MORE MARVEL R2P PL10-verse: DEVIL DINOSAUR & MOON BOY

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JUGGERNAUT (Cain Marko) (PL 10)

Post by legend » Tue May 08, 2012 4:28 am

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STR 12, STA 14, AGL 0, DEX 0, FGT 0, INT 0, AWE 0, PRE 0
Powers:
Helmet: Immunity 10 (Telepathic Effects), Removable (-2 points) • 8 points
Invulnerability: Immunity 80 (Toughness Effects), Half Effect; Impervious Toughness 14 • 54 points
Irresistible Force: Immunity 10 (Entrapment Effects), Activation (Move) • 9 points
Movement: Speed 3 • 3 points
Regeneration: Regeneration 5 • 5 points
Self-Sustenance: Immunity 10 (Life Support) • 10 points
Advantages: All-Out Attack, Diehard, Great Endurance, Power Attack
Skills: Close Combat: Unarmed 8 (+8)
Offenses:
Initiative +0
Unarmed +8, Close, Damage 12
Defenses: Dodge 0, Parry 0, Will 1, Fort 14, Toughness 14
Power Points: Abilities 52 + Powers 89 + Advantages 4 + Skills 4 + Defenses 1 = 150
Last edited by legend on Tue May 08, 2012 6:44 am, edited 1 time in total.

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Re: LEGEND'S 101 R2P Marvel Builds: JUGGERNAUT

Post by kenseido » Tue May 08, 2012 5:20 am

Okay, let me take a moment to say, Wow! Juggernaut as a PL10/150pp character. Not sure I would ever allow him in one of my games, but seriously. Wow! Very impressive.
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KA-ZAR (Lord Kevin Plunder) (PL 10)

Post by legend » Tue May 08, 2012 12:52 pm

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STR 3, STA 6, AGL 7, DEX 3, FGT 7, INT 1, AWE 6, PRE 1
Equipment:
Bow: Ranged Damage 3 • 6 points
Large Knife: Strength-based Damage 2, Improved Critical • 3 points
Advantages: All-Out Attack, Agile Feint, Animal Empathy, Chokehold, Close Attack 8, Defensive Attack, Defensive Roll 3, Equipment 2, Evasion, Fast Grab, Favored Environment (Jungle), Favored Foe (Dinosaurs), Great Endurance, Improved Hold, Improved Initiative, Instant Up, Move-By Action, Power Attack, Quickdraw, Ranged Attack 3, Sidekick 18 (Zabu), Tracking, Uncanny Dodge
Skills: Acrobatics 3 (+9), Athletics 10 (+13), Expertise: Survival 9 (+10), Close Combat: Unarmed 2 (+17), Insight 2 (+8), Perception 4 (+10), Stealth 4 (+10)
Offenses:
Initiative +11
Knife +15, Close, Damage 5 (Crit 19-20)
Unarmed +17, Close, Damage 3
Defenses: Dodge 9, Parry 11, Will 9, Fort 10, Toughness 9/6
Power Points: Abilities 68 + Advantages 52 + Skills 17 + Defenses 13 = 150

Zabu (PL 10)
STR 6, STA 6, AGL 3, DEX -1, FGT 5, INT -2, AWE 2, PRE 0
Powers: Fangs & Claws (Strength-based Damage 2, Improved Critical, Variable Descriptor (Piercing & Slashing)), Growth 2 (Permanent, Innate), Leaping 1, Protection 4, Speed 1, Senses 4 (Acute Smell, Tracking; Extended Hearing; Low-Light Vision). Advantages: All-Out Attack, Fast Grab, Improved Hold, Power Attack, Uncanny Dodge. Skills: Athletics 4 (+10), Close Combat: Unarmed 7 (+12), Intimidation 0 (+1), Perception 9 (+11), Stealth 10 (+11). Offenses: Initiative +3, Fangs & Claws +12 (Close, Damage 8, Crit 19-20). Defenses: Dodge 10, Parry 10, Will 5, Fort 10, Toughness 10. Totals: Abilities 30 + Powers 19 + Advantages 5 + Skills 15 + Defenses 21 = 90
Last edited by legend on Fri Jul 20, 2012 12:17 pm, edited 1 time in total.

