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Re: Jack of Spades Iron Men: War Machine

Post by jspade » Fri Jul 06, 2012 1:08 pm

War Machine • PL 10
    Abilities
    STR 11/2, STA 3/2, AGL 1, DEX 4, FGT 5, INT 1, AWE 3, PRE 1

    Powers
    Iron Man Mk II Mod 2: Density 1, Innate; Activation 2 (−2 points), Removable (−23) • −20 points
    • Accessories: Features (Loudspeaker, Searchlights) • 2 points

      Armor: Protection 11, Impervious 5, Noticeable • 20 points

      Computer: Features 2 (Computer, Data storage) • 2 points

      Servos: Enhanced Strength 8 • 16 points

      Boot Jets: Flight 8 (500 mph) • 16 points

      Environmental Control: Immunity 11 (Chemical effects, Environmental Heat & Cold, Sensory effects, Suffocation) • 11 points

      Weapons Systems: Array
      • AE Repulsors: Move Object 10, Accurate +2, Damaging, Limited to Away • 21 points
        AE EMP: Burst Area Weaken Technology 10, Broad, Side Effect (Always; affects him also), Simultaneous • 1 point
        AE Rockets: Ranged Burst Area Damage 7 • 1 point
        AE Machine Guns: Ranged Multiattack Damage 6, Accurate +6 • 1 point
      Radio & Satellite Link: Radio Communication 3, Area 2, Rapid 2, Subtle 1 • 17 points

      Sensors: Senses 7 (Accurate Analytical Radio, Infravision, Low-Light Vision) • 7 points
    Advantages
    All-Out Attack, Benefit (Security Clearance), Favored Environment (Air to Ground), Improved Initiative, Improved Smash, Interpose, Ranged Combat 4

    Skills
    Athletics 4 (+16/+6) [Armor], Close Combat: Unarmed 4 (+9), Expertise: Military 6 (+7), Deception 0 (+1), Insight 2 (+5), Intimidation 4 (+5), Perception 6 (+9), Persuasion 0 (+1), Stealth 0 (+0), Technology 4 (+5), Vehicles 8 (+12)

    Offense
    Init +5; EMP (Area Weaken 10), Flamethrowers +10 (Ranged Damage 7), Minigun/Shotguns +14 (Ranged Multiattack Damage 6), Missiles +10 (Ranged Damage 10, Area Damage 5), Repulsors +10 (Damaging Move Object 10), Unarmed +8 (Damage 12), Uni-Beam (Area Damage 10)

    Defenses
    Parry 6, Dodge 6, Fort 8/7, Will 8, Toughness 14/2

    Power Points
    Abilities 38 + Powers 95 + Advantages 10 + Skills 19 + Defenses 16 = Total 178 points

    Complications
    Motivation: Rhodey is a patriot.

    Power Loss: Rhodey doesn't always have the armor at hand.
    Power Loss: Failing a damage save by 3 or more degrees will cause a system failure, neutralizing one of War Machine's weapons or other powers, or leaving him Hindered or Vulnerable due to lost mobility. Advanced repairs (DC 30) are possible. The same may happen on a critical hit (as the usual benefit of the crit); War Machine gets no hero point in that case.
    Relationship: Rhodey is Tony Stark’s best friend, though they fight like brothers.
    Responsibility: Rhodey is constantly torn between his maverick friend and his duty to his country.

    Notes
    :idea: I like Rhodey, but I liked him better as Tony’s friend, pilot, sidekick, and confidante than as War Machine.

    :idea: War Machine is Iron Man lite – the suit is purely a weapon, and the man inside it merely its pilot. War Machine is never going to be on Iron Man’s level, because Rhodey can’t improvise with the armor the way Tony can.
    Last edited by jspade on Sun Jul 15, 2012 3:51 pm, edited 1 time in total.
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    Jack of Spades Iron Men: Crimson Dynamo

    Post by jspade » Sat Jul 07, 2012 8:19 pm

    Crimson Dynamo • PL 10
    • Galina Nemirovsky
    Abilities
    STR 11/2, STA 4/3, AGL 1, DEX 3, FGT 5, INT 1, AWE 2, PRE 0

