Woodclaw's 2E - Hercules, Iolaus, Xena, Gabrielle

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
Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Woodclaw's 2E - Ready-to-Play: Power Girl, Nightwing

Post by Woodclaw » Thu Apr 26, 2012 6:12 am

Gilliam wrote:Nice choice with Nightwing. I am enjoying what you are doing here and looking forward to seeing more.

You mention in the build that Nightwing has autofire, is that an extra feat on his Escrima Sticks?
It's my way of handling the Twin-Weapon Strike feat, pretty much as long as the character is wielding two weapons he can perform a Autofire 1 version of the main weapon attack with a penality depending on which combo of weapon he's using (+0 with two light weapons, -2 with one light and one medium, -4 with two medium), obviously this penailities got worse if the character isn't ambidextrous.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#421 Ready-to-Play: Captain America

Post by Woodclaw » Sat Apr 28, 2012 3:10 am

Truth to be told this M&M2E Ready-to-Play Archetype was meant to appear a lot later, but I decided to anticipate it, to avoid overlapping with Tattooedman's work

Image
Now. Look around you.
Kind of amazing, isn't it?
How we usually see the differences between us... separated by nationality, by color, by religion... and yet here we are all connected.
Steve Rogers.
That skinny blond-haired kid who grew up on the streets of New York... showed us that the ideals of the America dream -- the Great Melting Pot that can bring out the best of us and bind us all together -- actually WORKS!


Captain America
Steven "Steve" Grant Rogers

Archetype: Super-Soldier (the Original)
Power Level: 10 (150pp)
Trade-Offs: Att +2/Dam -2; Def +2/Tou -2
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Leadership, Shapeable Areas


Abilities: STR: 22 (+6), DEX: 22 (+6), CON: 22 (+6), INT: 14 (+2), WIS: 16 (+3), CHA: 18 (+4)

Skills: Acrobatics 2 (+8), Climb 2 (+8), Craft (artistic) 3 (+5), Craft (mechanical) 3 (+5), Diplomacy 5 (+9/+13 [Cult Hero]), Drive 1 (+7), Gather Information 2 (+6), Intimidate 3 (+7), Knowledge (history) 4 (+6), Knowledge (tactics) 8 (+10), Language 4 (French, German, 2 free slots; native: English), Notice 4 (+7), Perform (oratory) 6 (+10/+14 [Cult Hero]), Search 3 (+5), Sense Motive 7 (+10), Stealth 2 (+8), Survival 3 (+6), Swim 2 (+8)

Feats: Assessment, Attack Specialization 1 (Vibranium-Steel Shield), Bank Shot 1, Benefit 1 (Security Clearance), Defensive Attack, Diehard, Dodge Focus 5, Endurance 1, Equipment 3, Improved Block 1, Improved Initiative 1, Inspire 3, Interpose, Leadership, Lionheart 1, Luck 1, Master Plan, Power Attack, Takedown Attack 1

[Cult Hero, Dedicated Dodge]

Powers:

Super Soldier Serum (Container [passive]; 5pp)
  • Immunity 4 (Disease, Poison, Sleep, Starvation & Thirst; Flaw: Half-Effect)
  • Leaping 1 (jumping distance x2)
  • Speed 1 (10 mph)
  • Regenration 0 (PF: Persistent)
Vibranium- Steel Shield (Device 4 [Easy to Lose]; PF: Indestructible; 13pp)

Devices:

Vibranium- Steel Shield (18pp of effects)
  • Shield 2 (PF: Dedicated Dodge)
  • Shield Toss (Blast 2; PF: Alternate Power 3, Improved Range 1, Mighty 6, Ricochet 1; Extra: Area [shapeable, targeted; 8 ranks]; Flaw: Side-Effect [lose all shield powers on an attack roll failed by more than 5])
    • AP: Shield Bash (Strike 2; PF: Knockback 2, Mighty)
    • AP: Immovable 5 (Extra: Duration 0 [sustained], Unstoppable)
    • AP: Immunity 5 (Falling Damage; Extra: Duration 0 [Sustained])
Equipment: Costume (Protection 2 [Subtle] + Cult Hero; 4ep)
Image
- Off-Road Motorcycle (Medium; STR: 15; TOU: +8; Features: Off-road capability; Speed 4 [100mph]; 9ep)
2ep in mission specific equipment

