World of Freedom: FC Setting Builds....

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Re: World of Freedom: FC Setting Characters

Post by Tattooedman » Mon Oct 21, 2013 1:48 pm

catsi563 wrote:cameos are more likely anyways Stars and Warshade have things to discuss, and Otakuman and Vindicator have laid the groundwork for some fun interactions and short stories.

Rosters don't have to change but theres plenty of fun interludes and such to be had.
Yeah, that pretty much sums up my line of thought.
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Re: World of Freedom: FC Setting Characters

Post by Shock » Mon Oct 21, 2013 2:46 pm

catsi563 wrote:cameos are more likely anyways Stars and Warshade have things to discuss, and Otakuman and Vindicator have laid the groundwork for some fun interactions and short stories.

Rosters don't have to change but theres plenty of fun interludes and such to be had.
I'm all for that. Shared interludes have one of the best parts of these games for me.

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Re: World of Freedom: FC Setting Characters

Post by Tattooedman » Sat Oct 26, 2013 1:57 pm

As much fun as I'm having doing odd & in builds for my game setting I've decided to take a stab at challenging myself a bit. So I'm going to do a 3E version of something I did in my 2E thread and had a ball with - Ready To Play Builds. I'll re-do all the ones I did in 2E and will be adding some new ones just to keep things fresh.

Build List:
Blink
Bloodwynd
Doctor Spectrum
Doctor Strange
Etrigan, the Demon
Hawkeye
Hawkman
Iceman
Iron Man
Jayna
Karate Kid
Lagoon Boy
Longshot
Martian Manhunter
Mockingbird
Nova
Question
Ray
Red Tornado
Robotman
Saturn Girl
Vixen
Wonderman
Yellowjacket [with Wasp]
Zan
Zauriel

New Additions:
Arsenal
Artemis
Aqualad
Brainiac 5
Iron Lad
Kid Flash
Miss Martian
Patriot
Robin
Rocket
Stature
Superboy
Vision 2.0
Wiccan
X-23
Last edited by Tattooedman on Sat Oct 26, 2013 2:39 pm, edited 1 time in total.
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Re: World of Freedom: FC Setting Characters

Post by catsi563 » Sat Oct 26, 2013 2:02 pm

Awesome, you know Im a Hawkeye and Mockingbird fanboi so Ill be awaiting those two. :mrgreen:
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R2P Hawkman

Post by Tattooedman » Mon Oct 28, 2013 9:10 pm

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M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Hawkman:
PL:
10 [150 pp]
Strength 8 (5)
Stamina 8 (5)
Agility 4
Dexterity 4
Fighting 6
Intellect 2
Awareness 2
Presence 1

Skills: Acrobatics 6 (+10), Expertise [History] 3 (+5), Expertise [Science] 3 (+5), Expertise [Tactics] 3 (+5), Insight 6 (+8.), Intimidation 8 (+10), Investigation 4 (+6), Perception 6 (+8.), Stealth 6 (+10), Technology 3 (+5)

Advantages: All-Out Attack, Beginner's Luck, Close Attack 4, Cunning Fighter, Daze [Intimidation], Improved Feint, Improved Initiative, Power Attack, Quick Draw, Ranged Attack 6, Takedown Attack, Task Focus [Expertise (History): Periods of Past Lives]

Powers: Reincarnating Soul: Immortality 5 [1/day] (Flaw: Uncontrolled Reincarnation)

Nth Metal Wing Harness: (Removable -5 pts) [20 pp]
Negate Gravity:
Enhanced Advantages 2 [Evasion, Move-By Action]
Flight 4 (Flaw: Winged)
Nth Metal Enhancements:
Enhanced Strength 3
Enhanced Stamina 3
Immunity 3 [Environmental Cold, Environmental Heat, Pressure]
Movement 1 [Environmental Adaptation (High Altitude)]
Senses 2 [Vision (Extended), Low-Light Vision]

