Builds on the Sun (Xin Yan the Breaker)

Where in all of your character write ups will go.
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RainOnTheSun
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Builds on the Sun (Xin Yan the Breaker)

Post by RainOnTheSun »

Hello!

One of my favorite things about RPG message boards is seeing all the characters people create. I've got an account on this board, now, so I'm going to make a few myself! I hope they're useful. Or at least interesting.

That's about it!
Last edited by RainOnTheSun on Sun Jun 12, 2022 12:51 pm, edited 21 times in total.
RainOnTheSun
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Re: Builds on the Sun

Post by RainOnTheSun »

Image

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Image

Space is full of flying men who punch each other.

SPACE KARATE GUY, PL 10, 150 points

STRENGTH 3/10, STAMINA 10, DEXTERITY 1, AGILITY 5, FIGHTING 10, INTELLECT 0, AWARENESS 2, PRESENCE 1 * 64 points

Advantages:
All-Out Attack, Equipment 5, Evasion, Extraordinary Effort, Improved Defense, Power Attack, Startle, Uncanny Dodge * 12 points

Equipment:
Scanner (Communication 5, Ranged Acute Extended 2 Detect "fighting power") * 25 ep

Skills:
Acrobatics 5 (+10), Intimidation 12 (+13), Perception 7 (+9), Ranged Combat: Ki 4 (+5), Technology 4 (+4) * 16 points

Powers:
Afterimages - Partial Visual Concealment * 2 points

Flying is a Martial Art - Flight 8 * 16 points

Ki Fortification - Enhanced Strength 8 (1 rank Limited to lifting), 4 Alternate Effects * 19 points
Casual Blast - Ranged Damage 5, Accurate 5
Destruction Wave - Burst Area Damage 10, Distracting, 2 levels of Area on 5 ranks
Sustained Barrage - Ranged Multiattack Damage 5, Distracting, Accurate 5
Full Power Blast - Ranged Damage 15, Distracting

Physically Superior - Impervious Toughness 2, Quickness 2 * 4 points

Space Karate Armor - Impervious Toughness 8 (Limited to half effect), Ultimate Effort: Toughness saves, Removable * 4 points

Offense:
Initiative +5
Unarmed +10 (Close Damage 10, DC 25)
Melee Weapons +10 (variable effect)
Casual Blast +15 (Ranged Damage 5, DC 20)
Destruction Wave (Area Damage 10, DC 25)
Full Power Blast +5 (Ranged Damage 15, DC 30)

Defense:
Dodge +10, Parry +10, Toughness +10, Fortitude +13, Will +7 * 13 points

Possible Complications:
Hostile Work Environment - Space Karate Guys usually have Space Karate Bosses, who are happy to dole out painful and even lethal punishments for the slightest failure. They put up with it, because the only thing more likely to kill you than a Space Karate Boss you work for is a Space Karate Boss you don't work for.
This Thing Must Be Broken - Scanners are frustrating things. They're good for locating the most powerful beings on a planet so you can efficiently karate fight them, and they can convey a broad sense of who might be stronger or weaker than who, but they also display exact numbers regarding a subject's fighting power. These numbers are always wrong. Always. Don't trust them. Scanners are also good for exploding.
Distinctive Appearance - As aliens, Space Karate Guys tend to be a bit funny looking one way or another.
Not In The City - Space Karate Guys cause huge amounts of collateral damage. A lot of them don't care, but the ones with a conscience usually try to move fights somewhere isolated.

Total: Abilities 64 + Advantages 12 + Skills 16 + Powers 45 + Defense 13 = 150

This build doesn't have any tradeoffs in attack/effect or defense/toughness because, in the source material, it's rare for one fighter to be weaker but faster than another. Usually, if character A is stronger than character B, character A is also faster, tougher, more skilled, and just all-around better than character B. The world of Space Karate is blatantly unfair.