Combat: Attack +10 (+12 with shield); Damage +6 (unarmed), or by power of choice; Defense +12/+10 without shield (+3 Flat-footed); Initiative +10

Saves: Toughness +8/+6 without costume, Fortitude +8, Reflex +8, Will +8/+12 [Lionheart]

Abilities 54 + Skills 16 (64 ranks) + Feats 27 + Powers 18 + Combat 26 + Saves 9 + Drawbacks 0 = 150


:arrow: Cap is one of those character where you have to go with the original, I've lost count of how many pseudo-clone or alternate versions there were, no matter none could hold a candle to the original

:arrow: as usual I slightly depowered this version of Cap respect to my official build, but I think this version actually works better

:arrow: Cap doesn't require very complex rules to handle, I listed him as Novice level because of roleplay issues. Overall I think that Cap one of the most difficult character to portray, not just because of his inherent charisma, but also becuase of who he is. First, despite the stars and stripes, Cap represent an ideal, a dream, not a nation or a political entity. Also, opposite to many other characters, there's no real duality between his heroic and civilian identity, but they are not the same.

:arrow: Cap is pretty easy job for the GM to handle, since 90% of the work is on the player shoulders, but keep in mind that mobbing cap isn't a good choice, with is sheild he's a superior class minion-sweeper. As far as reference material goes, I'm partial to Gruenwald run of the character during the '80s.
Last edited by Woodclaw on Mon Jun 24, 2013 11:16 am, edited 2 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#422 Ready-to-Play: The Thing

Post by Woodclaw » Tue May 01, 2012 4:20 am

Another RtP M&M2E Ready-to-Play Archetype, I'm trying to finish them as fast as possible.

Image
It's clobberin' time!

The Thing
Benjamin "Ben" Jacob Grimm

Archetype: Powerhouse (High Density Brick)
Power Level: 10 (150pp)
Trade-Offs: Att -3/Dam +3; Def -3/Tou +3
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Improvised Weapons, Trade-Off Feats


Abilities: STR: 18/36 (+4/+13), DEX: 14 (+2), CON: 18/24 (+4/+7), INT: 14 (+2), WIS: 16 (+3), CHA: 14 (+2)

Skills: Climb 2 (+9), Craft (mechanical) 4 (+6), Diplomacy 5 (+7), Drive 3 (+5), Intimidate 6 (+8), Knowledge (streetwise) 5 (+7), Knowledge (tactics) 4 (+6), Language 2 (Hebrew, Yiddish; native: English), Notice 4 (+7), Pilot 8 (+10), Profession (test pilot) 4 (+7), Search 3 (+5), Sense Motive 4 (+7), Stealth 3 (+5), Survival 1 (+4), Swim 2 (+9)

Feats: Accurate Attack, Attack Specialization 1 (unarmed), Combat Pilot 2, Connected, Crushing Pin, Defensive Attack, Dodge Focus 2, Equipment 2, Improved Block 1, Improved Grab, Improved Initiative 1, Improvised Weapons 1, Last Stand, Lionheart 1, Power Attack, Rallying Cry, Second Chance 1 (mind controls), Skill Mastery 1 (Craft [mechanical], Diplomacy, Intimidate, Pilot), Startle, Stunning Attack, Teamwork 1, Weapon Break

Powers:

Rock Form (Container 10 [passive]; 50pp)
  • Density 6 (STR +12, TOU +3, Weight x5; PF: Buoyant; Extra: Duration 1 [Continuous]; Flaw: Limited [Impervious only vs physical damage], Permanent)
    • Immovable 2 (Extra: Unstoppable)
    • Super-Strength 5 (heavy load: 60 tons; PF: Bracing, Groundstrike)
  • Enhanced Constitution 6
  • Enhanced Strength 6
  • Immunity 7 (Environmental Conditions [all], Suffocation [All]; Flaw: Half-Effect)
  • Protection 3 (Extra: Impervious [4 ranks]; Flaw: Limited [Impervious only vs physical]; Drawback: Noticeable)
  • Sensory Shield 1 (all senses)
Equipment: F4 Communicator (Commlink + PDA; 2ep)
Image
Vehicle: Fantasticar (Huge; STR: 35; TOU +10; Features: Alarm 1, Communications, Composite 4 [4 sections, 30 ep each], Computer, Ejector Seats, Navigation System 1, Remote Control; Immunity 6 [Environmental Seal], Flight 6; 32ep [24ep from other characters])
Vehicle: Fantasticar (section) (Large; STR: 25; TOU +8; Features: Ejector Seats, Navigation System 1, Remote Control, Uplink; Immunity 6 [Environmental Seal], Flight 5)
Combat: Attack +5 (+7 unarmed); Damage +13 (unarmed), or by power of choice; Defense +7 (+3 Flat-footed); Initiative +6

Saves: Toughness +13 (Impervious 7 vs Physical), Fortitude +9, Reflex +5, Will +7/+11 [Lionheart]

Drawbacks:
  • Disability (Reduced Manual Dexterity [Common, Moderate]; -3pp)
Abilities 34 + Skills 15 (60 ranks) + Feats 25 + Powers 50 + Combat 20 + Saves 9 - Drawbacks 3 = 150


:arrow: when I started to work on these builds I noticed that some archetypes have a overabbundance of possible characters. Powerhouses/Bricks are probably the worst offenders. So I looked at what the characters have to offer aside from strength, which reduced the possible options to Ben or She-Hulk. I choose Ben over Jennifer because he's a more consistent character - lots of authors have messed with Jen's powers and characterization. Plus, can you really blame me for being a fan of aunt Petunia's favorite nephew?

:arrow: what makes Ben stand out are his skills, Ben is one of the best pilots around and has some decent level of social skills to help. I kept his charisma pretty high simply because of his very social nature.

:arrow: in terms of rules Ben is pretty straightfoward for both players and GM. The most relevant element is his ability to manipulate his combat caps. Combining his four trade-off feats, Ben can effectivly match the need of the moment and capitalize on the opponent weak spots. I also gave him a little extra punch when using improvised weapons, so in case of emergency you can always go for the closest streetsign.

:arrow: as far as recomended reading goes Fantastic Four #51 "This Man... This Monster!" is beyond mandatory. Also some of the old Marvel Two-In-One are pretty good, although very light toned and humorous

:arrow: unofrtunatly Ben requires some extra explanation as far as rules goes:
  • the Disability equates to a penality to every check based on fine manual dexterity and/or using equipment not custom-built for Ben's hands. Given how often this can happen I think that a -2 is sufficient, but other GM might think otherwise
  • the Fantasticar is a shared vehicle among all the members of the F4, since each section can operate on his own I used the Composite Rule from mechas to simulate it
Last edited by Woodclaw on Tue Jan 21, 2014 5:24 am, edited 7 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

catsi563
Cosmic Scion
Cosmic Scion
Posts: 5816
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon
Contact:

Re: Woodclaw's 2E - Ready-to-Play: Captain America, The Thing

Post by catsi563 » Tue May 01, 2012 10:08 am

Nope cant blame you at all. And your not the only one. Stan Lee in the bigography they did recently said that his favorite movie costume was Michael chiklis Thing in the FF movies. :mrgreen:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Woodclaw's 2E - Ready-to-Play: Captain America, The Thing

