MORE MARVEL R2P PL10-verse: DEVIL DINOSAUR & MOON BOY

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Dureign
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Re: LEGEND'S 101 R2P Marvel Builds: WOLVERINE & DONE. REQUESTS?

Post by Dureign » Fri Jun 01, 2012 3:36 pm

I'm amazed at how simple and elegant a lot of these playable builds are. Have you done a similar R2P treatment for the DC world?

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kenseido
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Re: LEGEND'S 101 R2P Marvel Builds: WOLVERINE & DONE. REQUESTS?

Post by kenseido » Fri Jun 01, 2012 3:40 pm

Would love to see Moonstone.
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legend
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Re: LEGEND'S 101 R2P Marvel Builds: WOLVERINE & DONE. REQUESTS?

Post by legend » Fri Jun 01, 2012 4:32 pm

Dureign wrote:I'm amazed at how simple and elegant a lot of these playable builds are. Have you done a similar R2P treatment for the DC world?
Haven't touched DC. Maybe I'll try it out.


legend
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VR-041 SABER CYCLONE (PL 10)

Post by legend » Sat Jun 02, 2012 10:27 am

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Saber Cyclone Battloid

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CVR-3 Personal Armor

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Saber Cyclone Cycle

STR 2/6, STA 2, AGL 3/7, DEX 2, FGT 3/7, INT 1, AWE 2, PRE 1
Powers:
Cyclone Battloid Armor: Removable (-14 points) • 56 points
-Abilities: Enhanced Strength 4, Enhanced Agility 4, Enhanced Fighting 4 • 24 points
-Arm Discs: Enhanced Defenses 2 (Dodge, Parry) • 2 points
-Heavy Armor: Enhanced Impervious Protection 6 • 12 points
-High-Frequency Saber: Strength-based Damage 5, Penetrating 5 • 10 points
-HUDS Targeting: Enhanced Advantage 2 (Ranged Attack 2) • 2 points
-Limited Flight: Leaping 5 • 5 points
-Missile Barrage: Ranged Burst Area Damage 10, Unreliable (5 uses) • 10 points
-Veritech: Morph 1, Metamorph (Cyclone Cycle), Limited to Cyclone Battloid Armor • 5 points
Equipment:
Blaster Pistol: Ranged Damage 5 • 10 points
CVR-3 Personal Armor • 48 points
-Cyclone Connection Hard Points: Feature 1 • 1 point
-Laser Resistant: Immunity 5 (Laser Damage), Half Effect • 3 points
-Infrared: Senses 1 (Infravision) • 1 point
-Light Sensitive Visor: Immunity 5 (Visual Afflictions), Half Effect • 3 points
-Protection: Impervious Protection 4 • 8 points
-Short-Range Radar: Senses (Accurate Radio, Extended 2) • 5 points
-Short Range Radio: Radio Communications 2, Subtle • 9 points
-Self-Sustained: Immunity 18 (Fire Damage, Life Support (excluding heat & radiation), Radiation Damage) • 18 points
Advantages: Accurate Attack, Connected, Defensive Attack, Equipment 12, Favored Foe (Invid), Improved Initiative, Improved Trip, Move-By Action, Power Attack
Skills: Acrobatics 2 (+5/9), Athletics 4 (+6/10), Close Combat: Unarmed 7 (+10/14), Investigation 4 (+5), Perception 6 (+8), Ranged Combat: Guns 11 (+13/15), Stealth 2 (+5/9), Technology 3 (+4), Vehicles 13 (+15)
Offenses:
Initiative +7/11
High-Frequency Saber +9, Close, Damage 11 (Penetrating 5)
Missile Barrage -, Ranged Burst Area, Damage 10
Blaster Pistol +11/13, Ranged, Damage 5
Unarmed +10/14, Close, Damage 2/6
Defenses: Dodge 3/8, Parry 3/8, Will 10, Fortitude 10, Toughness 6/12
Power Points: Abilities 32 + Powers 56 + Advantages 20 + Skills 26 + Defenses 16 = 150

legend
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BENE GESSERIT (PL 10)

