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

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legend
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BOOSTER GOLD (Michael Jon Carter) (PL 10)

Post by legend » Tue Jul 03, 2012 2:08 pm

Image
STR 10, STA 3, AGL 4, DEX 2, FGT 4, INT 0, AWE 2, PRE 3
Powers:
Booster Gold Suit: 62 points, Removable (-16 points) • 96 points
-Augmented Abilities: Enhanced Strength 7, Enhanced Agility 2, Enhanced Fortitude 8 • 26 points
-Energy Blasters: Ranged Damage 8 • 16 points
-Fly: Flight 5 • 10 points
-Force Field: Immunity 10 (Life Support) Linked to Protection 8, Sustained • 18 points.
-Sensor: Senses 8 (Communication Link with Skeets, Darkvision, Extended Hearing 2, Extended Vision 2, Infravision, Low-Light Vision, Radio) • 10 points
Advantages: All-Out Attack, Attractive, Fascinate (Persuasion), Improved Initiative, Luck, Minion 10 (Skeets), Power Attack
Skills: Acrobatics 1 (+5), Athletics 1 (+11), Close Combat: Unarmed 6 (+10), Perception 5 (+7), Persuasion 7 (+10), Ranged Combat: Energy Blasters 10 (+12)
Offenses:
Initiative +8
Energy Blasters +12, Ranged, Damage 8
Unarmed +10, Close, Damage 10
Defenses: Dodge 9, Parry 9, Will 9, Fortitude 11, Toughness 11
Power Points: Abilities 38 + Powers 64 + Advantages 16 + Skills 15 + Defenses 17 = 150



Image
Skeets (PL 10 Minion)
STR -2, STA -, AGL 3, DEX 0, FGT 0, INT 5, AWE 2, PRE 1
Powers: Armored Shell (Protection 8), Built-In Tools (Feature), Commlink (Senses 1 (Communication Link with Booster Gold)), Construct (Immunity 40 (Fortitude Effects, Mental Effects)), Energy Blast (Ranged Damage 8), Grav Field (Flight 5, Continuous), Historical Database (Senses 4 (Precognition), Unreliable), Small Size (Shrinking 4, Permanent, Innate). Advantages: Advantages: Assessment, Eidetic Memory, Evasion, Fearless, Move-By Action, Teamwork, Tracking, Well-informed. Skills: Expertise: History 8 (+13), Insight 5 (+7), Investigation 5 (+10), Perception 8 (+10), Ranged Combat: Energy Blast 12 (+12), Stealth 3 (+10), Technology 7 (+12). Offenses: Initiative +3, Energy Blast +12 (Ranged Damage 8). Defenses: Dodge 12, Parry 5, Will 8, Fortitude Immune, Toughness 8. Totals: Abilities 10 + Powers 92 + Advantages 8 + Skills 24 + Defenses 16 = 150

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HELLBOY (Anung Un Rama) (PL 10)

Post by legend » Tue Jul 03, 2012 5:06 pm

Image
STR 9, STA 12, AGL 2, DEX 0, FGT 8, INT 1, AWE 3, PRE 2
Powers:
Ageless: Immunity 1 (Aging) • 1 point
Arcane Comprehension: Comprehend Languages 1 (Understand), Limted to ancient and magical languages • 1 point
Good Samaritan: Ranged Damage 6, Removable (-4 points) • 8 points
Healing Factor: Regeneration 10 • 10 points
Keen Sight: Senses 1 (Extended Vision) • 1 point
Prehensile Tail: Extra Limbs 1 • 1 point
Resistances: Immunity 7 (Cold, Disease, Fire Damage) • 7 points
Right Hand of Doom: Strength-based Damage 3, Affects Insubstantial 1, Penetrating 3 • 7 points
Equipment:
Commlink • 1 point
Grenades: Array (11 points) • 19 points
• Tear Gas: Ranged Cloud Area Affliction 4 (Resisted by Fortitude, Dazed & Visually Impaired, Stunned & Visually Disabled, Incapacitated), Extra Condition • 16 points
• Flash-Bang: Ranged Burst Area Affliction 4 (Resisted by Fortitude, Impaired, Disabled, Unaware) • 1 point
• Fragmentation: Ranged Burst Area Damage 5 • 1 point
• Smoke: Ranged Cloud Area Concealment Attack 4 • 1 point
Advantages: All-Out Attack, Animal Empathy, Connected, Diehard, Equipment 4, Great Endurance, Improved Critical (Right Hand of Doom), Improved Smash, Improvised Weapon, Interpose, Power Attack, Tracking, Ultimate Effort 2 (Fortitude, Toughness)
Skills: Athletics 1 (+10), Expertise: Religion 4 (+5), Expertise: Supernatural 4 (+5), Intimidation 3 (+5), Investigation 4 (+5), Perception 5 (+8), Persuasion 3 (+5), Ranged Combat: Good Samaritan 6 (+6)
Offenses:
Initiative +2
Good Samaritan +6, Ranged, Damage 6
Right Hand of Doom +8, Close, Damage 12 (Crit 19-20)
Defenses: Dodge 7, Parry 8, Will 8, Fortitude 12, Toughness 12
Power Points: Abilities 74 + Powers 36 + Advantages 15 + Skills 15 + Defenses 10 = 150

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Re: LEGEND'S R2P PL10-Verse: BOOSTER GOLD (& Skeets), HELLBOY

Post by JDRook » Tue Jul 03, 2012 10:19 pm

This thread is awesome! And like other things I love, I'm going to pick it apart in a potentially misguided attempt to make it better!

