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

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B'WANA BEAST (Michael Payson Maxwell) (PL 10)

Postby legend » Sat Jul 28, 2012 7:47 am

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STR 7, STA 7, AGL 7, DEX 0, FGT 3, INT 0, AWE 3, PRE 1
Powers:
Helmet: Removable (-7 points), Indestructible • 33 points
Comprehend 2 (Animals) • 4 points
Control Animals: Array (33 points) • 35 points
• Call Animals: Summon 8, Controlled, General Type (Animals), Horde, Multiple Minions 1, Mental Link, Resistible by Will), Self-Powered, Unreliable (5 uses) • 33 points
• Command Animals: Perception Ranged Affliction 10 (Resisted by Will; Dazed, Compelled, Controlled), Limited to Animals • 1 point
• Create Chimera: Summon Combined Form 10, Controlled, General Type (Animals), Mental Link, Limited to available animals • 1 point
Scent: Senses (Acute Smell, Tracking 2) • 3 points
Wild Prowess: Leaping 2, Acrobatics Check Required; Movement 3 (Safe Fall, Swinging, Wall-Crawling), Check Required (Athletics DC 14), Limited (Safe Fall near surface), Speed 2 • 4 points
Advantages: Agile Feint, All-Out Attack, Animal Empathy, Defensive Roll 3, Evasion, Great Endurance, Improved Initiative, Power Attack, Skill Mastery 2 (Acrobatics, Athletics), Uncanny Dodge
Skills: Acrobatics 5 (+12), Athletics 8 (+15), Close Combat: Unarmed 10 (+13), Expertise: Animals 6 (+6), Insight 2 (+5), Perception 8 (+11), Stealth 3 (+10)
Offenses:
Initiative +11
Unarmed +13, Close, Damage 7
Defenses: Dodge 10, Parry 10, Will 8, Fortitude 12, Toughness 10/7
Power Points: Abilities 56 + Powers 40 + Advantages 13 + Skills 21 + Defenses 20 = 150
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VIBE (Paco Ramone) (PL 10)

Postby legend » Sat Jul 28, 2012 9:31 am

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STR 2, STA 4, AGL 6, DEX 1, FGT 3, INT 1, AWE 2, PRE 2
Powers:
Shockwaves: Array (48 points) • 53 points
• Ranged Damage 12 Linked to Ranged Affliction 12 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 48 points
• Cone Area Damage 10 Linked to Cone Area Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 1 point
• Cone Area 5 Move Object 10, Close, Limited Direction (away) • 1 point
• Line Area Damage 10 Linked to Line Area Affliction 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) • 1 point
• Line Area 5 Move Object 10, Close, Limited Direction (away) • 1 point
• Move Object 12, Limited Direction (away) • 1 point
Advantages: Agile Feint, Contacts, Defensive Attack, Defensive Roll 4, Improved Initiative
Skills: Acrobatics 5 (+11), Athletics 7 (+9), Close Combat: Unarmed 6 (+9), Expertise (AGL): Dancing 3 (+9), Expertise: Streetwise 5 (+6), Insight 4 (+6), Intimidation 3 (+5), Ranged Combat: Shockwaves 7 (+8)
Offenses:
Initiative +10
Shockwaves: Array (48 points) • 50 points
Shockwaves +8, Ranged, Damage 12 Linked Affliction 12
Shockwaves -, Cone Area, Damage 10 Linked to Affliction 10
Shockwaves -, Cone Area 5, Move Object 10 (away)
Shockwaves -, Line Area, Damage 10 Linked to Affliction 10
Shockwaves -, Line Area 5, Move Object 10 (away)
Shockwaves +8, Ranged, Move Object 12 (away)
Unarmed +9, Close, Damage 2
Defenses: Dodge 12, Parry 11, Will 9, Fortitude 10, Toughness 8/4
Power Points: Abilities 42 + Powers 53 + Advantages 8 + Skills 20 + Defenses 27 = 150
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CRIMSON FOX (Vivian D'Aramis) (PL 10)