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KARMA (Xi'an Coy Manh) (PL 10)

Post by legend » Tue May 08, 2012 3:12 pm

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STR 0, STA 5, AGL 2, DEX 0, FGT 2, INT 1, AWE 5, PRE 2
Powers:
Possession: Perception Ranged Affliction 10 (Resisted by Will; Controlled), Sustained, Instant Recovery, Limited to third degree, Linked to Mental Communication 4, Limited to targets affected by Affliction, Linked to Mind Reading 10, Sensory Link, Simultaneous, Limited to Surface Thoughts, Sense-Dependent (Communication), Insidious, Subtle 2 • 65 points
Psionic Deflector Shield: Immunity (Telepathic Effects), Sustained • 10 points
Advantages: Defensive Roll 4, Extraordinary Effort
Skills: Deception 3 (+5), Expertise: Business 3 (+4), Expertise: Survival 4 (+5), Persuasion 3 (+5), Stealth 3 (+5)
Offenses:
Initiative +2
Possession -, Perception Ranged, Affliction 10 Linked to Mind Reading 10
Unarmed +2, Close, Damage 0
Defenses: Dodge 11, Parry 11, Will 13, Fort 7, Toughness 9/5
Power Points: Abilities 34 + Powers 75 + Advantages 5 + Skills 8 + Defenses 28 = 150
Last edited by legend on Wed May 09, 2012 8:17 am, edited 2 times in total.

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Re: LEGEND'S 101 R2P Marvel Builds: KARMA

Post by Thorpacolypse » Tue May 08, 2012 5:51 pm

OK, just keep going, just don't come running to me when you get builder's cramps! :wink:

Out of curiosity, I noticed that you are going with some fairly high toughness and stamina for characters that I wouldn't normally think would be that high. Any particular reason?
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Re: LEGEND'S 101 R2P Marvel Builds: KARMA

Post by legend » Wed May 09, 2012 6:42 am

Thorpacolypse wrote:OK, just keep going, just don't come running to me when you get builder's cramps! :wink:

Out of curiosity, I noticed that you are going with some fairly high toughness and stamina for characters that I wouldn't normally think would be that high. Any particular reason?
I must build them all! Unemployed workaholics need something to do. By the way, all 101 builds are already done. I am just wetting your appetite.

If you give me some examples of high toughness and stamina I'll give my rationale.

Ka-Zar has a Stamina of 6, which is high but still human. Seems reasonable because its hot in the jungle and dinosaurs bite really hard!

Karma's Stamina is 5. Much, much harder to justify. I did to make her more playable.

I try to make the build authentic within the points but as close to PL trade-off as possible. A playable build is not really playable if no one wants to play it because the character keeps hitting the floor.

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Re: LEGEND'S 101 R2P Marvel Builds: KARMA

Post by Arthur Eld » Wed May 09, 2012 7:22 am

Its worth pointing out that Karma is still undercapped defensively. Granted, psionics are often very squishy characters-and there are players out there who would be fine playing such a character-but as is, she's like a 8.5 on defense.

If you want her to meet her defensive caps, I would suggest lower Stamina, upping her Active Defenses some, maybe some more D. Roll, and a rank of Equipment to get her some body armor.

To get some points, I think you could add the Instant Recovery Duration to her Mind Control. It does seem to fit the character more anyway, and most mind controllers in general-as soon as the controller stops maintaining the effect, the subjects typically revert back to normal, no check required.

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Re: LEGEND'S 101 R2P Marvel Builds: KARMA

Post by legend » Wed May 09, 2012 8:20 am

Arthur Eld wrote:Its worth pointing out that Karma is still undercapped defensively. Granted, psionics are often very squishy characters-and there are players out there who would be fine playing such a character-but as is, she's like a 8.5 on defense.

If you want her to meet her defensive caps, I would suggest lower Stamina, upping her Active Defenses some, maybe some more D. Roll, and a rank of Equipment to get her some body armor.

To get some points, I think you could add the Instant Recovery Duration to her Mind Control. It does seem to fit the character more anyway, and most mind controllers in general-as soon as the controller stops maintaining the effect, the subjects typically revert back to normal, no check required.
Thanks for suggesting Instant Recovery to obtain some more points to boost her Active Defenses. I incorporated those changes and used the left over points to boost her Intellect, Will, and Skills.

