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Ratix's Conversions

Posted: Tue Apr 06, 2010 7:54 am
by Ratix
The home for all of my write-ups of existing characters, either in media or other RPGs.

Posted: Tue Apr 06, 2010 8:01 am
by Ratix
Guy Shishioh
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“I’ll show you… the power of true courage!”

Breakdown: 14 stats + 18 powers - 2 Weakness = 30 pts

Former astronaut and test pilot, Guy was pronounced legally dead following an orbital accident caused by the arrival of EZ-01 on Earth. In actuality, he was rescued by the alien mechanical lion Galeon, and rebuilt as a cyborg by his father, Leo Shishioh. He would soon join the Gutsy Geoid Guard and become commander of their mobile unit, boldly standing against a coming alien threat; the mysterious Zonders.

Stats
Brawn 3 Agility 3 Mind 1

Powers

Attack Multi-Power
3pts
* Claw Arm: Special Attack 3 [x4 hit, x5 dmg, Limit: Only with Growing active] 2pts
* Will Knife: Special Attack 3 [+1 hit, +2 dmg, Easily Taken] 2pts

Fusion: Growing 3 [Limit: Must Fuse with Galeon] 2pts
Hyper Mode: Boost 2 [Agility 5 in personal hand-to-hand combat, Limit: Burn-Out] 1pt
Immunity 1 [Suffocation]
Martial Arts Mastery 1 [Fast]
Mind Shield 2 [Mind 5 to resist mental attacks] 2pts
Scan 1
Super Running 3
Super Jump
[Limit: Only with Growing active] 1pt
Swift Strike [Limit: Same Source as Hyper Mode] 1pt
Telepath 3 [Limit: Galeon Only] 2pts

Weakness
Negating: After performing * & Heaven

Skills
Athletics (Acrobatics), Piloting (Control, Evasion), Science (Physics)

Advantages
Never Surrender, Security Clearance (GGG), Sidekick (Galeon), Super Vehicle (GaoGaiGar)

Disadvantages
Freak (Cyborg Body), In a Relationship (Mikoto Utsugi), Susceptibility (-3 Dice penalty to Agility for a day after using * & Heaven), Susceptibility (-3 Dice penalty to Brawn for a day after exiting from GaoGaiGar)

His weakness and most of his disadvantages are to account for the fact that practically every mission in which he forms GaoGaiGar leaves him lying in the emergency room. It's only thanks to Mamoru's healing powers that he's able to go into battle at times!

These stats cover Guy in his normal cyborg form, and after fusing with Galeon to form GaiGar. I'll be leaving out the Gao Machines entirely, as their main function is to form the complete GaoGaiGar; on the rare occasions they're used separately, they can be chalked up to a Power Stunt.

Bonus: Some footage of Guy in action.

Posted: Tue Apr 06, 2010 11:35 am
by Ratix
Image
Image
"This is the story of the brave men and women who fight to save the human race."

Breakdown: 20 stats + 28 powers = 48pts

When Galeon came to earth, it brought with it a host of data regarding the impending Zonder threat. To combat this danger to the Earth, GaoGaiGar was created using the power of the G-stone. The first in the Brave Robot line, GaoGaiGar and its pilot Guy Shishioh would become key players in the defense of Earth from the Zonder invasion.

Powers
Armor 2
Attack Weak Point
2pts
Flight 4 [Space, Limit: Flight 2 in space] 4pts

G-Stone Multi-Power [Restrictions: Basic Attacks (Tiring), Dimensional Tools (Burn-Out), Electromagnetic Tornado (Disorienting), Goldion Hammer (Situational: Fused w/ Goldymarg)] 11pts
• Basic Attacks: Special Attack 5 [Variable] 6pts
• Dimension Tools: Dimensional Mastery 5 [Extra: Warp dimensional space, Second Nature, Limit: Easily Taken] 6pts
• Electromagnetic Tornado: Daze (7) [Long Line (16x4), Limit: Concentration] 4pts
• Goldion Hammer: Special Attack 5 [x5 hit, x8 dmg, Extra: +2 dmg to Zonders, Extra: Convert defeated foe into photons, Limit: Easily Taken] 6pts

