Jack of Spades: Mystique, Avalanche, Growth, Juggernaut

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Re: Jack of Spades vs. the DC Universe: Maxie Zeus

Postby jspade » Mon May 23, 2011 11:38 pm

Maxie ZeusPL 9
    Abilities
    STR 2, STA 3, AGL 2, DEX 2, FGT 4, INT 4, AWE 2, PRE 4

    Advantages
    Benefit: Status 2 (Capo), Benefit: Wealth 3, Connected, Defensive Attack, Defensive Roll 2, Equipment 7, Inspire 2, Languages (Greek, Latin), Planner, Ranged Combat 1, Uncanny Dodge

    Skills
    Athletics 2 (+4), Deception 5 (+9), Expertise: Crime Lord 14 (+18) [Planner], Expertise: History 4 (+8), Insight 7 (+11), Intimidation 7 (+11), Persuasion 9 (+13) [Connected], Technology 2 (+6), Vehicles 2 (+6)

    Powers
    Crazy: Immunity 10 (Telepathy), Limited to half effect • 5 points

    Thunderbolt: Ranged Damage 9, Accuracy +6, Concentration, Easily Removable (−12) • 18 points

    Equipment
    Olympus: Large, TOU 10. Features: Concealed (DC +10), Defense System, Deathtraps, Fire Prevention System, Gym, Hangar, Holding Cells, Library, Living Space, Personnel, Secret (DC 20), Security System 2 (DC 25) • 17 points

    Aquila (Helicopter): Huge, STR 8, SPD 7, DEF 6, TOU 9 • 16 points

    Offense
    Init +2, Thunderbolt +9 (Ranged Damage 9, DC 23), Unarmed +4 (Damage 2, DC 17)

    Defenses
    Dodge 11, Parry 13, Will 10, Fort 6, Toughness 5/3

    Power Points
    Abilities 46 + Powers 23 + Advantages 21 + Skills 26 + Defenses 29 = Total 145 points

    Complications
    Motivation: Maxie believes he is a god, and entitled to live above mere mortals.

    Delusions: Maxie believes he is Zeus. He interprets superheroes as being other figures from Greek myth; Batman is Hades.

    Relationship: The only thing from his old life Maxie still cares about is his daughter Medea; he drops his "Zeus" persona only in her presence.

    Notes
    :idea: Maxie's the villain of my first story arc. He left Gotham, realizing he'd been trespassing in Hades' domain, and set up shop in Chicago, where he's recruited a set of C and D-list villains as his Olympians. He's become part of the Chicago Outfit, which is dominated by the super-villains.

    :idea: Though he's an on-PL fighter with his thunderbolt, Maxie's not a fighter. His real benefit is as a team leader, using his Expertise: Crime Lord and Planner advantage to amplify the awesome of his followers.

    :idea: The fun thing about Maxie is that he brings others into his delusions – and one of my PCs, though she doesn't know it yet, is the daughter of Hermes. Maxie, touched by Dionysus with divine madness, can see this clearly.

    :idea: Maxie Zeus' Olympians – Rainbow Archer (Apollo), Moonbow (Artemis), Madman (Dionysus), Gunhawk (Ares), Cyborgirl (Athena), T.O. Morrow (Hephaestus)
    Last edited by jspade on Sat Jun 11, 2011 4:03 pm, edited 6 times in total.
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    Re: Jack of Spades vs. the DC Universe: Advantages & Powers

    Postby jspade » Tue May 24, 2011 7:23 pm

    Advantages
    Breakin Skill
    You may add ranks of Stealth to Intellect and use it to disarm or disable security devices, as described for the Technology skill.
    Jack of Spades wrote:This is in place so that not every thief needs to be a master hacker also just in order to crack safes or disarm burglar alarms.


    Challenge Combat
    You can make an Intimidation check vs. the target's Will as a Move action, targeting Minions with a single check as usual. If successful, your target takes a −2 penalty to attack anyone but you; three degrees of success increases the penalty to −5. This lasts until the target makes a Will save vs. your Intimidation.

    Focus Skill
    You receive a +5 bonus (which is limited by PL) to a single use of a skill, such as Gather Information or Leaping. You may not apply this to Close Combat or Ranged Combat.

    Improved Knockback Combat • Ranked (2)
    This modifier adds 2 to the chances of checking for knockback (which normally occurs only on a critical hit). It is cumulative with Improved Critical.

    Improved Push Combat
    You do not take a −2 penalty when attempting a push.

    Planner Skill
    Characters with the Planner advantage can devise and execute plans. They are similar to inventions: one-time powers requiring some time and effort to set up.

    For plans, substitute the Intellect rank or an appropriate Expertise (ie Tactics, Deathtraps, etc) skill for both the design and execution checks. The design portion of the plan takes 4 hours per power point of the plan’s cost (pouring over maps and schematics, drawing diagrams, research, brainstorming sessions, simulations, collecting resources, and so forth). The setup of the actual plan takes 10 minutes per point of the plan’s cost. So a plan costing 10 power points takes 40 hours to research and 100 minutes to set up. As with inventing, the plan is good for one scene. Failing the design check means the plan is ineffective and three or more degrees of failure results in a mishap (at the GM’s discretion).

    Improvising a plan has the same effects as jury-rigging an invention. Spending a hero point allows the planner to skip the design check and execute the plan in a number of rounds equal to its cost. An Intellect or appropriate Expertise check against a DC of (15 + the plan’s cost) is needed to successfully execute the plan. Failure means the plan does not work and the time and effort is wasted.

    Takedown Combat • Ranked(2)
    If you render a minion asleep, controlled, incapacitated, paralyzed, transformed, or unaware with a close or ranged attack (choose one) attack, you get an immediate extra attack as a free action against another minion within range and adjacent to the previous target’s location or to you. The extra attack is with the same attack and bonus as the first. You can continue using this advantage until you miss or there are no more minions within range of your attack or your last target. You may not make more total attacks than your attack bonus (unmodified for Maneuvers).

    You may purchase a second rank to execute takedowns with both close and ranged attacks. You may not attack non-adjacent targets using Takedown.

    Power Effects
    Density& Shrinking
    I'm using Taliesin's house rules for these.