    Powers
    Crimson Dynamo Armor: Density 1, Innate; Activation 2 (−2 points), Removable (−25) • −22 points
    • Armor: Protection 8, Impervious 4, Noticeable • 15 points
      Boot Jets: Flight 8 (500 mph) • 16 points
      Electrical Manipulation: Array
      • AE Electro-Blasters: Ranged Electrical Damage 10, Split 1 • 21 points
        AE Electronic Override: Perception Affliction 10 (Technology; Impaired, Compelled, Controlled), Limited to electronics, Subtle 1 • 1 point
      Environmental Control: Immunity (All environmental conditions, Radiation effects, Sensory effects, Suffocation) • 22 points
      Lightcloak: Concealment 5 (Visual & radio), Passive • 5 points
      Servos: Enhanced Strength 8 • 16 points
      Radio & Satellite Link: Radio Communication 3, Area 2, Rapid 2, Subtle 1 • 17 points
      Sensors: Senses 9 (Accurate Radio, Accurate Ultra-Hearing, Accurate Analytical Detect Ranged Magnetism, Ultra-Hearing) • 9 points
    Advantages
    All-Out Attack, Assessment, Improved Initiative, Languages (English, Russian), Power Attack, Ranged Combat 5

    Skills
    Athletics 4 (+6/15) [Armor], Close Combat: Unarmed 4 (+9), Deception 0 (+0), Expertise: Soldier 8 (+9), Insight 0 (+0), Intimidation 4 (+4), Perception 4 (+6) Persuasion 0 (+0), Stealth 6 (+7) Technology 4 (+5)

    Offense
    Init +7; Electro-Blaster +10 (Damage 10), Electronic Override (Perception Affliction 10), Unarmed +9 (Damage 11)

    Defenses
    Parry 8, Dodge 8, Fort 6/5, Will 7, Toughness 12/3

    Power Points
    Abilities 34 + Powers 100 + Advantages 10 + Skills 17 + Defenses 17 = Total 178 points

    Complications
    Motivation: Galina was considered one of the best and brightest before being fired for insubordination. She intends to make her former masters very sorry they let her go.

    Gadget Freak: Galina loves the shiny toys; upgrading her armor is better than paying her.
    Insubordinate: Galina does not take orders well.
    Power Loss: Failing a damage save by 3 or more degrees will cause a system failure, neutralizing one of the Dynamo’s weapons or other powers, or leaving him Hindered or Vulnerable due to lost mobility. Advanced repairs (DC 30) are possible. The same may happen on a critical hit (as the usual benefit of the crit); she gets no hero point in that case.

    Notes
    :idea: The Crimson Dynamo is more a power set than a person; there have been thirteen so far. Galina is the latest, but she’s managed to survive two storylines by different writers, so she might be around for the longer haul. Dimitri Bukharin, the longest-serving Dynamo, is now known as Airstrike.

    :idea: There’ve been almost as many versions of the armor as pilots, but it’s consistently had electrical weaponry (thus the Dynamo name) and a carborundum matrix shell.
    Last edited by jspade on Sat Aug 04, 2012 7:05 pm, edited 3 times in total.
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    Jack of Spades Iron Men: Titanium Man

    Post by jspade » Sun Jul 08, 2012 2:08 am

    Titanium Man • PL 11
    • Boris Bullski
    Abilities
    STR 12/6, STA 8/6, AGL 1, DEX 0, FGT 6, INT 1, AWE 0, PRE 2

    Powers
    Gigantic: Growth 1, Permanent, Innate • 4 points
    Titanium Man Armor: Density 1, Growth 1, Innate; Activation (−2), Removable (−20) • −14 points
    • Armor: Protection 7, Impervious 4, Noticeable • 14 points
      Boot Jets: Flight 8 (500 mph) • 16 points
      Environmental Control: Immunity 10 (Life Support) • 10 points
      Radio: Radio Communication 2, Rapid 2, Subtle 1 • 11 points
      Sensors: Senses 9 (Accurate Radio) • 9 points
      Servos: Enhanced Strength 4 • 8 points
      Weapons: Array
      • AE Palm Blasters: Ranged Damage 10, Accuracy +2, Split 1 • 22 points
        AE Eye Lasers: Ranged Multiattack Damage 12, Distracting • 1 point
        AE Magnetic Grapples: Move Object 12, Continuous, Limited to attraction, Limited to metal • 1 point
        AE Radar Rings: Snare 11, Homing 2, Paralyzing, Unreliable (4 uses) • 1 point
        AE Stasis Beam: Ranged Affliction 12 (Fort; Vulnerable, Defenseless, Paralyzed), Cumulative, Distracting • 1 point
    Advantages
    Chokehold, Improved Hold, Languages (English, Russian, Vietnamese), Power Attack, Startle

    Skills
    Athletics 0 (+0), Close Combat: Unarmed 4 (+10), Deception 6 (+8), Insight 3 (+3), Intimidation 10 (+12) [Startle], Perception 3 (+3) Persuasion 0 (+0), Ranged Weapons: Armor Weapons 9 (+9), Stealth 0 (+1), Technology 9 (+10)

