PDA

View Full Version : >Playground: Stat Homestuck Characters [M&M 2E]



Sarco_Phage
2011-04-04, 11:09 PM
where doin this man
where makin this hapen

wacth out for these HOT SPOILERS dawg

Antagonistic

Jack Noir (Harlequin/First Guardian)
http://media.comicvine.com/uploads/6/60791/1552163-jack_noir_super.jpg

Archagent Jack Noir (Jackspers Noirlecrow)

An imposing black-carapaced humanoid stands before you, missing one arm. Its great wings beat lazily. Two tentacles protrude from either side. You notice the facsimile of a Jester's cap above its face, which has one damaged eye and fearsome, sharp teeth. It wears the remains of a colorful outfit. On its remaining hand you notice a ring with four pearls, three of which are glowing...

Power Level: 16 (240 power points)

Size: Medium

Abilities:
STR 32(12)(+11(+1))
DEX 33(18)(+11(+4))
CON 12(+1)
INT 16(+3)
WIS 14(+2)
CHA 16(+3)

Skills: Computers 4 (+7), Concentration 5 (+7), Diplomacy 8 (+11), Gather Information 5 (+8), Intimidate 6 (+9), Language (English)

Feats: All-out Attack, Ambidexterity, Blind-Fight, Chokehold, Eidetic Memory, Favored Opponent (Graveyard Stuffers) 2, Fearsome Presence, Improved Disarm 5, Leadership, Startle, Weapon Bind

Powers:
Device (easy to lose) 3
Device (hard to lose) 40 (PF:Restricted to Prospitian/Dersite)

Immunity 5 (Aging,Disease,High Pressure,Need for Sleep,Starvation and Thirst) - as the Archagent of Derse, Jack Noir is pretty much immortal.

Combat: Attack +3 Defense 13 (Flat-footed: 11) Initiative +27
Grapple: +14 (Attack - +3,Strength - +11,Size - +0)

Saves: Toughness +13(+1) Fortitude +4 Reflex +13 Willpower +4

Lifting: 33 tons

Devices:
Walkie-Talkie (Easy to Lose): Communication (Radio) 15
- Jack Noir uses this walkie talkie to keep in contact with his Agents.

Queen's Ring (Third Prototyping) (Hard to Lose):
Flight 13 [100,000 mph],
Additional Limbs 2 (Two Tentacles),
Super-Strength 5
Snare 10 (E:Engulf;PF:Tether) [Can't be used if additional limbs are severed],
Super-Speed 4 (PF:Rapid Attack) [Ground Speed 100 mph]
Bloody Miles 20 (PF:Progression (Area ,15 Steps)), [250,000 ft]
Protection 20 (E:Impervious;F:Ablative)
Enhanced Ability (Strength) 20
Enhanced Ability (Dexterity) 15
Strike 11 [Regisword]
- The Queen's Ring grants impressive physical powers as well as having other properties.

Complications:
Hatred (Silly hats), Hatred (Frogs), Obsession (Murder)

Drawbacks:
Disability (One eye;Common,Moderate), Disability (One arm;Very Common,Moderate)

Cost Summary:
Ability 28 + Skills 9 (35 Ranks) + Feats 16 + Powers 175 + Combat 12 + Saves 7 - Drawbacks -7 = 240 / 240

http://www.mspaintadventures.com/storyfiles/hs2/02930.gif
Archagent Jack Noir (Bec Noir)

A sleek black-carapaced humanoid stands before you, missing one arm. Its lupine face bears a scar over one eye and a jagged mouth full of teeth. It wears the remains of a colorful outfit and crackles with unbelievable power. You become aware that you are about to be horribly murdered.

Power Level: 23 (345 power points)

Size: Medium

Abilities:
STR 32(12)(+11(+1))
DEX 38(18)(+14(+4))
CON 12(+1)
INT 16(+3)
WIS 14(+2)
CHA 16(+3)

Skills: Computers 4 (+7), Concentration 5 (+7), Diplomacy 8 (+11), Gather Information 5 (+8), Intimidate 6 (+9), Language (English, )

Feats: All-out Attack, Ambidexterity, Blind-Fight, Chokehold, Eidetic Memory, Favored Opponent (Graveyard Stuffers) 2, Fearsome Presence, Improved Disarm 5, Leadership, Startle, Weapon Bind

Powers:
Device (easy to lose) 15
Device (hard to lose) 53 (PF:Restricted [Prospitian/Dersite)
Immunity 5 (Aging,Disease,High Pressure,Need for Sleep,Starvation and Thirst)

Combat: Attack +6 Defense 15 (Flat-footed: 12) Initiative +14
Grapple: +17 (Attack - +6,Strength - +11,Size - +0)

Saves: Toughness +1 Fortitude +4 Reflex +16 Willpower +4

Lifting: 66 tons
Devices:
Walkie-Talkie (Easy to Lose):
Communication (Radio) 15
- Despite being a godlike being, Jack Noir still uses this walkie-talkie to communicate with his Agents.

Lil' Cal (Easy to Lose):
Snare 15 (F:Entangle)
Stun 15 (F:Daze)
Emotion Control 10 (F:Limited (One Emotion [Fear]))
Strike 10 (PF:Thrown)
Shield 15 (F:Fades(1))
- Jack Noir took a repaired Lil Cal from Bro Strider after slaying him in the Land of Wind and Shade. He considers Lil Cal a true friend.

Queen's Ring [Final Prototyping] (Hard to Lose):
Immunity 80 (Damage (Lethal Energy),Damage (Lethal Physical),Damage (Nonlethal Energy),Damage (Nonlethal Physical))
Blast 40 (PF:Progression (Area,15 Steps)) [250,000 Feet]
Teleport 10 (PF:Easy)
- Jack Noir has the powers of a First Guardian. He is literally unkillable as long as he is wearing the ring. He can also generate energy blasts powerful enough to shatter small planets and teleport at will. So, you know. Good luck.