Nth Metal Arsenal: (Removable -2 pts) [8 pp]
Nth Storage: Feature 1 [Safe Storage In Nth Metal Harness]
Shapable Nth Metal Weapons: Bludgeoning Strength-Based Damage 2 (Feats: Improved Critical 3, Improved Smash, Reach, Variable Descriptor 2 [slashing, piercing])

Offense: Initiative +8
Melee Attack +10
Ranged Attack +10

Defense: Dodge +12
Parry +12
Toughness +8
Fortitude +10 (7)
Will +9


Costs: Abilities 58+ Skills 16+ Advantages 20+ Powers 33+ Defenses 23= 150 pts.



Complications:
Enemies Throughout The Ages: Many of Hawkman’s regular foes seem to have connections to his past lives in some way, shape or form, and often use their knowledge of their past lives against him and those close to him.

Responsibility ~JSA: As one of the founding members of the Justice Society, Hawkman will always respond to calls from the current version for help in any matter.

Responsibility ~Thanagar: Hawkman has ties to that alien world since his original life as Khufu.

True Love: Hawkman has been in a relationship with Hawkgirl in multiple past lives, they always find one another every time.

Temper: Hawkman has long been known for his quick temper, willing even in the Golden Age of Heroes.



:arrow: Hawkman can be a bit of a pain to whittle down to a PL 10/150 pp character with all the skills and feats he’s now supposed to have but it is doable. The big thing a player needs to make sure to use some of Hawkman’s advantages in certain situations for the best use of him overall.

:arrow: Take notice that with Move-By Action Hawkman can get around a fight with ease; hitting a foe and then moving back out of melee range, so he could technically lend a hand to any ally within his flight range and be out of the way in a single turn. Plus don’t be afraid to use a bit of All-Out Attack mixed with a bit of Power Attack to unleash powerful attacks on opponents and be sure to use the Cunning Fighter/ Improved Feint Advantages to bluff opponents for attacks as a move action so you can get in a really solid hit in the same round.

:arrow: At first look, many of Hawkman’s skills seem under ranked but with Beginner’s Luck he can add another 4 ranks to them to make them more effective (plus this reflects how he normally doesn’t seem all that skilled but then suddenly is an expert in select areas of knowledge), while he won’t be the smartest man in the room Hawkman could technically help out the likes of Mister Terrific with an aid action based of his improved skills. Add in his Jack-of-all-Trades and there aren’t many skills that Hawkman doesn’t have a respectable amount of rank in.
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R2P Wonder Man

Post by Tattooedman » Mon Oct 28, 2013 9:15 pm

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M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Wonder Man:
PL:
10 [150 pp]
Strength 13
Stamina 13
Agility 1
Dexterity 2
Fighting 4
Intellect 1
Awareness 1
Presence 1

Skills: Athletics 0 (+12), Deception 6 (+7/+10), Intimidation 0 (+12), Expertise [Acting] 5 (+6), Expertise [Munitions] 5 (+7), Insight 6 (+7), Perception 6 (+7), Persuasion 6 (+7/+11), Ranged Combat [Thrown Objects] 2 (+4), Technology 5 (+6)

Advantages: All-Out Attack, Close Attack 3, Attractive, Benefit [Bruiser (use Strength for Intimidate)], Daze [Deception], Daze [Intimidation], Fast Grab, Improved Grab, Improved Hold, Improved Initiative, Interpose, Power Attack

Powers: Ionic Charged Body:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Immunity 10 [Life Support]
Impervious Toughness 12

Feats Of Super Strength:
~Bracing: Immunity 10 [Being Moved] (Flaw: Sustained)
~Cutting Loose: Weaken Toughness 10 (Extra: Affects Objects [Only])
~Massive Knockback: Move Object 10 (Flaws: Close Range, Limited [Flinging targets away only])

Jet Belt: (Removable –2 pts) [9 pp]
Ionic Powered: Flight 5 (Feat: Move-By Action)

Offense: Initiative +1
Melee Attack +7
Ranged Attack +

Defense: Dodge +7
Parry +7
Toughness +13* [*Impervious 12]
Fortitude +13
Will +7


Costs: Abilities 72+ Skills 14+ Advantages 14+ Powers 36+ Defenses 14= 150 pts.