Space Karate Armor not only doesn't cover the entire body, it often seems less sturdy than the person in the armor. If you use a Space Karate Guy as an enemy, and he needs to use Ultimate Toughness, consider not giving the PCs a hero point for its use. Instead, destroy his armor, leaving him scuffed up and dirty but basically unharmed. This works especially well if the attack he's saving against could make a big explosion to hide him for a few seconds, and someone else is nearby to say that "There's no way he could still be alive after that! It's IMPOSSIBLE!"

3rd edition Mutants and Masterminds doesn't really allow for the gigantic areas of effect that Space Karate Guys put out in the source material. The best the Destruction Wave can do is a 60 foot radius, and bigger booms are plot devices at the GM's discretion. On the other hand, with full Power Attack and Extraordinary Effort, Space Karate Guys can force a DC 37 toughness save or a PL 12 area attack, which should be enough to destroy a good chunk of real estate.
Last edited by RainOnTheSun on Sat Jun 03, 2017 5:54 am, edited 2 times in total.
RainOnTheSun
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Re: Builds on the Sun

Post by RainOnTheSun »

Here's the same basic build at a couple different power levels.

Image

Image

You can make aid checks on a demoralize action, right?

SPACE KARATE ELITE, PL 13, 195 points

STRENGTH 4/13, STAMINA 13, DEXTERITY 2, AGILITY 6, FIGHTING 13, INTELLECT 1, AWARENESS 3, PRESENCE 2 * 88 points

Advantages:
All-Out Attack, Equipment 5, Evasion, Extraordinary Effort, Improved Defense, Power Attack, Startle, Takedown, Uncanny Dodge * 13 points

Equipment:
Scanner (Communication 5, Ranged Acute Extended 2 Detect "fighting power") * 25 ep

Skills:
Acrobatics 8 (+14), Intimidation 13 (+15), Perception 8 (+11), Ranged Combat: Ki 6 (+8), Technology 5 (+6) * 20 points

Powers:
Afterimages - Partial Visual Concealment * 2 points

Flying is a Martial Art - Flight 10 * 20 points

Ki Fortification - Enhanced Strength 9, 4 Alternate Effects * 22 points
Casual Blast - Ranged Damage 6, Accurate 6
Destruction Wave - Burst Area Damage 10, Distracting, 2 levels of Area on 8 ranks
Sustained Barrage - Ranged Multiattack Damage 6, Distracting, Accurate 6
Full Power Blast - Ranged Damage 18, Distracting

Physically Superior - Impervious Toughness 5, Power-Lifting 1, Quickness 3 * 9 points

Space Karate Armor - Impervious Toughness 8 (Limited to half effect), Ultimate Effort: Toughness saves, Removable * 4 points

Offense:
Initiative +5
Unarmed +13 (Close Damage 13, DC 28)
Casual Blast +20 (Ranged Damage 6, DC 21)
Destruction Wave (Area Damage 10, DC 25)
Full Power Blast +8 (Ranged Damage 18, DC 33)

Defense:
Dodge +13, Parry +13, Toughness +13, Fortitude +16, Will +10 * 17 points

Total: Abilities 88 + Advantages 13 + Skills 20 + Powers 57 + Defense 17 = 195

Power Level 13 feels like a good fit for elite warriors. Overwhelmingly powerful, able to sweep aside any resistance the unlucky world they're on tries to throw at them... but not so unbeatable that the guys with the really ridiculous "I win" power levels can't punk them out when the last battle for the fate of the world/galaxy/universe draws near.



Even at this level, any energy attack more powerful than a Casual Blast leaves you open to a counterattack. When an SKG goes for a giant blast, one of three things is usually true:

A) They're making a big, flashy example out of someone too weak to pose any threat.
B) They're applying the finishing blow to a worn-down enemy.
C) They're about to get their ass kicked.

A lot of the time people think they're in situation A or B when they're really in situation C.
Last edited by RainOnTheSun on Mon Jul 03, 2017 6:43 am, edited 1 time in total.
RainOnTheSun
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Re: Builds on the Sun

Post by RainOnTheSun »

Image

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They can't beat all of us! Unless they do!