Flight 13 [100,000 mph]
Enhanced Ability (Strength) 20,
Strike 20 (PF:Mighty) [Regisword],
Enhanced Ability (Dexterity) 20
Super-Strength 6

Complications:
Hatred (Silly hats), Hatred (Frogs), Hatred (Graveyard Stuffers), Obsession (Murder), Friendship (Lil Cal), Love (Jade Harley)

Drawbacks:
Disability (One eye;Common,Moderate), Disability (One arm;Very Common,Moderate)

Cost Summary:
Ability 28 + Skills 9 (35 Ranks) + Feats 16 + Powers 276 + Combat 22 + Saves 7 - Drawbacks -7 = 351 / 345


The Twelve Angel King

http://www.mspaintadventures.com/storyfiles/hs2/02591.gif
Black King, Ruler of Derse (Twelfth Prototyping)

You see a titanic shape striding across the battlefield towards you. There are no words for the sheer horror this massive creature radiates. Numberless tentacles and arthropod-like legs sprout from its tremendous bulk, and numerous arms with pincers protrude from its body. Its right hand clutches a great black scepter that shines with the light of twelve glowing pearls. It opens one of its two mouths, and sings the song that will end creation. (http://www.penny-arcade.com/comic/2006/4/10/)

Power Level: 23 (345 power points)

Size: Awesome (801' 0")

*Abilities:
STR 52(+21)
DEX 18(+4)
CON 40(+15)
INT 16(+3)
WIS 14(+2)
CHA 16(+3)

* - includes bonuses from Growth

Skills: Concentration 16 (+18), Diplomacy 8 (+11), Intimidate 16 (+29), Notice 10 (+12)

Feats: Accurate Attack, All-out Attack, Ambidexterity, Blind-Fight, Chokehold, Eidetic Memory, Fearsome Presence 5, Improved Disarm 5, Startle, Weapon Bind

Powers:
Device (hard to lose) 58 (PF:Restricted)
- Only the Black King can wield the Scepter, as part of the rules of SGRUB.
Growth 4 (F:Permanent)
- Even without the Sceptre, the Black King is naturally quite beefy.

Immunity 5 (Aging,Disease,High Pressure,Need for Sleep,Starvation and Thirst)
- The Black King is the eternal champion of Derse and leader of its forces on the battlefields of Skaia. He is functionally immortal.

Combat: Attack -6 Defense 15 (Flat-footed: 12) Initiative +4
Grapple: +47 (Attack - +6,Strength - +21,Size - +20)

Saves: Toughness +15(+40) Fortitude +18 Reflex +6 Willpower +21

Lifting: 34.1K tons

Devices:
The King's Scepter (Hard to Lose):
Additional Limbs 10
Mental Blast 40 (F:Action (Standard->Full)(20);PF:AP-ESP (two sense types) 20,AP-Mental Blast 15 (E:Action (Standard->Reaction)(5),Duration (Instant->Continuous)(5)))
Nullify (all powers) 10
Mind Control 15
Growth 16 (F:Permanent)
Super-Strength 5
- The powers the Black King inherited from the Emissary of the Noble Circle, have either overwritten the other powers or synergized with them. The tremendous psychic abilities of Gl'Bgolyb are his to wield. By focusing these energies he can generate a mental blast capable of killing a single target, obliterating their consciousness and causing a rather messy explosion of blood from all orifices. When he is not focusing them a constant, terrible ululation gushes from his mouth, eroding the consciousness of the weaker willed and slaying them if they fail to resist. He can also use these abilities to control the weak minded or nullify their powers. He has similarly inherited Gl'Bgolyb's prodigious size and strength, and vast amounts of tentacles that add to the multiple legs he already inherited from Vriska Serket and Karkat Vantas' custodians.

Super-Movement 2 (Wall-Crawling (Normal Speed))
Snare 10 (PF:Tether)
- A side effect of prototyping Vriska Serket's custodian, the Black King has spider's legs and webbing abilities. This is exactly as horrifying as you'd think.

Protection 40 (F:Fades)
- Good luck eroding the Black King's defenses before he erases your consciousness with a single blast. Perhaps a less direct approach would be in order...

Complications:
Hatred (Frogs), Restriction (The Rules of SGRUB)

Drawbacks: N/A

Cost Summary:
Ability 36 + Skills 13 (50 Ranks) + Feats 18 + Powers 256 + Combat 22 + Saves 7 - Drawbacks -7 = 345 / 345


Berserk Clown

http://www.mspaintadventures.com/storyfiles/hs2/03439.gif
Gamzee Makara, the Bard of Rage

Power Level: 20 (300 power points)

* Abilities:
STR 32 (12)(+11(+1))
DEX 42(22)(+16(+6))
CON 32 (12)(+11(+1))
INT 26 (6)(+8(-2))
WIS 38 (18)(+14(+4))
CHA 32 (12)(+11(+1))

* With Boost

Skills: Acrobatics 10 (+16), Concentration 2 (+6), Craft (Miracle) 1 (-1), Intimidate 10 (+11), Knowledge (Miracles) 10 (+8), Notice 10 (+14), Stealth 10 (+16)

Feats: Assessment, Chokehold, Diehard, Fearsome Presence 10, Improved Disarm, Improved Grab, Improved Initiative, Improved Sunder, Improved Throw, Improved Trip, Power Attack, Precise Shot 2, Seize Initiative, Sneak Attack 3, Startle, Stunning Attack, Uncanny Dodge

Powers:
Boost (All Traits) 20 (F:Personal)
Super-Speed 5 (PF:Rapid Attack)
- Gamzee is the Bard of Rage, and the last of the Subjuggulators, a death cult of homicidal clowns. As such he is a pure monster in combat, as is fitting of his goal and the goal of his calling - to initiate the Vast Joke, some lengthy process which involves plenty of blood spilling. This power is called "murder mode".

