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Sakurako/Endeavor Prototype


The Sailor

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See below for new sheet...

 

So here I am starting to work on getting this. First time for everything I assume. Forgive me if the formatting is a bit off. This isn't complete, but opinions are welcome.
 

Player Name: The Osprey
Character Name: Sakurako "Endeavor" Hino
Power Level: 7 / 105PP
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Sakurako/Endeavor is a inventor just starting out her life as a superintelligent inventor and superheroine in Freedom City. Coming from her pedigree of her former superheroine mother and father.


Residence: Freedom City - North Bay Yacht Club Marina (Temporarily at the marina on Mom's yacht until family moves into their new residence.
Base of Operations: Claremont Academy
Catchphrase: "Science and reason are my allies."


Alternate Identity:
Identity: Sakurako Hino
Birthplace: Minneapolis, MN
Occupation: Student, Inventor
Affiliations: Hino Corporation
Family: Mikoto Hino (Mother, 45), Hikaru Hino (Deceased, Father)

Description:
Age: 16 (DoB: January 8th, 1998, 3:07 am)
Apparent Age: 16
Gender: Female
Ethnicity: Asian
Height: 5'8"
Weight: 145
Eyes: Magenta
Hair: Pink

Sakurako is a thin rail of a girl, who could use to eat some meat to at least average out. She keeps her naturally pink hair short, although she loves to let it fly free. She has poor fashion sense, making her to seem whimsical or eccentric in her choice of clothes.

Power Descriptions:
Sakurako is a natural genius, and has the psychic ability to interface with machines and control them with her mind as long as there is Wi-Fi access to the machine. She has the start of a supersuit, or what she calls the E-Suit. If it's because her codename is Endeavor or the E stands for Exploration she's not really sold herself on an answer just yet. The suit has limited flight and provides life support as long as it has an external air supply attached (something she's trying to rectify). It also enhances her ability to lift, and protects her from hazardous environments and can protect her against getting hurt. She's also whipped up a small wand she calls her EM-Wand. The EM standing for Electromagnetic. She can use Electromagnetic forces to either fire off an electrical bolt or to cause someone to buckle over in nausea.


History:
Sakurako's early life was one of travel around the world. Born in Minnesota at their residence in Minneapolis overlooking Lake Harriet. Her first few years were there, before their family moved back to Japan to catch up with the corporation her Father was CEO of. Her Father was the CEO of Hino Corporation, an up-and-coming AAA corporation that specialized in heavy machinery, and did work for Japan's Self-Defense Force. When HC wanted to expand to a more global reach with Japan's Allies in the US, as well as looking into NATO contracts, Japan's overall support wavered. As such Hinocorp permanently moved it's HQ to it's Minneapolis, Minnesota branch division headquarters. The Hinos were welcomed into the Minneapolis nightlife, and were welcomed into the social strata quickly. Although their humanitarian efforts and backing several community efforts to flush out drugs and crime in the city were not welcomed by the gangs there.

One gang in particular, running in the North Side, decided to strike against their would-be detractors boldly. Not only was Sakurako's father killed in this brazen attack, but her mother was seriously wounded, losing most of the use of one of her legs, forcing her to use a cane.

Once the dust settled, Sakurako learned something about her Mother and Father. They also operated as superheroes in the area, and this attack was propagated when the leader of the gang found out about the identity of the vigilantes that managed to bust up a drug ring.

Seeing things were dangerous and seeing they needed to move, the following years the family hopped between the US, Japan, the UK, and Australia while the gang that was chasing them was wiped up. Eventually Mikoto made the decision to open up the corporations main headquarters in Freedom City, and move the family there.

There was another purpose. Mikoto saw Sakurako's radiant intellect and it deserved a place to be expressed. Luckily the Claremont Academy was willing to take on someone of Sakurako's potential talents.

Meanwhile Sakurako herself started work on a suit (to protect herself and to eventually explore wherever she likes), and a device called the ElectroMagnetic Wand to defend herself with.