SPACE KARATE TROOPER, PL 6, 90 points

STRENGTH 2/6, STAMINA 4, DEXTERITY 1, AGILITY 3, FIGHTING 6, INTELLECT 0, AWARENESS 0, PRESENCE 0 * 32 points

Advantages:
All-Out Attack, Equipment 5, Startle * 7 points

Equipment:
Scanner (Communication 5, Ranged Acute Extended 2 Detect "fighting power") * 25 ep

Skills:
Acrobatics 6 (+9), Intimidation 9 (+9), Perception 5 (+5), Ranged Combat: Ki 2 (+3), Technology 4 (+4) * 13 points

Powers:
Flying is a Martial Art - Flight 5 * 10 points

Ki Fortification - Enhanced Strength 5 (1 rank Limited to lifting), 3 AEs * 12 points
Casual Blast - Ranged Damage 3, Accurate 3
Sustained Barrage - Ranged Multiattack Damage 3, Distracting, Accurate 3
Full Power Blast - Ranged Damage 9, Distracting

Quickness 1 * 1 point

Space Karate Armor - Protection 2, Impervious Toughness 6 (Limited to half effect), Removable * 4 points

Offense:
Initiative +3
Unarmed +6 (Close Damage 6, DC 21)
Casual Blast +9 (Ranged Damage 3, DC 18)
Full Power Blast +3 (Ranged Damage 9, DC 24)

Defense:
Dodge +6, Parry +6, Toughness +6, Fortitude +8, Will +4 * 11 points

Total: Abilities 32 + Advantages 7 + Skills 13 + Powers 27 + Defense 11 = 90

Some Space Karate Troopers don't use ki at all, but instead use an arm-mounted blaster in combat. For them, replace the Ki Fortification array with this:

Arm cannon - Ranged Damage 7, Accurate, Removable * 12 points

They still fill out their caps in ranged combat, but without the ability to strengthen their bodies with ki, they become less dangerous in close quarters. They can still fly, of course. Flying is the most rudimentary of all martial arts.

It's hard to put a specific power level on these little guys. They never pose much of a threat to anyone more important than them, but still, they have genuine superpowers. That has to count for something, doesn't it?
Last edited by RainOnTheSun on Tue Jul 11, 2017 12:12 am, edited 2 times in total.
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Skaramine
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Re: Builds on the Sun

Post by Skaramine »

Flying is the most rudimentary of all martial arts.

Lines like this and your power names make this such an awesome thread.

Dragonball moons are just the icing on this cake!
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Just call me Doug.
RainOnTheSun
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Re: Builds on the Sun

Post by RainOnTheSun »

Thanks! I'm glad somebody likes it. I've got another build I want to put up, but it's not as specific as the Dragonball ones... it's more just me tinkering with the mechanics and figuring out how to make different character concepts effective.
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Re: Builds on the Sun

Post by RainOnTheSun »

Image

Image

Image

I'll hypnotize you with a little strip tease, and then judo chop, I'm swinging on you like the sixties!

SEXY BRICK, PL 10, 150 points

STRENGTH 12, STAMINA 12, DEXTERITY 0, AGILITY 2, FIGHTING 8, INTELLECT 1, AWARENESS 1, PRESENCE 3 * 78 points

Advantages:
Attractive 2, Power Attack, Set-Up, Taunt * 5 points

Skills:
Acrobatics 7 (+9), Deception 12 (+15, +20 w/Attractive), Expertise: Professional 6 (+7), Investigation 6 (+7), Perception 6 (+7), Persuasion 7 (+10, +15 w/Attractive), Ranged Combat: Throwing 8 (+8) * 26 points

Powers:
Impervious Toughness 8 * 8 points

Strong Legs - Speed 3, 1 AE * 4 points
Leaping 6 (Acrobatics Check Required)