Complications:
Enemies: Grim Reaper.

Motivation ~Past Failures: Wonder Man is driven to make up for mistakes and failures he made in his life before becoming a super hero.

Public Identity: Wonder Man has let his real identity as Simon Williams become public knowledge, this sometimes makes him a target of super villains who hold a grudge against either him or the Avengers.

Strange Life: Wonder Man is teammates with the Vision, an artificial man whose brain patterns are based on Wonder Man’s before his first ‘death’, and both of them are attracted to fellow teammate Scarlet Witch. It can make things between them (and the team) awkward at times.


:arrow: Personally I prefer Wonder Man as a typical Powerhouse than the Paragon he’s been turned into over the years thanks to the slow power creep Marvel’s done with him. So this build is based more on his earlier years than current. Like most Powerhouses Wonder Man is able to hit harder than most heroes and can take most attacks better thanks to his higher than normal Stamina and ranks of Impervious Toughness. Granted he doesn’t have a huge list of tricks in his super-powered arsenal but the ones he has are straight-forward enough: hit whatever/whoever until they can’t do anything.

:arrow: Wonder Man is a bit different compared to the run-of-the-mill Powerhouses with having all the interaction skills and he can make use of most of them during a fight. Otherwise he can use Deception, Intimidation, & Persuasion to try and get information from NPCs who are less than willing to share what they know.

:arrow: Wonder Man’s tech skills are pretty limited, especially compared to the likes of Iron Man or Hank Pym, but he does have them and could make aid checks to help out if the group he’s a part of are dealing with things that might wall within his realm of knowledge, munitions design and building, which could cover some surprising areas with a creative player using him (remember that it‘s all comic book science here so it simply has to sound plausible, at least that‘s how I normally handle super-sciences personally).
Last edited by Tattooedman on Tue Oct 29, 2013 6:59 am, edited 2 times in total.
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R2P Iceman

Post by Tattooedman » Mon Oct 28, 2013 9:16 pm

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M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Iceman:
PL:
10
Strength 1
Stamina 2
Agility 2
Dexterity 3
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 3 (+5), Close Attack [Unarmed] 4 (+8.), Deception 8 (+10), Expertise [Accounting] 6 (+6), Expertise [Pop Culture] 3 (+3), Insight 6 (+8.), Perception 6 (+8.), Ranged Combat [Ice & Cold Manipulation Array] 5 (+10), Stealth 6 (+8.)

Advantages: Daze [Deception], Improved Feint, Improved Initiative, Move-By Action, Power Attack, Ranged Attack 2, Set-Up, Taunt, Teamwork

Powers: Ice & Cold Manipulation Array:
Ice Shapes: Create 10 (Feat: Innate)
-Cold Blast: Ranged Affliction 10 [Fatigued, Exhausted, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Cold Projection: Environment 10 [extreme cold] (Feat: Precise); (Flaw: Reduced Range)
-Freeze: Weaken Toughness 10 (Extra: Affects Objects)
-Ice Blast: Ranged Cold & Bludgeoning Damage 10 (Feat: Variable Descriptor [Cold & Slashing])
-Ice Fist: Strength-Based Cold & Bludgeoning Damage 9
-Ice Shackles: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Feat: Reversible); (Flaw: Limited Degree)
-Ice Slick: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Prone; resisted by Dodge] (Extras: Area [Burst], Extra Condition); (Flaw: Limited Degree)
-Snowfall: Concealment 4 [all visual] (Extras: Area, Attack, Selective); (Flaw: Reduced Range)

