[MnM 3E] Betterwatchit's Builds: Takamaru

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Re: [MnM 3E] Betterwatchit's Builds: Michael Thorton from Alpha Protocol

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Davies wrote: Sat Oct 16, 2021 10:25 pm Just one pedantic note -- with his listed languages, he only needs 3 ranks of the Languages advantage. I don't know where you'd spend that point, though, as I've never played this game and his skills look appropriate for a cinematic but not superheroic operative.
Cinematic is a more appropriate tone, as Mike is the main character in an RPG that lets you customise him. You could customise Mike to be like Jason Bourne and out-fight your opponents, or like James Bond and out-gadget them or like Jack Bauer and outgun them.

You could have him in a John Wick film or a Payday game and he'd fit right in!
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Re: [MnM 3E] Betterwatchit's Builds: Michael Thorton from Alpha Protocol

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Booker Dewitt - PL 9

Image

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

Advantages: Accurate Attack, Benefit, Ambidexterity, Defensive Roll, Equipment 5, Improved Aim, Improved Critical: Revolver, Move-by Action, Precise Attack (Ranged, Cover), Quick Draw, Ranged Attack 3, Seize Initiative, Taunt, Tracking, Ultimate Effort: Aim, Uncanny Dodge

Skills: Athletics 7 (+9), Deception 5 (+7), Ride* 4 (+9), Insight 7 (+9), Intimidation 6 (+8), Investigation 6 (+7), Perception 7 (+9), Stealth 4 (+9)

*From Time Traveller's Codex.

Powers
Sky Hook: Movement 2 (Safe Fall, Swinging; Limited: Only along Sky-lines)
. . Strike: Strength-based Strike 2 (Alternate; DC 19)
Vigor User: Variable 2 (Limited: To powers related to previously drunk Vigors, Quirk: Can't use while on a Sky-line)

Equipment: Revolver (Heavy Pistol), Shotgun, Sky-hook [Movement: Movement 2, Safe Fall, Swinging; Limited: Only along Sky-lines]

Offense:
Initiative +5
Grab, +8 (DC Spec 12)
Heavy Pistol, +8 (DC 19)
Shotgun, +8 (DC 20 )
Strike: Strength-based Strike 2, +8 (DC 19)
Throw, +8 (DC 17)
Unarmed, +8 (DC 17)

Complications
Addiction: Booker likes to drink and gamble a bit more than he ought to.
Enemy: Zachary Comstock wants Booker dead, to the point where he actually called Booker the "False Shepherd" in his Founder's Cult. This means that anyone affiliated with Comstock will automatically have a Hostile attitude if they realise that they're dealing with Booker.
Power Loss: Booker can wind up losing the use of his Vigors if he uses them too much. If that happens, he'll need some Salts to get them working again.
Reputation: Booker is known to have been part of the 7th Cavalry at Wounded Knee, and he was a Pinkerton afterwards before he was fired for engaging in 'conduct exceeding acceptable bounds', which is REALLY saying something, given what the Pinkertons were doing back then.
Responsibility: For Elizabeth Comstock, by helping her escape from Columbia.

Languages: U.S. English

Defense: Dodge 12, Parry 12, Fortitude 10, Toughness 4/3, Will 8

Power Points: Abilities 56 + Powers 11 + Advantages 21 + Skills 23 (46 ranks) + Defenses 24 = 135
---
Occupation: Private Investigator
Base: New York City, USA.

Booker DeWitt is from Bioshock Infinite, which is set in the flying city of Columbia. Booker's in debt to some very nasty people, and they told him about a girl named Elizabeth, saying "Bring us the girl, and wipe away the debt!" Compared to other Bioshock games, which happened after a major disaster, this is the one where you're right on time to see the chaos unfold in front of you!
Last edited by betterwatchit on Fri Nov 11, 2022 12:07 pm, edited 2 times in total.
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Re: [MnM 3E] Betterwatchit's Builds: Booker DeWitt

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Link (Original Game) - PL 9

Image

Strength 2, Stamina 2, Agility 4, Dexterity 3, Fighting 10, Intellect 1, Awareness 5, Presence 1

