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

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legend
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GREEN LANTERN (Kai-Ro) (PL 10)

Post by legend » Sat Jul 21, 2012 9:11 am

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STR -1, STA 0, AGL 2, DEX 2, FGT 0, INT 2, AWE 3, 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
Size: Shrinking 2, Permanent, Innate • 5 points
Advantages: Accurate Attack, Extraordinary Effort, Fearless, Teamwork, Ultimate Effort (Will)
Skills: Acrobatics 2 (+4), Athletics 2 (+1), Insight 4 (+7), Investigation 2 (+4), Perception 3 (+6), Persuasion 6 (+7), Ranged Combat: Power Ring 6 (+8), Stealth 0 (+4), Technology 1 (+3)
Offenses:
Initiative +2
Power Ring +8. Ranged, Damage 12
Unarmed +0, Close, Damage -1
Defenses: Dodge 10, Parry 9, Will 14, Fortitude 5, Toughness 10/0
Power Points: Abilities 18 + Powers 81 + Advantages 5 + Skills 13 + Defenses 33 = 150

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HAWK (Hank Hall) & DOVE (Don Hall) (PL 10)

Post by legend » Sat Jul 21, 2012 4:15 pm

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HAWK (Hank Hall) (PL 10)
STR 8, STA 8, AGL 3, DEX 0, FGT 4, INT 0, AWE 1, PRE 2
Powers:
Hawk Dive: Leaping 4, Speed 3 • 7 points
Resilience: Impervious Protection 4, Regeneration 5 • 13 points
Talons: Strength-based Damage 4, Penetrating, Improved Critical • 9 points
Advantages: All-Out Attack, Diehard, Fearless, Great Endurance, Improved Initiative, Improved Smash, Power Attack, Sidekick 25 (Dove), Startle, Takedown
Skills: Athletics 4 (+12), Intimidation 9 (+12), Stealth 6 (+9), Close Combat: Talons 4 (+8), Insight 4 (+5), Perception 9 (+10)
Offenses:
Initiative +7
Talons +8, Close, Damage 12
Defenses: Dodge 6, Parry 8, Will 7, Fortitude 12, Toughness 12
Power Points: Abilities 52 + Powers 29 + Advantages 34 + Skills 18 + Defenses 17 = 150

DOVE (Don Hall) (PL 10)
STR 2, STA 7, AGL 5, DEX 0, FGT 2, INT 0, AWE 8, PRE 2
Powers:
Dove Wings: Leaping 2 • 2 points
Hyperawareness: Senses 1 (Mental Danger Sense) • 1 point
Resilience: Regeneration 5 • 5 points
Advantages: Agile Feint, Defensive Attack, Diehard, Evasion, Improved Defense, Improved Initiative, Inspire, Instant Up, Leadership, Move-By Action, Redirect, Set-Up, Teamwork, Uncanny Dodge
Skills: Acrobatics 8 (+13), Close Combat: Unarmed 15 (+17), Deception 6 (+8), Insight 4 (+12), Perception 4 (+12), Persuasion 11 (+13), Stealth 4 (+9)
Offenses:
Initiative +9
Unarmed +17, Close, Damage 2
Defenses: Dodge 13, Parry 13, Will 10, Fortitude 9, Toughness 7
Power Points: Abilities 54 + Powers 8 + Advantages 14 + Skills 26 + Defenses 23 = 125

Note: You can make Hawk the sidekick by removing Sidekick 25 from Hawk and giving it to Dove.

