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

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legend
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ENCHANTRESS (Amora) (PL 10)

Post by legend » Tue Nov 27, 2012 6:08 pm

Image
STR 8, STA 10, AGL 2, DEX 0, FGT 0, INT 1, AWE 5, PRE 3
Powers:
Immortal: Immunity 8 (Aging, Disease, Environmental Effects, Poison) • 8 points
Magic: Array (40 points) • 48 points
• Curse: Perception Ranged Affliction 10 (Resisted by Will), Variable Condition 2, Distracting • 40 points
• Eldritch Bolts: Ranged Damage 12, Accurate 4, Homing 4, Improved Critical, Penetrating 5, Variable Descriptor 2 (force, heat, or light) • 1 point
• Eldritch Kiss: Affliction 12 (Resisted by Will, Dazed, Compelled, Controlled), Cumulative, Permanent, Sense-Dependent (Touch), Insidious, Reversible, Subtle 2 • 1 point
• Elemental Conversion: Perception Ranged Transform 5 (any material into anything else) • 1 point
• Guile: Concealment 10 (All Senses), Passive; Enhanced Skills 10 (Deception +10, Persuasion +10); Illusion 10 (Auditory), Limited to voice mimicry; Morph 3 (Humanoid) • 1 point
• Mystic Shield: Create 12, Impervious, Selective, Close, Subtle 2 • 1 point
• Phantasm: Illusion 10 (All Senses), Resistible by Will • 1 point
• Sorcery: Perception Ranged Affliction 10 (Resisted by Fortitude), Variable Condition 2, Distracting • 1 point
• Travel: Movement 6 (Dimension Travel 3, Space Travel 3), Teleport 12, Increased Mass 4 • 1 point
Advantages: Attractive 2, Fascinate 2 (Deception, Persuasion), Ritualist, Skill Mastery (Expertise: Magic)
Skills: Deception 7 (+10), Expertise: Magic 10 (+11), Persuasion 7 (+10)
Offenses:
Initiative +2
Curse -, Perception Ranged, Variable Affliction 10 (Resisted by Will)
Eldritch Bolts +8, Ranged, Damage 12 (Crit 19-20, Homing 4, Penetrating 5)
Eldritch Kiss +0, Close, Cumulative Affliction 12
Elemental Conversion -, Perception Ranged, Transform 5
Phantasm -, Perception Ranged, Illusion 10
Sorcery -, Perception Ranged, Variable Affliction 10 (Resisted by Fortitude)
Unarmed +0, Close, Damage 8
Defenses: Dodge 9, Parry 6, Will 10, Fortitude 10, Toughness 10
Power Points: Abilities 58 + Powers 56 + Advantages 6 + Skills 12 + Defenses 18 = 150

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DARKSTAR (Laynia Petrovna) (PL 10)

Post by legend » Wed Nov 28, 2012 9:26 am

Image
STR 2, STA 3, AGL 5, DEX 2, FGT 5, INT 2, AWE 3, PRE 3
Powers:
Darkforce Flight: Flight 6, Subtle • 13 points
Darkforce Manipulation: Dynamic Array (20 points) • 33 points
• Darkforce Constructs: Create 10, Dynamic • 21 points
• Darkforce Blast: Ranged Damage 10, Dynamic • 2 points
• Darkforce Burst: Burst Area Move Object 10, Close, Dynamic • 2 points
• Darkforce Projection: Move Object 10, Dynamic • 2 points
• Darkforce Shield: Deflect 10; Impervious Protection 5; Dynamic • 2 points
• Darkforce Transport: Teleport 8, Increased Mass 4, Dynamic • 2 points
• Mobile Darkforce Constructs: Create 10, Movable, Proportianal, Dynamic • 2 points
Equipment:
Costume: Immunity 1 (Cold) • 1 point
Advantages: Attractive, Defensive Attack, Equipment 1, Defensive Roll 2, Favored Environment (Air), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Languages 2 (French, Russian)
Skills: Athletics 5 (+4), Close Combat: Unarmed 8 (+13), Deception 3 (+6), Insight 2 (+5), Investigation 3 (+5), Perception 4 (+7), Persuasion 3 (+6), Ranged Combat: Darkforce Manipulation 8 (+10)
Offenses:
Initiative +9
Darkforce Blast +10, Ranged, Damage 10
Darkforce Burst -, Burst Area, Move Object 10
Darkforce Projection +10, Ranged, Move Object 10
Unarmed +13, Close, Damage 2
Defenses: Dodge 10, Parry 10, Will 10, Fortitude 10, Toughness 10/5*/3**
Power Points: Abilities 50 + Powers 46 + Advantages 12 + Skills 18 + Defenses 24 = 150
*Without Darkforce Shield
**Without Darkforce Shield or Defensive Roll