Post by Woodclaw » Tue May 01, 2012 1:05 pm

catsi563 wrote:Nope cant blame you at all. And your not the only one. Stan Lee in the bigography they did recently said that his favorite movie costume was Michael chiklis Thing in the FF movies. :mrgreen:
Personally I'm very convinced about one thing. If they're going to reboot the F4 there's one thing they must do: recast Chikilis.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#423 Ready-to-Play: War Machine

Post by Woodclaw » Wed May 02, 2012 12:22 pm

M&M2E Ready-to-Play Archetype

Image
He doesn't want to talk with James Rhodes -- FINE -- He'll just have to take a meeting with War Machine!

War Machine
James Rupert "Rhodey" Rhodes

Archetype: Battlesuit (Military Grade)
Power Level: 10 (150pp)
Trade-Offs: Att -2/Dam +2 (+0/+0 at range); Def -2/Tou +2
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Autofire, Dynamic Array, Limited Ammo


Abilities: STR: 16/34 (+3/+12), DEX: 14 (+2), CON: 16 (+3), INT: 14 (+2), WIS: 14 (+2), CHA: 12 (+1)

Skills: Climb 3 (+6/+15), Computers 1 (+3), Craft (electronic) 3 (+5/+9 [Stark Technology]), Craft (mechanical) 3 (+5/+9 [Stark Technology]), Demolitions 4 (+6), Diplomacy 3 (+4), Disable Device 4 (+6/+10 [Stark Technology]), Drive 4 (+6), Intimidate 5 (+6), Knowledge (business) 1 (+3), Knowledge (streetwise) 3 (+5), Knowledge (tactics) 4 (+6), Knowledge (technology) 3 (+5), Medicine 1 (+3), Notice 3 (+5), Pilot 7 (+9), Profession (Soldier) 4 (+6), Search 3 (+5), Sense Motive 3 (+5), Stealth 4 (+6), Survival 3 (+5), Swim 3 (+6/+15)


Feats: Chokehold, Defensive Attack, Combat Pilot 2, Dodge Focus 1/3, Improved Aim, Improved Block 1, Improved Grab, Mechanical Genius 1 (Stark Technology), Power Attack, Stunning Attack, Teamwork 1

[Accurate Attack, Precise Shot 1]

Powers:

Variable Threat Response Battlesuit (Device 17 [hard to lose]; PF: Restricted 1 [biometric lock]; 67pp)

Devices:

Variable Threat Response Battlesuit (84pp of effects)
  • Environmental Seals (Immunity 7 [Environmental Conditions (All), Suffocation (all)]; Drawbacks: Power Loss 1 [1 hour air supply])
  • On-Board Commsuite (Communication 5 [5 miles]; PF: Subtle 1 [scrambler])
  • Polyalloy Armor Plates (Protection 9; Extra: Impervious [6 ranks])
  • Sensors (Super-Senses 11 [Infravision, Analytical (visual), Extended 1 (visual), Radar, Extended 2 (radar), Direction Sense])
  • Tactical Computer (Enhanced Attack 2)
  • Tactical Computer (Enhanced Feats 4 [Accurate Attack, Dodge Focus 2, Precise Shot 1])
  • Thrusters (Flight 4 [100 mph]; PF: Dynamic, Dynamic Alternate Power 1)
    • DAP: Hydraulic Reinforcement (Super-Strength 4 [heavy load: 22.5 tons])
  • Weapon Systems (Array 11; PF: Accurate 1, Alternate Power 4)
    • Base Power: Main Drive Power (Enhanced strength 18 + Flight 2 [Wide Turns])
    • AP: Repulsors [Narrow Area] (Blast 10; PF: Split Attack 1 [2 targets])
    • AP: Repulsors [Wide Area] (Damage 9; PF: Knockback 5 Split Attack 1 [2 targets]; Extra: Area [Cone, Targeted])
    • AP: Gatling Gun (Blast 8; Extra: Autofire 1; Drawbacks: Full Power, Limited Ammo 2 [10 bursts before reloading])
    • AP: Anti-Tank Rocket (Blast 9; Extra: Area [explosion, targeted, 5 ranks only], Penetrating; FLaw: Unreliable [5 uses])
Combat: Attack +6 (+8 with armor, +10 with weapon systems); Damage +3/+12 (unarmed), or by power of choice; Defense +6/+8 with armor (+3 Flat-footed); Initiative +2