Device (easy to lose) 15

Combat: Attack +20 Defense 30 (Flat-footed: 30) Initiative +30
Grapple: +21 (Attack - +20,Strength - +1,Size - +0)

Saves: Toughness +12(+1) Fortitude +17(+5) Reflex +21(+5) Willpower +19(+5)

Lifting: 130 lb.
Devices:
Warhammer of Zillyhoo (Easy to Lose)
Paralyze 10 (E:Area - Burst (50' Radius))
Strike 15
Stun 5
-The Warhammer of Zillyhoo is a mighty weapon of such ineffable beauty that simply being in its presence can cause even the strongest of willed to fall to their knees, weeping at the sight. Also you can hit people with it.

Deuce Clubs (Easy to Lose): Strike 5 (PF:Mighty,Thrown)
- These are Gamzee's unremarkable juggling clubs. In his hands, however, they are quite enough to slay dozens of foes.

Complications:
Hatred (All that lives), Prejudice (All that lives)

Drawbacks:
Power Loss (If Gamzee is ever dosed with Sopor Slime, as from one of his pies, his murderous dual personalities will subside and merge back into his calm, friendly personality. This means none of his powers can be used.;Uncommon,Major)

Cost Summary:
Ability 22 + Skills 14 (53 Ranks) + Feats 30 + Powers 150 + Combat 80 + Saves 4 - Drawbacks -3 = 297 / 300

-------------------------

The Kids

John Egbert (Greentike/Ectobiolobabysitter/Savior of the Waking World)

http://27.media.tumblr.com/tumblr_l7mzauL7yE1qbt8u1o1_500.jpg
John Egbert (Greentike)

You see a skinny teenage boy with thick glasses and buck teeth. He has a shock of black hair and is carrying a hammer that looks like it could do quite some damage, except he is having a hard time lifting it.

Power Level: 1 (15 power points)

Size: Medium

Abilities:
STR 3(-4)
DEX 8(-1)
CON 6(-2)
INT 14(+2)
WIS 8(-1)
CHA 18(+4)

Skills: Bluff 6 (+10), Climb 4 (+0), Computers 2 (+4), Disguise 2 (+6), Investigate 3 (+5), Knowledge (Film) 5 (+7), Perform (Keyboards) 2 (+6), Sleight of Hand 4 (+3)

Feats: Beginner's Luck, Distract (Bluff), Equipment 2, Luck

Powers: N/A

Combat: Attack +0 Defense 10 (Flat-footed: 10) Initiative -1
Grapple: -4 (Attack - +0,Strength - -4,Size - +0)

Saves: Toughness -2 Fortitude +0 Reflex +1 Willpower -1

Lifting: 30 lb.
Equipment (10 points):
Hammer (5)
Beaglepuss (1)
COLONEL SASSACRE'S DAUNTING TEXT OF MAGICAL FRIVOLITY AND PRACTICAL JAPERY (2)

Complications:
Hatred (Betty Crocker), Obsession (Terrible Movies)

Cost Summary:
Ability -3 + Skills 7 (28 Ranks) + Feats 7 + Powers 0 + Combat 0 + Saves 4 = 15 / 15

http://images2.wikia.nocookie.net/__cb20100522005404/mspaintadventures/images/9/95/HeroModeButton.gif
John Egbert (Ectobiolobabysitter)

You see a skinny teenage boy with thick glasses, buck teeth, and a shock of black hair. He has various high-tech accouterments around him, including two fantastic-looking hammers. He is wearing a stylish bright green lab coat.

Power Level: 7 (105 power points)

Size: Medium

Abilities:
STR 8(-1)
DEX 10(+0)
CON 8(-1)
INT 14(+2)
WIS 10(+0)
CHA 20(+5)

Skills: Bluff 6 (+11), Climb 4 (+3), Computers 2 (+4), Disguise 2 (+7), Intimidate 5 (+10), Investigate 4 (+6), Knowledge (Film) 5 (+7), Perform (Keyboards) 2 (+7), Sleight of Hand 5 (+5)

Feats: Beginner's Luck, Diehard, Improved Defense, Inspire, Luck 3, Teamwork

Powers:
Device (easy to lose) 10
Device (hard to lose) 8

Combat: Attack +0 Defense 10 (Flat-footed: 10) Initiative +0
Grapple: -1 (Attack - +0,Strength - -1,Size - +0)

Saves: Toughness -1 Fortitude -1 Reflex +0 Willpower +0

Lifting: 80 lb.
Devices:
Remote Ghost Gauntlets (Hard to Lose):
Telekinesis 10 (E:Damaging)
- John originally used these to wield the Sassacrusher, a gigantic hammer he was too weak to carry. However, it was stolen by a Giclops.

Serious Business Goggles (Hard to Lose):
Communication (Normal sight) 10
- A combination of his glasses, the cosbytop, and his Dad's PDA, John uses this to communicate with his friends.

Wrinklef**ker (Easy to Lose):
Leaping 5 (F:Action (Full Action)),
Strike 10 (E:Area - Burst (50' Radius)(5);F:Action (Full Action)) [Heat, Bludgeoning]
Strike 10 [Heat, Bludgeoning]
- This fearsome hammer has two heads, both of which are steam irons. John can "charge up" the hammer by bouncing repeatedly until he gains enough momentum to cause a massive explosion or bounce to a high place. He can of course also just smack an opponent with the hammer.

Fear No Anvil (Easy to Lose):
Stun 15 (E:Linked), Strike 15 (E:Linked)
- The code for this legendary hammer came from an alternate future Dave Strider. It is a scaled down version of the Denizen Hephaestus' hammer, and has the nifty ability to stop the personal time of any foe it strikes.

Complications:
Hatred (Betty Crocker), Obsession (Terrible Movies)

Cost Summary:
Ability 10 + Skills 9 (35 Ranks) + Feats 8 + Powers 77 + Combat 0 + Saves 0 = 104 / 105

http://images2.wikia.nocookie.net/__cb20101231072740/mspaintadventures/images/archive/f/f5/20110123032951!GodTierJohn.png
John Egbert, the Heir of Breath (God Tier)

You see a skinny teenage boy with thick glasses, buck teeth, and a shock of black hair. He is dressed in a light blue outfit with the symbol of Breath on its front and a long hood that resembles a windsock. He carries a hammer of such great beauty as to make your knees go weak and tears come to your eyes.