From the first page of posts:

Absorbing Man - Ability total is 32, not 28, so you're 4 points over.
Also, default Variable is Sustained, so incapping or stunning AM is going to snap him back to human form unless you add the Continuous Extra. If need be, you may want to drop the Variable a rank or two to balance points.
And under the typical Variable effects Immunity to duplicated energy is probably unnecessary since Insubstantial 3 (Energy) gives you immunity to that energy by default.

American Eagle - Unarmed should be +10, Damage 10

Angel - Divebomb has -2 Flaws on it (Wings and Slam Limit) and should only cost 1p for 2 ranks of Enhanced Flight.
I see for Limited Skill ranks you are of the "-1 Flaw = 1p / 3 skill ranks" school. HL actually defaults to 1/4 in this case, so I was a little confused. Due to rounding it actually doesn't affect Angel's total though.
The corrected Powers total is 19, not 22. Not sure where you got the last 2 points, so you have 3p leftover in total.

Anole - not sure if Movement 2 (Wall-Crawling) is meant to be 1 or 2 ranks of WC. At 2p/rank, it is costed at 1 rank.
Athletics 9 (+12) should be +11
Insight 2 (+7) should be +5
Stealth 3 (+11) should be +12

Arabian Knight - Golden Scimitar is 11p, probably forgot the AE
Magic Carpet is 5p, probably forgot Platform flaw
Magic Belt Sash is 7p, too many parts to guess
Powers total is 23, you have 5p left over
Unarmed is +7

Armadillo - Close Combat: Grab 2 (+10) should be +8

Armor - perfect in every way :)

Beast - Initiative +9 should be +8
Here's a fun one: using Extra Limbs for Hank's feet means you get a bonus of +1 circumstance to your grab check for each extra limb. Of course, using all limbs would get a good grip but leave you with no supporting limbs, which the GM could have some serious fun with. Also, Extra Limbs bundles Improved Grab, so you get it for free and have 1p left over on his build.

Black Panther - "Ranged Strength Damage, Multiattack, Penetrating, Improved Critical" was confusing. It took me a few passes to realize that was base STR ability with a bunch of Extra on it. Having no defined ranks in it didn't help. At the very least, Penetrating is technically a flat extra and should not be assumed to be purchased at full ranks, even though players do so most often. Otherwise, so good!

Black Widow - Initiative +11 should be +13
Knife +11 should be +9
Unarmed +15 should be +14

Blade - Initiative left out, should be +12
Crossbow should be +12
Machine Pistol and Shotgun Gun have a redundant Ranged
Skills total is only 17, but grand total unchanged.

I'll do more of these in the coming days.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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legend
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Re: LEGEND'S R2P PL10-Verse: BOOSTER GOLD (& Skeets), HELLBOY

Post by legend » Wed Jul 04, 2012 7:44 am

Here are the corrections that were more than just typos:
JDRook wrote:Absorbing Man - Ability total is 32, not 28, so you're 4 points over.
• Removed Startle
• Removed Athletics (-2 skill points)
• Removed Deception (-3 skill points)
• Reduced Intimidation (-1 skill point)
Also fixed Ranged Combat: Throwing
JDRook wrote:Also, default Variable is Sustained, so in capping or stunning AM is going to snap him back to human form unless you add the Continuous Extra.
Left the Variable Sustained simply for the sake of points. I think the other effects (like Immunity to Fortitude effects) would also have to be Continuous as well and that would cost a lot. With Variable as is, Absorbing man can barely have both Impervious Protection 13 and Strength 13 at the same time, so I am reluctant to reduce it.
JDRook wrote:And under the typical Variable effects Immunity to duplicated energy is probably unnecessary since Insubstantial 3 (Energy) gives you immunity to that energy by default.
The Typical Energy & Material Duplication effects may not all occur at the same time. They're just there for reference. For example, Absorbing Man may have Immunity 10 (Heat Effects) by touching a hot metal boiler with no ranks of Insubstantial and later Insubstantial 1 by touching water with no ranks of Immunity.
JDRook wrote:Angel - Divebomb has -2 Flaws on it (Wings and Slam Limit) and should only cost 1p for 2 ranks of Enhanced Flight.
Fixed
JDRook wrote:I see for Limited Skill ranks you are of the "-1 Flaw = 1p / 3 skill ranks" school. HL actually defaults to 1/4 in this case, so I was a little confused. Due to rounding it actually doesn't affect Angel's total though.
Change the Adapted Vision to Hero Lab's grammar and upped the ranks.
JDRook wrote:The corrected Powers total is 19, not 22. Not sure where you got the last 2 points, so you have 3p leftover in total.
• Added Evasion
• Added Second Chance (Mental Control) - Xavier's training
• Increased Acrobatics (+2 skill points)
JDRook wrote:Arabian Knight - Golden Scimitar is 11p, probably forgot the AE
Magic Carpet is 5p, probably forgot Platform flaw
Magic Belt Sash is 7p, too many parts to guess
Powers total is 23, you have 5p left over
I get slightly different totals so I broke it down.