Ice Armor: Protection 6
Ice Slides: Flight 2 (Extra: Affects Others); (Flaw: Platform)

Whatta Ya Mean It’s Cold Out?:
Immunity 10 [Cold Effects]
Senses 1 [Infravision]

Offense: Initiative +6
Melee Attack +4 // Unarmed Attack +8
Ranged Attack +3 // Ice & Cold Manipulation Array Attack +10

Defense: Dodge +12
Parry +12
Toughness +8*/+2 [*Ice Shell]
Fortitude +8
Will +8


Costs: Abilities 32+ Skills 17+ Advantages 10+ Powers 62+ Defenses 29= 150 pts.


Complications:
Not So Lucky In Love: Iceman has a history of hooking up with a gal for a decent amount of time only for them to decide to break up with him either due to the fact they’re in love with someone else or they can’t handle his life as part of the X-Men.

Prejudice ~Mutant: Even today, mutants are still feared by the majority of the world’s population.

Reputation ~Jokester: Iceman is well known for his sense of humour and willingness to pull practical jokes on his teammates.



:arrow: Iceman is my choice for the representative of the Elemental-themed character, I mean he’s been around for how many decades and gotten exactly how many power ups in that time? Plus he’s in a small crowd of characters whose names will be thrown out when talking about element themed characters (like the Human Torch [both of them depending on the age group], Sandman, & Hydroman just to name a few).

:arrow: Iceman’s kind of like a blaster with bonuses really, I mean he can shoot off all kinds of ice & cold blasts all day long but then he can switch things up and make ice walls to protect teammates (or pin in opponents), or cause snow to fall so thick that most folks won’t be able to see their hand in front of their face. Basically he’s got a few choices in area effects he can pull out on a regular basis and can really help his team out in a pinch by power stunting new tricks like area trip effects that target only the bad guys and such. So players might want to spend a bit of time thinking of a couple different tricks to pull out from time to time.

:arrow: The other thing with guys like Iceman that have been a part of a team for so long is that they always tend to have a couple advantages related to working together so don’t forget to use them or make use of the Teamwork advantage. Plus Iceman’s developed something of a on-the-run style of fighting so using Improved Feint or Daze [Deception] to keep his opponents off balance so he can let someone else finish them off is always a good way to go as well. The big thing to remember that Iceman should always be on the move in a fight, zipping around on his ice slides running his mouth and taking his shots while helping his teammates get in theirs.
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R2P Nova

Post by Tattooedman » Mon Oct 28, 2013 9:19 pm

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M&M 3E Ready to Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)

Nova:
PL:
10 [150 pp]
Strength 10
Stamina 8
Agility 1
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 0

Skills: Insight 6 (+7), Perception 6 (+7)

Advantages: All-Out Attack, Close Attack 4, Power Attack

Powers: Nova Force Endowment:
Gravitonic Blast: Ranged Damage 10 (Feats: Accurate 3, Improved Critical)
-Gravitonic Burst: Damage 10 (Extra: Area [Burst])
Human Rocket:
Flight 8
-Movement 3 [Environmental Adaptation (Zero Gravity), Space Travel 2]
Physical Enhancements: Impervious Toughness 8

Nova Corps Uniform (Removable –4 pts) [17 pp]
Helm: Senses 6 [Detect (Energy [visually]: Acute, Ranged, Tracking 2), Communication Link (w/Worldmind)]
Ready For Duty: Feature 1 [Quick Change]
Space Worthy:
Immunity 10 [Life Support]
Protection 4

Offense: Initiative +1
Melee Attack +8
Ranged Attack +2 // Gravitonic Blast Attack +8

Defense: Dodge +8
Parry +8
Toughness +12*/+8** [*Nova Corps Uniform (**Impervious 8.)]
Fortitude +9
Will +8


Costs: Abilities 52+ Skills 4+ Advantages 6+ Powers 68+ Defenses 20= 150 pts.