Postby legend » Sat Jul 28, 2012 4:45 pm

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STR 4, STA 5, AGL 8, DEX 2, FGT 5, INT 1, AWE 3, PRE 5
Powers:
Pheremone Control: Array (11 points) • 14 points
• Perception Area Affliction 10 (Resisted by Will; Dazed, Compelled, Controlled), Limited to males, Subtle • 11 points
• Perception Area Affliction 10 (Resisted by Will; Impaired, Disabled, Controlled (flee)), Limited to females, Subtle • 1 point
• Perception Ranged Affliction 10 (Resisted by Will; Dazed, Compelled, Controlled), Limited to males, Senses-Dependent (Scent), Subtle • 1 point
• Perception Ranged Affliction 10 Resisted by Will; Impaired, Disabled, Controlled (flee)), Limited to females, Senses-Dependent (Scent), Subtle • 1 point
Prowess: Leaping 1, Speed 1 • 2 points
Equipment:
Glove Talons: Strength-based Damage 3, Penetrating 6, Improved Critical • 10 points
Advantages: Accurate Attack, Agile Feint, All-Out Attack, Attractive 2, Defensive Roll 3, Equipment 2, Evasion, Fascinate 2 (Deception, Persuasion), Improved Initiative, Move-By Action, Precise Attack, Redirect, Set-Up, Skill Mastery, Takedown, Taunt, Uncanny Dodge
Skills: Acrobatics 6 (+14), Athletics 9 (+12), Close Combat: Unarmed 8 (+13), Deception 7 (+12), Expertise: Business 4 (+5), Insight 5 (+8), Investigation 4 (+5), Perception 4 (+7), Persuasion 7 (+12)
Offenses:
Initiative +12
Glove Talons +13, Close, Damage 7 (Penetrating, Crit 19-20)
Defenses: Dodge 12, Parry 12, Will 11, Fortitude 9, Toughness 8/5
Power Points: Abilities 64 + Powers 14 + Advantages 22 + Skills 27 + Defenses 23 = 150
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby Thorpacolypse » Sun Jul 29, 2012 4:11 pm

B'Wana Beast was pretty funny in his lone episode of JLU. He was also an odd duck in the modern DCU, though.
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby JDRook » Sun Sep 02, 2012 11:13 pm

Looks like we've both been gone a few weeks. Just gives me time to catch up!

P's on p7


Phantom Rider - Intangibility is a bit tricky. PR and Banshee have the same Reaction Insub effect but Banshee has Affects Corporeal on Strength while PR does not. Regardless of how you interpret Reaction Insub as a defense interacting with the ability to inflict damage, both characters should probably be the same in terms of having StrAC or not.

The Spectral Six-Shooters don't have enough bonus. I get +4 for Affliction (DEX 1 + Ranged Attack 1 + RC:Guns 2) and +6 for Damage (all that + Acc 1). You definitely have room to put Acc 4 on the Affliction array slot, but any way you slice it bumping up Damage is going to cost you points.

As a side note on "ghost bullets": Crimson Avenger II in the DCA H&V books has her mystic never-missing guns as Perc Range Damage with Alternate Resistance Fortitude. Obviously PR doesn't need the Perc, but Fort-Resisting bullets could be a more fitting way for him to overcome Impervious for the same cost as full-rank Penetrating.

All of Banshee's STR is from Growth, so Abilities total is actually -18 and you have 8 points leftover.

Photon - it's difficult to tell with calculating the Absent Abilities, but I keep getting 60, not 58, for the Energy Form, putting her 2p over.

Power Man - Fort/Will is at 12/9 making him PL11.

Professor X - LES on Mental Perception; I assume Acute and Radius are both for all of the Mental senses and not just Detect Mutant.