    Growth
    Growth modifiers are restricted by PL limits.

    Each rank of Growth adds 1 to your Strength and Stamina (constructs add 1 rank to Strength and Toughness if they lack Stamina), gives a +1 bonus to Intimidation, and a −1 to Stealth.

    Odd-numbered ranks of growth give a −1 penalty to Dodge and Ranged attacks, and +1 to Lifting Strength. Even numbered ranks increase your weight by 3 ranks and your size rank by 1 (ordinary humans start out at size rank -2), which also increases your reach (your reach is equal to your size rank) and speed by 1 rank (you start at speed rank 0). You take a penalty equal to your size modifier vs. Area attacks resisted by Toughness or Fortitude.

    Regeneration
    The base time for regeneration is four minutes (40 action rounds) rather than one minute (10 action rounds).

    Snare
    Action: Attack • Range: Ranged • Duration: Instant • Cost 2 points per rank
    You can restrain a target with bonds of ice, glue, webbing, energy or whatever suits your descriptors. The target makes a Dodge check against your effect DC.

    Snare Save Results
    Success: Target is not snared.
    Failure (one degree) – Entangled: Target is impaired, vulnerable, and has partial cover. If the target needs body parts free to move (legs, wings, jets, etc.), he is also hindered.
    Failure (two degrees) – Trapped: Target is disabled, defenseless, and has total cover. If he needs body parts free to move, he is immobile.

    The target can break out of the snare using Strength or any damage effect that doesn't require freedom of movement. The snare has a toughness equal to power rank, +1 per degree of failure above the maximum, to a maximum of your power level. Damage of Toughness + 10 or greater can break out automatically as a Move action; damage of Toughness + 15 or greater can break out as a Free Action. Alternately, the target can try to escape using Escape Artist vs. DC 20 + Snare rank.

    Extras & Flaws
    Cumulative: As for Afflictions. +1 cost per rank
    Incapacitating: Applied to a snare that is already paralyzing, this makes the third degree of failure incapacitating instead. Flat +1 point
    Paralyzing: With a third degree of failure, the target becomes paralyzed; he is completely covered by the snare and cannot be attacked at all. +1 cost per rank
    Regenerating: Any damage that does not break the snare is repaired at the start of each of your rounds. +1 cost per rank
    Suffocating: An trapped target's breathing passages are covered; he suffocates per the usual rules on suffocation unless he has an appropriate Immunity. +1 cost per rank
    Tether: You have a tether attached to your snare, allowing you to reel in or otherwise exert your strength against the target. It has a maximum length equal to the Snare's rank. Flat +1 point
    Transparent: The snare takes damage only from the one ensnared; those outside can't damage it, and it provides no cover. +1 cost per rank
    Entangle: The snare cannot inflict more than an entangle result, and cannot be layered for additional Toughness.

    Jack of Spades wrote:Affliction is a great mechanic, but it was overloaded trying to handle Snare. I put it back as it's own effect.

    Impervious & Penetrating
    Impervious & Penetrating are handled as they were in second edition.

    3/27/14: Changes to Growth
    Last edited by jspade on Thu Mar 27, 2014 11:41 am, edited 7 times in total.
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    Re: Jack of Spades vs. the DC Universe: Combat

    Postby jspade » Tue May 24, 2011 7:29 pm

    Knockback
    Super-powerful attacks can send opponents flying. A character failing a Damage resistance check by two or more degrees may be knocked back if the attack has appropriate descriptors. The distance is based on the rank of the effect and the target’s mass and durability. Take the Damage rank minus 10 and subtract the target’s Impervious Toughness rank. Modifiers are -1 per rank of Growth or Density, +3 per rank of Shrinking, or use 2-mass rank. Each rank of the attacker's Increased Knockback modifier increases the distance by one.

      Knockback = Damage - Impervious Toughness + Modifiers - 10
    The target is knocked back that distance value. A result of –5 or less results in no knockback. –4 or –3 means the character falls prone in roughly the same spot (although a knockback distance of a few feet may matter if the character is standing on a ledge, for example). So a knockback result of 5 means the character is knocked back 900 feet! (Distance value 5.)

    The character suffers additional damage equal to the knockback result or the Toughness of any obstacle (such as a wall), whichever is less. The obstacle suffers damage equal to the original attack (which may damage or break it). If the character breaks through the obstacle, he keeps going the remainder of the knock back distance or until he hits something else. If the obstacle is another character, treat the result as a slam attack doing damage equal to the original attack to both parties. The character ends up Prone and must get back up normally; a DC 20 Acrobatics check, or the Instant Up Advantage, lets the character land standing instead of prone.

    Combat Actions
    Brace • Move Action
    You may use your Flight or Strength instead of Impervious Toughness to resist knockback, if you take any; underwater, use Swimming instead of Flight unless the Flight has the Aquatic modifier.

    Push • Standard Action
    A push takes a −2 on the attack roll, and uses the attacker's Strength to attempt knockback. The target will take damage if he hits an obstacle. The Move Object effect may attempt to push without penalty.
    Last edited by jspade on Sat Jun 23, 2012 1:58 pm, edited 1 time in total.
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    Re: Jack of Spades vs. the DC Universe: Rainbow Archer

    Postby jspade » Wed May 25, 2011 11:13 pm

    Rainbow ArcherPL 8
      Albrecht Raines
    Abilities
    STR 2, STA 2, AGL 4, DEX 4, FGT 4, INT 0, AWE 2, PRE 1