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KARNAK (PL 10)

Post by legend » Wed May 09, 2012 9:17 am

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STR 6, STA 6, AGL 9, DEX 3, FGT 10, INT 0, AWE 9, PRE 1
Powers:
Autonomic Function Control: Regeneration 2, Limited to while using Trance • 1 point
Contortionist: Enhanced Skill 8 (Sleight of Hand +16), Limited to Contorting & Escaping • 4 points
Enhanced Durability: Protection 1 • 1 points
Fast Movement: Speed 1 • 1 point
Martial Arts Supremacy: Array (21 points) • 24 points
• Fists of Fury: Enhanced Strength Damage 3, Multiattack 9, Penetrating 9 • 21 points
• Stunning Strike: Enhanced Strength Damage 3, Penetrating 9 Linked to Affliction 9 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 1 point
• Stress Point Detection: Weaken Toughness 9 (Resisted by Fortitude), Affects Objects • 1 point
• Render Insensate: Affliction 9 (Resisted by Fortitude; Vulnerable, Defenseless, Paralyzed), Cumulative • 1 point
Advantages: Agile Feint, Accurate Attack, Close Attack 1, Defensive Attack, Defensive Roll 3, Evasion, Extraordinary Effort, Great Endurance, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Power Attack, Redirect, Takedown, Trance
Skills: Close Combat: Acrobatic 3 (+12), Athletics 6 (+12), Close Combat: Grab 1 (+12)
Offenses:
Initiative +13
Fists of Fury +11, Close, Multiattack Damage 9, Penetrating
Stunning Strike +11, Close, Damage 9, Penetrating Linked to Affliction 9
Stress Point Detection +11, Close, Weaken Toughness 9
Render Insensate, +11, Close, Affliction 9
Defenses: Dodge 10, Parry 10, Will 9, Fort 11, Toughness 10/7
Power Points: Abilities 88 + Powers 30 + Advantages 21 + Skills 5 + Defenses 6 = 150
Last edited by legend on Fri Jul 20, 2012 12:27 pm, edited 1 time in total.

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LIZARD (Dr. Curt Connors) (PL 10)

Post by legend » Wed May 09, 2012 3:10 pm

Image
STR 9, STA 11, AGL 9, DEX 0, FGT 9, INT -1, AWE 3, PRE 0
Powers:
Body Armor: Impervious Toughness 8 • 8 points
Enhanced Senses: Senses 2 (Acute Smell; Low-Light Vision) • 2 points
Movement: Leaping 1, Movement 2 (Wall-Crawling 2), Speed 4, Swimming 1 • 10 points
Natural Attacks: Array (4 points) • 6 points
• Bite: Strength-based Damage 1, Fast Grab, Improved Critical, Improved Hold • 4 points
• Retractable Claws: Strength-based Damage 1, Penetrating 2, Improved Critical • 1 point
• Tail: Strength-based Damage 2, Reach, Improved Trip • 1 point
Regenerate: Regeneration 5, Persistent • 10 points
Reptile Communication: Comprehend 2 (Animals 2), Limited to reptiles • 2 points
Reptile Control: Summon Reptile Swarm 8, Active, Controlled, Self-Powered, Unreliable (5 uses) • 16 points
Advantages: All-Out Attack, Diehard, Evasion, Great Endurance, Power Attack, Uncanny Dodge
Skills: Athletics 1 (+10), Close Combat: Claws 1 (+10), Intimidation 5 (+5), Perception 6 (+9), Stealth 1 (+10)
Offenses:
Initiative +9
Bite +9, Close, Damage 10 (Crit 19-20), Fast Grab, Improved Hold
Retractable Claws +10, Close, Damage 10 (Crit 19-20)
Tail +9, Close (Reach 1), Damage 11, Improved Trip
Defenses: Dodge 9, Parry 9, Will 6, Fort 11, Toughness 11
Power Points: Abilities 80 + Powers 54 + Advantages 6 + Skills 7 + Defenses 3 = 150

Dr. Curt Connors (PL 3)
STR 2, STA 3, AGL 2, DEX 2, FGT 2, INT 6, AWE 3, PRE 0
Powers: Morph 1 (Metamorph 1, Increased Action, Uncontrolled). Advantages: Equipment 1. Skills: Expertise: Current Events 2 (+8), Expertise: Science 6 (+12), Expertise: Reptiles 6 (+12), Technology 4 (+10), Treatment 6 (+12). Offenses: Initiative +2, Unarmed +2 (Close Damage 2). Defenses: Dodge 2, Parry 2, Will 3, Fort 3, Toughness 3. Totals: Abilities 40 + Powers 4 + Advantages 1 + Skills 12 = 57 points