Advantages: All-out Attack, Assessment, Defensive Attack, Defensive Roll, Equipment 2, Evasion, Fearless, Improved Aim, Improved Critical 4: Blade of Evil's Bane, Luck 4, Power Attack, Quick Draw, Ranged Attack 9, Takedown

Skills: Athletics 8 (+10), Expertise (AWE): Survival 5 (+10), Insight 5 (+10), Perception 6 (+11)

Powers
Boomerang (Easily Removable)
. . Damage: Strength-based Damage 3 (DC 20; Increased Range: ranged, Indirect: fixed point, directed away)
. . . . Extended Reach: Move Object 3 (Alternate; 400 lbs.; Limited Direction: Only towards Link)
Hylian Shield (Removable (indestructible))
. . Projectile Deflection: Deflect 10 (Diminished Range 2)
. . . . Enhanced Defence: Enhanced Trait 3 (Alternate; Traits: Dodge +2 (+11), Parry +1 (+11))
Master Sword (Easily Removable (indestructible))
. . Blade of Evil's Bane: Strength-based Damage 6 (DC 23, Advantages: Improved Critical 4; Restricted 1 (Bearer of the Triforce of Courage))
. . . . Sword Beam: Blast 6 (Alternate; DC 21; Quirk: Wielder must be uninjured)
Power Bracelet (Removable)
. . Power-lifting: Power-lifting 2 (+2 STR for lifting)
Red Ring (Removable)
. . Protective Magics: Protection 4 (+4 Toughness)

Equipment: Bow

Offense
Initiative +4
Blade of Evil's Bane: Strength-based Damage 6, +10 (DC 23) Crit. 16-20
Bow, +12 (DC 20)
Damage: Strength-based Damage 3, +12 (DC 20)
Extended Reach: Move Object 3, +12 (DC 13)
Grab, +10 (DC Spec 12)
Sword Beam: Blast 6, +12 (DC 21)
Throw, +12 (DC 17)
Unarmed, +10 (DC 17)

Complications
Enemy: Ganon has the Triforce of Power, and he wants all three pieces of the Triforce to become powerful enough to conquer Hyrule. He knows that he needs to kill Link and Princess Zelda in order to safely obtain the other two Triforces.
Motivation: Responsibility: Link knows that fate has chosen him to be the Hero of Hyrule and bearer of the Triforce of Courage. Trouble is, fate has a tendency to call at strange hours…
Relationship: With Princess Zelda, bearer of the Triforce of Wisdom.

Languages: Hylian

Defence: Dodge 11/9, Parry 11/10, Fortitude 9, Toughness 7/6, Will 9

Power Points: Abilities 56 + Powers 26 + Advantages 25 + Skills 12 (24 ranks) + Defences 16 = 135
---
Theme Song: LoZ Overworld Theme

A gaming legend, Link has been kicking arse in Hyrule and neighbouring kingdoms for over 35 years! This build is based on his original appearance on the FDS/NES. This version is also useful if you want to do a campaign based on the Satellaview Version.
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Re: [MnM 3E] Betterwatchit's Builds: Link from Legend of Zelda

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Lin Mao Hii AKA Goldclaw - PL 11 (NPC)

Strength 4/0, Stamina 2, Agility 4, Dexterity 4, Fighting 10, Intellect 4, Awareness 5, Presence 2

Advantages: Improved Disarm, Improved Initiative, Languages 1, Ritualist

Skills: Acrobatics 4 (+8), Athletics 4 (+8), Close Combat: Golden Claws 1 (+11), Deception 6 (+8), Expertise: Magic 8 (+12), Ranged Combat: Magical Array 7 (+11), Sleight of Hand 8 (+12), Stealth 4 (+8)

Powers

Golden Claws: Strength-based Damage 7 (magical, slashing, DC 26)

Magical Array
Dazzle: Cumulative Affliction 5 (magical, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 15; Cumulative, Increased Range: ranged; Sense-dependent: Visual)
Mystic Flame: Damage 5 (fire, magical, DC 20; Increased Range: ranged)
Teleport: Teleport 5 (magical, 900 feet in a move action, carrying 50 lbs.)
Magically-enhanced Strength: Enhanced Trait 8 (magical, Strength +4 (+4))
Protection: Protection 10 (magical, +10 Toughness; Impervious)

