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Sev's Arena: Valor City (Legend)

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Re: Sev's Arena: Saiyan Saga (Vegeta)

Postby Severance » Tue Aug 14, 2012 4:34 pm

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Vegeta (Saiyan Saga) - PL 11

Strength 8, Stamina 8, Agility 7, Dexterity 2, Fighting 10, Intellect 2, Awareness 2, Presence 3

Advantages
All-out Attack, Daze (Intimidation), Defensive Attack, Diehard, Equipment 3, Evasion, Improved Critical: Unarmed, Improved Grab, Improved Initiative 2, Power Attack, Takedown

Skills
Acrobatics 6 (+13), Athletics 8 (+16), Close Combat: Unarmed 4 (+14), Expertise: Survival 4 (+6), Insight 6 (+8), Intimidation 6 (+9), Investigation 2 (+4), Perception 8 (+10), Ranged Combat: Galick Gun 8 (+10), Ranged Combat: Ki Blast 10 (+12)

Powers
Great Ape Transformation: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph; Limited: only when in presence of full moon, Limited: only Metamorph, Uncontrolled)
Ki Techniques
. . Bukujutsu: Flight 8 ([0 active, 0/20 PP, 2/r], Speed: 500 miles/hour, 1 mile/round)
. . Galick Gun: Blast 12 ([0 active, 0/20 PP, 1/r], DC 27; Distracting)
. . Ki Blast: Blast 10 ([0 active, 0/20 PP, 2/r], DC 25)
Monkey-Like Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab; Innate)
Superhuman Speed
. . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Equipment
Battle Armor (Protection 3)
Scouter: Senses 11 (Accurate: Detect Battle Power, Acute: Detect Battle Power, Communication Link: Scouters, Detect: Battle Power 2: ranged, Direction Sense, Distance Sense, Extended: Detect Battle Power 2: x100, Time Sense)

Offense
Initiative +15
Galick Gun: Blast 12, +10 (DC 27)
Grab, +10 (DC Spec 18)
Ki Blast: Blast 10, +12 (DC 25)
Throw, +2 (DC 23)
Unarmed, +14 (DC 23)

Defense
Dodge 11, Parry 11, Fortitude 11, Toughness 11, Will 10

Complications
Hatred: Frieza
Obsession: Like most Saiyans, Vegeta craves fighting
Reputation: Saiyans are known throughout the galaxy as bloodthirsty warriors
Temper: Vegeta can get angrier than even Nappa when things don't work out to his favor.

Power Points
Abilities 84 + Powers 38 + Advantages 13 + Skills 31 (62 ranks) + Defenses 16 = 182

- Vegeta the Prince of All Saiyans is basically Nappa dialed-up further. He's only one PL higher, but he's better at pretty much everything Nappa can do by a few ranks. He could easily destroy all the Z-Fighters single handily and still take on Goku later if he wanted. Despite having the same strength as Nappa, Vegeta gets the Power Attack advantage, letting him routinely drop his unarmed by +4 to deal out DC 27 punches (which so far is amazing damage by DBZ standards) and with a full +5 Power Attack on his Galick Gun (maybe with a villain point to add Penetrating) he could indeed destroy Earth (or at least ruin a good portion of it).

- Here's Vegeta's Great Ape form

Giant Ape Vegeta - PL 11

Strength 15, Stamina 15, Agility 4, Dexterity 0, Fighting 7, Intellect 0, Awareness 0, Presence 0

Advantages
All-out Attack, Daze (Intimidation), Diehard, Fast Grab, Improved Grab, Power Attack, Startle

Skills
Acrobatics 4 (+8), Athletics 6 (+21), Expertise: Survival 4 (+4), Insight 6 (+6), Intimidation 8 (+12), Investigation 2 (+2), Perception 8 (+8)

Powers
Giant Ape: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size categories, +1 speed ranks; Permanent)
Hard to Hurt: Impervious Toughness 14
Monkey-like Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab; Innate)
Mouth Blast: Line Area Damage 11 (DC 26; Line Area 3: 5 feet wide by 120 feet long)

Offense
Initiative +4
Grab, +7 (DC Spec 25)
Mouth Blast: Line Area Damage 11 (DC 26)
Throw, +0 (DC 30)
Unarmed, +7 (DC 30)