    Powers
    Bow & Arrows: Array (21 points); Easily Removable (−12) • 18 points
    • Broadhead or Blunt Arrow(s) (Various): Ranged Strength-based Damage 3, Accuracy +2, Extended Range (250'/500'/1,000'), Multiattack, Variable Descriptor; Ranged Affliction 5 (Fort; Impaired, Disabled, Unaware), Limited Degree, Limited to vision, Multiattack • 21 points
    • Bolo Arrow (Cyan): Snare 7; Ranged Affliction 5 (Fort; Impaired, Disabled, Unaware), Limited Degree, Limited to vision • 1 point
    • Cable Arrow (Blue): Movement 1 (Swinging), Snare 8 • 1 point
    • Explosive Arrow (Indigo): Ranged Burst Damage 7 • 1 point
    • Flare Arrow (Orange): Ranged Burst 30' Affliction 8 (Fort; Impaired, Disabled, Unaware), Limited to Vision • 1 point
    • Grease Arrow (Brown): 30' Cloud Ranged Affliction 8 (Acrobatics or AGL; Hindered, Prone), Limited Degree, Limited to those on the ground • 1 point
    • Incindiary Arrow (Red): Ranged Damage 7, Secondary Effect • 1 point
    • Prismatic Arrow (Magenta): 30' Cloud Ranged Concealment 4 (Vision) • 1 point
    • Shock Arrow (Yellow): Ranged Affliction 5 (Fort; Dazed, Stunned, Incapacitated), Progressive • 1 point
    Advantages
    Agile Feint, All-out Attack, Benefit: Status (Made Man), Defensive Roll 2, Improved Aim, Improved Critical 2 (bow), Improved Disarm, Move-by Action, Power Attack, Precise Attack 2 (Ranged Cover & Concealment), Ranged Attack 1, Quick Draw, Takedown (Ranged)†

    Skills
    Acrobatics 4 (+8) [Agile Feint], Athletics 3 (+5), Close Combat: Unarmed 4 (+8), Deception 3 (+4), Expertise: Artist 8 (+8), Expertise: Streetwise 4 (+4), Insight 3 (+5), Perception 3 (+5), Ranged Combat: Bow 4 (+9), Stealth 6 (+10), Vehicles 2 (+6)

    Defenses
    Dodge 12, Parry 10, Will 8, Fort 5, Toughness 4/2

    Power Points
    Abilities 38 + Powers 18 + Advantages 16 + Skills 22 + Defenses 23 = Total 117 points

    Complications
    Motivation: Mercenary

    Enemy: The Rainbow Archer still wouldn't pass up a chance to kill Green Arrow.

    Relationship: The Rainbow Archer has found a friend and lover in Moonbow.

    Reputation: The Rainbow Archer is generally seen as a supervillain loser.

    Rivalry: Gunhawk and the Rainbow Archer do not see eye to eye on methods.

    Notes
    :idea: The Rainbow Archer is a two-time loser to Green Arrow who's actually managed to avoid showing up in any of the recent spate of every-villain-in-the-DCU crossover events.

    :idea: He's an aknowledged Green Arrow rip-off; he uses arrows of every color except green. His normal arrows have a little flare device in them to dazzle the target in case he doesn't kill them. He's actually almost on GA's level, according to his press, but he's still a jobber.

    :idea: Maxie Zeus recruited the Rainbow Archer as his Apollo. Raines finds that working with someone smarter than he is keeps him from getting hit in the face with boxing-glove-on-a-stick.

    † See House Rules
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    Re: Jack of Spades vs. the DC Universe: Moonbow

    Postby jspade » Wed May 25, 2011 11:36 pm

    MoonbowPL 8
      Brittany "Bree" Brandon
    Abilities
    STR 2, STA 2, AGL 4, DEX 4, FGT 6, INT 0, AWE 1, PRE 2

    Powers
    Bow & Arrows: Array (15 points); Easily Removable (−8) • 12 points
    • Broadhead or Blunt Arrow(s): Ranged Strength-based Damage 3, Extended Range (250'/500'/1,000'), Multiattack, Variable Descriptor • 15 points
    • Wounding: Ranged Strength damage 2; Linked to Ranged Affliction 7 (Tou/Fort; Impaired, Disabled, Transformed), Extended Range (250'/500'/1,000'), Inaccurate −2 • 1 point
    • Acid Arrow: Ranged Strength Damage 2; Linked to Ranged Weaken Toughness 7, Affects Objects Only, Inaccurate −2 • 1 point
    • Cable Arrow: Movement 1 (Swinging), Snare 7, Inaccurate −2 • 1 point
    • Anesthetic Gas Arrow: Ranged strength Damage 2; Linked to Ranged Affliction 7 (Fort; Fatigued, Exhausted, Asleep), Inaccurate −2 • 1 point
    • Vertigo Arrow: Ranged 30' Burst Affliction 7 (Fort; Impaired & Vulnerable, Disabled & Defenseless), Extra Condition, Hearing-dependent, Limited Degree • 1 point
    • Smoke Arrow: Ranged 60' Cloud Concealment 2 (Normal Vision) • 1 point

    Advantages
    Agile Feint, Benefit: Status (Made Man), Breakin†, Connected, Equipment 1, Defensive Roll 1, Improved Aim, Improved Disarm, Improved Critical 1 (bow), Precise Attack 2 (Ranged Cover & Concealment), Ranged Attack 1, Quick Draw

    Skills
    Acrobatics 6 (+10) [Agile Feint], Athletics 8 (+10), Close Combat: Unarmed 4 (+10), Deception 8 (+10), Expertise: Finance 4 (+4), Insight 5 (+8), Perception 3 (+5), Persuasion 4 (+6) [Connected], Ranged Combat: Bow 6 (+11), Stealth 10 (+14/+10) [Breakin], Vehicles 2 (+6)

    Equipment
    Burglary Tools • 1 point
    Flashlight • 1 point

    Offense
    Init +4, Gas Arrow +9 (Ranged Damage 2, DC 17, & Affliction 7, DC 17, Crit 19=20), Broadhead Arrow +11 (Ranged Multiattack Damage 5, DC 20, Crit 19-20), Cable Arrow +9 (Snare 7, DC 17), Vertigo Arrow (Ranged Burst Affliction 7, DC 17), Wounding shot +9 (Ranged Damage 2, DC 17, & Affliction 7, DC 17), Unarmed +10 (Damage 2, DC 17)

    Defenses
    Dodge 13, Parry 11, Will 4, Fort 5, Toughness 3/2

    Power Points
    Abilities 42 + Powers 13 + Advantages 13 + Skills 30 + Defenses 20 = Total 118 points

    Complications
    Motivation: Thrillseeker

    Relationship: Moonbow finds the Rainbow Archer to be a sensitive soul and mentor
    Robin Hood: Moonbow isn't all the way gone. She's never killed anyone and still balks at it; her criminal activities support charitable works.