Power Level: 16 (240 power points)

Size: Medium

Abilities:
STR 12(+1)
DEX 20(+5)
CON 10(+0)
INT 16(+3)
WIS 12(+1)
CHA 28(+9)

Skills: Bluff 6 (+15), Climb 4 (+5), Computers 2 (+5), Disguise 2 (+11), Intimidate 5 (+14), Investigate 4 (+7), Knowledge (Film) 5 (+8), Perform (Keyboards) 2 (+11), Sleight of Hand 5 (+10)

Feats: Beginner's Luck, Diehard, Improved Defense, Inspire, Luck 3, Teamwork

Powers:
Communication (Dreamshare) 15
- Like all God-Tiers, John can make his way into the dreams of others and communicate with them by those means.

Element Control (Air) 15 (PF:AP-Blast 15,AP-Boost (All Powers) 18,AP-Create Object 10 [Windshape],AP-Speed 15 )
- As a God-Tier, John's mastery of the wind element allows him to do a myriad of things, not the least of which is devastating wind-based attacks.

Flight 10
- Gods. They can fly.

Force Field 10
- A wind barrier that protects John from attack.

Regeneration 44 (Recovery Bonus (+9),Total Regeneration)
- As a God-Tier, John is functionally immortal unless slain under very specific conditions.

Device (easy to lose) 10

Combat: Attack +5 Defense 16 (Flat-footed: 13) Initiative +5
Grapple: +6 (Attack - +5,Strength - +1,Size - +0)

Saves: Toughness +0 Fortitude +2 Reflex +9 Willpower +4

Lifting: 130 lb.
Devices:
Warhammer of Zillyhoo (Easy to Lose):
Paralyze 10 (E:Area - Burst (50' Radius)(5))
Strike 15
Stun 5
- The Warhammer of Zillyhoo is a mighty weapon of such ineffable beauty that simply being in its presence can cause even the strongest of willed to fall to their knees, weeping at the sight. Also you can hit people with it.

Complications:
Hatred (Betty Crocker), Obsession (Terrible Movies)

Cost Summary:
Ability 38 + Skills 9 (35 Ranks) + Feats 8 + Powers 154 + Combat 22 + Saves 9 = 240 / 240


Dave Strider
http://images1.wikia.nocookie.net/__cb20100422041957/mspaintadventures/images/1/10/Dave-heromode3.png
[B]Dave Strider, the Knight of Time

You see a fair-haired teenage boy, his eyes obscured behind dark sunglasses, and dressed in an impeccably cut white tuxedo. Everything about his posture suggests a height of casualness no mere mortal could attain. It's clear you're dealing with some kind of coolkid, here.

Power Level: 11 (165 power points)

Size: Medium

Abilities:
STR 8(-1)
DEX 18(+4)
CON 12(+1)
INT 14(+2)
WIS 8(-1)
CHA 18(+4)

Skills: Bluff 6 (+10), Computers 8 (+10), Knowledge (Irony) 3 (+5), Knowledge (Streetwise) 4 (+6), Notice 2 (+1), Perform (Hash Rap) 5 (+9), Perform (Phat Beats) 1 (+5), Ride 3 (+7), Stealth 3 (+7)

Feats: All-out Attack, Ambidexterity, Attack Focus (Melee) 3, Attractive, Diehard, Improved Block, Improved Critical (1/2 Bladekind), Instant Up, Quick Draw 2, Taunt, Uncanny Dodge

Powers:
Device (easy to lose) 19
Device (hard to lose) 13

Combat: Attack +2 Defense 10 (Flat-footed: 10) Initiative +4
Grapple: +1 (Attack - +2,Strength - -1,Size - +0)

Saves: Toughness +1 Fortitude +3 Reflex +5 Willpower +2

Lifting: 80 lb.
Devices:
Timetables (Hard to Lose):
Super-Movement 3 (Temporal Movement (Any))
Duplication 8 (E:Survival;PF:Progression (Number of duplicates,5 Steps), Sacrifice)
- Dave's Timetables would be one of the most powerful artifacts available to the four Kids... if the Homestuck Universe didn't work entirely by stable time loops. He can travel between the current point and any point in time within the Medium. In addition he can call in alternate Daves from doomed alternate timelines to fight by his side. These Daves inevitably die horrid and gruesome deaths, meaning this is something he does not indulge in often.

Caledscratch (Easy to Lose): Time Control 10 (PF:AP-Paralyze 10 (F:Slow),Insubstantial,Rapid Attack), Strike 20 (F:Action (Standard->Full)(10);PF:AP-Strike 10)
- Dave's sword, Caledscratch, allows Dave to control localized time, both his and his foes'. In addition, he can rewind the broken blade's personal time to a point when it was whole - the resulting blade strikes for far more force than the broken one.

iGlasses (Hard to Lose):
Communication (Normal sight) 15
- Dave uses these remarkably cool sunglasses to communicate with his friends.

Complications:
Obsession (Being Cool), Phobia (Death)

Cost Summary: Ability 18 + Skills 9 (35 Ranks) + Feats 14 + Powers 109 + Combat 4 + Saves 6 = 160 / 165

Rose Lalonde (Normal/Grimdark)

http://images3.wikia.nocookie.net/__cb20100929062149/mspaintadventures/images/5/51/02687.gif
Rose Lalonde (Grimdark)

You see a girl hovering in midair, radiating dark tendrils of energy. Her skin has a strange grey glow, and her hair is purest white. The whites of her eyes have been mostly swallowed up by an expanding black stain across their surface. She holds two crackling wands of unknown properties, and a constant vibratto chanting in eldritch tongues emits from the air around her.