Post by legend » Sat Jun 02, 2012 5:38 pm

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STR 0, STA 5, AGL 5, DEX 0, FGT 3, INT 1, AWE 9, PRE 2
Powers:
Internal Organic-Chemical Control: Immunity 2 (Disease, Poison), Check Required (Awareness DC 11) • 1 point
Mental Disciple: Immunity 6 (Fear, Interaction Skills), Half Effect • 3 points
Oral Analysis: Senses 2 (Acute, Analytical Taste), Check Required (Awareness DC 11) • 1 point
Other Memory: Enhanced Advantages 2 (Beginner's Luck, Eidetic Memory); Feature 1 (pass on memories and lineage to other sisters); Sense 4 (Postcognition), Limited to the memories of female lineage • 5 points
Petit Perception: Mind Reading 10, Subtle 2, Limited to Surface Thoughts, Sense-Dependent (must see subject), Check Required (Insight DC 11) • 6 points
Polygolt: Comprehend Languages 2 (Speak, Understand), Activation 2 (Standard action listening) • 2 points
Simulflow: Quickness 2, Limited to mental tasks • 1 point
Voice: Perception Ranged Affliction 10 (Entranced, Stunned, Controlled), Instant Recovery, Sense-Dependent (Hearing), Unreliable (5 uses) • 5 points
Prana Bindu Training: Immunity 10 (Cold, Entrapment, Heat, Suffocation Effects, Starvation & Thirst), Half Effect • 5 points
Weirding Way: Enhanced Unarmed Damage 5, Multiattack 5; Quickness 2, Limited to physical tasks; Speed 1 • 12 points
Advantages: Accurate Attack, Assessment, Connected, Defensive Attack, Defensive Roll 3, Evasion, Great Endurance, Improved Initiative, Move-By Action, Skill Mastery (Deception), Skill Mastery (Insight), Takedown, Trance, Uncanny Dodge, Well-Informed
Skills: Acrobatics 2 (+7), Athletics 6 (+7), Deception 8 (+10), Close Combat: Unarmed 11 (+14), Insight 2 (+11), Intimidation 3 (+5), Investigation 6 (+7), Persuasion 3 (+5), Sleight of Hand 7 (+7)
Offenses:
Initiative +9
Unarmed +13, Close, Multiattack Damage 5
Defenses: Dodge 11, Parry 11, Will 10, Fortitude 8, Toughness 8/5
Power Points: Abilities 50 + Powers 41 + Advantages 17 + Skills 24 + Defenses 18 = 150

Notes: Bene Gesserit sign language is accomplished through Innuendo (see Deception & Insight)

legend
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COMPANION PROTECTOR (PL 10)

Post by legend » Sun Jun 03, 2012 5:41 am

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STR 3, STA 4, AGL 3, DEX 1, FGT 4, INT 2, AWE 3, PRE 2
Powers:
Cyber-Viral Implant: Enhanced Advantages 3 (Beginner’s Luck, Eidetic Memory, Jack-of-All-Trades); Enhanced Skills 12 (Investigation 6, Perception 6); Enhanced Will 4; Quickness 2, Limited to mental tasks; Senses 5 (Postcognition, Rapid Vision), Limited (postcognition applies to own memories) • 17 points
Skrill: Ranged Damage 12 • 24 points
Equipment:
Communications Device: Feature 3 (Cell Phone, Computer, Video Camera) • 3 points
Advantages: Assessment, Beginner’s Luck, Close Attack 6, Connected, Defensive Roll 6, Eidetic Memory, Equipment, Improved Aim, Improved Critical, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Interpose, Jack-of-All-Trades, Ranged Attack 7, Second Chance (Surprise), Seize Initiative, Well-Informed
Skills: Athletics 5 (+8), Close Combat: Unarmed 4 (+8), Deception 2 (+4), Expertise: Current Events 2 (+4), Expertise: Streetwise 2 (+4), Insight 6 (+9), Intimidation 3 (+5), Investigation 6 (+14), Perception 6 (+15), Persuasion 4 (+6), Technology 2 (+4), Treatment 2 (+4), Vehicles 4 (+5)
Offenses:
Initiative +9
Skrill +8, Ranged, Damage 12
Unarmed +14, Close, Damage 3
Defense: Dodge 10, Parry 10, Will 12, Fort 8, Tou 10/4
Power Points: Abilities 38 + Powers 41 + Advantages 25 + Skills 24 + Defenses 22 = 150
Complications:
Emotional Imperative: The Cyber-Viral Implant causes the protector to place the Taelons' needs above his/her own.

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kenseido
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Re: LEGEND'S R2P PL10-Verse: COMPANION PROTECTOR (EFC)

Post by kenseido » Sun Jun 03, 2012 6:27 am

Earth: Final Conflict.... how it could have been so much more. That series always felt like they made the first season based entirely off of Gene's notes, and then took ideas he had for the next five years and crammed them into Season 2. Everything after that was... well... NOT Roddenberry.

Good build, very much like the CVI.
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legend
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Re: LEGEND'S R2P PL10-Verse: COMPANION PROTECTOR (EFC)

Post by legend » Sun Jun 03, 2012 7:04 am

kenseido wrote:Earth: Final Conflict.... how it could have been so much more. That series always felt like they made the first season based entirely off of Gene's notes, and then took ideas he had for the next five years and crammed them into Season 2. Everything after that was... well... NOT Roddenberry.
I couldn't agree more. It was an extremely intelligent series at its onset and then was remade into an action show. Very disappointing in the end.

catsi563
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Re: LEGEND'S R2P PL10-Verse: COMPANION PROTECTOR (EFC)

Post by catsi563 » Sun Jun 03, 2012 12:15 pm

thats a common mistake made by many directors and studios who are too shortsighted to see that an trully epic sci-fi story is one thats spread out over several stories.