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VOLCANA (Marsha Rosenberg) (PL 10)

Post by legend » Wed Nov 28, 2012 9:29 am

Image
STR 1/11**, STA 3/8*/13**, AGL 4, DEX 1, FGT 2, INT 1, AWE 2, PRE 1
Powers:
Volcanic Forms: Array (90 points) • 92 points
• Ash: Blinding Ash (Cone Area Affliction 10 (Resisted by Dodge, Overcome by Fortitude; Impaired, Disabled, Unaware), Limited to Vision); Choking Ash (Cone Area Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Cumulative); Enhanced Stamina 5; Enhanced Defenses 10 (Dodge 5, Parry 5); Flight 1, Gliding, Subtle 2; Immunity 15 (Fire, Life Support); Insubstantial 2; Movement 1 (Slithering) • 90 points
• Plasma: Energy Aura 5 (Fire); Enhanced Stamina 5; Enhanced Defenses 10 (Dodge 5, Parry 5); Immunity 15 (Fire, Life Support); Insubstantial 3 (Fire); Plasma Blast (Ranged Damage 10) • 1 point
• Stone: Conceallment 4 (All Visual), Blending, Limited (Stone Background); Enhanced Advantages 10 (Close Attack 7, Improved Hold, Improved Smash, Power Attack); Enhanced Defenses 10 (Dodge 5, Parry 5); Growth 10, Does Not Change Size (+0); Immunity 35 (Fire, Fortitude Effects); Impervious Toughness 13 • 1 point
Advantages: All-Out Attack, Startle
Skills: Intimidation 5 (+6/11**), Perception 3 (+5), Persuasion 3 (+4), Ranged Combat: Plasma Blast 9 (+10), Stealth 2 (+6/-4**)
Offenses:
Initiative +4
Blinding Ash (Ash Form) -, Cone Area, Affliction 10
Choking Ash (Ash Form) -, Cone Area, Cumulative Affliction 10
Plasma Blast (Plasma Form +10, Ranged, Damage 10
Unarmed (Stone Form) +9, Close, Damage 11
Defenses: Dodge 7/12*/7**, Parry 7/12*/7**, Will 9, Fort 3/8*/Immune**, Toughness 3/8*/13**
Power Points: Abilities 30 + Powers 92 + Advantages 2 + Skills 11 + Defenses 15 = 150
*Ash & Plasma Form
**Stone Form

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SKRULLIAN SKYMASTER (Sk'ym'x/Skymax/James Doe) (PL 10)