Now living temproarily on the family yacht, Sakurako isn't that fond of the water, although showing it to her friends does break the ice. The 110 inch TV with the most advanced sound system and the latest game consoles and computer hardware helps.


Personality & Motivation:
Sakurako isn't in the superheroine business because she wants to help people, although it is a logical and ethical reason to operate with her inventions. She also wants to push the scientific envelope and her own ability. That, and she has the need to show off from time to time, if only to show her latest discoveries. She is by the book though, and tends to stick with protocol and rules than branch out.

Powers & Tactics:
Sakurako prefers to engage if combat is necessary at range. She is bad in a close-up fight, and will probably hide behind the toughest person in the room to keep her teeth and nose in good shape. She likes using her flight to increase her mobility, and prefers to use what is around in the area against her enemies (water mains, loose hanging pipes, etcetra...)

 

 
Complications:

Curiosity: Sakurako just can't keep well enough alone something that's unknown (and should either stay unknown or be better off avoided). Someone managed to bring a dinosaur back? We need to capture it alive for science!!!

 

Responsibility: Sakurako treats her gifts from science, as well as her talent to understand it, as a great gift, one that should be shared with mankind ethically and morally. This will cause much consternation when wanting to see how a doomsday weapon works, yet she knows it has to be destroyed.

Recognition: What person doesn't want to recieve their deserved laurels for their scientific discoveries? Sakurako loves it when she discovers something before everyone else and to her sometimes Science seems like a race.

By the Book: Sakurako follows a pretty straight forward (to her) set of protocols, and will stick to training and rules when dealing with a situation, even when it wouldn't be a good idea, or being creative in a crisis is important.

But I'm supposed to be good at this!: Sakurako is smart, and it's caused a streak of perfectionism, usually expressed with overconfidence, and subsequent depression or anger when something doesn't work as predicted.


See below for new sheet...

Edited by The Osprey
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The Osprey, a very, very small thing, but the PL/PP section always needs two counts on the PP: one for how much is being used, the other for how much is available. That makes editing simpler.

For the Description, does Endeavour tend to look happy, look reserved despite her oddball clothing, have any distinct accent, mannerism or body language? What does the E-suit look like?

For Power Descriptions, it can be a good idea to add what the powers look like as what they are. It can make for ways to give her abilities a distinctive written 'feel'. For all that I have never accomplished that myself.

History...I am iffy on. Mainly for the reasons that relatively little is said about Sakurako herself and mostly about her family. That can be fine, but why does she have her powers? What was it like growing up with technicolor hair and eye colors, growing up with powers and a natural intellectual talent? Hey, what did life growing up all over the world do for her development as a person? Those could be very interesting questions to answer. For that matter, were her parents' duty as superheroes in any way connected to their company? And how did growing up surrounded by ease and safety affect her?

Personality and Powers & Tactics could also use a little expansion. Aside from the possibilities expanding the History could give her attitude and nature, it could inform how she feels about other superheroes, about super-science, about local vs. global heroes and heroic groups. And that expanded nature could inform her tactics as well. Does her scientifically-inclined brain make her likely to investigate threats before acting, is she likely to try and use her enemies' weapons against them, steal their tech, that sort of thing? How does her being a scientist and inventor change how she thinks, behaves and takes action?

Complications are tricky. No question. So I offer this treatise on the subject by the horrifyingly prolific Supercape, whose characters have extensively used that part of the system. Hopefully you might something useful. The ones you have aren't bad, but they lack the punch of things that should complicate a usually straightforward situation.

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Okay here is attempt #2, the stats are not in yet, I will fill them in tomorrow afternoon as I need sleep. (using the forum as a word processor here.)
 
Player Name: The Osprey
Character Name: Sakurako Hino / Endeavor
Power Level: 7, 105/105PP
Trade-Offs: None
Unspent Power Points: 0
Progress To Bronze Status: 0/30

In Brief: Sakurako is the superintelligent new student enrolled at the Claremont Academy, a Gadgeteer with potential once she gets through her education.