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GREEN LANTERN (Kyle Rayner) (PL 10)

Post by legend » Sun Jul 22, 2012 6:22 am

Image
STR 1, STA 0, AGL 2, DEX 2, FGT 2, INT 1, AWE 2, PRE 2
Powers:
Power Ring: Removable (-19 points) • 78 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 (26 points) • 35 points
• Force Blast: Ranged Damage 13, Dynamic • 27 points
• Force Bubble: Ranged Burst Area Immunity 7 (Environmental Effects, Suffocation Effects), Affects Others Only, Dynamic • 2 points
• Force Constructs: Create 12, Increased Mass, Precise, Dynamic • 2 points
• Lifting: Move Object 13, 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: Teamwork, Ultimate Effort (Will)
Skills: Athletics 3 (+4), Close Combat: Unarmed 2 (+4), Deception 2 (+4), Expertise: Art 1 (+2), Insight 5 (+7), Investigation 3 (+4), Perception 3 (+5), Ranged Combat: Power Ring 5 (+7), Technology 2 (+3)
Offenses:
Initiative +2
Power Ring +7. Ranged, Damage 13
Unarmed +4, Close, Damage 1
Defenses: Dodge 10, Parry 9, Will 14, Fortitude 6, Toughness 10/0
Power Points: Abilities 24 + Powers 78 + Advantages 2 + Skills 13 + Defenses 33 = 150

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ROCKET RED (Dimitri Pushkin) (PL 10)

Post by legend » Sun Jul 22, 2012 10:09 am

Image
STR 10, STA 2, AGL 1, DEX 1, FGT 6, INT 0, AWE 1, PRE 0
Powers:
Battlesuit: Removable (-25 points) • 100 points
Body Armor: Impervious Protection 10 • 20 points
Enhanced Abilities: Enhanced Strength 7, Enhanced Fighting 2, Enhanced Fortitude 10 • 28 points
Mecha-Empathy: Array (4 points) • 7 points
• Control Technology: Perception Ranged Affliction 4 (Resisted by Technology or Will; Controlled), Limited to Third, Affects Objects Only, Limited to Technology • 4 points
• Deactivate Technology: Perception Ranged Nullify Technology 1, Broad (Technological), Simultaneous • 1 point
• Interface: Comprehend 2 (Machines) • 1 point
• Manipulate Technology: Perception Ranged Move Object 1, Precise, Limited to Operating Machines • 1 point
Rockets: Flight 5, Movement 1 (Space Travel) • 12 points
Sensors: Senses 12 (Accurate Extended Radio, Darkvision, Direction Sense, Distance Sense, Infravision, Time Sense, Ultra-Hearing) • 12 points
Stealth Mode: Radio Concealment 2, Passive • 2 points
Tactical Computer: Enhanced Advantages 5 (Accurate Attack, Defensive Attack, Improved Defense, Improved Smash, Power Attack), Enhanced Skill 6 (Perception +4, Ranged Combat: Weapon Systems +8), Enhanced Defenses 8 (Dodge 6, Parry 2) • 19 points
Weapon Systems: Array (23 points) • 25 points
• Missile Barrage: Ranged Damage 7, Multiattack, Accurate 2 • 23 points
• Energy Blasts: Ranged Damage 11, Precise • 1 point
• Gatling Gun: Ranged Damage 7, Penetrating, Accurate 2 • 1 point
Advantages: Accurate Attack, Defensive Attack, Improved Aim, Improved Disarm, Improved Defense, Improved Initiative, Improved Smash, Power Attack, Precise Attack (Ranged Cover)
Skills: Athletics 4 (+14), Close Combat: Unarmed 4 (+10), Expertise: Soldier 3 (+3), Perception 6 (+11), Ranged Combat: Weapon Systems 0 (+9), Ranged Combat: Guns 8 (+8), Technology 3 (+3)
Offenses:
Initiative +5
Missile Barrage +13, Ranged Multiattack Damage 7
Energy Blasts +9, Ranged, Damage 11
Gatling Gun +13, Ranged Penetrating Damage 7
Unarmed +10, Close, Damage 10
Defenses: Dodge 8, Parry 8, Will 8, Fortitude 12, Toughness 12
Power Points: Abilities 24 + Powers 100 + Advantages 4 + Skills 14 + Defenses 8 = 150

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Re: LEGEND'S R2P PL10-Verse: The RAY