    Notes
    :idea: Moonbow started out as a Firestorm character, intending to be a Robin Hood-style hero. She was injured and apparently scared off adventuring, but showed up later as part of one of Circe's gangs.

    :idea: My take is that her criminal ventures caused her rich father to disown her, so she turned to crime to survive. That led to Maxie Zeus recruiting her as his Artemis, and her relationship with the older Rainbow Archer.

    :idea: Rainbow Archer and Moonbow are the Bonnie and Clyde of the gadget archer set. She's not as gadget focused as he is, ending up more low-tech. Her Wounding Shot "transforms" the target into having a lasting injury.

    :idea: Moonbow's also a decent thief; she's given up just targeting criminals for her burglaries.

    † See House Rules
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    Re: Jack of Spades vs. the DC Universe: Madman

    Postby jspade » Fri May 27, 2011 12:39 am

    MadmanPL 8
      Farley Fleeter
    Abilities
    STR 2, STA 2, AGL 5, DEX 1, FGT 5, INT 2, AWE 0, PRE 1

    Powers
    Maddening Touch: Affliction 3 (Will; Impaired, Stunned, Controlled), Progressive, Sustained • 16 points
      AE Hallucinatory Touch: Affliction 7 (Will; Vulnerable, Defenseless, Unaware), Cumulative • 1 point
    Madmen!: Summon 2, Active, Controlled, Horde (Not Distracting), Limited: Need people to transform, Multiple Minions 5 (32 minions), Resistible • 28 points

    Advantages
    Agile Feint, Defensive Roll 1, Favored Environment: Psychedelic

    Skills
    Acrobatics 7 (+12) [Agile Feint], Athletics 8 (+10), Expertise: Streetwise 3 (+5), Sleight of Hand 3 (+4), Stealth 5 (+10)

    Offense
    Init +5, Hallucinatory Touch +5 (Affliction 7, DC 17), Unarmed +5 (Damage 2, DC 17)

    Defenses
    Dodge 13, Parry 13, Will 4, Fort 6, Toughness 3/2

    Power Points
    Abilities 36 + Powers 44 + Advantages 3 + Skills 13 + Defenses 24 = Total 120 points

    Complications
    Motivation: Greed

    Enemies: Blue Beetle, now Hawk & Dove
    Flamboyant: Fleeter can't resist having his Madmen make a big show whenever possible

    Notes
    :idea: He's mad, he's bad, he's a brightly colored Ditko bit of zaniness! Madman is mooks-in-a-box, with the additional benefit of being able to make his own at need.

    :idea: One of the few native Chicagoland bad guys I was able to track down for my Chicago campaign, Madman fills the role Dionysus in Maxie Zeus' pantheon. He's a drug dealer now, with his own madness powers as one of the products he offers; his ability to recruit Joe Normal to be his dealer or mule for other items lets Madman himself stay safely far from any investigation.

    :idea: The effect of Madman's Maddening Touch is to turn someone into a Madman. He can generally yank a couple or three dozen out of a crowd of bystanders, and he's usually got some following him around. I pretty much made up the hallucinatory effect.

    † See House Rules

    Madmen! • PL 4
    STR 2 STA 2 AGL 2 DEX 1 FGT 4 INT 0 AWE -1 PRE -1

    Advantages: Set-up
    Skills: Acrobatics 4 (+6), Athletics 4 (+6), Close Combat: Unarmed 2 (+6), Deception 6 (+5) [Set-up], Sleight of Hand 2 (+3)
    Offense: Initiative +2, Unarmed +6 (Damage 2, DC 17)
    Defenses: Dodge 6, Parry 6, Fort 2, Will -1, Tou 2
    Power Points: Abilities 14 + Advantages 1 + Skills 9 + Defenses 6 = Total 30 points
    The Madmen are transformed bystanders who think doing what Madman tells them to is a really cool idea. Their clothing changes to a monochrome psychedelic camo version of whatever they were wearing, though Madman hands out body stockings to repeat minions.
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    Re: Jack of Spades vs. the DC Universe: Madman and the Madmen

    Postby jspade » Mon May 30, 2011 7:17 pm

    GunhawkPL 8
      Liam Hawkleigh
    Abilities
    STR 3, STA 3, AGL 2, DEX 2, FGT 4, INT 1, AWE 4, PRE 1

    Powers
    Goggles: Ranged Combat 1, Senses 5 (Analytical Vision, Extended Vision 1, Infravision, Low-Light Vision), Removable (−1) • 5 points

    Advantages
    All-Out Attack, Benefit: Status (Made Man), Connected, Defensive Roll 1, Equipment 6, Instant Up, Improved Aim, Improved Critical 2 (Rifle), Precise Attack 2 (Ranged Cover & Concealment), Ranged Combat 5, Power Attack, Quick-Draw, Sidekick 13 (Gunbunny)

    Skills
    Athletics 8 (+11), Expertise: Guns 4 (+5), Expertise: Soldier 3 (+4), Expertise: Tactics 5 (+6), Intimidation 5 (+6), Perception 4 (+8), Ranged Combat: Rifle 3 (+12/13) [Goggles], Stealth 10 (+12), Vehicles 2 (+4)

    Equipment
    Costume: Protection 1, Subtle • 2 points
    Comlink1 point
    Camo Net: +5 to Stealth in appropriate environment • 1 point
    Arsenal: Array (18 points) • 23 points
    • Sniper Rifle: Ranged Damage 5, Multiattack, Extended Range 3 (1,000'/2,000'/4,000'), Subtle, Improved Critical • 21 points
    • Grenades & Grenade Launcher: Ranged Burst Damage 5 • 1 point
    • Pistols: Ranged Damage 4 • 1 point
    Offense
    Init +2, Sniper Rifle +13 (Ranged Multiattack Damage 5 (DC 20), Crit 18-20), Pistol +10 (Ranged Damage 3, DC 18), Grenades +10 (Ranged Burst Damage 5, DC 20)

    Defenses
    Dodge 11, Parry 9, Will 6, Fort 6, Toughness 5/4

    Power Points
    Abilities 40 + Powers 5 + Advantages 36 + Skills 22 + Defenses 19 = Total 124 points

    Complications
    Motivation: Thrills and money

    Alcholism: Gunhawk is an alcoholic, though currently in recovery.