Residence: Claremont Academy or her Family Yacht at the North Bay Yacht Club Marina.
Base of Operations: Claremont Academy
Catchphrase: "The scientific method doesn't allow for your miscreant behavior."

Alternate Identity:
Identity: Public
Birthplace: Minneapolis, Minnesota
Occupation: Student
Affiliations: Claremont Academy, Freedom City
Family: Mikoto Hino (40, Retired Superheroine), Hikaru Hino (40, Retired Superhero, CEO Hino Heavy Industries (Now Hino Corporation)), Grandfather (82, Non hero Superhuman).

Description:
Age: 16 (DoB: January 8th, 1998)
Apparent Age: 16
Gender: Female
Ethnicity: Japanese American
Height: 5'6"
Weight: 145 pds
Eyes: Magenta
Hair: Pink

Sakurako is a unassuming girl, as plain as a pink haired girl could be. Well if someone picked her clothing for her. Her fashion sense as a civilian is haphazard, sometimes wearing clothing that wouldn't fit in where she is, or something with bright colors. In her costume, Sakurako opted more for high-visibility to fit in with missions she eventually knows she may have to embark on (search and rescue, primarily). The sailor collar motif on her suit, comes from her love of nautical type outfits. Something she is apt to wear more than anything when choosing her civilian wardrobe.

Power Descriptions:
Sakurako's first invention was her EM (Electromagnetic) Wand. Capable of altering the forces of magnetism, and able to discharge electricity, as well as bend and generate light to it's needs. It's most amazing ability is to enhance the healing capabilities of a person it contacts, allowing wounds to heal at an accelerated rate.

Sakurako's second invention was the most ambitious, a form-fitting suit that could take the rigors of space exploration, able to hold an atmosphere, and with an air supply to keep one fresh for however long the air supply lasts. Combined with a micro-flight array, and a outer membrane skin that can shrug off micrometeorite strikes, it became Sakurako's most prized invention.

History:
There is nothing normal about Sakurako's childhood up to this point. Sakurako's Mother, the Supergenius known as Mikoto hino, once named "Ensign Minneapolis" in her superheroine carreer, was exposed to an odd radiation unleashed by a villain in a robbery, thus rendering her unable to support an egg biologically. Sakurako's father, the CEO of Hino Corporation, Hikaru Hino, also known as the battlesuited Superhero Scientist, Tetsuryu, came to Mikoto with a plan.

They created an artificial womb using experimental nanotechnology. Tech designs liberated from Doc Otaku after one of his schemes were stifled in Akihabara. After 9 months gestating in a artifical womb-pod, Sakurako came out. Her early years were hit and miss. Having to deal with children making fun of her odd colored hair and eyes, her sharp, piercing intellect, and dealing with seeing new places every few years as her Dad, now a retired superhero, went to handle new expansions of his corporation.

In 2010, Sakurako's Grandfather fell ill. He was gifted with longevity, but it didn't protect from disease or accidents. While he was recovering from his illness, Sakurako lived in Tokyo, at least trying to fit into society. Going to school was more of a bore for the genius girl, as she pretty much knew most of what they were teaching, although her PE scores lagged behind. She also started working on her two inventions, her EM Wand, and her Exploration Suit. Taking after the design of her Mother's suit more than her Father's, it seemed that she, if her parents weren't retired, would make an excellent sidekick.

A few months ago, Hikaru decided to move the North American headquarters of Hino Corporation from Washington D.C. to Freedom City. In the process, he once again moved the family, now that Sakurako's Grandfather was better, and there wasn't any current need to be in Tokyo.

Sakurako's Parents, seeing that Sakurako would be better served in an educational environment suited to her needs as a superhuman, enrolled her in the Claremont Academy, and although she isn't a live-in student, she attends classes daily.