Post by legend » Wed Nov 28, 2012 5:21 pm

Image
STR 8, STA 12, AGL 2, DEX 0, FGT 3, INT 1, AWE 3, PRE 0
Powers:
Flight: Flight 5 • 10 points
Invisibility: Concealment 2 (Normal Vision) • 4 points
Project Flame: Ranged Damage 10 • 20 points
Shapechange: Dynamic Array (17 points) • 22 points
• Alter Appearance: Illusion 4 (Auditory), Limited to voices; Morph 3 (Humanoid), Dynamic • 18 points
• Durability: Immunity 14 (Cold Damage, Fire Damage, Pressure, Suffocation Effects, Vacuum), Half Effect; Impervious Toughness 10; Dynamic • 2 points
• Elasticity: Elongation 6; Enhanced Advantages 3 (Fast Grab, Improved Grab, Improved Hold); Hand Shape (Strength-based Damage 2, Variable Descriptor 2 (Bludgeoning, Piercing, Slashing), Inaccurate), Insubstantial 1 • 2 points
Advantages: Favored Environment (Air), Great Endurance, Power Attack
Skills: Close Combat: Unarmed 9 (+12), Deception 4 (+4), Expertise: UFO's 2 (+3), Insight 2 (+5), Investigation 3 (+4), Perception 2 (+5), Ranged Combat: Project Flame 9 (+9), Technology 3 (+4), Vehicles 2 (+2)
Offenses:
Initiative +2
Project Flame +9, Ranged, Damage 10
Hand Shape +10, Close, Damage 10
Unarmed +12, Close, Damage 8
Defenses: Dodge 7, Parry 8, Will 8, Fortitude 12, Toughness 12
Power Points: Abilities 58 + Powers 56 + Advantages 3 + Skills 18 + Defenses 15 = 150

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BLACK KING (Sebastian Shaw) (PL 10)

Post by legend » Thu Nov 29, 2012 8:33 am

Image
STR 2/12*, STA 2/12*, AGL 2, DEX 0, FGT 5, INT 2, AWE 5, PRE 2
Powers:
Kinetic Absorption: Enhanced Traits (Strength 10, Stamina 10, Speed 1, Dodge 5)
Reaction, Fades • 46 points
Kinetic Immunity: Immunity 40 (Kinetic Attacks) • 40 points
Kinetic Regeneration: Regeneration 10, Source (Kinetic Energy) • 5 points
Kinetic Metabolism: Immunity 2 (aging, need for sleep), Source (Kinetic Energy) • 1 point
Advantages: Accurate Attack, Leadership, Taunt
Skills: Close Combat: Unarmed 3 (+8), Deception 4 (+6), Expertise: Business 3 (+5), Persuasion 3 (+5), Technology 3 (+5)
Offenses:
Initiative +2
Unarmed +8, Close, Damage 2/12*
Defenses: Dodge 3/8*, Parry 8, Will 8, Fortitude 2/12*, Toughness 2/12*
Power Points: Abilities 40 + Powers 92 + Advantages 3 + Skills 8 + Defenses 7 = 150
*Maximum with Kinetic Absorption

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SUPER-SKRULL (Kl'rt) (PL 10)