Defense
Dodge 7, Parry 7, Fortitude 15, Toughness 15, Will 7

Power Points
Abilities 50 + Powers 76 + Advantages 6 + Skills 19 (38 ranks) + Defenses 18 = 169
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Re: Sev's Arena: Saiyan Saga (Piccolo, Nappa, Saibamen, Vegeta)

Postby Jabroniville » Tue Aug 14, 2012 11:31 pm

Nice stuff so far- I can imagine it'd be a pain to figure out where the DBZ guys are, because after a point, it just becomes the "One-Upsmanship Show", with each character being explicitly way more powerful than anyone else under him. I mean, Raditz was ULTRA-TOUGH, but with one year of training, all the Z Fighters were tougher than he was. Vegeta was the most elite villain for a while, but HE was far weaker that Kui, Dodoria and all of Frieza's goons, and THEY were made far weaker by the regular Z Fighters after their "King Kai" training (even Yaumcha & Chiaotzu were beating on The Ginyu Force, weren't they?). And guys aren't just a BIT more powerful, either- a year's worth of training and you are exponentially more powerful than everybody who DIDN'T train.

So I can admire the "Logjamming" that is required here- you could theoretically boost a guy a PL near-constantly, until you ended up with PL 50 dudes.

and poor Raditz- "Raditz was so weak, we can GROW MORE OF HIM."
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Re: Sev's Arena: Saiyan Saga (Goku)

Postby Severance » Thu Aug 16, 2012 6:25 pm

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Son Goku (Saiyan Saga) - PL 10

Strength 6, Stamina 6, Agility 6, Dexterity 2, Fighting 10, Intellect 0, Awareness 4, Presence 2

Advantages
Accurate Attack, Agile Feint, All-out Attack, Defensive Attack, Defensive Roll 4, Diehard, Evasion, Extraordinary Effort, Fearless, Great Endurance, Improved Critical 2: Unarmed, Improved Defense, Improved Disarm, Improved Initiative 2, Improved Trip, Leadership, Luck 2, Power Attack, Skill Mastery: Athletics, Takedown, Trance, Uncanny Dodge

Skills
Acrobatics 8 (+14), Athletics 8 (+14), Expertise: Martial Arts 8 (+8), Expertise: Survival 6 (+6), Perception 6 (+10), Ranged Combat: Kamehameha 8 (+10)

Powers
Ki Techniques (Dynamic Array)
. . Bukujutsu: Flight 8 ([0 active, 0/16 PP, 2/r], chi, Speed: 500 miles/hour, 1 mile/round)
. . Kaio-Ken x2: Enhanced Trait 16 ([0 active, 0/16 PP, 1/r], Agility +2 (+8), Fighting +2 (+12), Strength +4 (+10))
. . Kamehameha: Blast 10 ([0 active, 0/16 PP, 1/r], chi, DC 25; Distracting)
. . Ki Sense: Senses 8 ([0 active, 0/16 PP, 1/r+1], Accurate: Detect Ki, Acute: Detect Ki, Detect: Ki 2: ranged, Extended: Detect Ki 3: x1k, Advantages: Assessment)
Superhuman Speed
. . Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +14
Grab, +10 (DC Spec 16)
Kamehameha: Blast 10, +10 (DC 25)
Throw, +2 (DC 21)
Unarmed, +10 (DC 21)

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10/6, Will 10

Complications:
Motivation (Doing Good)
Obsession: Goku loves fighting and challenging himself to the utmost (though he won't pick fights or intentionally hurt people for it)
Relationship: The rest of the Z-Fighters and his family (technically he sees all of them like his family)
Rivalry: Right now, his biggest rival is Piccolo, though that will eventually soften to a friendly rivalry.

Power Points
Abilities 72 + Powers 33 + Advantages 28 + Skills 22 (44 ranks) + Defenses 12 = 167

- Finally, here is Son Goku after his training in the afterlife with King Kai. Despite coming in at only PL 10, don't be fooled. With the Kaio-Ken, Goku can shoot up to his max PL 11 and go toe to toe with my current Vegeta build. To really beat Vegeta, Goku would have to burn all his accumulated hero points (including his two ranks of Luck), because during that whole fight it looked like he was power stunting and re-rolling a lot. I only built him with the techniques he uses on a regular basis, which is why the Spirit Bomb is missing. Really, he only uses it three times throughout the whole series (five times if you count two of the movies), so I figured it was more a power stunt than anything else. If you want to add it to him it would possibly look something like this...