Reptile Swarm (PL 8)
STR -, STA 2, AGL 0, DEX 0, FGT 0, INT -, AWE 0, PRE 0
Powers: Movement 2 (Slithering, Wall-Crawling), Swarm (Insubstantial 2, Permanent, Innate, Quirk (limited by size of individual components), Swarm Attack (Affliction 6, Resisted by Fortitude; Dazed, Stunned, Incapacitated; Concentration, Cumulative). Skills: Close Combat: Swarm Attack 10 (+10). Offense: Initiative +0, Swarm Attack +10 (Close, Affliction 6). Defense: Dodge 8, Parry 4, Will Immune, Fortitude 5, Toughness 2. Totals: Abilities -16 + Powers 32 + Skills 5 +Defenses 15 = 36 points
Last edited by legend on Fri Jul 20, 2012 12:48 pm, edited 1 time in total.

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LONGSHOT (PL 10)

Post by legend » Thu May 10, 2012 5:15 am

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STR 3, STA 6, AGL 6, DEX 5, FGT 5, INT 0, AWE 4, PRE 3
Powers:
Advanced Healing: Regeneration 2 • 2 points
Master Acrobat: Leaping 1 • 1 point
Probability Field Manipulation: Luck Control 2 (Force Reroll, Negate), Luck 5, Quirk (can only outcomes which directly effect Longshot) • 10 points
Psychometric Insight: Array (5 points) • 6 points
• Enhanced Skill 1 (Perception +2) Linked to Senses 8 (Postcognition, Precognition), Limited to information about people who have handle objects touched • 5 points
• Mind Reading 10, Close, Subtle, Quirk (recent memories only) • 1 point
Reality Warp Resistance: Immunity 10 (Reality Warping Effects), Half Effect • 5 points
Superhuman Attractiveness: Enhanced Advantage 2 (Attractive 2) • 2 points
Equipment:
Blades: Array (10 points) • 12 points
• Net Blades: Ranged Affliction 5 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered & Vulnerable, Defenseless & Immobile), Extra Condition, Limited Degree • 10 points
• Knife: Strength-based Damage 1, Improved Critical • 1 point
• Throwing Blades: Ranged Multiattack Damage 3, Improved Critical • 1 point
Grappling Hook: Movement 1 (Swinging) • 2 points
Leather Jumpsuit: Protection 1 • 1 point
Advantages: Agile Feint, Beginner’s Luck, Close Attack 5, Defensive Roll 3, Equipment 3, Evasion, Extraordinary Effort, Great Endurance, Improved Initiative, Move-By Action, Precise Attack (Ranged Concealment), Quick Draw, Redirect, Set-Up, Skill Mastery (Acrobatics), Uncanny Dodge
Skills: Acrobatics 7 (+13), Athletics 6 (+9), Perception 5 (+9), Persuasion 5 (+8), Ranged Combat: Throwing 10 (+15), Sleight of Hand 3 (+8)
Offenses:
Initiative +10
Net Blades +15, Ranged, Affliction 5
Throwing Blades +15, Ranged, Multiattack Damage 3 (Crit 19-20)
Knife +10, Close, Damage 4 (Crit 19-20)
Unarmed +10, Close, Damage 3
Defenses: Dodge 10, Parry 10, Will 8, Fort 11, Toughness 10/7
Power Points: Abilities 64 + Powers 26 + Advantages 24 + Skills 18 + Defenses 18 = 150

Note: Longshot has on occasion used jet packs and laser weapons. The Jetpack (Flight 2, Distracting) replaces the Grappling Hook and the Laser (Ranged Damage 5) replaces the Net Blades.
Last edited by legend on Fri Jul 20, 2012 1:11 pm, edited 2 times in total.

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MACHINE MAN (PL 10)

