World of Freedom: FC Setting Builds....

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Tattooedman
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R2P Karate Kid

Post by Tattooedman » Tue Oct 29, 2013 9:00 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)
Karate Kid:
PL:
10 [150 pp]
Strength 5
Stamina 5
Agility 4
Dexterity 4
Fighting 6
Intellect 0
Awareness 4
Presence 2

Skills: Acrobatics 10 (+15), Athletics 9 (+14), Expertise [Theology & Philosophy] 9 (+9), Insight 7 (+11), Perception 7 (+11), Stealth 6 (+11)

Advantages: Accurate Attack, Agile Feint, Close Attack 9, Defensive Roll 2, Evasion 2, Follow-Up Strike, Hide In Plain Sight, Improved Critical [Unarmed] 3, Improved Defense, Improved Initiative, Improved Trip, Move-By Action, Power Attack, Ranged Attack 6, Takedown 2, Trance, Uncanny Dodge

Powers: Find the Weak Point: Senses 4 [Detect (Weakness [visual]: Acute, Analytical, Ranged)] (Feats: Assessment, Innate)

Rend Substances with Bare Hands: Weaken Toughness 8 (Extra: Affects Objects Only); (Feat: Innate); (Flaw: Activation)

Telepathic Ear Plug: (Removable -1 pt) [5 pp]
Comprehend 3 [Speak & Understand all Languages, Be Understood]

Legion Flight Ring: (Removable -3 pts) [16 pp]
Legion Comm: Senses 1 [Communication link w/ other ring wearers]
Protection From Environmental Hazards: Immunity 7 [All Environmental Conditions, Suffocation]
Valorium Composition:
Flight 5
-Movement 1 [Space Travel]

Offense: Initiative +8
Melee Attack +15
Ranged Attack +10

Defense: Dodge +13
Parry +13
Toughness +7*/+5 [*Defensive Roll]
Fortitude +10
Will +10


Costs: Attributes 60+ Skills 16+ Advantages 35+ Powers 12+ Defenses 27= 150 pts.


Complications:
Honor: Karate Kid will always keep his given word.

Motivation ~Challenge Himself: Karate Kid strives to prove that as a highly skilled human he can do as well as any other hero who has innate powers. As a result he is constantly training himself and pushing to better his skills and abilities.

Quirk~Always there for his Friends: Karate Kid grew up alone on one of the more hostile worlds known, now that he has gained close friends he views them like an extended family that he would do anything for.


:arrow: And now for the martial artist. I decided to go with Karate Kid since he best exemplifies the idea of super hero martial artist, mostly human but with a few choice abilities related to the training he’s spent his life to. He’s kind of like a melee version of Hawkeye in many respects forgoing raw power for accuracy but with Power Attack he can alter that easily enough and combined with his skill at finding weak points can be devastating.

:arrow: Most of the time Karate Kid will be the one dealing with mooks, by the dozens more than likely and he should be just fine doing it. But when faced with a serious threat Karate Kid can go on the defensive, thanks to Improved Defense, and have a good chance of weathering whatever attack is sent his way which keeps the bad guy busy while the rest of his team is working on putting them down. The big thing to watch with characters like KK is that the PC can alter their attack and damage bonus pretty much as needed by the situation – if the opponent is easy to hit and hard to hurt then Power Attack for the full +5, but if the target’s Defense is crazy high then it’s all about being able to use enough Accurate Attack and still be able to hurt them.

:arrow: Unfortunately though Karate Kid is pretty much focused solely on combat and has little else to offer to a group when it comes to skills and advantages. He’s meant to keep opponents busy so the heavy hitters can ready their big attack or give the big brains the time they need to finish making on the spot modifications to either some of their gear or undoing the master villains device of terror. In the end Karate Kid is all about fighting pretty much so have fun referencing all the kung-fu movies you like for how he fights. That’s the joy of this kind of character.

:arrow: One last thing I wanted to mention – Karate Kid doesn’t pay anything for the Legion gear (telepathic earplugs & flight ring) since those are basically supplied to the members of Legion for free (at least IMO).
Last edited by Tattooedman on Fri Nov 01, 2013 9:53 am, edited 2 times in total.
World of Freedom Setting 3E

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

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R2P Ray

Post by Tattooedman » Tue Oct 29, 2013 9:03 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)
Ray:
PL:
10 [150 pp]

Strength 1
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 2
Presence 1

Skills: Acrobatics 6 (+7), Expertise [Computers] 12 (+12), Expertise [Pop Culture] 4 (+4), Expertise [Science] 4 (+4), Insight 6 (+8.), Perception 6 (+8.), Ranged Combat [Photonic Control Array] 3 (+7)

Advantages: Improved Initiative, Luck [Determination], Power Attack, Task Focus [Expertise (Science): Optics], Teamwork

Powers: Photonic Control Array: [Dynamic]
Photonic Blast: Ranged Damage 13 (Extra: Penetrating) [Dynamic]
-Photonic Barrage: Ranged Damage 13 (Extra: Multiattack)
-Photonic Beams: Damage 10 (Extra: Area [Shapeable]) [Dynamic]
-Photonic Burst: Visual Affliction 10 [Impaired, Disabled, Unaware; resisted by Dodge/Fortitude] (Extras: Area [Burst], Cumulative) [Dynamic]
-Photonic Constructs: Create 13 (Extra: Movable)
-Photonic Illusions: Illusion 12 [audio & visual]
-Photonic Invisibility: Concealment 4 [all visual senses] (Extra: Affects Others) [Dynamic]
-Photonic Increase: Environment 13 [Light] [Dynamic]
-Photonic Propulsion: Flight 13 (Feat: Move-By Action) [Dynamic]

Photonic Conversion: (Move Action – 1pt) [Linked to Photonic Control Array]
Protection 10 (Extra: Impervious)
Regeneration 3 (Extra: Persistent)

Offense: Initiative +6
Melee Attack +4
Ranged Attack +2 // Photonic Control Array Attack +7

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Photonic Field (Impervious 10)]
Fortitude +8
Will +8


Costs: Attributes 28+ Skills 14+ Advantages 5+ Powers 81+ Defenses 22= 150 pts.