    Offense
    Init +1; Eye Lasers +8 (Ranged Multiattack Damage 12), Magnetic Grapple +8 (Move Object 12), Palm Blasters +10 (Ranged Damage 10), Radar Rings +8 (Snare 11), Stasis Beam +8 (Ranged Affliction 12), Unarmed +10 (Damage 12)

    Defenses
    Parry 6, Dodge 5, Fort 6, Will 7, Toughness 16/6

    Power Points
    Abilities 40 + Powers 84 + Advantages 5 + Skills 22 + Defenses 12 = Total 163 points

    Complications
    Motivation: Bullski initially sought to ascend through the ranks by beating Iron Man; after many defeats, beating Iron Man has become an end in itself.

    Enemy: Iron Man and some of his past employers.
    Patriot: Boris occasionally shows Russian nationalist tendencies.
    Power Loss: Failing a damage save by 3 or more degrees will cause a system failure, neutralizing one of the Titanium Man's weapons or other powers, or leaving him Hindered or Vulnerable due to lost mobility. Advanced repairs (DC 30) are possible. The same may happen on a critical hit (as the usual benefit of the crit); he gets no hero point in that case.
    Reputation: “Boris the Merciless” has a reputation for cruelty to prisoners.
    Weakness: Bullski’s body is stressed by the treatments to make him a giant; without the armor, he has difficulty moving about. Treat all fatigue results as one degree worse.

    Notes
    :idea: The Titanium Man is what you’d get if Stark had made a weapon for his captors; Bullski is a prison camp commander who forced his prisoners to build him a suit based on the Crimson Dynamo’s so he could fight Iron Man. That makes it harder to extract him from the Cold War; there’s not too many places these days where you’d have a bunch of scientists in a prison camp under the control of a guy named “Bullski”.

    :idea: There’s debate over just how many Titanium Men there have been over the years, but I don’t really count the Gremlin, and to me that makes Bullski the man. Besides, there can’t be that many 7’ 1” heavyset guys around to act as pilots.

    :idea: I'm iffy on the Titanium Man's PL. He's always given Shell-Head a tough fight, but he just doesn't seem prominent enough for a PL11.

    3/23/14: Update to new Growth house rules.
    Last edited by jspade on Sun Mar 23, 2014 1:04 pm, edited 2 times in total.
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    Jack of Spades' Iron Men: Whiplash

    Post by jspade » Wed Jul 11, 2012 3:22 am

    Whiplash • PL 9
    • Mark Scarlotti
    Abilities
    STR 2, STA 3, AGL 3, DEX 0, FGT 7, INT 4, AWE 2, PRE 0

    Powers
    Absorbtion Mesh: Immunity 20 (Kinetic attacks), Limited to half damage, Removable (−2) • 8 points

    Whip Master: Enhanced Advantages 6 (see above), Limited to Whips • 3 points

    Whips: Damage 9, Reach 3; Enhanced Advantages (Improved Grab, Improved Trip); Easily Removable (−6) • 9 points
    • AE Necro-Lash: Weaken Protection 9, Affects Objects Only, Reach 3 • 1 point
      AE Whip Shield: Immunity 30 (Attacks defended by Dodge), Concentration, Limited (Not vs. surprise or Indirect attacks) • 1 point
    Flight Platform: Flight 5, Platform • 5 points

    Advantages
    Defensive Roll 2, Favored Foe (Iron Man), Improved Critical 2 (Whips), Inventor

    Whip Master: All-Out Attack, Defensive Attack, Improved Hold, Power Attack, Precise Attack (Close Cover & Concealment)

    Skills
    Athletics 4 (+6), Close Combat: Whips 2 (+9), Deception 10 (+10), Insight 0 (+0), Intimidation 6 (+6), Investigation 2 (+6), Perception 2 (+4) Persuasion 0 (+0), Sleight of Hand 4 (+0), Stealth 4 (+7), Technology 10 (+14) [Inventor]

    Offense
    Init +3; Whip +9 (Damage 9, Crit 18-20), Unarmed +7 (Damage 2)

    Defenses
    Parry 13, Dodge 10, Fort 7, Will 7, Toughness 5/2

    Power Points
    Abilities 42 + Powers 27 + Advantages 6 + Skills 24 + Defenses 22 = Total 121 points

    Complications
    Motivation: Scarlotti was successful as a Maggia spy, but craved the thrill of super-villainy.
    Enemy: Whiplash’s indignities have mostly been at the hands of Iron Man.
    Relationship: Scarlotti is trying to provide for his son, more so since his wife was murdered.
    Reputation: A convicted criminal, Scarlotti can’t manage to make it on the straight and narrow either despite his engineering skills.

