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Murkglow's 3e Character Thread

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Murkglow's 3e Character Thread

Postby Murkglow » Thu Mar 01, 2012 4:29 pm

American McGee's Alice/Alice: Madness Returns
American McGee's Alice & Alice: Madness Returns tell a story of what happened to Alice after the books. Perhaps not the most amazing games from a gameplay or story perspective (though they aren't bad by any means), the games are most noteworthy for their beautiful, if often dark, depictions of Wonderland and the impact a tragic accident has on it and Alice herself. It's the concept, setting, and backstory, more then the actual in-game events, that really give the game a mix of simple beauty and surprising depth.

While working on this build it kinda struck me how odd it would be if Alice was actually a character in the comic universe(s). Wonderland is such a staple "setting/inspiration/theme" in comics, with many characters basing themselves on it (and some older/odder comics actually going to it), that I can't help but absently wonder just how Alice would fit in. Considering Wonderland is her "creation", or a representation of her subconscious, it would be very strange to have a game "in it." Then again that could also be quite interesting too... Hmm...

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Alice Liddell
PL2


Abilities
Strength 0, Stamina 2, Agility 2, Dexterity 0, Fighting 2, Intellect 3, Awareness 2, Presence 0

Advantages
Beginner's Luck

Skills
Expertise [Streetwise] 2 [+5], Expertise [Wonderland] 9 [+12], Insight 3 [+5]

Offense
Initiative +2
Unarmed +2, Damage 0

Defense
Dodge 2, Parry 2
Toughness 2, Fortitude 2, Will 2

Power Points
Abilities [22] + Advantages [1] + Defenses [0] + Powers [0] + Skills [7] = 30 points

Alice's story so far has not had a happy ending... After a fire broke out in her home killing her entire family, Alice fell into a catatonic state. For many years she lay largely unmoving and unresponsive in an asylum, only surviving due to being force fed by the staff (some of whom were none too kind and would on occasion "test" just how unresponsive she really was). It was only by chance that Alice regained any sense of herself when a nurse at the asylum repaired her stuffed rabbit doll and gave it back to her.

A little thing perhaps but it sparked Alice's return to Wonderland which, reflecting the state of her mind, had fallen into darkness, pain, and despair. Alice would travel through this "new" Wonderland, confronting many familiar yet horribly twisted sights, before finally facing the Red Queen. Alice emerges victorious from this final battle and awakens from her long nightmares to the cold world that surrounds her. Though she has regained some semblance of her former self, Alice is lost in a world that is cruel and has no love for her, and it is only a matter of time before she slips once more into Wonderland...

Years in the asylum have left Alice lacking in the skills and experiences she needs to live a normal life. Yet her natural intellect and the occasional memories she can dredge up from her fractured mind can at times give her a surprising amount of insight into a wide range of subjects. Gaunt and malnourished, it is a testament to her body's constitution that she is in as good condition as she is after her long stay in the asylum.

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Alice: Madness Returns Weapons/Powers:
Enhanced Movement: Flight 1, Gliding; Leaping 1; Movement 1 [Safe Fall]; Speed 1
"Drink Me": Shrinking X; Feature 1 [Able to see things not normally visible]*
*I'm not sure yet if this is full on Counters Concealment/Illusions or not, we'll see.
Vorpal Blade: Damage X, Improved Critical 4, Multiattack
Pepper Grinder: Damage X, Increased Range [Ranged], Multiattack
Rabbit Bomb: Damage X, Area [Burst], Trigger [Remote & Timed]
Parasol: Immunity X [Projectile Attacks], Activation [Standard], Redirect, Reduced Duration [Concentration]
Hobby Horse: Affliction X [Resisted by Fortitude; Prone/Vulnerable, Defenseless/Stunned],
Area [10' Burst/Partial], Cumulative, Extra Condition, Limited Degree, Reach;
linked to; Damage X, Area [10' Burst/Partial], Reach
Aquatic Dress: Immunity 3 [Cold/Drowning/Pressure]; Movement 1 [Environmental Adaptation - Aquatic]
Teapot Cannon: Damage X, Area [15' Burst/Partial], Increased Range [Ranged], Indirect [Arcing]
~Work In Progress: Alice in Wonderland build to come later~
Last edited by Murkglow on Sat Aug 04, 2012 12:43 pm, edited 1 time in total.
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Murkglow's 3e Character Thread

Postby Murkglow » Thu Jul 12, 2012 2:24 pm

Well it's been a while since I last did anything (just not as into building characters as I used to be I guess) but I felt the itch to build one after reading a manga recently so here we go again:

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Alice Malvin
PL8


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

Advantages
Agile Feint, Benefit [Nobility], Defensive Attack, Defensive Throw*, Equipment 4,
Evasion, Follow-Up Strike*, Improved Critical [Blades] 2, Improved Defense, Improved Disarm,
Improved Smash, Improved Trip, Inspire 2, Leadership, Weapon Bind, Weapon Break

Equipment
Heavy Coat: Immunity 1 [Environmental Cold]; Protection 2
Mahne: Damage 4, Improved Critical 2, Multiattack, Restricted, Strength-Based
Main Gauche: Benefit [Imperial Seal]; Damage 2, Accurate, Improved Critical, Strength-Based

Powers
Sense Fate: Senses 1 [Danger Sense (Mental)]
Combat Training: Enhanced Strength 8 [Limited to Resisting Combat Maneuvers]

Skills
Acrobatics 6 [+10], Athletics 9 [+10], Close Combat [Blades] 7 [+11],
Expertise [Nobility] 9 [+10], Expertise [Military] 9 [+10], Insight 1 [+5],
Perception 6 [+10], Persuasion 5 [+5], Sleight of Hand 1 [+5],
Stealth 6 [+10], Vehicles 1 [+5]

Offense
Initiative +4
Unarmed +4, Damage 1
Mahne +11, Damage 5 [Crit 16-20]
Main Gauche +13, Damage 3 [Crit 17-20]

Defense
Dodge 12, Parry 12
Toughness 4, Fortitude 8, Will 8

Power Points
Abilities [40] + Advantages [21] + Defenses [26] + Powers [3] + Skills [30] = 120 points

Defensive Throw and Follow-Up Strike are from the 2e Warriors & Warlocks

Complications
Equipment: Alice’s Mahne (a double bladed sword intended for use on horseback, though she uses it on foot) is very large, heavy, and requires specialized equipment to use to full effect (metal-plated boots). As such she does not usually carry it with her. It also quickly tires her out in prolonged combat. The Mahne is a rather unconventional weapon so only those with the necessary skill are really able to use it effectively.
Noble: While being a noble has many benefits (influence, status... food to eat) it's not all sunshine and roses. Beyond all the standard duties and social expectations she must abide by as a noble, danger and complications lurk around every corner. With civil unrest at an all-time high and hatred for nobles (and the military for that matter) at its peak among the starving, sick, homeless, unemployed common folk, being a noble can backfire in many situations, up to and including lynch mobs and riots forming. Being around nobles is no better thanks to all the standard political intrigue one comes to expect from them and the fact that Alice shows no favoritism in her work. It's a very lonely road she is forced to walk.
Justice: Alice has an iron tight grip on the ideal of justice and will always do the right thing even if that means leaping headfirst into danger or doing something that will bring ruin down on her. It's usually her subordinates who pull her away from situations that might be better left alone.

Notes: Alice Malvin is one of the main characters in the series Pumpkin Scissors (odd name I know). Set in a Post War WWI style country (probably Germany though obviously it's not called that), Alice is the field leader of the military's war relief unit, Pumpkin Scissors. Their mission is to help reconstruction efforts after the last great war, whether that be repairing damage caused by the war, investigating complaints, or performing inspections. This task is hampered not only by rampant corruption among the nobility, government, and military but also by the fact that no one takes them seriously. Both the public and their fellow soldiers see them as a useless unit full of slackers and rejects who only exist as a part of military propaganda. Of course that's not going to stop Alice from doing everything in her power to see their missions through!

Born the third daughter of one of the great thirteen noble families, Alice chose to uphold the family tradition of military service (much the her father and sisters' dismay). As luck would have it however on the very day she graduated from the military academy the war ended. Taking a position in the military's new war relief unit, Alice began her thankless task of cutting away at the corruption and rot eating away at her country.

Alice is a rather elite fighter for a character who actually has very little real combat experience. Trained extensively both at the military academy as well as well as in her grandfather's personal fighting style (centered around using the Main Gauche, a primarily defensive weapon) Alice is an expert in fighting with a blade. So much so in fact that I don't believe she carries a gun (nor have I seen her fire one in the manga so far). She also has a unique ability to "sense" when very good or bad things are about to happen (she gets a chill on the back of her neck). This sense is surprisingly reliable to the point where she is never caught completely unaware and can even pull people away from explosions/out of the line of fire.
Last edited by Murkglow on Sat Aug 04, 2012 12:43 pm, edited 17 times in total.
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Murkglow's 3e Character Thread