Golden Scimitar = 14 points
• Ranged Damage 9 =18
• Alternate Effect = 1
• Easily Removable (-6 points), Indestructible = -5

Magic Carpet = 5 points
• Flight 5, Platform = 5
• Removable (-1 points), Indestructible = 0

Magic Belt Sash = 8 points
• Elongation 5, Limited to belt sash = 3
• Enhanced Advantages 3 (Improved Grab, Improved Hold, Improved Trip) = 3
• Movement 1 (Swinging) = 2
• Removable (-1 point), Indestructible = 0

I had 1 point leftover which I used to add Move-By Action
JDRook wrote:Also, Extra Limbs bundles Improved Grab, so you get it for free and have 1p left over on his build.
This fact has slipped past me and might pop up on other builds with Extra Limbs. I replaced Beast's Improved Grab with Agile Feint.

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IRON PATRIOT (Norman Osborn) (PL 10)

Post by legend » Wed Jul 04, 2012 2:01 pm

Image
STR 9/12, STA 9/12, AGL 5/6, DEX 0, FGT 4, INT 4, AWE 3, PRE 0
Powers:
Armor: Removable (-18 points) • 73 points
Body Armor: Impervious Toughness 10 • 10 points
Built-In Equipment: Feature 3 (Commlink, Flashlight, GPS) • 3 points
Enhanced Abilities: Enhanced Strength 3, Enhanced Stamina 3, Enhanced Agility 1 • 14 points
Flight: Flight 5 • 10 points
Radar: Senses 6 (Accurate Extended Radio) • 6 points
Weapon Systems: Array (20 points) • 23 points
• Repulsors: Ranged Damage 10 • 20 points
• Repulsor Shield: Deflect 8 • 1 point
• Sonics: Cone Area Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 1 point
• Unibeam: Line Area Damage 10 • 1 point
Self-Sustenance: Immunity 9 (Disease, Environmental Effects, Poison, Suffocation Effects) • 9 points
Tactical Computer: Enhanced Skills 9 (Close Combat: Unarmed 4, Perception 4, Ranged Combat: Repulsors 10), Enhanced Defenses 6 (Dodge 2, Parry 4) • 15 points
Voice Distorter: Auditory Illusion 2, Limited to disguising voice • 1 point
Advantages: Benefit (Wealth)
Skills: Close Combat: Unarmed 0 (+4/+8), Expertise: Business 1 (+5), Expertise: Science 2 (+6), Intimidation 3 (+3), Perception 0 (+3/+7), Ranged Combat: Repulsors 0 (+0/+10), Technology 2 (+6)
Offenses:
Initiative +6
Repulsor +10, Ranged, Damage 10
Sonics -, Cone Area, Affliction 10
Unibeam -, Line Area, Damage 10
Unarmed +8, Close, Damage 12
Defenses: Dodge 5/8, Parry 4/8, Will 7, Fort 12, Toughness 12
Power Points: Abilities 68 + Powers 73 + Advantages 1 + Skills 4 + Defenses 4 = 150
Last edited by legend on Wed Oct 24, 2012 7:53 am, edited 1 time in total.

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SPIRIT OF '76 (William Nasland) (PL 10)

Post by legend » Wed Jul 04, 2012 3:34 pm

Image
STR 3, STA 4, AGL 7, DEX 3, FGT 11, INT 2, AWE 2, PRE 2
Powers:
Cloak: Immunity 10 (Bullets, Fire), Protection 2; Sustained, Removable (-2 points) • 10 points
Advantages: Agile Feint, All-Out Attack, Close Attack 6, Defensive Attack, Defensive Roll 3, Evasion 2, Extraordinary Effort, Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Precise Attack (Close Cover), Redirect, Seize Initiative, Set-Up, Skill Mastery (Acrobatics), Takedown 2, Teamwork, Uncanny Dodge, Weapon Bind
Skills:Acrobatics 8 (+15), Athletics 12 (+15), Insight 3 (+5), Perception 7 (+9), Persuasion 4 (+6), Stealth 2 (+9), Vehicles 2 (+3)
Offenses:
Initiative +11
Unarmed +17, Close, Damage 3 (Crit 19-20)
Defenses: Dodge 11, Parry 11, Will 10, Fortitude 10, Toughness 9/6
Power Points: Abilities 68 + Powers 10 + Advantages 35 + Skills 19 + Defenses 18 = 150
Last edited by legend on Wed Oct 24, 2012 7:55 am, edited 1 time in total.