Hammer Connect: Boost 1 [Brawn 5 when Fused w/ Goldymarg]
Protect Shade: Deflect 2 [Ranged Only] 1pt
Size 4 [+20 Brawn and Soak rolls, -4 Defense]
Super Running 1
Super Speed 3
[Only for combo attacks] 2pts

Advantages
Arms & Legs
Secure (Guy Shishioh Only)

Disadvantages
Cramped
Limited Deployment (requires Final Fusion authorization)


Trademark Attacks and Support Abilities
Broken Magnum/Phantom: Mid Range, x3 hit, x6 dmg
Dividing Driver/Dimensional Pliers: Create mile-wide battlefield, repair rips in dimensional space. Power Stunts: Force Field, Deflect, Special Attack
Drill Knee: x5 hit, x7 dmg
Plasma Hold: Power Stunt of Protect Shade to Daze [Limit: Requires Interrupt Action]
* and Heaven: Super Speed [Panel 1: Daze, Panel 2: Move and Attack: x3 hit, x9 dmg]
Hammer * and Heaven: Super Speed, 2 Goldion Hammer attacks


I've reduced the cost of GaoGaiGar somewhat, and actually figured out a way to include the dimensional tools; think of this as v1.2. Still ridiculously expensive, but GaoGaiGar is basically the Superman to GGG and the Robo Brigade's Justice League.

This is the original series version. I've never seen FINAL, so I can't comment on the capabilities of GaoFighGar or Genesic GaoGaiGar, save that the latter is clearly Cosmic material (Goldion Crusher DEFINITELY has the Annihilation enhancement).

Bonus: GaiGaiGar's attacks as depicted in Super Robot Wars.

EDIT: Changed the Electromagnetic Tornado to Daze, which reflects its use better than Immobilize.

Posted: Fri Apr 09, 2010 11:24 am
by Ratix
Mega Man
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"I'll keep on fighting for peace for both humans and robots!"

Breakdown: 14 stats + 16 powers = 30 pts

Dr. Thomas Light, the world renowned physicist and robotics expert, created a series of advanced industrial robots called Robot Masters in an attempt to improve the lives of all mankind. However, his assistant Dr. Albert Wily re-programmed the robots, turning them and the robot minions beneath them against their former masters, and set into motion his plan for world domination. Rock, Dr. Light's lab-assistant robot, volunteered to be transformed into a combat robot to stop Dr. Wily. Dr. Light modified his Variable Tool System to use any Master Weapon. With the addition of his trademark blue armor and helmet, plus a photon-converter arm cannon, Rock was reborn as the super fighting robot Mega Man!

Powers
Armor 2
Boost 2
[Mind 4 with Master Weapons]
Immunity 2 [Extreme Temperatures, Radiation]

Master Weapon Multi-Power 10pts
Damage Shield 5 [70 hits, 10 soak, x4 dmg]
Special Attack 5 [Variable] 6pts
• Time Stop: Super Speed 3 LINKED with Special Attack 5pts
• Time Stop alone: Super Speed 3

Skills
Athletics +1 (Jumping), Piloting (Control), Domestic (Manage), Technology (Repair)

Advantages
Never Surrender, Pet (Rush), Unliving

Disadvantage
Age (Appears Young), Arch-Enemy (Dr. Wily), Public ID, Rogue Gallery (Robot Masters)

Mental Malfunction
Great Sense of Justice

Note: Mega Man has an extra Disadvantage as per the rules for Sidekick/Pet (see below for Rush). I also use the "Extreme Temperatures" Immunity in conversions for characters who can survive in hazardous environments (extremely hot or cold) but take damage normally from fire/cold-based attacks.