Postby Murkglow » Fri Jul 13, 2012 3:29 am

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Randel Orland
PL8


Abilities
Strength 3, Stamina 5, Agility 2, Dexterity 1, Fighting 6, Intellect 0, Awareness 3, Presence 0

Advantages
All-Out Attack, Close Attack, Diehard, Equipment 5, Evasion 2, Extraordinary Effort,
Great Endurance, Improved Critical [Firearms], Improved Grab, Improved Hold, Interpose,
Power Attack, Ranged Attack 2, Startle, Tough 3^, Ultimate Effort [Toughness]

Equipment
Heavy Coat: Immunity 1 [Environmental Cold]; Protection 2
Heavy Metal Cutters: Damage 2, Strength-Based
Stun Grenades: Affliction 5 [Resisted by Fortitude; Impaired/Vulnerable, Defenseless/Stunned]
Area [Burst], Cumulative, Extra Condition, Increased Range [Ranged], Limited Degree

Powers
Giant: Growth 3, Permanent
War Veteran: Enhanced Strength 6, Limited [Combat Maneuvers]

“Door Knocker” 13mm Handgun [Easily Removable]
Damage 7, Improved Critical, Increased Range [Ranged]
901-ATT Lantern [Removable • Restricted]
Enhanced Skill 8 [Intimidation]; Immunity 6 [Interaction Skills, Pain];
Enhanced Advantages 5 [Benefit (Reputation), Fascinate (Intimidation),
Favored Environment (vs.Vehicles), Fearless, Last Stand*]

Skills
Athletics 7 [+10], Close Combat [Cutters] 4 [+11], Expertise [Battlefield] 10 [+10],
Insight 2 [+5], Intimidation 6 [+15], Perception 7 [+10], Ranged Combat [Firearms] 6 [+9],
Stealth 6 [+5]

Offense
Initiative +2
Unarmed +7, Damage 3
Cutters +11, Damage 5
Stun Grenades Area, Affliction 5
"Door Knocker" +9, Damage 7 [Crit 18-20]

Defense
Dodge 6, Parry 6
Toughness 10, Fortitude 10, Will 6

Power Points
Abilities [28] + Advantages [24] + Defenses [14] + Powers [30] + Skills [24] = 120 points

*Last Stand is from the 2e Mecha & Manga. ^Tough is from the 2e Mastermind's Manual

Complications
Tired: Randel has seen far more then his fair share of war and death. He is constantly haunted by all the people he has killed and all of the men he has seen die. This occasionally leads to him hesitating in combat or questioning his own worth (as the only thing of value he feels he contributes is his ability to kill). Alice, with both her care for him and his respect/admiration for her, is slowly helping him overcome these issues and his work in war relief brings him some amount of contentment.
Reputation: Randel himself isn't well know but his former unit was somewhat legendary. The 901-ATT (Anti-Tank Trooper) was a top secret experimental unit (all units starting with a 9 were) yet rumors of them and their blue lanterns were whispered by some who fought in the war. These rumors speak of inevitability and death so people who recognize who he was feel either frightened awe or outright terror.
Blue Lantern: The 901-ATT lantern emits a distinctive blue light. This light triggers the ATT soldier's mental conditioning, removing all hesitation, fear, or thoughts of pain. While under its effects Randel will not stop until he has either completed his objective or died in the attempt.

Notes: Randel Oland is the other main character from the series Pumpkin Scissors. Left directionless after the war's end three years ago, Randel wandered the country looking for work. Broken from the constant fighting he only wanted to be left to drift aimlessly... That is until he met Alice. Here was someone he could admire, a person who always seemed to know what the right thing to do was, who could cut through the haze of blood and death clouding his mind in just a few words, and was actively fighting to make the world a better place. After helping her on a mission he was invited to join her unit which he gladly accepted.

The 901-ATT was an anti-tank unit designed around the "Infantry Rush" strategy. Their signature handguns, while built to be as powerful as the human arm could withstand, still could not simply punch a hole through a tank's front armor so instead the infantry were trained to advanced on the tanks. Fearlessly and without regards to their lives (thanks to their conditioning) they closed the distance until they could climb onto the tank and fire into weak points (view ports or the weaker top armor being primary targets). Should that not work (or they run out of ammo) they were equipped with heavy duty metal cutters with which to cut open the hatches on the tank. Although no longer a part of his old unit (if it still exists or any other members are alive) Randel still uses these same tactics, fearlessly advancing on the enemy to fire at point blank range.
Last edited by Murkglow on Sat Aug 04, 2012 3:40 pm, edited 2 times in total.
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Murkglow's 3e Character Thread