Saves: Toughness +3/+12 (Impervious 6), Fortitude +6, Reflex +5, Will +6

Drawbacks:
  • Normal Identity (5 rounds to don th armor; -5pp)
Abilities 26 + Skills 18 (72 ranks) + Feats 12 + Powers 67 + Combat 22 + Saves 10 - Drawbacks 5 = 150


:arrow: well as the T-Man said Battlesuit characters can be a real pain to handle, because no matter how good you make them, you have always the impression that something is missing. Rhodey in this sense is a much easier build than the original shell-head simply because he's not a supergenius, but a soldier. He's also one of my favorite characters ever.

:arrow: I listed Rhodey at Novice difficulty because of this, he's smart enough to make fix and occasionally tweak his suit, but he's going to need a serious pit-stop crew to keep him running for any major length of time. This makes him more interesting in a team contest. Since the armor allows him to play flying blaster and powerhouse at the same time a player might be tempted to play him solo, but the need for help force him to be a team player

:arrow: this version of the armor is quite slow-moving, unless some of the main drive power is devoted to the Flight the top speed is roughly equivalent to a A-10 Thunderbolt which, I think, is very appropriate to the general look and feel of the armor
Last edited by Woodclaw on Sat Aug 04, 2012 1:32 am, edited 2 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Re: Woodclaw's 2E - Ready-to-Play: The Thing, War Machine

Post by JoshuaDunlow » Thu May 03, 2012 9:15 pm

Very Nice, You did a good job with warmachine.

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Woodclaw's 2E - Ready-to-Play: The Thing, War Machine

Post by Woodclaw » Fri May 04, 2012 1:02 am

JoshuaDunlow wrote:Very Nice, You did a good job with warmachine.
Thanks I hope to be able to keep the level of this build very high.

BTW if anyone has requests for a RtP character let me know.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#424 Ready-to-Play: Zatanna

Post by Woodclaw » Fri May 04, 2012 9:28 am

M&M2E Ready-to-Play Archetype

Image
You know, the devil would be jealous of your silver tongue.
I know.
I've met him.


Zatanna
Zatanna Zatara

Archetype: Mystic (Stage Magician)
Power Level: 10 (150pp)
Trade-Offs: Att +0/Dam +0; Def +0/Tou +0
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Mental Senses, Power Stunt, Ritualist


Abilities: STR: 12 (+1), DEX: 16 (+3), CON: 12 (+1), INT: 16 (+3), WIS: 16 (+3), CHA: 16 (+3)

Skills: Acrobatics 2 (+5), Bluff 5 (+8/+12 [Attractive]), Diplomacy 3 (+6/+10 [Attractive]), Disable Device 4 (+7), Disguise 2 (+5), Escape Artist 5 (+8), Handle Animal 4 (+7), Knowledge (arcane Lore) 7 (+10), Knowledge (popular culture) 5 (+8), Language 4 (Backward Speech, Latin, 2 free slots; Native: English), Notice 3 (+6), Perform (stage magic) 7 (+10), Search 4 (+7), Sense Motive 4 (+7), Sleight of Hand 7 (+10), Stealth 2 (+5)

Feats: Attack Specialization 2 (Magic), Attractive 1, Defensive Roll 3, Distract (Bluff), Dodge Focus 1, Fascinate (Perform), Set-Up, Skill Mastery 1 (Bluff, Escape artist, Perform [stage magic], Sleight of Hand), Sneak Attack 1, Trance