Post by legend » Thu Nov 29, 2012 4:04 pm

Image
STR 8/12, STA 8/13*, AGL 2, DEX 0, FGT 5, INT 0, AWE 3, PRE 1
Powers:
Fantastic Four Power Mimicry: Dynamic Array (42 points) • 55 points
• Elasticity: Deflect 12, Reflect, Close, Limited to physical attacks; Elongation 7; Enhanced Advantages 3 (Fast Grab, Improved Grab, Improved Hold); Hand Shape (Strength-based Damage 3); Insubstantial 1; Leaping 6; Movement 3 (Safe Fall, Slithering, Sure-Footed)); Speed 6; Dynamic • 43 points
• Fire Manipulation: Ranged Shapeable Area Fire Damage 6, Concentration, Selective; Burst Area Nullify Fire 6, Simultaneous, Close; Dynamic • 2 points
• Fire Projection: Ranged Fire Damage 12, Accurate 4; Flight 7; Dynamic • 2 points
• Force Field Projection: Create 12, Impervious, Accurate 4, Subtle 2, Dynamic • 2 points
• Invisibility: Visual Concealment 4, Affects Others, Ranged; Perception Ranged Visual Concealment Attack 4, Increased DC 3; Dynamic • 2 points
• Plasma Form: Fire Damage 6, Reaction, Selective; Immunity 11 (Cold, Fire Effects), Sustained; Dynamic • 2 points
• Rocky Hide: Enhanced Strength 4, Penetrating 2 (on Strength Damage); Enhanced Stamina 5; Enhanced Advantages 2 (Great Endurance, Power Attack); Immunity 14 (Cold Damage, Fire Damage, Pressure, Suffocation Effects, Vacuum), Half Effect; Impervious Toughness 13; Dynamic • 2 points
Skrull Shape-Shifting: Morph 3 (Humanoid), Increased Action (Move) • 12 points
Advantages: Extraordinary Effort, Fascinate (Persuasion), Improved Initiative, Improved Trip, Inspire, Leadership, Takedown
Skills: Close Combat: Unarmed 3 (+8), Deception 5 (+6), Insight 3 (+6), Intimidation 4 (+5), Perception 2 (+5), Persuasion 6 (+7); Vehicles 5 (+5)
Offenses:
Initiative +6
Fire Manipulation -, Ranged Shapeable Area, Fire Damage 5
Fire Manipulation -, Burst Area, Simultaneous Nullify Fire 6
Fire Projection +8, Ranged, Fire Damage 12
Unarmed +8, Close, Damage 8/12*
Defenses: Dodge 6, Parry 7, Will 7, Fortitude 8/13*, Toughness 8/13*
Power Points: Abilities 54 + Powers 67 + Advantages 7 + Skills 14 + Defenses 8 = 150
Complications:
Cosmic Energy Power-Receptors: The Super-Skrull's Fantastic Four powers require cosmic energy. His body has been surgically implanted with numerous power-receptors which gather ambient cosmic energy and are dependent upon his immediate access to that energy for their power level.
*Maximum rank

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DOCTOR SPECTRUM (Joe Ledger) (PL 10)

Post by legend » Fri Nov 30, 2012 8:07 am

Image
STR 1, STA 3, AGL 3, DEX 0, FGT 1, INT 1, AWE 2, PRE 0
Powers:
Light Flight: Flight 6, Aquatic; Movement 3 (Space Travel) • 19 points
Prism Protection: Array (27 points) • 45 points
• Encased in Energy: Impervious Protection 10; Immunity 7 (Environmental Effects, Suffocation Effects) • 27 points
• Intangibility: Enhanced Defenses 4 (Dodge 2, Parry 2); Insubstantial 4, Subtle; Immunity 2 (Suffocation Effects) • 1 point
Spectrum Control: Array (41 points) • 45 points
• Blasts: Ranged Damage 12, Penetrating 12, Accurate 4, Variable Descriptor (Force, Heat, Light) • 41 points
• Control Technology: Ranged Affliction 12 (Resisted by Technology or Will; Controlled), Limited to Third Degree only), Affects Objects Only, Limited to Technology, Accurate 4; Nullify Technology 12, Broad, Accurate 4 • 1 point
• Force Bubble: Ranged Burst Area Immunity 7 (Environmental Effects, Suffocation Effects), Affects Others Only; Nullify Technology 12, Broad, Accurate 4 • 1 point
• Light Constructs: Create 12, Impervious, Precise, Accurate 4 • 1 point
• Mobile Constructs: Create 12, Movable, Precise, Accurate 4 • 1 point
Advantages: Accurate Attack, Improved Disarm, Improved Initiative
Skills: Athletics 3 (+4), Close Combat: Unarmed 2 (+3), Expertise: Military 1 (+2), Insight 3 (+3), Investigation 4 (+5), Perception 3 (+5), Vehicles 2 (+2)
Offenses:
Initiative +7
Blasts +8, Ranged, Damage 12
Unarmed +3, Close, Damage 1
Defenses: Dodge 7, Parry 6, Will 9, Fortitude 9, Toughness 13/3*
Power Points: Abilities 22 + Powers 92 + Advantages 3 + Skills 9 + Defenses 24 = 150
*Without Encased in Energy power

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NIGHTHAWK (Kyle Richmond) (PL 10)