    Notes
    :idea: This is Marc Scarlotti, the original Whiplash, not the Vanko-come-lately version from the movie.

    :idea: Whiplash doesn’t really fit my theme, being more a Leather Man than an Iron Man. (You have to wonder about him...) But he’s such an Iron Man jobber I had to include him.

    :idea: Whiplash is all about the whips. His signature move is damaging Iron Man’s armor, using his Weaken to whittle Shell-head down to the point where he can reliably do damage. Tony never seems to remember that Whiplash can hurt him, thus the Favored Foe.

    :idea: I treat Whiplash's other gizmos as Inventions which he tailors to his current mission.

    :idea: Purple body suit with a green ponytail... it's bad when a gimp mask is a more dignified costume.
    Last edited by jspade on Sun Jul 15, 2012 12:43 pm, edited 1 time in total.
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    Jack of Spades' Iron Men: Blizzard

    Post by jspade » Thu Jul 12, 2012 1:13 am

    Blizzard • PL 9
      Abilities
      STR 1, STA 2, AGL 2, DEX 3, FGT 5, INT 0, AWE 0, PRE −1

      Powers
      Blizzard Suit: Removable (−9) • −9 points
      • Insulated: Immunity 10 (Cold effects), Protection 2 • 12 points

        Freeze: Snare 11 • 22 points
        • AE Frostbite: Ranged Damage 11, Resisted by Fortitude • 1 point
          AE Brittle: Ranged Weaken Toughness 11, Affects Objects Only • 1 point
          AE Ice Creation: Create 7, Continuous, Innate • 1 point
          AE Hail: Ranged Multiattack Damage 7, Variable Descriptor (Piercing or Bludgeoning) • 1 point
          AE Blizzard: Environment 4 (500’, 4 points of effects), Selective • 1 point
        Ice Slide: Flight 4, Platform • 4 points
      Advantages
      Defensive Roll 2, Ranged Attack 3

      Skills
      Athletics 4 (+5), Expertise: Criminal 4 (+4), Deception 0 (−1), Insight 0 (+0), Intimidation 4 (+3), Perception 0 (+0) Persuasion 0 (−1), Ranged Combat: Blizzard Suit 2 (+8), Stealth 2 (+3), Technology 6 (+6)

      Offense
      Init +2; Brittle +8 (Ranged Weaken 11), Freeze +8 (Snare 11), Frostbite +8 (Ranged Damage 11 vs. Fortitude), Hail +8 (Ranged Multiattack Damage 7), Unarmed +5 (Damage 1)

      Defenses
      Parry 9, Dodge 9, Fort 6, Will 3, Toughness 6/4*

      Power Points
      Abilities 38 + Powers 95 + Advantages 10 + Skills 19 + Defenses 17 = Total 179 points

      Complications
      Motivation: Donnie’s basically a mercenary, but he’s loyal to people who are loyal to him.
      Breakdown: Blizzard can’t completely maintain the suit himself; he’s dependent on high-tech patrons, or mercenary techs like the Tinkerer, to keep it going.
      Loser: Blizzard can’t catch a break; he’s managed to electrocute himself in order to get captured and get beaten up by an empty suit of Iron Man armor, and get stripped naked and hung from a lamp post by his teammate.
      PIttiable: People keep trying to get Donnie to reform.

      Notes
      :idea: What’s a trained refrigerator repairman going to do in the Marvel universe but become an ice-themed battlesuit guy? Of course, if he’d had the benefit of being conceived by Stan Lee, he would’ve invented the suit himself, but Donny just got a hand-me-down.

      :idea: Everybody Gill fights seems to try to adopt him and reform him, even other bad guys, but it never works out.
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      Re: Jack of Spades Iron Men: Titanium Man

      Post by Jabroniville » Thu Jul 12, 2012 5:31 am

      jspade wrote:
      :idea: I'm iffy on the Titanium Man's PL. He's always given Shell-Head a tough fight, but he just doesn't seem prominent enough for a PL11.


      The eternal decision regarding the PLs of recurring villains- Iron Man is pretty powerful, so his regular opponents who tie with him should be as well, right? But then sometimes Iron Man is weaker in his own book, and Titanium Man still LOSES all of the time. Heck, Tony barely seemed like a PL 11 until the mid-80s, and even then it was iffy. I think PL 11 is okay for Titanium Man, assuming Stark is PL 12.

