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

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kenseido
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Re: LEGEND'S R2P PL10-Verse: IMMORTAL (Highlander)

Post by kenseido » Tue Jun 05, 2012 10:54 am

Doesn't 3E Life Support include Starvation/Thirst? I know in the series, they could starve to death and drown (even if Conner could breathe underwater in the movie).
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Re: LEGEND'S R2P PL10-Verse: IMMORTAL (Highlander)

Post by legend » Tue Jun 05, 2012 2:33 pm

kenseido wrote:Doesn't 3E Life Support include Starvation/Thirst? I know in the series, they could starve to death and drown (even if Conner could breathe underwater in the movie).
I am not 100% sure.

I did this build after seeing the movie again and, as you said, drowning wasn't an issue. That made me think that Immortals would be immune to any Life Support effect that would kill them the minute they came back to life. Otherwise there would be many, many ways to kill an Immortal. There immune to drowning because they would keep drowning each time they came back. They're not immune to poison (remember what MacCleod asked Castigar before sharing a drink) because the body somehow purges it during the death and resurrection process.

That's the reasoning that lead me to include immunity to starvation & thirst.

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Re: LEGEND'S R2P PL10-Verse: IMMORTAL (Highlander)

Post by kenseido » Tue Jun 05, 2012 3:30 pm

Well, as I said in the series, the rules of Immortality were different in the series.

Duncan drowned and only came back when Hideo Koto turned him over in the water. He was immprisoned my a man he had marooned on an island by a mutinous crew; the man wanted revenge for the constant cycle of death and rebirth, only to die again from hunger and thirst.

Don't think series immortals would be immune to envirnmental conditions either. In fact, the only thing that Immortals from the series would have is Immunity to Aging and Disease.
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Re: LEGEND'S R2P PL10-Verse: IMMORTAL (Highlander)

Post by kenseido » Tue Jun 05, 2012 4:45 pm

Actually, that was two stories.

Hideo Koto was beginning season 3, The Samurai.

Don't remember when the other one was.
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Re: LEGEND'S R2P PL10-Verse: IMMORTAL (Highlander)

Post by WanderingMystic » Thu Jun 07, 2012 12:08 am

Yeah they toned Highlanders down a touch in the series to add a bit of depth to them.

I am loving your builds Legend and would love to see you do more than just one build per show like getting to see Mentats, or Techomages.

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WONDER WOMAN (PL 10)

Post by legend » Thu Jun 14, 2012 12:58 pm

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STR 11, STA 9, AGL 6, DEX 2, FGT 6, INT 1, AWE 4, PRE 4
Powers:
Bracelets of Victory: Enhanced Defenses 6 (Dodge 3, Parry 3), Alternate Effect (Deflect 11, Close), Removable (-1 point) • 6 points
Magic Lasso: Move Object 11, Limited Direction; Ranged Affliction 11 (Resisted by Will; Controlled), Grab-Based, Limited to Third Degree, Limited (target does not resist grab & tells truth); Easily Removable (-6 points) • 9 points
Quick Change: Feature 1 (change into Wonder Woman as a free action) • 1 point
Speed of Hermes: Flight 3 • 6 points
Equipment:
Invisible Plane: SZ 0 (Huge), STR 11, DEF 6, TOU 11, Concealment 2 (Visual, Permanent), Flight 12 • 35 points
Advantages: Attractive, Equipment 7
Skills: Acrobatics 4 (+10), Athletics 1 (+12), Close Combat: Unarmed 3 (+9), Expertise: Mythology 2 (+3), Insight 6 (+10), Intimidation 4 (+8), Investigation 5 (+6), Perception 6 (+10), Persuasion 5 (+9), Ranged Combat: Magic Lasso 7 (+9), Vehicles 3 (+5)
Offenses:
Initiative +10
Magic Lasso +9, Ranged, Move Object 11
Magic Lasso +9, Ranged, Grab-Based Affliction 11
Unarmed +9, Close, Damage 11
Defenses: Dodge 11, Parry 11, Will 11, Fortitude 9, Toughness 9
Power Points: Abilities 86 + Powers 22 + Advantages 8 + Skills 23 + Defenses 11 = 150
Last edited by legend on Sat Jun 16, 2012 10:46 am, edited 1 time in total.