Post by legend » Fri Nov 30, 2012 10:01 am

Image
STR 2/6, STA 4/8, AGL 4/8, DEX 3/7, FGT 4/8, INT 3, AWE 5, PRE 2
Powers:
Dark Abilities: Enhanced Abilities (Strength 4, Stamina 4, Agility 4, Dexterity 4, Fighting 4), Limited (not wwhen in direct contact with sunlight) • 20 points
Wing System: Flight 6, Removable (-2 points) • 10 points
Advantages: Accurate Attack, Agile Feint, Assessment, Defensive Attack, Defensive Roll, Evasion, Extraordinary Effort, Fast Grab, Hide in Plain Sight, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Trip, Leadership, Move-By Action, Precise Attack 2 (Close Concealment, Close Cover), Redirect, Set-Up, Skill Mastery 2 (Acrobatics, Athletics), Takedown, Uncanny Dodge, Well-Informed
Skills: Acrobatics 5 (+9/+13), Athletics 7 (+9/+13), Close Combat: Unarmed 8 (+10/+14), Expertise: Business 2 (+5), Expertise: Politics 2 (+5), Insight 3 (+8), Investigation 6 (+9), Perception 3 (+8), Persuasion 3 (+5), Ranged Combat: Throwing 3 (+6/+10), Sleight of Hand 3 (+6), Stealth 4 (+8/+12), Technology 3 (+6)
Offenses:
Initiative +8/12
Unarmed +10/+14, Close, Damage 2/6
Defenses: Dodge 8/12, Parry 8/12, Will 11, Fortitude 5/9, Toughness 4/8
Power Points: Abilities 54 + Powers 30 + Advantages 25 + Skills 26 + Defenses 15 = 150

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Re: LEGEND'S R2P PL10-Verse: NIGHTHAWK, DOCTOR SPECTRUM

Post by JDRook » Fri Jan 25, 2013 8:13 pm

Been a few months, but I thought I'd continue the editing suggestions. I'm most interested in getting caught up onthe Marvel RtPs, so I've been going reverse-alphabetically to fill up the spaces.

Wrecker - it looks like you've made a half effect Immunity to Cold and Fire for 5p. If it's environmental, it's overpriced, and if it's anything else, it's underpriced, so I'm guessing it's a typo. Club should be +8

Volcana - Fire Immunity for each form is charged at 5p, which is usually just for Fire Damage. That means she would still be affected by other Fire effects in all of her forms, except the Plasma form, which is Insubstantial 3 (Fire) and therefore already immune to all Fire Attacks, so buying Immunity on that one is unnecessary.
The Density effect under Stone Form (Growth 10 No Size Change) should also remove any effects on Speed or Skills die to size, so her Intimidation shouldn't increase and her Stealth shouldn't decrease. This may have an effect on whether you want to keep Startle. Personally I've lost faith in the size powers and find it better to build effects from scratch, using the plusses and minuses I want the size effect to have and including Complications to cover the rest. For new players looking for RtP, though, it is probably easier. I've developed a similar opinion for Fortitude Immunity vs Life Support Plus a few additional bio-immunities to cover not-quite Constructs.

Ursa Major - with his high Athletic score and ground speed, the Swimming power becomes largely unnecessary, since without it he can always make a DC10 Ath check and swim at "ground speed -2" or rank 2 speed, and can even get up to full ground speed with another +5DC per rank. The only slight advantage of keeping the Swimming Power is that it allows a routine check to all swim rolls, but you could also get Skill Mastery: Athletics for the same 1p and be able to do routine checks on all of your Climbing, Jumping and Running checks as well (which isn't a bad way to simulate "heightened animal reflexes").

Ultron 8 - That is a tough one to jam into a base PL10. To your credit, he is undefeatable by most means at that level and the points fit. I don't think he'd make a very interesting PC as is (although that might be a great roleplaying challenge), but it's a good base for building him up into his more versatile forms, or as a template for an "unstoppable" minion version.