This is the "quick play" version of Mega Man, complete with an assortment of abilities gained from various Robot Masters. Each variant of Special Attack would be an attacking weapon. Here's some examples from Mega Man 10:

Mega Buster: Long Range, x3 hit, x6 dmg
Thunder Wool: Medium Line, x3 hit, x7 dmg
Rebound Striker: Mid Range, Ricochet 2, x3 hit, x5 dmg
Triple Blade: Close Range, Med. Burst, x6 dmg

Damage Shield represents the "barrier" weapon most games include, while Super Speed represents moves like Time Stopper or Time Slow. You can substitute Super Speed for various other powers like Push (Gravity Hold) or Immobilize (Spark shot).

There are a few ways to represent Mega Man with no Master Weapons, and how he gains them. The first is to simply remove his Multi-Power at the start of a Story Arc, leaving Special Attack 5 (Mega Buster) in its place. This reduces his point total to 25, a respectable Street Level hero. Over the next few issues, he can gain various powers (adding Variable to Special Attack and noting what variations he's obtained) until his Multi-Power returns to its 10 point max. By then he's effectively 30 points, earning fewer Hero Points or suffering Setbacks, but he's ready to tackle Wily's Fortress!

The second method is to alter his concept to a Copycat-user, similar to how he was re-imagined for the Mega Man cartoon show. For that, replace his Master Weapon Multi-Power with the following:

Variable Powers Multi-Power 12pts
Copycat 10
• Mega Buster: Special Attack 5

This bumps his point total by 2 in exchange for being able to use any power as long as he touches the user, though only for a scene. This version works best in cross-overs if you're curious how the Blue Bomber would use the various powers of your favorite super heroes. This version of Mega Man would benefit from the Versatile Advantage, since he has fewer powers to work with.

Bonus: MS Paint Masterpieces is one of the better sprite comics, and it's a Mega Man comic to boot! Whereas Bob & George was always a parody, MS Paint started as one and grew into its own, telling an original story that still closely mirrors the classic games.

Posted: Fri Apr 09, 2010 11:28 am
by Ratix
Rush
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Breakdown: 12 stats + 13 powers = 23 pts

Brawn 2 Agility 3 Mind 1

Powers
Boost 1
[Brawn 3 when morphed]
Fleet of Foot [Move 10 squares] 1pt
Immunity 2 [Extreme Temperatures, Radiation]

Morph Multi-Power 6pts
• Rush Coil: Super Jump [Extras: Usable on others] 3pts
• Rush Jet/Space: Flight 3 [Enhancement: Space] 4pts
• Rush Marine: Super Swimming 3 [Extras: Usable on others] 4pts

Rush Search: Scan 2
Size -1
[-1 Brawn rolls, +1 Agility rolls, x2 knockback, +1DM falling soak] 1pt

Skills
Athletics +1 (Running), Stealth (Prowling), Outdoor (Tracking)

Advantages
Non-Sentient, Unliving

Disadvantages
Freak (Robotic Dog)

I was really surprised how well Rush statted up. Most systems make him either needlessly complicated or utterly useless; he's actually worth tagging along in this case!

If you want the Scooby-Doo talking Rush from the cartoon, just remove the Non-Sentient advantage.

Posted: Fri Apr 09, 2010 11:33 am
by Ratix
Robot Master Archetype
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Breakdown: 16 stats + 16 powers - 2 weakness = 30 pts

Stats
Brawn 3 Agility 3 Mind 2

Powers
Armor 2

Immunity 3 [Fire/Cold/Sonic, Extreme Temperatures, Radiation]
Movement: Flight 2 or Super Jump or Super Swimming 2
Primary Power: Damage Shield/Special Attack/etc. 5
Secondary Power: Push/Super Running/X-Mastery/etc. 3
Weapon Technique 2
[+2 dmg, Limit: Unarmed only] 1pt

Weakness
Damaging or Negating Weakness

Skills
Athletics (Jumping), [Mental Skill related to specialty/interest]

Advantages
Devoted Minions, Headquarters, Unliving

Disadvantages
Freak (Obvious Robot), Susceptibility (Minor environmental effect similar to Weakness), Unskilled


Note: Weapon Technique by Lindharin.