Power Level: 12 (180 power points)

Size: Medium

Abilities:
STR 8(-1)
DEX 16(+3)
CON 12(+1)
INT 18(+4)
WIS 8(-1)
CHA 18(12)(+4(+1))

Skills: Bluff 3 (+7), Concentration 13 (+12), Craft (Wizard Fanfiction) 7 (+11), Diplomacy 2 (+6), Gather Information 5 (+9), Handle Animal 6 (+5), Investigate 5 (+9), Knowledge (Arcane Lore) 8 (+12), Knowledge (Behavorial Sciences) 8 (+12), Knowledge (Wizards) 1 (+5), Ride 5 (+8), Search 4 (+8)

Feats: All-out Attack, Ambidexterity, Assessment, Fearsome Presence 7, Improved Aim, Improved Block, Ritualist, Trance

Powers:
Device (easy to lose) 20
Device (hard to lose) 5
Nullify (all powers) 8

Combat: Attack +2 Defense 12 (Flat-footed: 11) Initiative +3
Grapple: +1 (Attack - +2,Strength - -1,Size - +0)

Saves: Toughness +1 Fortitude +5 Reflex +6 Willpower +17

Lifting: 80 lb.
Devices:
Mom's Scarf (Hard to Lose):
Enhanced Ability (Charisma) 6 (PF:Innate)
Snare 6 (F:Entangle;PF:Tether)
- This is one of Rose's mother's trademark pink scarves. Rose wears it like a sash around her waist. Aside from being extremely stylish and attractive, Rose can use it to entangle opponents.

Thorns of Oglothoth (Easy to Lose):
Magic 20 [Magic Blast] (E:Penetrating;PF:AP-Animate Objects 10,AP-Telekinesis 15 (E:Damaging,Perception))
Flight 10
- These are the Thorns of Oglothoth, needles imbued with the dark powers of one of the gods of the Noble Circle. They channel Rose's abilities - she believes that the power comes from the wands, which is not entirely true.

Complications:
Addiction (Power), Hatred (Jack Noir), Obsession (Knowledge)

Drawbacks:
Language (As the avatar of the Noble Circle, Rose can only speak in eldritch gibberish with a profusion of unnecessary consonants.;Common,Moderate)

Cost Summary:
Ability 14 + Skills 17 (67 Ranks) + Feats 14 + Powers 104 + Combat 8 + Saves 25 - Drawbacks -3 = 179 / 180

-------------------------

The Alternian Kids (Patrons/Fairy God Trolls)

Aradia Megido (Aradiabot/Maid of Time)

http://i832.photobucket.com/albums/zz247/crash826/639px-As14.png
Aradia Megido (Aradiabot)

Hovering before you is a robotic facsimile of a young Alternian girl, complete with horns. Her eyes are dead orange orbs. A constant ghostly whispering surrounds her, wafting at her stringy hair and stirring in your mind.

Power Level: 15 (225 power points)

Size: Medium

Abilities:
STR 30(10)(+10(+0))
DEX 22(+6)
CON --(--)
INT 30(+10)
WIS 16(+3)
CHA 12(+1)

Skills: Climb 2 (+12), Computers 8 (+18), Concentration 7 (+10), Investigate 5 (+15), Knowledge (Archaeology) 10 (+20), Knowledge (Temporal Mechanics) 15 (+25), Notice 5 (+8), Sense Motive 7 (+10)

Feats: All-out Attack, Attack Specialization (Telekinesis) 2, Chokehold, Defensive Roll 5, Eidetic Memory, Fearsome Presence 4, Improved Grab, Rage 4

Powers:
Device (hard to lose) 3 (PF:Restricted [Maid of Time])
Enhanced Ability (Strength) 20 (PF:Innate)
Immunity 30 (Save Effect (Fortitude))
Protection 10
- Aradia's soul occupies a soulbot built by Equius Zahhak. This robot is tough and strong enough to withstand his affections. Yes. It is creepy.

Telekinesis 20 (E:Damaging;PF:AP-Communication 5,AP-Emotion Control 10,AP-Fatigue 10 [E:Sleep;PF:Reversible],AP-Force Field 10,AP Nullify 20 [All Psychic])
- Even when she was alive, Aradia was a powerful psychic. Now that she is dead, her psychic powers are vastly increased. She is capable of causing lethal damage with her Telekinesis or using her psychic abilities to other, subtler effects, as well as speaking with the dead.

Combat: Attack +3 Defense 16 (Flat-footed: 13) Initiative +6
Grapple: +13 (Attack - +3,Strength - +10,Size - +0)

Saves: Toughness +10(+0) Fortitude -9 Reflex +7 Willpower +20

Lifting: 1,600 lb.

Devices:
Aradia's Music Boxes (Hard to Lose):
Super-Movement 3 (Temporal Movement (Any))
Duplication 20 (E:Survival;F:Feedback;PF:Mental Link,Progression (Number of Duplicates,20 Steps),Sacrifice)
- These are Aradia's music boxes, her time travel mechanisms as the Maid of Time. She can use them to call in numerous duplicates from doomed alternate timelines. She is not afraid to use them with impunity, as by all accounts they are doomed to a hideous and premature death anyway.

Complications: Obsession (Fate)

Drawbacks: Temporal Fatalism (Aradiabot might fail to act if she sees an action as pointless. She sees most actions as pointless;Very Common,Major), Temper (Whenever Aradiabot lets her emotions loose, she is liable to fly into a rage;Very Common,Major)

Cost Summary:
Ability 30 + Skills 15 (59 Ranks) + Feats 20 + Powers 138 + Combat 18 + Saves 14 - Drawbacks -10 = 225 / 225


-------------------------

[B]The Guardians (First and Otherwise)

Bro Strider

http://images4.wikia.nocookie.net/__cb20100413190210/mspaintadventures/images/6/68/Bro.jpg
[B]Bro Strider (Dave's Guardian)

A ludicrously tall male human slouches before you, giving off an irrepressible aura of irony. You cannot get over how ironic he is, from his black skinny jeans and white t-shirt combo to his trucker cap and dumb anime sunglasses. He carries a long sword and a rather unsettling ventriloquist's dummy.

