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.
Locked
User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

Re: World of Freedom: Ready to Play Builds

Post by Tattooedman » Fri Nov 01, 2013 6:15 pm

Shock wrote:I think playing a Yellowjacket and Wasp tandem would be a lot of fun. You know, if Pym wasn't such a tool.
I do too but to avoid the chance of all out sucking I'd change the characters names and backgrounds a bit. :wink:
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Iron Lad

Post by Tattooedman » Fri Nov 01, 2013 6:18 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Iron Lad:
PL:
8 [120 pp]

Strength 8 (1)
Stamina 2
Agility 1
Dexterity 2
Fighting 2
Intellect 5
Awareness 2
Presence 1

Skills: Deception 3 (+4), Insight 3 (+5), Perception 3 (+5), Technology 9 (+14)

Advantages: Beginner's Luck, Inventor, Jack-of-all-Trades, Luck [Skillful]

Powers: Neurokinetic Armor: (Removable –15 pts) [61 pp]
30th Century Nano-Metal:
Immunity 10 [Life Support]
Protection 8
Neurokinetic Interface: Variable 6 (Extras: Continuous Duration, Move Action); (Flaw: Limited [machines & tech])
Pulse Flight: Flight 5

Offense: Initiative +1
Melee Attack +2
Ranged Attack +2

Defense: Dodge +6
Parry +6
Toughness +10*/+2 [*30th Century Nano-Metal]
Fortitude +5
Will +8


Costs: Abilities 32+ Skills 6+ Advantages 4+ Powers 61+ Defenses 17= 120 pts.


Complications:
Motivation ~Changing His Future: Iron Lad seeks to avoid his future of becoming Kang The Conqueror.

Relationships: Iron Lad is in love with Stature and is close with the original Young Avengers teammates.

Short Time Allowed: Iron Lad cannot stay in this timeline very long without effecting the time stream.

Neurokinetic Interface Notes wrote:
~Communications Systems: Communication 3 [Radio (statewide/across small nation)]
~Concussive Bolts: Ranged Damage 8 (Extra: Penetrating); (Feat: Accurate 3)
~Neurokinetic Strength: Enhanced Strength 7
~Neurokinetic Targeting: Enhanced Advantages 6 [Close Attack 5, Improved Aim]
~Temporal Divergences: Movement 3 [Time Travel (any point in time)]

:arrow: Iron Lad splits the difference between being a front line fighter and the tech guy on a team - skill wise he's not good for much else unless he's using Beginner's Luck to have access to an Intellect based skill, but he's really good at such endeavors while his armor is built to give a player plenty of options in a fight.

:arrow: Personally I've seen Variable arrays be well used by players in the past and really abused as well so the GM needs to pay close attention to what the player is doing with the array, otherwise they are going to walk right over whatever challenge is tossed their way and the rest of the group might feel like their characters aren't getting their time in the spotlight (a difficult balance to maintain).

:arrow: And that's one reason I included the short list above to show the powers Iron Lad usually manifests - that way the GM can be informed, but since it is a Variable power it wouldn't be unheard of for Iron Lad to make some adjustments during a particularly tough fight so that he can hit the big bad surprisingly hard all of the sudden.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Dr. Strange

Post by Tattooedman » Mon Nov 04, 2013 5:48 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Dr. Strange:
PL: 10 [150 pp]
Strength 1
Stamina 1
Agility 0
Dexterity 2
Fighting 4
Intellect 3
Awareness 3
Presence 2

Skills: Expertise [Magic] 15 (+18.), Insight 9 (+12), Investigation 3 (+6), Medicine 9 (+12), Perception 9 (+12), Ranged Combat [Mystical Might] 6 (+8.)

Advantages: Close Attack 2, Equipment 3, Ritualist, Trance

Powers: Mystical Might Array:
Eldrich Bolts: Ranged Damage10 (Extra: Penetrating)
-Agamotto’s Light of Truth: Nullify 10 [Magical Concealment Effects] (Extras: Broad, Simultaneous)
-Crimson Bands of Cyttorak: Ranged Affliction 10 [Hindered & Vulnerable, Defenseless & Immobilized; resisted by Dodge/Damage] (Extras: Cumulative, Extra Condition); (Flaw: Limited Degree)
-Flames of Balthakk: Nullify 10 [all Magic effects] (Extras: Broad, Simultaneous)
-Images of Ikonn: Illusion 7 [all senses] (Flaw: Resistable)
-Many Moons of Munnopor: Concealment 6 [audio & visual] (Extras: Affects Others, Area); (Flaw: Passive)
-Mists of Morpheus: Affliction 10 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extra: Cumulative)
-Oshtur’s Mighty Hands: Move Object 10 (Extra: Perception)
-Vapors of Valtorr: Ranged Affliction 10 [Dazed, Immobilized, Paralyzed; resisted by Fortitude] (Extra: Area [Cloud])
-Winds of Watoomb: Teleport 9 (Extra: Accurate); (Feats: Change Direction, Increased Mass x4 [800 lbs])
Shields of the Seraphim:
Enhanced Dodge 6
Enhanced Parry 6
Protection 9 (Extra: Sustained)

Sorcerer Supreme (Flaw: Limited [Only when in Earthly Plane])
Enhanced Advantages 5 [Benefit (Status-Sorcerer Supreme), Luck (Spell Improvisation) 4]

Cloak of Levitation: (Removable –1 pt) [4 pp]
Feature 1 [shape of overcoat or cloak of some kind]
Flight 2

Eye of Agamotto: (Removable –1 pt) [8 pp]
All Seeing Eye: Senses 9 [Vision Counters all Concealment Effects, Postcognigtion]