Personality & Motivation:
Sakurako is a quiet girl, not really showing her emotions because she guards them. She is self-conscious (due to her hair, and also because of her unique method of birth she has no belly button), and temperamental if something annoys her. She sometimes can be inflexible with an idea or plan, and this causes her to be skittish or moody, sometimes bossy. She is fully motivated by the need to pursue science wherever it leads her, not to mention she wants to show the good science can provide to humankind, and to nature.

Powers & Tactics:
Sakurako's suit is the ultimate expression of a rookie's first battlesuit, generating a flight field using a experimental repulsor technology, and the suit's nanite-interwoven material to create a pressure-proofed and air/watertight envelope. The helmet when active can filter out any diseases and poisons, and any radiation is blocked by the suit's material. When an external air supply is attached, as long as there is oxygen she can operate underwater, in space, at high altitudes, or anywhere where there isn't breathable atmosphere.

Her EM Wand allows through the manipulation of the force of electromagnetism, allows her to control electricity, manipulate magnetism, and accelerate the healing of any biological organism by promoting healthy cell growth. It can also produce a light, similar to a flashlight, but with the strength of sunlight.

Sakurako loves to stay back from the fight, either zapping when necessary, or darting in to provide medical assistance to her compatriots. She relies on her Mission vest to carry whatever gear she thinks she might need in the field or have to deal with.
 
 

Complications:
"Umm... uh... let me get set up first.": Sakurako never commits to a plan until she feels prepared for it, and any complication she feels may arise. Also if something suprising happens that breaks or puts a monkey-wrench in said plan she may get flustered or panic.

"My parent's enemies are mine as well, it seems.": Over their carreers, Sakurako's Mother and Father made many enemies in their exploits as superheroes, enemies likely to consider her fair game as much as her parents.

 

"I'll Try Anything Once.": Sakurako is extremely naive about new experiences.

"Oh no, my airline!": Sakurako's air supply has visible air tanks and airlines, giving a bad guy something to grab or puncture, not to mention airlines may get damaged or snagged.

Abilities: -2 + 0 + 0 + 12 + 6 + -2 = 14PP
Strength: 8 (-1)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 22 (+6)
Wisdom: 16 (+3)
Charisma: 8 (-1)


Combat: 6 + 6 = 12PP
Initiative: +0
Attack: +3 Melee, +7 Ranged
Grapple: +2
Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed
Knockback: -3


Saving Throws: 4 + 5 + 3 = 12PP
Toughness: +7 (+0 Con, +7 [From Suit])
Fortitude: +4 (+0 Con, +4)
Reflex: +5 (+0 Dex, +5)
Will: +6 (+3 Wis, +3)


Skills: 84R = 21PP
Computers: 4 (+10) Skill Mastery
Craft (Chemical): 9 (+15) Skill Mastery
Craft (Electronic): 9 (+15) Skill Mastery
Craft (Mechanical): 9 (+15) Skill Mastery
Disable Device: 4 (+10)
Investigate: 4 (+10)
Knowledge (Business): 4 (+10)
Knowledge (Physical Sciences): 4 (+10)
Knowledge (Technology): 4 (+10)
Language: 1 (Japanese, Native: English)
Medicine: 7 (+10)
Notice: 7 (+10)
Search: 4 (+10)
Sense Motive: 7 (+10)
Survival: 7 (+10)
 
Feats: 14PP
Attack Focus (Ranged): 4
Dodge Focus: 4
Improvised Tools
Inventor
Skill Mastery: 1 (Craft [Chemical, Electronic, Mechanical], Computers)
 
Equipment: 3PP = 15EP
Player Note - Where applicable (GM Ruling), the pieces of equipment listed are masterwork.
Cell Phone [1 EP]
Gas Mask [1 EP]
Laptop Computer [1 EP]
Night Vision Goggles [1 EP]
Video Camera [2 EP]
Mission Vest