I see most of the Telepathy powers are similar to Marvel Girl, which makes sense and lets me copy a lot over. You upgraded Mental Paralysis and Mind Control from Cumulative to Progressive, which is a little weird but definitely makes Xavier more powerful without increasing ranks and breaking PL. Mental Paralysis is no longer Reversible, though, but adding another point would push your array size to 52.

That's a great Psychic Time Stop, btw.

I get 22ep total for the Mansion: 3 for Huge, 2 for Tough 10, 1 for Cerebro and 16 Features.


Psylocke - Telepathic Combatant should be 10p total, not 5.

Telepathic Communication needs Comprehend 3 (doesn't change array cost).

Defenses total is 11, not 8, so altogether she's 8p over. Ouch.

Punisher - the Van is 8ep: 5 for Speed, 2 for Huge, 1 for Str 9, which pushes the Equipment total to 61ep. Not your fault, since that's the exact numbers they use for the Truck in the book and they got it wrong.
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby JDRook » Mon Sep 03, 2012 12:51 pm

Q & R all the way to the top of p8.

Quake - that's some disintegrating fun! No errors I could find.

Quicksilver - I wonder if Blur could apply to other senses. There's room to use All Senses, and at first blush it should work conceptually, especially since it's only a -2.

LES on Break Grapple

Flurry should probably just be Strength-based Damage with Acc and 4 ranks of Multi to keep it simple.

Running on Water/Walls/Jump are all thematically similar and cheap enough to put in one array slot and save you 2p.

Red Hulk - no corrections

Red Wolf - Advantages total is 22, not 19, so you're 3p over.

Rhino - Str 12 includes the +1 Str from the Suit, which was a little confusing but not a huge problem

Linked to Strength Damage for the Charge seems a little iffy since technically that would make it the only way he could do Strength Damage at all. Since it is the Rhino's go-to move and he's likely going to be a NPC I wouldn't make too big a deal out of it, although I probably wouldn't let a PC use that build.

Rogue - Power Absorption as written only costs 84p, so you have 1p leftover.

That said, there's room for debate over whether Sense-Dependent (Touch) and Side Effect (Complication) should be able to do triple-duty in a Linked power and provide a total discount of about 70p. I'd be inclined to remove them from Mind Reading and Variable, drop the Affliction and MR to rank 12 and the Variable to rank 6, and add another +2 to CC:Unarmed to get it to caps. Still, that's a pretty solid Complication with a player potentially losing control and not even getting a hero point.


That should do for now. Now to get a full page of S's done.
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby JDRook » Sat Sep 08, 2012 10:07 am

Sand to Snow on p8


Sandman - Sand Breath looks like a Chokehold (close range and grab-based), so I'm a little confused by the name; is this working differently than I imagine? Also, since it's Close, it uses the Fighting bonus and possibly Unarmed, which puts it below PL, although this might be intentional.

Sand Spray should have its Resistance listed; Dodge would work as initial Resist, with Fort as the Overcome, like a standard Dazzle.

Scarlet Witch - 1 rank of Dimensional on Sending means she can Send to one other dimension (besides the one she's in) and it should be named. You may have intended 2 (mystic dimensions?) which still fits the array.

Weather Control: see my note for Crystal, with an emphasis on the Selective footnote.

The Universal & Dimensional Spells Array only costs 18p, not 19.

I assume her listed Defenses don't include her Shield power, but I don't know how she gets Toughness 4.

Her Dimensional Entreaties Complication is far more complex than Doc Strange's, although ultimately they both give some kind of Complication in exchange for use of the spell. I guess it would come down to a GM preference of either rolling or roleplaying the complication.

Shadowcat - LES on Genius-level Computer Expert potentially saves her a full 1p.

The Phasing Attacks would be +8 each since they are both close attacks. Considering she has no range attacks or any DEX-based skills in this build, you might consider dropping her DEX in favour of something else, like Vehicle skill.