Offense: Initiative +0
Melee Attack +6
Ranged Attack +2 // Mystical Might Array Attack +8

Defense: Dodge +10*/+4 [*Shields of the Seraphim]
Parry +10*/+4 [*Shields of the Seraphim]
Toughness +10*/+1 [*Shields of the Seraphim]
Fortitude +7
Will +12

Equipment: Headquarters [Sanctum Sanctorum] (15 ep): Size: Medium/Huge; Toughness: 10; Features: Concealed, Dimensional Portal, Dual Size, Laboratory, Library, Living Space, Sealed, Security System, Workshop, [Orb of Agamotto [Visual Remote Sensing 26, Dimensional 2, Distracting]);]


Costs: Abilities 32+ Skills 18+ Advantages 7+ Powers 76+ Defenses 17= 150 pts.


Complications:
Enemies: Baron Mordo, the Dweller-In-Darkness, Kaluu, Shuma-Gorath, Dormammu, Nightmare, and Satannish, just to name a few.

Power Loss: Dr. Strange cannot cast his spells if he cannot speak or gesture.

Sorcerer Supreme: Doctor Strange is expected to defend the mortal world from mystic threats and to find, protect and train the next Sorcerer Supreme.



:arrow: Woodclaw has already covered all the bases on what a GM and a Player needs to be familiar with and watch out for when it comes to playing a Mystical/Magic using hero, so I won’t make folks re-read my version of it. But I do want to point out something about the Luck (Spell Improvisation) 4 included in the build - it's from the 2E Book of Magic where it talks about breaking down all the possible uses for the Luck advantage and making the player define what the rank of Luck is specifically for and it can only be used for that purpose. In this case (Spell Improvisation) it means that Dr. Strange can come up with spells on the fly as he might need them, buying off the Fatigue that would come from Power Stunting an alternate spell effect from his array.

:arrow: Dr. Strange shows that a player can invest in some unique devices to spice up the selection of spells and abilities the mystic hero can have thanks to the Magic power, but remember that if the GM wants he/she can strip you of them in a few different ways (course you’ll end up with an HP for it more than likely, but still…) so you might not want to get too creative with it.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Blink

Post by Tattooedman » Mon Nov 04, 2013 5:54 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Blink:
PL: 10 [150 pp]
Strength 1
Stamina 2
Agility 3
Dexterity 4
Fighting 4
Intellect 0
Awareness 3
Presence 1

Skills: Acrobatics 9 (+12), Deception 6 (+7), Expertise [Survival] 6 (+9), Insight 6 (+9), Perception 6 (+9), Ranged Attack [Warp Javelins] 6 (+10), Stealth 9 (+12)

Advantages: Agile Feint, Close Attack 4, Defensive Roll 5, Hide in Plain Sight, Inspire 2, Luck [Determination], Set-Up, Teamwork, Uncanny Dodge

Powers: Blinking Array:
Blink Gate: Teleport 8 (Extras: Accurate, Portal); (Feats: Change Direction, Increased Mass x5 [1600 lbs])
-Blinking Block: Deflect 10 (Extra: Redirect, Reflection)
-Self Blink: Teleport 10 (Extra: Accurate); (Feats: Change Direction, Increased Mass x5 [1600 lbs], Turnabout)
-Warp Javelin I: Ranged Affliction 10 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Extra: Cumulative)
-Warp Javelin II: Blast 10 (Extra: Penetrating)

Offense: Initiative +3
Melee Attack +8
Ranged Attack +4 // Warp Javelins Attack +10

Defense: Dodge +13
Parry +13
Toughness +7*/+2 [*Defensive Roll]
Fortitude +8
Will +8


Costs: Abilities 36+ Skills 17+ Advantages 17+ Powers 50+ Defenses 30= 150 pts.


Complications:
Don’t I Know You?: Sometimes during the course of a mission Blink run into an alternate version of someone she was close to and this could cause problems for the mission.

Finish The Mission: Before the Tallus will move the EXiles on to the next fractured reality, they must totally complete their current assignment.

Limited Ammo: While Blink makes it a point to have a number of Blink Javelins pre-made there are times where she runs out and will have to make them on the fly. This can lead to her triggering her Power Burn-Out complication (see below).

Romance: Blink is involved with fellow EXile Mimic.

Power Burn-Out: From time to time Blink will push her powers too much creating her Warp Javelins or Carrying too many people too far and will have to spend some time recovering before she can use her Blinking Array abilities depending on which way she has stressed out her powers (creating too many Warp Javelins means she needs to recover her ranks in attack powers while carry too much weight/traveling too far will have her recovering the ranks of her teleport powers).


:arrow: Blink is an interesting build in the fact that her powers qualify her as a front line fighter but her skills and feats make her better suited to backing up the team. Her teleporting lets her taxi around the team while several of her feats help them fight better as a team. But for the most part she should stick to moving around a fight, hitting & running & lending aid to the others when she can. Playing a support role can be tricky for newer players as they tend to want to be all hands-on for the fighting.

:arrow: I’ve left out a couple tricks Blink has done a couple of times but since they weren’t regular tactics she’s used I left them out to be used as power stunts. A player can use them as much as they want but will have to watch how many HPs they have to buy off the stun from doing it, otherwise it’ll come back and bite them in the hind end.

