MDSnowman's 2e Conversions: Iron Fist, Barbara Gordon

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
urklore
Bystander
Bystander
Posts: 10
Joined: Sat May 28, 2005 12:29 pm

Post by urklore » Tue Nov 22, 2005 7:15 pm

What no Iceman? with his new 'pure ice' or 'increased mass' powers?

MDSnowman
Cosmic Scion
Cosmic Scion
Posts: 5909
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds
Contact:

Post by MDSnowman » Tue Nov 22, 2005 7:36 pm

urklore wrote:What no Iceman? with his new 'pure ice' or 'increased mass' powers?
Iceman's there, check the front page for the link. But there will be no Alternate Form Iceman on my watch.

User avatar
Patriarch
Compatriot
Compatriot
Posts: 498
Joined: Tue Mar 15, 2005 8:09 pm
Location: Colorado Springs

Post by Patriarch » Tue Nov 22, 2005 10:09 pm

You do realize that a 5' reach is standard? I'm not sure why you point it out with the staff, unless you mean it's a +5' reach for a 10' reach.
The early bird gets the worm, but the second mouse gets the cheese.

MDSnowman
Cosmic Scion
Cosmic Scion
Posts: 5909
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds
Contact:

Post by MDSnowman » Tue Nov 22, 2005 10:24 pm

Patriarch wrote:You do realize that a 5' reach is standard? I'm not sure why you point it out with the staff, unless you mean it's a +5' reach for a 10' reach.
Good point, minor detail, but good point. Consider it fixed.

User avatar
Liberator
Supporting Cast
Supporting Cast
Posts: 107
Joined: Fri Aug 15, 2003 8:21 am

Post by Liberator » Wed Nov 23, 2005 5:21 am

How about some Legion of Superheroes, The Metal Men...or the old Challengers of the Unknown? :D
We are not put on this Earth to 'get it' Mr. Burton

MDSnowman
Cosmic Scion
Cosmic Scion
Posts: 5909
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds
Contact:

Post by MDSnowman » Wed Nov 23, 2005 11:06 am

Image

Mr. Freeze

PL:
10 (165pp)

Abilities: STR: 10 [26] (+8) DEX: 10 (+0) CON: 10 (+0) INT: 20 (+5) WIS: 16 (+3) CHA: 10 (+0)

Skills: Computers 10 (+15), Craft [Mechanical] 10 (+15), Craft [Electrical] 10 (+15), Disable Device 10 (+15), Intimidate 12 (+12), Knowledge [Natural Sciences] 10 (+15), Knowledge [Technology] 10 (+15), Notice 8 (+11), Sense Motive 8 (+11)

Feats: Accurate Attack, All-Out Attack, Defensive Attack, Equipment (2), Fearless, Fearsome Presence (4), Inventor, Minions (9), Power Attack, Precise Shot, Startle

Powers: Device 9 [Cold Suit – Protection 9 (Extras: Impervious [+1]; 18pp), Enhanced Strength 16 (16pp), Immunity 9 (Life Support; 9pp); 36pp Total], Device 5 [Cold Gun – Cold Control 8 (Extras: Linked to Snare [+0]; Alternate Powers: Blast, Create Object, Environmental Control (Hamper movement); 19pp), Snare 8 (Extra: Linked to Cold Control [+0]; 16pp); 15pp Total]

Combat: Attack +12 [Unarmed +8, Freeze Gun +8] Defense 21 (15 flat-footed) Init +0

Saves: Toughness +9 Impervious (9 flat-footed) Fortitude +1 Reflex +1 Will +13

Equipment: Cold Storage Base –[Size: Medium; Toughness: 10; Features: Cold Control, Communications, Computer, Concealed, Garage, Living Space, Workshop; 10ep]

Drawback: Weakness (Armor Breeches; Uncommon Occurrence, Major Intensity; 3pp)

Abilities 16 + Skills 22 (88 Ranks) + Feats 21 + Powers 51+ Combat 46 + Saves 12 – Drawbacks 3= 165/165

:arrow: Mr. Freeze is one of the more powerful Batman Villains I’m going to create. His heavy protection and vicious attacks make him more than a match for the Dark Knight in physical combat. His minions are as follows, 5 thugs (Pg 229 of the 2e core books), and a pair of Polar bears (using the generic stats for bears on page 230 of the core book). They add an extra layer of protection and require Batman to get them to separate in order to make a realistic chance of beating Freeze solo. A nice balancing factor in a fight against Batman is that Freeze will need to need to use either accurate attack or All-Out attack to hit Batman with any regularity. The result will either be a lack of stopping power, or opening himself up to retaliation by Batman. And considering Victor’s saves Batman will really be able to do some real damage with non-toughness save provoking attacks. It's not armor breeches per se that Freeze has a weakness against, it is the room tempature that usually usually acompanies it. But for sake of ease I listed armor breeches as the weakness as that's what heroes would need to do to provoke that weakness. Yes, I stole the picture that BARON used. It's just too cool (no pun intended).
Last edited by MDSnowman on Sat Sep 16, 2006 3:04 pm, edited 3 times in total.

