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Thread: Bluend characters and Builds

  1. #21
    Defender of the Word
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    Sep 2016
    Location
    Venezuela
    Posts
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    Re: Bluend characters and Builds



    Thief: fast, agile, runaways dedicated to cheat, poach, steal and rob. These guys have the abilities necessary to take anything from anyone, be it money, weapons or simple armors, these guys disarm and take. (PL10)

    Abilities
    STR 0
    DEX 3
    AGI 3
    STA 1
    FGT 3
    INT 1
    AWE 2
    PRE 2
    30pp = 30pp

    Defenses
    Dodge 16
    Parry 16
    Toughness 4/1* DR
    Fortitude 6
    Will 14
    Intiative +15
    43pp = 73pp

    Skills
    6 Acrobatics (+9)
    6 Athletics (+6)
    0 Close Combat: Unarmed (+8)
    2 Close Combat: Knives (+10)
    18 Deception (+20)
    4 Expertise: Poaching (+5)
    4 Perception (+8)
    8 Persuasion (+10)
    4 Sleight of Hand (+7)
    4 Stealth (+7)
    8 Technology (+9)
    32pp = 105pp

    Advantages
    Assesment
    Attractive
    Benefit: Poacher (get materials, food, money and more from dead animals)
    Benefit: Wealth 1
    Close Attack 5
    Connected
    Contacts
    Daze (Deception)
    Defensive Roll 3
    Evasion 2
    Fascinate
    Fast Grab
    Grabbing Finesse
    Improved Defense
    Improved Disarm
    Improved Grab
    Improved Initative 3
    Improved Trip
    Improvised Tools
    Improvised Weapon
    Instant Up
    Inventor
    Luck 5
    Quick Draw
    Redirect
    Seize Initiative
    Set Up
    Taunt
    Ultimate Effort: Ultimate Disarm
    Ultimate Effort: Ultimate Grab
    Weapon Bind
    44pp = 149pp

    Equipment
    Orichalcum (Knife): Damage 2, Improved Critical [3ep].
    Germinas Boots: Speed 2 [2ep]
    5ep = 1pp = 150pp

    Motivation: Money. Most of the things they do are directed towards a gain on wealth.
    Complication: Casanova. They have a fame of stealing hearts, though this does not trouble ones attracted to them, it gets them on trouble with husbands and wives, as well as family of their targets.
    Complication: Criminals. They are frowned upon and they're looked from the knights as criminals escaping from the law, as such, they must be careful of their activities.

  2. #22
    Defender of the Word
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    Sep 2016
    Location
    Venezuela
    Posts
    31

    Re: Bluend characters and Builds



    Monk: Martial artists with deadly punches, trained to fight and hit.

    Abilities
    STR 6
    DEX 2
    AGI 2
    STA 6
    FGT 10
    INT 0
    AWE 0
    PRE 0
    52pp = 52pp

    Defenses
    Dodge 2
    Parry 10
    Toughness 10/6*
    Fortitude 6
    Will 6
    6pp = 58pp

    Skills
    0 Close Combat: Unarmed (+10)
    0 Ranged Combat: Aura Blast (+2)

    Advantages
    Assesment
    Defensive Attack
    Defensive Roll 4
    Great Endurance
    Improved Critical 2 (Unarmed)
    Instant Up
    Power Attack
    Precise Attack 2 (Close Concealment, Ranged Cover)
    Trance
    14pp = 72pp

    Powers
    Punch Arts: Array based on STR Damage. [17pp]

    • Pummel Cyclone: STR-Based Damage 4, Multiattack [+14pp]: Strikes with fists several times.
    • Aura Blast: Ranged STR-Based Damage 4 [+1pp]: Focuses his spirit and strength on a powerful punch over distance.
    • Shockwave: Line Area STR-Based Damage 4 [+1pp]: Punches the ground to create an earthly shockwave powerful enough to shatter knockback the enemy.
    • Doom Fist: Affliction 9, Progressive, Limited Degree (Resisted by Fortitude: None -> None -> Incapacitated), Insidious, Subtle [+1pp]: Powerful punch that KILLS an opponent, stopping his heart completely. The victim may not realize this effect until is too late.