Comlink [1 EP]
Flashlight [1 EP]
GPS Reciever [1 EP]
Medkit (Basic) [1 EP]
Multitool [1 EP]
Tablet computer [1 EP]
Parachute with Auto-Trigger [2 EP]
Inflatable Life Preserver [1 EP]

 
Powers: 12 + 20 = 32PP
 
Device 4 (Electromagnetic, Technology; Flaws: Easy to Lose) [12PP] The EM Wand 
Base Power: Electrical Control 7 (Electricity, Technology; Feats: Alternate Power 2) {14/16} Electric Discharge Mode

Alternate Power: Healing 6 (Feats: Persistant, Regrowth) {14/14} Magnetic Healing Accelerant 

Alternate Power: Magnetic Control 7 {14/14} Magnetic Actuation Mode 

Light Control 2 [4PP] Electromag Light System


 
Device 5(20PP Device, Technology; Hard to Lose) [20PP] X1 Exploration Suit
Datalink 1 (10 Feet, Radio: WiFi) [1 PP] Wireless Computer Interface

Flight 4 [8PP] Flight Repulsor System

Immunity 2(All Suffocation; Complication: "Oh no my air line!")) [2PP] Atmosphere Regulation System
Immunity 7(Poison, Disease, All Environmental conditions) [7PP] Sealed Environment System

Protection 7[7PP] Reactive Nanotex Membrane


 
Drawbacks: (-0) + (-0) = -0PP
 
DC Block
 
ATTACK                  RANGE         SAVE                                     EFFECT
Unarmed                 Touch           DC15 Toughness (Staged)    Damage (Physical)
E.D. Mode               Ranged         DC22 Toughness                  Damage (Electricity)
 
Totals: Abilities (14) + Combat (12) + Saving Throws (12) + Skills (21) + Feats (14) + Powers (32) - Drawbacks (0) = 105/105 Power Points Edited by The Osprey
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Formatting powers must be done like so:

[b1]Device 5[/b1](20PP Device, Technology; Hard to Lose) [20PP] X1 Exploration Suit

[device1][b1]Immunity 21(All Suffocation; [i1]Drawbacks:[/i1] Power Loss (Requires External Air Supply, -1))[1PP] Atmosphere Regulation System

[b1]Immunity 7[/b1](Poison, Disease, All Environmental conditions)[7PP] Sealed Environment System

[b1]Flight 5[/b1][10PP] Flight Repulsor System

[b1]Protection 7[/b1][7PP] Reactive Nanotex Membrane[/device1]

Bolded Power names and ranks, Italicized Extras, Flaws, Feats and Drawbacks(usually in that order) with notations of which sort is being accounted, descriptive(though not Power Descriptor) names on the ends of the Power. Also, Powers proceed in alphabetical order(which you did, I readily grant, though it's the Power names themselves that must be thus ordered).

Device 5(20PP Device, Technology; Hard to Lose) [20PP] X1 Exploration Suit

Immunity 2(All Suffocation; Drawbacks: Power Loss (Requires External Air Supply, -1))[1PP] Atmosphere Regulation System

Immunity 7(Poison, Disease, All Environmental conditions)[7PP] Sealed Environment System

Flight 5[10PP] Flight Repulsor System

Protection 7[7PP] Reactive Nanotex Membrane

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The Rest:

Abilities

Looks good.

Combat

Flat-Footed is your Base Defence halved and rounded up. In this case it would be +2, not +3.

Saving Throws

The Toughness bonus doesn't have to be in square brackets. And that's where the specific Power or Feat that's granting the bonus is deboted. In this case, Protection.

Her Exotic Saves(Reflex, Fortitude and Will) are uniform. This isn't bad, but why is a less-than-Olympic brainy girl equally resiliant, agile and mentally tough?

Skills

None of the numbers are wrong, but again I have to ask about the uniformity of most of her Skills. Why is she as good at hacking it in the wild as she is at understanding technology, and as good at inferring things as she is at practicing first aid? I can well understand wanting her to be competent and having wide-expertise, but still.