Post by JDRook » Sun Jul 22, 2012 11:02 am

legend wrote:
JDRook wrote:Iron Fist - Augmented Speed has Multiattack 6 but only 5 ranks of Damage to modify. Since AS has only MA 5 under offense and the Athletics skills should be 7 (+10), I assume STR was 4 at some point.
Yes, Strength was originally 4 and decreased as part of the trimming process. Added Penetrating 1 to Augmented Speed Power to make up for the decrease.
Hmm, a partial Penetrating Improved Crit Multiattack. Use a full Power Attack and roll a 19 against an Impervious target and it can potentially get pretty complicated. Player and GM would need to come to a consensus on whether Multiattack and Critical effect bonuses should stack, and whether 1 rank of Penetrating can get boosted to 6 with Power Attack, since neither of those instances seem to be very well-defined.
JDRook wrote:Mind Meld is causing issues. As a Grab-based effect, that means it has an Attack +14, so with Mind Reading 10 it's pushing a PL12.
Added Inaccurate 2 to bring him within PL.
That's a great use of Inaccurate. It also almost make the power itself cheap enough to be built outside the array, but that doesn't fit the concept. I imagine Martial Art Chi arrays as like Katas, being very focussed on set moves and outcomes.
JDRook wrote:Iron Man - Radar is either overpriced or underextended. As written it costs 4p and can spot an obvious object (DC0) from 1800' as a routine check. That's not too bad considering his flight and weapons ranges.
Radar is actually correct as is. Accurate cost 4 points since its for an entire sense type.
I've seen you do this a few times with PCs after here. Applying to the whole sense type when you only have one sense is a good system (I want an equal-opposite term for "cheesy" right here). In this instance, it could be that not only can Tony pick up targets using radar to pinpoint them, he could also locate radio sources.
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: The RAY

Post by JDRook » Sun Jul 22, 2012 11:04 am

legend wrote:
JDRook wrote:Juggernaut - Immunity to entrapment (grabbing, snares, or bonds) is specifically mentioned in the handbook as being 5 ranks, so you could use that and have 5p leftover.
The Immunity in the handbook means Immunity 5 (Grabbing), or Immunity 5 (Snares), or Immunity 5 (Bonds) (just don't ask me to describe the difference between a snare and a bond). Just look at the Frictionless power from the Kinetic Powers Power Profile: Immunity 10 (Grabbing, Ensnaring, and Restraining effects).
:shock: This is an excellent point. I never really looked closely at that, but the OR versus an AND essentially says that.
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: ROCKET RED

Post by JDRook » Sun Jul 22, 2012 3:54 pm

M's to the bottom of page 5


Machine Man - Darkvision is actually 2p (equivalent to Counters Concealment (Darkness)) which puts the Zoom & Mag slot at 13p.

He can speak & understand all language, but can't read them.

Mad-Dog - Claws & Fangs could be arrayed like for Lizard to save 1p and possibly beef up Claws a bit.

Rabid Poison should not have 19-20 Crit Range.

Majik - Could combine those cheap Limited to Limbo effects into single slots (say Imitation/Body Transformation and both Fire Controls), bump the Array pool to 22 and save an entire point, although it may be more trouble than it's worth.

The Variable 3 on Augmented Magic would make a 15p pool, not 10.

ImpCrit on Blade of Precision is technically capped at 4 ranks. I assume that's a typo.

Maim & Strike are both limited to specialized opponents, so while that slot is active it should have zero effect on other targets no matter how hard you hit them. However, there are enough points left over in both slots to allow for a normal sword effect as well (StrDam 3 + ImpCrit 1) if that seems more fitting.

The increments on Promethium Battle Armor I assume are like a reverse-Fades, increasing from 1 every round by 1? That's only a reasonable limit if Majik usually has less than a minute to prepare for combat, so I would expect at least a few ambushes in this PC's future.

Not sure how you're getting 21p on Banish. Base Movement is 2p/rank and Range+Area-Limit puts it at 3p/rank, so increasing DC by 9 makes it 30p.