    Chakra: Healing 10, Restorative, Limited: Only on self. Limited: Only in trance. Subtle 2. [12pp]: Focuses on body pressure points, mental status and heart rate to heal injuries, burns, cuts or prevent poison from going deeper on the system. The user must be in trance for this to occur.

    Revive: Healing 10, Resurrect, Persistent, Stabilize, Limited: On others and Resurrection only. [22pp]: with a small touch, he can restore the life of a person.

    Life Font: Regeneration 10, Quirk: must walk at least 30ft to be active this turn. [9pp]: with heavy focus on heart rate, he can regenerate any damage by walking.

    Counter: STR-Based Damage 0, Reaction (When attacked at close range, regardless if hit or not). [18pp].
    78pp = 150pp

    Motivation: Right. Whatever the path is taken, you must do things right. Help the others, keep your vows, respect your elders. They are motivated to show others right.
    Complication: Vows. They have a vow of no-violence, in such a way that any force applied to them must be answered the same way. They can't exert powerful damage on weak foes, nor try to kill someone that hasn't tried to kill them or an innocent before them.
    Complication: Forbidden technique. The Doom Fist is a powerful technique as it causes the death of the victim, but once is used, the user must atone for killing another person by unfair and unjust ways and they lose connection with their inner self (can't use other powers except Pummel Cyclone and Counter, as they're mundane) until they atone.

    Note: the only power I couldn't do was Purification, mostly because cures all status from the FFT game, but that includes what on M&M are afflictions. So I resorted to have Counter rather than Purification.

  3. #23
    Defender of the Word
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    Sep 2016
    Location
    Venezuela
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    Re: Bluend characters and Builds



    Chocobos: Special monsters often trained for being mounts. These are the good sidekicks of knights, squires and dragoons, as they can be fast enough even with barding and a mounted human with heavy armor. (PL8, 50pp)

    Abilities
    STR 4(2)
    AGI 2
    DEX 0
    STA 4(2)
    FGT 2
    INT -4
    AWE 0
    PRE 0
    8pp = 8pp

    Defenses
    Dodge 4(5)
    Parry 4(5)
    Toughness 12/4* DR
    Fortitude 8(6)
    Will 1
    11pp = 19pp

    Advantages
    Defensive Attack
    Defensive Roll 8
    9pp = 28pp

    Powers
    Growth 2, Permanent [4pp]

    Movement Choose (Yellow, Black or Red, Respectively)

    • Counter: STR-Based Damage 0, Reaction (Being attacked at close range, regardless of success). [6pp]: When attacked, counters with his beak.
    • Fly: Flight 6, Wings [6pp]: Uses wings to fly.
    • Ignore Terrain: Leaping 4, Movement 1 (Safe fall). [6pp]: Uses wings to leap and ignore heights, but can't fly.


    Support Choose (Yellow, Black or Red, Respectively)

    • Choco Heal: Healing 5. [10pp]: Heals with his feathers.
    • Choco Pellets: Ranged Damage 4, Homing 2. [10pp]: Throws several pellets at an opponent.
    • Choco Meteor: Ranged Damage 5, Indirect 3 (Any point from above to directly downwards). Diminished Range 3 [10pp]: Summons a powerful yet small meteor from above to hit an opponent.


    Feature 2: Can be mounted by humans. Floats in water (like ducks).

    22pp = 50pp

  4. #24
    Defender of the Word
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    Sep 2016
    Location
    Venezuela
    Posts
    31

    Re: Bluend characters and Builds



    Dragoon: Heavy armored but incrediblely agile knights. Usually using lances and spears, mounted cavalry and support of knights. They focus on mounted units and pounding enemies with his leaping techniques. (PL12)

    Abilities
    STR 5
    DEX 2
    AGI 2
    STA 5
    FGT 7
    INT 2
    AWE 5
    PRE 5
    66pp = 66pp

    Defenses
    Parry 14(7)
    Dodge 14(7)
    Toughness 10(5)
    Fortitude 12(5)
    Will 12(5)
    0pp = 66pp

    Skills
    10 Athletics (+15)
    10 Acrobatics (+10)
    10 Close Combat: Lances/Spears (+17)
    10 Expertise: Riding (+12)
    16 Intimidation (+21)
    6 Persuasion (+11)
    31pp = 97pp