Complications:
Alone In The Dark: The Ray's powers stem from his body's ability to absorb and store sunlight, if he were somehow cut off from it for several hours while being forced to use his powers eventually the Ray would run out of power until he could absorb more light energy.

New Kid in Town: Often times the Ray isn't taken too seriously by other heroes since he's considered something of a newer addition to the world of heroics.

Secret Identity: The Ray tries to keep his identity as Ray Terrill as secret to protect his friends from the craziness that is the life of a super hero.



:arrow: All of the Ray’s powers are connected to his ability to manipulate light/photonic energy in some way, shape or form. Plus it's all wrapped up into a Dynamic Array or is Linked to it, so if the Array is Nullified all of his powers are gone. But he can blast with the best of them having a wide range of combat choices thanks to his having a shapeable area blast and a penetrating blast as well and he packs a decent punch with them too, normally using them at rank 12 and sacrificing a bit of accuracy for being able to hit hard. Then with his body shifted into light/photonic energy Ray is pretty well covered defensively, again giving up a bit of defense to be able to resist the majority of normal troubles villains can dump on him. Add in to all of that his other light based powers (invisibility, hard light constructs [simple ones mind you], & the visual affliction) and Ray is pretty well rounded for fighting.

:arrow: The big thing to watch out for is Ray's Dynamic Array. You have to keep track of how many ranks you're parting out to which powers and it can be easy to get confused as to what rank attack you're using at the moment during a fight. Also the GM needs to be clear about how the Array is being divided up on the attack powers so he knows how to where the DC for the various saves should be, otherwise it's pretty straight forward.
World of Freedom Setting 3E

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

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R2P Arsenal

Post by Tattooedman » Tue Oct 29, 2013 9:20 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)
Arsenal:
PL:
8 [120 pp]

Strength 2
Stamina 3
Agility 3
Dexterity 4
Fighting 4
Intellect 0
Awareness 2
Presence 0

Skills: Acrobatics 6 (+9), Athletics 5 (+7), Deception 6 (+6), Expertise [Streetwise] 6 (+6), Insight 5 (+7), Intimidation 8 (+8.), Investigation 3 (+3), Perception 5 (+7), Stealth 5 (+9), Technology 5 (+5)

Advantages: All-Out Attack, Close Attack 4, Defensive Roll 3, Equipment 4, Evasion, Improved Defense, Improved Initiative, Improvised Weapon 3, Quick Draw, Ranged Attack 6, Takedown 2, Throwing Mastery 2

Powers: Cybernetic Arm:
Hidden Laser: Ranged Damage 8
-Hidden Blade: Strength-Based Damage 3 (Feat: Improved Critical 2)

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

Defense: Dodge +8
Parry +8
Toughness +6*/+3 [*Defensive Roll]
Fortitude +7
Will +7

Equipment: Arsenal's Arsenal: (20 ep)
Grenade Launcher [Burst Area Ranged Damage 5]
-Blaster Pistol [Ranged Damage 5]
-Bolos [Ranged Snare 3]
-Crossbow [Ranged Damage 3]
-Knives [Strength-Based Damage 1; Improved Critical]
-Swingling [Movement 1 (Swinging)]



Costs: Abilities 36+ Skills 18+ Advantages 33+ Powers 17+ Defenses 17= 120 pts.


Complications:
Disability: Without his cybernetic arm, Arsenal is missing his right arm from just above his elbow.

Enemy: The Light.

Mental Instability: Due to his long time frozen in cryogenic stasis, Arsenal has anger issues and is sometimes needlessly reckless while on a mission.

Motivation ~Proving Himself: Arsenal seeks to show other heroes that he is just as good as they are despite his being captured and held prisoner by the Light for over 5 years.

Motivation ~Revenge: Since being freed from cryogenic stasis, Arsenal is looking to avenge himself.

Relationships: Formerly close with Green Arrow & Black Canary, while his friendship with the founding members of Young Justice (Robin, Kid Flash & Aqualad) is strained and tense, and he doesn't really care for his clone Red Arrow.

Secret Identity: Arsenal tries to keep his identity as Roy Harper a secret.



:arrow: Obviously Arsenal is the PL 8 take on the Weapon Master and at this low of a PL he'd be better off focusing on one weapon (like Artemis does) honestly, not that he can't get by but a 20 ep set of weapons does eat up it's share of pp that could be put to other use. But he's got a good set of options when it comes to attacking an opponent and when working with a group against the big bad Arsenal can lay down some good support fire to help out the team's heavy hitters, something newer players don't think about too much.

:arrow: That said that's not all Arsenal can do - sniffing out clues and getting information are some of the other areas he can dabble in (though not as well as Robin mind you but given that few others can either Roy's not doing too bad) when it's not time for fighting but he could use an advantage or two to help him out in those areas. So that would be something to consider expanding upon as the character gains xp besides increasing his weapon choices and combat related advantages.
World of Freedom Setting 3E

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

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R2P Brainiac 5

Post by Tattooedman » Tue Oct 29, 2013 9:22 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)
Brainiac 5:
PL:
8 [120 pp]

Strength 0
Stamina 2
Agility 2
Dexterity 4
Fighting 4
Intellect 8
Awareness 3
Presence 0

Skills: Deception 6 (+6), Expertise [Science] 10 (+18.), Insight 4 (+7), Investigation 6 (+14), Perception 3 (+7/+13), Technology 10 (+18.), Vehicles [Exotic] 3 (+7)

Advantages: Eidetic Memory, Improvised Tools, Inventor, Luck [Determination], Ranged Combat 4, Skill Mastery [Expertise (Science)], Skill Mastery [Technology], Speed of Thought, Ultimate Effort [Ultimate Science Skill], Ultimate Effort [Ultimate Technology Skill]

