Batgirl III's RTP Builds

Where in all of your character write ups will go.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Batgirl III's RTP Builds

Post by FuzzyBoots »

Using the arcane wizardry of the Ronin Army database dump, I was able to unarchive Batgirl III's build thread, and request permission to report the Ready To Play builds, which present classic DC and Marvel characters at approximately PL 10 / 150 PP. Please note that this is not my work (as much as I'd like it to be), and that I am not at liberty to disclose their contact details. And I don't know if they're coming back... but enough with the sadness, builds!

(in later posts, I will not be quoting the contents because it would be almost the entire post)
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Batgirl III''s Ronin Army Character Thread
Index Last Updated: August 17, 2015[/CENTER]

Welcome to my newest (yet still humble) Character Thread for the new forum. I hope to pick up where I left of from my previous Atomic Think Tank Second Edition and Third Edition Threads. In those older threads I have many builds for the JLA, a general guide to Gotham City, a repository for stuff from my home-brew campaigns, random builds, GMing tips, and whatever else I felt like posting. With time, many of my old favorites will be brought over as well as any new stuff as the mood strikes.

Sit back, pour yourself some coffee, and watch out for the bats.
Ready to Play Builds (DC)
Aquaman
Atom, The
Batgirl (Cassandra Cain)
Batman
Beast Boy
Black Canary
Black Lightning
Blue Beetle (Ted Kord)
Brainiac 5
Booster Gold (and Skeets)
Catwoman
Cyborg
Deathstroke
Doctor Mid-Nite
Donna Troy
Firestorm
Flash
Green Arrow
Green Lantern
Hawkman
Kid Flash
Killer Frost
Laurel Kent
Martian Manhunter
Mister Terrific
Nightwing
Plastic Man
Raven
Robin & Spoiler
Starfire
Stargirl
Superman
Supergirl (PL 6 version)
Terra
Triplicate Girl
Triplicate Girl
Triplicate Girl
Ultra Boy
Vixen
Wildcat
Wonder Woman
Zatanna

Ready to Play Builds (Marvel)
Agent V (non-canon)
Angel
Banshee
Beast
Black Widow
Captain America
Cyclops
Colossus
Deadpool
Gambit
Hawkeye
Hulk
Iceman
Invisible Woman
Iron Man
Jean Grey
Mr. Fantastic
Multiple Man
Namor
Punisher
Rogue
Scarlet Witch
Shang Chi
She-Hulk
Spider-Man
Storm
Sunfire
Thing, The
Thor
Wasp
Wolverine

Ready to Play Builds (Other)
Dragon

As much as possible, I tried to avoid "fixing" things, so there are dead image links and misspellings. Mainly I fixed some bad close tags where I found it was making everything bolded.
Last edited by FuzzyBoots on Fri Jan 01, 2021 6:57 pm, edited 2 times in total.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Superman

Post by FuzzyBoots »

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SUPERMAN
Ready to Play Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 10 Stamina 10 Agility 2 Dexterity 0 Fighting 4 Intellect 1 Awareness 1 Presence 1

SKILLS
Close Combat [Unarmed] 6 (+10), Deception 2 (+3), Expertise [Journalism] 2 (+3), Insight 3 (+5), Perception 4 (+5), Persuasion 1 (+2), Technology 2 (+3)

ADVANTAGES
All-Out Attack, Extraordinary Effort, Move-by Action, Power Attack, Taunt

POWERS
Flight 10 (2000 MPH) [20 PP]
AE: Speed 10 [ 1 PP ]

Enhanced Attribute 9 (+9 STR; E: Dynamic; F: Limited to Lifting) [ 10 PP ]
DAE: Quickness 9 [ 2 PP ]

Protection 6 (E: Impervious [9]); Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) [ 20 PP ]

Senses 12 (Auditory: Acute, Extended [x100], Ultra-Hearing; Visual: Extended [x10], Infra-Vision, Microscopic [Cellular], Penetrates Concealment [except lead]) [ 12 PP ]
AE: Damage 6 (E: Ranged [Perception]; E: Distracting) [ 1 PP ]

DEFENSE
Dodge (4) Base 2
Parry: (4) Base 0
Fortitude: (10) Base 0
Toughness: (16) ——
Will: (10) Base 9

WORKSHEET
Attack: 10 Effect: 10 Total: 20 (Unarmed)
Attack:Effect: 6 Total: 6 (Heat Vision)
Dodge: 4 Tough.: 16 Total: 20
Parry: 4 Tough.: 16 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 58 pp ] + SKILLS [ 10 pp ] + ADVANTAGES [ 5 pp ] + POWERS [ 66 pp ] + DEFENSES [ 11 pp ]
150 PP TOTAL

Build Notes: This build hits almost all if the Kryptonian highlights: stronger a locomotive (lifting 12,000 tons and punching as hard as a tank cannon), faster than a speeding bullet, able to fly, a broad section of super-senses, and good old heat vision.

