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Thread: Jab's Builds!

  1. #7461
    OPA Belta
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    Re: Jab's Builds!

    Quote Originally Posted by Gilliam View Post
    These builds are bringing back memories, I have just finished watching all the episodes of Buffy and Angel with my oldest daughter and was wondering what we could watch next.
    Perfect timing! I was planing on taking a break from my current series of builds and doing a run of Buffy 'verse characters!

  2. #7462
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    Avatar Animals

    Here's a list on the various Animal Species common to the Avatar World, aside from the ones I've already built:

    Avatar-Verse Animals:
    Dragon Moose (like a Moose, but with a Komodo head)
    Moo-Sow, Woolly Pig (goofy background animals)
    Boarcupine (Damage Aura 5)
    Puma Goat (Extended Scent, Leaping 2 & Fighting 2)
    Gemsbok Bull, Bull Pig (sorta replacing cattle in a way)
    Camelephant
    Cow Hippo (Fire Nation Cattle replacement- how a meat-eater fits in as a common meat source is beyond me, though)



    Komodo Rhino- The most-commonly seen Fire Nation mount, used by their Soldiers.
    Elephant Mandrill (just a different head on the base animal)
    Elephant Rat, White Hamster
    Rabbiroo- A surprisingly frightening-looking Rabbit/Kangaroo cross. Rodent/Lapid teeth are HORRIFYING at that scale.
    Polar Seal, Iguana Seal
    Elephant Koi (Remove Echolocation, -2 Fighting, make fully Aquatic)
    Ostrich Birds (Wall-Crawling 2)- These are extremely common, and tend to be used as Soldiers' mounts. They are effectively like Horses or Chocobos as far as their place in the world goes.



    Raven Eagle, Buzzard Bees (Weaken Strength 2)
    Cat Owl
    Armadillo Wolf, Wolfbat (Wings 4, Accurate Hearing)
    Bearded Cat, Pygmy Puma
    Armadillo Lion (Burrowing 3)
    Tigerdillo (Burrowing 3)
    Lion Vulture (Fighting 3)
    Armadillo Bear
    Platypus Bear, Bear- The characters were quite horrified to discover a plain old "Bear"



    Hog Monkeys
    Gorilla Goat
    Catgator (Catfish/Alligator)
    Sea Serpent
    Unagi
    Mongoose Dragon (remove Horns & Frill, add in Speed 2 & Wall-Crawling 2)
    Last edited by Jabroniville; 08-16-2017 at 03:08 AM.

  3. #7463
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    Katara



    Yon Rha: I did a bad thing. I know I did, and you deserve revenge. So why don't you take my mother? That would be fair.*
    Katara: I always wondered what kind of person could do such a thing. But now that I see you, I think I understand. There's just *nothing* inside you. Nothing at all! You're pathetic and sad and empty!*
    Yon Rha: [sobbing] Please spare me!*
    Katara: But as much as I hate you... I just can't do it.*
    -Katara confronting the man who executed her mother


    KATARA (Book Three)
    Role:
    Team Mom, The Love Interest
    Voice Actor: Mae Whitman
    Finest Moment: Finally gave Azula the ass-kicking and humiliating defeat she desperately needing.
    PL 10 (172)
    STRENGTH
    1 STAMINA 2 AGILITY 6
    FIGHTING 10 DEXTERITY 4
    INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

    Skills:
    Acrobatics 8 (+14)
    Athletics 5 (+6)
    Close Combat (Unarmed) 2 (+12)
    Deception 2 (+5)
    Expertise (Bending Lore) 6 (+7)
    Expertise (Survival) 2 (+5)
    Insight 2 (+5)
    Perception 4 (+7)
    Persuasion 2 (+5)
    Ranged Combat (Bending) 4 (+13)
    Treatment 5 (+6)

    Advantages:
    Accurate Attack, Agile Feint, Cunning Fighter (Feints With Attack Bonus), Defensive Attack, Evasion 2, Great Endurance, Improved Aim, Improved Critical (Bending) 2, Improved Defense, Improved Initiative, Inspire, Ranged Attack 5, Set-Up, Teamwork

    Powers:
    "Water Shields" Enhanced Advantages 3: Defensive Roll 3 [3]