Postby Murkglow » Thu Aug 02, 2012 12:18 am

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Superman (Kal-El)
PL10


Abilities
Strength 14, Stamina 10, Agility 0, Dexterity 0, Fighting 6, Intellect 10, Awareness 0, Presence 0

Advantages
Accurate Attack, All-Out Attack, Beginner's Luck, Defensive Attack,
Eidetic Memory, Extraordinary Effort, Great Endurance, Improved Grab,
Improved Hold, Interpose, Move-By Action, Power Attack, Withstand Damage*

Powers
Kryptonian Powers [Dynamic Array]
Flight: Flight 15 [64,000mph], Subtle 2 • 33 points
Heat Vision: Damage 10, Increased Range [Perception], Subtle 2 • 2 points
Senses: Quickness 10, Subtle 2; Senses 18 [Extended 5, Ultra-Hearing (Auditory); Extended 5,
Infravision, Microscopic Vision, Penetrates Concealment, Ultravision (Visual)], Subtle 2 • 2 points

Skills
Athletics 0 [+14], Expertise [Knowledge] 0 [+10]

Offense
Initiative +0
Unarmed +6, Damage 14
Heat Vision [Perception], Damage 10

Defense
Dodge 6, Parry 6
Toughness 14, Fortitude 10, Will 10

Power Points
Abilities [80] + Advantages [13] + Defenses [20] + Powers [37] + Skills [0] = 150 points

*Withstand Damage is from 2e Mecha & Manga

Notes: Just a quick PL10 build. This is my own personal version of Superman, it is not necessarily meant to represent how he is shown in the DC Universe or to match up with various DC character power levels. I'm just picking and choosing aspects of the character I like/felt would be interesting in a game.
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Murkglow's 3e Character Thread

Postby Murkglow » Thu Aug 23, 2012 1:02 am

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From Left to Right: Nagato Yuki, Suzumiya Haruhi, Asahina Mikuru

The Melancholy of Suzumiya Haruhi

The Melancholy of Suzumiya Haruhi is one of those series that really exploded when it came out. An award winning series of books, a smash hit animated television series, a number of manga adaptations, video games, soundtracks, and one of the best animated movies of its year, The Melancholy of Suzumiya Haruhi really took anime fans by storm.

The story follows your normal high school student Kyon (his nickname, his real name isn't mentioned) as he meets Suzumiya Haruhi and is dragged (usually literally) along on her quest to find excitement, which for her means the mysterious, unusual, or supernatural. The rest of the cast is quickly assembled: A quiet bookworm, a cute upperclassman, and a "mysterious" transfer student, and the search for adventure begins! If only she knew how close she already was to the things she most wanted to find...
Last edited by Murkglow on Thu Aug 23, 2012 4:44 am, edited 9 times in total.
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Murkglow's 3e Character Thread

Postby Murkglow » Thu Aug 23, 2012 1:03 am

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Suzumiya Haruhi
PLX


Abilities
Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 3, Intellect 3, Awareness 2, Presence 3

Advantages
Attractive, Beginner’s Luck, Bishoujo*, Conspiracy Theorist*, Demonic Glare*, Distracting Looks*,
Fascinate [Intimidation], Favored Foe [Timid], Lionheart^, Luck 2, Rousing Speech [Intimidation]*

Powers
Reality Manipulation - PLX, Uncontrolled
Haruhi has the power to alter all of reality as she desires. From turning pigeons white to making cherry blossom’s bloom out of season to bringing supernatural beings or even entire dimensions/realities into existence to altering the flow of time or changing the past/future. Whatever she wants, happens. The thing is, she doesn’t know she has this ability so it’s never controlled or used consciously, things that she desire just come to be. Of course because this is uncontrolled, it doesn’t just make her happy/constructive desires come true, her fears, frustrations, selfish desires, and wild ideas also find their way into reality sometimes.

Skills
Athletics 4 [+4], Deception 4 [+7], Intimidation 4 [+7], Investigation 4 [+7], Persuasion 4 [+7]

Offense
Initiative +2
Unarmed +3, Damage 0

Defense
Dodge 3, Parry 3
Toughness 2, Fortitude 2, Will 5

Power Points
Abilities [34] + Advantages [12] + Defenses [4] + Powers [X] + Skills [10] = 60 points

^Lionheart is from 2e Warriors & Warlocks
*Bishoujo, Conspiracy Theorist, Demonic Glare,
Distracting Looks, and Rousing Speech are from 2e Mecha & Manga

Notes: Ever since she realized how insignificant she was on the grander scale of the universe (just one person in the sea of humanity), Haruhi has been searching for the exceptional. After all, in all those people someone had to be living an exceptional life so why couldn't it be her? Unfortunately disappointment haunted her steps throughout middle school as one investigation/attempt at contacting the unknown after another failed to produce results. With failing hopes she entered high school and there she met Kyon. With just an offhanded comment, he gave her the direction she desired. Those who were dissatisfied with the world were the ones who ended up changing it, if she wanted excitement she had to make it for herself!