Feats

It's Dodge BONus when it's a Feat, not Dodge FOCus. Pretty much everybody makes that mistake. I know I do.

Also, no need to put colons before the rank of the Feat.

Powers

The Devices just need to be reshuffled into the proper format, and then the mechanics are good to go, so far as I can see.

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Thanks for the input. Now your questions/issues.

Flat-Footed is your Base Defence halved and rounded up. In this case it would be +2, not +3.

 

Derp. My bad on that, will correct.

The Toughness bonus doesn't have to be in square brackets. And that's where the specific Power or Feat that's granting the bonus is deboted. In this case, Protection.

I added the [from suit] as a courtesy denotation.


Her Exotic Saves(Reflex, Fortitude and Will) are uniform. This isn't bad, but why is a less-than-Olympic brainy girl equally resiliant, agile and mentally tough?

Her parents did try to prepare her for the world at large in case she decided to take up the family's other business (superheroing), but there is only so much her folks can give. 5 seemed a good place to park.

 

None of the numbers are wrong, but again I have to ask about the uniformity of most of her Skills. Why is she as good at hacking it in the wild as she is at understanding technology, and as good at inferring things as she is at practicing first aid? I can well understand wanting her to be competent and having wide-expertise, but still. 

I picked a spot to take my skills to. Also, that is caused by how power points translate into ranks. Having the +10 in the knowledges felt comfortable, and the +15 mods in my crafts. They felt right. I also wanted to make sure with Medicine that I could have a 75% chance to revive someone. Fluff-wise, Sakurako got some first-response skill from her parents, as well as some training on her own.

As for Computers, I did want her to be decent at a computer (after all she programmed the OS of her suit).

All in all, I put the levels where I wanted them because I felt that is where they should be. Not only as a really skilled superheroine, but for someone that has developed a very high tech set of gear, and some prior experience with her family.

 

It's Dodge BONus when it's a Feat, not Dodge FOCus. Pretty much everybody makes that mistake. I know I do.
Also, no need to put colons before the rank of the Feat.

With Dodge Focus, I used the name of the feat. Isn't that what you are supposed to do?


The Devices just need to be reshuffled into the proper format, and then the mechanics are good to go, so far as I can see. 

Will do.

 

Edited by The Osprey
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Skills

None of the numbers are wrong, but again I have to ask about the uniformity of most of her Skills. Why is she as good at hacking it in the wild as she is at understanding technology, and as good at inferring things as she is at practicing first aid? I can well understand wanting her to be competent and having wide-expertise, but still.

I will put in one bit of Shaen wisdom here, and I'm paraphrasing. Skills in M&M can be broken down into two large categories: ones that rolled against another skill, and ones that are rolled against a set DC. Skills that are rolled against other skills are ones like Stealth, Search, and Bluff; it pays to get those as high as you can. Skills rolled against set DCs are like Knowledge, Medicine, and Craft skills; those are rolled against DCs that are usually multiples of 5 or 10. There isn't a great advantage over having Medicine 8 and Medicine 5, because there's no difference between hitting a roll of 18 or a roll of 15. So it's not at all odd to have Craft and Knowledge and Medicine skills at intervals of five or ten.

Having Notice and Search and the like at the same intervals is a bit odd, though. :P

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The Skills are one of Those Things where mechanical benefits and character expression really come into a weird, weird place.

There isn't a problem, there just needs to be a reason, which you have provided.

Also my mistake, the Feat IS called Dodge Focus, it's the bit in Combat that's Dodge Bonus.

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Looks good. One last thing: for really everyday sorts of Equipment, like flashlights, multitools and cameras, you don't need to pay for them. But you can pay for a Masterwork version that gives a +2 bonus when using that piece of Equipment for rolls that it helps with/is required for..

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If you wish them to be so, then certainly.

Of course, you'll need to check during the actual approval process that what you have bought as Masterwork can actually count as such. There is bound ti be differences between what I see as normal and everyday and what the Refs perceive it as.

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