Powers: 12th Level Intellect:
Enhanced Skill 2 [Perception +6] (Flaw: Limited [looking over technological items only])
Enhanced Advantages 5 [Beginner's Luck, Luck (Skillful) 3, Jack-of-all-Trades]
Quickness 5 (Flaw: Limited [Mental Tasks Only])

Quantum Belt: (Removable -4 pts) [16 pp]
Quantum Field: Protection 6 (Extras: Affects Others, Impervious 8.); (Flaw: Sustained)

Handheld Scanner: (Easily Removable –1 pt) [4 pp]
Scanning Feature: Senses 4 [Detect (Energy: Analytical, Acute, Ranged)]
Operational Features: Enhanced Advantage 1 [Equipment (Computer, Audio/Visual recorder, Flashlight)]

Telepathic Ear Plug: (Removable -1 pt) [5 pp]
Comprehend 3 [Speak & Understand all Languages, Be Understood]

Legion Flight Ring: (Removable -3 pts) [16 pp]
Legion Comm: Senses 1 [Communication link w/ other ring wearers]
Protection From Environmental Hazards: Immunity 7 [All Environmental Conditions, Suffocation]
Valorium Composition:
Flight 5
-Movement 1 [Space Travel]

Offense: Initiative +7
Melee Attack +4
Ranged Attack +8

Defense: Dodge +8
Parry +8
Toughness +8*/+2 [*Quantum Field (Impervious)]
Fortitude +5
Will +10


Costs: Abilities 46+ Skills 14+ Advantages 13+ Powers 29+ Defenses 18= 120 pts.


Complications:
Accident: Sometimes Brainiac 5 doesn't fully consider all the possible outcomes or side effects of his experiments (which has led to his becoming taken over by the original Brainiac program and his creating Computo, one of the Legion's greatest foes).

Emotionally Closed: Brainiac 5 is secretly insecure and lacks experience in sharing his emotions so he comes off as cold and aloof.

Legacy: Brainiac 5 is a descendent of the original Brainiac and strives to live down that legacy.

Relationships: Brainiac 5 is friends with the majority of his fellow Legion members, but is closest with Shrinking Violet and Invisible Kid.


:arrow: Brainiac 5 is interesting as a PL 8 to me since at that level he is more of a support character than anything else. Not that Brainy couldn't get by with a quickly made invention and blast away at the big bad's weak spot he's figured out but he'that's not putting him to his best use. That'd be him figuring things out - be it the clues the group might find at the scene of the crime or figuring out how to disarm the villain's latest doomsday device at the last minute. Or using Beginner's Luck to have that oddball skill that's needed for a specific skill check that the GM might toss out.

:arrow: Brainiac could also handle the mooks most villains like to have on hand as well or focus on protecting any bystanders until he could get them clear of the area. But for the most part he's the one the group should be protecting while he works his super-brain magic.

:arrow: One thing I wanted to point is that the Legion gear (telepathic ear plug & flight ring) aren’t included in Brainy’s final costs. That’s because if I were to GM a Legion game I would let the players pick up those standard issued things without having to pay up for them since the Legion makes them on their own.
World of Freedom Setting 3E

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

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Tattooedman
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R2P Dr. Spectrum

Post by Tattooedman » Wed Oct 30, 2013 10:16 am

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M&M Ready to Play Build
Degree of Player Difficulty (Novice/Experienced/Advanced)
Degree of GM Difficulty (Novice/Experienced/Advanced)
Dr. Spectrum:
PL:
10 [150 pp]
Strength 2
Stamina 2
Agility 2
Dexterity 3
Fighting 4
Intellect 1
Awareness 1
Presence 3

Skills: Acrobatics 4 (+7), Deception 6 (+9/+13), Expertise [Astronaut] 6 (+7), Insight 10 (+10), Perception 8 (+8.), Persuasion 6 (+9/+13), Ranged Combat [Power Prism Array] 5 (+8.), Technology 3 (+4), Vehicles [Pilot] 7 (+10), Vehicles [Exotic] 6 (+9)

Advantages: Attractive, Close Attack 4, Improved Initiative, Power Attack

Powers: Power Prism: (Removable -15 pts) [63 pp] (Feature: Restricted 2 [Dr. Spectrum only])
Spectral Shapes: Create 12 (Extra: Moveable) [Dynamic]
-Spectral Blast: Ranged Damage 12 (Extra: Penetrating) [Dynamic]
-Spectral Force: Move Object 12 (Extra: Perception Range) [Dynamic]
-Spectral Glare: Obscure 6 [visual] (Extra: Selective) [Dynamic]
-Spectral Intangibility: Insubstantial 4 (Extra: Affects Others)
-Spectral Snare: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extra: Extra Condition); (Feat: Reversible); (Flaw: Limited Degree) [Dynamic]
-Spectral Weapon: Strength-Based Damage 10 (Feat: Improved Critical 2) [Dynamic]
-Boost Spectral Flight: 6
Spectral Field: (Extra: Affects Others)
Immunity 10 [Life Support]
Protection 10 (Flaw: Sustained)
Spectral Propulsion: Flight 4

Offense: Initiative +6
Melee Attack +8
Ranged Attack +3 // Power Prism Array Attack +8

Defense: Dodge +8
Parry +8
Toughness +12*/+2 [*Spectral Field]
Fortitude +8
Will +8

Costs: Abilities 36+ Skills 20+ Advantages 7+ Powers 65+ Defenses 22= 150 pts.


Complications:
Last of the Heroes: Dr. Spectrum is working with the other founding members of the Squadron Supreme to fight against the new government that took control of their home dimension during the Squadron’s absence. Right now it’s only those 7 beings against a world power and the Squadron is considered to be the villains thanks to the government’s control of the media.

Mind Controlled, Again!: For some reason, perhaps the people of that dimension are less resistant for some reason, it seems that the members of the Squadron are ending up becoming the mental dupes of some villain or another.

Reputation ~Ladies Man: Dr. Spectrum has a well deserved reputation for hitting on or flirting with any attractive woman he might see.