    "Waterbending Master"
    "Ice Bonds" Affliction 7 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Ranged) (28) -- [43]
    • AE: "Ice Wave" Affliction 7 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Area- 60ft. Cone) (28)
    • AE: "Ice Stream" Affliction 7 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Area- 30ft. Shapeable) (28)
    • AE: "Water/Ice Whip" Blast 7 (Feats: Precise, Variable- Blunt or Piercing) (Extras: Knockback) (23)
    • AE: "Octopus Form" Blast 7 (Extras: Multiattack) (Flaws: Distracting) (14)
    • AE: "Ice Spikes" Blast 5 (Extras: Multiattack) (15)
    • AE: "Waterbending" Move Object 9 (Feats: Precise) (Extras: Perception Range) (Flaws: Limited to Water) (19)
    • AE: "Water Stream" Damage 10 (Feats: Variable- Blunt or Piercing) (Extras: Area- 30ft. Line) (21)
    • AE: "Water Wave" Damage 10 (Feats: Variable- Blunt or Piercing) (Extras: Area- 60ft. Cone) (21)
    • AE: "Water to Ice" Transform 8 (Feats: Reversible) (17)
    • AE: "Steam" Concealment (Visuals) 2 (Extras: Attack, Area- 30ft. Burst) (8)
    • AE: "Ice Slick" Affliction 10 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree) (20)
    • AE: "Ice Slick" Affliction 10 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited Degree) (20)
    • AE: "Bloodbending" Affliction 8 (Strength; Dazed & Hindered/Compelled & Defenseless/Controlled) (Extras: Area- 30ft. Shapeable, Selective, Extra Condition) (Flaws: Distracting, Limited to During Full Moons) Linked to Move Object 4 (Flaws: Limited to People & During Full Moons, Distracting) (17)
    • AE: Environment 3 (120 feet) (Impede Movement) (6)
    • AE: "Water Healing" Healing 6 (Flaws: Limited to Others, Distracting) (3)

    Swimming 5 (16 mph) (5) -- [6]
    • AE: "Water/Ice Slides" Flight 3 (16 mph) (Flaws: Platform) (3)

    Offense:
    Unarmed +12 (+1 Damage, DC 16)
    Water Attack +13 (+7 Ranged Damage, DC 22)
    Area Damage +10 (+10 Damage, DC 25)
    Ice Bonds +13 (+7 Ranged Affliction, DC 17)
    Area Snares & Slicks +7 (+7 Affliction, DC 17)
    Bloodbending +8 Area (+8 Affliction, DC 18)
    Initiative +10

    Defenses:
    Dodge +15 (DC 25), Parry +13 (DC 23), Toughness +2 (+5 Shields), Fortitude +5, Will +8

    Complications:
    Motivation (Balance to the World)
    Motivation (Revenge)- Katara's mother was killed by the Fire Nation, and she's striven to fight them every step of the way. This can cause her problems, as her obsession with vengeance has almost cost them several friends (including Zuko)
    Relationship (Aang)- Katara views him as a younger brother at first, but slowly comes to appreciate him as something more, once he matures.
    Relationship (Sokka)- Though her brother is older, Katara takes a mothering relationship over him.
    Relationship (Toph)- Toph isn't quite the female companion Katara had been hoping for- she's as gross and messy as the boys.
    Responsibility (Team Mom)- Katara is a required member of Team Avatar, as the most level-headed and mature member.
    Power Loss (Bending)- All Bending requires the use of bodily-movements and forms. If a Bender's body is restrained in any manner, their Bending will be badly-hampered. Full entrapment will neutralize all Bending.
    Power Loss (The Elements)- Waterbending requires actual water to be present- this is usually not a problem (most towns are close to water sources), but they can be locked inside of cells with no regular access. Most Waterbenders carry water in small pouches with them- however, this small amount will not allow for large damage or Area Effects- most attacks are limited to +4 Damage. More advanced Benders may utilize their own sweat or breath vapor for small effects.
    Power Loss (Bloodbending)- Bloodbending is an extremely dark art, and Katara will only use it when absolutely necessary, as it provokes homicidal tendencies. It is also useless against a Waterbender of similar power- Katara easily escaped Hama's control.

    Total: Abilities: 60 / Skills: 40--20 / Advantages: 20 / Powers: 51 / Defenses: 20 (172)

    -Katara started off as the only recurring female character on the show, which is odd, seeing as how girls came to define much of the show's cast and concept. Noble, friendly and caring, she was a sharp contrast to her whacky, super-emotive brother Sokka, though the show was VERY careful to avoid the usual "Chick" stereotypes- she was as good a fighter as Aang at some points, she wasn't ALWAYS goody-goody (she actually stole a Waterbending scroll from some pirates, presuming that a) they're pirates, and b) the scrolls are important to their training, and thus saving the world), and she wasn't always right. All in all, a very carefully-done, great character.

    -Katara gets "Shipped" (ie. "I wish those two were in a relationSHIP with each other"- something I first heard off in the "Buffy The Vampire Slayer" fandom) with a lot of people by the fandom, mainly thanks to an episode where she & Zuko are trapped in a cave together, and come to an understanding based off of both losing their mothers as children. I guess this was a little TOO close to what many fans see as a typical "they're not so bad- I should date this person!" moment, and therefore the Katara/Zuko pairing (known as... *sigh*... "Zutara") started overwhelming a lot of Avatar-based stuff on the internet. Shipping kind of screws with a LOT of fandoms (go onto a Harry Potter fansite if you don't believe me), to the point where it makes me not want to go on ANY websites, especially ones where Shipping tends to be common. TV Tropes is notorious for that, as every possible Trope related to Shipping gets filled, especially by popular shows and concepts... like Avatar. So expect to see Zuko/Katara and Aang/Katara Ships debated online by grouchy fans, ESPECIALLY once the show's writers got wind of it, and started ACTIVELY screwing with the Zutara fans by teasing the coupling, only to TOTALLY rip on it and hilariously mock their own obsessive fans (see The Ember Island Players, where the Gaang watches a play about their lives, and includes scenes of Katara & Zuko coming together, much to the HORROR of the real-life pair- this episode was basically called "SUCK IT, SHIPPERS!" and it was GLORIOUS).