Majik's Draw Spells has several issues, so I kept it to the end. In order:
- Second Chance is meant to be used for hazards or skills with consequences for failure. Failed Ritual checks don't have a real consequence (besides casting it again) unless you fail by 3+ degrees
- Skill Mastery lets you perform a skill routinely under presssure, usually combat situations, so it would allow success on a routine DC30, or a 20p ritual. However, rituals can already be done as routine checks because they are normally done out of combat.
- Quickness can be used on routine checks (and therefore rituals) to speed up the design and casting of the ritual, which normally take 4 hours to design and 10 minutes to cast per point of the ritual. In theory, jumping up the Time column on the Ranks & Measures table would mean a 20p ritual would take a minute to design (20 x 3 seconds) and about 2.5 seconds to cast (20 x 1/8 second). However, the option to Jury-Rig a ritual already exists, allowing a ritualist to skip the design phase and cast the ritual in one round per point, using a hero point and checking against DC15+ritual cost. For a 20p ritual that would take 2 whole minutes. Using Quickness to circumvent Jury-rigging is not technically against the rules, but it doesn't seem right.

If your intent is a "minute-ritual" you could simulate it with this:

Draw Spells: Variable 4 (20p), Slow - 24p

That's it. The only drawback is that you couldn't do this during combat, or at the very least you couldn't do anything during combat but use the sword to create the ritual, so you might need some cover.

Now if you wanted the ritual to depend on Magic skill, you could add Check Required, which limits the number of ranks of the effect you can use by how much you clear the skills check. So if you had Check Required 10 on Var4, you would check against DC20 and use 1 rank for each point you rolled over, or all of them with a 24. A reasonable additional Flaw might be to make the DC success allow 1 point per point over, or the equivalent of 1 rank per degree of success, to make the roll more challenging.

Draw Spells: Variable 5 (25p), Magic Check 10, Rank Per Degree - 20p

This still requires a DC20, but with SM: Magic and +20 skill she could routinely get a 30, or 3 degrees and 15p for the Drawn Spell, while a die roll of 20 would give her 40 and 5 degrees or 25p. For this I would suggest removing Second Chance: Magic and taking Ultimate Effort: Magic so she can burn a hero point to max out her magic. This still allows spells to fizzle (natural 1) or come out weaker than planned occasionally.

EDIT - PS: That's all an attempt to make her points work out and be a balanced starting PL10, but to be honest, Majik feels like too much for a player, or at least not for one without a lot of experience and rapport with the GM. I mean, Doc Strange has a lot of details and a spell for every occasion, but this girl can teleport anywhere on Earth or in time or space! She'd make a good NPC as a mentor or a contact or an opponent or a love interest, but having to keep her powers in check as a PC would be challenging.
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: ROCKET RED