Spirit Bomb: Ranged Damage 10 -Linked to- Ranged Weaken Toughness 10 (Resisted by Will); Distracting, Limited (only hurts those with evil in their hearts) [10pp]

- Well, that's the end of the Saiyan Saga. Not sure if I should move on right away to the Frieza Saga or work on some other series. What do the wonderful Roll Call viewers think?
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Re: Sev's Arena: Saiyan Saga (Vegeta, Son Goku)

Postby HustlerOne » Fri Aug 17, 2012 10:13 am

Your Goku turned out quite nice. You convinced me that Goku was using a lot of Kaio-Ken, extra effort, and power stunts to get to the same power level as Vegeta.

As for what to do next. It could prove to be tricky if you continue to do Dragon Ball Z. The power levels just
keep on rising with each new Villain. Still, I hope you get up to Android 18 just to include a good female
fighter. Hey, why not Bulma? She was a good inventor and eventually owns the famous Capsule Corps.

Thanks Severance for bringing back all of the fond memories of the show.
Last edited by HustlerOne on Fri Aug 17, 2012 11:07 am, edited 1 time in total.
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Re: Sev's Arena: Saiyan Saga (Vegeta, Son Goku)

Postby Severance » Fri Aug 17, 2012 10:28 am

HustlerOne wrote:Your Goku turned out quite nice. You convinced me that Goku was using a lot of Kaio-Ken, extra effort, and power stunts to get to the same power level as Vegeta.

As for what to do next. It could prove to be tricky if you continue to Dragon Ball Z. The power levels just
keep on rising with each new Villain. Still, I hope you get up to Android 18 just to include a good female
fighter. Hey, why not Bulma? She was a good inventor and eventually owns the famous Capsule Corps.

Thanks Severance for bringing back all of the fond memories of the show.


I could give Bulma a shot, though I'm not sure if she would be too much different than the scientist NPC from the core book, probably with Wealth tacked on, Attractive, and a higher technology skill (she did eventually build a time machine in one timeline).

I had planned on going all the way up through Cell Saga, I just don't want to get burnt on DBZ builds just yet. Also, I'm glad that you enjoy the builds as I'm trying to aim for not only for nostalgia but also playability. I'll eventually get Android 18 set up here.
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Re: Sev's Arena: Saiyan Saga (Vegeta, Son Goku)

Postby Arthur Eld » Sat Aug 18, 2012 9:42 am

Bulma was actually kind of capable in the early Dragonball days. At one point she unloads a SMG into Goku's back. It doesn't do more than bruise him, and she's certainly cowardly at heart, but still. She probably has a lot of little skills, although I don't see her PL cracking more than 5 or so.
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Re: Sev's Arena: Saiyan Saga (Vegeta, Son Goku)

Postby Crinos » Sat Aug 18, 2012 7:29 pm

She would also have a high charisma and some ranks in bluff and diplomacy.

One of my favorite moments from the filler Frieza saga is where Bulma gets caught by two of Frieza's men, and she tricks them into a fight with a giant enemy crab by telling them its eggs are dragonballs.

As well as the inventor feat.
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Re: Sev's Arena: Saiyan Saga (Goku)

Postby luketheduke86 » Thu Aug 30, 2012 10:40 pm

Severance wrote:- Well, that's the end of the Saiyan Saga. Not sure if I should move on right away to the Frieza Saga or work on some other series. What do the wonderful Roll Call viewers think?

I know I'd like to see your take the characters from the Frieza Saga (especially the Ginyu Force :wink:), but I can definitely understand your reservations on getting burnt out on the series. Whatever characters you choose to build, I'm sure they'll be great. 8)
A little rudeness and disrespect can elevate a meaningless interaction to a battle of wills and add drama to an otherwise dull day.
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Re: Sev's Arena: Saiyan Saga (Vegeta, Son Goku)

Postby Mike5000us » Sat Sep 01, 2012 12:25 am

Love the build cant wait to see the Frieza saga!!!
"Ah man, I guess I'm just going to have to kill you now!"
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Re: Sev's Arena: Zaku II