Thats what made Babylon 5 so successful JMS took the story and made sure it was done properly with eachs eason furthering the story.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

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HustlerOne
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Re: LEGEND'S R2P PL10-Verse: COMPANION PROTECTOR (EFC)

Post by HustlerOne » Sun Jun 03, 2012 12:16 pm

Nice Saber Cyclone. You even got the body armor worn under the powered suit. I don't know much of Mospeada except for the transforming bike mech and the alien invid. You made good use of the morph power.

legend
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Re: LEGEND'S R2P PL10-Verse: COMPANION PROTECTOR (EFC)

Post by legend » Sun Jun 03, 2012 4:40 pm

catsi563 wrote:Thats what made Babylon 5 so successful....
Speaking of Babylon 5....

legend
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ANLA’SHOK (RANGER) (PL 10)

Post by legend » Sun Jun 03, 2012 4:40 pm

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STR 3, STA 4, AGL 5, DEX 1, FGT 6, INT 2, AWE 3, PRE 2
Powers:
Denn’Bok Training: Enhanced Damage 2, Multiattack 7; Enhanced Defenses 2 (Parry 2), Easily Removable (-4 points) • 7 points
Die For The One: Healing 8, Reaction to becoming Incapacitated, Limited to self, Temporary, Unreliable (5 uses) • 16 points
Heart of Izil’zha: Enhanced Advantage (Connected) • 1 point
Live For The One: Enhanced Advantages 2 (Diehard, Great Endurance) • 2 points
Standing On The Bridge: Enhanced Advantage 4 (Ultimate Effort 4 (Dodge, Will, Fortitude, Toughness)) • 4 points
Equipment:
Crystalweave Robe: Enhanced Stealth 4, Protection 3 • 5 points
Denn’Bok: Strength-based Damage 2, Feature 2 (Concealable, Quickdraw) • 4 points
Advantages: Accurate Attack, All-Out Attack, Connected, Defensive Attack, Defensive Roll 3, Diehard, Equipment 2, Extraordinary Effort, Fearless, Great Endurance, Improved Critical (Denn’Bok), Improved Disarm, Improved Initiative, Improved Trip, Languages (Adrenato), Takedown, Teamwork, Trance, Ultimate Effort 4 (Dodge, Will, Fortitude, Toughness)
Skills: Acrobatics 3 (+8), Athletics 5 (+8), Close Combat: Denn’Bok 7 (+13), Deception 3 (+5), Expertise: History 2 (+4), Expertise: Law 2 (+4), Insight 5 (+8), Intimidation 3 (+5), Investigation 6 (+8), Perception 5 (+8), Persuasion 6 (+8), Sleight of Hand 4 (+5), Stealth 3 (+12), Technology 3 (+5), Treatment 3 (+5), Vehicles 4 (+5)
Offenses:
Initiative +9
Denn’Bok +13, Close, Multiattack Damage 7 (Crit 19-20)
Unarmed +6, Close, Damage 3
Defenses: Dodge 9, Parry 10*/8, Will 10, Fortitude 10, Toughness 10/7**
Power Points: Abilities 52 + Powers 30 + Advantages 18 + Skills 32 + Defenses 18 = 150
*With Denn’Bok
**Without Defensive Roll

legend
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IMMORTAL (Highlander) (PL 10)

Post by legend » Tue Jun 05, 2012 10:34 am

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STR 3, STA 8, AGL 2, DEX 1, FGT 5, INT 1, AWE 4, PRE 1
Powers:
Immortality 20, Limited (beheading); Immunity 10 (Aging, Life Support - excluding Posion); Regeneration 5, Persistent • 40 points
Sense Immortal: Senses 3 (Detect Immortal, Radius, Ranged) • 3 points
Equipment:
Masterwork Sword: Strength-based Damage 4, Improved Critical • 5 points
Advantages: Accurate Attack, Beginner’s Luck, Benefit (Wealth), Daze (Deception), Defensive Attack, Eidetic Memory, Equipment 1, Fascinate (Deception), Great Endurance, Improved Critical (Sword), Improved Defense, Improved Disarm, Improved Initiative, Jack-of-All-Trades, Languages 2, Precise Attack 2 (Close Concealment, Close Cover), Quick Draw, Second Chance 2 (Disarm, Surprise), Taunt, Uncanny Dodge, Weapon Bind, Well-Informed
Skills: Athletics 2 (+5), Close Combat: Sword 7 (+12), Deception 7 (+8), Expertise: History 4 (+5), Insight 3 (+7), Investigation 3 (+5), Perception 3 (+7), Persuasion 4 (+5), Stealth 3 (+5)
Offenses:
Initiative +0
Unarmed +0, Close, Damage 0
Defenses: Dodge 7, Parry 10, Will 8, Fortitude 9, Toughness 9
Power Points: Abilities 50 + Powers 43 + Advantages 25 + Skills 18 + Defenses 14 = 150
Complications: Cannot fight on holy ground

Variant: Dark Immortal
Remove: Accurate Attack, Daze (Deception), Defensive Attack, Fascinate (Deception), Improved Defense, Taunt, Weapon Bind, Deception 7, Persusion 3
Add: All-Out Attack, Daze (Intimdation), Fascinate (Intimdation), Improved Smash, Power Attack, Weapon Break, Startle, Deception 3, Intimidation 7

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