Post by legend » Thu May 10, 2012 11:16 am

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STR 7, STA -, AGL 0, DEX 0, FGT 5, INT 4, AWE 3, PRE -1
Powers:
Anti-Gravity Generators: Flight 2, Subtle 1, Distracting • 3 points
Communications and Sensors: Array (12 points) • 18 points
• Audiometer: Enhanced Skill 12 (Perception) Linked to Senses 6 (Analytical Auditory, Distance Sense, Extended 2, Ultra-Hearing) • 12 points
• Chromatograph: Enhanced Skill 12 (Perception) Linked to Senses 6 (Acute, Analytical Olfactory, Extended, Ranged) • 1 point
• Communications: Feature 4 (Cell Phone 2, Video Camera), Radio Communication 2 • 1 point
• Computer Link: Enhanced Skill 16 (Technology) Linked to Comprehend 2 (Machines)
• Gravity Wave Detector/Seismometer: Enhanced Skill 12 (Perception) Linked to Senses 6 (Acute & Analytical Tactile, Extended, Ranged) • 1 point
• Radar: Enhanced Skill 12 (Perception) Linked to Senses 6 (Radio, Accurate, Extended) • 1 point
• Zoom and Magnify: Enhanced Skill 12 (Perception) Linked to Senses 6 (Darkvsion, Extended Vison, Microscopic Vision, Infravision, Ultravision) • 1 point
Construct: Immunity 40 (Fortitude Effects, Mental Effects) • 40 points
Extendable Limbs: Elongation 4, Limited to limbs; Movement 1 (Sure-Footed); Speed 2 • 6 points
Lasers: Ranged Damage 6, Unreliable (5 Uses), Accurate 6 • 12 points
Linguistics Program: Comprehend 2 (Speak & Understand Languages) • 4 points
Quick Repair: Regeneration 5 • 5 points
Titanium Alloy Construction: Protection 15 • 15 points
Advantages: Accurate Attack, Diehard, Eidetic Memory, Fast Grab, Improved Grab, Improved Hold, Jack-of-All-Trades
Skills: Athletics 3 (+10), Close Combat: Unarmed 8 (+13), Perception 3 (+6)
Offenses:
Initiative +0
Lasers +12, Ranged, Damage 6
Unarmed +13, Close, Damage 7
Defenses: Dodge 5, Parry 5, Will 5, Fort -, Toughness 15
Power Points: Abilities 26 + Powers 103 + Advantages 7 + Skills 7 + Defenses 7 = 150
Last edited by legend on Mon Jul 23, 2012 6:19 am, edited 1 time in total.

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MAD-DOG (Robert Baxter) (PL 10)

Post by legend » Thu May 10, 2012 2:41 pm

Image
STR 8, STA 9, AGL 9, DEX 3, FGT 9, INT 1, AWE 3, PRE 1
Powers:
Canine Senses: Senses 5 (Acute Smell, Tracking 2; Extended Hearing, Ultra-hearing) • 5 points
Fangs: Strength-based Piercing Damage 1, Fast Grab, Improved Critical, Improved Hold, Alternate Effect (Claws: Strength-based Slashing Damage 1, Improved Critical) • 5 points
Fast Movement: Speed 1 • 1 point
Rabid Poison: Affliction 9 (Resisted by Fortitude; Daze, Stunned, Paralyzed), Cumulative, Linked to Fangs • 18 points
Resistance to Psychic Attacks: Immunity 10 (Psionics), Half Effect • 5 points
Advantages: All-Out Attack, Defensive Roll 2, Evasion, Great Endurance, Improved Initiative
Skills: Acrobatics 2 (+11), Athletics 4 (+12), Close Combat: Unarmed 2 (+11), Expertise: Military 3 (+5), Insight 2 (+5), Intimidation 4 (+5), Perception 6 (+9), Ranged Combat: Guns 4 (+7), Vehicles 7 (+10)
Offenses:
Initiative +13
Claws or Fangs +11, Close, Slashing or Piercing Damage 9 (Crit 19-20)
Rabid Poison +11, Close, Piercing Damage 9 (Crit 19-20) Linked to Cumulative Affliction 9
Defenses: Dodge 9, Parry 9, Will 7, Fort 12, Toughness 11/9
Power Points: Abilities 86 + Powers 34 + Advantages 6 + Skills 17 + Defenses 7 = 150
Last edited by legend on Mon Jul 23, 2012 6:21 am, edited 1 time in total.

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MAGIK (Illyana Rasputina) (PL 10)