Postby Severance » Tue Oct 16, 2012 11:08 pm

"Its A Gundam!" week starts out with a suit that's not one at all...
Image
"Zaku approaching the base. ETA: three minutes." - Federal soldier

Zaku II - PL 9

Strength 12, Stamina -, Agility 1, Dexterity 1, Fighting 5, Intellect 0, Awareness 0, Presence 0

Advantages

Skills
Expertise: Soldier 4 (+4), Intimidation 2 (+8), Perception 2 (+2), Ranged Combat: Mobile Suit Weaponry 4 (+5), Vehicles 4 (+5)

Powers
Giant Mecha: Growth 12 (+12 STR, +12 Tough, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ran; Innate; Permanent)
High Strength Steel Alloy: Impervious Toughness 10
Immunity to Fortitude Effects
Laser Comm System: Auditory Communication 2 (Limited: Line of Sight, Subtle)
Leg Accuators Speed 4 (Speed: 30 miles/hour, 500 feet/round)
Minovsky Interference: Concealment 1 (Other Sense: Radar; Permanent)
Mobile Suit Piloting: Enhanced Trait 14 (Traits: Dodge +7 (+6), Parry +7 (+6))
Mobile Suit Weaponry (Easily Removable)
. . 120mm Machine Gun: Blast 9 (ballistic, DC 24; Multiattack)
. . Cracker Grenades: Burst Area Dazzle 9 (Affects Sense: Sight, DC 19; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere)
. . Heat Hawk: Strength-based Damage 1 (DC 28, Advantages: Improved Critical 2)
Rocket Thrusters: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: Only in space)
. . Boosted Jumps: Leaping 6 (Alternate; Leap 500 feet at 120 miles/hour)
Sensors: Senses 2 (Extended: Sight 1: x10, Infravision)
Zero-G Thrusters: Movement 1 (Environmental Adaptation: Zero-G)

Offense
Initiative +1
120mm Machine Gun: Blast 9, +5 (DC 24)
Cracker Grenades: Burst Area Dazzle 9 (DC Dog/Fort/Will 19)
Grab, +5 (DC Spec 22)
Heat Hawk: Strength-based Damage 1, +5 (DC 28)
Throw, +1 (DC 27)
Unarmed, +5 (DC 27)

Defense
Dodge 6/-1, Parry 6/-1, Fortitude Immune, Toughness 12, Will 1

Power Points
Abilities 4 + Powers 120 + Advantages 0 + Skills 8 (16 ranks) + Defenses 5 = 137

The Zaku II is literally the first mobile suit that we see actually do stuff in Mobile Suit Gundam, it being the descendant of the very first fielded mobile suit the Zaku I. These things are the ultimate cannon fodder mech in media (seriously, they are like the Ford Focus of mecha), to the point that they are practically the most well-known mecha design. Even though they are the base mobile suit, a Zaku II comes in at a little over the recommended points for a PL 9 and manages to show off a lot of the basics for future mobile suits.

I built the Zaku II as a representation of the basic mobile suit, unlike how I plan for the named characters. Really, you don't see the pilots outside of the suits, but if you really want, then you can simply use the Soldier from the supporting cast section of the core book and it wouldn't look out of place (though drop the Advantages).
Last edited by Severance on Wed Oct 24, 2012 3:41 pm, edited 2 times in total.
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Re: Sev's Arena: Its A Gundam! (Zaku II)

Postby Batgirl III » Wed Oct 17, 2012 5:47 am

Well... we do see Char outside of his Zaku II. Not that he kept that model for long, but it is the mobile suit we first see the Red Comet in! Plus, if memory serves, the Black Tri-Stars originally had Zaku II's.
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Re: Sev's Arena: Its A Gundam! (Zaku II)

Postby Severance » Wed Oct 17, 2012 12:06 pm

Batgirl III wrote:Well... we do see Char outside of his Zaku II. Not that he kept that model for long, but it is the mobile suit we first see the Red Comet in! Plus, if memory serves, the Black Tri-Stars originally had Zaku II's.