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Re: LEGEND'S R2P PL10-Verse: IRON PATRIOT, SPIRIT OF '76

Post by JDRook » Wed Jul 04, 2012 8:23 pm

I see the problem. HeroLab also does a weird point-break with Removable, dividing the power by 5 and rounding to the nearest 1 to calculate the discount. So a 2p Removable gets no discount, but a 3p Removable gets -1 and Easily Removable gets -2. With the Scimitar, the 18p Ranged Damage would have made for a -8 discount (18/5=3.6 rounded to 4, x2 for Easily). I'm not saying that's necessarily the "right" way to do it (not sure on the limited Skills, either) but that's how HL does it.

EDIT - after a quick test, it also includes 1p for each AE, so the Scimitar would be calculated based on 19p, and the Sash based on 8, for -8 and -2 respectively.

As for Absorbing Man's Variable, I tried messing around with a cheaper alternative
Energy & Material Duplication
. . Energy Forms Effects
. . . . Energy Aura 10 Dynamic, DC 25; Limited: by Damage rank of energy duplicated) 3/rank, max 30
. . . . Insubstantial 3 Dynamic, Energy; Increased Duration: continuous, Progressive; Limited: by nature duplicated energy or material) 5/rank, max 15
. . Growth 13 Dynamic, +13 STR, +13 Tough, +6 Intimidate, -13 Stealth, -6 active defenses, +3 size categories, +1 speed ran; Increased Duration: continuous) 3/rank, max 39
. . Solid Forms Effects
. . . . Enhanced Strength 10 Dynamic, +10 STR; Limited: by Toughness of material touched) 1/rank, max 10
. . . . Formed Blunt Weapons: Strength-based Damage 3 Dynamic, DC 21, Advantages: Improved Critical) 1/rank +1, max 4
. . . . Protection 13 Dynamic, +13 Toughness; Impervious, Increased Duration: continuous, Sustained; Limited: by Toughness of material touched) 2/rank, max 26
. . Variable 6 (30p pool) Dynamic; Action 2: free, Increased Duration: continuous) 10/rank, max 60

It's a little messy, but I think it covers all the bases. Basically it's a Dynamic Array with 4 slots: Energy Forms (with Aura and Insub), Solid Forms (with STR, ImpProt, and the weapon-hands), Growth, and a Variable with 30p of miscellaneous effects (which trade 2 for 1 due to the 10p/rank cost). Everything is bought up to Free Actions, the defensive effects are all Continuous so he'd keep his form if knocked out, and the best part is the whole thing costs 67p, 13 less than your original Variable. The only real downside is the complexity of it, which I don't think would be too bad for a seasoned player but may not be appropriate for the RtP mould.

Another possibility is downgrading the Immunity to Fortitude. saint-matthew makes an excellent argument for one option here.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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VIGILANTE (Greg Saunders) (PL 10)

Post by legend » Thu Jul 05, 2012 6:40 am

Image
STR 3, STA 3, AGL 3, DEX 2, FGT 4, INT 1, AWE 2, PRE 2
Powers:
Gunplay: Array (2 points) • 3 points
• Training: Enhanced Skill 2 (Ranged Combat: Guns +4) • 2 points
• Independent Aim: Feature (Split - may fire two guns of Damage 4 or less at once) • 1 point
Unload: Enhanced Extra 4 (Multiattack 4 on Six-Shooters) • 4 points
Equipment:
Lasso: Ranged Affliction 7 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree) • 14 points
Motorcycle: Medium, Str 1, Spd 6, Def 10, Tou 8 • 10 points
Twin Six-Shooters: Ranged Damage 4 • 16 points
Advantages: Attractive, Defensive Roll 4, Diehard, Equipment 8, Extraordinary Effort, Improved Aim, Improved Defense, Improved Disarm, Improved Initiative, Luck, Quick Draw, Ranged Attack 10, Seize Initiative, Takedown, Tracking, Weapon Bind
Skills: Acrobatics 6 (+9), Athletics 9 (+12), Close Combat: Unarmed 12 (+16), Expertise: Cowboy 4 (+5), Expertise (Pre): Performing 3 (+5), Insight 8 (+10), Investigation 7 (+8), Perception 8 (+10), Persuasion 7 (+9), Vehicles 4 (+6)
Offenses:
Initiative +7
Lasso +12, Ranged, Affliction 7
Twin Six-Shooters +16, Ranged, Multiattack Damage 4
Twin Six-Shooters +12, Ranged, Damage 4 (two independent targets)
Unarmed +16, Close, Damage 3
Defenses: Dodge 13, Parry 13, Will 9, Fortitude 11, Toughness 7/3
Power Points: Abilities 40 + Powers 7 + Advantages 35 + Skills 34 + Defenses 34 = 150

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Re: LEGEND'S R2P PL10-Verse: VIGILANTE