Player Notes: As The Ready to Play Superman, you've got it all... Almost. First of all, you're not completely invulnerable, Impervious 9 let's you ignore most small arms, but you'll need to roll Toughness checks against most super villains and elite henchmen. Second, you're not nearly as fast as comic-book Superman, but you're still crossing the continental United States in an hour. The biggest hurdle to playing this character will be the fairly limited skills and non-combat abilities at your disposal.
Player Tips: Superman's build makes use of two pretty basic Alternate Effect Arrays (Flight/Speed and Super-Senses/Heat Vision) and one simple Dynamic Alternate Effect Array. Review the way these work before play, although it's not really that complicated.

Game Master Notes: The Ready to Play Superman isn't especially troubling as M&M characters go. Having said that, he illustrates a lot of the areas that you'll need to adapt to if you're used to traditional fire-lizards and forgotten-lairs roleplaying games with more limited heroes. Superman flys, he ignores bullets, he sees through walls, etcetera. The Ready to Play Superman is roughly on par with the feats seen in the late '90s Superman: The Animated Series and not the "Boring Invincible Hero" he can be in the comics. Still, he puts a lot of super into super-hero. This can take some getting used to as a GM.
GM Tips: The key to challenging Superman is forcing him to divide his attentions: save the orphans or catch the bad guy scenario. Also, the bad guys will recognize him as a huge threat and concentrate a lot of firepower on him.
Last edited by FuzzyBoots on Fri Jan 01, 2021 5:53 am, edited 1 time in total.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

The Batman

Post by FuzzyBoots »

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THE BATMAN
Ready to Play Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 3 Stamina 3 Agility 4 Dexterity 4 Fighting 9 Intellect 5 Awareness 4 Presence 3

SKILLS
Acrobatics 4 (+8), Athletics 5 (+8), Close Attack [Unarmed] 6 (+15), Deception 3 (+6), Expertise [Criminal] 3 (+8), Expertise [Streetwise] 5 (+10), Insight 4 (+8), Intimidation 7 (+10), Investigation 11 (+16), Perception 4 (+8), Ranged Attack [Thrown] 4 (+8), Stealth 6 (+10)

ADVANTAGES
Assessment, Benefit [Wealth (5)], Contacts, Connected, Defensive Roll (2), Equipment (6), Evasion (1), Favored Environment [Urban], Hide in Plain Sight, Improved Trip, Inventor, Jack-of-All-Trades, Power Attack, Redirect, Skill Mastery [Investigation], Startle, Well-Informed

POWERS
Martial Artist Damage 2 (Strength-based) [ 2 PP ]

EQUIPMENT ( 30 PP )
Body Armor Protection 5 [ 5 EP ]
Starlight Lenses Senses 1 (Visual: Ultravision) [ 1 EP ]

Utility Belt (Array) [ 14 EP Total ]
Launching Grappling Hook Movement 2 (Safe-Fall, Swinging) [ 4 PP ]
AE: Move Object 3 (300 lbs.; Extras: Tether; Flaws: Limited Direction [Attraction]) [ 1 PP ]
Commlink [ 1 EP ]
Cutting Torch Damage 2 linked to Weaken Toughness 2 (Extras: Affects Only Objects) [ 1 EP ]
Handcuffs [ 1 EP ]
Medical Kit [ 1 EP ]
Multifunction Binoculars Senses 2 (Visual: Extended [1], Infravision) Feature 1 (Camera) [ 1 EP ]
Rebreather [ 1 EP ]
Tablet Computer [ 1 EP ]
UV Bat-Light Feature 1 (Ultraviolet Flashlight) [ 1 EP ]
Universal Tool Enhanced Advantage 1 (Improvised Tools) [ 1 EP ]

Arsenal (Array) [ 10 EP Total ]
Smoke Bombs Concealment 2 (Senes: Normal Visual; E: Attack, Area [Cloud, 15'], Ranged) [ 8 EP ]
Taser Batarang Affliction 4 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Accurate [3], Ranged; F: Diminished Ranged [10'/25'/50'; 3]) [ 1 EP ]
Razor Batarang Damage 1 (E: Accurate [4], Multi-Attack, Penetrating [1], Ranged) [ 1 EP ]