Complications:.
Power Loss: If the Nova Force energy is somehow removed/nullified then Nova loses all his powers and his Strength and Stamina become 2.

Responsibility ~Centurion Prime: Nova must lead the Corps when they are mobilized in response to a threat as well as oversee the training of new recruits as part of his duties as Centurion Prime.

Responsibility ~Nova Corps: Nova polices the universe, usually as directed by the Worldmind.

Responsibility ~Brother: Nova’s younger brother has just recently joined the Corps.

Family & Friends back on Earth: The rest of Nova’s family as well as the few friends he has left are important to him despite the work he does as part of the Corps. Sometimes Nova will choose to return to Earth to deal with an specific situation instead of doing his duty as part of the Corps.



:arrow: It was a bit more difficult to fit Nova in as a PL 10/150 pp build in 3E, but he can still hit pretty hard and consistently and his strength and ability to take hits aren’t anything to sneeze at by any means and that’s what makes Paragons so easy for new players to play: they have to basically just punch/blast the bad guys.

:arrow: All the GM has to really do is make sure he tosses a couple bad guys into the mix that are tough enough to last a few rounds of combat with the Paragon as well as be able to dish out a bit of punishment of their own. Otherwise let the new player have some fun describe how his character is fighting and enjoy the super-brawl.

:arrow: The biggest thing with having someone play Nova is to make sure they play up his responsibilities angles. He’s kind of like a flying, superstrong version of Spider-Man really, with lots of complications to give him some HPs to use when things are looking really rough.
Last edited by Tattooedman on Tue Oct 29, 2013 6:57 am, edited 3 times in total.
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R2P Martian Manhunter

Post by Tattooedman » Mon Oct 28, 2013 9:24 pm

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M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Martian Manhunter:
PL:
10 [150 pp]
Strength 5
Stamina 5
Agility 1
Dexterity 2
Fighting 6
Intellect 2
Awareness 3
Presence 3

Skills: Insight 6 (+9), Investigation 5 (+8.), Intimidation 4 (+7), Perception 6 (+9), Ranged Combat [Martian Vision II] 8 (+10)

Advantages: Close Attack 4, Contacts, Multilingual, Power Attack

Powers: Martian Physiology:
Feature 1 [Longevity]
Immunity 10 [Life Support]

Manhunter Trait Array: [Dynamic]
Telepathy:
Communication 2 [mental] (Extras: Area, Selective)
Mind Reading 10
-Invisibility: Concealment 4 [all visual]
-Phasing: Insubstantial 4
-Martian Vision I: Senses 6 [Vision (Extended, Mircroscopic Vision 4), Awareness (Mental)]
-Martian Vision II: Ranged Damage 10 (Extra: Penetrating)
-Shapeshifting: Variable 4 (Extras: Increased Duration [Continuous], Move Action)
-Super Strength & Durability:
Enhanced Strength 5
Enhanced Strength 5 (Flaw: Limited [Lifting Only])
Protection 5 (Extra: Impervious Toughness 10)

Offense: Initiative +1
Melee Attack +10
Ranged Attack +2 // Martian Vision II Attack +10

Defense: Dodge +10
Parry +10
Toughness +10*/+5 [*Super Strength & Durability (Impervious)]
Fortitude +8
Will +10


Costs: Abilities 54+ Skills 11+ Advantages 7+ Powers 56+ Defenses 22= 150 pts.


Complications:
Last of the Martians?: Due to a plague that ran rampant on Mars, the Martian Manhunter is thought to be one of the few remaining member of the Green Martians and seeks to preserve their legacy and locate any other possible survivors.

Power Loss: The Martian Manhunter loses all of his powers and his Strength and Stamina are reduced to 2 when exposed to fire.

Motivation ~Protect Earth & it’s People: The Martian Manhunter is highly protective of his adopted homeworld and it’s people.

Multiple Identities: The Martian Manhunter maintains several different human identities to help him better understand the people of his adoptive homeworld. Sometimes he runs into situations that call for his heroic alter-ego.