:arrow: With Dr. Spectrum the big thing to remember is that you’re basically playing a color-blind Green Lantern. The power descriptor is pretty much the same and there’s a slight twist to the weakness of the device in question but game mechanically? No difference at all. As a character Dr. Spectrum is more of a ladies man and knows how to handle most kinds of planes with little trouble, which fits his background as an astronaut. So he’s got some skills that he really doesn’t use all that much as a hero (I mean NASA isn’t going to let an idiot fly their billion dollar space craft) but every now & then somebody needs to be able to fly the plane/space ship or help fix it to get it ready to fly.

:arrow: Spectrum’s another hero that makes use of a Dynamic Array that both the Player & the GM need to keep track of. Spectrum’s got some reliable attack powers and he’s one of those heroes that prefers to hit harder rather than hit more often. He’s always a good choice for teammates to use Teamwork with so he can just hammer away on the big bad.

:arrow: With his Create & Move Object, there isn’t much that Spectrum can’t deal with in one way or another. So don’t be afraid to break out big created items to cover whatever threats the GM throws your way, that’s half the fun of a character like Dr. Specturm – doing big, show off displays of power! If you’re not hamming it up every chance you get and hitting on every good looking woman and maybe annoying your teammates a bit then you’re not playing Spectrum to his best.
World of Freedom Setting 3E

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

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R2P Miss Martian

Post by Tattooedman » Wed Oct 30, 2013 10:22 am

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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)
Miss Martian:
PL:
8 [120 pp]

Strength 2
Stamina 4
Agility 1
Dexterity 2
Fighting 3
Intellect 2
Awareness 1
Presence 2

Skills: Expertise [Pop Culture] 3 (+5), Insight 4 (+5), Perception 4 (+5), Persuasion 4 (+6), Ranged Combat [Telekinesis] 6 (+8.), Stealth 3 (+4), Vehicles [Exotic] 3 (+5)

Advantages: Close Attack 5, Equipment 8, Multilingual, Power Attack

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

Manhunter Trait Array: [Dynamic]
Shapeshifting: Variable 4 (Extras: Increased Duration [Continuous], Move Action)
Telepathy:
Communication 2 [mental] (Extras: Area, Selective)
Mind Reading 8
Invisibility: Concealment 4 [all visual]
Super Strength & Durability:
Enhanced Strength 4
Protection 4 (Extra: Impervious Toughness 8.)
Telekinesis: Move Object 8 (Extra: Damaging)

Offense: Initiative +1
Melee Attack +8
Ranged Attack +2 // Telekinesis Attack +8

Defense: Dodge +8
Parry +8
Toughness +8
Fortitude +8
Will +8

Equipment: Young Justice Communicator [Senses 2 (Communication Link [Radio, Young Justice Members]), GPS, Feature 1 (Mount Justice Access), Benefit 1 (Young Justice Membership/Clearance)]

Martian Jump Ship (40 ep): [Size: Huge; Strength: 8; Speed: 10 (Flight/Aquatic); Defense: 1; Toughness: 9] Features: Cloaking Device (Concealment 6 [all visual, auditory]), Alarm, Hidden Compartments, Navigation System, Remote Control


Costs: Abilities 34+ Skills 9+ Advantages 15+ Powers 40+ Defenses 22= 120 pts.


Complications:
Enemy: Psimon, The Light.

Naïve: Having only learned about life on Earth through television shows, Miss Martian can be sometimes easily fooled.

Power Loss: The Miss Martian loses all of her powers and her Strength and Stamina are reduced to 0 when exposed to fire.

Relationships: Martian Manhunter and her friends in Young Justice, and later on she begins dating Superboy.



:arrow: Nothing to wild here with Miss Martian really, she's mostly a (30 point cheaper) junior version of the Martian Manhunter. Which really is her entire purpose as a part of Young Justice, just like the others - it's the junior versions of Batman, Flash, Aquaman, Superman * Martian Manhunter at first until they expand the roster a bit over the season.

:arrow: So much like J'onn, M'gann is basically the swiss-army knife for the group. If they need a paragon because Superboy is busy then she can cover it, if they need a mentalist (which was normally the role she filled) she can do it, if they needed transport she has it covered (especially with her Martian jump ship, which I also managed to fit into the build!).

:arrow: The Young Justice Communicator isn't paid for out of the build since I view that like the Legion gear, it's supplied to the characters as a freebie, granted it's only 1 rank of Equipment total but still I thought I should mention it just to cover all the bases.
Last edited by Tattooedman on Wed Nov 06, 2013 9:03 am, edited 1 time in total.
World of Freedom Setting 3E

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-- Chiun

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R2P Aqualad

Post by Tattooedman » Wed Oct 30, 2013 10:34 am

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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)
Aqualad:
PL:
8 [120 pp]

Strength 6
Stamina 6
Agility 3
Dexterity 4
Fighting 4
Intellect 2
Awareness 2
Presence 2

Skills: Acrobatics 3 (+6), Athletics 3 (+9), Insight 5 (+7), Perception 5 (+7), Ranged Combat [Atlantean Water Sorcery Array] 4 (+8.), Stealth 5 (+8.)

Advantages: Close Attack 4, Cunning Fighter, Defensive Roll 2, Improved Initiative, Languages [Base: Atlantean; English], Leadership, Power Attack, Teamwork

Powers: Atlantean Physiology:
Immunity 3 [Cold, Pressure, Suffocation (Drowning)]
Movement 1 [Environmental Adaptation (Aquatic)]
Senses 1 [Low Light Vision]
Swimming 4

Atlantean Water Sorcery Array:
Water Blast: Ranged Damage 8 (Flaws: Diminished Range [10 ft/25 ft/50 ft], Uncontrolled)
-Water Control: Move Object 8 (Extra: Damaging); (Flaws: Diminished Range [10 ft/25 ft/50 ft], Limited [Water only], Uncontrolled)
-Hard Water Weapons: Strength-Based Damage 2 (Feat: Variable Descriptor [Slashing/Bludgeoning]); (Flaw: Uncontrolled)
-Hard Water Shields: (Flaw: Uncontrolled)
Enhanced Dodge 2
Enhanced Parry 2
Enhanced Advantages 1 [Improved Defense]
Enhanced Strength 1 (Flaw: Limited [Resisting movement effects only])
-Electric Shock: Ranged Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Flaw: Uncontrolled)