    -I can't really say enough about how good Mae Whitman was in this role- that scene where she breaks down and starts screaming at her absentee father is some amazing voice acting. It's like... she KNOWS why he had to leave the family (he went off to fight the Fire Nation in the war), but she can't get past her feelings of loneliness and abandonment, and is confused as to why. Really emotional stuff.

    -Katara is semi-important in The Legend of Korra, which reveals that her & Aang raised some REALLY immature, whiny-ass children that bicker like schoolkids even in middle age. Katara herself was calm, wise, and at peace, and was shown briefly mentoring Korra, the new Avatar. Only her healing is really shown- she doesn't do any fighting (Toph later points out that war is for young people, not the elderly). She's actually the only member of the original series shown with any frequency in the first Book of LoK, though we'd get a few snippets of Aang.

    -Katara is an elite, Master-level Waterbender by the end of the series. She is easily Aang's superior, and she actually learns more than her Master, Pakku. She gains several inventive moves, particularly the epic "Bloodbending", though it was only used a few times due to its limitations, and the negative effect it had on her soul. She uses a lot of stuff typical for my Elementalist builds, in that she has a TON of Alternate Effects, though in this case, they all have some basis in the show. Some are more minor one-offs that could be sliced off by Points-Savers who just want to play Hero Points for the stuff (Steam, the various Area Effects instead of just going with one, the Octopus Forms saw less use over time as well), but she's overall REALLY good, able to take out whole groups of guys at once, use Multiattack, Heal others, Trip people, Blast away, and use the defining Ice Snares.

    - And Katara is one of the few characters to routinely handle Azula well. Waterbending is naturally advantageous against Firebending, after all.



    KATARA (Book Two)
    Role:
    Team Mom, The Love Interest
    Voice Actor: Mae Whitman
    Finest Moment: Finally gave Azula the ass-kicking and humiliating defeat she desperately needing.
    PL 9 (151)
    STRENGTH
    1 STAMINA 2 AGILITY 5
    FIGHTING 8 DEXTERITY 4
    INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

    Skills:
    Acrobatics 8 (+14)
    Athletics 5 (+6)
    Close Combat (Unarmed) 2 (+10)
    Deception 1 (+4)
    Expertise (Bending Lore) 5 (+6)
    Expertise (Survival) 2 (+5)
    Insight 2 (+5)
    Perception 4 (+7)
    Persuasion 2 (+5)
    Ranged Combat (Bending) 4 (+12)
    Treatment 5 (+6)

    Advantages:
    Accurate Attack, Agile Feint, Cunning Fighter (Feints With Attack Bonus), Defensive Attack, Evasion, Improved Critical (Bending) 2, Improved Defense, Improved Initiative, Inspire, Ranged Attack 4, Set-Up, Teamwork

    Powers:
    "Water Shields" Enhanced Advantages 3: Defensive Roll 3 [3]

    "Waterbending Master"
    "Ice Bonds" Affliction 6 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Ranged) (24) -- [38]
    • AE: "Ice Wave" Affliction 6 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Area- 60ft. Cone) (24)
    • AE: "Ice Stream" Affliction 6 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Area- 30ft. Shapeable) (24)
    • AE: "Water/Ice Whip" Blast 6 (Feats: Precise, Variable- Blunt or Piercing) (Extras: Knockback) (21)
    • AE: "Octopus Form" Blast 6 (Extras: Multiattack) (Flaws: Distracting) (12)
    • AE: "Ice Spikes" Blast 5 (Extras: Multiattack) (15)
    • AE: "Waterbending" Move Object 8 (Feats: Precise) (Extras: Perception Range) (Flaws: Limited to Water) (17)
    • AE: "Water Stream" Damage 9 (Feats: Variable- Blunt or Piercing) (Extras: Area- 30ft. Line) (18)
    • AE: "Water Wave" Damage 9 (Feats: Variable- Blunt or Piercing) (Extras: Area- 60ft. Cone) (18)
    • AE: "Water to Ice" Transform 8 (Feats: Reversible) (17)
    • AE: "Steam" Concealment (Visuals) 2 (Extras: Attack, Area- 30ft. Burst) (8)
    • AE: "Ice Slick" Affliction 9 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree) (18)
    • AE: "Ice Slick" Affliction 9 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited Degree) (18)
    • AE: Environment 3 (120 feet) (Impede Movement) (6)
    • AE: "Water Healing" Healing 6 (Flaws: Limited to Others, Distracting) (3)

    Swimming 5 (16 mph) (5) -- [6]
    • AE: "Water/Ice Slides" Flight 3 (16 mph) (Flaws: Platform) (3)

    Offense:
    Unarmed +10 (+1 Damage, DC 16)
    Water Attack +12 (+6 Ranged Damage, DC 21)
    Area Damage +9 (+9 Damage, DC 24)
    Ice Bonds +12 (+6 Ranged Affliction, DC 16)
    Area Snares & Slicks +6 (+6 Affliction, DC 16)
    Initiative +10