Outside of her power (which is really more an excuse to add conflict and come up with interesting plots) Haruhi is just a smart, athletic high school girl with a dominating personality. Very few people even attempt to stand up to her and fewer still manage to succeed. For someone who is relatively isolated (she is quite vocal about her search for the supernatural which means most people think she's a weirdo) her ability to get people to do what she wants is actually quite remarkable.
Last edited by Murkglow on Sun Aug 26, 2012 8:30 pm, edited 21 times in total.
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Murkglow's 3e Character Thread

Postby Murkglow » Thu Aug 23, 2012 1:03 am

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Asahina Mikuru
PL4


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

Advantages
Attractive 2, Beautiful Voice [Persuasion]*, Bishoujo*,
Dedication^, Disarming 4°, Distracting Looks 2*, Kawaii [Persuasion]*

Powers
Temporal Plane Destruction Device (TPDD)
Senses 1 [Communication Link (HQ), Temporal (Mental)];
Movement 5 [Dimension Travel 2; Time Travel 3], Affects Others, Area [Burst], Selective, Subtle

Skills
Expertise [Future] 4 [+5], Expertise [Suzumiya Haruhi] 4 [+5], Expertise [Time Travel] 4 [+5]

Offense
Initiative +0
Unarmed +0, Damage 0

Defense
Dodge 2, Parry 2
Toughness 0, Fortitude 0, Will 2

Power Points
Abilities [10] + Advantages [12] + Defenses [4] + Powers [28] + Skills [6] = 60 points

°Disarming is from 2e Hero High
^Dedication is from 2e Mastermind's Manual
*Beautiful Voice, Bishoujo, Distracting Looks, and Kawaii are from 2e Mecha & Manga

Notes: Mikuru is a Time Traveler, sent from the future to observe Suzumiya Haruhi (Haruhi was responsible for a major time upheaval which blocked time travel further into the past). This mission was forcefully changed however by Haruhi herself when she pretty much abducted Mikuru and pressed her into joining Haruhi's new club. Now serving as the club's mascot character (Haruhi believes such a thing is important to any good story), Mikuru is often exploited to help Haruhi get her way.

Mikuru really only has two uses: 1) Time Travel transportation for other members (usually Kyon) when a situation calls for it and 2) to be a pretty face, either for Haruhi to use to her advantage or for Kyon to moon over (which can lead to bigger problems then you'd think). She doesn't seem to have any notable skills or abilities outside these and as such her contributions to the stories often leave something to be desired.
Last edited by Murkglow on Thu Aug 23, 2012 9:37 pm, edited 12 times in total.
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Murkglow's 3e Character Thread

Postby Murkglow » Thu Aug 23, 2012 1:10 am

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Nagato Yuki
PL12


Abilities
Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 10, Awareness 10, Presence 0

Advantages
Beginner’s Luck, Dedication^, Eidetic Memory, Extraordinary Effort, Fearless,
Interpose, Jack-Of-All-Trades, Speed of Thought^, Untapped Potential°, Well-Informed

Powers
Data Entity Humanoid Interface
Feature 1 [Temporal Inertia]; Immunity 1 [Aging]
Senses 1 [Communication Link (Integrated Data Sentient Entity)]

Data Manipulation
Transform 12 [Anything into Anything], Increased Duration [Continuous], Precise
• Move Object 12, Increased Range [Perception], Precise, Subtle
• Affliction 12 [Resisted by Fortitude; Impaired, Disabled, Transformed], Cumulative, Progressive
Variable 5 [Attribute Modification], Action [Free], Increased Duration [Continuous], Subtle 2

Skills
Expertise [Knowledge] 0 [+10], Insight 0 [+10], Investigation 0 [+10],
Perception 0 [+10], Technology 0 [+10], Treatment 0 [+10]

Offense
Initiative +10
Move Object [Perception], Effect Rank 12

Defense
Dodge 0, Parry 0
Toughness 0, Fortitude 0, Will 10

Power Points
Abilities [40] + Advantages [10] + Defenses [0] + Powers [130] + Skills [0] = 180 points