MDSnowman
Cosmic Scion
Cosmic Scion
Posts: 5909
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds
Contact:

Post by MDSnowman » Wed Nov 23, 2005 8:56 pm

Image

Zatanna

PL:
10 (150pp)

Abilities: STR: 12 (+1) DEX: 14 (+2) CON: 12 (+1) INT: 16 (+3) WIS: 16 (+3) CHA: 20 (+5)

Skills: Acrobatics 8 (+10), Bluff 4 (+9/+17), Craft [Structural] 8 (+11), Concentration 8 (+11), Diplomacy 4 (+9/+17), Gather Information 12 (+17), Knowledge [Arcane Lore] 12 (+15), Notice 8 (+11), Perform [Stage Magic] 12 (+17), Profession [Stage Magician] 8 (+11), Sense Motive 8 (+11), Sleight of Hand 8 (+10), Stealth 4 (+6)

Feats: Artificer, Attack Specialization [Magic] (3), Attractive (2), Connected, Contacts, Dodge Focus (5), Fascinate [Bluff], Ritualist, Second Chance [Bluff, Arcane Lore] (2), Trance

Powers: Magic 12 (Fog of Forgetfulness; Extra: Wide Array [+1]; Dynamic; Dynamic Alternate Powers: Mystic Blast , Force Field, Shield, Element Control [Fire, Earth, Water, Air], Mind Control, Nullify, Telepathy, Transform [Mental] 8; 59pp)

Combat: Attack +4 (+10 Magic) [Unarmed +1] Defense 18 (12 flat-footed) Init +2.

Saves: Toughness +1 (1 flat-footed) Fortitude +1 Reflex +2 Will +10

Drawbacks: Power Loss [Magic When She can't speak; Uncommon Occurrence, Major Intensity; 3pp]

Abilities 30 + Skills 26 (105 Ranks) + Feats 17 + Powers 59 + Combat 14 + Saves 7 – Drawbacks 3 = 150pp

:arrow: I love magic user characters. There’s no excuse in the world that they shouldn’t be able to do everything. And of course between extra effort, Artificer, and Ritualist feats the same is true of Zatanna. Her background as a stage magician really makes for a fun skill set. Against men she’ll be perfect at feinting in combat, and can fascinate them with her charm. If you want her to mind wipe someone however she has to use extra effort to gain mental transform.
Last edited by MDSnowman on Sat Sep 30, 2006 10:39 am, edited 9 times in total.

Kid Carom
Collaborator
Collaborator
Posts: 303
Joined: Thu Jun 09, 2005 11:33 am

Post by Kid Carom » Wed Nov 23, 2005 9:07 pm

Hi MD,

Wouldn't Sleight of Hand be a useful skill for a magician character? They should be really good at palming stuff in addition to the large scale illusions.

Regards,
KC
Putting the "er..." in Superhero!

MDSnowman
Cosmic Scion
Cosmic Scion
Posts: 5909
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds
Contact:

Post by MDSnowman » Wed Nov 23, 2005 9:08 pm

Kid Carom wrote:Hi MD,

Wouldn't Sleight of Hand be a useful skill for a magician character? They should be really good at palming stuff in addition to the large scale illusions.

Regards,
KC
Good point

Liryel
Supporting Cast
Supporting Cast
Posts: 107
Joined: Tue Sep 30, 2003 10:40 am

Post by Liryel » Thu Nov 24, 2005 11:37 am

Doesn't Zatana have to say her spells backwards? If so, wouldn't a power loss if she can't speak also be applicable?

It's been a while since I've read anything with her in it, so it's possible that may have changed.

grahf
Fanatic
Fanatic
Posts: 995
Joined: Fri Mar 19, 2004 12:55 pm

Post by grahf » Thu Nov 24, 2005 12:02 pm

That makes me think of the Hellblazer issue where she shows up for Constantine's 40th birthday party. Swamp Thing grows a tiny pot plant up to giant size for everyone to enjoy, and she gets thoroughly stoned.