    Defenses:
    Dodge +13 (DC 23), Parry +11 (DC 21), Toughness +2 (+5 Shields), Fortitude +5, Will +7

    Complications:
    Motivation (Balance to the World)
    Motivation (Revenge)- Katara's mother was killed by the Fire Nation, and she's striven to fight them every step of the way. This can cause her problems, as her obsession with vengeance has almost cost them several friends (including Zuko)
    Relationship (Aang)- Katara views him as a younger brother at first, but slowly comes to appreciate him as something more, once he matures.
    Relationship (Sokka)- Though her brother is older, Katara takes a mothering relationship over him.
    Relationship (Toph)- Toph isn't quite the female companion Katara had been hoping for- she's as gross and messy as the boys.
    Responsibility (Team Mom)- Katara is a required member of Team Avatar, as the most level-headed and mature member.
    Power Loss (Bending)- All Bending requires the use of bodily-movements and forms. If a Bender's body is restrained in any manner, their Bending will be badly-hampered. Full entrapment will neutralize all Bending.
    Power Loss (The Elements)- Waterbending requires actual water to be present- this is usually not a problem (most towns are close to water sources), but they can be locked inside of cells with no regular access. Most Waterbenders carry water in small pouches with them- however, this small amount will not allow for large damage or Area Effects- most attacks are limited to +4 Damage. More advanced Benders may utilize their own sweat or breath vapor for small effects.

    Total: Abilities: 54 / Skills: 38--19 / Advantages: 16 / Powers: 44 / Defenses: 18 (151)

    -Book Two Katara is still a great fighter, and only drops Bloodbending.



    KATARA (Book One)
    Role:
    Team Mom, The Love Interest
    Voice Actor: Mae Whitman
    Finest Moment: Finally gave Azula the ass-kicking and humiliating defeat she desperately needing.
    PL 8 (132)
    STRENGTH
    0 STAMINA 2 AGILITY 4
    FIGHTING 7 DEXTERITY 3
    INTELLIGENCE 1 AWARENESS 3 PRESENCE 3

    Skills:
    Acrobatics 8 (+12)
    Athletics 5 (+5)
    Close Combat (Unarmed) 2 (+9)
    Deception 1 (+4)
    Expertise (Bending Lore) 2 (+3)
    Expertise (Survival) 2 (+5)
    Insight 1 (+4)
    Perception 3 (+6)
    Persuasion 2 (+5)
    Ranged Combat (Bending) 4 (+10)
    Treatment 4 (+5)

    Advantages:
    Agile Feint, Cunning Fighter (Feints With Attack Bonus), Defensive Attack, Evasion, Improved Critical (Bending), Improved Defense, Inspire, Ranged Attack 3, Set-Up, Teamwork

    Powers:
    "Water Shields" Enhanced Advantages 2: Defensive Roll 2 [2]

    "Waterbending Master"
    "Ice Bonds" Affliction 6 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Ranged) (24) -- [33]
    • AE: "Ice Wave" Affliction 6 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Area- 60ft. Cone) (24)
    • AE: "Water/Ice Whip" Blast 6 (Feats: Precise, Variable- Blunt or Piercing) (Extras: Knockback) (21)
    • AE: "Ice Spikes" Blast 5 (Extras: Multiattack) (15)
    • AE: "Waterbending" Move Object 7 (Feats: Precise) (Extras: Perception Range) (Flaws: Limited to Water) (15)
    • AE: "Water Stream" Damage 8 (Feats: Variable- Blunt or Piercing) (Extras: Area- 30ft. Line) (16)
    • AE: "Water to Ice" Transform 8 (Feats: Reversible) (17)
    • AE: "Ice Slick" Affliction 8 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree) (16)
    • AE: "Ice Slick" Affliction 8 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited Degree) (16)
    • AE: "Water Healing" Healing 6 (Flaws: Limited to Others, Distracting) (3)

    Swimming 5 (16 mph) (5) -- [6]
    • AE: "Water/Ice Slides" Flight 3 (16 mph) (Flaws: Platform) (3)

    Offense:
    Unarmed +10 (+1 Damage, DC 16)
    Water Attack +10 (+6 Ranged Damage, DC 21)
    Area Damage +8 (+8 Damage, DC 23)
    Ice Bonds +10 (+6 Ranged Affliction, DC 16)
    Area Snares & Slicks +6 (+6 Affliction, DC 16)
    Initiative +10

    Defenses:
    Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +2 (+4 Shields), Fortitude +5, Will +7

    Complications:
    Motivation (Balance to the World)
    Motivation (Revenge)- Katara's mother was killed by the Fire Nation, and she's striven to fight them every step of the way. This can cause her problems, as her obsession with vengeance has almost cost them several friends (including Zuko)
    Relationship (Aang)- Katara views him as a younger brother at first, but slowly comes to appreciate him as something more, once he matures.
    Relationship (Sokka)- Though her brother is older, Katara takes a mothering relationship over him.
    Responsibility (Team Mom)- Katara is a required member of Team Avatar, as the most level-headed and mature member.
    Power Loss (Bending)- All Bending requires the use of bodily-movements and forms. If a Bender's body is restrained in any manner, their Bending will be badly-hampered. Full entrapment will neutralize all Bending.
    Power Loss (The Elements)- Waterbending requires actual water to be present- this is usually not a problem (most towns are close to water sources), but they can be locked inside of cells with no regular access. Most Waterbenders carry water in small pouches with them- however, this small amount will not allow for large damage or Area Effects- most attacks are limited to +4 Damage. More advanced Benders may utilize their own sweat or breath vapor for small effects.