Sucker Punch - Affliction 12 (Cumulative, Resisted by Fortitude, Limited to enemies who are Vulnerable or Defenseless, Limited Degree, Extra Condition; Impaired and Vulnerable, Disabled and Defenseless), Linked to Strength damage * 12 points

Tremendous Strength - Power-lifting 3, 1 AE * 4 points
Bracing - Sustained Impervious Toughness 3 (11 total)

Offense:
Initiative +2
Unarmed +8 (Close Damage 12, DC 27)
Sucker Punch +8 (Close Damage 12 And Affliction 12, DC 27 and DC 22)
Melee Weapon +8 (Close Damage variable)
Thrown Object +8 (Ranged Damage variable)

Defense:
Dodge +8, Parry +8, Toughness +12, Fortitude +12, Will +8 * 13 points

Possible Complications:
People Are Going To Stare At Me No Matter How I Dress - The Sexy Brick's skin and hair are frequently some strange (but flattering) color not found in nature. Even if this isn't the case, their Greek god and/or bodybuilding supermodel looks stand out anywhere they go.
Strongest One There Is - Bricks of both the sexy and non-sexy varieties have a thing about finding out who's the strongest. At least one other brick wants to defeat you, and will show up to do so at the worst possible times.
We Do Serious Work Here - The combination of no secret identity and some of the most physically destructive superpowers makes it hard for the Sexy Brick to maintain a steady career and/or school life.

Total: Abilities 78 + Advantages 5 + Skills 26 + Powers 28 + Defense 13 = 150

Playing a Sexy Brick is simple: First you hit them with the Sexy, then you hit them with the Brick. Feint an enemy, hit them with the Sucker Punch, and once the Sucker Punch takes effect, start Power Attacking and never stop. If the enemy happens to be flying out of your reach, or insubstantial, or punch-proof for any other reason, use Set-Up and transfer your benefit to a buddy who's more suited to doing the attacking. If you don't have a buddy, find someone who isn't your buddy and use your +20 deception to convince them that they are, in fact, your buddy.

The Sexy Brick has the skills to be useful out of combat, too. Investigation is included because gathering information goes well with a high Presence stat. For your professional Expertise, you might want to pick a career that also benefits from Presence. An actor, maybe. Or a lawyer.

With no area attacks or takedown, the Sexy Brick is at kind of a disadvantage against multiple enemies who can get past Impervious. Mobility is also relatively poor, for a superhero. Make a teleporting/flying/telekinetic friend who can ferry you around, or get used to using taxis a lot.
Last edited by RainOnTheSun on Fri May 26, 2017 2:43 am, edited 1 time in total.
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Tattooedman
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Re: Builds on the Sun

Post by Tattooedman »

I am enjoying the builds, you're bringing a perspective that I find funny & refreshing. Keep up the great work!
Jabroniville wrote: Tue Jul 13, 2021 11:45 pm
LOl- "The Tattooed Man"? What kind of ABSOLUTE DILDO would refer to himself as "The Tattooed Man" :P!?!
RainOnTheSun
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Re: Builds on the Sun

Post by RainOnTheSun »

I will do my best!
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Skaramine
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Re: Builds on the Sun (Space Karate Guy, Sexy Brick)

Post by Skaramine »

Sexy brick was just as well written as the Space Karate crew.
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RainOnTheSun
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Re: Builds on the Sun (Space Karate Guy, Sexy Brick)

Post by RainOnTheSun »

Image

Image

"You wanna arm-wrestle for it?"