Mystic Amulet (Removable)
Lightning Amulet: Damage 5 (electricity, magical, DC 20; Aura: Lightning, Reaction 3: reaction)


Offense
Initiative +8
Dazzle: Cumulative Affliction 5, +11 (DC Will 15)
Golden Claws: Strength-based Damage 7, +11 (DC 26)
Grab, +10 (DC Spec 14)
Lightning Amulet: Damage 5, +10 (DC 20)
Mystic Flame: Damage 5, +11 (DC 20)
Throw, +4 (DC 19)
Unarmed, +10 (DC 19)

Languages: English, Mandarin (Native)

Defence: Dodge 10, Parry 10, Fortitude 8, Toughness 12, Will 10

Power Points: Abilities 62 + Powers 67 + Advantages 4 + Skills 21 (42 ranks) + Defenses 17 = 171

Goldclaw is from the Waxworks Caper in Annual #2. To replicate his animated waxworks, use the Skeleton from Gamemaster's Guide with a complication of being vulnerable to fire (+5 DC to resist attacks with a fire descriptor).
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Re: [MnM 3E] Betterwatchit's Builds: Goldclaw

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Baron Stahlfaust (Steelfist) - PL 11 (NPC)

Image

Strength 3, Stamina 4, Agility 3, Dexterity 3, Fighting 9, Intellect 1, Awareness 3, Presence 3

Advantages: All-out Attack, Assessment, Connected, Contacts, Cult Hero 2: Neo-Nazis, Defensive Roll, Equipment 10, Fearless, Improved Aim, Improved Critical 4: Steel Knuckles, Inspire 3, Languages 1, Leadership, Move-by Action, Precise Attack (Ranged, Cover), Prone Fighting, Ranged Attack 7, Well-informed

Skills: Acrobatics 2 (+5), Athletics 4 (+7), Close Combat: Unarmed 1 (+10), Deception 7 (+10), Expertise (PRE): Oratory 7 (+10), Expertise: Art 9 (+10), Expertise: Behavioural Sciences 9 (+10), Expertise: Current Events 9 (+10), Expertise: History 9 (+10), Expertise: Tactics 9 (+10), Insight 10 (+13), Intimidation 10 (+13), Perception 7 (+10), Persuasion 7 (+10), Sleight of Hand 5 (+8), Stealth 9 (+12), Technology 4 (+5), Vehicles 2 (+5)

Powers
Agony Gauntlet (Removable)
. . Agony Beam: Affliction 8 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . . . Energy Blast: Blast 8 (Alternate; DC 23)
. . . . Steel Knuckles: Strength-based Damage 8 (Alternate; DC 26, Advantages: Improved Critical 4; Feature: Counts as Unarmed)
. . . . Touch of Agony: Affliction 10 (Alternate; 1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20)

Equipment: Bulletproof Vest, 47 EP of additional Equipment

Offense
Initiative +3
Agony Beam: Affliction 8, +10 (DC Fort 18)
Energy Blast: Blast 8, +10 (DC 23)
Grab, +9 (DC Spec 13)
Steel Knuckles: Strength-based Damage 8, +10 (DC 26)
Throw, +10 (DC 18)
Touch of Agony: Affliction 10, +9 (DC Fort 20)
Unarmed, +10 (DC 18)

Complications
Enemy: Every anti-fascist out there would love to see Stahlfaust gone for good.
Motivation: Responsibility: He wants the Third Reich to return, and is willing to do whatever it takes to see it happen.
Prejudice: As a Nazi, Stahlfaust hates other races, especially Jews. He'll focus his attacks on any Jewish opponent he sees, even when it would put him at a disadvantage.
Reputation: It's a matter of public record that Stahlfaust isn't a Neo-Nazi, he's the genuine article!

Languages: English, German (Native)

Defence: Dodge 11, Parry 11, Fortitude 12, Toughness 9/4, Will 8

Power Points: Abilities 58 + Powers 15 + Advantages 35 + Skills 60 (120 ranks) + Defenses 23 = 191
---
Affiliation: Third Reich
Base: Berlin, Germany
Legal Status: Wanted for Crimes Against Humanity committed during the Second World War.