Power Level: 15 (225 power points)

Size: Medium

Abilities:
STR 22(+6)
DEX 30(+10)
CON 16(+3)
INT 15(+2)
WIS 14(+2)
CHA 40(20)(+15(+5))

Skills: Acrobatics 10 (+20), Concentration 6 (+8), Craft (Puppet) 7 (+9), Knowledge (Irony) 10 (+12), Perform (Hash Rap) 5 (+10), Pilot 6 (+16), Sleight of Hand 3 (+13), Stealth 15 (+25)

Feats: All-out Attack, Ambidexterity, Attack Focus (Melee) 2, Blind-Fight, Critical Strike, Improved Defense, Seize Initiative, Startle

Powers:
Device (easy to lose) 25
Leaping 5
Super-Speed 10 (PF:Insubstantial,Rapid Attack,Wall Run)

Combat: Attack +0 Defense 20 (Flat-footed: 12) Initiative +50
Grapple: +6 (Attack - +0,Strength - +6,Size - +0)

Saves: Toughness +3 Fortitude +5 Reflex +20 Willpower +6

Lifting: 520 lb.
Devices:
Rocket Board (Easy to Lose):
Flight 5
Enhanced Ability (Charisma) 10
- Bro's Rocket Board. Makes the rider look super cool.

Cool Sword (Easy to Lose):
Deflect (Ranged) 5
Strike 10 (E:Penetrating)
- Bro's katana, a badass sword like you see in the animes, not like Dave's ****ty sword.

Lil' Cal (Easy to Lose):
Snare 15 (F:Entangle)
Stun 15 (F:Daze)
Emotion Control 10 (F:Limited (One Emotion [Fear]))
Strike 10 (PF:Thrown)
Shield 15 (F:Fades(1))
- Lil' Cal is Bro's Partner in Rhyme, his Main Man. His unsettling presence alone is enough to inflict fear in opponents who face him, and Bro likes to use him to strike opponents in range, or give them a good kick in the jaw to knock them for a loop. His favorite tactic with Lil Cal is using him to Entangle a foe, making the foe easier to strike. Lil Cal is also "willing" to take a shot for Bro, as Bro has used him to deflect blows in the past.

Dumb Anime Sunglasses (Easy to Lose):
Enhanced Ability (Charisma) 10
- You cannot get over how ironically cool these shades are.

Complications:
Addiction (Puppets), Enemy (Jack Noir), Obsession (Irony)

Cost Summary:
Ability 57 + Skills 16 (62 Ranks) + Feats 9 + Powers 132 + Combat 0 + Saves 11 = 225 / 225

-------------------------

Exiles and Other Trolls

PM(?)

http://images.wikia.com/mspaintadventures/images/e/e3/01949_1.gif
Parcel Mistress

You see a fairly tall and slender white carapaced humanoid in a colorful outfit. She carries a satchel, likely full of parcels, and wears a night-black sword at her side.

Size: Medium

Power Level: 5 (75 power points)

Abilities:
STR 12(+1)
DEX 16(+3)
CON 12(+1)
INT 14(+2)
WIS 18(+4)
CHA 12(+1)

Skills: Diplomacy 4 (+5), Profession (Mail Lady) 9 (+13)

Feats: Environmental Adaptation (Rain), Environmental Adaptation (Shine), Environmental Adaptation (Sleet), Environmental Adaptation (Snow), Favored Opponent (Agent of Derse) 2, Rage 3

Powers:
Device (easy to lose) 5
Immunity 1 (Aging)

Combat: Attack +3 Defense 12 (Flat-footed: 11) Initiative +3
Grapple: +4 (Attack - +3,Strength - +1,Size - +0)

Saves: Toughness +1 Fortitude +2 Reflex +3 Willpower +6

Lifting: 130 lb.
Devices:
Regisword (Easy to Lose):
Strike 10
-the black sword given to the Parcel Mistress by Jack Noir as part of his nefarious offer: the assassination of the White King and Queen.

Walkie-Talkie (Easy to Lose): Communication (Radio) 15

Complications:
Obsession (The mail), Responsibility (The mail)

Cost Summary:
Ability 24 + Skills 4 (13 Ranks) + Feats 9 + Powers 16 + Combat 10 + Saves 3 = 66 / 75


Big Sweaty Jerk

http://www.mspaintadventures.com/storyfiles/hs2/02282_3.gif
Equius Zahhak, the Heir of [s]STRONG Void

You see what appears to be a gray, extremely muscular teenage boy with horns. One of his horns is broken, and he wears a pair of sunglasses with cracked lenses. He... reeks of sweat.

Power Level: 20 (300 power points)

Size: Medium

Abilities:
STR 50(30)(+20(+10))
DEX 18(+4)
CON 40(20)(+15(+5))
INT 20(+5)
WIS 12(+1)
CHA 3(-4)

Skills: Acrobatics 4 (+8), Climb 2 (+22), Computers 10 (+15), Concentration 2 (+3), Craft (Electronic) 8 (+13), Craft (Mechanical) 10 (+15), Disable Device 5 (+10), Notice 5 (+6)

Feats: All-out Attack, Attack Focus (Melee) 3, Chokehold, Critical Strike, Defensive Roll 5, Fast Overrun, Favored Opponent (Robots) 2, Fearsome Presence 2, Improved Grab, Inventor

Powers:
Enhanced Ability (Constitution) 20 (PF:Innate),
Enhanced Ability (Strength) 20 (PF:Innate),
Leaping 10 (PF: Innate)
- Equius is STRONG. Seriously, you cannot get over how STRONG he is.