Rather than stat up each and every Robot Master, this archetype provides a great template for just about every single one in the series. In the games, individual Robot Masters are actually pretty tough, taking less damage than Mega Man, and often no damage from certain attacks. To reflect this, they have more soak on average, and one more Immunity (typically related to their type: Fire Man would be immune to Fire, Ice Man to Cold, etc.) Until you hit their weakness, they're not going down easily.

The unarmed weapon technique reflects how the Robot Masters tend to damage Mega Man when running up to him, but not the other way around; they get a damage boost, on top of having more Brawn.

Devoted Minions tend to be used to populate a given Robot Master's headquarters, but there's no reason you can't have them gang up, especially if the Robot Masters are facing multiple heroes.

Finally, some Robot Masters go on to become good guys (most often the original 6, who were built by Dr. Light and presumably reprogrammed). They usually lose their Headquarters and Devoted Minions, which can be replaced with appropriately heroic Advantages (Quick-Thinking is good, as they usually jump in at the last minute to save Mega Man).

Posted: Fri Apr 09, 2010 11:37 am
by AslanC
Do Goldorak (Grandizer!) please :)

Posted: Fri Apr 09, 2010 11:44 am
by Ratix
Dr. Albert Wily
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"Wahahahaha! Ladies and gentlemen, your attention. please. The name's Wily! The one and only -- the brilliant scientist, Dr. Wily! It may seem rather sudden to you, but I've decided I'd like to take over the world! (Laughs) Ahem! Anyway, to begin... Dr. Light! I'll be taking your precious robots!!"

Breakdown 20 stats + 24 powers = 44 pts

Ever since their University days, Dr. Wily has lived in the shadow of Dr. Light. Their partnership made the Robot Master line possible, but Wily was always jealous of the greater attention, the more recognition his colleague received. Determined to show the world what he was truly capable of, he secretly re-programmed the first Robot Master line, turning them into his private robot army. His plan nearly worked out, until a little blue robot came and messed everything up! But Dr. Wily does not go down easily... he has continued to elude capture, building new, more powerful robots, even gaining the trust of Dr. Light on occasions before revealing his true intentions. Despite his many failures, he never relents in his quest for world domination.

Stats
Brawn 4 Agility 2 Mind 4

Powers
Armor 3
[Limit: Uncovered Area]
Deflect 3 [Limit: Escape Pod Only]
Energy Blast: Special Attack 5 [Variable]
Flight 2 [Second Nature] 3pts
Growing 3 [+15 Brawn rolls, 3 reach, -3 Defense rolls, Limit: Battle Machine Only]
Immunity 3 [Extreme Temperatures, Suffocation, Radiation]
Invisibility 3 [Limit: Escape Pod Only]
Scan
Skillful 1
Super Speed 3
[Limit: Move Only]

Skills
Escapology (Loosen Binds), Piloting (Control), Computers (Programming), Science +1 (Physics), Technology +1 (Repair, Modify)

Advantages
Archvillain, Devoted Minions, Headquarters, Untouchable

Disadvantages
Age (Old), Involuntary Change, Normal (Brawl/Agility 1), Public ID

Mental Malfunction
"I'll show them all!"

Dr. Wily was... unusual. Rather than go with a Super Vehicle, I just statted him up like Tony Stark; all the stats of his Wily Machine, with the Normal Disadvantage. I went with a two-stage "Battle Machine followed by small, disappearing/reappearing escape pod" design like in the later games. Involuntary Change kicks in when he's reduced to half Hits (40). He loses Growing and gains Deflect (the pod is vulnerable, but harder to hit) and Invisibility (disappears and reappears). Super Speed is just to give him a means of getting around quickly, especially to travel to his remote base, the Skull Fortress. When he's reduced to 0 Hits, the Wily Machine is destroyed, and he reverts back to normal... and the begging begins. ^_^ Followed shortly by his inadvertent escape... * Untouchable Advantage.

In addition, the archetype presented here could easily be modified to portray Dr. Light, if you wanted him to get in on the brawling action. The only major changes would be to add another level of Skillful, granting a +1 multiplier for Science and the Invent specialty for technology, and removing the Arch-Villain and Devoted Henchmen Advantages. Dr. Light would share Mega Man's Mental Malfunction of Great Justice.