Water Bearers: (Easily Removable -1 pt) [7 pp]
Water Sorcery Control: Removes Uncontrolled Flaw From Atlantean Water Sorcery Array 8

Offense: Initiative +7
Melee Attack +8
Ranged Attack +4 // Atlantean Water Sorcery Attack +8

Defense: Dodge +8*/+6 [*Hard Water Shields]
Parry +8*/+6 [*Hard Water Shields]
Toughness +8*/+6 [*Defensive Roll]
Fortitude +8
Will +8

Equipment: Young Justice Communicator [Senses 2 (Communication Link [Radio, Young Justice Members]), GPS, Feature 1 (Mount Justice Access), Benefit 1 (Young Justice Membership/Clearance)]


Costs: Abilities 58+ Skills 9+ Advantages 12+ Powers 31+ Defenses 10= 120 pts.


Complications:
Enemy: Black Manta, The Light.

Legacy: Aqualad is the son of the supervillian Black Manta and strives to live down that legacy.

Relationships: Aquaman, his teammates in Young Justice as well as his former love Tula and his best friend in Atlantis Garth.


:arrow: Aqualad in Young Justice is kind of the middle ground between the likes of Superboy & Robin - powerful enough he can engage the big bads in combat but having some skills and advantages that come in handy. He's a scrapper/warrior type without a doubt though he needs to use his water sorcery to be an effective threat. One thing to watch is that he doesn't reach his defensive caps without focusing on it through his water bearers but again at PL 8 big fights are all about the members of the group working together.

:arrow: The big draw of Aqualad is his personality - he's all about being a front line leader; he'll be in the thick of the fight working with the other members of the group and keeping them going (thanks to his Leadership advantage). Add in the fact that he was shown as being the most mature member of YJ, keeping the hot heads & impulsive members (looking at Superboy & Kid Flash here) reigned in enough to work together and not get in over their heads before Robin or he has set them up properly.
Last edited by Tattooedman on Wed Nov 06, 2013 9:04 am, edited 1 time in total.
World of Freedom Setting 3E

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R2P Question

Post by Tattooedman » Thu Oct 31, 2013 6:40 pm

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Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Question:
PL:
10 [150 pp]

Strength 3
Stamina 3
Agility 2
Dexterity 2
Fighting 4
Intellect 5
Awareness 5
Presence 2

Skills: Athletics 4 (+6), Deception 10 (+12), Expertise [Computers] 7 (+12), Expertise [Criminal] 10 (+15), Expertise [Current Events] 4 (+9), Expertise [Investigative Reporter] 6 (+11), Expertise [Pop Culture] 4 (+9), Insight 10 (+15), Investigation 12 (+17), Perception 10 (+15), Stealth 10 (+12), Vehicles [Land] 6 (+8.)

Advantages: Beginner’s Luck, Close Attack 4, Contacts, Daze [Deception], Defensive Roll 3, Equipment, Improved Feint, Improved Trick, Jack-of-all-Trades, Last Stand, Luck [Skillful] 3, Power Attack, Ranged Attack 7, Seize Initiative, Takedown, Task Focus [Investigation: Linking Conspiracies], Task Focus [Expertise (Computers): Hacking], Ultimate Effort [Ultimate Investigation Skill]

Offense: Initiative +2
Melee Attack +8
Ranged Attack +7

Defense: Dodge +12
Parry +12
Toughness +6*/+3 [*Defensive Roll]
Fortitude +8
Will +12

Equipment: Pseudoderm Mask: [Immunity 2 (Being Unmasked); Quick Change, Subtle]


Costs: Abilities 54+ Skills 31+ Advantages 35+ Defenses 30= 150 pts.



Complications:
Mental Disorder ~Apophenia: The Question often sees meaningful patterns and/or connections in what often looks like random and/or meaningless data.

Reputation ~ Paranoid: The Question believes that there is a shadow organization operating in the United States that seeks to eliminate him for interfering in many of their plans to take control of the country without the general population being aware of it. According to him they’ve tried to get rid of him 52 times.


:arrow: This build of the Question pulls more from his appearances on the JLU cartoon from a couple years ago than the comics version of him to be honest but the way the character was handled is a good guideline for how to play Question IMO.

:arrow: Question is a detective on par with Batman, able to sniff out hidden clues and connect all the various bits of information to understand the hidden plot. He can sneak into most places with no trouble, crack most codes to get the information he wants and nobody will be the wiser. Using his Task Focus Advantage that lets him focus on Linking Conspiracies the Question can link seemingly unrelated bits of information together to figure out the big plat going on behind the scenes.

:arrow: The challenge of playing the Question really is in all the other parts of playing a game, his personality and how he handles himself in a fight. And while this build lets him handle mooks and lower level threats, in a big fight Question isn’t going to be doing much really so this build is really for the more seasoned player that can handle being more of a skill based character who takes a backseat during the big throw down to the energy manipulator and the powerhouse. Though if the big bad has any mooks on hand then the Question can occupy them so that the rest of the group can focus their full attention on their boss.
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R2P Bloodwynd

Post by Tattooedman » Thu Oct 31, 2013 6:42 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)
Bloodwynd:
PL:
10 [150 pp]

Strength 2
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 4
Presence 0

Skills: Athletics 3 (+5), Expertise [Life Sciences] 8 (+10), Expertise [Magic] 12 (+14), Insight 9 (+13), Intimidation 11 (+11), Perception 10 (+14), Medicine 8 (+10), Ranged Combat [Blood Gem Magic] 8 (+10), Stealth 8 (+10)

Advantages: Close Attack 4, Improved Initiative, Luck [Recovery] 2, Power Attack, Ritualist, Task Focus [Expertise (Magic): Necromancy]