Titanium Man - The Penetrating 5 on the Particle Beam would be effectively useless versus anything tough enough to be Impervious vs Damage 10, at least using the default 3e Impervious rules. Also, you could probably have a Range Combat: Weapon Systems bonus instead of all those ranks of Accurate for the same cost. Radar seems expensive, unless it can also be used to spot and identify radio sources, which is a reasonable tech power.

Titania - Again I presume the Cold & Fire Immunities are only vs Damage. Otherwise a nice Martial Arty Powerhouse with an interesting use of Second Chance for flavour.

Thunderball - Spin is just Close Deflect, which doesn't seem to be any more functional than the Defend Action but still cost 5p in that slot. I suppose you could also Defend people right next to you, but since there's room in the slot, you could add in a rank of Reach just like under Wreck. Improved Defense and Weapon Bind might work, too, and he could always stunt a Reflect.
Removable total is off as well. EasyRem is -2p/5p power cost, and any way you interpret it you should be getting at least 4p discount.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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ROCKET RACOON (PL 10)

Post by legend » Sun Feb 17, 2013 4:52 pm

Image
STR 1, STA 3, AGL 5, DEX 2, FGT 5, INT 3, AWE 5, PRE 1
Powers:
Enhanced Senses: Senses 7 (Acute Smell, Ranged, Tracking 2; Acute Touch (hands), Low-Light Vision; Ultra-Hearing) • 7 points
Laserplay: Array (6 points) • 8 points
• Unload: Enhanced Extra (Multiattack 5), Variable Descriptor (Ranged Lasers) • 6 points
• Independent Aim: Enhanced Advantage (Takedown); Feature 1 (May fire two laser pistols at once) • 1 point
• Training: Enhanced Advantages 3 (Improved Aim, Precise Attack 2 (Ranged Concealment, Ranged Cover)); Enhanced Skill 3 (Ranged Combat: Guns +6) • 1 point
Size: Shrinking 4, Innate, Permanent • 9 points
Equipment:
Body Armor: Protection 3 • 3 points
Laser Pistols (2): Ranged Damage 5 • 20 points
Rocket Skates: Flight 2, Distracting • 2 points
Advantages: Accurate Attack, Agile Feint, Assessment, Defensive Attack, Defensive Roll 3, Equipment 5, Evasion, Improved Critical (Laser Pistol), Improved Defense, Improved Initiative, Improved Trip, Move-by Action, Quick Draw, Ranged Attack, Redirect, Set-Up, Skill Mastery 2 (Acrobatics, Athletics), Teamwork, Uncanny Dodge
Skills: Acrobatics 5 (+10), Athletics 9 (+10), Close Combat: Unarmed 6 (+11), Expertise: Tactics 5 (+8), Insight 3 (+8), Intimidation 0 (-1), Investigation 4 (+7), Perception 6 (+11), Ranged Combat: Laser Pistol 6 (+9), Stealth 0 (+9), Technology 2 (+5), Vehicles 6 (+8)
Offenses:
Initiative +9
Training (Laser Pistol) +15, Ranged, Damage 5 (Crit 19-20)
Independent Aim (Laser Pistol) +9, Ranged, Damage 5 (Crit 19-20)
Unload +9 (Laser Pistol), Ranged, Multiattack 5 (Crit 19-20)
Unarmed +11, Close, Damage 1
Defenses: Dodge 12, Parry 12, Will 11, Fort 9, Toughness 8/5
Power Points: Abilities 52 + Powers 24 + Advantages 26 + Skills 26 + Defenses 22 = 150
Last edited by legend on Wed Mar 20, 2013 10:17 am, edited 2 times in total.

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Re: LEGEND'S R2P PL10-Verse: Rocket Raccoon

Post by JDRook » Wed Feb 27, 2013 1:11 am

I do love Rocket Raccoon, and I think he'd be a fine addition to any team, but he needs some work. There are really only two issues with the build--the guns and his size--but they have sub-issues.