    Advantages
    Accurate Attack
    Animal Empathy
    All-Out Attack
    Benefit: Status (Same as a Knight or Noble)
    Defensive Attack
    Diehard
    Fearless
    Instant Up
    Interpose
    Sidekick 10 (Chocobo)
    Minion 8 (Archer, Knight or Squire&Chemist)
    Power Attack
    28pp = 125pp

    Powers
    Jump: Leaping 10, Movement Safe Fall [12pp]: Jumps great distances, ignoring armor encumbrance, to fall on a foe. This can be used as a Charge or Slam Attack maneuver along other maneuvers and styles of attack. By using his lance.

    Holy Lance: STR-Based Damage 2, Reach, Penetrating 7, Removable, Affects Incorporeal 2 [12-2=10pp]: A holy lance made to use on battle, affects and damages undead creatures, as well as regular creatures. Uses it along a bracer to prevent being disarmed.

    Great Helmet: Immunity 9 (Blinding, Sleep, Critical Hits). Removable [9-1=8pp]: A great helmet with the form of a Dragon, covering face and making it impossible for daggers, magical attacks or sounds to affect the alertness or sight of the user.

    Robe of Lords: Enhanced Will 7, Enhanced Fortitude 7. Impervious Toughness 5. Removable [19-3=16pp]: Magical robe worn under armor that enhances physical and mental defenses.

    Feather Mantle: Enhanced Dodge 5. Removable [5-1=4pp]: A mantle made of feathers that magically enhances the evasion.
    50pp = 175pp

    Equipment:
    Escutcheon: Dodge 7, Parry 7 [14ep]
    Maximilian Armor: Impervious Toughness 5 [10ep].
    24ep = 5pp = 180pp

    Motivation: Adventure. Different from their knight counterparts, they don't focus on justice but on the thrill of doing riskful battles.
    Complication: Unretreating. Even when their leaping prowess allows them to get away fast, they don't run from a fight even when on danger of death, preferring to use their power to get there or during the battle to attack.
    Complication: Heavy. Their armor makes them heavy, and as such, their land speed is low (-2) unless they Jump or mount on a horse or other animal (like their chocobo). The chocobo aliviates this by having it's speed reduced only -1. For certain tasks, this also means they take too long on them. This stops if they take their armor off, but then, it's another issue...

  5. #25
    Defender of the Word
    Join Date
    Sep 2016
    Location
    Venezuela
    Posts
    31

    Re: Bluend characters and Builds



    Geomancer: Connected with nature, these guys use their skills to unleash the power of nature on their foes.

    Abilities
    STR 2
    DEX 0
    AGI 2
    STA 2
    FGT 2
    INT 2
    AWE 8
    PRE 0
    36pp = 36pp

    Defenses
    Dodge 2
    Parry 2
    Toughness 2
    Fortitude 16
    Will 8
    14pp = 50pp

    Skills
    4 Close Combat: Axes (+6)
    14 Expertise: Nature (+14)
    6 Insight (+14)
    14 Perception (+22)
    2 Treatment (+2)
    20pp = 70pp

    Advantages
    Evasion
    Favored Enviroment: City
    Favored Enviroment: Forest
    Favored Enviroment: Water
    Favored Enviroment: Caves
    Favored Enviroment: Plains
    Favored Enviroment: Mountains
    Favored Enviroment: Volcano
    Favored Enviroment: Snow
    Great Endurance
    Second Chance: Suffocation
    Second Chance: Overheat
    Second Chance: Frostbite
    Uncanny Dodge
    14pp = 84pp

    Powers
    Geomancy: Senses 21 (Accurate, Acute, Counters Concealment (all), Counters Illusion, Detect (life), Direction, Distance, Radius, Ranged, Tracking). [21pp]: Senses life forms, usually other humans, that are standing or floating directly above the same kind of material as the user. For example: while standing on grass on a park, it can sense people that are on grass or on trees, but not people on sidewalks, chairs or fountain. If on a river, it can sense people within the river but not those on dry land and so on.