    Total: Abilities: 46 / Skills: 34--17 / Advantages: 12 / Powers: 41 / Defenses: 16 (132)
    Last edited by Jabroniville; 08-16-2017 at 03:09 AM.

  4. #7464
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    Waterbending Mooks



    BASIC WATERBENDERS
    Role:
    Heroic Mooks
    Voice Actor: Various
    Finest Moment: N/A
    PL 5 (87)
    STRENGTH
    2 STAMINA 3 AGILITY 4
    FIGHTING 5 DEXTERITY 3
    INTELLIGENCE 0 AWARENESS 2 PRESENCE 1

    Skills:
    Acrobatics 4 (+8)
    Athletics 4 (+6)
    Close Combat (Unarmed) 2 (+7)
    Expertise (Bending Lore) 4 (+4)
    Expertise (Survival) 2 (+4)
    Expertise (Soldier) 6 (+6)

    Advantages:
    Defensive Attack, Improved Critical (Bending), Ranged Attack 2, Teamwork

    Powers:
    "Water Shields" Enhanced Advantages 1: Defensive Roll [1]

    "Waterbending Students"
    "Water/Ice Whip" Blast 5 (Feats: Precise, Variable- Blunt or Piercing) (Extras: Knockback) (17) -- [24]
    • AE: "Ice Bonds" Affliction 5 (Strength; Hindered & Vulnerable/Prone & Defenseless) (Extras: Cumulative, Extra Condition, Ranged) (Flaws: Limited Degree) (15)
      AE: "Waterbending" Move Object 6 (Feats: Precise) (Extras: Perception Range) (Flaws: Limited to Water) (13)
      AE: "Water Stream" Damage 5 (Feats: Variable- Blunt or Piercing) (Extras: Area- 30ft. Line) (11)
      AE: "Water Wave" Damage 5 (Feats: Variable- Blunt or Piercing) (Extras: Area- 30ft. Cone +1/2) (8.5)
      AE: "Water to Ice" Transform 4 (Feats: Reversible) (9)
      AE: "Ice Slick" Affliction 5 (Strength or Agility; Hindered/Prone) (Extras: Area- 30ft. Burst) (Flaws: Limited Degree) (5)
      AE: Environment 3 (120 feet) (Impede Movement) (6)

    Swimming 4 (8 mph) [4]

    Offense:
    Unarmed +7 (+2 Damage, DC 17)
    Water Attack +5 (+5 Ranged Damage, DC 20)
    Area Damage +5 (+5 Damage, DC 20)
    Ice Bonds +5 (+5 Ranged Affliction, DC 15)
    Initiative +4

    Defenses:
    Dodge +6 (DC 16), Parry +5 (DC 15), Toughness +3 (+4 Shields), Fortitude +3, Will +2

    Complications:
    Responsibility (The Northern Water Tribe)
    Power Loss (Bending)- All Bending requires the use of bodily-movements and forms. If a Bender's body is restrained in any manner, their Bending will be badly-hampered. Full entrapment will neutralize all Bending.
    Power Loss (The Elements)- Waterbending requires actual water to be present- this is usually not a problem (most towns are close to water sources), but they can be locked inside of cells with no regular access. Most Waterbenders carry water in small pouches with them- however, this small amount will not allow for large damage or Area Effects- most attacks are limited to +4 Damage. More advanced Benders may utilize their own sweat or breath vapor for small effects.

    Total: Abilities: 40 / Skills: 22--11 / Advantages: 5 / Powers: 29 / Defenses: 2 (87)

    -Basic Waterbending Mooks are... surprisingly effective, and expensive for their Power Level. I figure PL 5 is pretty good to give the heroes a good challenge- a handful of Benders were tricky for the PL 8-ish Aang & Katara in Book One, but went down much easier in Book Three. These guys are more or less Mini-Versions of Pakku.
    Last edited by Jabroniville; 08-16-2017 at 03:09 AM.