DEFENSE
Dodge (10) Base 6
Parry: (10) Base 1
Fortitude: (10) Base 7
Toughness: (10/8/3) ——
Will: (10) Base 6

WORKSHEET
Attack: 15 Effect: 5 Total: 20 (Unarmed)
Attack:Effect: 2 Total: 2 (Smoke Bombs)
Attack: 14 Effect: 4 Total: 18 (Taser Batarang)
Attack: 16 Effect: 1 Total: 17 (Razor Batarang)
Dodge: 10 Tough.: 10 Total: 20
Parry: 10 Tough.: 10 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 70 pp ] + SKILLS [ 31 pp ] + ADVANTAGES [ 27 pp ] + POWERS [ 2 pp ] + DEFENSES [ 20 pp ]
150 PP TOTAL

Build Notes: This build plays like a much more street-level version of the Batman than the "Bat God" sometimes seen in the comics. However, a street-level Dark Knight is still an incredibly versatile character. The main things lacking are the Batcave and the Batmobile.

Player Tips: You're good in a straight-up fight, but if you want to truly excel, learn to make the use of your Power Attack Advantage and the goodies in your Utility Belt. Ready to Play Batman also emphasizes breadth over depth when it comes to skills: he's very good at a lot, but only truly specializes in Investigation.

Game Master Notes: The Ready to Play Batman is pretty typical of "Badass Normal" M&M characters. You may need to nudge your player into approaching combat from a more "ninja" style instead of just going toe-to-toe... But anybody who has played the Arkham Asylum games or watched The Dark Knight trilogy should get it. The Ready to Play Batman's Equipment is also a giant list of Alternate Effects, so be prepared to help new players understand that system.

Special Game Master Note: The Ready to Play Batman is a billionaire, which allows a creative player an almost literal "blank check" to buy mundane resources: cars, consumer electronics, vacations, private jets, small hotel chains... This can be problematic for some play styles. If you prefer to have a little fiscal restraint over your players, exchange two Wealth ranks for two more Equipment ranks, and give the Batman a motorcycle.
Last edited by FuzzyBoots on Fri Jan 01, 2021 5:55 am, edited 1 time in total.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Wonder Woman

Post by FuzzyBoots »

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WONDER WOMAN
Ready to Play Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 6 Stamina 8 Agility 6 Dexterity 2 Fighting 8 Intellect 2 Awareness 4 Presence 4

SKILLS
Acrobatics 2 (+8), Athletics 6 (+12), Expertise [Tactics] 8 (+10), Insight 4 (+8), Perception 6 (+10), Persuasion 4 (+8)

ADVANTAGES
Accurate Attack, Animal Empathy, Assessment, Attractive (1), Benefit [Diplomatic Immunity], Chokehold, Close Combat (4), Defensive Attack, Defensive Roll (2), Equipment (1), Fast Grab, Jack of All Trades, Improved Disarm, Improved Hold, Languages [English, Greek], Power Attack

POWERS
Speed of Mercury Flight 4 (30 MPH; F: Concentration) [ 4 PP ]
AE: Athleticism of Artemis Leaping 2 (30'); Speed 2 (8 MPH) [ 1 PP ]
AE: Strength of Gaia Enhanced Attribute 4 (+4 STR; F: Limited to Lifting) [ 1 PP ]

Bracers of Victory Enhanced Defense 4 (+2 Dodge, +2 Parry); Impervious Toughness 8 (E: Sustained) Device (E: Indestructible; F: Removable [-1 per 5]) [ 11 PP ]

Lasso of Truth Affliction 10 (Resist: Dodge; Recover: Will; Conditions: Vulnerable, Compelled; E: Perception Ranged; F: Limited to Telling the Truth, Limited to Two Degrees) Device (E: Indestructible; F: Easily Removable [-2 per 5]) [ 7 PP ]
AE: Move Object 5 (1600 lbs. E: Perception Ranged, Tether; F: Check Required [Athletics, DC11], Distracting) [ 1 PP ]

EQUIPMENT ( 5 EP )
Amazon Short Sword Damage 2 (Strength-Based; E: Improved Critical [1], Penetrating [2]) [ 5 EP ]

Dodge (10) Base 2
Parry: (10) Base 0
Fortitude: (10) Base 2
Toughness: (10/8) ——
Will: (10) Base 6

WORKSHEET
Attack: 12 Effect: 6 Total: 18 (Unarmed)
Attack:Effect: 10 Total: 10 (Lasso)
Attack: 12 Effect: 8 Total: 20 (Sword)
Dodge: 10 Tough.: 10 Total: 20
Parry: 10 Tough.: 10 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 80 pp ] + SKILLS [ 15 pp ] + ADVANTAGES [ 20 pp ] + POWERS [ 25 pp ] + DEFENSES [ 10 pp ]
150 PP TOTAL

Build Notes: This build probably differs the most from comic-book to Ready to Play Build. Wonder Woman is supposed to be almost as strong as Superman, almost as skilled a fighter as the Batman, almost as wise as Shazam, plus she can talk to animals, is immortal, a master diplomat, incredibly beautiful, and has a huge arsenal of magic toys: the lasso, the bracers, the "screaming chicken" armor, the invisible jet... The official DCA Build has her at PL15/273PP and even then it leaves out a whole lot.