°Untapped Potential is from 2e Hero High
^Dedication and Speed of Thought are from 2e Mastermind's Manual

Notes: Yuki is an Alien (though not in the little grey men sense). She is a Humanoid Interface (an organic construct) created by the Integrated Data Sentient Entity (sentient data without a corporeal form) to observe and interact (when necessary) with humans, specifically Suzumiya Haruhi. The Integrated Data Sentient Entity sees Haruhi as perhaps its chance to grow beyond its current limits, as she possesses something it does not, the ability to create "data" from nothing. And so Yuki inserted herself into Haruhi's newly formed club (or more correctly let Haruhi pull her in) to observe and report.

Where Mikuru is largely useless (though to be fair most of the members of the club lack significant, reliable personal power), Yuki more then picks up the slack. No matter what situation or challenge they face, if anyone can solve the problem it's Yuki (when she feels the need to intervene anyway). In fact her overall power and flexibility makes this the build I'm least comfortable with (I don't like using Variable and I have a hard time telling exactly what PL I should give her... She could deserve to be labeled PLX as well).
Last edited by Murkglow on Fri Aug 24, 2012 9:24 am, edited 6 times in total.
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Murkglow's 3e Character Thread

Postby Murkglow » Thu Aug 23, 2012 9:10 pm

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Kyon (Real Name: Unknown)
PL3

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

Advantages
Beginner’s Luck, Benefit [Chosen, Common Sense*], Lionheart^, Luck, Tough

Skills
Athletics 3 [+4], Deception 4 [+5], Expertise [Suzumiya Haruhi] 1 [+3],
Insight 4 [+6], Intimidation 4 [+5], Investigation 4 [+6], Persuasion 4 [+5]

Offense
Initiative +2
Unarmed +2, Damage 1

Defense
Dodge 2, Parry 2
Toughness 3, Fortitude 2, Will 3

Power Points
Abilities [26] + Advantages [6] + Defenses [1] + Powers [0] + Skills [12] = 45 points

^Lionheart is from 2e Warriors & Warlocks
*Benefit [Common Sense] is from 2e Mecha & Manga

Notes: Kyon, our main protagonist and viewpoint for most of the series, also once wished for the supernatural to be real. But where Haruhi kept on searching/hoping, Kyon eventually gave up and embraced the "truth" about reality, accepting that things like psychics and aliens were simply fantasy. Then Haruhi came into his life. Suddenly aliens, time travelers, and espers were popping out of the woodwork and adventures/situations he had never thought possible were becoming reality whether he liked it or not (Kyon's a bit of a cynical grouch, resistant to change and reluctant to accept the supernatural).

Kyon is the "normal guy" on this team (at least if you take it at face value). He has no powers, no special skills, he's just here because he was chosen by Haruhi (though even she might not really know why). The truth is that he is somewhat responsible for her being the way she is (Time Travel plot lines ahoy) and as such he probably has more "control" over her then anyone else (between his knowledge of the past and her subconscious interest in him). That (represented by the "Chosen" Benefit) combined with his modest skill set and his common sense (a trait lacking on this team) generally makes up his contribution to the story.
Last edited by Murkglow on Fri Aug 24, 2012 12:51 am, edited 1 time in total.
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Murkglow's 3e Character Thread

Postby Murkglow » Fri Aug 24, 2012 12:07 am

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Koizumi Itsuki
PL7


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

Advantages
Attractive, Beautiful Voice [Persuasion]*, Beginner’s Luck, Bishonen*, Connected,
Contacts, Dedication^, Fascinate [Persuasion], Lionheart^, Oathbound^, Teamwork

Powers
Esper
Senses 3 [Detect Dimensions (Mental), Acute, Ranged]
Movement 2 [Dimension Travel 2], Affects Others, Area [Burst], Selective, Subtle 2

Combat Powers [Limited: Only within Special Dimensions]
Flight 10; Protection 4; Enhanced Traits 10 [Active Defenses];
Damage 9, Increased Range [Ranged], Homing, Improved Critical;
Enhanced Traits 4 [Evasion 2, Favored Environment (Special Dimensions), Power Attack]

Skills
Athletics 3 [+4], Deception 4 [+6], Expertise [The Organization] 2 [+5],
Expertise [Philosophy] 2 [+5], Expertise [Suzumiya Haruhi] 2 [+5], Insight 4 [+6],
Investigation 4 [+7], Persuasion 4 [+6], Ranged Combat [Powers] 3 [+5]