Post by legend » Thu May 10, 2012 5:03 pm

Image
STR 0/9*, STA 3, AGL 1, DEX 0, FGT 1, INT 0, AWE 3, PRE 1
Powers:
Magic: Array (21 points) • 30 points
• Astral Projection: Remote Sensing 10 (Auditory, Mental, Visual), Side-Effect 2 (Defenseless, Immobile), Subtle • 21 points
• Eldritch beams: Ranged Damage 12, Limited to while in Limbo • 1 point
• Body Transformation: Perception Ranged Affliction 10 (Resisted by Fortitude; Transformed, Limited to third degree, Limited to while in Limbo • 1 point
• Fire Control - Augment: Ranged Shapeable Area Damage 10, Limited to existing fire, Limited to while in Limbo • 1 point
• Fire Control - Extinguish: Nullify Fire 12, Simultaneous, Limited to while in Limbo • 1 point
• Imitation: Morph 3, Limited to while in Limbo • 1 point
• Mind Control: Perception Ranged Affliction 10 (Resisted by Will; Controlled), Cumulative, Limited to third degree, Limited to while in Limbo, Subtle • 1 point
• Mystic Bands: Ranged Affliction 12 (Resisted by Dodge, Overcome by Damage or Sleight of Hand; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Limited Degree, Limited to while in Limbo • 1 point
• Sense Mystical Auras: Enhanced Perception 8 Linked to Senses 11 (Detect Magic, Accurate, Acute, Analytical, Extended 4, Radius, Ranged) • 1 point
• Scrying: Remote Sensing 20 (Visual, Auditory, Mental), Subtle, Increased Action 2, Limited to while in Limbo • 1 point
Psi-Screen: Immunity 7 (Mind Control, Mind Reading) • 7 points
Soulsword: Easily Removable (-20 points), Indestructible • 30 points
-Magical Effects: Array (24 points) • 29 points
• Augmented Magic: Variable 3 (15 points) for augmenting or casting spells, Move Action • 24 points
• Blade of Precision: Strength-based Damage 3, Improved Critical 4 • 1 point
• Break Spell: Nullify Magic 12, Broad, Simultaneous, Close • 1 point
• Deflect Spell: Deflect 7, Reflect, Redirect, Close • 1 point
• Draw Spells: Enhanced Advantages 3 (Second Chance (Ritual Mishap), Skill Mastery (Expertise: Magic), Ultimate Effort (Expertise: Magic)); Enhanced Skill 8 (Expertise: Magic 8), Limited to rituals; Quickness 12, Limited to ritual design • 1 point
• Maim the Ethereal: Damage 12, Penetrating, Affects Insubstantial 2, Limited to intangible and ethereal beings • 1 point
• Strike the Supernatural: Damage 12, Penetrating, Limited to magical creatures or objects • 1 point
Mystic Right: Enhanced Advantage: Benefit (Status - ruler of Limbo) • 1 point
-Summon Promethium Battle Armor: Enhanced Strength 9, Limited - increments 1 rank per round; Impervious Protection 10, Limited - increments 1 rank per round • 19 points
Teleport Discs: Array (22 points) • 24 points
• Terrestrial: Teleport 21, Change Direction, Portal, Distracting, Increased Action, Limited - requires portal to limbo then to destination • 22 points
• Banish: Ranged Cylinder Area Movement Attack 1 (Resisted by Dodge; Dimension Travel 1 - Limbo), Increased DC 9, Limited to targets standing on ground • 21 points
• Dimensional: Movement 7 (Dimension Travel 1 - Limbo, Space Travel 3, Time Travel 3), Portal, Increased Action 2, Limited - space travel and time travel require portal to limbo then to destination
Advantages: Languages (Russian), Ritualist
Skills: Close Combat: Sword 7 (+8), Expertise: Magic 12 (+12), Perception 3 (+6), Ranged Combat: Magic 8 (+8)
Offenses:
Initiative +3
Magic, Varies, Varies (limited to while in limbo)
Soulword - Blade of Precision +8, Close, Damage 3/12* (Crit 16-20)
Soulword - Break Spell +8, Close, Nullify Magic 12, Broad
Soulword - Maim the Ethereal +8, Close, Penetrating Damage 12 (intangible and ethereal beings)
Soulword - Strike the Supernatural +8, Close, Penetrating Damage 12 (magical creatures or objects)
Banish -, Ranged Cylinder Area, Movement Attack 1 (increased DC 9)
Unarmed +2, Close, Damage 0
Defenses: Dodge 6, Parry 7, Will 11, Fort 8, Toughness 3/13*
Power Points: Abilities 18 + Powers 91 + Advantages 2 + Skills 15 + Defenses 24 = 150
Last edited by legend on Mon Jul 23, 2012 6:59 am, edited 1 time in total.

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Re: LEGEND'S 101 R2P Marvel Builds: MAGIK!

Post by Gilliam » Fri May 11, 2012 2:45 am

legend wrote:I must build them all! Unemployed workaholics need something to do. By the way, all 101 builds are already done. I am just wetting your appetite.
I was already very impressed by the builds here and in your fantasy thread and now I am blown away that you already have 101 builds ready to go. Looking forward to seeing them.

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