Post by legend » Mon Jul 23, 2012 6:58 am

JDRook wrote:Machine Man - Darkvision is actually 2p (equivalent to Counters Concealment (Darkness)) which puts the Zoom & Mag slot at 13p.
Dropped Distance Sense to bring it back down to 12.
JDRook wrote:He can speak & understand all language, but can't read them.
Intentional.
JDRook wrote:Mad-Dog - Claws & Fangs could be arrayed like for Lizard to save 1p and possibly beef up Claws a bit.
Made Claws an AE. Used extra point to increase Will by 1.
JDRook wrote:Rabid Poison should not have 19-20 Crit Range.
The Rabid Poison is linked to the Fangs which does have Improved Critical.
JDRook wrote:Majik - Could combine those cheap Limited to Limbo effects into single slots (say Imitation/Body Transformation and both Fire Controls), bump the Array pool to 22 and save an entire point, although it may be more trouble than it's worth.
Magik only has two spells that work outside of Limbo (Astral Projection & Sense Mystical Auras). If she were a PC, I would recommend dropping the other spells (saving 8 points).
JDRook wrote:The Variable 3 on Augmented Magic would make a 15p pool, not 10.
Fixed.
JDRook wrote:ImpCrit on Blade of Precision is technically capped at 4 ranks. I assume that's a typo.
Fixed.
JDRook wrote:Maim & Strike are both limited to specialized opponents, so while that slot is active it should have zero effect on other targets no matter how hard you hit them. However, there are enough points left over in both slots to allow for a normal sword effect as well (StrDam 3 + ImpCrit 1) if that seems more fitting.
I was thinking I could fit both effects together if I could drop Affects Insubstantial 2. Do I really need the Affects Insubstantial modifier if it only affects insubstantial targets?
JDRook wrote:The increments on Promethium Battle Armor I assume are like a reverse-Fades, increasing from 1 every round by 1? That's only a reasonable limit if Majik usually has less than a minute to prepare for combat, so I would expect at least a few ambushes in this PC's future.
I think she'll rarely reach full power in combat.
JDRook wrote:Not sure how you're getting 21p on Banish. Base Movement is 2p/rank and Range+Area-Limit puts it at 3p/rank, so increasing DC by 9 makes it 30p.
Increased DC is the same as the Limited to Resistance modifier in the Mental Powers Power Profile. Its 3 points for the 1st rank and 18 points for the next 9.
JDRook wrote:Majik's Draw Spells has several issues, so I kept it to the end. In order:
- Second Chance is meant to be used for hazards or skills with consequences for failure. Failed Ritual checks don't have a real consequence (besides casting it again) unless you fail by 3+ degrees
I replaced it with Second Chance (Ritual Mishap) and added Ultimate Effort.
JDRook wrote:- Skill Mastery lets you perform a skill routinely under presssure, usually combat situations, so it would allow success on a routine DC30, or a 20p ritual. However, rituals can already be done as routine checks because they are normally done out of combat.
She might be under pressure.
JDRook wrote:- Quickness can be used on routine checks (and therefore rituals) to speed up the design and casting of the ritual, which normally take 4 hours to design and 10 minutes to cast per point of the ritual. In theory, jumping up the Time column on the Ranks & Measures table would mean a 20p ritual would take a minute to design (20 x 3 seconds) and about 2.5 seconds to cast (20 x 1/8 second). However, the option to Jury-Rig a ritual already exists, allowing a ritualist to skip the design phase and cast the ritual in one round per point, using a hero point and checking against DC15+ritual cost. For a 20p ritual that would take 2 whole minutes. Using Quickness to circumvent Jury-rigging is not technically against the rules, but it doesn't seem right.
I don't disagree with what your saying but the Soulsword's ability to draw spells is special. Note that she can already has a Variable effect with the sword with which to cast or augment spells. I did change the Limited to rituals to Limited to ritual design. The intent was to somehow do away with ritual design but not the casting time.
JDRook wrote:EDIT - PS: That's all an attempt to make her points work out and be a balanced starting PL10, but to be honest, Majik feels like too much for a player, or at least not for one without a lot of experience and rapport with the GM. I mean, Doc Strange has a lot of details and a spell for every occasion, but this girl can teleport anywhere on Earth or in time or space! She'd make a good NPC as a mentor or a contact or an opponent or a love interest, but having to keep her powers in check as a PC would be challenging.
A lot of things can happen while she passes through Limbo to reach her destination!

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Re: LEGEND'S R2P PL10-Verse: ROCKET RED

Post by JDRook » Mon Jul 23, 2012 9:59 am

legend wrote:
JDRook wrote:Maim & Strike are both limited to specialized opponents, so while that slot is active it should have zero effect on other targets no matter how hard you hit them. However, there are enough points left over in both slots to allow for a normal sword effect as well (StrDam 3 + ImpCrit 1) if that seems more fitting.
I was thinking I could fit both effects together if I could drop Affects Insubstantial 2. Do I really need the Affects Insubstantial modifier if it only affects insubstantial targets?
Affects Insub is only a 1 or 2p flat extra that allows you to effect both normal and insub targets, and Limiting for no corporeal is a pretty substantial Flaw. If you house-ruled a "Affects Insub Only" for +0 similar to "Affects Obejcts Only", it would work fine but you don't get the discount. If you're suggesting Affects Insub Only as a Limit, that would be a GM call, particularly if the setting is going to call for a lot of ghosts.