Post by legend » Thu Jul 05, 2012 7:27 am

JDRook wrote:As for Absorbing Man's Variable, I tried messing around with a cheaper alternative
Energy & Material Duplication
. . Energy Forms Effects
. . . . Energy Aura 10 Dynamic, DC 25; Limited: by Damage rank of energy duplicated) 3/rank, max 30
. . . . Insubstantial 3 Dynamic, Energy; Increased Duration: continuous, Progressive; Limited: by nature duplicated energy or material) 5/rank, max 15
. . Growth 13 Dynamic, +13 STR, +13 Tough, +6 Intimidate, -13 Stealth, -6 active defenses, +3 size categories, +1 speed ran; Increased Duration: continuous) 3/rank, max 39
. . Solid Forms Effects
. . . . Enhanced Strength 10 Dynamic, +10 STR; Limited: by Toughness of material touched) 1/rank, max 10
. . . . Formed Blunt Weapons: Strength-based Damage 3 Dynamic, DC 21, Advantages: Improved Critical) 1/rank +1, max 4
. . . . Protection 13 Dynamic, +13 Toughness; Impervious, Increased Duration: continuous, Sustained; Limited: by Toughness of material touched) 2/rank, max 26
. . Variable 6 (30p pool) Dynamic; Action 2: free, Increased Duration: continuous) 10/rank, max 60

It's a little messy, but I think it covers all the bases. Basically it's a Dynamic Array with 4 slots: Energy Forms (with Aura and Insub), Solid Forms (with STR, ImpProt, and the weapon-hands), Growth, and a Variable with 30p of miscellaneous effects (which trade 2 for 1 due to the 10p/rank cost). Everything is bought up to Free Actions, the defensive effects are all Continuous so he'd keep his form if knocked out, and the best part is the whole thing costs 67p, 13 less than your original Variable. The only real downside is the complexity of it, which I don't think would be too bad for a seasoned player but may not be appropriate for the RtP mould.

Another possibility is downgrading the Immunity to Fortitude. saint-matthew makes an excellent argument for one option here.
I agree with downgrading the Immunity 30 (Fortitude Effects) to Immunity 10 (Life Support). I think I found a way to make Variable Continuous, keep all the effects I want, and reach PL limits.

ABSORBING MAN 2.0
STR 3, STA 3, AGL 1, DEX 0, FGT 4, INT 0, AWE 2, PRE 0
Powers:
Chain & Ball: Strength-based Damage 3, Enhanced Advantages 4 (Improved Disarm, Improved Grab, Improved Hold, Improved Trip), Feature 1 (Toughness affected by Material Duplication power), Reach 2, Easily Removable (-4 points) • 6 points
Energy & Material Duplication: Feature (reattach severed limbs by deactivating power); Variable 12 (60 points) for absorbing the physical properties of anything he touches, Continuous • 97 points
Advantages: All-Out Attack, Power Attack
Skills: Close Combat: Unarmed 3 (+7), Intimidation 5 (+5), Perception 3 (+5), Ranged Combat: Throwing 3 (+3)
Offenses:
Initiative +2
Wrecking Ball +4, Close (Reach 2), Damage 6
Unarmed +7, Close, Damage 3
Defenses: Dodge 5, Parry 7, Will 7, Fort 3, Toughness 3
Power Points: Abilities 26 + Powers 103 + Advantages 2 + Skills 7 + Defenses 12 = 150

This build allows you to have Enhanced Strength 10, Immunity 10 (Life Support), Impervious Protection 10 (maxing out PL) and still have 10 points to play with for additional effects. After all, why wouldn't the Immunity 10 (Life Support) be part of the Variable power? There have been times in the comics when Absorbing Man used his power and didn't have Immunity.

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Re: LEGEND'S R2P PL10-Verse: VIGILANTE

Post by JDRook » Thu Jul 05, 2012 10:52 am

More edits, up to the end of the C's, and more commentary:

Banshee - Sonic Shield: Create 15 is too big for the array, but Create 12 fits nicely. Conversely, Flight fills less than half its array slot and is nowhere near the speed of sound; you could easily bump Flight up to 7 or 8 plus the costume for no additional cost.

Captain America - I don't think Deflect really gets any function out of Ricochet, although it's a good descriptor.
Also, I think the Immunity 5 Slam Damage would work for all Slam damage, including the feedback from your own attacks.
You have Ricochet 5 on your Shield Attack under Powers and Rico 3 under Offenses. Probably confused it with Deflect.
So if you drop the Deflect Ricochet and take 1 rank of Rico off the Thown Shield Attack you can save 2p.

Captain Britain - no issues

Cloak - Is the Movement Attack also resisted by Fortitude or something else? I can only assume the Area Concealment Attacks are irresistible as per the Sensory Power Profile, meaning you don't need the Increased DC.
Darkforce Intangibility is only 28p. Probably missed the -2 Flaws on Concealment. Total 2p leftover.