There's actually some precedent for this in the games: Mega Man 3's plot involved Dr. Light constructing a giant robot, Gamma, so Mega Man would not have to keep fighting. If Dr. Wily hadn't stolen it, it could have become Light's own version of the Wily Machines.

Bonus: Speaking of super robots, beginning with this comic, MS Paint Masterpieces treats us to one possible variation of Light's Battle Machine. In case you care to use Daidigger D, here are the stat variations:

Remove Deflect, Invisibility, and Involuntary Change Disadvantage, add Telekinesis 5 [Limit: Only controls what he grabs with Drill-Grapple]. The Time Fielder power is basically a one-time Power Stunt to use Life 5 on a bunch of named characters.

Posted: Fri Apr 09, 2010 11:45 am
by Ratix
AslanC wrote:Do Goldorak (Grandizer!) please :)
I'd have to research it, but thanks for the request! :)

Posted: Sun Apr 11, 2010 10:17 am
by Ratix
Duke Fleed and UFO Robot Grendizer
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Breakdown: 18 stats + 37 powers = 55 pts

When King Vega sought to expand his militaristic empire, he turned to Vega's sister planet, Fleed. Though an advanced people, the people of Fleed are peaceful and were not prepared for the sheer scope of Vega's attack; the planet was reduced to a radioactive wasteland before they could resist. Prince Duke Fleed, the only known survivor of the royal family, stole Grendizer, the embodiment of the Fleedian God of War, and escaped into deep space, traveling to our solar system and crash landing on Mt. Fuji, Japan. Taken in by Dr. Umon, a scientist who heads the Space Science Lab, he adopts the Earth name Daisuke Umon. All is fine, until the Vegan fleet arrives on the dark side of the moon, and begins launching wave after wave of invading forces to Earth. Unearthing the long-buried Grendizer, Daisuke re-assumes his true identity as Duke Fleed to fend off the ghosts of his old life, to defend his adopted home.

Stats
Brawn 5 Agility 2 Mind 2

Powers

Anti-Radar Mist: Invisibility 3 [Limit: Only in Spazer] 2pts
Armor 3

Attack Multi-Power
8pts
• Anti-Gravity Storm: Push 5 [Mid Range, Med. Burst, x16 knockback, Enhancement: Ignore Size, Finite] 7pts
• Various Attacks: Special Attack 5 [Enhancement: Space, Variable] 7pts

Attack Weak Point [Only in Grendizer] 1pt
Boost 2 [Mind 4 with attack powers]
Double Taps 1pt
Immunity 2 [Radiation, Suffocation]
Gliding 1pt
Growing 5 [+25 Brawn & Soak rolls, Always On]
Martial Arts Mastery [Defensive] 1pt
Skillful 2
Super Speed 3
[Limit: Support Craft Movement Only] 2pts

Support Craft Multi-Power [Limit: Combine with various Spazers] 6pts
• Drill Spazer: Burrowing 4
• Marine Spazer: Super Swimming 3
• Spazer/Double Spazer: Flight 4 [Enhancement: Space]

Weapon Technique 2 [+1 hit, +1 dmg, Limit: Unarmed Only] 1pt

Skills
Athletics +1 (Acrobatics), Pilot (Evasion, Control), Riding (Control), Perform (Play Instrument), Streetwise (Gambling)

Advantages
Quick-Thinking, Sidekick (Kouji Kabuto)

Disadvantages
Arch-Enemy (King Vega), Normal, Susceptibility (Agility -3 Dice penalty in presence of radiation)

Mental Malfunction
Peace for the innocent: Duke cares deeply for those around him despite his cold attitude, and wants to protect them from the Vegan menace.