:arrow: 99% of the time Blink is shown as having a quiver full of her Warp Javelins, which she uses as the focus for her powers. It’s been shown she can make them on the fly but it’s been suggested that she can wear her powers out doing it so I figure that she makes herself a supply in the teams down time to have on hand when she needs them. Basically I’m treating it as a complication on her attack powers to be pulled out by the GM when it would be dramatically appropriate, leaving her without those parts of her powers while giving the player an HP.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Longshot

Post by Tattooedman » Mon Nov 04, 2013 6:34 pm

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

Longshot:
PL: 10 [150 pp]
Strength 1
Stamina 2
Agility 5
Dexterity 6
Fighting 4
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 2 (+7/+13), Insight 4 (+6/+11), Perception 4 (+6/+10), Ranged Combat [Thrown Objects] 8 (+13), Stealth 2 (+7/+14), Vehicles [Exotic] 4 (+10), Vehicles [Land] 2 (+8.)

Advantages: Equipment, Set-Up, Teamwork

Powers: Genetically Engineered: (Feat: Innate)
Enhanced Skills 8 [Acrobatics +6, Ranged Combat (Thrown Objects +8), Stealth +6]
Enhanced Skills 3 [Insight +5, Perception +4] (Flaw: Limited [Only in combat situations])
Enhanced Advantage 1 [Attractive]

Wild Luck:
Enhanced Advantages 26 [Agile Feint, Benefit (Up The Walls - can use Acrobatics Skill for Athletics Skill Checks), Close Attack 6, Defensive Roll 3, Evasion 2, Improved Critical [Throwing Blades] 4, Improved Defense, Improved Initiative, Precise Attack (ranged; concealment), Precise Attack (ranged; cover), Throwing Mastery 4, Uncanny Dodge]
Enhanced Dodge 9
Enhanced Parry 9
Probability Manipulation Array:
Lucky Defense I: Immunity 20 [Attacks targeting Dodge] (Flaw: Limited [Concentration Duration])
-Lucky Defense II: Immunity 20 [Attacks targeting Parry] (Flaw: Limited [Concentration Duration])
-Find Weakness: Add Penetrating Extra to Attacks 6 (Flaw: Quirk [Limited to either lower of Attack or Extra’s Rank])
-Lucky Shot: Enhanced Perception Range Extra to Attacks 6 (Flaw: Quirk [Limited to either lower of Attack or Extra’s Rank])

Offense: Initiative +9
Melee Attack +10
Ranged Attack +6 // Thrown Objects Attack +14

Defense: Dodge +15*/+6 [*Wild Luck]
Parry +15*/+6 [*Wild Luck]
Toughness +5*/+2 [*Defensive Roll]
Fortitude +8
Will +9

Equipment: Throwing Blades [Strength-Based Ranged Damage 1; Critical 19-20]


Costs: Abilities 46+ Skills 6+ Advantages 3+ Powers 81+ Defenses 14= 150 pts.


Complications:
Not From Around Here: Longshot’s lack of understanding of general knowledge of the world (such as working for a paycheck, how to spend money, asking why people eat slaughtered baby chickens with slices of burnt pig sides and many, many other things) combined with his only having three fingers per hand, mark him as someone not normal and tends to make him stand out.

Luck Is Fickle: If Longshot uses his Wild Luck or Probability Manipulation powers for purposes that could be considered selfish or not for a good cause it can backfire against him, creating an equal and opposite "bad luck" effect on him.

Relationship: For several years Longshot has been romantically involved with fellow, former X-Men teammate Dazzler.



:arrow: Pretty much the standard Fortunate Hero overall, Longshot has a Probability Manipulation Array to use to improve his combat skills, but that’s about all he’s really good for (aside from some laughs in RPing his not understanding Earth society and customs). In a team dynamic he‘s more about being able to stall a foe until the big hitter is ready to deal with them or else he’s working to help the big hitter to connect with said bad guy.

:arrow: Player’s need to be careful as Longshot’s flaw (Luck is Fickle) will come back to bight you on the hind end at some point (something the GM needs to keep a mental tally of in the back of his head during game play).

:arrow: The player also needs to be sure to keep Longshot out of melee, he’s way too fragile a build for that kind of stuff. He’s meant to be moving around, throwing whatever is at hand (normally his throwing blades but he can use anything lying around) to keep a foe’s focus on him and not what’s going on around them. Make use of Longshot’s Improved Defense or his Lucky Defense abilities to stay safe, which will make him extremely hard (or basically impossible) to hit by most standards and will go a long way to keeping him in the fight.
Last edited by Tattooedman on Tue Nov 05, 2013 12:06 am, edited 1 time in total.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Iron Man

Post by Tattooedman » Mon Nov 04, 2013 6:37 pm

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

Iron Man:
PL: 10 [150 pp]
Strength 10 (0)
Stamina 0
Agility 1
Dexterity 2
Fighting 4
Intellect 8
Awareness 1
Presence 3

Skills: Deception 8 (+10), Diplomacy 8 (+10), Expertise [Business] 6 (+13), Expertise [Science] 12 (+20), Insight 7 (+8.), Perception 7 (+8.), Technology 12 (+20)

Advantages: Close Attack 2, Benefit 4 [Wealth x4 (Multimillionaire)], Inventor, Skill Mastery [Expertise (Science)], Skill Mastery [Technology], Speed of Thought

Powers: Iron Man Armor: (Removable -14 pts) [59 pp]
Reinforced Frame:
Enhanced Strength 10
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
-Replusors: Ranged Damage 10 (Feat: Accurate 2)
-Pulse Bolts: Ranged Damage 7 (Extra: Multiattack); (Feat: Accurate)
-Uni-Beam: Damage 10 (Extras: Area [Line], Penetrating); (Flaw: Distracting)
Flex-Metal Plates: Protection 10
Combat Computer: Enhanced Feats 7 [Close Attack 2, Power Attack, Ranged Attack 4]
Life Support Systems: Immunity 10 [Life Support]
Thruster System: Flight 8 (Feat: Move-By Action)
Sensors: Senses 4 [Direction Sense, Infravision, Radar (Radio: Accurate), Radio]

Offense: Initiative +8
Melee Attack +8*/+4 [*Combat Computer]
Ranged Attack +6*/+2 [*Combat Computer] // Pulse Bolts Attack +9 // Replusors Attack +10

Defense: Dodge +10
Parry +8
Toughness +10*/+0 [*Iron Man Armor]
Fortitude +6
Will +8


Costs: Abilities 38+ Skills 20+ Advantages 10+ Powers 59+ Defenses 23= 150 pts.