Crystal - weird thing about Ranged on Environment: if your target point is the centre of the radius of effect, it's actually impossible to cast it far enough to not be caught under it if the Rank is greater than 5. I say forget about Ranged and pop in Selective.*
You could also easily combine 5 of those slots into 2, but it may not be appropriate for RtP. I'll elaborate below.

Cyclops - the Raw Optic Blast is presumably Scott's unfiltered beam. You could just make this part of the Complication and that beam shoots out as long as his eyes are open. Could save you a point.



I'm having a slight philosophical clash with some of your builds. Don't worry it's not a bad thing. You've done an excellent job of defining these characters in a very inclusive way. You've managed to put in most if not all the powers any comics fan would expect, and within the 10/150 budget, and if I were a newbie and a Marvel fan, this is exactly the kind of resource I would hope for.

On my side, I don't know most of the characters extremely well, but I do love streamlining characters, imagining how fewer or different mechanics can let you tell the same story in the game. I find this fun, but I'm aware that it may not be the ideal mindset for making RtP established characters for new players.

My impulse would be to give the player the characters as you've statted them, and then encourage them to streamline and customize to make their playable version.
-Banshee is great, but if I wanted to play up his Interpol training, I might drop half of his AEs (which I could always power stunt) to buy up his skills, turning him into a male Black Canary . . . only he can fly . . . :P
-Crystal's powers are pretty wide-ranging but thematically tight enough that I could turn all of the Element Control slots into one big Perception Range Move Object Quirked to natural elements, and both of her blasts into a Variable (Elements) Blast. A little fine-tuning and she could buy some more interesting non-combat abilities outside of marrying people. :)
I could make my versions just as functional as yours for slightly fewer points, but it might not be that clear to newcomers. It's basically the Super-Breath problem: a lot of people went "whaaaaat?" when the official DCA Superman didn't have Super-Breath in his build, and no amount of telling them to power-stunt it off his Strength would please them all, so they added it in the Heroes & Villains volumes. Of course, they didn't even bother with point limits for about 90% of those characters, so adding a few more to Supes' 280+ was no big deal. Working in starting player limits is a challenge and an art.

When I saw Absorbing Man's reattachment Feature, I actually recalled that scene, in a comic I couldn't name because I've never owned any and I would have read it over 20 years ago at a friend's place: Creel in grey (stone or metallic or something) holding his own severed arm in place and trying not to puke when he changes back to flesh form. Now as a GM, if I was ballsy enough to cut the arm off of a player's PC, I'd probably give him a HP, and if he wanted to reattach the arm without being sure if it would work, I'd probably let him, and if he roleplayed it well enough I might even let him keep the HP and throw some Fatigue at him. However, if he bought it as a Feature, I'd feel compelled to hack bits off of him at least every other session. So in terms of gameplay, I actually wouldn't recommend buying that Feature to start, because that trick would get boring relatively quickly. However, as a comic fan, I think it's absolutely vital that I know that something like that would be possible for the character. It's a fine line.

*forgot about my asterisk! The Weather Power Profile introduced a different use for Selective specifically for the Environment effect. It allows you to reallocate the purchase points per rank among cold, heat, impeding and visibility, so adding it to Crystal's Weather power would allow her to make it snow (Impede 1, Visibility 2) or sleet (Cold 1, Impede 2) or freezing rain (Cold 2, Visibility 1) or what-have-you, changing with a Standard action. If you still want to pick targets with Environment, a second Selective can be used in the conventional way. (Why Kenson didn't just make up a new name for the Extra is beyond me.)
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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Re: LEGEND'S R2P PL10-Verse: VIGILANTE

Post by legend » Thu Jul 05, 2012 1:04 pm

JDRook wrote:Banshee - Sonic Shield: Create 15 is too big for the array, but Create 12 fits nicely. Conversely, Flight fills less than half its array slot and is nowhere near the speed of sound; you could easily bump Flight up to 7 or 8 plus the costume for no additional cost.
Corrected Sonic Shield. Changed flight to Enhanced Flight 12 (13 total), Extra (Gliding flaw removed from costume)
JDRook wrote:Captain America - I don't think Deflect really gets any function out of Ricochet, although it's a good descriptor.
Also, I think the Immunity 5 Slam Damage would work for all Slam damage, including the feedback from your own attacks.
You have Ricochet 5 on your Shield Attack under Powers and Rico 3 under Offenses. Probably confused it with Deflect.
So if you drop the Deflect Ricochet and take 1 rank of Rico off the Thown Shield Attack you can save 2p.
Wasn't aware of the Immunity overlap. Made changes to the shield.

Shield: Array (11 points), Easily Removable (-4 points), Indestructible • 8 points
• Deflect 11 • 11 points
• Enhanced Defenses 4 (Dodge 2, Parry 2); Immunity 5 (Slam Damage), Sustained • 1 point
• Ranged Strength Damage, Improved Critical, Ricochet 4 • 1 point

Used the two extra points for Defensive Attack & Interpose.
JDRook wrote:Cloak - Is the Movement Attack also resisted by Fortitude or something else? I can only assume the Area Concealment Attacks are irresistible as per the Sensory Power Profile, meaning you don't need the Increased DC.
Darkforce Intangibility is only 28p. Probably missed the -2 Flaws on Concealment. Total 2p leftover.
Added "Resisted by Fortitude" to the Movement Attack. I don't think the Weaken should work without it.