However, I think the goal here is to make an attack that treats insub and corporeal magic beings equally. So if you wanted to combine Maim & Strike, you could just make one effect with the limit "Only vs supernatural/magical opponents or objects" and it would effect all magical types whether Insub or not:

Slay the Supernatural: Damage 12, Aff Insub 2, Pen 12, Limited to Magical targets - 20p

There's still enough space to add a normal sword effect in the slot, unless you want to keep the "magic-killing" setting separate. In that case, non-magical targets would be completely unaffected by attacks with the sword on this setting.

JDRook wrote:- Quickness can be used on routine checks (and therefore rituals) to speed up the design and casting of the ritual, which normally take 4 hours to design and 10 minutes to cast per point of the ritual. In theory, jumping up the Time column on the Ranks & Measures table would mean a 20p ritual would take a minute to design (20 x 3 seconds) and about 2.5 seconds to cast (20 x 1/8 second). However, the option to Jury-Rig a ritual already exists, allowing a ritualist to skip the design phase and cast the ritual in one round per point, using a hero point and checking against DC15+ritual cost. For a 20p ritual that would take 2 whole minutes. Using Quickness to circumvent Jury-rigging is not technically against the rules, but it doesn't seem right.
I don't disagree with what your saying but the Soulsword's ability to draw spells is special. Note that she can already has a Variable effect with the sword with which to cast or augment spells. I did change the Limited to rituals to Limited to ritual design. The intent was to somehow do away with ritual design but not the casting time.
So the Sword does all the design work in a minute or two and Majik casts the ritual at the usual 10 minutes per point? That seems much more reasonable, especially for the cost, but obviously anything but the simplest rituals is still going to take a few hours. If that's the concept, it works great.
JDRook wrote:EDIT - PS: That's all an attempt to make her points work out and be a balanced starting PL10, but to be honest, Majik feels like too much for a player, or at least not for one without a lot of experience and rapport with the GM. I mean, Doc Strange has a lot of details and a spell for every occasion, but this girl can teleport anywhere on Earth or in time or space! She'd make a good NPC as a mentor or a contact or an opponent or a love interest, but having to keep her powers in check as a PC would be challenging.
A lot of things can happen while she passes through Limbo to reach her destination!
That's good, that Flaw should be worth it, but that doesn't make her any easier to PC. As long as Limbo was detrimental enough that it would discourage use for all but the most important trips, it might work out. ("I could send you back in time so you don't miss your exam, but a demon may rend your soul from your body on the way.") As you suggest, it would probably be best to remove all of her Limbo powers for a PC and occasionally allow her to use her Limbo tricks as a power stunt, likely with some kind of Limbo Shenanigans Complication.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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STARMAN (Prince Gavyn) (PL 10)

Post by legend » Mon Jul 23, 2012 10:35 am

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STR 10, STA 12, AGL 3, DEX 0, FGT 3, INT 1, AWE 2, PRE 2
Powers:
Durability: Immunity 7 (Environmental Effects, Suffocation Effects) • 7 points
Invulnerability: Impervious Toughness 10 • 10 points
Starflight: Flight 5, Alternate Effect (Movement 3 (Space Travel 3)) • 11 points
Stellar Energy Projection: Array (24 points) • 25 points
• Heat: Ranged Damage 12 • 24 points
• Light: Ranged Affliction 12 (Resisted by Fortitude; Impaired, Disabled, Unaware), Cumulative, Limited to vision • 1 point
Advantages: Accurate Attack, Attractive, Favored Environment (Space), Power Attack
Skills: Close Combat: Unarmed 7 (+10), Perception 3 (+5), Persuasion 4 (+6), Ranged Combat: Stellar Energy Projection 8 (+8)
Offenses:
Initiative +3
Stellar Energy Projection +8, Ranged, Damage 12 or Affliction 12
Unarmed +10, Close, Damage 10
Defenses: Dodge 8, Parry 8, Will 8, Fortitude 12, Toughness 12
Power Points: Abilities 66 + Powers 53 + Advantages 4 + Skills 11 + Defenses 16 = 150