Powers: Sensitive To Magic: Senses 5 [Detect (Mystical: Analytical, Extended, Ranged)]

Blood Gem: (Removable – 13 pts) [51 pp] (Feature 1 [Restricted (family bloodline)]
Carried By The Dead: Flight 6
Guarded By The Dead: Protection 8
Blood Gem Magic Array:
Bane Of Ghosts: Movement 1 (Will DC 11) [Dimensional Travel (Blood Gem Dimension)] (Extras: Attack, Perception Ranged)
-Finding The Places Of Death: Senses 8 [Detect (Death: Accurate, Extended, Radius, Ranged, Tracking 2)]
-Hands Of The Dead: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Judged By The Dead: Ranged Damage 10 (Extra: Alternate Resistance [Will])
-Necromantic Energy: Ranged Damage 10
-Travel Into The Blood Gem: Movement 1 [Dimensional Travel (Blood Gem Dimension)] (Feat: Increased Mass 6)
-Sacraments Of The Dead: Nullify Possession Effects 10 (Extra: Area [Burst])
-Shroud Of The Dead: Concealment 10 [all visual, all audio, all olfactory, all magical]

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2 // Blood Gem Magic Attack +10

Defense: Dodge +10
Parry +10
Toughness +10
Fortitude +10
Will +10


Costs: Abilities 36+ Skills 27+ Advantages 10+ Powers 53+ Defenses 24= 150 pts.



Complications:
His Own Code: Bloodwynd follows a personal code that follows ‘the natural way of things’. What exactly this means isn’t clear but in the past he’s not fought against certain villains because of this set of beliefs.

Responsibility ~Sentinel of Magic: Bloodwynd works to protect the general public from mystical threats.

Responsibility ~the Blood Gem: An artifact of impressive mystical power, the Blood Gem has been handed down several generations of Bloodwynd’s family to keep it from falling into the hands of someone who might misuse it’s abilities.


:arrow: Most of the time players make a magic-using character with the Magic power, but that doesn’t have to be the way to go. Bloodwynd is a good example of that with a respectable stable of powers and alternate effects, they all have the magical descriptor and would mess with any character that might have drawbacks that relate to magic. Plus lets not forget that he can power stunt various effects off his array like other characters can do but with his descriptor of Magic there is a much wider selection of powers to choose from, something the GM will have to keep an eye on as this can be abused by min/max players.

:arrow: Overall a character like Bloodwynd won’t stand out too much in a game aside from the personality the player might highlight in RP, but toss Bloodwynd into a mystic-themed adventure and he’ll shine with Knowledge [Arcane Lore], Task Focus [Necromancy] and of course the Ritualist feat. I’ve played this style of character in the past and they can help the group in surprising ways; the group my character (a transmuting mage with the Ritualist feat, no ranks in the Magic power at all) was a part of was dealing with a space vampire and while on the way to his location I came up with a ritual that would protect the other members of the group from the effects of a vampire’s bite. Nothing huge right? I mean who wants to have to blast a former teammate suddenly transformed into a bloodsucker right? Well it turned out this space vampire could mimic the powers of those he fed upon and during the big fight the space suck-head managed to sink his fangs into the groups most powerful member, intending on copying her powers and turning her against the group. Well doom on him thanks to my character’s ritual, not only did he not turn her the space vamp didn’t get any of her powers either (which had been a big part of the GM’s plan for the villain’s fight against us).

:arrow: Granted the GM could have decided the ritual wouldn’t have covered that particular part of the bite’s effect and the fight would have been much more difficult but due to how he’d built the power structure he ruled the ritual did cover it and seriously altered the way the fight probably would have went.
Last edited by Tattooedman on Sun Nov 03, 2013 11:43 am, edited 3 times in total.
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R2P Red Tornado

Post by Tattooedman » Thu Oct 31, 2013 6:59 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)
Red Tornado:
PL:
10 [150 pp]

Strength 3
Stamina --
Agility 3
Dexterity 3
Fighting 4
Intellect 3
Awareness 3
Presence 0

Skills: Computers 9 (+12), Insight 6 (+9), Perception 6 (+9), Ranged Combat [Air Elemental Array] 5 (+8.), Technology 8 (+11)

Advantages: Close Attack 4, Improved Initiative, Interpose, Power Attack, Move-By Action,

Powers: Android Body:
Immunity 30 [Fortitude Effects]
Protection 12

Computer Mind:
Enhanced Skill 3 [Computers +9]
Enhanced Advantage 1 [Eidetic Memory]
Comprehend 2 [machines]

Air Elemental Array:
Vortex Propulsion: Flight 6
Air Blast: Ranged Damage 12
-Tornado Blast: Damage 10 (Extra: Area [Cone])
-Powerful Winds: Move Object 12
-Vortex: Damage 10 (Extra: Area [Burst])

Offense: Initiative +7
Melee Attack +8
Ranged Attack +3 // Air Elemental Array Attack +8

Defense: Dodge +8
Parry +8
Toughness +12
Fortitude N/A
Will +11


Costs: Abilities 26+ Skills 9+ Advantages 8+ Powers 89+ Defenses 18= 150 pts.



Complications:
Being Human: Despite being an artificial life form, Red Tornado wants to be treated as a ordinary man.

Still A Machine: Red Tornado is vulnerable to being reprogrammed.



:arrow: Android characters can be tough to pull off, having to mix their Immunity to Fortitude power in with enough levels of Protection so that getting bumped in a hallway doesn’t send them into pieces takes a fair chunk of pp away from the rest of the build. That said I think I’ve managed to put together a respectable Red Tornado here.

:arrow: Reddy’s always been more of a blaster than anything else from the start so simply take a look at my Ray build for where I talk about how to make use of him in a fight at range.