She-Hulk - Like her cousin, good build! Unlike her cousin, she has the Great Endurance Advantage and different Immunities, making her better at resisting heat and cold environments (but not damage) than the Hulk. You could opt to drop her Cold and Heat environmental Immunities and just depend on her +17 to resist with GreatEnd and save 2p.

Siryn - Another relative! You obviously used Banshee as a base and tweaked from there, so all the notes I gave for him also apply to her.

Also, Silence Field and Sonic Null Field are both Ranged Burst Areas, which seems a little weird conceptually; I'd expect either both Close Range or possibly with a Cone Area to fit the Sonic descriptor, but this may be more my own bias.

Snowbird - Arctic Camouflage points are off. I get 2p for the Concealment with 2 flaws, 1p for Cold Immunity and 2p for the Movement Adaptation.

Mosquito Swarm has Growth? Is this is a typo?

Whale is actually 18p total. You may have counted Environmental Adaptation - Aquatic as 2 ranks of 2. The Whale's Growth also pushes Fort/Will to PL12.
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby legend » Mon Sep 10, 2012 5:54 pm

JDRook wrote:Looks like we've both been gone a few weeks. Just gives me time to catch up!


It's been a while but I am ready!

JDRook wrote:Phantom Rider - Intangibility is a bit tricky. PR and Banshee have the same Reaction Insub effect but Banshee has Affects Corporeal on Strength while PR does not. Regardless of how you interpret Reaction Insub as a defense interacting with the ability to inflict damage, both characters should probably be the same in terms of having StrAC or not.


I think of it as them both having attacks that Affect Corporeal (just not the same attacks).

JDRook wrote:The Spectral Six-Shooters don't have enough bonus. I get +4 for Affliction (DEX 1 + Ranged Attack 1 + RC:Guns 2) and +6 for Damage (all that + Acc 1). You definitely have room to put Acc 4 on the Affliction array slot, but any way you slice it bumping up Damage is going to cost you points.


Ranged Combat: Guns was incorrectly listed as 2 (+12). I corrected it to 2 (+4) and added 4 more ranks of Accurate to the Spectral Six-Shooter. This added only 2 points because of Easily Removable. I decreased his Strength by 1 to make up difference.

JDRook wrote:As a side note on "ghost bullets": Crimson Avenger II in the DCA H&V books has her mystic never-missing guns as Perc Range Damage with Alternate Resistance Fortitude. Obviously PR doesn't need the Perc, but Fort-Resisting bullets could be a more fitting way for him to overcome Impervious for the same cost as full-rank Penetrating.


Than how can he hurt robots & zombies? Can't avoid the Immunity to Fortitude effects issues.

JDRook wrote:All of Banshee's STR is from Growth, so Abilities total is actually -18 and you have 8 points leftover.


Used Banshee's extra 8 points as follows:
Protection +2
Close Combat: Unarmed by +2 (1 point)
Close Combat: Perception +2 (1 point)
Dodge +2
Parry +1
Will +1

JDRook wrote:Photon - it's difficult to tell with calculating the Absent Abilities, but I keep getting 60, not 58, for the Energy Form, putting her 2p over.


Dropped Enhanced Advantage (Evasion) from the power
Decreased Ranged Attack by 2
Increased Ranged Combat: Energy Powers by 2

JDRook wrote:Power Man - Fort/Will is at 12/9 making him PL11.


Decreased Will by 1. Added 4 ranks of Intimidation and decreased Persuasion to 5 ranks

JDRook wrote:Professor X - LES on Mental Perception; I assume Acute and Radius are both for all of the Mental senses and not just Detect Mutant.


Fixed LES. Acute & Radius are for all mental senses

JDRook wrote:I see most of the Telepathy powers are similar to Marvel Girl, which makes sense and lets me copy a lot over. You upgraded Mental Paralysis and Mind Control from Cumulative to Progressive, which is a little weird but definitely makes Xavier more powerful without increasing ranks and breaking PL.