Player Notes: Therefore, with the Ready to Play Wonder Woman I had to focus more on keeping the spirit of the character and giving her role on the tabletop. The Ready to Play Wonder Woman is something of an "all-rounder," with leanings towards a defender play style in a fight and a face in social situations. Ready to Play Wonder Woman only hits her Defensive Caps when equipped with her Bracers and only hits her Offensive Caps when wielding a weapon... But, she's significantly stronger than most martial artists or weapon-users and significantly more accurate and with more feats than most barehanded powerhouses. Wonder Woman is versatile in a fight and will reward a clever player.

Player Tips: Ready to Play Wonder Woman makes a great deal of use from "stacking" effects: her bracelets grant Impervious Toughness (at the cost of a free action each round) stacking with her Stamina. Thus she can casually deflect lower ranked attacks, so long as she has a Free Action. If unable to Sustain the effect, she'll need to roll Toughness Checks. Likewise, her Strength Attribute, Strength of Gaia Power, and Lasso of Truth all stack for a total effective Lifting Strength 18. Just shy of RtP Superman's Lifting 19. Still, that's 800 tons... Not too shabby.

Get to know how to make the best use of the "Trade-Off Feats," like Power Attack. Read up on the Grappling Advantages too. The Greeks invented pankration after all!

Game Master Notes: No real difficulties here, provided you help newbie players understand how Alternate Effects operate. The Lasso of Truth's Affliction effect is a potential hiccup in any mystery plots you may set up... So remember a clever Mastermind will never tell his Minions all the details!
Last edited by FuzzyBoots on Fri Jan 01, 2021 5:56 am, edited 1 time in total.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Flash

Post by FuzzyBoots »

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FLASH
Ready to Play Character
Power Level 10 ( 150 PP)

Those races were for charity, Clark.
ABILITIES
Strength 2 Stamina 3 Agility 3 Dexterity 3 Fighting 5 Intellect 4 Awareness 3 Presence 2

SKILLS
Acrobatics 2 (+5), Athletics 3 (+5), Deception 3 (+5), Close Combat [Unarmed] 8 (+16), Expertise [Police] 2 (+6), Expertise [Science] 6 (+10), Insight 5 (+8), Investigation 6 (+10), Perception 5 (+8), Technology 6 (+10)

ADVANTAGES
Agile Feint, Close Attack (2), Contacts, Defensive Roll (5), Evasion (2), Improved Initiative (3), Interpose, Instant Up, Move-by Action, Seize Initiative, Takedown (2), Well-Informed

POWERS
The Fastest Man Alive Speed 17 (250,000 MPH); Immunity 1 (Friction Heat); Movement 2 (Water Walking, Wall-Crawling [1]; F: Limited to While Moving) [ 20 PP ]

Flurry Enhanced Extra 2 Multiattack [2], Variable Descriptor [1, any melee attack effect you wield, only up to the attack’s rank or flurry rank]) [ 3 PP ]

Speed Stunts Array
Multi-Tasking Quickness 14 [ 14 PP ]
AE: Vibration Movement 3 (Permeate [Full Speed]); Concealment 4 (All Visual Senses) [ 1 PP ]
AE: Whirlwind Move Object 7 (3 Tons; E: Area [Burst, 30']; F: Close) [ 1 PP ]
AE: Zoom! Enhanced Defense 14 (+7 Dodge, +7 Parry) [ 1 PP ]

DEFENSE
Dodge (12/5) Base 2
Parry: (12/5) Base 0
Fortitude: (10) Base 7
Toughness: (8/3) ——
Will: (10) Base 7

WORKSHEET
Attack: 16 Effect: 2 Total: 18 (Unarmed)
Dodge: 12 Tough.: 8 Total: 20
Parry: 12 Tough.: 8 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 50 pp ] + SKILLS [ 23 pp ] + ADVANTAGES [ 21 pp ] + POWERS [ 40 pp ] + DEFENSES [ 16 pp ]
150 PP TOTAL

Build Notes: Ready to Play Flash is significantly slower than the Scarlet Speedster of the comic-books, but he can still move 500 miles in a single Move Action... So "slower" is clearly a relative term. Add an array of his favorite Speed Tricks, like running through walls or making miniature tornados, and you've got a great speedster.