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SUPERMAN (PL 10)

Post by legend » Fri Jun 15, 2012 6:08 am

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STR 14, STA 10, AGL 1, DEX 0, FGT 1, INT 1, AWE 2, PRE 1
Powers:
Flight: Array (10 points) • 12 points
• Fly: Flight 5 • 10 points
• Space Travel: Movement 1 (Space Travel 1) • 1 point
• Super-Speed: Quickness 5, Speed 5 • 1 point
Heat Vision: Ranged Damage 8 • 16 points
Invulnerability: Protection 4; Impervious Toughness 11; Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) • 20 points
Super-Senses: Senses 7 (Extended Hearing, Ultra-hearing; Extended Vision, Vision Penetrates Concealment (except lead)) • 7 points
Advantages: Extraordinary Effort, Interpose, Power Attack, Seize Initiative, Ultimate Effort (Toughness)
Skills: Close Combat: Unarmed 5 (+6), Perception 6 (+8), Persuasion 5 (+6), Ranged Combat: Heat Vision 8 (+8)
Offenses:
Initiative +1
Heat Vision +8, Ranged, Damage 8
Unarmed +6, Close, Damage 14
Defenses: Dodge 6, Parry 6, Will 10, Fortitude 10, Toughness 14
Power Points: Abilities 60 + Powers 55 + Advantages 5 + Skills 12 + Defenses 18 = 150
Last edited by legend on Sat Jun 16, 2012 10:47 am, edited 1 time in total.

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GREEN LANTERN (John Stewart) (PL 10)

Post by legend » Fri Jun 15, 2012 1:19 pm

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STR 1, STA 2, AGL 2, DEX 2, FGT 3, INT 2, AWE 1, PRE 1
Powers:
Power Ring: Removable (–19 points) • 76 points
-AI and Database: Feature 2 • 2 points
-Communication: Senses 1 (Communication Link to Central Power Battery) • 1 point
-Flight: Array (14 points) • 15 points
• Flight 7 • 14 points
• Movement 4 (Environmental Adaptation: Zero-G, Space Travel 3) • 1 point
-Force Field: Impervious Protection 10; Immunity 10 (Life Support) • 30 points
-Force Manipulation: Dynamic Array (24 points) • 33 points
• Force Blast: Ranged Damage 12, Dynamic • 25 points
• Force Bubble: Ranged Burst Area Immunity 7 (Environmental Effects, Suffocation Effects), Affects Others Only, Dynamic • 2 points
• Force Constructs: Create 11, Increased Mass, Precise, Dynamic • 2 points
• Lifting: Move Object 12, Dynamic • 2 points
• Mobile Constructs: Create 8, Movable, Dynamic • 2 points
-Scanning Beam: Senses 6 (Analytical Auditory, Chemical, & Visual) • 6 points
-Universal Translator: Comprehend Languages 4 • 8 points
Advantages: Extraordinary Effort, Fearless, Improved Aim, Teamwork
Skills: Athletics 5 (+6), Close Combat: Unarmed 4 (+7), Expertise: Architecture & Engineering 1 (+3), Expertise: Academics 1 (+3), Expertise: Military 1 (+3), Insight 5 (+6), Intimidation 5 (+6), Perception 3 (+4), Ranged Combat: Power Ring 6 (+8), Technology 3 (+5)
Offenses:
Initiative +2
Power Ring +8. Ranged, Damage 12
Unarmed +7, Close, Damage 1
Defenses: Dodge 7, Parry 8, Will 12, Fortitude 8, Toughness 12/2
Power Points: Abilities 28 + Powers 76 + Advantages 4 + Skills 17 + Defenses 25 = 150
Last edited by legend on Sat Jun 16, 2012 10:45 am, edited 1 time in total.

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BATMAN (PL 10)