Professor X has to stand out (he is the teacher).

JDRook wrote:Mental Paralysis is no longer Reversible, though, but adding another point would push your array size to 52.


I had to add Reversible.

JDRook wrote:I get 22ep total for the Mansion: 3 for Huge, 2 for Tough 10, 1 for Cerebro and 16 Features.


Increased Equipment to 5 ranks. Decreased Agility by 1 to make up for the increase and the addition of Reversible above.

JDRook wrote:Psylocke - Telepathic Combatant should be 10p total, not 5.

Telepathic Communication needs Comprehend 3 (doesn't change array cost).

Defenses total is 11, not 8, so altogether she's 8p over. Ouch.


Ouch is right!

Change Psionic Immunity from a Half Effect Immunity to 2 Second Chance Advantages
Decreased Telekinesis to a 22 point array
Decreased Telepathy to a 23 point array
Dropped Telepathic Camouflage from the Telepathy array (Psychic Shadow & Telepathic Illusions is enough)
Added Enhanced Skill 6 (Perception +12) to Telepathic Tracking just because there was room

JDRook wrote:Punisher - the Van is 8ep: 5 for Speed, 2 for Huge, 1 for Str 9, which pushes the Equipment total to 61ep. Not your fault, since that's the exact numbers they use for the Truck in the book and they got it wrong.


Reduced the Penetrating on explosives from 3 to 2
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby JDRook » Mon Sep 10, 2012 10:21 pm

Psychic Bonus Round!

Prof X - After all the adjustments, I can see that Xavier's Enhanced Mental Sense only costs 12, not 13, so he has a whole point to play with if you want to bump something back up.

Also, with the slightly larger Telepathy Array, you might want to bump up some of your other slots that are no longer completely full. Control Psionics should definitely have Subtle so it's only visible to Mental Awareness. Mind Probe could have Precise on it so Xavier can go through people's minds while not peaking at their private stuff (I seem to recall another animated Spiderman where Prof X said he read Parker's mind but avoided discovering his secret identity). Mind Control could . . . just stay the same; you certainly don't need to max all the slots.

Psylocke - no adjustments, but that Telepathic Tracking is worth mentioning. With her Detect Minds and all the add-ons and the Perception skill boost, she could basically locate and track a specific mind 35 miles away with about the same difficulty as a normal person following someone 10 feet in front of them.* Fortunately she can't actually target anything through that sense since it's an AE, so she can't read or control or blast a target's mind without getting close enough to see them. I guess she could still attempt Telepathic Communication with the target if she wanted to talk, but they could just ignore her.


*As a GM, I'd be tempted to use crowds as Mental Cover and possibly figure out guidelines for "Mental Stealth" to keep it interesting for a PC with tracking like that.
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby JDRook » Tue Sep 11, 2012 7:12 am

Last of the S's on p8-9


Spiderman - He's the poster-boy for Danger Sense, but DS requires a sense that can be potentially "dazzled". Mental seems like a good one but then he shouldn't be able to detect non-sentient attackers like robots or falling masonry. Using Touch is another idea I've seen used, giving a motion detector style sense that would be most similar to an actual spider, but then he couldn't detect subtler attacks like gasses. A third option would be to make Spidey-Sense "exotic", essentially its own sense, but in that case it should be commonly blockable by something other than specifically "Spidey-proof" powers.

Close Combat: Unarmed 4 (+9) is +10 as written, and Defense total is 10, not 12, so you may have changed a few Abilities around and not caught all the dependencies. As written I get 2p leftover.

Spider-Woman - Superhuman Hearing is costed wrong as written, putting her 1p over. Are you sure you want Penetrating Hearing?

Storm - Abilities total is 60, not 62, and Defenses total is 14, not 11. Also Acrobatics 2 (+7) should be +8 so I assume you changed Agility at least once.