Offense
Initiative +2
Unarmed +2, Damage 1
Energy Blast +5, Damage 9 [Crit 19-20]

Defense
Dodge 2/7, Parry 2/7
Toughness 3/7, Fortitude 3, Will 4

Power Points
Abilities [34] + Advantages [11] + Defenses [2] + Powers [44] + Skills [14] = 105 points

*Beautiful Voice and Bishonen are from 2e Mecha & Manga
^Dedication, Lionheart, and Oathbound are from 2e Warriors & Warlocks

Notes: Koizumi is an Esper from a group known as the Organization. Initially the Organization only watched Haruhi from a distance but when she began forming her club (unknowingly consisting of members from other major factions interested in her) Koizumi was brought in to be added to the group. Transferring into her school so soon after the start of the school year, he was dubbed a "mysterious" transfer student by Haruhi and quickly snatched up for her club (much like Mikuru was the required mascot character, Koizumi was the required "mysterious" transfer student for Hauhi's story). Now Koizumi spends his time as Haruhi's yes-man, trying to keep her entertained and happy while placating Kyon when she goes too far.

Although technically the second most powerful member of the group (third if you count Haruhi's power), Koizumi really has very little opportunity to show it off. His powers only work in very specific places and as such they don't come into play very often. Instead he must content himself with making good use of his natural talents/skills and whatever support the Organization is willing to provide (which is quite a bit).
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Murkglow
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Murkglow's 3e Character Thread

Postby Murkglow » Sun Sep 16, 2012 11:28 pm

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Yagami Hayate
PL15


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

Advantages
Assessment, Benefit [Military Ace/Commanding Officer], Connected, Contacts, Deep Ties [Family]*
Dedication^, Lionheart^, Oathbound^, Rhythm of Combat*, Seize Initiative, Teamwork, Well-Informed

Powers
Telepathy: Communication 5 [Mental], Dimensional
Telekinetic: Move Object X, Increased Range [Perception], Precise
Senses: Senses 5 [Magic Awareness (Mental), Acute; Detect Magic (Mental), Acute, Ranged]

The Guardian Knights
Summon X, Heroic, Hoard, Increased Duration [Continuous], Multiple Minions 2, Variable Type
Beloved Mistress [Limited To Her Summons]
Enhanced Trait 13 [Presence 5; Inspire 5, Leadership, Rallying Cry^, Rousing Speech (Persuasion)*]

Tome of the Night Sky [Removable - Indestructible, Restricted 2]
Knight’s Clothing: Enhanced Trait 10 [Stamina], Increased Duration [Permanent]; Regeneration 2
Sleipnir: Enhanced Trait 21 [Dodge 10, Parry 10, Interpose], Increased Duration [Permanent]; Flight 10
Unison: Enhanced Trait 12 [Artificer, Extraordinary Effort, Improved Critical (Magical Attacks) 4, Ritualist,
Skill Mastery (Expertise [Magic]), Takedown 2, Untapped Potential°, Ultimate Effort (Expertise [Magic])]
Barriers: Enhanced Trait 5 [Evasion 2, Improved Defense, Ultimate Effort (Toughness), Withstand Damage*]

Steal Magic [Dynamic Array]
Affliction 15 [Will; Impaired/Vulnerable, Defenseless/Disabled, Incapacitated/Transformed(Powerless)],
Activation [Standard], Cumulative, Extra Condition, Increased Range [Perception], Limited [Close]; Linked;
Weaken 15 [Will; Magic], Broad, Increased Range [Perception], Incurable, Limited [Close], Simultaneous
Collect and Use: Variable 17, Limited [Stolen Magic]
Ragnarök: Damage 15, Activation [Standard], Area [Line] 7
Hræsvelgr: Damage 15, Activation [Standard], Area [Burst] 5, Increased Range [Perception]
Atem des Eises: Affliction 15 [Fort; Impaired/Vulnerable,
Defenseless/Stunned, Transformed(Frozen)], Activation [Standard],
Area [Cloud] 4, Cumulative, Extra Condition, Increased Range [Ranged]
Mistilteinn: Damage 12, Increased Range [Ranged], Multiattack; Linked;
Affliction 12 [Will; Impaired/Vulnerable, Defenseless/Stunned, Transformed(Petrified)],
Activation [Standard], Cumulative, Extra Condition, Increased Range [Ranged], Multiattack, Progressive
Diabolic Emission: Damage 15, Activation [Standard], Area [Burst] 6, Feature [Damages Characters only]
Reinforce Zwei: Summon X, Heroic, Increased Duration [Continuous]
Reinforce Unison: Variable X, Action [Free], Affects Others Only, Limited [Unison], Slow
Healing: Healing X, Energizing, Limited [Others], Restorative, Stabilize
Remote Senses: Remote Senses X [Visual], Dimensional 3, Simultaneous
Dispel Magic: Nullify 15 [Magic], Broad, Effortless, Precise, Simultaneous
Constructs: Create 15, Impervious, Moveable, Precise, Stationary, Variable Descriptor [Energy/Ice]