    Obsession: Gunhawk loves guns, owning them as well as using them.

    Patriot: Despite his criminal activities, Gunhawk still considers himself a patriot and will not act against American interests, or fire on people likely to be veterans (such as cops).

    Relationships: Other than guns and money, the only thing Gunhawk cares about is Bunny.

    Notes
    :idea: Gunhawk, whose main claims to fame are getting beaten up by a guy who called himself Batman, and losing his sidekick to become a better-known super-vilain than he is. Perfect.

    :idea: Writing up Gunhawk made me realize the Heroes Handbook had given pretty short shrift to rifles. Gunhawk appears to favor an M16A3 with a suppressor and scope, but the ranges in the book are far too short. The example I have for him isn't meant to be anything exotic.

    :idea: Of course, for a particular job, Gunhawk could be packing anything, from a Accuracy International AW .50 cal to a pair of MAC-10s. A gun nut like Gunhawk would use the right tool for the job.

    :idea: In his usual combat mode, Gunhawk will be prone, (-5 to be hit with ranged attacks) and using his camo cloak to conceal his hide (giving him effectively Stealth 17). He'll be making All-Out Power Attacks, counting on concealment for defense; if he doesn't take his target out fast, he'll take his planned escape route and try again later.

    :idea: Gunbunny (the current one, not Pistolera) is nearly as capable as Gunhawk; she works as his spotter and security while he's shooting.

    :idea: Maxie Zeus has hired Gunhawk as Ares for his gang. Gunhawk thinks Maxie is a nutjob, but his money spends as well as anyone else's.

    Gunbunny • PL 7
    STR 1 STA 2 AGL 2 DEX 2 FGT 4 INT 0 AWE 0 PRE 0

    Advantages: Equipment 4, Ranged Combat 6

    Powers: Goggles (as Gunhawk's) • 5 points

    Skills: Athletics 7 (+8), Expertise: Guns 4 (+4), Expertise: Streetwise 2 (+2), Persuasion 4 (+4), Stealth 6 (+8), Vehicles 1 (+3)

    Equipment: Sniper Rifle (Ranged Damage 5, Extended Range 3, Improved Aim, Improved Critical), AE Dual Machine Pistols (Ranged Damage 3, Multiattack), Comlink, Costume (Protection 1, Subtle)

    Offense: Init +1, Rifle +9 (Ranged Damage 5, DC 20), Machine Pistols +9 (Ranged Damage 3, Multiattack, DC 18), Unarmed +4 (Damage 1, DC 16)

    Defense: Dodge 11, Parry 9, Will 2, Fort 4, Tou 3

    Point Totals: Abilities 22 + Powers 5 + Advantages 6 + Skills 12 + Defenses 20 = Total 65 points
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    Re: Jack of Spades vs. the DC Universe: Cyborgirl

    Postby jspade » Thu Jun 09, 2011 9:54 pm

    CyborgirlPL 8
      LaTonya Charles
    Abilities
    STR 8, STA –, AGL 1, DEX 3, FGT 4, INT 0, AWE 0, PRE 0

    Powers
    Cyborg Body: Density 2†, Permanent; Immunity 30 (Fortitude effects), Protection 7, Impervious 5; Innate • 50 points

    Electronics: Senses 2 (Infravision, Radio) • 2 points

    Hydraulics: Speed 5 (60 mph) • 6 points
    • Leaping 5 (250') • 1 point
    Attachments: Array (18 points) • 20 points
    • Sonic Cannon: Ranged Damage 9 • 18 points
    • Computer Probe: Comprehend Machines 2; Mind Reading 9, Affects Machines only (vs. Technology), Close, Sensory Link; Quickness 10, Limited to mental tasks • 1 point
    Advantages
    Benefit: Status (Made Man), Ranged Combat 4, Takedown: Ranged†

    Skills
    Athletics 2 (+10), Close Combat: Unarmed 4 (+8), Indimidation 5 (+5), Technology 3 (+3)

    Offense
    Init +1, Sonic Cannon +7 (Ranged Damage 9, DC 24), Unarmed +8 (Damage 8, DC 23)

    Defenses
    Dodge 7, Parry 7, Will 3, Fort –, Toughness 9

    Power Points
    Abilities 18 + Powers 77 + Advantages 6 + Skills 7 + Defenses 12 = Total 120 points

    Complications
    Motivation: Mercenary

    Addiction: Cyborgirl is still psychologically addicted to Tar, though it has no physical effect on her robotic body.
    Lazy: Cyborgirl takes shortcuts that often aren't worth it

    Notes

    :idea: B-list villainous powerhouses who aren't Superman-class are surprisingly hard to find in the DCU. Female ones are even harder.

    :idea: Cyborgirl's pretty straightforward: Cyborg without the skill. Or a clue. Maxie Zeus made her his Athena on the basis of her computer probing abilities, but really she's about as wise as a doorknob.

    :idea: A surprising number of villains, of both genders, think fuscia is a good color for costumes. They're wrong.

    † See House Rules
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    Re: Jack of Spades vs. the DC Universe: T.O. Morrow

    Postby jspade » Sat Jun 11, 2011 4:02 pm

    T.O. MorrowPL 9
      Tomek Ovadya Morah
    Abilities
    STR 0, STA 0, AGL 0, DEX 2, FGT 2, INT 7, AWE 3, PRE 1

    Advantages
    Benefit (Expert Roboticist; +5 to robot-related rolls), Defensive Roll 2, Equipment 8, Improved Defense, Inventor, Languages (English, Russian, Polish), Ranged Combat 6, Ultimate Effort: Robotics

    Skills
    Deception 4 (+5), Expertise: Current Events 2 (+9), Expertise: Science 6 (+13), Perception 3 (+6), Technology 12 (+19) [Benefit, Ultimate Effort: Robotics], Vehicles 3 (+4)

    Equipment
    Laboratory: Medium, TOU 10. Features Communications, Computer, Defense System, Deathtraps, Laboratory, Living Space, Power System, Secret 2 (DC 25), Security System 2 (DC 25), Workshop • 19 points
    • Futurescope: Senses 4 (Precognition) • 4 points
    • Time Door: Movement 2 (Time Travel, Future) • 4 points
    Mad Scientist's gear