Once more I refer you to the Special Selective Environment I mentioned under Crystal's notes. Storm could probably have 4-6 power option ranks she can move around to get any weather effect she wants and have more points to make Environment bigger.

Strong Guy Guy - no errors, although building him revealed two different issues in HeroLab I'd never come across before. Yeah, bug-hunting!

Sub-Mariner - no actual errors, although Benefit (status) should probably mention that he's Prince of Atlantis. Also, because I used Aquaman as a template to save some typing, I noticed the Prince of Atlantis doesn't speak Atlantean (or conversely, is native Atlantean and doesn't speak English).
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby legend » Tue Sep 11, 2012 10:37 am

JDRook wrote:Prof X - After all the adjustments, I can see that Xavier's Enhanced Mental Sense only costs 12, not 13, so he has a whole point to play with if you want to bump something back up.


I am not getting the same number. What's the breakdown?

JDRook wrote:Also, with the slightly larger Telepathy Array, you might want to bump up some of your other slots that are no longer completely full. Control Psionics should definitely have Subtle so it's only visible to Mental Awareness. Mind Probe could have Precise on it so Xavier can go through people's minds while not peaking at their private stuff (I seem to recall another animated Spiderman where Prof X said he read Parker's mind but avoided discovering his secret identity). Mind Control could . . . just stay the same; you certainly don't need to max all the slots.


Love it. Added Subtle to Control Psionics & Precise to Mind Probe.

JDRook wrote:Psylocke - no adjustments, but that Telepathic Tracking is worth mentioning. With her Detect Minds and all the add-ons and the Perception skill boost, she could basically locate and track a specific mind 35 miles away with about the same difficulty as a normal person following someone 10 feet in front of them.* Fortunately she can't actually target anything through that sense since it's an AE, so she can't read or control or blast a target's mind without getting close enough to see them. I guess she could still attempt Telepathic Communication with the target if she wanted to talk, but they could just ignore her.


*As a GM, I'd be tempted to use crowds as Mental Cover and possibly figure out guidelines for "Mental Stealth" to keep it interesting for a PC with tracking like that.


Good point. Tracking is not detection but that seems harder to define using the mental sense. Just as rain, wind, or animal traffic might disrupt visual tracking the presence of strong thoughts or emotions can do the same to disrupt mental tracking. Someone with a strong daydream or delusion about being Captain America might make him appear as Captain America (I loose her in that comic book convention).
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby JDRook » Tue Sep 11, 2012 8:01 pm

legend wrote:
JDRook wrote:Prof X - After all the adjustments, I can see that Xavier's Enhanced Mental Sense only costs 12, not 13, so he has a whole point to play with if you want to bump something back up.


I am not getting the same number. What's the breakdown?


Enhanced Mental Sense:
Enhanced Skill 4 (Perception +8), Limited to Mental Sense - 2p
Senses
Astral Awareness - 1p
Mental Awareness - 1p
Ranged Detect Mutant - 2p
Acute (all Mental senses) - 2p
Extended 2 - 2p
Radius (all Mental senses) - 2p

I get 12. Don't know where you're getting that last point.
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby legend » Wed Sep 12, 2012 8:22 am

JDRook wrote:
legend wrote:
JDRook wrote:Prof X - After all the adjustments, I can see that Xavier's Enhanced Mental Sense only costs 12, not 13, so he has a whole point to play with if you want to bump something back up.


I am not getting the same number. What's the breakdown?


Enhanced Mental Sense:
Enhanced Skill 4 (Perception +8), Limited to Mental Sense - 2p
Senses
Astral Awareness - 1p
Mental Awareness - 1p
Ranged Detect Mutant - 2p
Acute (all Mental senses) - 2p
Extended 2 - 2p
Radius (all Mental senses) - 2p

I get 12. Don't know where you're getting that last point.


Brain Lock I guess. Upped his Dodge by 1.
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby legend » Wed Sep 12, 2012 9:38 am

JDRook wrote:Quicksilver - I wonder if Blur could apply to other senses. There's room to use All Senses, and at first blush it should work conceptually, especially since it's only a -2.