Complications:
Addiction ~Alcohol (recovering at this point): In the past Tony has abused alcohol to the point where he almost lost not only his company but his life as well. For now he has it under control but it is something he deals with every day.

Public Identity: It’s no secret that Tony Stark is Iron Man.

Reputation ~Playboy: Tony Stark is known for being a carefree playboy who is always on the lookout for attractive women to spend some quality time with.

Responsibility ~CEO of Stark Enterprises: He feels that it is he must provide all of his employees with steady work.



:arrow: Battlesuit characters can be a handful sometimes, especially when they’ve got the tech skills that built their suit. The suit normally lets them keep up with the team blaster and the powerhouse of the team while their skill set sets them apart, being able to analyze whatever technology the group runs into. And lets not forget being able to power stunt pretty much any other power via extra effort, the technological descriptor covers a lot of powers. Something GMs should be mindful of when dealing with this kind of character.

:arrow: With the Inventor feat, a tech-skilled Battlesuit character can whip up pretty much any one-time use device with little trouble and the GM needs to keep an eye on what the player is trying to build. Be it something to counter the plot device of the villain’s current plan or something to help the group survive a certain situation so that the group can reach said plot device.

:arrow: Plus with his Skill Mastery advantages, there isn’t much that a player couldn’t be able to build or figure out in short order, something else the GM needs to keep in mind when dealing with this kind of character.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Stature

Post by Tattooedman » Tue Nov 05, 2013 4:36 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Stature:
PL: 8 [120 pp]
Strength 12*/-3** (0)
Stamina 13* (1)
Agility 2
Dexterity 2
Fighting 4
Intellect 2
Awareness 2
Presence 3

Skills: Acrobatics 3 (+5), Atheltics 2 (+), Deception 4 (+8.), Expertise [Pop Culture] 4 (+6), Expertise [Science] 5 (+7), Insight 8 (+10), Investigation 4 (+6), Intimidation 1 (+1/+10*), Perception 6 (+8.), Persuasion 6 (+9), Ranged Combat [Thrown Objects] 2 (+4), Stealth 3 (+5/+17), Technology 5 (+7)

Advantages: All-Out Attack, Improved Defense, Improved Grab, Improved Hold, Improved Initiative, Interpose, Teamwork, Well-Informed

Powers: Pym Particle Alteration Array:
Size Increase:
Enhanced Advantage 2 [Improved Critical (Unarmed) 2]
Growth 12 [+12 Strength, +12 Stamina, +6 Intimidation, +1 Speed; -6 Dodge/Parry, -12 Stealth] (Extras: Increased Duration [Continuous]) 36 pts
Impervious Toughness 12 (Flaw: Linked to Growth [equal rank])
Reduced Fortitude -5
-Size Decrease:
Enhanced Advantage 1 [Hide In Plain Sight]
Shrinking 12 [+12 Stealth, +6 Dodge/Parry; -3 Strength, -1 Speed] (Extras: Increased Duration [Continuous])

Offense: Initiative +6
Melee Attack +4
Ranged Attack +2 // Thrown Objects Attack +4

Defense: Dodge +3*/+14** (9)
Parry +3*/+14** (9)
Toughness +13* [Impervious 12] (1)
Fortitude +11* (4)
Will +5


Costs: Abilities 30+ Skills 18+ Advantages 8+ Powers 46+ Defenses 18= 120 pts.
* = Growth 12 ranks
** = Shrinking 12 ranks



Complications:
Emotional Triggers: Stature’s mood can effect her powers; she can grow when she's angry or shrink when she's sad.

Relationships: Stature’s teammates in the Young Avengers, and her mother.

Secret Identity: Stature tries to keep her identity of Cassie Lang a secret.

Motivation ~Father’s Legacy: Stature is driven to carrying on her father’s, Scott Lang, legacy as a hero.



:arrow: As a full on size changer (able to grow & shrink) Stature can play two roles within a group - that of the muscle (though be careful with that low defense) and that of the team sneak. While she's technically better at being the sneak than the muscle (cause unfortunately the super large heroes are always the ones to get owned by the bad guys first simply because they look like the biggest threat) Stature doesn't have any way of travel aside from her two own tiny feet. Which isn't the best pace to have really.

:arrow: Stature's also a good one to have help her tech inclinded allies on whatever project or latest device they're working on to defeat the big bad. Her ranks make it an easy matter for her to make the team check to give at least the basic +2 bonus.