Relationships: He's very close to his 'niece', Miss Martian, as well as his teammates in the Justice League.



:arrow: The big thing to remember with Martian Manhunter is that he’s something of a super hero chameleon; he does a little bit of everything. If the group needs a Paragon, he can do it. If it’s a Mentalist that's called for, then no problem he can do that. Or if the group finds itself in the middle of a mystery then he’s got the problem solving skills to deal with it and if he doesn't then simply power stunt what you need at that point & then later on when you get XP add to his Manhunter Array to permanently add those abilities to the build.

:arrow: That said Martian Manhunter is one of the few characters I’d allow to have such a wide array especially since he has a lot of things to cover. The skills and advantages listed here are a very lean representation of what MM should have, but it covers all the bases of what J'onn can do.

:arrow: The other thing to remember when playing Martian Manhunter is to play up is his Complications, one or two of them should come up during the course of an adventure and those are what really allow Martian Manhunter to pull out all the stops and have on-the-spot power stunts and use extra effort for one-time-only feats.
Last edited by Tattooedman on Tue Oct 29, 2013 6:51 am, edited 1 time in total.
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Re: World of Freedom: FC Setting Characters

Post by Arthur Eld » Mon Oct 28, 2013 9:27 pm

I'm a little confused about Wonder Man's powers, specifically his feats of Strength.

Are they AEs of his lifting Strength? That's the only thing that seems to make sense to me, but isn't made clear, plus I normally see such arrays done as AEs of Strength Damage.

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Re: World of Freedom: FC Setting Characters

Post by Tattooedman » Mon Oct 28, 2013 10:59 pm

Arthur Eld wrote:I'm a little confused about Wonder Man's powers, specifically his feats of Strength.

Are they AEs of his lifting Strength? That's the only thing that seems to make sense to me, but isn't made clear, plus I normally see such arrays done as AEs of Strength Damage.
Long Story short is that I was trying to have a bit of fun with the name of the array and called it Ionic Strength instead of Super Strength (playing on the fact that WM's strength is a result of his body being ionic powered), so those powers are all AEs of his Strength. I've not seen him do any of the standard Powerhouse tricks when it comes to feats of super strength (like shockwaves & groundstrikes) but do recall seeing him using those three a few times before and since I had some pp left over I decided to throw them into the build.
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Re: World of Freedom: Ready to Play Builds

Post by Arthur Eld » Tue Oct 29, 2013 4:42 am

Right, ok. It was just the Penetrating Extra that threw me, really, cause I figured it couldn't be both an AE of Strength Damage and an Extra on said Strength damage.

That said, I'm not sure a guy with damage potential like Wondy would even need Penetrating, seeing as he can hit DC 33 with a Power Attack.

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Re: World of Freedom: Ready to Play Builds

Post by Kreuzritter » Tue Oct 29, 2013 5:49 am

affects objects weaken tou could work to similar effect, where cutting loose softens up the target for the next round's attack
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Re: World of Freedom: Ready to Play Builds

Post by Tattooedman » Tue Oct 29, 2013 6:49 am

Arthur Eld wrote:Right, ok. It was just the Penetrating Extra that threw me, really, cause I figured it couldn't be both an AE of Strength Damage and an Extra on said Strength damage.

That said, I'm not sure a guy with damage potential like Wondy would even need Penetrating, seeing as he can hit DC 33 with a Power Attack.
Kreuzritter wrote:affects objects weaken tou could work to similar effect, where cutting loose softens up the target for the next round's attack
I debated about using Affects Objects Weaken Toughness instead of the Penetrating mostly due to the reason Eld beings up, it was after I'd already posted the build and figured I'd think on it some. Though at this point I believe I'll go ahead and change it.
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R2P Robotman

Post by Tattooedman » Tue Oct 29, 2013 8:56 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Robotman:
PL:
10 [150 pp]