[Luck 2, Quick Change 2]

Powers:

Homo Magi Senses (Super-Senses 13 [Detect 2 (magic, mental), Magical Awareness (mental), Accurate (mental senses), Acute (mental senses), Extended 2 (mental senses)]; PF: Innate; 14pp)
Levitation (Flight 4 [100 mph]; PF: Subtle 1; Drawbacks: Power Loss 2 [unable to speech]; 7pp)
Magical Ward (Linked Powers [Force Field + Shield]; Drawbacks: Power Loss 2 [unable to speech]; 5pp)
  • Force Field 6 (Drawbacks: Part of Body 1 [hemisphere])
  • Shield 4
Magic (Array 11; PF: Affect Insubstantial 2, Alternate Power 9; Drawbacks: Power Loss 2 [unable to speech]; 31pp)
  • Base Power: Practical Magic (Enhanced Feats 4 [Bishoujo, Endurance 1, Quick Change 2])
  • AP: Animate Object 6 (PF: Progression 3 [10 objects])
  • AP: Counterspell (Nullify 10 [all effects with the magic descriptor])
  • AP: Elemental Control (Move Object 10; PF: Variable Descriptor 1 [any elemental]; Extra: Damaging; Flaw: Limited Material [one element at time])
  • AP: Healing Magic (Heal 5; PF: Stabilize; Extra: Range 1 [ranged], Total)
  • AP: Hypnosis (Mind Control 10; Extra: Conscious; Flaw: Sense Dependent [auditory])
  • AP: Illusion 6 (All Senses; PF: Progression 4 [Area]; Flaw: Phantasm)
  • AP: Magic Missile (Blast 7; Extra: Autofire 1)
  • AP: Teleport 9 (Extra: Accurate; Flaw: Long-Range Only)
  • AP: Top Hat Trick (Dimensional Pocket 7; Extra: Range 1 [ranged])
Magical Mastery (Enhanced Feats 2 [Luck 2]; FLaw: Limited [Magic Power Stunts])

Combat: Attack +6 (+10 magic); Damage +1 (unarmed), or by power of choice; Defense +6/+10 with Magical Ward (+3 Flat-footed); Initiative +3

Saves: Toughness +4/+10 with magical ward, Fortitude +5, Reflex +6, Will +8

Abilities 28 + Skills 17 (68 ranks) + Feats 13 + Powers 58 + Combat 22 + Saves 12 + Drawbacks 0 = 150


:arrow: Zatanna is one of those characters that can be a boon or a curse on the party. On one hand the definition of her powers is so open-ended that can make any good GM crying (and magic is quite open-ended by default). On the other hand her powers are so underused and limited in many comics that too many players will downplay her.

:arrow: personally I love her, she's one of those characters that are tailor made to be PL10 - potentially worth of cosmic level events, but still good enough to handle street level stories. Granted I decided not to use the standard variable power construction (I prefer to avoid them), instead a quite varied array and a couple of dedicated ranks of luck to power stunt more freely

:arrow: if Zatanna can be quite a nightmare for a player to handle - having to cover multiple angles (Blaster, Team Taxi and Mystical expert) and looking good in doing so - it's completly terrifying for a GM. Magic is already a pretty broad descriptor, but Zee's powers makes it even worst. Unless a GM set some very specific definitions of what magic can do you'll find some cunning player trying to circumvent any problem with a simple spell.

:arrow: recomended readings: Everyday Magic and some of her personal serie by Paul Dini
Last edited by Woodclaw on Tue Jun 25, 2013 2:36 am, edited 6 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

User avatar
Gilliam
Superhero
Superhero
Posts: 1999
Joined: Tue Nov 30, 2010 9:39 pm

Re: Woodclaw's 2E - Ready-to-Play: The Thing, War Machine

Post by Gilliam » Fri May 04, 2012 3:49 pm

Woodclaw wrote:
JoshuaDunlow wrote:Very Nice, You did a good job with warmachine.
Thanks I hope to be able to keep the level of this build very high.