Zantanna - ".daeh ym fo tuo m'I"

(or something to that effect) :lol:

MDSnowman
Cosmic Scion
Cosmic Scion
Posts: 5909
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds
Contact:

Post by MDSnowman » Thu Nov 24, 2005 2:29 pm

Image

John Constantine

PL:
8 (120pp)

Abilities: STR: 12 (+1) DEX: 12 (+1) CON: 10 (+0) INT: 18 (+4) WIS: 14 (+2) CHA: 22 (+6)

Skills: Bluff 13 (+19)*, Craft [Artistic] 13 (+17), Craft [Structural] 13 (+17), Concentration 4 (+6), Diplomacy 13 (+19)*, Gather Information 13 (+19)*, Intimidate 13 (+19), Knowledge [Arcane Lore] 13 (+17)*, Notice 8 (+10), Perform [Punk Music] 1 (+5), Sense Motive 13 (+15), Stealth 11 (+12)

Feats: Contacts, Connected, Equipment, Fascinate [Bluff], Master Plan, Ritualist, Skill Mastery [Bluff, Diplomacy, Gather Information, Arcane Lore], Ultimate Effort [Ultimate Bluff check, Ultimate Diplomacy Check] (2), Well-Informed

Powers: Gadgets 3 (Easy to Lose; 18pp)

Combat: Attack +5 [Unarmed +1] Defense 18 (14 flat-footed) Init +1

Saves: Toughness +2 (2 flat-footed) Fortitude +1 Reflex +1 Will +10

Equipment: Old Trench Coat [+2 Toughness; 2ep]

Abilities 28 + Skills 30 (120 Ranks) + Feats 10 + Powers 18 + Combat 26 + Saves 8 – Drawbacks 0 = 120pp

:arrow: I don’t know why I felt like doing John Constantine, but I did. So here he is a man who relies almost exclusively on his skills, feats, and Charisma score to get through life. Since John rarely has flings spells like a D&D type caster his magic instead lies in his ritualist and artificer feats. He’s not an outstanding shot, but he's built to be a skill machine. If he needs something that he can’t whip it up with his gadgets power he can use his Gather Information skill to call in a favor and end up with it anyhow. In the end John isn’t designed to beat people in a fight, he’s built to use his connections to come into a fight with that one spell, or one item that will make it so he doesn’t have to fight at all.

:!: Update: 4/26/06 :!:

I took John Constantine and took him off of the artifacer feat and gave him access to low level gadgets instead. He's even less combat prepared than he was before, but seriously he couldn't really have much of a chance in a real fight.
Last edited by MDSnowman on Sat Sep 16, 2006 2:49 pm, edited 3 times in total.

User avatar
Tonpa
Fanatic
Fanatic
Posts: 963
Joined: Fri Jun 17, 2005 1:56 pm
Location: Jyväskylä, Finland. EU.

Post by Tonpa » Thu Nov 24, 2005 2:52 pm

Very good low level build, versatile and feels right.

The Sneak Attack and INT are bit high for my taste, but everything works very well indeed.

More PL 7-9 builds please ..:)

mortarion
Mastermind
Mastermind
Posts: 2119
Joined: Mon Oct 31, 2005 1:07 pm
Location: The MortCave, Leeds, England

Post by mortarion » Thu Nov 24, 2005 3:20 pm

Liking the Constantine build, it looks quite solid as usual. Just one question, are you going to do something special for character number 100?
J.U.D.G.E Official Liason to England and the United Kingdom/Master Of The Mystic Arts
I'm not exactly sure what happened. Sometimes I remember it one way, sometimes another... If I'm going to have a past, I prefer it to be multiple choice!

MDSnowman
Cosmic Scion
Cosmic Scion
Posts: 5909
Joined: Sun Aug 17, 2003 9:43 am
Location: Waterville, NY. Yes it's as small as it sounds
Contact:

Post by MDSnowman » Thu Nov 24, 2005 3:23 pm

Tonpa wrote:Very good low level build, versatile and feels right.

The Sneak Attack and INT are bit high for my taste, but everything works very well indeed.

More PL 7-9 builds please ..:)
Heh I'll see what I can do, honestly I'm most comfortable working in the PL 8-10 area, but there's a lot of call for PL 12+ characters.

Locked