Strength 10 (--)
Stamina 2
Agility 3 (--)
Dexterity 4 (--)
Fighting 6
Intellect 2
Awareness 3
Presence 1

Skills: Deception 8 (+8.), Expertise [Pop Culture] 8 (+10), Insight 6 (+9), Intimidation 12 (+14), Perception 8 (+11), Ranged Attack [Thrown Objects] 4 (+8.), Vehicles [Air] 6 (+10), Vehicles [Land] 6 (+10)

Advantages: All-Out Attack, Close Attack 4, Cunning Fighter, Daze [Intimidation], Equipment, Fast Grab, Follow-Up Strike, Improved Critical [Unarmed] 2, Improved Feint, Improved Grab, Improved Hold, Improved Initiative, Improved Smash, Interpose, Lionheart, Luck [Determination], Power Attack, Startle, Takedown 2

Powers: Robotic Body:
Enhanced Strength 10
Enhanced Agility 3
Enhanced Dexterity 4
Enhanced Advantages 2 [Second Chance (Toughness Checks), Withstand Damage]
Immunity 30 [Fortitude Effects]
Leaping 3
Protection 8 (Extra: Impervious 10)
Senses 2 [Vision (Extended), Ultra-Hearing]
Speed 3

Feats Of Super Strength:
-Bracing: Immunity 10 [Being Moved] (Flaw: Sustained)
-Groundstrike: Damage 10 (Extras: Area [Shapable]); (Flaw: Limited [Robotman & his targets both must be on the ground])

Offense: Initiative +7
Melee Attack +10
Ranged Attack +4 // Thrown Objects Attack +8

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude (Immune)
Will +9

Equipment: Audio/Visual recorder, 3 ep free as needed


Costs: Abilities -2+ Skills 20+ Advantages 24+ Powers 92+ Defenses 16= 150 pts.



Complications:
Cybernetic Depression: From time to time Robotman will get depressed about his lack of a flesh & blood body.

Family & Friends: Robotman considers the other members of the Doom Patrol to be like his family as they are the only ones who truly understand the pain and problems he’s been through and he would do anything for them.

Power Loss: If Robotman’s brain is removed from his artificial body he loses all of his powers.

Weakness: Robotman requires special food in order to keep his human brain alive.




:arrow: Robotman is your standard Powerhouse but with a few minor differences, he gets his powers from the robotic body his brain has been put into. Making him more like the Cybernetic hero from the 2E Instant Heroes book, specifically the Braincase.

:arrow: Between his Immunity to Fortitude Saves and decent Protection, Robotman can handle most things thrown his way. If I were to play him, I’d make use of his All-Out Attack & Power Attack most of the time and trust in his teammates to use Teamwork to make sure he can hit their current opponent, since Robotman isn’t afraid to jump right into the thick of things so that the rest of the Doom Patrol doesn’t have to. I mean Robotman is pretty much built to brawl so the Player running him needs to be familiar with how all the chosen combat feats work.

:arrow: That’s not to say that Robotman doesn’t have some respectable interaction skills, Oh no not at all, I mean look at that Intimidate skill he’s got, it just begs to be used. So make use of it when dealing with Mooks and Minions, they’ll be running away screaming most of the time, or spilling their guts if that’s what a Player would care to try.

:arrow: Now one thing I found way back when I was playing the old MEGs DC game was a table that simulated Robotman’s habit of going to pieces from powerful attacks and I thought it was a pretty cool idea honestly. So I’ve worked out a small table to use in M&M if a GM or Player might be interested in making use of. Basically when a critical hit is confirmed on Robotman, somebody rolls a d20 and compares the result on the following table.
Lost Limb Table:
1-7: One Arm (GM’s choice which)
8-15: One Leg (GM’s choice which)
16-18: Waist Down
19-20: Head
World of Freedom Setting 3E

"Your ignorance is not my burden."
-- Chiun

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