Player Notes: Ready to Play Flash is fast. Really, really, really fast: Quickness 14 will compress 24-hours of a task into a single Standard Action and Speed 14 crosses 500 miles in a single Move Action. So you could read the latest George R.R. Martin novel in the time it takes to tweet "Spoilers!" to your friends or you could go get Chinese Take-Out from China in the time it takes most people to get pizza delivery from across town.
Player Tips: Ready to Play Flash is pretty straight forward: run fast, go first, and punch the bad guys. He's technically a bit under-cap on offense, but Multiattack and a 500 mile range Move-By Action make up for this. The Flash has a large Alternate Effect array for speed stunts, but is easily capable of more: read up on the Power Stunt rules and get creative!

Game Master Notes: Nothing especially tricky here, other than the sheer amount of terrain that Ready to Play Flash can cover. His investigation and science skill (and high Quickness) may make it hard to challenge him with a mystery... He's not the Batman, but he's pretty darn good.
Last edited by FuzzyBoots on Fri Jan 01, 2021 5:57 am, edited 1 time in total.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Martian Manhunter

Post by FuzzyBoots »

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MARTIAN MANHUNTER
Ready to Play Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 6(10) Stamina 6 Agility 0 Dexterity 0 Fighting 4 Intellect 3 Awareness 4 Presence 2

SKILLS 40
Close Combat [Unarmed] 4 (+10), Insight 8 (+12), Intimidation 3 (+5), Investigation 9 (+12), Perception 6 (+10), Persuasion 3 (+5), Technology 2 (+5), Vehicles 5 (+5)

ADVANTAGES
Benefit [Alternate Identity (3), Police Detective], Close Combat (2), Contacts, Great Endurance, Leadership, Power Attack, Teamwork, Trance

POWERS
Telepathy & Telekinesis Dynamic Array ( 25 PP Total )
Tactile Telekinesis Enhanced Strength 12 (E: Dynamic F: Limited to Lifting) [ 13 PP ]
DAE: Martian Vision Damage 4 (E: Ranged [Perception]) [ 2 PP ]
DAE: Mind Link Communication 2 (Mental: Short Range; E: Area, Selective) [ 2 PP ]
DAE: Mental Probe Mind Reading 6 (E: Cumulative; F: Feedback) [ 2 PP ]
DAE: Shapeshifting Morph 3 (Any Humanoid; E: F: Resistible [Will]) [ 2 PP ]
DAE: Flight 6 (120 MPH) [ 2 PP ]
DAE: Invisibility Concealment 10 (All Non-Tactile Senses; E: Precise F: Resistible [Will]) [ 2 PP ]

Density Manipulation Array ( 25 PP Total )
Density Increase Protection 8 (E: Impervious [8], Sustained); Enhanced Attribute 4 (+4 STR) [ 24 PP ]
AE: Density Decrease Insubstantial 4 (Incorporeal; E: Affects Others) [ 1 PP ]

DEFENSE
Dodge (6) Base 6
Parry: (6) Base 2
Fortitude: (8) Base 2
Toughness: (14/6) ——
Will: (12) Base 8

WORKSHEET
Attack: 10 Effect: 6/10 Total: 16/20 (Unarmed)
Attack:Effect: 4 Total: 4 (Martian Vision)
Dodge: 6 Tough.: 14 Total: 20
Parry: 6 Tough.: 14 Total: 20
Fort.: 8 Will: 12 Total: 20


ABILITIES [ 50 pp ] + SKILLS [ 20 pp ] + ADVANTAGES [ 12 pp ] + POWERS [ 50 pp ] + DEFENSES [ 18 pp ]
150 PP TOTAL

Build Notes: The Martian Manhunter has probably one of the most random grab-bag of power sets in all of comic books. So diverse and seemingly unconnected are his powers that most comic scribes seem to forget about a lot of them... And they never get brought over into his animated incarnations. I borrowed this approach for Ready to Play Martian Manhunter.

Player Notes: Even reduced to his most iconic abilities (and with those scaled back quite a bit) the Ready to Play Martian Manhunter is still a Swiss Army Knife: flight, super strength, invisibility, shapeshifting, telepathy, walking through walls, turning invisible, and laser-beam eyes. Learn how to make use of that Dynamic Array and you're golden.