Post by legend » Sat Jun 16, 2012 10:43 am

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STR 3, STA 3, AGL 4, DEX 2, FGT 4, INT 3, AWE 6, PRE 3
Equipment:
Batcave: SZ Huge, TOU 8, Communications, Computer, Concealed, Defense System, Garage, Infirmary, Laboratory, Library, Living Space, Power System, Workshop • 15 points
Batmobile: SZ 0 (Huge), STR 8, DEF 7, TOU 10, Features: Alarm 2, Caltrops, Hidden Compartments, Impervious Toughness 8, Navigation System, Oil Slick, Remote Control, Speed 6 • 25 points
Costume: Arm Blades (Strength-based Damage 1, Improved Critical); Visual Concealment 2, Passive, Limited to Shadows; Flight 1, Gliding; Immunity 6 (Cold, Fire Damage), Half Effect on Fire Damage; Protection 3; Senses 4 (Infravision, Accurate Ultra-Hearing) • 15 points
Flashlight • 1 point
Grapnel Gun: Super-Movement 1 (Swinging) • 2 points
Mini-Tracers • 1 point
Multi-Tool • 1 point
Rebreather: Immunity 2 (Suffocation), Limited • 1 point
Utility Belt: Array (12 points) • 19 points
• Bolos: Ranged Affliction 6 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 12 points
• Batarangs: Strength-based Ranged Damage 2 • 1 point
• Cutting Torch: Heat Damage 1 Linked to Weaken Toughness 4, Affects Objects Only • 1 point
• Explosive Batarangs: Ranged Burst Area Damage 4 • 1 point
• Flash Bombs: Ranged Burst Area Affliction 6 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to vision • 1 point
• Sleep Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Fatigued, Exhausted, Asleep) • 1 point
• Smoke Bombs: Cloud Area Visual Concealment Attack 4 • 1 point
• Tear Gas Pellets: Ranged Cloud Area Affliction 3 (Resisted by Fortitude; Dazed & Vision Impaired, Stunned & Vision Disabled, Incapacitated), Extra Condition • 1 point
Advantages: Contacts, Defensive Attack, Defensive Roll 4, Equipment 16, Hide in Plain Sight, Improved Initiative, Improvised Tools, Inventor, Jack-of-All-Trades, Move-By Action, Quick Draw, Redirect, Startle, Takedown, Tracking, Well-informed
Skills: Acrobatics 4 (+8), Athletics 5 (+8), Close Combat: Unarmed 11 (+16), Deception 6 (+9), Insight 2 (+8), Intimidation 8 (+11), Investigation 8 (+11), Perception 2 (+8), Ranged Combat: Throwing 12 (+14), Stealth 4 (+8), Sleight of Hand 6 (+8), Technology 5 (+8), Vehicles 3 (+5)
Offenses:
Initiative +8
Bolo +14, Ranged, Affliction 6
Batarang +14, Ranged, Damage 5
Explosive Batarangs -, Ranged, Burst Area Damage 4
Flash Bombs -, Ranged Burst Area, Affliction 6
Sleep Gas Pellets -, Ranged Cloud Area, Affliction 4
Tear Gas Pellets -, Ranged Cloud Area, Affliction 3
Unarmed +16, Close, Damage 3
Defenses: Dodge 10, Parry 10, Will 11, Fortitude 8, Toughness 10/6
Power Points: Abilities 56 + Powers 0 + Advantages 34 + Skills 38 + Defenses 22 = 150

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Re: LEGEND'S R2P PL10-Verse: BATMAN

Post by Thorpacolypse » Sun Jun 17, 2012 8:22 pm

Nice PL10 Batman. He's hard to do and capture the feel, but you did a nice job.
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Re: LEGEND'S R2P PL10-Verse: BATMAN

Post by legend » Mon Jun 18, 2012 1:03 pm

Thorpacolypse wrote:Nice PL10 Batman. He's hard to do and capture the feel, but you did a nice job.
Thanks. He was more difficult than I thought. There's a lot of aspects to him and, no matter how hard you try, you have sacrifice some of them to squeeze him into 150 points.

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AQUAMAN (PL 10)

Post by legend » Wed Jun 20, 2012 6:02 am

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STR 9, STA 8, AGL 3, DEX 0, FGT 3, INT 1, AWE 3, PRE 2
Powers:
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1
(Environmental Adaptation: Aquatic), Senses 1 (Low-Light Vision) • 6 points
Marine Telepathy: Array (21 points) • 23 points
• Summon Marine Life 4, Horde, Mental Link, Multiple Minions 2, Variable Type (Marine Life), Limited to in or near water, Self-Powered, Unreliable (5 uses) • 21 points
• Summon Marine Life 8, Mental Link, Multiple Minions 1, Variable General Type (Marine Life), Limited to in or near water, Self-Powered, Unreliable (5 uses) • 1 point
• Comprehend Animals 2, Limited to Marine Life; Mental Communication 4, Limited to Marine Life • 1 point
Swimming: Swimming 8 • 8 points
Advantages: All-Out Attack, Animal Empathy, Defensive Roll 3, Favored Environment (Aquatic), Improved Initiative, Languages (Atlantean), Power Attack, Precise Attack (Close Concealment)
Skills: Acrobatics 3 (+6), Athletics 4 (+13), Close Combat: Unarmed 8 (+11), Expertise: Atlantean Lore 2 (+3), Insight 5 (+8), Intimidation 6 (+8), Perception 5 (+8), Ranged Combat: Throwing 7 (+7), Stealth 4 (+7), Technology 2 (+3), Vehicles 2 (+2)
Offenses:
Initiative +7
Unarmed +11, Close, Damage 9
Defenses: Dodge 9, Parry 9, Will 10, Fortitude 10, Toughness 11/8
Power Points: Abilities 58 + Powers 37 + Advantages 10 + Skills 24 + Defenses 21 = 150
Last edited by legend on Thu Jun 21, 2012 10:50 am, edited 2 times in total.