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MAGIK 2.0 (PL 10)

Post by legend » Mon Jul 23, 2012 4:34 pm

Image
STR 0/9*, STA 3, AGL 2, DEX 0, FGT 3, INT 0, AWE 5, PRE 1
Powers:
Magic: Array (12 points) • 13 points
• Astral Projection: Remote Sensing 22 (Auditory, Mental, Visual), Increased Action 2 (Standard), Side-Effect 2 (Defenseless, Immobile), Subtle • 12 points
• Sense Mystical Auras: Enhanced Skill 4 (Perception +8) Linked to Senses 8 (Detect Magic, Accurate, Acute, Analytical, Extended, Radius, Ranged) • 1 point
Psi-Screen: Immunity 7 (Mind Control, Mind Reading) • 7 points
Soulsword: Easily Removable (-26 points), Indestructible • 42 points
-Magical Effects: Array (24 points) • 28 points
• Augmented Magic: Variable 3 (15 points) for augmenting or casting spells, Move Action • 24 points
• Blade of Precision: Strength-based Damage 3, Affects Insubstantial 2, Feature 7 (Accurate Attack, Improved Critical 4, Improved Smash, Power Attack), Penetrating 12 • 1 point
• Break Spell: Nullify Magic 12, Broad, Simultaneous, Close • 1 point
• Deflection: Deflect 7, Reflect, Redirect, Close • 1 point
• Draw Spells: Enhanced Advantages 3 (Second Chance (Ritual Mishap), Skill Mastery (Expertise: Magic), Ultimate Effort (Expertise: Magic)); Enhanced Skill 5 (Expertise: Magic +10), Limited to rituals; Quickness 30, Limited to ritual design • 1 point
-Mystic Right: Enhanced Advantage (Benefit (Status - ruler of Limbo)) • 1 point
-Summon Promethium Battle Armor: Enhanced Strength 9; Impervious Protection 10, Sustained • 38 points
Teleport Discs: Array (22 points) • 24 points
• Terrestrial: Teleport 21, Change Direction, Portal, Increased Action 2 (Standard), Limited (requires portal to limbo then to destination) • 22 points
• Banish: Ranged Cylinder Area Movement Attack 1 (Resisted by Dodge; Dimension Travel 1 - Limbo), Increased DC 9, Limited to targets standing on ground • 1 point
• Dimensional: Movement 7 (Dimension Travel 1 - Limbo, Space Travel 3, Time Travel 3), Portal, Increased Action (Move), Limited (Space Travel & Time Travel require portal to limbo then to destination)
Advantages: Improved Initiative, Languages (Russian), Ritualist
Skills: Close Combat: Soulsword 5 (+8), Expertise: Magic 10 (+10), Perception 1 (+6), Ranged Combat: Magic 8 (+8)
Offenses:
Initiative +6
Soulsword +8, Close, Damage 3/12* or Nullify Magic 12
Banish -, Ranged Cylinder Area, Movement Attack 10
Unarmed +4, Close, Damage 0/9*
Defenses: Dodge 7, Parry 7, Will 12, Fort 8, Toughness 3/13*
Power Points: Abilities 28 + Powers 86 + Advantages 3 + Skills 12 + Defenses 21 = 150
*With Promethium Battle Armor

Eliminated the Limbo only spells and decreased Astral Projection's cost. This version's Promethium Battle Armor doesn't increment the Enhanced Strength & Impervious Protection. Also simplifies Soulsword's use in combat.