    Offense
    Unarmed +2 (Damage 0, DC 15)

    Defenses
    Dodge 8, Parry 8, Will 6, Fort 4, Toughness 2/0

    Power Points
    Abilities 30 + Advantages 21 + Skills 15 + Defenses 21 = Total 87 points

    Complications
    Motivation: Proving his scientific genius

    Ambivalent: Morrow has been on both sides of the law. He has bursts of meaning well and trying to do good, but his ego always leads him back outside the law.
    Egotistical: Morrow is used to being the smartest man in the room, and assumes he knows best for everyone. He pursues his science without thought to any possible consequences.
    Enemies: Other than the JLA (and particularly the Red Tornado), Morrow has a rivalry with Professor Ivo

    Notes
    :idea: I love TO Morrow. He's pretty sanguine about losing; I don't recall him ever actually putting up a struggle once his plan had been defeated, and he doesn't have Professor Ivo's nasty murderous streak. He's just a mad scientist.

    :idea: Duncan Rouleau used Morrow brilliantly in his Metal Men mini-series, and planted the idea in my head that his elemental androids were the precursors of Will Magnus' later alchemical Metal Men. Morrow doesn't seem to realize what he did, but his androids, unlike Ivo's, have real souls.

    :idea: Gail Simone humanized him for me when he helps Wonder Woman defeat Genocide; there are limits to Morrow's depravity.

    :idea: So now TO Morrow's my go-to mad scientist for my campaign. He's got androids and time travel under his belt. He's being funded by Maxie Zeus, in return for acting as Maxie's Hephaestus; in practice, this means Maxie gets to borrow Red Volcano sometimes.
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    Re: Jack of Spades vs. the DC Universe: T.O. Morrow

    Postby Unbeliever » Sat Jun 11, 2011 5:32 pm

    Just wanted to let you know, really digging both these builds -- I also love Morrow and a few of the other more obscure characters you've done, like Lady Blackhawk (who I've planned on stealing and using for my game already). Can we expect a Pistolera build eventually? I didn't see her. And, I liked that you collected your house rules in an easy to find place. I'm also stealing a bunch of those, too :D . I had actually used a construction similar to your Planner Advantage for a mastermind already.

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    Re: Jack of Spades vs. the DC Universe: T.O. Morrow

    Postby jspade » Sat Jun 11, 2011 6:21 pm

    I don't know if I'll have a use for Pistolera, but I'm keeping her in mind. I'm trying to let my PCs build up a rogues gallery from names in the DCU, and she'd be a good foil for our new Manhunter, so perhaps. I wouldn't call Lady Blackhawk that obscure these days though, after all the exposure she's gotten in Birds of Prey. Now Rainbow Archer and Moonbow...

    I can't claim a lot of credit for originality on the house rules; most of them are the outcome of discussions I've read here on the the Think Tank. But I'm glad they're proving useful.
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    Re: Jack of Spades vs. the DC Universe: Green Lantern Corpsman

    Postby jspade » Sat Jun 23, 2012 1:16 pm

    Green Lantern Corpsman • PL 10
      Abilities
      STR 1, STA 2, AGL 1, DEX 2, FGT 4, INT 1, AWE 2, PRE 1

      Powers
      AI: Enhanced Advantage: Minion 6 • 6 points
      Power Ring: 82 points; Feature: Can only be used by those with strong will, the Guardians, or the ring's own AI (+1); Removable (-16) • 67 points
        Aura: Immunity 7 (Environmental heat, cold, radiation; pressure extremes; suffocation) • 7 points
        Flight: Flight 14, Movement 3 (Space Travel 2, Environmental Adaptation: Zero Gravity) • 34 points
        Force Field: Protection 8, Sustained • 8 points
        Illumination: Environment (Light) 2 • 2 points
        Light of Will: Array (27 points) • 30 points
          Constructs: Create 13, Precise, Stationary • 27 points
          Force Blast: Ranged Damage 13, Variable Descriptor (physical) • 1 point
          Manipulators: Move Object 13, Precise • 1 point
          Movable Constructs: Create 9, Movable • 1 point
        Uniform: Feature 1 (Quick Change) • 1 point
      Advantages
      Benefit: Green Lantern, Equipment (Power Battery), Fearless, Minion 6 (Ring AI), Ultimate Effort: Will Save

      Skills
      Athletics 3 (+4), Expertise: Law Enforcement 4 (+5), Insight 3 (+5), Investigation 3 (+4), Perception 3 (+5), Persuasion 3 (+4), Ranged Combat: Power Ring 5 (+7)

      Defenses
      Dodge 10, Parry 4, Will 9, Fortitude 4, Toughness 10 (2 without ring)

      Power Points
      Attributes 28 + Powers 73 + Advantages 4 + Skills 12 + Defenses 18 = Total 135 points

      Complications
      Power Loss: The ring must be recharged roughly every 24 hours, or more frequently if used extensively or at high levels.

      Notes
      :idea: I don't find there to be much relationship between Will defense in Mutants & Masterminds and the willpower that powers the power rings. Hal Jordan is mind controlled all the time. Instead, all Green Lanterns must have Fearless and Ultimate Will, the later reflecting their ability to bring their willpower to bear against mental attacks when they need to.

      :idea: Every Green Lantern is a superhero in his own right. While some get treated as minions in epic battles, ideally each would be an individual. Some examples who fit within this template:
        Isamot Kol
        Powers: (Array) Ranged Damage 10, Multi-Attack, Accuracy +2, Dynamic; Damage 16, Multi-Attack, Dynamic; Move Objects 16, Variable Descriptor, Dynamic. Advantages: Close Combat +5, Defensive Attack, Takedown Skills: Athletics 3 (+5), Expertise: Law Enforcement 6 (+7), Expertise: Soldier 8 (+9), Insight 6 (+8), Investigation 3 (+4), Intimidation 5 (+6), Perception 6 (+8), Ranged Combat: Power Ring 4 (+6), Stealth 4 (+5). Totals: Powers 6 + Advantages 7 + Skills 4 = Total 17 points

        Isamot Kol is a Lizarkon from Thanagar.