Combat: Attack +10 Defense 10 (Flat-footed: 10) Initiative +4
Grapple: +30 (Attack - +10,Strength - +20,Size - +0)

Saves: Toughness +15 Fortitude +15 Reflex +4 Willpower +0

Lifting: 12 tons

Complications:
Love (Aradia Megido), Obsession (Hemospectrum), Prejudice (Low-bloods), Responsibility (Nepeta Lejion)

Drawbacks:
Full Power (Equius cannot control his strength, and cannot wield most weapons. Whenever he attempts to wield any weapon, it must make a Toughness save against his Strength Bonus or break.;Very Common,Major), Weakness (Equius must make a willpower save at DC 15 if given a stern command by a clear superior;Very Common,Major)

Cost Summary:
Ability 43 + Skills 12 (46 Ranks) + Feats 18 + Powers 42 + Combat 20 + Saves -1 - Drawbacks -10 = 124 / 300

Arbane
2011-04-05, 12:14 AM
How about doing one of the easy ones, like Equius? (Powers: STRONG.)

Or for a challenge, someone like Vriska, Dave or Bequerel.

(And for a finale, Aradiabot & Snowman. How do you model "if this character dies, the universe ends", anyway?)

Sarco_Phage
2011-04-05, 12:16 AM
The reason I haven't yet done, say, John or Vriska is that they'll require multiple statblocks, hehe.

GodVriska/Vriska
GodJohn/MidLevelJohn/StartingJohn
GodAradia/Aradiabot

And suchlike.

As for Bec, Scratch, and First Guardian Jack Noir, that should be interesting.

Just don't suggest I stat the twelve angel King, haha.

Arbane
2011-04-05, 12:38 AM
How about Bro and his sidekick Lil' Cal?

...Or is it the other way around?

Sarco_Phage
2011-04-05, 12:40 AM
Considering making Lil Cal' a Device with Snare [Entangle] and Strike, since that's how both Bro and Jack used him.

Sarco_Phage
2011-04-05, 01:22 AM
Aaand, a basic Egbert is up. Figure I'm not gonna bother with the sylladexes.

Arbane
2011-04-05, 01:36 AM
Aaand, a basic Egbert is up. Figure I'm not gonna bother with the sylladexes.

Hee! Nice. What does the equipment do? (I know M&M a little, but I haven't played it in years.)

Sarco_Phage
2011-04-05, 01:41 AM
Since equipment is generally generated by the GM and Player, its cost can be determined by its benefit.

For example, the Hammer confers a +3 damage bonus and does bludgeoning damage.

Meanwhile the Beaglepuss gives +1 to bluff checks.

The Col. Sassacre book does the same, and is a hefty improvised weapon... or at least if John could wield it with some semblance of control.

WildPyre
2011-04-05, 02:01 PM
I'm not familiar with the source material, but is there a reason John has a strength of 3? I mean There's weak and then there's 'one situp away from invalid'.

The basic "kid" listed in the M&M book at power level 0 has a strength of 6.

I only ask because a strength of 3 is crazy low.

Sarco_Phage
2011-04-05, 02:03 PM
In the source material, he was barely able to heft a sledgehammer for a decent swing (in fact, he fell over backwards).

Given the fact that he spends most of his time in front of the computer, it'd be fairly understandable that he's not as strong as he should be for his age.

Sarco_Phage
2011-04-05, 03:11 PM
Updated John and added Parcel Mistress.

Arbane
2011-04-05, 10:37 PM
Pretty cool!

I do think the higher-level version of John ought to have higher strength - the kid has enough MANGRIT to dual-wield sledgehammers, after all.

Sarco_Phage
2011-04-05, 10:52 PM
Good point. I was working on Dave, but I should probably make mid and god tier John a little buffer.

Sarco_Phage
2011-04-06, 12:23 PM
And the Rex Duodecim Angelus is up. Just like Jack Noir, he's vastly overpowered. It did take literally thousands of Aradiabots to nullify his vast powers, not to mention a meteor storm, a .0000005 percent chance die roll, and a murderous berserker clown, to kill him.

kagato23
2011-04-06, 05:44 PM
The only thing I'd offer is for the King: His horrorterror scream should be specified.

It should have a huge racial bonus (against trolls, though with an increasing resistance bonus for higher-bloods), we've seen troll psychic powers work differently on humans, and seem to be weaker (A high level Vriska, who's psychic powers at least wouldn't get any weaker if not stronger, can only alter consciousness, and that seems to take significant effort). So perhaps something that specifies that? The scream would probably less effective on humans and non-alternian races.

Otherwise, amazing work!

Sarco_Phage
2011-04-06, 05:52 PM
Hmm, that's a good point. I left out the racial limitation on the King because I couldn't figure out how to represent it properly within the mechanics, though I could apply Limited [Alternian] power drawback which represents this. The way I'd do it, I wouldn't give him a racial bonus against alternian trolls, but rather mention that the power has its save DC reduced by 10 (or so) against non-Alternians.

However for now I think it can also be represented by giving the 12 limited resistance, as their rank on the haemospectrum increases, with Feferi having immunity against [mind-affecting] powers.

Do you think Highblood resistance applies to all psychic powers, or just mind-affecting ones? I'd assume that telekinesis can affect a highblood, but not mind-control.

kagato23
2011-04-06, 09:50 PM
Nice, I think that'd work to fix up that one point. As to general resistance, I'd go with just mind-affecting powers. Recall how Equius casually brushed off Vriska's mind probes and even countered, but Aradia could casually heft him. Also, Mindfang commented how she was unable to Probe Dualscar.Similarly, Sollux beat Eridan in a fight armed with nothing but Telekinesis.

The immunity is thus probably general to mind-affecting blasts, which the Kings scream would fall under. Not sure how it reaches in the other way though, if human psychics tried to do the same to trolls, but I think we can assume there's enough similarity that resistance to one would work on the other.