Trademark Attacks
Hand Beam: Long Range, x4 hit, x4 dmg
Backhand Missile: Mid-Range, Small Burst, x6 dmg
* Crusher Punch: Mid Range, x4 hit, x5 dmg
Double Harken (melee): x4 hit, x8+25 dmg
Double Harken (thrown): Mid Range, x4 hit, x5 dmg
Shoulder Boomerang: Mid Range, Ricochet, x3 hit, x5 dmg
Space Thunder: Mid Range, x3 hit, x6 dmg
Dizer Beam: Mid Range, x5 hit, x4 dmg

When combined with Spazer
Spin Drill: Mid-Range, x4 hit, x5 dmg
Spin Saucer: Mid-Range, x3 hit, x6 dmg
Melt Shower: Close Range, x3 hit, x7 dmg

Note: Weapon technique by Lindharin.

And I thought GaoGaiGar was overpowered... these old school super robots are the Pre-Crisis Superman of Japan! Then again, Go Nagai himself states that Grendizer is the most powerful robot in the Mazinger universe. Of course, so is Mazinkaiser, to the point where the two robots don't appear in the same continuity. But back to Grendizer...

Since Duke is the only pilot for Grendizer throughout the series, I just made it Duke's Super Form, similar to Dr. Wily. I left out the Instant Change Advantage even though Duke can manifest his pilot suit at will; he only ever does it to take off in Grendizer, and that takes at least a scene of traveling to the dam where it's kept.

Susceptibility relates to his motivation to stay on Earth; he's suffering from a wasting disease brought about by the radiation on Fleed when he left, that's slowly killing him; being exposed opens up the old wounds.

Bonus: This is the final scene from the French version of Grendizer (Goldorak). Old school hot-blooded heroes at their finest; even the women cry manly tears!

Posted: Sun Apr 11, 2010 10:20 am
by AslanC
THANK YOU!!!!!!!!!!!! :D

Posted: Sun Apr 11, 2010 10:47 am
by Ratix
Kouji Kabuto
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Breakdown [12 stats + 18 powers = 30 pts]

After working as a NASA astronaut and developing the TFO (Terrestrial Flying Object), Kouji returns to Japan to investigate UFO sightings. What he finds is an invasion in progress, with a powerful alien robot repelling the invaders. After discovering the identity of Duke Fleed, Kouji is determined to help him despite only having Earth-bound technology at his disposal.

Brawn 2 Agility 2 Mind 2

Powers
Attack Weak Point
2pts
Disarm Expert 2pts
Double Taps 1pt
Fleet of Foot 1pt
Mind Shield 1 [Stubborn] 1pt
Martial Arts Mastery [Defensive, Grappling, Tricky] 2pt
Skillful 5
Swift Strike
2pts
Weapon Technique 2 [+1 hit, +1 dmg] 2pt

Skills
Athletics +1 (Acrobatics), Driving (Control, Steering), Pilot +2 (Evasion), Science +2 (Physics)
Technology +2 (Invent, Repair)

Advantages
Super Vehicle [TFO/Double Spazer]

Disadvantages
Normal

Poor Kouji... the hero of Mazinger Z, he's just a sidekick this run around. Still, for a guy with no special powers or super robot to play with, he's very capable, able to fly Vegan attack saucers better than their own soldiers, and beating up multiple ground troops unarmed. Even with all his talents, he still comes in way under budget, and thus has a bunch of Hero Points to play with.

Double Spazer [39 pts]
Image

B3 A4 M3: Armor 1, Flight 5, Size 2 [+10 Brawn & Soak], Super Speed 5 [Limit: Movement Only] 4pts,
Combat Multi-Power [Ammo: 10 per attack] 7pts
Cyclone Beam: Special Attack 5 [Long Line (16x4), x5 dmg]
Double Missile: Special Attack 5 [Mid Range, Small Burst, x5 dmg]
Double Cutter: Special Attack 5 [Mid Range, Ricochet, x5 dmg]
Advantage: Ejector Seat, Disadvantage: Cramped

The TFO from the beginning of the series is basically an earlier version of the Double Spazer, except with just one missile attack (so 2 points cheaper), and unable to combine with Grendizer.