:arrow: For a while he was suffering from what I call edVision-Envy - getting upgrades that were very similar to things done by Marvel to their character the Vision. Marvel has always played up their #1 android the Vision to have all these computer & tech skills since like the 70s and it’s only been in the last 7 years or so that Reddy’s gone down the same path. I'd assume that Reddy's still got those upgrades at this point (unless the nu52 have screwed up another character I fondly recall). But it's his Computer Mind powers that make Red Tornado a bit different to handle as a PC when compaired to other energy manipulators/elemental themed characters - he's got some tech skills so don't forget to make the most of them when given a chance.

:arrow: Overall Reddy has a grab-bag of odd & in powers but has to rely on his air controlling abilities to get him through a fight and your best bet is to play to his strengths, unless you want to RP your way through his getting destroyed and rebuilt and then starting over with what powers he has (hey they do it in the comics all the time, why can’t a player right?). But when it’s all said and done it takes a seasoned player to really get the most out of Red Tornado as you have to be aware of the surroundings.
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R2P Zan

Post by Tattooedman » Thu Oct 31, 2013 7:22 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)
Zan:
PL:
8 [120 pp]

Strength 2
Stamina 2
Agility 0
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Expertise [Earth Sciences] 6 (+6), Expertise [Pop Culture] 4 (+4), Insight 6 (+7), Intimidation 7 (+8.), Stealth 6 (+6), Vehicles [Exotic] 4 (+6)

Advantages: Close Attack 4, Defensive Roll 3, Improved Initiative, Power Attack, Task Focus [Expertise (Earth Sciences): Chemistry & Physics of Water], Teamwork

Powers: Form Of…: Variable 9 (Extra: Increased Duration [Continuous]); (Flaws: Limited [Can only take forms that are of water in any of its 3 natural states (liquid, gas, solid)], Limited [Must make physical contact w/Jayna before taking on new form])

Twin Telepathy: Senses 1 [Communication Link w/ Jayna] (Feat: Innate)

Offense: Initiative +6
Melee Attack +8
Ranged Attack +2

Defense: Dodge +6
Parry +6
Toughness +5*/+2 [*Defensive Roll]
Fortitude +8
Will +6


Costs: Abilities 24+ Skills 13+ Advantages 11+ Powers 55+ Defenses 17= pts.



Complications:
Not From Earth: Zan is an alien from the planet Exor and doesn’t understand many of the cultural custom of Earth. She also has personal tastes that others might find strange (such as his enjoying the taste of CDs).

Never Again: Zan has spent most of his life as a slave and will fight with everything he has to keep himslef and his sister (Jayna) free.


:arrow: Zan is a shapeshifter of a different style, especially when compared to his sister Jayna (who is a much more traditional styled shapeshifter). His changes are only into a set theme (water based forms) which could also be better handled with an array of Alternate Forms. But a Variable with his limits isn’t that much more expensive really so to keep it simple (as Zan can turn into any king of water based creature) I went that route.

:arrow: Like his sister, Zan needs to take ranks of attack focus (melee & ranged depending on powers selected) & some enhanced dodge/parry so that he isn't completely useless in a fight but that's part of the beauty of Variable - it allows a character to do such things. But that's one of the things the GM needs to keep an eye on when it's used so that it isn't abused.

:arrow: Again like his sister, dealing with Zan is all about the pre-game time work for the player - have ready made combat stats for the game. I can’t stress this idea enough, I’ve seen it kill the momentum of a game too many times for five people (not counting the GM) having to sit around & wait on the one player with Variable try and figure out how to divide out his/her point pool only to change it up the following round and force everyone to wait some more.

:arrow: Granted most of Zan’s forms are going to be pretty similar in the long run, I mean there’s only so many water related forms to come up with. With that said I’d allow someone playing Zan to include blasts of water/ice in those other forms, it’s a bit of a stretch but it plays within the realm of comic book science on powers IMO and it’s something that I’d not allow often.
Last edited by Tattooedman on Sun Nov 03, 2013 7:26 am, edited 2 times in total.
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R2P Jayna

Post by Tattooedman » Thu Oct 31, 2013 7:27 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)
Jayna:
PL:
8 [120 pp]

Strength 0
Stamina 1
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Deception 6 (+8/+10), Expertise [Life Sciences] 6 (+6), Expertise [Pop Culture] 4 (+4), Insight 6 (+6), Perception 6 (+6), Persuasion 8 (+10/+12), Stealth 6 (+8.), Vehicles [Exotic] 3 (+5)

Advantages: Attractive, Close Attack 2, Defensive Roll 2, Improved Initiative, Power Attack, Task Focus [Expertise (Life Sciences): Animal Biology], Teamwork

Powers: Shape Of…: Variable 9 (Extra: Increased Duration [Continuous]); (Flaws: Limited [Can only take animal forms], Limited [Must make physical contact w/Jan before taking on new form])

Twin Telepathy: Senses 1 [Communication Link w/ Jan] (Feat: Innate)

Offense: Initiative +6
Melee Attack +6
Ranged Attack +2

Defense: Dodge +6
Parry +6
Toughness +4*/+2 [*Defensive Roll]
Fortitude +7
Will +6


Costs: Abilities 22+ Skills 13+ Advantages 9+ Powers 55+ Defenses 21= 120 pts.



Complications:
Not From Earth: Jayna is an alien from the planet Exor and doesn’t understand many of the cultural custom of Earth. She also has personal tastes that others might find strange (such as her enjoying the taste of CDs).

Never Again: Jayna has spent most of her life as a slave and will fight with everything she has to keep herself and her brother (Zan) free.



:arrow: Shapeshifters can be difficult to stat out. I mean it’s a question of balance more than anything else really. How much of the character’s advantages are from training and not their powers? It can be a bit overwhelming at first (and that’s experience talking here gang).

:arrow: Jayna shows that a character can have some skills and advantages that aren’t from powers while being reliant on those powers to cover her in combat. A good bit of her Variable pool will have to go to ranks of close attack & enhanced dodge/parry to make her a viable threat in a fight but it is doable.

:arrow: Like I said way back when I posted Martian Manhunter, the trick for a GM to make use of when dealing with Variable is to make the Player supply a pre-written set of forms to use during gameplay. That way any issues can be dealt with before hand and there are no surprises for the GM (at least as far as how the player plans on using the Variable power that is).

