grab, +5 (DC Spec 11)
Hunter's Pistol, +7 (DC 19)
Knife, +6 (DC 17)
Throw, +2 (DC 16)
Unarmed, +5 (DC 16)
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Complications
Motivation: Doing Good/Greed: In MGH, Japan is flooded with magical girls who are running out of proper evils to fight so they've started to focus on various causes such as the environment or illegal software downloads. With lethal force and a disregard for concepts like "collateral damage" and "bystanders". The two hunters that the MGH setting is focused on saw a gap in the market, and hire themselves out as literal "trouble-shooters".

Honor: A Hunter must allow the Magical Girl to transform first, if they haven't already done so. This is to make sure they don't kill the wrong girl.
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Languages
Japanese
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Defense
Dodge 6, Parry 5, Fortitude 6, Toughness 4, Will 6
-------------------------------------------------------------------------------------------------------------------------------
Power Points
Abilities 30 + Powers 0 + Advantages 14 + Skills 32 (64 ranks) + Defenses 14 = 90
Last edited by betterwatchit on Thu Jun 14, 2012 2:29 pm, edited 4 times in total.

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Re: Betterwatchit's Builds: Griffin Vs Predator

Postby FuzzyBoots » Sat Jan 29, 2011 12:05 pm

^_^ Nice to see a fellow MGH fan. I did builds of Pretty Deadly and Sailor H and (badly) ran a one-shot set in the universe. I modeled the Hunters' ability to chip away at the Magical Girls from a distance by allowing them to take conditional damage feats up to +4 above PL and giving everyone Favored Opponent (Magical Girls) 2 as a free feat that didn't count toward caps. It made for glass cannons who had to try to approach the situation tactically to keep themselves from getting squished.


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