Gamemaster Notes: Take everything I said about Superman, and add the ability to walk through goddamn walls. J'onn is the antithesis of everything you learned about creating a challenge for players in fire-lizards and forgotten-lairs.
Last edited by FuzzyBoots on Fri Jan 01, 2021 5:58 am, edited 1 time in total.
Thorpocalypse
Posts: 3248
Joined: Fri Nov 04, 2016 8:52 pm

Re: Batgirl III's RTP Builds

Post by Thorpocalypse »

Excellent work, Fuzzy. This made my night. :)
Me fail English? That's unpossible. - Ralph Wiggum
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Hawkman

Post by FuzzyBoots »

Image
HAWKMAN
Ready to Play Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 4(6) Stamina 5 Agility 3 Dexterity 2 Fighting 8 Intellect 3 Awareness 3 Presence 1

SKILLS
Acrobatics 5 (+8), Athletics 5 (+11), Close Combat [Unarmed] 2 (+12), Deception 4 (+5), Expertise [History] 7 (+10), Expertise [Tactics] 5 (+8), Insight 5 (+8), Intimidation 7 (+8) Perception 5 (+8),Technology 5 (+8)

ADVANTAGES
All-Out Attack, Assessment, Beginner’s Luck, Close Combat (2), Defensive Roll (2) Equipment (3), Favored Environment [Aerial], Improved Disarm, Improved Initiative, Improved Smash, Jack-of-All-Trades, Languages [Ancient Egyptian, English], Move-By Action, Power Attack, Quick Draw, Startle, Takedown (2), Uncanny Dodge

POWERS
Nth Metal Wing Harness Device (30 Base; E: Indestructible; F: Removable [–1 per 5) [ 25 PP Total ]
Enhanced Attribute 4 (+4 STR; F: Limited to Lifting [2 Ranks]) [ 6 PP ]
Flight 7 (250 MPH; F: Wings) [ 7 PP ]
Immunity 3 (Cold, Heat, Pressure) [ 3 PP ]
Protection 3 [ 3 PP ]
Regeneration 10 [ 10 PP ]
Senses 1 (Visual: Extended) [ 1 PP ]

Avian Empathy Comprehend 2 (Animals; F: Broad Type [Avians]); Feature 1 (Avians accept him as one of their own) [ 2 PP ]

EQUIPMENT ( 15 EP )
Shield Enhanced Defense 4 (+2 Dodge, +2 Parry; E: Defensive Attack, Sustained) [ 5 EP ]

Arsenal Array 10 PP
Mace Damage 4 (Strength-based; E: Weapon Break) [ 5 EP ]
Katar Damage 2 (Strength-based; E: Penetrating [3]) [ 1 EP ]
Claws Damage 2 (Strength-based; E: Accurate [1], Improved Critical [1], Split [1]) [ 1 EP ]
Spear Damage 4 (Strength-based; E: Reach [1]) [ 1 EP ]
Whip Damage 2 (Strength-based; E: Improved Grab, Improved Trip, Reach [2]; F: Innacurate [1]) [ 1 EP ]
Net Affliction 5 (Resist: Dodge; Recovery: Fortitude; Conditions: Hindered and Impaired, Immobile and Defenseless E: Extra Condition; F: Limited to Two Degrees) [ 1 EP ]

DEFENSE
Dodge (10/8) Base 5
Parry: (10/8) Base 0
Fortitude: (12) Base 7
Toughness: (10/8/5) ——
Will: (8) Base 5

WORKSHEET
Attack: 12 Effect: 6 Total: 18 (Unarmed)
Attack: 12 Effect: 8 Total: 20 (Claws)
Attack: 10 Effect: 10 Total: 20 (Mace)
Attack: 10 Effect: 10 Total: 20 (Spear)
Attack: 10 Effect: 8 Total: 18 (Katar)
Attack: 10 Effect: 5 Total: 15 (Net)
Attack: 8 Effect: 8 Total: 16 (Whip)
Dodge: 10 Tough.: 10 Total: 20
Parry: 10 Tough.: 10 Total: 20
Fort.: 12 Will: 8 Total: 18


ABILITIES [ 58 pp ] + SKILLS [ 25 pp ] + ADVANTAGES [ 23 pp ] + POWERS [ 27 pp ] + DEFENSES [ 17 pp ]
150 PP TOTAL

Build Notes: I've always been mystified that Hawkman has never caught on as a character. The visual look alone is awesome enough: just look at him! Boiled down to its essence, the concept is simply spectacular: flying Conan fights crime! In what way is that not awesome? But the character's infamous continuity snarls and generally blandly written solo series have left him firmly in the C-List. Hopefully, someone out there will give RtP Hawkman a go.