The Guns - The Training and Independent Aim are used in the DCA H&V Vol 1 for Crimson Avenger, Jonah Hex, and (under different names) Hitman. All three of them dual-wield pistols of some sort like RR, but they all paid for both guns individually, so RR's twin Laser Pistols would cost 20ep. Also, the Unload array slot (a variant of the Flurry power in the Talent Power Profile) would technically push the array slot size to 6 points. It would depend on how tight the concept is and how loose the GM is, but if RR could only Unload with his personal laser pistols (possibly others of the same make & model), then he probably wouldn't need the Variable Descriptor at all and you'd be fine with 5p.

Personally, for a full-on Gun-fu feel I'd add Takedown to the Independent Aim array slot, with the Feature allowing RR to use Takedown on two nonadjacent groups, one for each pistol. In practice, that would give Laserplay three settings: precision aiming, minion-sweeping, and non-minion spray.

The Size - you remembered to take off the -1 STR for 4 ranks of Shrinking, but you forgot to adjust his Athletics and Intimidation.

Shrinking seems overpriced and problematic for what it does, particularly when it's permanent. I figure the only mechanical advantages to being small are being harder to hit (covered by active defenses) and harder to spot (Stealth). Most other effects are circumstantial and not directly combat related, so I think you could cover them with a Feature. The disadvantages could then be a Complication. Then you could build it like this:

Raccoon-sized: Enhanced Defense 4 (Dodge/Parry +2 each), Enhanced Skill 2 (Stealth +4), Feature 1: Size Small.

That saves you a few points, plus those from not having to buy off the STR penalty for being small. By my reckoning, pay for both pistols, keep the Variable Descriptor and adjust for the new Small power and you still come out 1p under budget.
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 Raccoon

Post by legend » Wed Mar 20, 2013 10:24 am

JDRook wrote: The Guns - The Training and Independent Aim are used in the DCA H&V Vol 1 for Crimson Avenger, Jonah Hex, and (under different names) Hitman. All three of them dual-wield pistols of some sort like RR, but they all paid for both guns individually, so RR's twin Laser Pistols would cost 20ep. Also, the Unload array slot (a variant of the Flurry power in the Talent Power Profile) would technically push the array slot size to 6 points. It would depend on how tight the concept is and how loose the GM is, but if RR could only Unload with his personal laser pistols (possibly others of the same make & model), then he probably wouldn't need the Variable Descriptor at all and you'd be fine with 5p.

Personally, for a full-on Gun-fu feel I'd add Takedown to the Independent Aim array slot, with the Feature allowing RR to use Takedown on two nonadjacent groups, one for each pistol. In practice, that would give Laserplay three settings: precision aiming, minion-sweeping, and non-minion spray.
I originally put the variable descriptor in but then took it out. I've seen pictures in which RR is only using one gun so I wanted to reflect this. I decided to put it back. I also put Takedown under Independent Aim. There's still room for more if you have any more suggestions.
JDRook wrote:The Size - you remembered to take off the -1 STR for 4 ranks of Shrinking, but you forgot to adjust his Athletics and Intimidation.

Shrinking seems overpriced and problematic for what it does, particularly when it's permanent. I figure the only mechanical advantages to being small are being harder to hit (covered by active defenses) and harder to spot (Stealth). Most other effects are circumstantial and not directly combat related, so I think you could cover them with a Feature. The disadvantages could then be a Complication. Then you could build it like this:

Raccoon-sized: Enhanced Defense 4 (Dodge/Parry +2 each), Enhanced Skill 2 (Stealth +4), Feature 1: Size Small.

That saves you a few points, plus those from not having to buy off the STR penalty for being small. By my reckoning, pay for both pistols, keep the Variable Descriptor and adjust for the new Small power and you still come out 1p under budget.
Shrinking is definitely over-priced and it probably isn't worth it. I'll leave it for orthodoxy.