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      Re: Jack of Spades' Iron Men: Whiplash, Blizzard

      Post by Foreshadow » Thu Jul 12, 2012 11:21 am

      You could add a couple ranks to Iron Man's jet boots. It states he lifts like 100 tons and like 400 tons with those boots. If your going to give him 11, add a couple ranks of powerlifting to the Jet Boots, and then if you want you can attach it so that it only happens when he is flying.

      I like your Wonder Woman. I thought it was pure BS to give her a 10 Agility, Or not if you give a character like Spider-Man at least a 12, but many I see don't. Point is, you never see her that agile as Spider-Man routinely is. If she was assigned a 10 to say 'she is the lower end of moderate superhuman'. Fine, but if so then Spider-Man is at the upper end (at least 12 Agility).

      I could see her with an 8 Agility, which is to say the lower end of low superhuman and clearly more than normal humans who display high agility.

      part of the agility of characters like her and superman is their Speed added in. I don't see Wonder Woman doing complex acrobatics, not that she doesn't have some ranks. But an 8 agility + like 8 ranks gives her a nice acrobatics bonus

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      Re: Jack of Spades' Iron Men: Whiplash, Blizzard

      Post by Foreshadow » Thu Jul 12, 2012 12:06 pm

      When I see the teen batgirl (barbara) or the teen robin and think they have a 2 strength. I am thinking "Wow". Why have a 'teen' strength at -1. They are not normal teens, but its not in the area of strength where they excel. Plus they are more like fit from regular training and exercise. They could be done at 0 strength. I don't think that 'feels' heroic but it is closer to where they should be, because remember they probably have Power Attack.

      Personally, I like how you approach the Bat characters. Batman has or can have gloves (best example is like how you see in the movie or in the Arkham game where they clearly are metal enhanced and at least +1 damage.

      Yet, if powerlifting is merely a Limited strength for lifting why not have a limited strength for damage. You don't get strength for lifting purposes for the bonus, but instead for striking.

      That seems to be the solution for these human characters who clearly seem to pack the punch but clearly Batgirl for example is still a teen girl (or young adult when she is older).

      Say the average is +2. You could then have a 0 strength and Enhanced Strength 2, Limited to close combat. I suppose if you wanted to you could say 'Limited to strength damage effect' so it includes thrown ranged weapons. Then again Batarangs could also be designed more like a shuriken as often they throw multiple rangs like them. You then would add Multi-Attack. I think if there were a way to limit the multi-attack so its only one of those options.

      But the enhanced strength bonus would be placed in Combat Training. I suppose since 3e is different and you just add Captain Marvels strength directly so that enhanced is only for a bonus you can shut down and we don't want combat training to be that way. We could just add as an advantage much like Close Attack is a bonus to Fighting. Power lifting is 1 pp per rank and is a flawed strength bonus, normally 2 pp cost per rank. So if you had a Close Assault advantage that reads that it grants a +1 damage bonus to close combat attacks per rank for 1 pp per rank. It seems to fit the concept better and isn't over powered as its in line with the costing for 3e. You could then add a Ranged Assault for ranged damage bonus. Yes, if you wanted to buy both up it would be same cost as 1 point of strength and yet 3e has odd logical things like Close Attack in the game that grants a benefit granted by Fighting and if you were going to buy up Parry too it just makes sense to guy up Fighting. It makes the same amount of odd logic as that. For me, when do you do that. When you want to limit Parry but keep having base attack bonus for close attacks. That is the proper usage. Batman has a 14 fighting because he was only to have a 14 Defense (and Parry) but the close attack bonus provided by it was to go higher. If Batman had a 16 defense it would be logical just to give him a 16 fighting. Of course, Nightwing COULD have a 14 Fighting but I think people would think 'what he doesn't fight as good as Batman' and miss the fact that batman is fighting at 20 bonus but each share the same defense rating.

      Still, it makes sense to have something like a close assault advantage so that it can be placed directly into the advantages that seem to be the approach taken in 3e official builds.

      Since it is not simply for Bat-style characters a new advantage seems appropriate as many characters might take it who might list as a lower strength but strike with damage at a higher rating based on skill and martial prowess (like Iron Fist, Karate Kid, Bronze Tiger, and even Black Panther or Daredevil, and the list goes on).

      The other solution might be to take an approach like Aaron took with the 3e Raven. He essentially gave her strike. I think he called it something like Martial Prowess.

      That is a good name for the Close Assault feat too: Martial Prowess and if you want make some ranged version of it. Then the idea comes up would it apply to all ranged attacks because the extension is that skill is playing a heavy roll. Then you might have a Green Arrow with Martial Prowess (Ranged) and it adds a bonus to his arrow damage. If you do that then you'd call Martial Prowess (Close) the type Bat characters have but they might have something like Martial Prowess (Close, Ranged). I am writing it so it fits the patterns we see, like the use of Close Attack so naming it Close Assault indicates a different but related combat effect. Martial Prowess done that way fits with how they did other advantages.