Stahlfaust was chosen by the Nazi government to be a recipient of an experimental super-soldier serum during World War II. The effects weren't as strong as the Americans' effort, so they commissioned a special gauntlet, designed to either destroy the enemies of the Reich or to simply make them suffer. When Berlin fell, Stahlfaust entered an experimental suspended-animation chamber hidden in a bunker so secret, only himself and Hitler knew where it was.

He set the dial to wake him up early in the next century, so he could bring the ideals of the Third Reich to an all-new generation. The modern mainstream German culture being highly anti-fascist wasn't so much of a surprise to him at all. What did surprise him was the fact that there were several young Germans who thought that Hitler was actually on to something. And the musician known as Blitz isn't exactly going to be the new Wagner, but he can see a way for them to work together.

Stahlfaust is currently wanted as one of the few war criminals from World War II who's still fit to stand trial.

Author's Note: The stats were based on those of the Iron Duke from Agents of Freedom.
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Re: [MnM 3E] Betterwatchit's Builds: Goldclaw

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Sean Devlin - PL 6

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

Advantages: All-out Attack, Connected, Defensive Roll 3, Equipment 9, Evasion, Favored Foe: Nazis, Hide in Plain Sight, Improved Initiative, Languages 1, Luck 3, Power Attack, Skill Mastery: Athletics, Skill Mastery: Vehicles, Ultimate Effort: Vehicles

Skills: Athletics 5 (+7), Expertise: Paris 5 (+6), Insight 6 (+6), Intimidation 2 (+2), Perception 6 (+6), Persuasion 2 (+2), Ranged Combat: Guns 6 (+7), Stealth 6 (+8), Vehicles 6 (+7)

Equipment: Dynamite, Knife, Leather Jacket (Leather Armor), Light Submachine Gun*, Scoped Light Service Rifle (Light Service Rifle*, Targeting Scope), Slienced Light Pistol (Light Pistol, Suppressor)

* From Gamemaster's Guide.

Offense
Initiative +6
Dynamite (DC Dog 15)
Grab, +6 (DC Spec 12)
Knife, +6 (DC 18)
Light Submachine Gun, +7 (DC 18)
Scoped Light Service Rifle, +7 (DC 20)
Slienced Light Pistol, +7 (DC 18)
Throw, +1 (DC 17)
Unarmed, +6 (DC 17)

Complications
Enemy: The Nazis occupying Paris would be very glad to see Sean dead. And there's a reason that Sean can't go back to Ireland.
Motivation: Justice/Vengeance: Sean is out to kill Kurt Dierker, the high-ranking SS officer who killed his best friend.
Responsibility: To the French Resistance.

Languages: French, Irish English (Native)

Defence: Dodge 6, Parry 6, Fortitude 6, Toughness 6/2, Will 6

Power Points: Abilities 28 + Advantages 26 + Skills 22 (44 ranks) + Defenses 14 = 90
---
Occupations: Mechanic, Racing Driver, Saboteur
Affiliations: Morini Autos, French Resistance
Base: The Belle du Nuit nightclub, Paris

Sean Devlin is from The Saboteur, a computer game set in Paris during World War II. When this Irishman's best friend is shot dead by Kurt Dierker of the SS, Sean swears to do whatever it takes to see Kurt dead. And the path with the best chance of success happens to be one that requires killing a lot of Nazis and liberating Paris.
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Re: [MnM 3E] Betterwatchit's Builds: Sean Devlin

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Peter Parker AKA Spiderman (Earth-1048) - PL 10

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Strength 7/3, Stamina 8/5, Agility 8/6, Dexterity 2, Fighting 6, Intellect 1, Awareness 2, Presence 1

Advantages: Evasion, Inventor, Move-by Action, Skill Mastery: Acrobatics, Uncanny Dodge

Skills: Acrobatics 4 (+12), Athletics 3 (+10), Close Combat: Unarmed 6 (+12), Expertise: Chemistry 9 (+10), Perception 8 (+10), Ranged Combat: Web Shooters 8 (+10), Technology 8 (+9)