Maybe. But I imagine scent could detect him regardless.

JDRook wrote:LES on Break Grapple


Fixed. There's room for more so I put in Enhanced Advantage (Second Chance (Escape Grabs))

JDRook wrote:Flurry should probably just be Strength-based Damage with Acc and 4 ranks of Multi to keep it simple.


Yes. Done.

JDRook wrote:Running on Water/Walls/Jump are all thematically similar and cheap enough to put in one array slot and save you 2p.


Agreed. Used points to up his Will & Fort

JDRook wrote:Red Wolf - Advantages total is 22, not 19, so you're 3p over.


Made his Immunity to Telepathic Effects Half Effect, recouping 5 points. Gave him Ultimate Effort (Will) & Takedown with 2 remaining points.

JDRook wrote:Rhino - Str 12 includes the +1 Str from the Suit, which was a little confusing but not a huge problem

Linked to Strength Damage for the Charge seems a little iffy since technically that would make it the only way he could do Strength Damage at all. Since it is the Rhino's go-to move and he's likely going to be a NPC I wouldn't make too big a deal out of it, although I probably wouldn't let a PC use that build.


I agree with you and made several changes to make the build PC playable.

• I removed the Linked to Strength Damage from the Rhino Charge power and renamed it Steamroller. I made it an Alternate Effect of Strength Damage & gained 8 points.
• Added Close Combat: Unarmed 2, Expertise: Streetwise 2, Insight 3. Increased Intimidation, Perception by 1, & Ranged Combat: Throwing by 1 (5 points)
• Added Chokehold, Improved Critical (Unarmed), Improved Smash (3 points)

JDRook wrote:Rogue - Power Absorption as written only costs 84p, so you have 1p leftover.

That said, there's room for debate over whether Sense-Dependent (Touch) and Side Effect (Complication) should be able to do triple-duty in a Linked power and provide a total discount of about 70p. I'd be inclined to remove them from Mind Reading and Variable, drop the Affliction and MR to rank 12 and the Variable to rank 6, and add another +2 to CC:Unarmed to get it to caps. Still, that's a pretty solid Complication with a player potentially losing control and not even getting a hero point.


I used the extra point to up her Dodge by 1.

Rogue is one of two builds which I've wanted to change for some time (the other being the Vision). I went a little overboard trying to touch on every aspect of her power. I'll address her build in more detail by posting a Rogue 2.0.
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Re: LEGEND'S R2P PL10-Verse: CRIMSON FOX

Postby JDRook » Fri Sep 14, 2012 6:18 pm

Home stretch! The T's


Texas Twister - no math problems, all peanut gallery comments!

His Enhanced Vision is arguably Counters Concealment with "Dust Storms" as the descriptor, but since it's the same cost the difference is largely academic.

Dust Storm is interesting in that it links two different obscuring effects: the oft-debated Area Visual Concealment which may be considered effectively unresistible within its area, and an Affliction that persists outside the area as dust in your eyes. There's also room in the array slot to bump the DC up at least a rank or two for both effects.

An effect with Indirect 3 "can come from any point in a fixed direction (not away from you) or a fixed
point in any direction." So how are you defining these?

I'm not sure Area Deflects can be a thing. The Handbook mentions using Enhanced Defenses with Area to do this, which would cost twice as much per rank unless you specialize in one defense, like Dodge. On the other hand, I think there was a Power Profile that did use Area Deflect, but I can't find it at the moment. (EDIT: Air and Weather Profiles each have an Area Deflect power.)

I really like the alternate group flight in Whirlwind. That's a good model for anyone who wants an AE or stunt for group flight, particularly for air controllers.

Thing - LES on Expert Pilot saves Ben 2p!