  5. #7465
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    Master Pakku




    PAKKU
    Role:
    Gruff Trainer, Chauvinist Pig
    Voice Actor: Victor Brandt
    Finest Moment: Handily defeated dozens of Firebenders at the North Pole
    PL 10 (174)
    STRENGTH
    2 STAMINA 3 AGILITY 4
    FIGHTING 10 DEXTERITY 4
    INTELLIGENCE 3 AWARENESS 3 PRESENCE 1

    Skills:
    Acrobatics 8 (+12)
    Athletics 5 (+7)
    Close Combat (Unarmed) 2 (+12)
    Deception 5 (+6)
    Expertise (Bending Lore) 8 (+11)
    Expertise (Survival) 2 (+5)
    Expertise (Soldier) 6 (+9)
    Insight 2 (+5)
    Perception 4 (+7)
    Ranged Combat (Bending) 4 (+13)

    Advantages:
    Accurate Attack, Agile Feint, Cunning Fighter (Feints With Attack Bonus), Defensive Attack, Evasion 2, Great Endurance, Improved Aim, Improved Critical (Bending) 2, Improved Initiative, Power Attack, Ranged Attack 5, Teamwork

    Powers:
    "Water Shields" Enhanced Advantages 3: Defensive Roll 3 [3]

    "Waterbending Master"
    "Ice Bonds" Affliction 7 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Ranged) (28) -- [42]
    • AE: "Ice Wave" Affliction 7 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Area- 60ft. Cone) (28)
      AE: "Ice Stream" Affliction 7 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Extras: Cumulative, Extra Condition, Area- 30ft. Shapeable) (28)
      AE: "Water/Ice Whip" Blast 7 (Feats: Precise, Variable- Blunt or Piercing) (Extras: Knockback) (23)
      AE: "Octopus Form" Blast 7 (Extras: Multiattack) (Flaws: Distracting) (14)
      AE: "Ice Spikes" Blast 5 (Extras: Multiattack) (15)
      AE: "Waterbending" Move Object 9 (Feats: Precise) (Extras: Perception Range) (Flaws: Limited to Water) (19)
      AE: "Water Stream" Damage 10 (Feats: Variable- Blunt or Piercing) (Extras: Area- 30ft. Line) (21)
      AE: "Water Wave" Damage 10 (Feats: Variable- Blunt or Piercing) (Extras: Area- 60ft. Cone) (21)
      AE: "Water Stream" Damage 10 (Extras: Area- 30ft. Line) (20)
      AE: "Water to Ice" Transform 8 (Feats: Reversible) (17)
      AE: "Steam" Concealment (Visuals) 2 (Extras: Attack, Area- 30ft. Burst) (8)
      AE: "Ice Slick" Affliction 10 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree) (20)
      AE: "Ice Slick" Affliction 10 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Shapeable +2) (Flaws: Limited Degree) (20)
      AE: Environment 3 (120 feet) (Impede Movement) (6)

    Swimming 5 (16 mph) (5) -- [6]
    • AE: "Water/Ice Slides" Flight 3 (16 mph) (Flaws: Platform) (3)

    Offense:
    Unarmed +12 (+2 Damage, DC 17)
    Water Attack +13 (+7 Ranged Damage, DC 22)
    Area Damage +10 (+10 Damage, DC 25)
    Ice Bonds +13 (+7 Ranged Affliction, DC 17)
    Area Snares & Slicks +7 (+7 Affliction, DC 17)
    Initiative +8

    Defenses:
    Dodge +14 (DC 24), Parry +13 (DC 23), Toughness +3 (+6 Shields), Fortitude +5, Will +6

    Complications:
    Responsibility (The Northern Water Tribe)
    Relationship (Kanna)- Katara & Sokka's grandmother was once betrothed to Pakku. However, she rejected him when she discovered his sexism in refusing to train female Benders in combat.
    Power Loss (Bending)- All Bending requires the use of bodily-movements and forms. If a Bender's body is restrained in any manner, their Bending will be badly-hampered. Full entrapment will neutralize all Bending.
    Power Loss (The Elements)- Waterbending requires actual water to be present- this is usually not a problem (most towns are close to water sources), but they can be locked inside of cells with no regular access. Most Waterbenders carry water in small pouches with them- however, this small amount will not allow for large damage or Area Effects- most attacks are limited to +4 Damage. More advanced Benders may utilize their own sweat or breath vapor for small effects.

    Total: Abilities: 60 / Skills: 46--23 / Advantages: 18 / Powers: 50 / Defenses: 18 (174)

    -Master Pakku is Aang & Katara's official Waterbending instructor, teaching them the finest points of the art after they'd spent most of the season learning on their own, through experience. He was depicted as outside *of Katara's league and very powerful, as well as very gruff and dismissive. Holding to his nation's sexist beliefs, he was all "LOL BUT YOU HAVE A VAGINA" when Katara asked to be trained, and was only convinced when he realized that she was the granddaughter of a woman who'd rejected his proposal decades ago because of those same beliefs (and also when she damn near equaled him at Waterbending when she taunted him). By the series' end, we were reintroduced to him, and he had in fact married the same woman, becoming Katara & Sokka's new grandfather.

    -I figure Pakku and the other Masters in the series to be PL 10s- effectively, THEY are the true elites except for Avatar State Aang, up until Book Three, when the rest of Team Avatar catches up. I mainly built him as a good example of a non-Katara Bender- he's stronger and tougher, but a tad slower (and less charismatic overall- he's downright unfriendly to everyone, and gets by on sheer talent and position), and lacks two of Katara's key "tricks" that make her an elite Bender- Bloodbending and Healing. However, he's just as good a fighter otherwise, and that's only in Book Three- she's PL 8 in Book One.
    Last edited by Jabroniville; 08-16-2017 at 03:10 AM.