Powers
Arachnid Physique
. . Enhanced Trait: Enhanced Trait 18 (Traits: Agility +2 (+8), Stamina +3 (+8), Strength +4 (+7))
. . Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Spider-Sense: Senses 1 (Danger Sense: Mental)
. . Wall-Crawler: Movement 1 (Wall-crawling 1: -1 speed rank)
Spider-Suit (Removable)
. . Conceals Identity: Feature 1
. . HUD: Senses 2 (Direction Sense, Distance Sense)
Web-Shooters (Removable)
. . Web Slinging
. . . . Movement: Movement 2 (Safe Fall, Swinging)
. . . . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Limited: Only while Swinging)
. . Web Up: Cumulative Affliction 10 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 20; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Diminished Range 2, Limited Degree)

Offense
Initiative +8
Grab, +12 (DC Spec 17)
Throw, +2 (DC 22)
Unarmed, +12 (DC 22)
Web Up: Cumulative Affliction 10, +10 (DC Dodge/Damage 20)

Complications
Enemy: Electro, Hammerhead, Kingpin, Spidey's put a lot of people away in the past.
Identity: Peter Parker is Spider-Man.
Motivation: Responsibility: With Great Power Comes Great Responsibility.
Relationship: With his girlfriend MJ, Aunt May and Captain Yuriko Watanabe of the NYPD.

Languages: English

Defence: Dodge 12, Parry 12, Fortitude 10, Toughness 8, Will 10

Power Points: Abilities 52 + Powers 50 + Advantages 5 + Skills 23 (46 ranks) + Defenses 20 = 150
---
Affiliations: F.E.A.S.T., Octavius Industries, formerly of the Daily Bugle.
Age: 23
Birthplace: Forest Hills, New York
Legal Status: US Citizen, no criminal record.

This is the version of Spider-Man from Marvel's Spider-Man (Remastered) for PS4 and PC.

By the time the game starts, Peter has been Spider-Man for eight years. The story starts with him helping the NYPD finally take down Wilson Fisk (AKA The Kingpin) for good. (Incidentally, I got a good giggle when I found out where in Marvel's New York they put Fisk Tower. Just look up who owns the spot IRL!)

Afterwards, new gangs see the power vacuum, start filling it and it all gets crazy from there.

The stats shown here are for a PC-legal version of Peter at the point the game's story starts.
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Re: [MnM 3E] Betterwatchit's Builds: Spiderman (Earth-1048)

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Catherine McAllister AKA The Manx Cat - PL 10

Strength 7/1, Stamina 6/1, Agility 7/1, Dexterity 2, Fighting 10, Intellect 1, Awareness 3, Presence 1

Advantages: Evasion, Hide in Plain Sight, Improved Critical 2: Claws, Improved Initiative, Languages 1, Luck 5, Set-up, Teamwork

Skills: Acrobatics 3 (+10), Athletics 3 (+10), Expertise: Streetwise 5 (+6), Insight 7 (+10), Perception 7 (+10), Stealth 3 (+10)

Powers
Cat Suit (Removable)
. . Cat's Luck: Burst Area Luck Control 4 (Bestow Luck, Force a Re-roll, Negate Luck, Spend on Other, Advantages: Luck 5; Burst Area: 30 feet radius sphere, Selective)
. . Claws: Strength-based Damage 1 (slashing, DC 23, Advantages: Improved Critical 2; Accurate: +2)
. . Feline Fitness: Enhanced Trait 34 (Traits: Strength +6 (+7), Stamina +5 (+6), Agility +6 (+7))
. . Feline Movement
. . . . Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
. . . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: To One Move Action)
. . . . Movement: Movement 1 (Water Walking 1: you sink if stopped; Limited: To Solid Surfaces)
. . . . Movement: Movement 4 (Safe Fall, Sure-footed 2, Trackless: Visual 1)
. . . . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)
. . Feline Senses: Senses 5 (Acute (Type): Smell, Low-light Vision, Tracking: Smell 1: -1 speed rank, Ultra-hearing)

Offence
Initiative +11
Claws: Strength-based Damage 1, +12 (DC 23)
Grab, +10 (DC Spec 17)
Throw, +2 (DC 22)
Unarmed, +10 (DC 22)

Complications
Feline Compulsion: While Catherine wears the suit, she becomes scared of water and loses her ability to swim, she becomes nervous around dogs (-5 to resist Intimidation rolls if a canine is on the intimidator's side), and she gains a craving for fish and to wash her hands with her tongue (occasional Will rolls needed to avoid doing the latter in public). The compulsion only occurs when she's actually wearing the suit.
Identity: Catherine doesn't want anyone to know that she's the Manx Cat.
Motivation: Greed: The Manx Cat is known as a "Counter-thief". She usually gets hired to find where something valuable and stolen has gone, and get it back. whether it's cash, diamonds, documents or guns, she'll get it back to you.