I planned on doing Char and perhaps the Black Tri-Stars as their own separate characters, so they'll have a full set of stats that are separate from the suit. Hopefully I get Ramba Ral up also! I might write up Char's One Year War version with all three of his different suits (Zaku, Z'Gok, Gelgoog). Still not sure about the Zeong though.
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Re: Sev's Arena: Its A Gundam! (Zaku II)

Postby Severance » Wed Oct 17, 2012 3:55 pm

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RGM-79 GM - PL 9

Strength 12, Stamina -, Agility 1, Dexterity 1, Fighting 5, Intellect 0, Awareness 0, Presence 0

Advantages

Skills
Expertise: Soldier 4 (+4), Intimidation 2 (+8), Perception 2 (+2), Ranged Combat: Mobile Suit Weaponry 4 (+5), Vehicles 4 (+5)

Powers
Giant Mecha: Growth 12 (+12 STR, +12 Tough, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ran; Innate; Permanent)
Giant Shield (Removable)
. . Blocking: Deflect 9 (Reduced Range: close)
Head Mounted Vulcan Guns: Blast 7 (ballistic, DC 22; Multiattack)
Immunity to Fortitude Effects
Laser Comm System: Auditory Communication 2 (Limited: Line of Sight, Subtle)
Leg Actuators: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Minovsky Interference: Concealment 1 (Other Sense: Radar; Permanent)
Mobile Suit Piloting: Enhanced Trait 14 (Traits: Dodge +7 (+6), Parry +7 (+6))
Mobile Suit Weaponry (Easily Removable)
. . Beam Saber: Damage 10 (laser, slashing, DC 25, Advantages: Improved Critical 3)
. . Beam Spray Gun: Blast 9 (laser, DC 24; Accurate: +2; Diminished Range)
Rocket Thrusters: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Limited: Only in space)
. . Boosted Jumps: Leaping 7 (Alternate; Leap 900 feet at 250 miles/hour)
Sensors: Senses 2 (Extended: Sight 1: x10, Infravision)
Titanium Alloy: Impervious Toughness 12
Zero-G Thrusters: Movement 1 (Environmental Adaptation: Zero-G)

Offense
Initiative +1
Beam Saber: Damage 10, +5 (DC 25)
Beam Spray Gun: Blast 9, +7 (DC 24)
Grab, +5 (DC Spec 22)
Head Mounted Vulcan Guns: Blast 7, +5 (DC 22)
Throw, +1 (DC 27)
Unarmed, +5 (DC 27)

Defense
Dodge 6/-1, Parry 6/-1, Fortitude Immune, Toughness 12, Will 1

Power Points
Abilities 4 + Powers 143 + Advantages 0 + Skills 8 (16 ranks) + Defenses 5 = 160

Ah, the GM. As a character once put it "totally remarkable for being completely unremarkable", the GM is the Federation's first attempt at a true mass produced mobile suit and is capable of matching a Zaku II on even ground (actually a little better). Compared to the Zaku, the GM is faster and its beam gun and saber is both more accurate (beam a spread attack at the expense of less range) and has a better chance of slicing mobile suits (Improved Critical). They are pretty much Gundam-Lites for all concerns.
Last edited by Severance on Wed Oct 24, 2012 3:42 pm, edited 2 times in total.
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Re: Sev's Arena: Its A Gundam! (Zaku II, GM)

Postby Batgirl III » Thu Oct 18, 2012 6:54 am

"Jim" looks good, any chance of seeing some of the variants? I've always been fond of the RGM-79SP GM Sniper II from Gundam 0080: War in the Pocket... mostly because in a long ago campaign of Mekton Zeta set during the series, my kill-count was through the roof.
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Re: Sev's Arena: Its A Gundam! (Zaku II, GM)

Postby Severance » Thu Oct 18, 2012 7:28 am

Batgirl III wrote:"Jim" looks good, any chance of seeing some of the variants? I've always been fond of the RGM-79SP GM Sniper II from Gundam 0080: War in the Pocket... mostly because in a long ago campaign of Mekton Zeta set during the series, my kill-count was through the roof.


Actually, I do intend to write up a list of variants (actually just the changes you'd make to the basic suit) for the GM such as the Sniper model, Cannon model, etc. What I'm trying to do is get the basic units out of the way before I toss in the actual big named characters, just so you can see the difference (plus it helps me figure out just how many points to set aside for them!).

Also I envy you for getting to play Mekton Zeta. I just recently got the books in my search for a mecha system before coming back to M&M and really wish I could play with a group. Though the creation of mecha is quite lengthy in that system.
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