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IRON (Unus/Iron)

Post by legend » Tue Mar 26, 2013 11:34 am

Image
STR 13, STA -, AGL 3, DEX 2, FGT 4, INT 2, AWE 3, PRE 3
Powers:
Construct: Immunity 40 (Fortitude Effects, Mental Effects); Impervious Protection 12; Regeneration 1 • 65 points
Hammer Fists: Strength-based Damage 2 • 2 points
Illusion of Humanity: Morph 1 (construction worker John Henry Steel) • 5 points
Magnetic Force Field: Enhanced Impervious Protection 4, Sustained • 8 points
Advantages: All-Out Attack, Close Attack, Diehard, Improved Grab, Improved Hold, Improved Smash, Power Attack
Skills: Athletics 2 (+15), Close Combat: Grab 2 (+7), Insight 2 (+5), Intimidation 2 (+5), Ranged Combat: Throwing 4 (+6)
Offenses:
Initiative +3
Hammer Fists +5, Close, Damage 15
Defenses: Dodge 4, Parry 4, Will 9, Fortitude Immune, Toughness 16
Power Points: Abilities 50 + Powers 80 + Advantages 7 + Skills 6 + Defenses 7 = 150

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AMERICAN BELLE (Miss America/Liberty Belle)

Post by legend » Tue Mar 26, 2013 11:35 am

Image
STR 10, STA 10, AGL 5, DEX 0, FGT 5, INT 1, AWE 4, PRE 3
Powers:
Negate Gravity: Flight 5, Subtle 1 • 11 points
Sonic Vibrational Pulses: Array (20 points) • 22 points
• Blast: Ranged Damage 10 • 20 points
• Deafen: Ranged Affliction 10 (Resisted by Fortitude; Impaired, Disabled, Unaware), Cumulative, Limited to Hearing • 1 point
• Stun: Ranged Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 1 point
X-Ray Vision: Senses 4 (Vision Penetrates Concealment) • 4 points
Advantages: Beginner's Luck, Defensive Attack, Great Endurance, Teamwork
Skills: Acrobatics 3 (+8), Athletics 2 (+12), Close Combat: Unarmed 5 (+10), Insight 3 (+7), Investigation 4 (+5), Perception 3 (+7), Persuasion 4 (+7), Ranged Combat: Sonic Vibrational Pulses 10 (+10)
Offenses:
Initiative +5
Sonic Vibrational Pulses +10, Ranged, Varies
Unarmed +10, Close, Damage 10
Defenses: Dodge 10, Parry 10, Will 10, Fortitude 10, Toughness 10
Power Points: Abilities 76 + Powers 37 + Advantages 4 + Skills 17 + Defenses 16 = 150

legend
Superhero
Superhero
Posts: 2000
Joined: Wed Oct 13, 2010 4:12 am

BEASTLING (Beast/Beast Boy)

Post by legend » Tue Mar 26, 2013 1:30 pm

Image
STR 6, STA 8, AGL 7, DEX 0, FGT 6, INT 1, AWE 3, PRE 2
Powers:
Feet as Hands: Extra Limbs 1 • 1 point
Climbing: Movement 3 (Swinging, Wall-Crawling 2) • 6 points
Leaping: Leaping 2, Acrobatics Check Required • 1 point
Lightning Speed: Speed 3 • 3 points
Claws and Fangs: Strength-based Damage 1, Improved Critical • 2 points
Pheromones: Enhanced Advantage 2 (Attractive 2), Sense-Dependent (Smell) • 1 point
Shapeshift: Variable 5 (30 points and redistribution; Monstrous Creatures), Move Action, Quirk (Always Green) • 39 points
Advantages: Close Attack 2, Defensive Roll, Evasion, Skill Mastery (Acrobatics)
Skills: Acrobatics 3 (+10), Athletics 3 (+9), Deception 4 (+6), Insight 4 (+7), Persuasion 4 (+6)
Offenses:
Initiative +7
Claws and Fangs +8, Close, Damage 7 (Crit 19-20)
Defenses: Dodge 11, Parry 11, Will 8, Fort 11, Toughness 8/9
Power Points: Abilities 66 + Powers 53 + Advantages 5 + Skills 9 + Defenses 17 = 150

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