:arrow: During a fight, assuming Stature's using her powers to increase her size, she can protect any possible bystanders or maybe some special device or artifact that the villain is on the hunt for. That'd mesh well with her combat skills, but if you're going to have her on the front lines of a fight make sure you have a couple of HP ready to spend on Toughness re-rolls in case she flubs one up badly or she gets hit with a powerful Multiattack themed power.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Patriot

Post by Tattooedman » Tue Nov 05, 2013 4:41 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Patriot:
PL: 8 [120 pp]
Strength 5
Stamina 5
Agility 5
Dexterity 5
Fighting 6
Intellect 1
Awareness 2
Presence 4

Skills: Acrobatics 4 (+9), Athletics 3 (+8.), Expertise [Streetwise] 1 (+2), Expertise [Tactics] 7 (+8.), Insight 5 (+7), Perception 5 (+7), Persuasion 2 (+6), Ranged Combat [Thrown Objects] 4 (+10), Stealth 3 (+8.)

Advantages: Agile Feint, Assessment, Close Attack 4, Equipment, Inspire, Interpose, Leadership, Ranged Attack, Takedown 2, Teamwork

Powers: Super Soldier Blood Transfusion:
Enhanced Advantages 2 [Great Endurance, Improved Initiative]
Immunity 2 [Chemical Descriptor]
Regeneration 1
Senses 1 [Hearing (Extended)]

Patriot Shield: (Easily Removable -4 pts) [6 pp]
Shielding:
Enhanced Dodge 2
Enhanced Parry 2
Enhanced Advantages 1 [Improved Defense]
Enhanced Strength 1 (Flaw: Limited [Resisting movement effects only])
Shield Bash:
Enhanced Advantages 2 [Improved Critical, Weapon Break]
Strength-Based Damage 2

Offense: Initiative +9
Melee Attack +10
Ranged Attack +6 // Thrown Objects Attack +10

Defense: Dodge +10
Parry +10
Toughness +6*/+5 [*Costume]
Fortitude +8
Will +8

Equipment: Costume [Protection 1; Subtle]
Throwing Stars [Ranged Damage 1; Multiattack] (3 ep)


Costs: Abilities 64+ Skills 12+ Advantages 14+ Powers 12+ Defenses 18= 120 pts.


Complications:
Honor: Patriot upholds a personal code that he highly values.

Legacy: Patriot tries to live up to the legacy of his super soldier family; his grandfather, Isaiah Bradley, the Black Captain America and his uncle, Josiah X.

Responsibility: Patriot feels that he it is his job to be the leader of the Young Avengers.

Secret Identity: Patriot keeps his identity as Eli Bradley a secret to protect his family.



:arrow: I see Patriot as being off to a good start as a 'leader' type of character whose mostly focused on fighting with a solid defensive style. He's best at leading from the front, in the thick of things where he can help his teammates out by blocking attacks aimed at them and call out changes in the group's tactics.

:arrow: He's the kind of character a player should consider playing more defensive than agressive to wear down opponents then let loose with a big attack (mixing all-out & power attack) for the big finishing shot. It's all about having a plan and sticking to it with Patriot and not everyone can play that kind of character.
Last edited by Tattooedman on Tue Nov 05, 2013 4:52 pm, edited 1 time in total.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Wiccan

Post by Tattooedman » Tue Nov 05, 2013 4:44 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Wiccan:
PL: 8 [120 pp]
Strength 1
Stamina 2
Agility 2
Dexterity 2
Fighting 3
Intellect 2
Awareness 3
Presence 2

Skills: Close Combat [Quarterstaff] 4 (+7), Expertise [Magic] 8 (+10), Insight 5 (+8.), Perception 5 (+8.), Ranged Combat [Magic] 4 (+6), Stealth 3 (+5)

Advantages: Equipment, Luck [Recovery], Ritualist, Teamwork

Powers: Levitation: Flight 3
Mystic Wards: Protection 8 (Extra: Sustained)
Mystical Might Array:
Mystic Passage: Teleport 7 (Extras: Accurate, Portal); (Feat: Increased Mass x4 [800 lbs])
-Mystic Blast: Ranged Damage 10 (Feat: Variable Descriptor 4 [elemental (air/earth/fire/water)])
-Mystic Healing: Healing 10 (Extra: Restorative); (Feats: Persistent, Stabilize)

Offense: Initiative +2
Melee Attack +3 // Quarterstaff Attack +7
Ranged Attack +2 // Mystical Might Attack +6

Defense: Dodge +6
Parry +6
Toughness +10*/+2 [*Mystic Wards]
Fortitude +5
Will +9

Equipment: Quarterstaff [Strength-Based Damage 3; Reach]


Costs: Abilities 34+ Skills 11+ Advantages 4+ Powers 55+ Defenses 16= 120 pts.


Complications:
Prejudice: Because Wiccan has never tried to hide his sexual orientation some people have a problem with him.

Relationships: Wiccan is close with all his fellow Young Avengers and is dating his teammate Hulkling.

Secret Identity: Wiccan keeps his identity as Billy Kaplan hidden to protect his parents.


:arrow: Wiccan came together fairly easily really, he's just a PL 8 mystic obviously and he covers all the usual bases of that character type - magical knowledge, mystic themed powers and plus with a rank of Luck [Recovery] he can stunt new 'spells' on demand and not have to worry about fatigue (which is always a good thing).

:arrow: Overall Wiccan plays like a basic blaster for the most part, he's also the team transport thanks to his Mystic Passage and for when things go a little wrong in fight he's the team healer with his Mystic Healing (and at rank 10 it's pretty useful).
Last edited by Tattooedman on Tue Nov 05, 2013 4:51 pm, edited 1 time in total.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Vision 2.0

Post by Tattooedman » Tue Nov 05, 2013 4:50 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Vision 2.0:
PL: 8 [120 pp]
Strength 0
Stamina --
Agility 2
Dexterity 2
Fighting 4
Intellect 3
Awareness 1
Presence 0

Skills: Expertise [Computers] 6 (+9), Expertise [Science] 6 (+9), Insight 3 (+4), Perception 6 (+7), Ranged Combat [Solar Beam] 4 (+8.)