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GREEN LANTERN (Guy Gardner) (PL 10)

Post by legend » Tue Jul 24, 2012 5:13 am

Image
STR 2, STA 2, AGL 2, DEX 1, FGT 4, INT 1, 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 (12 points) • 13 points
• Flight 6 • 12 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 (26 points) • 35 points
• Force Blast: Ranged Damage 13, Dynamic • 27 points
• Force Bubble: Ranged Burst Area Immunity 7 (Environmental Effects, Suffocation Effects), Affects Others Only, Dynamic • 2 points
• Force Constructs: Create 12, Increased Mass, Precise, Dynamic • 2 points
• Lifting: Move Object 13, 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: Fearless, Improved Initiative, Power Attack, Ultimate Effort (Will)
Skills: Acrobatics 3 (+5), Athletics 5 (+7), Close Combat: Unarmed 5 (+9), Investigation 3 (+4), Intimidation 7 (+8), Perception 3 (+4), Ranged Combat: Power Ring 6 (+7)
Offenses:
Initiative +6
Power Ring +7. Ranged, Damage 13
Unarmed +9, Close, Damage 2
Defenses: Dodge 8, Parry 7, Will 13, Fortitude 7, Toughness 12/2
Power Points: Abilities 28 + Powers 76 + Advantages 4 + Skills 16 + Defenses 26 = 150

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Re: LEGEND'S R2P PL10-Verse: GREEN LANTERN (Guy Gardner)

Post by kenseido » Tue Jul 24, 2012 6:27 am

Patiently waiting for a Moonstone build...
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MOONSTONE (Karla Sofen) (PL 10)

Post by legend » Tue Jul 24, 2012 10:28 am

Image
STR 9, STA 9, AGL 2, DEX 0, FGT 2, INT 1, AWE 3, PRE 2
Powers:
Intangibility: Insubstantial 4, Limited (must hold breath) • 16 points
Light Generation: Array (20 points) • 23 points
• Blinding Flash: Perception Area Affliction 10 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to vision, Affects Corporeal 10 • 20 points
• Blinding Luminescence: Ranged Affliction 10 (Resisted by Fortitude; Impaired, Disabled, Unaware), Limited to vision, Affects Corporeal 10 • 1 point
• Light Control: Environment 5 (Light 2) • 1 point
• Photon Blast: Ranged Damage 10 • 1 point
Minor Molecular Control: Feature (Quick Change) • 1 point
Flight: Flight 5 • 10 points
Advantages: Attractive, Defensive Roll 2, Fascinate (Deception)
Skills: Close Combat: Unarmed 9 (+11), Deception 7 (+9), Expertise: Psychology 2 (+3), Persuasion 7 (+9), Ranged Combat: Light Generation 10 (+10), Treatment 1 (+2)
Offenses:
Initiative +2
Blinding Flash -, Perception Area, Affliction 10
Blinding Luminescence +10, Ranged, Affliction 10
Photon Blast +10, Ranged, Damage 10 • 1 point
Unarmed +11, Close, Damage 9
Defenses: Dodge 9, Parry 9, Will 9, Fort 11, Toughness 11/9
Power Points: Abilities 56 + Powers 50 + Advantages 4 + Skills 18 + Defenses 22 = 150

Note: This Moonstone build does not include gravity powers as she no longer possesses the second stone, and is currently at her original power level. The second stone enabled her to move and manipulate matter, to create force fields, to increase gravity around a target and crush it, to generate miniature black holes, and even to transport objects through dimensional rifts. To add gravith powers, reduce Fighting & Presence by 1, rename Light Generation to Gravity & Light Generation, add the following 4 Alternate Effects:
• Dimensional Rift: Movement 3 (Space Travel), Portal • 1 point
• Force Field: Create 9, Impervious, Subtle 2, Close • 1 point
• Gravikinesis: Move Object 5, Damaging, Affects Corporeal 5 • 1 point
• Singularity: Burst Area Move Object 5, Damaging, Limited Direction (pulling towards center of area), Affects Corporeal 5 • 1 point

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Re: LEGEND'S R2P PL10-Verse: MOONSTONE (Karla Sofen)

Post by kenseido » Tue Jul 24, 2012 11:27 am

Awesome Moonstone build. Thank you, Legend.
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