      Then if you look at a character like Batman, who lists as peak human 800 lbs (but might lift like 1000). In 3e we know there is extra effort and we know there are ways, like using Athletics to increase things. I think I even read in the GM's guide about a way to gain an extra bonus from that. That is the type of example when a guy like Batman lifts 1000 lbs. He is going balls to the wall and throwing in a hero point or two to accomplish it. He doesn't routinely do that.

      Do I like the Measurement chart as it is? No, but say we keep it and I see the point of those who like that human range for 'normals' is not a huge range (though if you do that why have one for strength at 4 and then set the rest to 7, makes little sense since I thought the goal was to have a single ability bonus chart, not multiple ones like in past supers games).

      Then you can give Batman a 3 strength, and he can in fact achieve his stated maximum's and with these rules that allow that extra bit he can achieve that now and again feat of awesome sauce but it will cost him and that is what makes it fun. I like that the character has things they can achieve by pushing themselves.

      Batman then would have ranks in Martial Prowess (close, ranged) but might not have equal ranks in both types. Batarangs, for me, seem like they should do +1 damage, and yet Batman should have a costume that grants him a +2 protection and +1 Strike damage since it does. Though the classic spandex look perhaps not so much. And thus you use Steve's approach: you just stack on some ranks in Close Attack to hand wave and ranks in Defensive Roll to hand wave some more. Ok.

      Thus you could simply grant him ranks in Martial Prowess. What is the limit: PL and concept. We know he will do +6 damage with his batarangs so perhaps a single rank in Martial Prowess (ranged). I like the idea of him simply doing 6 damage in close and ranged with fist and batrang. So for me, I'd give him 2 ranks of each (close and ranged) in martial prowess and make his rangs and gloves grant a +1 bonus each (call them weighted gloves similar to brass knuckles. They aren't called the hammers of justice for nothing. I would be tempted to also give the rangs a limited form of Multi-attack but then perhaps that is what Takedown is for but I like that he doesn't have 2 ranks of it. It gives someone playing Batman a reason to use a hero point. If he wants to take out all the mooks, spend a hero point, if not it might take a few rounds with a single rank in takedown. Thus you could also do something like with Captain America's shield adding but a single rank in takedown. Enhanced Advantage (Takedown +1 rank). This way with the shield Cap has 2 ranks, and without it, like batman, he has 1 rank).

      Of course, you could just add the second rank to either. It could be handwaved away as simply these characters can pick up other objects and use them for similar purposes. Cap with a trashcan lid even if its +0 or even -1 damage bonus still can be effective.

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      Re: Jack of Spades' Iron Men: Whiplash, Blizzard

      Post by jspade » Thu Jul 12, 2012 1:48 pm

      Foreshadow wrote:You could add a couple ranks to Iron Man's jet boots. It states he lifts like 100 tons and like 400 tons with those boots. If your going to give him 11, add a couple ranks of powerlifting to the Jet Boots, and then if you want you can attach it so that it only happens when he is flying.

      I like your Wonder Woman. I thought it was pure BS to give her a 10 Agility, Or not if you give a character like Spider-Man at least a 12, but many I see don't. Point is, you never see her that agile as Spider-Man routinely is. If she was assigned a 10 to say 'she is the lower end of moderate superhuman'. Fine, but if so then Spider-Man is at the upper end (at least 12 Agility).
      Foreshadow, I just don’t think Iron Man does have “Class 100” strength, regardless of what the wikis say; he’s just not presented (at least in the material I know and love) as being in the same class as Thor or Wonder Man. Iron Man’s the Marvel character I know best, and I’m happy with where he is.

      I need to do updates to my DC characters to tweak them to my current scale, but I probably won’t tweak the Bats much. While reasonably, Stephanie Brown is not going to have the upper body strength of an Army Ranger, the Bat-kids do seem to have that kind of strength. I don’t think the martial strike idea is a bad one per se, but I probably wouldn’t adjust the Bats or their power level, with the possible exception of Damian.