        Soranik Natu
        Attributes: STR 0, INT 4. Advantages: Skill Mastery (Treatment). Powers: (In Array) Healing 18, Stabilize, Treatment check required; Senses 10 (Analytical Vision, Analytical Olfactory, Microscopic Vision 3, Vision Penetrates Concealment), Move Action, Noticable Skills: Expertise: Law Enforcement 6 (+10), Intimidation 3 (+5), Investigation 3 (+7), Treatment 14 (+18)

        Procanon Kaa
        Abilities: INT 2, PRE 2. Advantages: Accurate Attack, Defensive Attack. Powers: (Array slots) Restraints, Transport. Skills: Athletics 3 (+4), Expertise: Law Enforcement 8 (+10), Insight 3 (+5), Investigation 7 (+10), Perception 3 (+5), Persuasion 7 (+9), Ranged Combat: Power Ring 5 (+7), Technology 2 (+4).

        A very experienced Green Lantern, Procanon Kaa has had many confrontations with the Khunds and is banned from many of their worlds in his sector. A Khundish attack recently killed his daughter; even so, he and Wonder Woman prevented the destruction of the Khundish homeworld, and he has taken the Khundish Kho Kharhi as his apprentice.

        Vath Sarn
        Powers: (Array) Ranged Damage 10, Multi-Attack, Accuracy +2, Dynamic; Damage 16, Dynamic; Move Objects 16, Variable Descriptor, Dynamic. Advantages: All-Out Attack, Ranged Combat +2, Takedown Skills: Athletics 3 (+5), Expertise: Law Enforcement 6 (+7), Expertise: Soldier 8 (+9), Expertise: Tactics 4 (+5), Insight 6 (+8), Investigation 3 (+4), Intimidation 5 (+6), Perception 6 (+8), Ranged Combat: Rannian Weapons 4 (+8), Stealth 4 (+5) Totals: Powers 6 + Advantages 4 + Skills 8 = Total 18 points

        The Green Lantern from Rann.

      :idea: The vast majority of the Corps are Sector Lanterns. Two Lanterns (ideally) are assigned to each space sector, patrolling for danger. Oa itself is considered to be in all sectors, so sector Lanterns are often found at "headquarters" for various reasons. The Corps also maintains sector houses, regional bases where sector Lanterns can rendezvous to coordinate their actions, temporarily confine prisoners, or relax in one another's company.

      Honor Guard
      A cadre of Lanterns is semi-permanently assigned to Oa. They have a variety of ceremonial and bureaucratic duties, ranging from training new recruits to records. Most, however, are roving troubleshooters, intervening when the sector Lantern is overwhelmed or too inexperienced. Roles within the Honor Guard include:
      • Clarissi: The protocol officer and liaison with the Guardians. Leader, after the Guardians, of the Corps. Currently Salaak.
      • Illustres: Operational leaders of the Honor Guard in the field. Next after the Clarissi in the chain of command. Lanterns Kyle Rayner and Guy Gardner are the current Illustres Honor Guards.
      • "Drill Instructor:" Chief training officer for new recruits. Kilowog has recently left the role after 20 years; Stel has assumed the duty.
      • Keeper of the Book of Oa: Maintains the Corps' exhaustive records.
      • Warden of the Sciencells: Voz ensures that the prisoners are well cared for, and have no chance of escape.

      The artificially intelligent ring is a minion; it has its own powers, but can also use the powers of the ring device.

      Abilities: STR –, STA –, AGL –, DEX 0, FGT –, INT –, AWE 0, PRE –

      Advantages: Eidetic Memory

      Powers:
        Artificial Intelligence: Immunity (Fortitude Effects); Quickness 10, Mental Only; Senses 1 (Time Sense) • 36 points
        Dimensional Access: Movement 1 (Dimension Travel to pocket dimension), Attack • 2 points
        Energy Analysis: Senses 10 (Accurate, Acute, Energy Senses; Ranged Detect Life; Ranged Detect Energy) • 10 points
        Holograms: Illusion 1 (Visual, Auditory, Olfactory), Quirk 2: Monochrome • 2 points
        Ring: Protection 12, Impervious, Innate; Shrinking 20, Innate, Permanent • 46 points
        Telecommunications: Comprehend Machines 2; Radio Communication 3, Rapid 2 • 21 points
        Telepathy: Comprehend Languages 4, Affects Others; Mental Area Communication 1; Mind Reading 12, Close Range, Limited to Surface Thoughts; Senses 5 (Communication Link to Central Power Battery; Accurate Ranged Detect Emotion, Limited to Will) • 30 points
      Defenses: Dodge –, Parry –, Will –, Fort –, Tou 12

      Totals: Abilities -60 + Powers 147 + Advantages 1 + Skills 0 + Defenses 0 = 88 points
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      Re: Jack of Spades vs. the DC Universe: Green Lantern Corpsman

      Postby Thorpacolypse » Sat Jun 30, 2012 4:56 pm

      Wow, a jspade sighting. Cool.

      Nice GL Corpsman. I need to work on more of those for my personal setting soon.
      Shop J-Mart!

      Service with a smilie! :)

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      Re: Jack of Spades vs. the DC Universe: Green Lantern Corpsman

      Postby JoshuaDunlow » Sat Jun 30, 2012 7:04 pm

      Very nice green lantern build. Awesome :)

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      Jack of Spades Iron Men: Iron Man

      Postby jspade » Fri Jul 06, 2012 12:33 pm

      Iron ManPL 12
        Abilities
        STR 11/2, STA 3/2, AGL 2, DEX 4, FGT 6, INT 9, AWE 3, PRE 4

        Powers
        ARC Reactor: Feature: Power • 1 point

        Iron Man Mk V Mod 3: Density 1, Innate; Activation 2 (−2 points), Removable (−28) • −25 points
          Accessories: Features (Loudspeaker, Searchlights) • 2 points

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

          Boot Jets: Flight 9 (1,000 mph) • 18 points
            AE Jet Jump: Enhanced Skills 14 (Acrobatics 8, Athletics 6), Leaping 3 • 1 point
          Computer: Enhanced Advantages 3 (Favored Environment: Air to air, Improved Aim, Uncanny Dodge) • 3 points