  6. #7466
    OPA Belta catsi563's Avatar
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    Re: Jab's Builds!

    it was pretty well stated or at least implied the northern tribes sexism regarding bending was a Men use bending to fight , women use it to heal attitude. abasicaly I wont reach you because women don't fight , they heal so go learn from the healers like youre supposed to.

    ironically Katara would do so only adding to her skills and making her even more valuable and powerful.

    The hilarity of how she turns Pakkus attitude around is shown in after he agrees to train her, and she promptly shows herself to be the best student he has ever had.--all but stated by him--while Aang cant seem to be serious for a moment.
    Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

    Showdown at the Litterbox

    Catsi stories

  7. #7467
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    June & Nyla



    JUNE
    Role:
    Bounty Hunter, Ensemble Darkhorse, Deadpan Snarker, Manly Chick
    Voice Actor: Jennifer Hale
    Finest Moment: Beat the snot out of a dude who looked like Ryu from "Street Fighter"
    PL 8 (117)
    STRENGTH
    3 STAMINA 4 AGILITY 5
    FIGHTING 13 DEXTERITY 5
    INTELLIGENCE 2 AWARENESS 3 PRESENCE 2

    Skills:
    Acrobatics 7 (+12)
    Athletics 7 (+10)
    Deception 2 (+4, +6 Attractive)
    Expertise (Bounty Hunter) 11 (+13)
    Insight 2 (+5)
    Intimidation 3 (+5)
    Investigation 2 (+5)
    Stealth 2 (+7)

    Advantages:
    Attractive, Chokehold, Diehard, Evasion, Fast Grab, Improved Critical (Unarmed), Improved Critical (Whip), Improved Defense, Quick Draw, Ranged Attack, Taunt, Track

    Equipment:
    "Whip" Strength-Damage +0 (Feats: Reach 3, Improved Disarm & Trip) (5)

    Offense:
    Unarmed/Whip +13 (+3 Damage, DC 18)
    Initiative +5

    Defenses:
    Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +4, Fortitude +6, Will +5

    Complications:
    Motivation (Greed)

    Total: Abilities: 74 / Skills: 36--18 / Advantages: 12 / Powers: 0 / Defenses: 13 (117)

    -June was one of the standard "one-shot" villains, a hired Bounty Hunter chasing The Avatar on Zuko's dime, but she proved quite popular with the fans. Her tremendous hotness may have had something to do with it- that tricks ALWAYS works. With her bad girl looks, peek-a-boo hairstyle, giant beast (BEAST. I said BEAST) sidekick/mount, whip and snarky demeanor (she was always cracking on Zuko & Katara for being "boyfriend & girlfriend", much to their chagrin and internet fangirls' joy), she was practically designed to be a beloved character. That's why it's so odd (and tragic) that she only showed up for two real appearances- her debut, and in Book Three when she helped Zuko & the Gaang search for Aang, who'd vanished. Granted, it's hard to come up with reasons for her to always be around, since her job is rather focused. But you'd think Zuko would at least hire her to find the Avatar AGAIN, seeing as how she found him immediately the first time.

    -June is a PL 8, like the rest of the Book One gang. With her Whip, she's quite the ranged fighter, and she's shown to have absurd levels of strength, easily hefting grown men around, winning armwrestling contests, and kicking ass.



    NYLA THE SHIRSHU
    Role:
    Giant Mount
    PL 9 (114)
    Normal Version:
    PL 8
    STRENGTH 8 STAMINA 9 AGILITY 2
    FIGHTING 7 DEXTERITY 0
    INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

    Skills:
    Athletics 2 (+10)
    Close Combat (Natural Weapons) 2 (+9)
    Expertise (Survival) 8 (+9)
    Intimidation 8 (+8 Size)
    Perception 8 (+8)
    Stealth 8 (+10, +5 Size)

    Advantages:
    Great Endurance, Improved Critical (Tongue) 2, Improved Initiative

    Powers:
    "Super-Scent" Senses 15 (Accurate, Acute Scent, Extended Scent 8, Tracking Scent 2) [15]
    "Animal Physiology" Speed 5 (60 mph) [5]

    Growth 5 (Str & Sta +5, +5 Mass, +2 Intimidation, -2 Dodge/Parry, -5 Stealth) -- (15 feet) (Feats: Innate) (Extras: Permanent +0) [11]
    Strength-Damage +1 (Feats: Reach) [2]

    "Paralyzing Tongue" Affliction 9 (Fort; Dazed/Stunned/Paralyzed) (Feats: Accurate, Reach 4, Split) (Extras: Cumulative) [23]

    Offense:
    Unarmed +9 (+9 Damage, DC 24)
    Tongue +9 (+9 Affliction, DC 19)
    Initiative +6

    Defenses:
    Dodge +8 (DC 18), Parry +7 (DC 17), Toughness +9, Fortitude +9, Will +4

    Complications:
    Disabled (Animal)- Shirshu cannot speak to humans, nor use their claws to easily manipulate objects.
    Disabled (Blind)- Shirshu have no eyes, though they can "see" with their advanced sensory abilities.
    Vulnerable (Scent Dazzles)- Highly-noxious substances or strong-smelling things like perfume can overwhelm a Shirshu's senses up close, leaving them totally blind.