Advantages: Close Attack 4, Eidetic Memory

Powers: Computer Mind:
Comprehend 2 [speak & understand machines]
Quickness 4 (Flaw: Limited [Mental Tasks Only])

Synthezoid Body:
Immunity 20 [Fortitude Effects]
Protection 6

Neurokinetic Matter Manipulation: Variable 6 (Extras: Continuous Duration, Move Action); (Flaw: Limited [machines & tech])

Offense: Initiative +2
Melee Attack +8
Ranged Attack +4 // Solar Beam Attack +8

Defense: Dodge +6
Parry +6
Toughness +6
Fortitude N/A
Will +7


Costs: Abilities 14+ Skills 9+ Advantages 5+ Powers 80+ Defenses 12= 120 pts.


Complications:
Accident: Suffers seizures when in proximity of another creation of Ultron.

Enemy: Kang the Conqueror, Ultron.

Prejudice: Vision 2.0 is considered just a machine by most when he is much more.

Relationships: Vision 2.0 is in love with Cassie Lang (Stature) and is very protective of the other Young Avengers.

Vulnerable: Since Kang created the armor Vision 2.0 was made from, he can easily shut him down with just a thought.

Neurokinetic Matter Manipulation Notes wrote:
~Density Decrease: Insubstantial 4 (Feat: Precise) • 21 points
~Density Increase: Growth 10 [+10 Strength, +10 Toughness] (Extra: Does Not Change Size]) • 20 points
~Phasing Fist: Affliction 8 [Dazed, Stunned, Incapacitated; resisted by Fortitude] (Feat: Affects Corporeal 2); (Flaw: Quirk [must be using Density Decrease to use]) • 9 points
~Reassembly: Regeneration 3 (Flaw: Source [sunlight]) • 2 points
~Solar Beam: Ranged Damage 8 (Extra: Penetrating) • 24 points

:arrow: Vision 2.0 is mostly the old Vision with a bit of adjustment on his personality as far as I can tell. He still can do all the same tricks just at a lower level basically.

:arrow: Still though he's got some good tech skills to help out the YA and fill in for Iron Lad. But he's got a bit better combat choices as I see it, he's good fighting up close and can blast all day long with his Solar Blast in case a ranged attack is called for. He's one of the group's big guns that several of the others can support in a fight and he's got some uses outside of combat as well. Players & GMs just need to remember that the Variable array is tightly focused on tech-based abilities and should reflect things the old Vision was able to do.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Superboy

Post by Tattooedman » Tue Nov 05, 2013 5:09 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Superboy:
PL: 8 [120 pp]
Strength 10
Stamina 8
Agility 2
Dexterity 2
Fighting 4
Intellect 1
Awareness 1
Presence 0

Skills: Athletics 4 (+14), Insight 3 (+4), Intimidation 9 (+9), Perception 5 (+6), Ranged Combat [Thrown Objects] 4 (+6), Stealth 3 (+5), Technology 3 (+4)

Advantages: All-Out Attack, Close Attack 2, Beginner's Luck, Interpose, Power Attack

Powers: Hybrid Kryptonian DNA:
Enhanced Strength 2 (Flaw: Limited [Lifting Only])
Enhanced Advantages 2 [Diehard, Withstand Damage]
Feature 1 [Longevity]
Leaping 8
Protection 2 (Extra: Impervious 8.)
Regeneration 3 [1/3 rounds] (Extra: Persistent); (Flaw: Source [Requires exposure to yellow sunlight])
Senses 4 [Hearing (Extended 2), Ultra-Hearing, Infravision]
Speed 3

Feats Of Super Strength:
Groundstrike: Damage (Extra: Area [Burst]); (Flaw: Limited [Superboy & targets must be on the ground])

Offense: Initiative +2
Melee Attack +6
Ranged Attack +2 // Thrown Objects Attack +6

Defense: Dodge +6
Parry +6
Toughness +10* [*Impervious 8]
Fortitude +10
Will +6

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 56+ Skills 11+ Advantages 6+ Powers 34+ Defenses 13= 120 pts.


Complications:
Enemy: Lex Luthor, The Light.

Power Loss: Superboy loses his powers and his Strength and Stamina are reduced to 2 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.

Secret Identity: Superboy tries to keep his identity as Conner Kent a secret.

Temper: Superboy is pretty hot tempered and it gets the best of him sometimes.

Vulnerable: Superboy is as vulnerable to magic as anyone else. His Toughness is not Impervious against magical attacks and he loses his ranks of Protection against such attacks.

Vulnerable: Kryptonite...Its radiation saps the Strength and other powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a larger amount) imposes the dying condition and may lead to death.

Weakness: Superboy’s body does not process solar energy as well as a full Kryptonian and repeated use of Extra Effort can leave him disabled and eventually dying as his body begins to feed on itself for energy.


:arrow: Pretty much the heavy hitter for YJ, Superboy is a small-time Superman with lots of attitude. He's going to be the one using a lot of Power Attack with a dash of a little use of All-Out Attack thrown in from time to time for those really big hits he's supposed to be able to dish out.

:arrow: His Withstand Damage advantage lets Superboy soak a good amount of attacks so that he can stay in the fight until the end. Now I know that many GMs don't care for this advantage but I do allow from time to time to showcase a Powerhouse character that's just damn tough to put down and make sure to keep a close eye on how it effects the character's defense (since that's what it lowers).