BTW if anyone has requests for a RtP character let me know.

How about a speedster maybe one of the Flash family or Jessie Quick?

Femme Fatale
Heavyweight
Heavyweight
Posts: 500
Joined: Sun Mar 18, 2012 11:12 pm

Re: #424 Ready-to-Play: Zatanna

Post by Femme Fatale » Fri May 04, 2012 4:59 pm

Woodclaw wrote:M&M2E Ready-to-Play Archetype

Image
You know, the devil would be jealous of your silver tongue.
I know.
I've met him.


Zatanna
Zatanna Zatara
Thank you. Thankyouthankyouthankyou.

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

Re: Woodclaw's 2E - Ready-to-Play: The Thing, War Machine

Post by Woodclaw » Fri May 04, 2012 6:18 pm

Gilliam wrote:How about a speedster maybe one of the Flash family or Jessie Quick?
A Flash, I haven't decided which one, is already on my to-do list.
Femme Fatale wrote:Thank you. Thankyouthankyouthankyou.
You're welcome.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

Woodclaw
Luminary
Luminary
Posts: 2636
Joined: Fri Jul 04, 2008 3:33 am
Location: Italia

#425 Ready-to-Play: Phoenix

Post by Woodclaw » Sun May 06, 2012 1:14 pm

M&M2E Ready-to-Play Archetype

Image
I bin dead but I got better, bin to heaven, loved in hell. Once more I am wand'rin' wand'rin' down this road I know so well...

Phoenix
Jean Grey

Archetype: Psionic (Telepath-Telekinetic Combo)
Power Level: 10 (150pp)
Trade-Offs: Att -1/Dam +1; Def -1/Tou +1
Degree of Player Difficulty: (Beginner|Novice|Intermediate|Expert)
Degree of GM Difficulty: (Beginner|Novice|Intermediate|Expert)
Relevant Rules: Chained Powers, Dynamic Array, Perception Range Effects


Abilities: STR: 10 (+0), DEX: 14 (+2), CON: 12 (+1), INT: 14 (+2), WIS: 16 (+3), CHA: 14 (+1)

Skills: Bluff 3 (+5), Computers 3 (+5), Concentration 5 (+8), Diplomacy 8 (+10), Gather Information 2 (+4), Knowledge (behavioral science) 5 (+7), Medicine 1 (+4), Notice 4 (+7), Pilot 2 (+4), Profession (teacher) 4 (+7), Search 2 (+4), Sense Motive 5 (+8)

Feats: Accurate Attack, Attack Specialization 2 (Telekinesis), Bishoujo, Equipment 1, Improved Initiative 1, Teamwork 1, Trance, Untapped Potential

Powers:

Mentalist Training (Mind Shield 4; 4pp)
Psionic Combat (Shield 4; Flaw: Chained [Mind Reading]; 2pp)
Psionic Senses (Super-Senses 7 [Detect Minds 2 (mental), Psionic Awareness (mental), Accurate (mental senses)]; 7pp)
Psionic Translator (Comprehend 3 [all languages (speak, understand, read)]; Flaw: Chained [Mind Reading]; 3pp)