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FIRESTORM (Jason Rusch) (PL 10)

Post by legend » Thu Jun 21, 2012 10:18 am

Image
STR 8, STA 8, AGL 3, DEX 0, FGT 1, INT 1, AWE 2, PRE 1
Powers:
Fly: Flight 5 • 10 points
Heightened Senses: Senses 7 (Extended Vision, Infravision, Microscopic Vision 4, Ultravision) • 7 points
Nuclear Control: Array (25 points) • 28 points
• Atomic Rearrangement: Ranged Transform 5 (anything to anything), Limited to inorganic matter • 25 points
• Absorption: Burst Area Nullify Energy 10, Broad (Electromagnetic & Kinetic Energy), Tiring • 1 point
• Nuclear Bolt: Ranged Damage 12 • 1 point
• Intangible: Insubstantial 4, Reaction • 1 point
Quick Change: Feature 1 • 1 point
Self-Sustenance: Immunity 10 (Life Support) • 10 points
Advantages: Defensive Roll 2, Improved Initiative, Move-by Action
Skills: Acrobatics 2 (+5), Close Combat: Unarmed 11 (+12), Deception 4 (+5), Expertise: Science 4 (+5), Insight 3 (+5), Perception 4 (+6), Ranged Combat: Nuclear Control 8 (+8)
Offenses:
Initiative +8
Nuclear Bolt +8, Ranged, Damage 12
Unarmed +12, Close, Damage 8
Defenses: Dodge 10, Parry 9, Will 9, Fortitude 10, Toughness 10/8
Power Points: Abilities 48 + Powers 56 + Advantages 4 + Skills 18 + Defenses 24 = 150
Complications:
Weakness: Attempting to use Atomic Rearrangement on a living target incapacitates and harms Firestorm

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MARTIAN MANHUNTER (J'onn J'onzz) (PL 10)

Post by legend » Thu Jun 21, 2012 12:58 pm

MARTIAN MANHUNTER (J'onn J'onzz) (PL 10)
Image
STR 9/12*, STA 9, AGL 1, DEX 0, FGT 1, INT 1, AWE 3, PRE 1
Powers:
Flight: Flight 5, Alternate Effect (Movement 1 (Space Travel 1)) • 11 points
Martian Durability: Immunity 7 (Environmental Effects, Suffocation Effects) • 7 points
Martian Morphology: Array (20 points) • 23 points
• Intangibility: Insubstantial 4 • 20 points
• Density: Enhanced Strength 3; Protection 4, Impervious Toughness 10, Sustained • 1 point
• Invisibility: Visual Concealment 4 • 1 point
• Shapeshifting: Morph 4 • 1 point
Martian Senses: Senses 5 (Vision Penetrates Concealment; Mental Awareness) • 5 points
Martian Vision: Ranged Force Damage 8, Unreliable (5 uses) • 8 points
Telepathy: Array (6 points) • 7 points
• Mind Reading 10, Distracting, Feedback, Subtle • 6 point
• Mental Communication 2, Distracting • 1 point
Advantages: Power Attack, Trance
Skills: Close Combat: Unarmed 7 (+8), Insight 2 (+5), Investigation 4 (+5), Perception 2 (+5), Persuasion 4 (+5), Ranged Combat: Martian Vision 8 (+8), Stealth 2 (+3), Technology 3 (+4)
Offenses:
Initiative +1
Martian Vision +8, Ranged, Damage 8
Unarmed +8, Close, Damage 9/12
Defenses: Dodge 7, Parry 7, Will 11, Fortitude 9, Toughness 9/13*
Power Points: Abilities 50 + Powers 61 + Advantages 2 + Skills 16 + Defenses 21 = 150

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