:arrow: GMs, don’t be afraid to tell a player no if you think some of their ideas are overpowering or game breaking in some way. If you simply explain your issue with said use of power most responsible players will be more than willing to work with you to come to a compromise that both of you will be happy with.
Last edited by Tattooedman on Sun Nov 03, 2013 7:25 am, edited 2 times in total.
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R2P Lagoon Boy

Post by Tattooedman » Thu Oct 31, 2013 7:31 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)
Lagoon Boy:
PL:
8 [120 pp]

Strength 8* (4)
Stamina 8* (4)
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 1
Presence 1

Skills: Acrobatics 3 (+6), Athletics 6 (+10/+14*), Expertise [Survival] 6 (+7), Insight 6 (+7), Intimidation 6 (+7), Perception 6 (+7), Ranged Combat [Thrown Objects] 4 (+7)

Advantages: Close Attack 4, Favored Environment [Underwater], Improved Initiative, Language [Base: Atlantean; English], Move-By Action, Power Attack

Powers: Amphibious Nature (Feat: Innate)
Movement 1 [Environmental Adaptation (Underwater)]
Immunity 3 [Environmental Cold, Pressure, Suffocation (Drowning)]
Enhanced Strength 1 (Flaw: Limited [Lifting Only])
Senses 4 [Hearing (Extended), Ultra-Hearing, Darkvision]
Swimming 4

Puffer Fish:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Swimming 2
Growth 4 [+4 Strength, +4 Stamina, +2 Intimidation; -2 Dodge/Parry, -4 Stealth]
Large & In Charge: [Linked to Puffer Fish]
Enhanced Dodge 2
Enhanced Parry 2
Frightful Size: Affliction 6 [Dazed, Compelled, Controlled; resisted by Will] (Extra: Area [Burst]); (Feat: Innate); (Flaws: Limited [can only be used the round following us of Growth], Quirk [Can only make people run away]) [Linked to Puffer Fish]

Offense: Initiative +7
Melee Attack +8
Ranged Attack +3 // Thrown Objects Attack +7

Defense: Dodge +8
Parry +8
Toughness +8* (+4)
Fortitude +8* (+4)
Will +8


Costs: Abilities 40+ Skills 13+ Advantages 9+ Powers 42+ Defenses 16= 120 pts.


Complications:
Hero In Training: Lagoon Boy plans to become an aquatic hero once he’s fully grown, filling the role of Aquaman in the League, and is constantly ‘training’ himself.

Relationship: Lagoon Boy begins dating Miss Martian after she and Superboy break up (Lagoon Boy often calls her by the pet name ‘Angel Fish’).

Temper: Lagoon Boy seems to have something of a warrior’s temper, and can become enraged during combat.


:arrow: So here’s Lagoon Boy, he’s pretty well rounded at PL 8 so he plays straight forward enough in combat. One thing to note on his build is that half of his powers are Innate, meaning that basically they can’t be affected by Nullify effects.

:arrow: Lagoon Boy’s not too bad a build overall, he’s more of a scrapper/warrior type on land than anything else and most of his skills aren’t too highly ranked though he could use the aid action if he wanted to lend a hand to a more skilled teammate it the player felt it might do some good. In the water however he’s got better Defense (thanks to favored environment advantage) and can get the most out of Move-By Action so he could tear into an opponent fairly well.

:arrow: Just to be clear here, I’ve not read anything with Lagoon Boy in it so all of my info on him is from Wikipedia and influenced just a bit by his showings on the Young Justice show.
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R2P Vixen

Post by Tattooedman » Thu Oct 31, 2013 8:03 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)
Vixen:
PL:
8 [120 pp]

Strength 1
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 0
Awareness 2
Presence 2

Skills: Acrobatics 4 (+6), Athletics 4 (+5), Deception 4 (+6/+10), Insight 6 (+8.), Perception 6 (+8.), Persuasion 4 (+6/+10), Stealth 8 (+10)

Advantages: Animal Empathy, Attractive, Close Attack 4, Defensive Roll 2, Improved Initiative, Power Attack, Teamwork

Powers: Accessing The Morphogenetic Field: Variable 8 (Flaw: Limited [animal traits only])

Offense: Initiative +7
Melee Attack +8
Ranged Attack +3

Defense: Dodge +6
Parry +6
Toughness +4*/+2 [*Defensive Roll]
Fortitude +6
Will +7


Costs: Abilities 34+ Skills 13+ Advantages 11+ Powers 48+ Defenses 14= 120 pts.


Complications:
Animal Instincts: Vixen can be overwhelmed by the behaviour of the animals she is copying if she does it for too long. The Tantu Totem prevents this from happening but if she is deprived of it or her connection to the Totem is altered somehow she must be careful.

Responsibility~Use powers for good: Vixen feels that she has to use her powers to help those in need.



:arrow: I’m noticing that I seem to like doing this variable power theme with these builds…..maybe I need to get some help? Anyways Vixen is one of the few animal mimics around but she’s one of the better examples of the power theme and it’s complications.

:arrow: Vixen’s built with a preference for melee fighting, but she could get by with a ranged attack by way of mimicking the damage power with a couple ranks of Reach added onto it (and thus keep it within the realm of her melee attacking ability).

:arrow: Most of Vixen’s caps are supposed to be filled by her Variable, shifting her Toughness and Damage caps around dependant upon whichever animals she is copying at the moment. Yes Vixen has shown herself to be able to copy multiple animals at once, I call this the Chimera Effect; taking the best of several animals at once to get what she needs to finish the fight or solve the current problem. And that’s what the GM needs to keep an eye on to make sure the Player doesn’t abuse that idea, otherwise it will go downhill pretty quickly.
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Re: World of Freedom: Ready to Play Builds

Post by Earth-Two_Kenn » Thu Oct 31, 2013 8:18 pm

On the plus side, if inexperienced players try playing Zan and Jayna, they should actually capture the feeling of their original Superfriends incarnations. :wink:
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