Mind Over Matter (Array 11; PF: Dynamic, Dynamic Alternate Power 5, Precise, Subtle 1; 33pp)
  • Dynamic Base Power: Telekinesis (Move Object 11 [heavy load: 25 tons])
  • DAP: Force Field 10
  • DAP: Levitation (Flight 5 [250 mph]; Extra: Affect Others, Area [Burst, General])
  • DAP: Telekinetic Constructs (Create Object 6; PF: Progression 4 [area]; Extra: Moveable)
  • DAP: Telekinetic Burst (Blast 7; Extra: Area [Explosion, Targeted])
  • DAP: Telekinetic Push (Blast 11)
Telepathy (Array 14; PF: Dimensional 1 [Astral Plane]; 34pp)
  • Base Power: Telepathy 7 (200 miles; Extra: Area [omnidirectional], Sensory Link)
  • AP: Astral Form 7 (200 miles; Flaw: Feedback)
  • AP: Illusion 6 (all senses; PF: Progression 4 [Area]; Extra: Selective Attack; Flaw: Phantasm)
  • AP: Mind Control 10 (PF: Mental Link)
  • AP: Psi-Blast (Mental Blast 7)
  • AP: Psi-Bolt (Stun 7; Extra: Alternate Save [Will], Range 2 [Perception])
Equipment: Costume (Protection 3 [subtle] + Immunity 2 [Heat & Cold; Half-Effect]; 5ep)

Combat: Attack +5 (+9 Telekinesis); Damage +1 (unarmed), or by power of choice; Defense +5/+9 with Psionic Combat (+3 Flat-footed); Initiative +6

Saves: Toughness +4 with costume/+11 with Force Field (), Fortitude +5, Reflex +5, Will +7/+11 [Mind Shield]

Drawbacks:
  • Involuntary Transformation (into the Dark Phoenix if unable to spend HP on Increase Power or Power Stunts [common, DC20 to resist]; -4pp)
Abilities 20 + Skills 11 (44 ranks) + Feats 9 + Powers 85 + Combat 20 + Saves 9 - Drawbacks 4 = 150


:arrow: well, here we are: Jean Grey, one of the most discussed character ever in RtP format. When it comes to psionics the choice of characters is very limited: DC was never big on them and Marvel mostly used them on the X-series. I favored Jean over some of her colleagues because I wanted a pure archetype if possible and she is one of the few characters that have been consistetly portrayed as Telepath/Telekinetic combo

:arrow: ARGH! Psionic come very close to magicians in terms of complexity and vastity, which is no surprise. Many authors have hinted that the only actual limit of a comic book psionic is his/her imagination, which means that it's magic no matter how many technobabble you're going to slap over it

:arrow: Jean is a pretty challenging character to handle because of the multiple roles she has to cover and her inherent limitations. She can't hit both her offensive and defensive caps at the same time, if she max her defense, her maximum offensive ability is around PL8, if she max out her offensive abilities she drops at PL7 on defense. Plus, abusing the Untapped potential to compensate might bring out the Dark Phoenix (ouch)

:arrow: for the GM Jean is actually simpler to handle, despite her many abilities, her inherent limitations makes her simpler to handle than other psionics

:arrow: essential readings: The Dark Phoenix Saga of course. Her portrayal in the X-Men Evolution catroon was also pretty good

:arrow: a HR note
Personally i don't like how Chained works, in particular the fact that one must wait a full round to use th second power after the first is successful. Usually I HR that one can use the second power as soon as the appropriate Action is avaible (in case of Linked powers immediatly)
Last edited by Woodclaw on Sat Aug 04, 2012 1:33 am, edited 2 times in total.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)

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

Re: Woodclaw's 2E - Ready-to-Play: War Machine, Zatanna, Phoenix

Post by Tattooedman » Sun May 06, 2012 1:43 pm

I think that's a very well done PL 10/150 pp take on Jean Grey, Woodclaw. IMO you've hit the perfect tone for her build, nicely done.
World of Freedom Setting 3E

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

JoshuaDunlow
Cosmic Entity
Cosmic Entity
Posts: 7330
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington
Contact:

Re: Woodclaw's 2E - Ready-to-Play: War Machine, Zatanna, Phoenix

Post by JoshuaDunlow » Sun May 06, 2012 5:26 pm

Now this is one of the most incredible builds I've seen packing all of marvel girl into such a tight package.

Locked