Hold Breath as Half Effect works great. Ben would only need to start rolling resistance checks after 38 rounds (almost 4 minutes) and even then only once every 2 rounds with a +5 from his GE, so he'd be likely to go at least another 3 minutes.

Ultimate Unarmed Attack Roll was a surprise, but a great example of how the Thing's combat style differs from the Hulk's, letting him get a little strategic and lining up a Power Attacking Slam (potentially DC34) that can't miss.

Thor - No math errors here.

All those underpointed array slots make me twitchy! I think Hammer/Shield/Throwing are thematically similar enough that you could put them all in one slot, saving you 2 points.

On the other hand, there's the Summon, which technically shouldn't work. The power is a Move Object that only work on Mjolnir, but it's in an array that's Easily Removable, meaning that the power itself is disarmable and therefore unavailable if Thor is disarmed or Mjolnir is otherwise removed from his control. Essentially, you've locked a key in a box that you need that key to open.

There's a lot of discussions about weapons that act like Mjolnir, this one most recently. I think the easiest way to make something similar to your MO for the hammer-return (which I assume is to allow Thor not only to call Mjolnir to his hand but also use the incoming trip as a potential attack) workable would be to take away the "Easily" and just make it Removable. The descriptor would then be that the hammer is always in Thor's control no matter the distance (unless a Complication stops it) and an in-combat disarm wouldn't remove the powers. This would be a little expensive though (6p off the Easily Removable discount). Also, instead of the MO, to hit a target on the way back to Thor I'd consider putting some flat extras on his throwing, like a rank of Homing, or possibly Indirect 3 (from any point, toward Thor).

It's all a tricky balance, with Thor's godliness and versatility making it hard to keep him in RtP limits.

Here's a variant I whipped up:

Mjolnir (Removable (indestructible))
. . Dimensional Travel: Movement 3 (Dimensional 3: any dimension, 50 lbs.; Custom 2: Portal)
. . Flight
. . . . Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . . . Movement 1 (Space Travel 1: within solar system)
. . Hammer-Wielding
. . . . Hammer: Strength-based Damage 3 (DC 29, Advantages: Improved Critical)
. . . . Shield: Deflect 8 (Reduced Range: close)
. . . . Throwing (Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction)
. . Lightning: Damage 11 (electricity, DC 26; Increased Range: ranged)
. . Weather Control: Environment 3 (Cold (Extreme), Impede Movement (2 ranks), Visibility (-5), Radius: 120 feet; Selective)
. . Wield only by the worthy: Feature 1

Power-lifting 1 (+1 STR for lifting)

it costs 4p more than your Mjolnir build, though.

Tigra - no math, but some tuning opportunities.

You could drop Land on Feet and Instant Up and buy Skill Mastery: Acrobatics and get all the same functionality for 1p less. Also, Pounce gives her a 15' standing long jump for 1p, but without it her Athletics gives her a routine 11' standing long jump, so decide if that's worth it.

Toad - This is a funny build.

LES on Flexible Bone Structure

These AEs are all kinda weird. So the Paralytic Resin he also uses to climb walls? Okay. The tongue has a Pheromone attack? Sure. Respiratory System has a knockdown affliction? . . . I think I need some descriptor on that one.

Also on Prehensile Build, Extra Limbs includes Improved Grab, so you save a point there. And whatever Respiratory System does, the Suffocation AE costs the same as just buying the Half-Immunity as a standalone power, so unless that attack is really conceptually tied to Toad's breathing, it's probably easier keeping them separate.

All of Toad's attacks are close-range and essentially unarmed, though it's debatable whether the CC:Unarmed skill is meant to cover this range of attacks, considering it can't even be used to grab or trip. I'd recommend taking the extra points and putting them toward the Close Attack Advantage, or even the Fighting Ability, solidifying those bonuses, giving Toad a better Grab attack to go with all of his tongue's Grab traits, and generally making him a little more Ray Park.
Sorry, I can't hear your argument for realism over the sound of my eye beams. :P

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