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

          Servos: Enhanced Strength 8 • 16 points

          Weapons Systems: Array
            AE Repulsors: Move Object 11, Accurate +2, Damaging, Limited to Away, Split 1 • 24 points
            AE Anti-Tank Mini-Missiles: Ranged Damage 14, Burst 9, Inaccurate −2, Homing 2, Unreliable (4 uses) • 1 point
            AE Mini-Missiles: Ranged Multiattack Damage 6, Accurate +6, Precise Attack (Ranged cover & concealment) • 1 point
            AE Lasers: Ranged Multiattack Damage 10, Accurate +4, Tiring • 1 point
            AE Uni-Beam: Move Object 14, Damaging, Decreased Range 2, Inaccurate −2, Limited to Away, Quirk: Not while flying • 1 point
            AE Chaff & Flares: Ranged 30' Burst Area Affliction 8 (Fort; Impaired, Disabled, Unaware), Cumulative, Limited to Sight & Accurate Radio • 1 point
          Radio & Satellite Link: Radio Communication 4, Area 2, Rapid 2, Subtle 1 • 21 points

          Sensors: Senses 15 (Accurate Analytical Radio, Analytical Hearing & Vision, Direction & Distance Sense, Enhanced Vision 1, Infravision, Low-Light Vision, Time Sense, Vision Penetrates Light Cover) • 15 points

        Advantages
        All-Out Attack, Attractive, Benefit 7 (Billionaire, Fame, Security Clearance), Equipment 8, Inventor, Minion 6 (JARVIS), Minion 6 (Pepper Potts), Ranged Combat 2, Skill Mastery: Technology, Taunt, Ultimate Technology

        Skills
        Acrobatics 0 (–/+10) [Armor], Athletics 0 (+2/+17) [Armor], Close Combat: Unarmed 3 (+9), Deception 5 (+9/+11) [Attractive, Taunt], Expertise: Business 5 (+14), Insight 0 (+3), Intimidation 0 (+4), Perception 2 (+5) Persuasion 4 (+8/+10) [Attractive], Ranged Combat: Weapons Array 3 (+9), Stealth 0 (+3), Technology 11 (+20) [Inventor, Skill Mastery, Ultimate Skill], Vehicles 2 (+6).

        Equipment
        Stark House: Large; Tou 12; Features: Communications, Computer, Fire Prevention System, Garage, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Security System 3 (DC 30), Workshop • 20 points
        Private 747: Colossal, STR 16, Flight 7, Defense 2, TOU 13. Features: Living Space, Workshop. • 20 points
          AE Luxury Jet: Gargantuan, STR 12, Flight 8, Defense 4, TOU 11. • 1 point
          AE Helicopter: Huge, STR 8, Flight 7, Defense 6, TOU 9. • 1 point
          AE Armored Limo: Huge, STR 8, Speed 5, Defense 6, TOU 11. • 1 point
          AE Yacht: Huge, STR 10, Swimming 5, Defense 6, TOU 9.

        Offense
        Init +2; Anti-Tank Missiles +7 (Ranged Damage 14, Burst 9), Laser +13 (Ranged Multiattack Damage 10), Mini-Missiles +15 (Ranged Multiattack Damage 6), Repulsors +11 (Damaging Move Object 11), Unarmed +9 (Damage 11), Uni-beam +7 (Damaging Move Object 14)

        Defenses
        Parry 9, Dodge 10, Fort 8/7, Will 9, Toughness 14/2

        Power Points
        Abilities 56 + Powers 109 + Advantages 37 + Skills 16 + Defenses 24 = Total 242 points

        Complications
        Motivation: Tony feels responsible to make up for the harm done in his name and build the better world of the future.

        Alcoholic: Tony is a recovering alcoholic.
        Broken Heart: Tony relies on the ARC reactor in his chest to both power his armor and keep his heart beating.
        Fame: Even before becoming Iron Man, Tony Stark was famous; now he’s a superstar.
        Relationships: With Pepper Potts and Jim “Rhodey” Rhodes (aka War Machine); he also counts Captain America and Mr. Fantastic among his close friends.
        Power Loss: Tony doesn't always have the Iron Man at hand; even the lighter suitcase armor has to be carried.
        Power Loss: Failing a damage save by 3 or more degrees will cause a system failure, neutralizing one of Iron 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); Iron Man gets no hero point in that case.
        Weakness: Exhausting the ARC reactor's power (becoming Incapacitated due to armor-related Extra Effort) risks stopping Stark's heart. He acquires the Dying condition if this happens.

        Notes
        :idea: This is mostly the movie version of Iron Man; John Favreau and Robert Downey Jr. captured him better than any creative team since Dave Michelinie and Bob Layton.

        :idea: Tony isn’t incapable outside the armor; he trains with Happy Hogan and can handle himself under fire even if he’s momentarily unarmed. The suit helps a lot, though.

        :idea: Iron Man is as flexible on his caps as most highly trained martial artist types, but he does it by varying his choice of weapon system rather than by Advantages. He's anywhere from +15/6 to +7/14, depending on what he chooses to attack with. On top of that, he's perfectly willing to stand there, using All-Out Attack, and rely on the armor to protect him from whatever the bad guys throw while he takes his shot.

        J.A.R.V.I.S. • PL5 • MR6
        STR – STA – AGL – DEX 0 FGT – INT 3 AWE 0 PRE –

        ADVANTAGES: Assessment, Eidetic Memory
        POWERS: Comprehend Machines 2, Concealment 10 (Permanent), Immunity 60 (Fortitude & Will Effects), Incorporeal 4 (Digital, permanent), Quickness 10 (Mental only), Senses 1 (Time sense)
        SKILLS: Expertise: Servant 1 (+4), Investigation 7 (+10) [Well-Informed], Perception 4 (+4), Treatment 3 (+6), Technology 7 (+10)
        OFFENSE: Init -5.
        DEFENSE: Parry -5, Dodge -5, Will –, Fort –, Toughness -5
        TOTALS: Attributes -44 + Advantages 2 + Powers 110 + Skills 11 + Defenses 0 = 79 points
        Last edited by jspade on Sat Aug 24, 2013 2:20 am, edited 6 times in total.
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