Corrected the Darkforce Intangibility power and used the two extra points for Parry & Will.
JDRook wrote:Crystal - weird thing about Ranged on Environment: if your target point is the centre of the radius of effect, it's actually impossible to cast it far enough to not be caught under it if the Rank is greater than 5. I say forget about Ranged and pop in Selective.*
You could also easily combine 5 of those slots into 2, but it may not be appropriate for RtP. I'll elaborate below.
Change the Control Weather but left everything else.
JDRook wrote:Cyclops - the Raw Optic Blast is presumably Scott's unfiltered beam. You could just make this part of the Complication and that beam shoots out as long as his eyes are open. Could save you a point.
I figure there's no reason he can't use his raw beam with the visor. He just can't control it without the visor.
JDRook wrote:I'm having a slight philosophical clash with some of your builds. Don't worry it's not a bad thing. You've done an excellent job of defining these characters in a very inclusive way. You've managed to put in most if not all the powers any comics fan would expect, and within the 10/150 budget, and if I were a newbie and a Marvel fan, this is exactly the kind of resource I would hope for.

On my side, I don't know most of the characters extremely well, but I do love streamlining characters, imagining how fewer or different mechanics can let you tell the same story in the game. I find this fun, but I'm aware that it may not be the ideal mindset for making RtP established characters for new players.

My impulse would be to give the player the characters as you've statted them, and then encourage them to streamline and customize to make their playable version.


I don't disagree with your philosophy.

There are so many variations of the same characters, its not always easy to get every thing you want in the build. Unfortunately, things like background skills and languages often get tossed first. I don't even go near complications. That's because I think of my build only as a starting point or quick play tool. Maybe someone using my Banshee build isn't playing Banshee but there own character (maybe "Howler" or what have you).

As far as streamlining goes, everyone overlooks things and there are always was to improve things. My career used to be in Quality Assurance and I would always have someone do exactly what your doing now. I think its helpful to me and benefits anyone who uses these builds (and makes the builds more usable). I've used 90% of your input.
JDRook wrote:When I saw Absorbing Man's reattachment Feature, I actually recalled that scene, in a comic I couldn't name because I've never owned any and I would have read it over 20 years ago at a friend's place: Creel in grey (stone or metallic or something) holding his own severed arm in place and trying not to puke when he changes back to flesh form.
Secret Wars. I think Wolverine sliced it off while he Creel was Stone.

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MISTER TERRIFIC (Michael Holt) (PL 10)

Post by legend » Thu Jul 05, 2012 3:39 pm

Image
STR 3, STA 3, AGL 3, DEX 0, FGT 5, INT 7, AWE 4, PRE 0
Powers:
T-Mask: Concealment 10 (All Senses), Limited to Machines; Feature (Quick Change); Remote Sensing 8 (Visual, Auditory), Increased Action (Move), Medium (location of T-Spheres); Senses 1 (Communication Link with T-Spheres); Removable (-5 points) • 15 points
Advantages: Assessment, Defensive Roll 4, Improved Initiative, Improvised
Tools, Inventor, Jack-of-all-trades, Minions 20 (4 T-Spheres), Power Attack
Skills: Acrobatics 6 (+9), Athletics 6 (+9), Close Combat: Unarmed 12 (+17), Expertise: Streetwise 1 (+8), Insight 3 (+7), Investigation 3 (+10), Perception 3 (+7), Stealth 6 (+9), Technology 7 (+14), Treatment 1 (+8), Vehicles 2 (+2)
Offenses:
Initiative +7
Unarmed +17, Close, Damage 3
Defenses: Dodge 12, Parry 13, Will 11, Fortitude 9, Toughness 7/3
Power Points: Abilities 50 + Powers 15 + Advantages 30 + Skills 25 + Defenses 30 = 150

Image
T-Spheres (PL 9 Minion)
STR -5, STA -, AGL 0, DEX 0, FGT -2, INT -, AWE 0, PRE -
Powers: Concealment 10, Limited to Machines; Flight 5; Feature (Database); Immunity 30 (Fortitude effects); Protection 8; Senses 4 (Communication Link with Mister Terrific, Infravision, Radio, Tracking); Shrinking 12, Permanent, Innate; Weapons Systems (12 point Array: Dazzle: Ranged Affliction 6 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to vision, Accurate 6; AE: Holographic Projection: Illusion 4 (Visual, Auditory); AE: Knockout Gas: Cloud Area Affliction 6 (Resisted by Fortitude; Fatigued, Exhausted, Asleep); AE: Laser Grid: Shapeable Area Damage 4, Sustained, Limited (only as Team Attack); AE: Smoke Gas: Cloud Area Visual Concealment Attack 4). Advantages: Move-By Action. Skills: Stealth 0 (+12). Offenses: Initiative +0, Dazzle +12 (Ranged, Affliction 6), Holographic Projection - (Perception Ranged, Illusion 4), Knockout Gas - (Cloud Area, Affliction 6), Laser Grid - (Shapeable Area, Damage 4), Smoke Gas - (Cloud Area, Visual Concealment Attack 4). Defenses: Dodge 10, Parry 8, Will Immune, Fortitude Immune, Toughness 8. Totals: Abilities -38 + Powers 104 + Advantages 1 + Skills 0 + Defenses 8 = 75