Skills
Deception 10 [+10], Expertise [Logia] 10 [+15], Expertise [Magic] 15 [+20], Expertise [Tactics] 10 [+15],
Insight 5 [+10], Intimidation 10 [+10], Investigation 15 [+20], Perception 5 [+10], Persuasion 15 [+15],
Ranged Combat [Magical Attacks] 18 [+18], Technology 5 [+10], Treatment 5 [+10], Vehicles 5 [+5]

Offense
Initiative +0
Ragnarök [Area Line], Damage 15
Atem des Eises [Area Cloud], Affliction 15
Mistilteinn +18, Damage/Affliction 12 [Crit 16-20, Multiattack]

Defense
Dodge 15, Parry 15
Toughness 15, Fortitude 15, Will 15

°Untapped Potential is from 2e Hero High
^Dedication, Lionheart, Oathbound, and Rallying Cry are from 2e Warriors & Warlocks
*Deep Ties, Rhythm of Combat, Rousing Speech, and Withstand Damage are from 2e Mecha & Manga

Complications:
Aria: All of Hayate’s spells have an incantation and just generally take longer to cast then most others.
Guardian Knights: The Guardian Knights were once bound to the Tome. They have since been released but Hayate still requires it to resurrect them should they be destroyed. Otherwise they function independently.
Relationships: Reinforce and the Guardian Knights (Signum/Shamal/Vita/Zafira) are Hayate’s "family" and she loves them all desperately. She is close friends with Nanoha and Fate as well as a number of others.
Limiter: Hayate’s full power is occasionally sealed and reduced to lower levels (for a couple of reasons, either to reduce the chance of causing collateral damage or just petty jealousy/envy between units). Authorization to unseal her power (or to use her more powerful spells) needs to be granted by ranking commanders (in this case it was her friends Chrono and Carim). All powers are reduced X number of ranks unless fighting significant opposition or extreme/life or death situations are anticipated.
Reputation: Hayate was the central figure in "The Book of Darkness Incident". Some still hold this against her even though she took no active part in it, was not aware of it occurring, and in fact helped end it.

Notes: Hayate is the third "main" character of the series Mahou Shoujo Lyrical Nanoha. First appearing in season two, her main problem is that she never really got time to shine in that season. While Fate and Nanoha played heroes and Hayate's Knights played tragic/misguided heroes, Hayate herself was unaware (and simply not present) for most of the situations and events of that season until the finale. As such her only real chance was the third season but that one was jam packed with characters (sporting four new "main" characters as well as returning all of the characters from season two... Season three had like nine or more "main" characters and frankly I'm being generous in including Hayate in that group) which meant she again didn't get to shine as much as she could have. Rather sad for such a likeable character. Oh well maybe she does better in the manga (which I do plan on reading at some point)...

Hayate is a rather interesting combatant to me because she's both so powerful and yet not really (in respect to her setting/peers of course). If you take her as a whole (with her summons, power ranks, and so on) then she is amazingly powerful, with blasts on par with tactical nukes and summons who are top tier characters in their own right. When you break her down though she has a number of glaring flaws. First off her knights are often dispatched doing other things which means she rarely has all or even a few of them with her. Next, while her pure damage is excellent and the presence of afflictions is rather unique in this setting, she is slow to cast her spells thanks to usually needing an incantation and charge time (represented by the activation flaws). And finally her spells are generally support/bombardment type spells rather then something appropriate for close/mid range 1v1 fighting (represented by the Area extras) so in 1v1 combat situations she isn't really ideal.

This build marks alot of kinda firsts for me. It's the first time I really built a character with this high a PL, it's the first time I totally ignored points (I've gone over before but I at least tried to stay close, not this time), and it's the first build where I tried to do "nested" arrays in (that's what the ○ and • are meant to show, • show alternate effects of the preceding ○ dynamic effect). It's also a build that I'm posting unfinished. I left her Summons as Xs because I haven't finished building the summoned characters yet so I don't know exactly how many ranks of summon she'll need and a few of her other ranks I'm leaving as X because i'm not sure of their extent.
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Murkglow
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