      Goes to update Wonder Woman... Done
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      Re: Jack of Spades Iron Men: Titanium Man

      Post by jspade » Thu Jul 12, 2012 1:55 pm

      Jabroniville wrote:The eternal decision regarding the PLs of recurring villains- Iron Man is pretty powerful, so his regular opponents who tie with him should be as well, right? But then sometimes Iron Man is weaker in his own book, and Titanium Man still LOSES all of the time. Heck, Tony barely seemed like a PL 11 until the mid-80s, and even then it was iffy. I think PL 11 is okay for Titanium Man, assuming Stark is PL 12.
      Part of the problem Jab is the only time I can recall Iron Man actually losing a fight in his own book to a recurring foe was to the Unicorn. I'm sure there's more than that, but it's the only one I can recall.
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      Jack of Spades' Iron Men: Unicorn

      Post by jspade » Thu Jul 12, 2012 3:40 pm

      UnicornPL 11
        Abilities
        STR 10, STA 9, AGL 2, DEX 1, FGT 8, INT 2, AWE 0, PRE 1

        Powers
        Hyper-Activated Physiology: Immunity 10 (Environmental heat & cold, Fatigue), Protection 2, Impervious Toughness 6 • 24 points

        Power Horn: Ranged Damage 12, Decreased Range, Variable Descriptor (concussion or heat), Removable (−5) • 19 points
        • AE Magnetic Beam: 120’ Cone Area Move Object 12, Limited to metal, Selective • 1 point
        Rocket Belt: Flight 7, Removable (−3) • 11 points

        Advantages
        Accurate Attack, Improved Aim, Languages (English, Russian, Slovak), Ranged Attack 5, Takedown (Ranged)

        Skills
        Athletics 2 (+12), Close Combat: Unarmed 4 (+12), Deception 6 (+7), Expertise: Spy 4 (+6), Insight 0 (+0), Intimidation 6 (+7), Investigation 6 (+8), Perception 4 (+4), Persuasion 0 (+1), Ranged Combat: Power Horn 4 (+10), Stealth 3 (+5), Technology 1 (+3)

        Offense
        Init +2, Power Horn +10 (Ranged Damage 12), Unarmed +12 (Damage 10)

        Defenses
        Parry 10, Dodge 11, Fort 11, Will 4, Toughness 11

        Power Points
        Abilities 66 + Powers 55 + Advantages 9 + Skills 18 + Defenses 17 = Total 165 points

        Complications
        Motivation: The Unicorn is seeking a cure for his condition.

        Enemy: The Unicorn has been continually thwarted by Iron Man.
        Weakness: The Unicorn’s body is breaking down from the hyper-activator treatments that gave him his powers. When this is acting up, his INT drops to −2 and his AWE to −1.

        Notes
        :idea: I like the Unicorn. He’s powerful enough that you don’t have to feel bad if he beats you or gets away, but goofy enough that taking him out doesn’t make you a badass.

        :idea: The Unicorn is best used as a Dragon for some bigger bad; he's a workout in himself, but not a mastermind.

        :idea: I’m pretty sure the Unicorn always keeps a Hero Point in reserve so he can get away if he has to.
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        Foreshadow
        Hero
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        Re: Jack of Spades' Iron Men: Blizzard, Unicorn

        Post by Foreshadow » Thu Jul 12, 2012 4:04 pm

        I agree with you, Iron Man has clear power creep. I think he should be like Class 50 in the marvel scale. I suppose a different model like the Hulkbuster could have more but gives up stuff too.

        Powerlifting my might be a good fit too, at least a rank or so. It merely is a suggestion.

        I like your Iron Man and other builds.

        Jabroniville
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        Re: Jack of Spades' Iron Men: Blizzard, Unicorn

        Post by Jabroniville » Thu Jul 12, 2012 7:08 pm

        Yeah, Iron Man can be a bit weird. He's been considered "Below Thor" for decades, despite constant power-ups (and his power-ups actually make a lot of sense, given his tech-based origins). He can Power Stunt random stuff to beat almost anybody, and he's nearly-equaled by a ton of his own personal foes, many of whom don't seem that powerful otherwise (The Unicorn SEEMS like he should be a jobber, but his own history is of a guy who ties Iron Man more often than not).

        And then you have to deal with Iron Man being treated as top-tier, when both Spider-Man and Captain America can cause him pain just by punching him, which should be a little hard considering the guy also takes punches from Thor and the Hulk without being insta-KO'd.