Languages: English (Native), Manx

Defence: Dodge 14, Parry 14, Fortitude 10, Toughness 6, Will 10

Power Points: Abilities 40 + Powers 68 + Advantages 6 + Skills 14 (28 ranks) + Defenses 22 = 150
---
Occupation: "Counter-thief"
Base: Douglas, Isle of Man

Catherine McAllister found a cat costume in the cellar of her grandfather's house in Douglas, on the Isle of Man. The story she heard about it went that her great-grandfather had saved an African witchdoctor from danger by shooting a black pantheress. In gratitude, the witchdoctor made a traditional costume out of the pelt, claiming that it would give the wearer great power. Her great-grandfather didn't believe in "heathen mumbo-jumbo" as he called it (but was wise enough not to in front of the witchdoctor), but was grateful enough to humbly accept the suit.

Catherine decided to wear it, and saw that it was a perfect fit. She felt somewhat lighter with a bit of spring in her step. She brushed the bannister with her claws and saw she had cut nearly all the way through. She realised that she could use this suit to get things done.

With no superhuman community on the Isle of Man, Catherine decided to get involved with the British superhumans and underworld. She soon discovered her knack for getting things back to their rightful owners, charging a fair price for her services.
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Re: [MnM 3E] Betterwatchit's Builds: The Manx Cat

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Takamaru - PL 10

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Strength 3, Stamina 3, Agility 6, Dexterity 6, Fighting 7, Intellect 0, Awareness 2, Presence 1

Advantages: Agile Feint, Benefit, Ambidexterity, Benefit, Status 2: Samurai, Defensive Roll 2, Evasion, Improved Critical: Razor-Sharp Blade, Improved Initiative, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Quick Draw, Takedown, Uncanny Dodge

Skills: Acrobatics 4 (+10), Athletics 10 (+13), Close Combat: Katana 7 (+14), Close Combat: Unarmed 3 (+10), Expertise: Tactics 8 (+8), Insight 8 (+10), Intimidation 9 (+10), Perception 8 (+10), Persuasion 9 (+10), Ranged Combat: Bo Shuriken 8 (+14)

Powers
Circling Hawk Katana (Easily Removable)
. . Razor-Sharp Blade: Strength-based Damage 3 (slashing, DC 21, Advantages: Improved Critical; Multiattack [3 extra ranks], Penetrating 6)
. . . . Deflect: Deflect 6 (Alternate; Reduced Range: close)
. . Bo Shuriken (Alternate; Easily Removable)
. . . . Thrown Blade: Strength-based Damage 2 (piercing, DC 20, Advantages: Improved Critical; Increased Range: ranged)

Offence
Initiative +10
Grab, +7 (DC Spec 13)
Razor-Sharp Blade: Strength-based Damage 3, +14 (DC 21)
Throw, +6 (DC 18)
Thrown Blade: Strength-based Damage 2, +14 (DC 20)
Unarmed, +10 (DC 18)

Complications
Honor: Like most other samurai of the Tokugawa period, Takamaru follows the path of Bushido.
Motivation: Loyalty: Takamaru serves the Shogunate.

Languages: Japanese

Defence: Dodge 15, Parry 15, Fortitude 8, Toughness 5/3, Will 12

Power Points: Abilities 56 + Powers 12 + Advantages 13 + Skills 37 (74 ranks) + Defenses 32 = 150
---
Theme: Murasame Castle Theme

Occupation: Samurai
Affiliation: Tokugawa Shogunate
Base: Japan

Takamaru is the main character of Nazo no Murasame Jõ (The Mysterious Murasame Castle) for the Famicom Disk System. Set in the time of Tokugawa Ietsuna, Takamaru's mission is to raid five castles that have been attacked by aliens and stop the invasion.
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