:arrow: One thing too, Superboy (IMO mind you) is the type of Powerhouse that will often times power stunt off of his Feats of Super Strength power to pull out a new attack to throw the bad guy off their game or target a save they're weaker on compared to Toughness. So don't be afraid of doing that and just taking the fatigue that comes along with it, I think that'd be a good way to play Superboy as he's shown in the YJ show.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Artemis

Post by Tattooedman » Tue Nov 05, 2013 5:23 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Artemis:
PL: 8 [120 pp]
Strength 1
Stamina 2
Agility 3
Dexterity 4
Fighting 4
Intellect 1
Awareness 2
Presence 2

Skills: Acrobatics 5 (+8), Athletics 6 (+7), Deception 6 (+8.), Expertise [Criminal] 6 (+8.), Insight 7 (+9), Perception 7 (+9), Persuasion 4 (+6), Ranged Combat [Bow] 4 (+11), Sleight of Hand 4 (+8.), Stealth 7 (+10), Technology 3 (+5)

Advantages: Agile Feint, Close Attack 4, Contacts, Defensive Roll 2, Equipment, Improved Aim, Improved Critical [Bow & Arrows] 2, Improved Disarm, Improved Initiative, Improved Trip, Quick Draw, Ranged Attack 3, Takedown 2, Teamwork

Powers: Custom Bow & Trick Arrows: (Easily Removable -10 pts) [17 pp]
Sleeping Gas Arrow: Ranged Affliction 5 [Fatigued, Exhausted, Asleep; resisted by Fortitude] (Extras: Area [Cloud], Cumulative) 20 pts
-Broadhead Arrows: Ranged Damage 5 (Extra: Multiattack)
-Bolo Arrow: Ranged Affliction 5 [Hindered, Defenseless, Incapacitated; resisted by Dodge] (Extra: Cumulative)
-Cable Arrow: Movement 1 [Swinging]
-Explosive Arrow: Ranged Damage 5 (Extra: Area [Burst])
-Flare Arrow: Ranged Visual Affliction 5 [Impaired, Disabled, Unaware; resisted by Fortitude] (Extra: Cumulative)
-Smoke Arrow: Visual Concealment 2 (Extras: Area [Burst], Attack)
-Use It Like A Club: Strength-Based Damage 3

Offense: Initiative +7
Melee Attack +8
Ranged Attack +7 // Bow Attack +11

Defense: Dodge +11
Parry +11
Toughness +4*/+2 [*Defensive Roll]
Fortitude +6
Will +7

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 38+ Skills 20+ Advantages 22+ Powers 17+ Defenses 23= 120 pts.


Complications:
Enemy: Sportsmaster, Cheshire, The Light.

Legacy: Artemis is the daughter of the supervillian Sportsmaster and strives to live down that legacy.


:arrow: A weapons master who started off with a focus on ranged attacks, Artemis can hold her own in a fight with little trouble. Good at sneaking around with a lite touch that can help out when fighting isn't happening, Artemis packed a good bit of attitude and an in-depth understanding of how the criminal underworld works thanks to her upbringing as the daughter of a high-level criminal.

:arrow: During a fight though she mostly acted as the back-up to the team's heavy hitters - keeping their opponents off balance so the others could take advantage while making sure to stay a safe distance away.

:arrow: Later on in the show Artemis showed that she was just as skilled in melee combat as ranged and since skill like that just doesn't develop out of nowhere (even in 5 years) so the build is equal to Robin's in terms of melee skill which does give her some more options in a fight. So she basically shifted to a costumed adventurer by the time things were said and done with the show.
Last edited by Tattooedman on Wed Nov 06, 2013 9:00 am, edited 1 time in total.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Robin

Post by Tattooedman » Tue Nov 05, 2013 5:28 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Robin:
PL: 8 [120 pp]
Strength 1
Stamina 2
Agility 6
Dexterity 4
Fighting 6
Intellect 3
Awareness 3
Presence 2

Skills: Acrobatics 6 (+12), Athletics 6 (+7), Deception 6 (+8.), Expertise [Computers] 5 (+8.), Expertise [Streetwise] 4 (+7), Insight 5 (+8.), Investigation 6 (+8.), Perception 6 (+9), Stealth 6 (+12), Treatment 1 (+4)

Advantages: Agile Feint, Close Attack 2, Defensive Roll, Equipment 8, Evasion, Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Ranged Attack 4, Set-Up, Skill Mastery [Acrobatics], Takedown 2, Teamwork, Uncanny Dodge

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

Defense: Dodge +11
Parry +11
Toughness +4*/+3**/+2 [*Robin Suit & Defensive Roll/**Robin Suit]
Fortitude +7
Will +7

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

Robin Suit [Protection 1; Movement 1 (Safe Fall); Senses 2 (Low Light Vision, Infravision)]
Utility Belt: (35 ep)
Audio Recorder, Binoculars, Cutting Torch, Flashlight, Handcuffs, Lock Picks, Mini-Tracers, Night Vision Goggles, Multi-Tool, Rebreather
Flash Bang Grenades: Ranged Affliction 5 [Visually & Auditory Impaired, Visually & Auditory Disabled, Visual & Auditory Unaware; resisted by Dodge/ Fortitude] (Extra: Area [Burst], Extra Condition)
-Bolo: Snare 4 (Flaw: Diminished Range [10/25/50])
-Grapple Gun: Movement 1 [Swinging]
-Masterwork Escrima Sticks: Strength-Based Damage 2; Critical 19-20
-R Discs: Ranged Strength-Based Damage 2
-Smoke Grenades: Ranged Visual Concealment 4 (Extras: Area [Cloud], Attack [Resisted by Dodge])



Costs: Abilities 54+ Skills 17+ Advantages 28+ Defenses 21= 120 pts.