Player Tips: RtP Hawkman isn't that tricky to play... Like I mentioned, you're Conan the Barbarian with wings. Take a moment to familiarize yourself with the Regeneration Power and remember to pick the best of your many, many weapons for any given fight. Hawkman is also a lot more skilled than his outward appearance indicates, don't be afraid to tackle science and technological puzzles.

Player Tip: Hawkgirl: Exchange Expertise History for Streetwise, swap the Presence and Intelligence attributes around, lose the Avian Empathy power for Ranged Combat [Thrown], and replace some of the Arsenal for throwing weapons... Shazam! You've got yourself a Ready to Play Hawkgirl.

Player Tip: Hawkwoman: Follow the advice above, but adding guns... Because, Nineties.

Game Master Tips: One word: Regeneration. Ready to Play Hawkman is a pretty straightforward flying weapon-master build, the only thing that is likely to frustrate a new GM is his high Regeneration rate... But, hey, I left out the plot device-y Reincarnation Power, so you dodged the Continuity Snarls that creates.

Game Master: The Hawks: If you happen to have two players each playing one of the Hawks, you might want to award them a "free" Teamwork Advantage, limited to the other Hawk, just because that sort of player cooperation should be encouraged.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Aquaman

Post by FuzzyBoots »

Image
AQUAMAN
Ready to Play Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 3(8) Stamina 8 Agility 3 Dexterity 3 Fighting 8 Intellect 2 Awareness 3 Presence 4

SKILLS
Acrobatics 2 (+5), Athletics 2 (+5/10), Close Combat [Unarmed] 1 (+10), Deception 1 +(5), Expertise [Ocean Lore] 8 (+10), Insight 5 (+8), Intimidation 6 (+10), Perception 5 (+8), Persuasion 1 (+5), Ranged Combat [Thrown] 4 (+7), Technology 3 (+5), Vehicles 2 (+5)

ADVANTAGES
All-Out Attack, Animal Empathy, Benefit [King of Atlantis (3)], Close Combat (1), Defensive Attack, Defensive Roll (2), Equipment (2), Favored Environment [Aquatic], Precise Attack [Close, Concealment]

POWERS
Aquatic Physiology Immunity 3 (Cold, Drowning, Pressure); Movement 1(Environmental Adaptation [Aquatic]);
Senses 2 (Visual: Darkvision) [ 7 PP ]

Strength of the Ocean Depths Enhanced Attribute 5 (+5 STR; E: Dynamic) [ 11 PP ]
DAE: Swimming 10 (500 MPH) [ 2 PP ]

King of the Seas Summon 6 (90 points; E: Mental Link, Variable General Type [marine life]; F: Limited to in or near water, Resistible) [ 13 PP ]
AE: Summon 2 (30 points; E: Horde, Mental Link, Multiple Minions [four minions], Variable General Type [marine life]; F: Limited to in or near water) [ 1 PP ]
AE: Communication 2 (Mental: Short Range; E: Area, Selective, Subtle [1]; F: Limited to marine life); Comprehend 2 (Animals [2]; F: Broad Type [marine life]) [ 1 PP ]

EQUIPMENT ( 10 EP )
Commlink [ 1 EP ]
Scale Mail Protection 2 [ 2 EP ]

Trident (Melee) Damage 3 (Strength-based; E: Improved Critical [2], Reach [1]) [ 6 EP ]
AE: Trident (Thrown) Damage 8 (E: Ranged; F: Diminished Range [1], Quirk [must be retrieved after attack]) [ 1 EP ]

DEFENSE
Dodge: (8) Base 5
Parry: (8) Base 0
Fortitude: (10) Base 2
Toughness: (12/10/8) ——
Will: (10) Base 7

WORKSHEET
Attack: 10 Effect: 3/8 Total: 13/18 (Unarmed)
Attack: 9 Effect: 6/11 Total: 15/20 (Trident, Melee)
Attack: 7 Effect: 6/11 Total: 13/18 (Trident, Melee)
Dodge: 8 Tough.: 12 Total: 20
Parry: 8 Tough.: 12 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 68 pp ] + SKILLS [ 20 pp ] + ADVANTAGES [ 13 pp ] + POWERS [ 35 pp ] + DEFENSES [ 14 pp ]
150 PP TOTAL

Build Notes: As with Hawkman, the King of the Seas has never caught on as a character. I blame the Superfriends cartoon, mostly, and the fact that he hasn't been used much in adaptations since then. He was great in Justice League Unlimited but didn't get much screen time, friends tell me he had a good showing in Smallville but it was well past the point when that series had much of an audience. Which is to say...