    Nature's Wrath: Reaction (Being on certain enviroment or material) Variable 7 [70pp]: Grants certain powers according to the enviroment sorrounding the user. Generally only one kind can be chosen and be active at the time.

    • Wasteland: Immunity 2 (Thirst and Feed). Teleport 1, Direction. Sinkhole: Perception Affliction 6, Limited Degree, Progressive, Alternate Resistance (Resisted by Dodge. Hindered -> Immobile): On soil and wasteland, can create sinkholes to trap opponents, as well as travel through such sinkholes. Being more resistant to lack of water or food as long as he's there.
    • Clean Water: Immunity 1 (Drowning), Swimming 3. Torrent: Perception Healing 9: On rivers, lakes, canals or the ocean, as long as the water is clean, it can heal others, as well as swim on it.
    • Black Waters: Immunity 1 (Poison). Movement 2 (Sure-footed 2). Poison: Perception Weaken Fortitude 6, Progressive (Resisted by Fortitude): On dirty waters, it can poison others and is not slowed by trash around.
    • Lava: Immunity 12 (Fire, Heat, Heat Suffocation). Movement 1 (Water Walking). Magma Surge: Perception Damage 7: On lava or magma, it can walk on it like nothing and damage others with it.
    • Forest: Immunity 1 (Her own tanglevines). Tanglevine: Enviroment 5 Impede Movement 2. LINKED Perception Area (Concealment) Affliction 6, Progressive (Resisted by Fortitude: Hindered -> Immobile -> Paralyzed): On a forest, it uses roots and tangles to reduce the speed of targets, as well as stop anyone moving around.
    • Grasslands: Immunity 2 (Suffocation). Speed 3. Enhanced Dodge 5 Wind Slash: Ranged Damage 12, Subtle: While on simple grasslands or plains, uses the wind to hasten themselves and damage their opponents.
    • Earth, Dirt, Stones or natural rocks: Impervious Protection 15. Earth Wall: Deflect 5: on caves, solid earth or natural rocky places, they protect themselves and allies with hardened stones.
    • Asphalt, Worked Stone, Cement: Petrify: Perception Affliction 5, Progressive, Extra Condition 2 (Resisted by Will: Hindered, Impaired, Vulnerable -> Defenseless, Disabled, Immobile -> Incapacitated, Paralyzed, Transformed (stone)): Slowly uses man-made stone to petrify their foes.
    • Sand: Immunity 2 (Heat, Sandstorms (but not other sand-related powers)). Sandstorm: Cloud Area 2 Concealment 4 (Visual), Attack, Resistible by Fortitude LINKED Burst Area Damage 7, Alternate Resistance (Fortitude): Causes a sandstorm around 30ft, blinding everyone on sight as well as damaging them, possibly suffocating.
    • Snow: Immunity 2 (Cold, Snowstorm (but not other snow-related powers). Permanent Create 4, Innate. Snowstorm: Cloud Area 2 Concealment 2 (Normal Vision), Attack, Resistible by Fortitude LINKED Cloud Area Damage 6 LINKED Enviroment 1 (Extreme Cold, Impede Movement 2, Visibility 2).

    91pp = 175pp

    Equipment
    Great Battle Axe: Damage 5, Penetrating, Improved Critical. Improved Smash. [12ep]
    Simple Clothes: Protection 1 [1ep]
    Throwing Axes: Ranged Damage 3, Penetrating, Improved Smash. [10ep]
    23ep = 5pp = 180pp

    Motivation: One with nature. They're determined to study all enviroments on earth in order to become one with nature itself, and protect it from any one who would harm it.
    Complication: Geographical Connection. The Nature's Wrath powers only work if their target is perceivable by geomancy (being on the same kind of material or ground). If is not, then they reduce their range (Mostly perception down to ranged) and do half their effects rank. The personal powers are not affected (as they, themselves, are perceivable that way).
    Complication: Geo weakness. They're extremely weak to the opposite of the element, ground type or material they're in. Being on earth makes them freeze faster, being on water makes them weak against electricity, being on lava makes them weak to water and so on. They can't do anything to prevent this weakness.

    Note: Nature's Wrath powers can be expanded, those cover most common locales (except wood).
    Last edited by Bluend16; 01-13-2018 at 08:29 AM.

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