Sarco_Phage
2011-04-06, 09:53 PM
Hmm, in that case I'll simply assign each individual troll kid a weakness, increasing their save DC, to mind-affecting effects, decreasing as we go up the hemospectrum (and in Aradia's case, not affecting her at all, given her Willpower save). Feferi will have the full immunity, the other two nobles will have increased saves against MA, as will the blue bloods. Terezi's immunity to Vriska's mind control is probably a function of her own strong will, while Sollux's conditional weakness is likely based on his manic-depressive syndrome

kagato23
2011-04-07, 12:34 AM
Hmm, in that case I'll simply assign each individual troll kid a weakness, increasing their save DC, to mind-affecting effects, decreasing as we go up the hemospectrum (and in Aradia's case, not affecting her at all, given her Willpower save). Feferi will have the full immunity, the other two nobles will have increased saves against MA, as will the blue bloods. Terezi's immunity to Vriska's mind control is probably a function of her own strong will, while Sollux's conditional weakness is likely based on his manic-depressive syndrome

Sollux would probably be the hardest to stat, since he's basically got two completely different willpower aspects. Maybe flip a coin/role a d6 with 1-3 being depressed sollux and 4-6 being manic, with each having different stats where mental issues and behavior are concerned? (Could be used for other aspects of him as well)

As to Terezi, think you have it right. It's not so much a natural immunity to Vriska, she probably does better then most but it's rather that she's got a great will save against it. Hence the need for a double reacharound.

The real question is what to do with Gamzee. I'd imagine his power actually is bard based, so something like him perpetually buffing himself every round as a magic effect when he's in nightmare mode. Probably crit hits all the time. Hence why he got through nearly all the game using nothing but his level 1 weapon and surviving. Also how he's able to turn around and catch somebody in midair, his reflex saves are no doubt the sickest of sick. It works better as a video game mechanic though. :| Which is fine for Sgurb, but makes your job harder.

Sarco_Phage
2011-04-07, 12:53 AM
I was thinking of giving Sollux an altered version of the Shapeshift power that works conditionally and only allows him to shift to the manic state, which has basically all of his powers.

His mind honey empowered optic blasts could easily be represented by giving him a vastly overpowered version of Blast, probably Rank 25, with F: Action Standard->Full and E: Area Cone (Long and Wide) along with F: Source (Mind Honey).

Gamzee will basically just have to be represented as a PL 20+ murder machine, with a version of Boost that buffs all of his stats to impossible levels for a brief time, proficiency with every kind abstratus, and the like.

Or I could just give him the power Murder at rank 99999, which is a Free Action. with no save. :smallamused:

EDIT: It apparently doesn't work on vampires, though.

kagato23
2011-04-07, 01:37 AM
I was thinking of giving Sollux an altered version of the Shapeshift power that works conditionally and only allows him to shift to the manic state, which has basically all of his powers.

His mind honey empowered optic blasts could easily be represented by giving him a vastly overpowered version of Blast, probably Rank 25, with F: Action Standard->Full and E: Area Cone (Long and Wide) along with F: Source (Mind Honey).

Gamzee will basically just have to be represented as a PL 20+ murder machine, with a version of Boost that buffs all of his stats to impossible levels for a brief time, proficiency with every kind abstratus, and the like.

Or I could just give him the power Murder at rank 99999, which is a Free Action. with no save. :smallamused:

EDIT: It apparently doesn't work on vampires, though.

Not so sure about that. Sollux has never been displayed as actually incompetent in his depressive moods, presumably he always has his powers.
Just not always the will to be proactive with them. In self defense situations however, I'm sure he's always able to bring the pain, or you'd think some imp would have gotten lucky when he was down.

Kanaya had a pretty good initiative roll, plus sneak attack. Gamzee did think she was dead, and she's bright as all hell so she's got a natural distraction/vision obscurer going.

Still didn't kill him though.

Toofey
2011-04-07, 12:24 PM
I thought you said 2e

Sarco_Phage
2011-04-07, 02:45 PM
Indeed, I said 2E. I'm snapping some rules in half for accuracy though.

Toofey
2011-04-07, 03:05 PM
Dude, that is not 2nd ed, or at least not AD&D 2nd ed. does 2E refer to something else here?

Sarco_Phage
2011-04-07, 03:14 PM
Ohhhh.

Mutants and Masterminds 2E, the second edition of Green Ronin's D20 Superhero RPG. It's much more suited to statting the characters in question than any edition of DnD is.

Toofey
2011-04-07, 10:03 PM
Ahh ha.

How N00bish of me.

Krimm_Blackleaf
2011-04-10, 08:13 AM
If only I knew anything about M&M. I'd be all over this.

Sarco_Phage
2011-04-10, 11:12 AM
If only I knew anything about M&M. I'd be all over this.

Who knows, right? I might be using it to practice running an M&M Homestuck game. :smallwink:


Not so sure about that. Sollux has never been displayed as actually incompetent in his depressive moods, presumably he always has his powers.
Just not always the will to be proactive with them. In self defense situations however, I'm sure he's always able to bring the pain, or you'd think some imp would have gotten lucky when he was down.

True. It is known that Sollux's willpower is down at least 50% of the time, since Vriska can control him about that much.

kagato23
2011-04-12, 09:27 AM
And considering what he was able to do when a dersian agent tried to influence him, I'm guessing it's a bad idea to take that risk normally. Dude's counter looks pretty lethal.

Sarco_Phage
2011-04-13, 01:03 AM
Heh, yeah.

Who should I do next? I'll need about three characters...

kagato23
2011-04-13, 01:17 PM
Heh, yeah.

Who should I do next? I'll need about three characters...

Jade to complete the Kids, Diamonds Droog, and Karkat.

And, in honor of her passing, Nepeta if you need a 4th. :(

Arbane
2011-04-25, 01:50 AM
> Arbane: Necro Thread


Heh, yeah.

Who should I do next? I'll need about three characters...

Terezi, Grandpa, and Jade?

Sarco_Phage
2011-08-26, 10:04 AM
>Phager of Sarcos: 2x Necro combo!!!

I SHALL RESUME.