Complications:
Enemy: The Light.

Motivation ~Justice: When Robin lost his parents, he became lionized against crime.

Relationships: The Batman, as well as Kid Flash, Aqualad and his other teammates in Young Justice.

Responsibility: Living live up to Batman’s legacy as his sidekick.

Secret Identity: Robin tries to keep his identity as Dick Grayson a secret.



:arrow: The computer nerd who can do cartwheels and backflips like no other, Robin is something of the field leader type. Like Aqualad he makes use of his team related advantages to help Superboy or Miss Martian (or sometimes Aqualad) score the big hits on their opponents or making sure the mooks are handled so they don't get in the way. Otherwise he should, for the most part, stay on the outer edges of combat and backup the others. Robin just doens't have the kind of saves to keep going if he'd tried to go toe-to-toe with YJ's normal foes, because if they can get past his defense then Robin's done.

:arrow: Otherwise Robin is the junior skill monkey in training having a fair share of technical based/themed skills that nobody else in YJ has and that's where he really earns his keep when those kind of skill checks come up and nobody else on the team can cover them.
World of Freedom Setting 3E

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

User avatar
Tattooedman
Cosmic Entity
Cosmic Entity
Posts: 14313
Joined: Wed Nov 28, 2007 4:16 pm
Location: The Lands of Ink
Contact:

R2P Kid Flash

Post by Tattooedman » Tue Nov 05, 2013 5:31 pm

Image
M&M 3E Ready To Play Build
Degree of Player Difficulty: (Novice/Experienced/Advanced)
Degree of GM Difficulty: (Novice/Experienced/Advanced)
Kid Flash:
PL: 8 [120 pp]
Strength 1
Stamina 2
Agility 3
Dexterity 3
Fighting 4
Intellect 1
Awareness 1
Presence 2

Skills: Acrobatics 3 (+6), Athletics 3 (+4), Close Combat [Unarmed] 4 (+8.), Insight 4 (+5), Perception 5 (+6), Persuasion 2 (+4), Stealth 4 (+7)

Advantages: Equipment, Teamwork

Powers: Fastest Kid Alive:
Enhanced Advantages 8 [Evasion 2, Great Endurance, Improved Initiative 3, Instant Up, Move-By Action]
Enhanced Dodge 8
Enhanced Parry 8
Feature 1 [Quick Change]
Movement 3 [Wall-Crawling 2, Water Running] (Flaw: Limited [Only when using Speed])
Quickness 9
Speed 9

Speedster Physiology: Immunity 1 [Friction Heat]

Speed Stunts Array:
Flattening Wake: Affliction 8 (Extras: Area [Line], Reaction [while moving at high speed]); (Flaws: Instant Recovery, Limited Degree, Limited [Directly behind him only])
-Lightning Disarm: Selective Burst Area On Strength 1 For Disarming
-Rapid Strike: Multiattack On Strength Damage 1

Offense: Initiative +19
Melee Attack +4 // Unarmed Attack +8
Ranged Attack +3

Defense: Dodge +11*/+4 [*Fastest Kid Alive]
Parry +11*/+4 [*Fastest Kid Alive]
Toughness +4*/+2 [*Kid Flash Suit]
Fortitude +6
Will +6

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

Kid Flash Suit [Protection 2; Subtle, Goggles, Radio]


Costs: Abilities 34+ Skills 9+ Advantages 2+ Powers 65+ Defenses 10= 120 pts.


Complications:
Enemy: The Light.

High Metabolism: To keep his high speed metabolism working properly, Kid Flash is constantly snacking on something.

Motivation ~Responsibility: Kid Flash knows that he should use his powers to help others in need.

Motivation ~Thrills: Kid Flash loves being part of the world of superheroes and even likes to collect ‘trophies’ of the team’s adventures.

Relationships: The Flash, as well as Robin, Aqualad and his other teammates in Young Justice. He also has strong, romantic feelings for his teammate Artemis (though he normally picks on her like most teenage boys do when they like a girl).

Speed Speak: Sometimes, either when he’s overly excited or really stressed out, Kid Flash will start talking at super speed and only another Speedster (like the Flash) can understand him.


:arrow: A lot of the time Kid Flash was used as the scout for the team since his speed allowed him to cover a lot of ground quickly. In a fight he'd dash around and take cheap shots with some help from Robin or Aqualad and sometimes he'd help to set up Superboy's attack. Otherwise he was good at dealing with the mooks that so many villains seem to have on hand.

:arrow: Kid Flash has enough experience with his powers to use power stunts for some different options in a fight, several times surprising his opponents with the stunts he'd pull off. To me Kid Flash seemed to be the member of YJ who got the most use out of his complications and often used the HPs he gained to help him in a fight.
World of Freedom Setting 3E

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

Arkrite
Cosmic Entity
Cosmic Entity
Posts: 11094
Joined: Thu Oct 19, 2006 5:02 pm
Location: The Frozen North

Re: R2P Superboy

Post by Arkrite » Tue Nov 05, 2013 7:25 pm

Tattooedman wrote: :arrow: Pretty much the heavy hitter for YJ,
I can't stop laughing at that. Mostly because I can't really remember him doing well against anything with super powers, especially in the second season.
Against humans? Hell on wheels. Anything else? Oh look, it floored Worf-err... Superboy. Now we know it's tough. ;~)

I don't know why, but I always liked him in Young Justice. Might be why Richard has a habit of picking up strays.

Nice solid build there, TM. I'm liking the Young Justice builds.

Locked