Bonus: Grendizer in Super Robot Wars Z beats up General Gandall and King Vega. Watch for the combo attacks with Mazinger Z, Great Mazinger, and Getter Robo toward the end!

Special thanks to AslanC for suggesting this conversion. I had a lot of fun researching this show, and am looking forward to playing with Grendizer and the other old school giant robots when I get Super Robot Wars Z this summer.

Posted: Sun Apr 11, 2010 11:38 am
by AslanC
And the hits just keep on coming!

Excellent stuff mate!

Let me know when I can request another series :)

Posted: Wed Apr 14, 2010 7:14 pm
by Ratix
Astro Boy
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Breakdown: 18 stats + 26 powers – 4 Weakness = 40 pts

When Dr. Tenma's beloved son Tobio was killed in a car accident, the Director of the Minister of Science went mad with his loss, and pooled all of his resources towards reconstructing his dead son with an indestructible body. What he created was the world's most advanced robot, and for a while he was happy. But the robot was not his son no matter how hard he wished it to be true, and Dr. Tenma sold him to a robot merchant in disgust. Years later, Dr. Ochanomizu discovered the robotic Tobio performing in a robot circus, and quickly bought his freedom and took him in. Dr. Ochanomizu gave him the name Astro, built a robot family for him, and thus started a new life for the little robot.

Stats
Brawn 4 Agility 2 Mind 3

Powers
Armor 2
Boost 1
[Agility 3 while flying]
Flight 5 [Second Nature] 6pts
Immunity 2 [Extreme Temperatures, Radiation]
Keen Senses [Hearing] 1pt
Omni-Linguist 2pts
Omni-Reader 1pt
Sense Truth 1pt
Super Senses [Infrared Vision] 2pts
Special Attack 4 [Variable] 5pts
X-Ray Vision 3pts

Weakness
Negating (Regular Maintenance) -2
Damaging Weakness (Magic) -2

Skills
Athletics +1 (Acrobatics), Deception (Detect Deception), Science (Mathematics), Technology (Repair)

Advantages
Quick-Thinking, Unliving, Versatile

Disadvantages
Age (Appears Young), Public ID, Social Stigma (Robot)

Mental Malfunction
Peace for humans and robots: Astro has lived as both a human and a robot, and understands what robots go through as the tools of humans. Rather than resenting them, Astro protects humans and robots alike, and serves as an ambassador of peace.

Trademark Attacks
Arm Cannon: Mid Range, +2 dmg
Finger Laser: Mid Range, +1 hit, +1 dmg
Hundred Thousand Horsepower Punch: +4 dmg
Posterior Machine Gun: Medium Burst, +2 dmg OR Close Range, +1 hit, +2 dmg

After seeing the 2009 Astro Boy movie I've had this little guy on my mind (btw, my quick review: movie was alright but not great, Nicholas Cage sucked, shoulda had Pluto instead of this “Zog” robot). Fortunately this was a quick conversion, taking me record time compared to the others I'm working on.

I went with a combination of what I know about the character and his appearances. Skills are mostly from the movie, as they actually did a decent job of portraying them. Rather than Superman-level strength, I based his Brawn and Armor off what he's normally portrayed as having. I'm not 100% certain on the Weaknesses; The maintenance one came up several times in the manga, and I only heard about the Magic Weakness from doing research.

All in all, Astro works out pretty well as a World-class hero, with a wide assortment of powers that let him get involved in everything from street-level mystery intrigue, to world-saving brawls.

Posted: Fri Apr 16, 2010 11:34 am
by Ratix
Nanoha Takamachi
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"It’s okay if I’m a devil… I’ll just use my hellish powers to get you to listen!"

Breakdown: 10 stats + 20 stats = 30 pts

Once an ordinary elementary schoolgirl, Nanoha Takamachi's life changes forever when she rescues a wounded ferret in the woods. That ferret turns out to be a magician from another dimension named Yuno who is in search of the fragments of a powerful artifact. In an act of desperation, he gives Nanoha his Intelligent Device, a magic staff named Raising Heart that allows her to transform into a powerful mage. With her vast array of combat and support magic, Nanoha proves a magical prodigy and eagerly embraces this new role. Things get complicated when she runs into a rival mage, a sad girl with beautiful eyes named Fate. She also seeks the Jewel Seeds, not to seal it but to steal it for her megalomaniacal mother. Yet Nanoha feels she's a good person, but must still fight her for the Jewel Seeds.