        I remember reading "Armour Wars" and noticing that Tony was above his Rogues Gallery of Armoured Dudes, but not by some staggering amount. Then I have some "Avengers West Coast" issues where he's beaten rather easily by some guys (not as bad as Wonder Man gets beaten sometimes, though, despite his Just-Under-Thor status). He's tough to figure out, but I agree that PL 12 suits him best these days.

        jspade
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        Jack of Spades' Iron Men: Unicorn, Melter

        Post by jspade » Thu Jul 12, 2012 9:01 pm

        MelterPL 9
        • Bruno Horgan
        Abilities
        STR 1, STA 3, AGL 1, DEX 2, FGT 4, INT 4, AWE 0, PRE 0

        Powers
        Melting Ray: Ranged Damage 8; Linked Ranged Weaken Toughness 12, Affects Objects Only; Removable (−8) • 32 points

        Advantages
        Defensive Roll 2, Equipment 1, Improved Aim, Ranged Combat 2

        Skills
        Athletics 0 (+1), Deception 5 (+5), Expertise: Business 8 (+12), Insight 0 (+0), Intimidation 0 (+0), Perception 0 (+0) Persuasion 0 (+0), Ranged Combat: Melting Ray 2 (+6), Stealth 1 (+2), Technology 10 (+14)

        Offense
        Init +2, Melting Ray +6 (Ranged Damage 8, Ranged Weaken 12), Unarmed +4 (Damage 1)

        Defenses
        Parry 8, Dodge 10, Fort 6, Will 6, Toughness 6/4*

        Power Points
        Abilities 30 + Powers 32 + Advantages 6 + Skills 13 + Defenses 22 = Total 103 points

        Complications
        Motivation: The Melter wants revenge on Tony Stark and to regain some measure of respect.
        Enemy: Iron Man

        Notes
        :idea: The Melter started off as an effective foe for Iron Man; he’s a one-trick pony, but his one trick is “take away Iron Man’s powers”. Unfortunately for him he hasn’t kept up as bad guys had to become more versatile and powerful to make their mark, and so has ended up a two-bit scrub scrambling for respect.

        :idea: A series of the worst costumes ever seen hasn’t helped, nor has his habit of mounting his weapon on inconvenient parts of his body. He supposedly lost his arms-manufacture business by using substandard materials, but if he thought soldiers should carry their guns in their crotches, that might have had something to do with it.
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        jspade
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        Jack of Spades' Iron Men: Mauler

        Post by jspade » Fri Jul 13, 2012 5:07 am

        MaulerPL 8
        • Brendon Doyle
        Abilities
        STR 2/8, STA 2, AGL 2, DEX 4, FGT 5, INT 1, AWE 1, PRE 1

        Powers
        MAULER Armor: Activation 2 (−2), Removable (−14) • −16 points
        • Armor: Protection 7, Impervious Toughness 4 • 15 points

          Boot Jets: Flight 7 (250 mph) • 14 points

          Blaze Cannon: Ranged Damage 9 • 18 points
          • AE Electron Beam: Ranged Affliction 9 (Fort; Dazed, Stunned, Incapacitated) • 1 point

            AE Shock Glove: Aflliction 8 (Fort; Dazed & Vulnerable, Stunned & Defenseless, Incapacitated), Extra Condition; Enhanced Advantages (Improved Grab, Fast Grab) • 1 point
          Life Support: Immunity 10 (Life Support) • 10 points

          Servos: Enhanced Strength 6 • 12 points
        Advantages
        Assessment, Improved Initiative, Move-By Action, Precise Attack (Ranged Cover), Ranged Combat 3

        Skills
        Athletics 4 (+6/+12) [Armor], Close Combat: Unarmed 3 (+8), Deception 6 (+7), Expertise: Criminal 6 (+7), Expertise: Soldier 7 (+8), Insight 0 (+0), Intimidation 4 (+5), Perception 5 (+6) Persuasion 0 (+0), Stealth 6 (+8), Vehicles 1 (+5), Technology 8 (+9)

        Offense
        Init +6; Blaze Cannon +7 (Ranged Damage 9), Electron Beam +7 (Ranged Affliction 9), Shock Glove +8 (Affliction 8), Unarmed +8 (Damage 8)

        Defenses
        Parry 7, Dodge 7, Fort 6, Will 6, Toughness 9/2

        Power Points
        Abilities 36 + Powers 55 + Advantages 7 + Skills 25 + Defenses 16 = Total 139 points

        Complications
        Motivation: Doyle’s a mercenary, plain and simple

        Notes
        I vaguely remember the original Mauler, Aaron Soames, from Daredevil. I also remember Daredevil breaking the armor’s faceplate with a thrown stick, so I have a hard time believing it’s remotely in the league of things like the Crimson Dynamo, much less Iron Man.

        On the other hand, Mauler is a great mook. He's smart enough not to get into fights he can't win, but he brings the versatility of power armor to a lower-powered campaign.

        Doyle has history with Rhodey, and spared him when he stole the armor – though I doubt he’d go easy on War Machine. With the proper incentive, he might sidekick though.
        Last edited by jspade on Sun Jul 15, 2012 3:53 pm, edited 1 time in total.
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