SEXY MEGABRICK, PL 13, 195 points

STRENGTH 15, STAMINA 15, DEXTERITY 1, AGILITY 3, FIGHTING 11, INTELLECT 1, AWARENESS 2, PRESENCE 4 * 104 points

Advantages:
Attractive 2, Power Attack, Set-Up, Takedown, Taunt * 6 points

Skills:
Acrobatics 8 (+11), Deception 14 (+18, +23 w/Attractive), Expertise: Professional 6 (+7), Investigation 6 (+7), Perception 6 (+8), Persuasion 8 (+12, +17 w/Attractive), Ranged Combat: Throwing 10 (+11) * 29 points

Powers:
Finger Flick - Subtle on Strength damage * 1 point

Immunity 5 (disease, poison, cold, heat, and radiation), Quirk (limited to approximately 30 minutes at a time, -1 point) * 4 points

Impervious Toughness 9 * 9 points

Strong Legs - Speed 4, 1 AE * 5 points
Leaping 8 (Acrobatics Check Required)

Sucker Punch - Affliction 15 (Cumulative, Resisted by Fortitude, Limited to enemies who are Vulnerable or Defenseless, Limited Degree, Extra Condition; Impaired and Vulnerable, Disabled and Defenseless), Linked to Strength damage * 15 points

Tremendous Strength - Power-lifting 4, 1 AE * 5 points
Bracing - Sustained Impervious Toughness 4 (13 total)

Offense:
Initiative +3
Unarmed +11 (Close Damage 15, DC 30)
Sucker Punch +11 (Close Damage 15 and Affliction 15, DC 30 and DC 25)
Melee Weapon +11 (Close Damage variable)
Thrown Object +11 (Ranged Damage variable)

Defense:
Dodge +11, Parry +11, Toughness +15, Fortitude +15, Will +11 * 17 points

Total: Abilities 104 + Advantages 6 + Skills 29 + Powers 39 + Defense 17 = 195

Sexy Bricks usually don't get top tier A-list treatment in comic book universes. It's probably because they make it hard to invest the proper amount of gravitas into epic battles. Can you imagine how humiliating it would be for Darkseid or Thanos if they were about to remake the universe in their own images and somebody gave them a wink and blew them a kiss and punched them out?

Image

It wouldn't be this humiliating. But it would be close!

Still, I made a PL 13 Space Karate Guy, so here's a PL 13 Sexy Brick. The main differences in how it plays are the addition of Takedown, since any PL 13 brick should do at least a little teamwrecking, the ability to endure hostile environments, and Finger Flick. I haven't playtested these builds, although I'd like to, but Subtle damage along with maxed-out Deception and Sucker Punch should be all kinds of fun. Maybe not completely heroic, but fun!

The higher the PL gets, the more restrictive 15 points per level starts to feel.
Last edited by RainOnTheSun on Fri May 26, 2017 2:45 am, edited 1 time in total.
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proditor
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Re: Builds on the Sun (Space Karate Guy, Sexy Brick)

Post by proditor »

Ya know, I'd never considered that there is a Sexy Brick trope, but you are dead-on, there totally is, and you nailed it. Awesome job on all of the builds. :D
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Re: Builds on the Sun (Space Karate Guy, Sexy Brick)

Post by Skaramine »

I also appreciate the examples used.

Including having male versions represented - Namor and Hercules for example.

That Superwoman shot is gorgeous!
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Re: Builds on the Sun (Space Karate Guy, Sexy Brick)

Post by Thorpocalypse »

proditor wrote: Fri May 19, 2017 6:47 pm Ya know, I'd never considered that there is a Sexy Brick trope, but you are dead-on, there totally is, and you nailed it. Awesome job on all of the builds. :D
I AM the sexy brick trope! :lol:

Loving these archetypes, dude. Keep it up!
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RainOnTheSun
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Re: Builds on the Sun (Space Karate Guy, Sexy Brick)

Post by RainOnTheSun »

Hercules and She-Hulk are probably the purest Sexy Bricks in comics, or at least the purest ones that get any use. Fairchild and Power Girl are famously attractive but don't really go out of their way to take advantage of it or draw attention to it (costume choices aside). Namor doesn't really turn on the charm very often. Knockout and Stunner just don't make many appearances. Superwoman is just about as perfect an evil Sexy Brick as you could ask for, though. She'll flirt with you and murder you at the same time. It's too bad her fort save is so low.
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