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Re: LEGEND'S R2P PL10-Verse: VIGILANTE, MISTER TERRIFIC

Post by JDRook » Thu Jul 05, 2012 5:03 pm

Glad to be of help! Now, going to the bottom of page 2:

Dagger - Accurate 3 could just be Ranged Combat: LLG 6. The only advantage of keeping Acc on those slots is that it plumps up the Array pool to an even 40, a nice big round number to stunt off of. Putting the bonus in Skills is just visually cleaner.
Healing isn't technically an attack, although you need an attack check if it's Ranged, hence the Acc 3. Or you could make it Perception Range and drop it to 13 ranks. Has she ever missed a heal?
Since she has SM:Acro and Acro +13 she can beat DC 20 all the time, so she would only ever need Instant up if there was a huge penalty on her Acro for some reason (Weakened AGI or an injury or oil slick).
Powers 41 should be 44 and Defenses 20 is 19, so you're 2p over.

Daredevil - Senses only add up to 7: 4 Analyticals (Touch, Smell, and 2 Hearing), Ranged & Tracking on Smell, and Ultra-Hearing. No Extended? 1p left over.

Mini-Rant on Ricochet: Rico's a fun addition to any power, but once you get past the first couple ranks it is essentially a limited form of Indirect, the only real difference being that a Ricocheted attack could never get into (or out of) a sealed room, while Indirect 4 could. Because of this, any Ricochet over 3 ranks seems like wasted points to me, where you could just call it Indirect 4 with a reflecting surface Quirk and a Ricochet descriptor. That said, Cyclops should totally be able to bounce his shot 6 times and knock an eyelash off Jean Grey's cheek. It just seems silly to say he can absolutely do that and absolutely cannot do 7.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

My original characters thread (2e)
My League of Legends conversion thread (3e)
My Rules Musings in 3e

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Re: LEGEND'S R2P PL10-Verse: VIGILANTE, MISTER TERRIFIC

Post by legend » Fri Jul 06, 2012 6:25 am

JDRook wrote:Dagger - Accurate 3 could just be Ranged Combat: LLG 6. The only advantage of keeping Acc on those slots is that it plumps up the Array pool to an even 40, a nice big round number to stunt off of. Putting the bonus in Skills is just visually cleaner.
I agree. Made the change.
JDRook wrote:Healing isn't technically an attack, although you need an attack check if it's Ranged, hence the Acc 3. Or you could make it Perception Range and drop it to 13 ranks. Has she ever missed a heal?
Don't know why that's there. Probably a typo.
JDRook wrote:Since she has SM:Acro and Acro +13 she can beat DC 20 all the time, so she would only ever need Instant up if there was a huge penalty on her Acro for some reason (Weakened AGI or an injury or oil slick).
I agree. Removed Instant up.

I also made several other changes to bring her Defenses closer to PL limits
JDRook wrote:Daredevil - Senses only add up to 7: 4 Analyticals (Touch, Smell, and 2 Hearing), Ranged & Tracking on Smell, and Ultra-Hearing. No Extended? 1p left over.
Actually, I'm really 5 points under. Analytical Olfactory & Touch are should include Acute even though its not listed. Also, Acute & Analytical should be 2 points each for Olfactory.

I made changes to the Senses as well as some other significant changes to bring the build up to PL limits. I would have loved to include Extended for all the senses but its a tight squeeze as is.
JDRook wrote:Mini-Rant on Ricochet: Rico's a fun addition to any power, but once you get past the first couple ranks it is essentially a limited form of Indirect, the only real difference being that a Ricocheted attack could never get into (or out of) a sealed room, while Indirect 4 could. Because of this, any Ricochet over 3 ranks seems like wasted points to me, where you could just call it Indirect 4 with a reflecting surface Quirk and a Ricochet descriptor. That said, Cyclops should totally be able to bounce his shot 6 times and knock an eyelash off Jean Grey's cheek. It just seems silly to say he can absolutely do that and absolutely cannot do 7.
I usually research the character by reading the old Marvel Super Heroes game and Marvel Wikia. If I read somewhere that the character can bounce a shot of a wall, I put what I read into game terms. The description for Cyclops under Spatial Awareness in Marvel Wikia would call for Ricochet 12! I agree there comes a point where its useless so I dropped it to Ricochet 6 when doing the build. After another look, I could probably drop it by 2 and have 2 more points.

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