    Total: Abilities: 22 / Skills: 36--18 / Advantages: 4 / Powers: 57 / Defenses: 13 (114)

    -June's pet was the Shirshu, a titanic Elephant-sized creature that was a kind of Star-Nosed Mole/Wolf/Armadillo thing, making it the most bad-ass looking mount in the series next to the Dragons (and even THEN it's close...). It could track people across the world just by smelling an article of clothing, carrying a half-dozen people on it's back. Oh, plus it could paralyze people with a flick of it's tongue, making it one of the best fighters in the series. The only way Team Avatar beat June & the Shirshu was using some perfume to "Dazzle" the thing's sensory powers. You'd think more guys would do that against Daredevil.
    Last edited by Jabroniville; 08-16-2017 at 03:11 AM.

  8. #7468
    OPA Belta Arkrite's Avatar
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    Re: Jab's Builds!

    The first time I watched Katara's fight against Pakku I was amazed at how bad ass she was.
    The second time around I realized how outmatched she was. Yeah, looked like she was doing really good, but she only ever managed a single hit on him, and that was before he started trying. He came out looking unscathed while she was a mess by the end.
    It was a great way of showcasing how much talent Katara actually had (learning and adapting in the middle of a fight) as well as how strong she could potentially be without actually devaluing Pakku in the process.

  9. #7469
    OPA Belta
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    Re: Jab's Builds!

    You know, I'm not ashamed to admit I was a Zutara shipper back in the day.

    Of course, I didn't take it as far as some people did, and I kind of accepted it not happening with some amount of grace and civility.
    Urge to Stat Rising: My blog where I post write ups for monsters for the Pathfinder system.

  10. #7470
    MCRN Admiral
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    Jet




    JET
    Role:
    Bad-Ass Wild Card, Wild Boy
    Voice Actor: Crawford Wilson
    Finest Moment: Nearly wiped out whole Fire Nation village
    PL 8 (131)
    STRENGTH
    2 STAMINA 3 AGILITY 6
    FIGHTING 12 DEXTERITY 4
    INTELLIGENCE 1 AWARENESS 2 PRESENCE 3

    Skills:
    Acrobatics 8 (+14)
    Athletics 9 (+11)
    Deception 4 (+7)
    Expertise (Freedome Fighter) 7 (+8)
    Insight 2 (+4)
    Intimidation 2 (+5)
    Perception 4 (+6)
    Ranged Combat (Thrown Objects) 3 (+13)
    Sleight of Hand 3 (+7)
    Stealth 4 (+10)

    Advantages:
    Accurate Attack, Agile Feint, All-Out Attack, Equipment 2 (Gear), Evasion 2, Fast Grab, Fearless, Great Endurance, Improved Critical (Hook Swords), Improved Critical (Thrown Weapons), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Prone Fighting, Quick Draw, Ranged Attack 6, Takedown, Set-Up, Teamwork, Uncanny Dodge

    Equipment:
    "Hook Swords" Strength-Damage +2 (Feats: Split, Improved Disarm, Improved Critical) (5) -- (6)
    • AE: "Thrown Weapons" Blast 3 (Diminished Range -1) (5)

    Offense:
    Unarmed +12 (+2 Damage, DC 17)
    Swords +12 (+4 Damage, DC 19)
    Thrown Weapons +13 (+3 Ranged Damage, DC 18)
    Initiative +10

    Defenses:
    Dodge +13 (DC 23), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +5

    Complications:
    Motivation/Obsession (Destroy the Fire Nation)- Jet and his team were all harmed by the Fire Nation in the past, with Jet witnessing his parents' deaths at the hands of the "Rough Rhinos" squad when he was eight years old. As a result, Jet will stop at nothing to see them suffer. His hatred for them runs so deep that he sees nothing wrong with wiping out entire villages of innocent people, because "Nobody in the Fire Nation is innocent".

    Total: Abilities: 66 / Skills: 46--23 / Advantages: 29 / Powers: 0 / Defenses: 13 (131)

    -Jet is basically a huge homage to Shinichiro Watanabe's stuff, including "Cowboy Bebop", what with the Spike Spiegel apperance and all. He led a band of Freedom Fighters against the Fire Nation, macked Katara, and humiliated Sokka, who immediately distrusted him. In a unique twist, the Complainer was RIGHT (it's an all-too-common Trope in children's fiction to make an "outsider" or whiny character always incorrect, to promote groupthink- several cartoon writers have confirmed this as being an executive decree), and Sokka realized Jet was actually planning on killing an entire village of Fire Nation peasants, just because they were Fire Nation and that made them bad. It was a fairly adult concept for a "kids' show", making a snarky teen character a genocidal murderer, and also a realistic depiction of what goes on in war (several civilian targets were deliberately targeted by all sides in World War II).

    -Jet never really made it out of the PL 8 "class" in Book One, but he's a very elite Weapon Fighter regardless.
    Last edited by Jabroniville; 08-16-2017 at 03:13 AM.

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