Stats
Body 1 Agility 2 Mind 2

Powers

Area Search: Scan 2 [Limit: Magical Effects Only] 1pt
Barrier Jacket: Armor 2 [Limit: Cast w/ Raising Heart] 1pt
Boost 1 [Mind 3 with Raising Heart]
Flash Move: Boost 1 [Agility 3 with Flier Fin]
Flier Fin: Flight 3 [Second Nature, Limit: Cast w/ Raising Heart] 3pts
Protection/Round Shield: Deflect 2 [Limit: Cast w/ Raising Heart] 1pt

Raising Heart Multi-Power [Limit: Cast w/ Raising Heart] 7pts
• Basic Attacks: Special Attack 5 [Variable] 5pts
• Seal: Nullify 5 [Close Range, Factor 5, Artifacts Only] 5pts
• Starlight Breaker: Special Attack 5 (7) [Long Line (16x4), x8 dmg, Single Use] 5pts

Restrict Lock: Immobilize 2 [Mid Range, Limit: Cast w/ Raising Heart] 3pts
Telepath 3 [Limit: Other Mages and Familiars Only] 2pts

Skills
Athletics+1 (Acrobatics), Deception (Detect Deception), Occultism (Artifacts)

Advantages
Never Surrender, Sidekick (Yuno)

Disadvantages
Age (Young), Arch-Enemy (Precia Testarossa)

Mental Malfunction
Protective nature: Nanoha has a remarkable sense of responsibility for a 9-year old girl, and despite Yuno offering to search for the rest of the Jewel Seeds himself, she agrees to take on the challenge. Her determination only improves when she meets Fate; even though she is a rival, she recognizes how lonely Fate feels, and wants to befriend her. Anyone familiar with the meme surrounding Nanoha knows what that means...

Other Attacks
Barrier Burst: +3 hit, x3 dmg
Divine Buster: Med. Line (8x2), +1 hit, x6 dmg
Divine Shooter: Mid Range, Small Burst, x5 dmg
Flash Impact: +2 hit, x4 dmg


These Nanoha conversions took way longer than they should have, but here they are. For those not familiar with the character, she’s the lead in the anime Magical Girl Lyrical Nanoha. It’s a show that starts out with a typical magical girl plot, but quickly reveals itself to be a sci-fi military adventure in disguise, though for the first few seasons it still retains its roots. I love this show to death and want others to enjoy it too, so I want to let everyone know there will be spoilers.

All of these are 1st season, so everyone’s at their minimum of power, though certainly not lacking. Things ramp up with the introduction of the cartridge system in A’s (35 pt campaign), and sit firmly in World-class come Strikers (40 pts for Nanoha and Fate, with the rest around 25-30). Nanoha is the local blaster, having great aerial mobility to take advantage of her multi-target hitting powers, and able to weather a lot of shots thanks to Deflect. Her motivations are also simple yet easily applicable to many situations. All in all, she'd fit right in to a super teens game.

And in case no one here knows what I'm talking about when I mention befriending... Nanoha has a reputation amongst her fans of tending to make friends out of former enemies, especially those who have survived her strongest attack, Starlight Breaker. To fans, “befriending” is code for “kick the crap out of them until they follow her lead.” In fact, this has only happened canonically once, whereas other anime characters like Naruto do this sort of thing all the time, but hey, a reputation is an odd thing. It helps that most of her enemies are misled or acting towards good intentions but with harmful methods, rather than being outright villains. Ultimately, the show is about friendship and acceptance, so that works just fine.

Bonus: Nanoha vs. Fate. Nanoha challenges Fate to a one-on-one, winner-take-all battle for the Jewel Seeds. They demonstrate practically all of their abilities in the process.