Player Notes: ...be prepared for a lot of stupid memes from the other players. Ready to Play Aquaman is similar to Wonder Woman and Hawkman in being a super-strong, super-tough hero that relies on weapons and armor to hit his PL Caps (something it occurs to me never happens much over at Marvel). Favored Environment is a circumstance bonus, so it allows you to "exceed" your PL Caps in a way.

Player Tips: Aquaman kicks butt on dry land, but under the waves? He's a holy terror. He not only gains his Favored Environment bonus, but his Swimming, Summoning, and Aquatic Physiology all come into play... and his opponent is probably faced with a host of troubles: movement penalties, poor visibility, and potential drowning.

Game Master Noted:
M&M players often create very specialized heroes and Aquaman is a prime example. His build is incredibly focused on operating amazingly well in or under water. The only part of this that is likely tricky for new players is Summoning. Help the player work up a list of common critters for Aquaman to chose from before play: great white sharks, giant octopi, dolphins, whales, etcetera. Check Prodigy Duck's excellent Bestiary for builds.

Game Master Tips: Aquaman isn't especially hard to deal with except when the action takes place underwater — and any action scenes that take place anywhere close to a body of water will end up in the water as the players start tossing foes into the drink. As a GM, you'll need to account for environmental penalties you might never have considered before. Still, it's probably best just to let Aquaman have those moments of glory as it will make up for those missions on the moon, in underground volcano lairs, or on alien desert worlds.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Captain America

Post by FuzzyBoots »

Image
CAPTAIN AMERICA
Ready to Play Character
Power Level 10 ( 150 PP)

Captain America, #444 wrote:On Olympus, we measure Wisdom against Athena, Speed against Hermes, Power against Zeus. But we measure Courage... against Captain America.
— Hercules

ABILITIES
Strength 5 Stamina 5 Agility 5 Dexterity 5 Fighting 7 Intellect 2 Awareness 3 Presence 3

SKILLS
Acrobatics 3 (+8), Athletics 3 (+8), Close Combat [Unarmed] 4 (+13), Expertise [Military] 6 (+8), Expertise [Tactics] 10 (+12), Insight 5 (+8), Intimidation 5 (+8), Investigation 5 (+8), Perception 5 (+8), Persuasion 5 (+8), Ranged Combat [Thrown] 5 (+10), Stealth 1 (+6), Treatment 2 (+4), Vehicles 1 (+6)

ADVANTAGES
Assessment, Close Attack (2), Defensive Attack, Diehard, Equipment (1), Great Endurance, Improved Defense, Improvised Weapon, Inspire (2), Interpose, Leadership, Move-By Action, Power Attack, Takedown (2), Ultimate Effort [Fortitude checks]

POWERS
Star-Spangled Shield Device (15 Base; E: Indestructible; F: Easily Removable [–2 per 5]) [ 10 PP Total ]
Thrown Damage 3 (Strength-based; E: Accurate [1], Ranged, Ricochet [1], Split [1]; F: Diminished Range [1]) [ 13 PP ]
AE: Combat Shield Enhanced Defense 4 (+2 Dodge, +2 Parry; E: Sustained); Damage 4 (Strength-based; E: Accurate [1], Improved Critical [1], Split [1]); Protection 2 (E: Sustained) [ 1 PP ]
AE: Defending Shield Deflect 10 (E: Reach [1], Reflect; F: Close); Protection 2 (E: Sustained) [ 1 PP ]

Super-Soldier Leaping 1
(15'); Movement 3 (Safe-Fall, Sure Footed [2]; F: Check Required [Athletics, DC15]); Speed 2 (8 MPH); [ 5 PP ]

Tactical Leadership Enhanced Advantage 1 (Favored Environment; E: Affects Others, Area [Perception], Selective, Variable Descriptor [any environment (2)];
F: Check Required [Expertise Tactics, DC15], Fades) [ 1 PP ]

EQUIPMENT ( 5 EP )
Chainman Armor Protection 3 [ 3 EP ]
Commlink [ 1 EP ]
Medical Kit [ 1 EP ]

DEFENSE
Dodge (10/8) Base 3
Parry: (10/8) Base 1
Fortitude: (10) Base 5
Toughness: (10/8) ——
Will: (10) Base 7

WORKSHEET
Attack: 13 Effect: 5 Total: 18 (Unarmed)
Attack: 12 Effect: 8 Total: 20 (Thrown Shield)
Attack: 11 Effect: 9 Total: 20 (Combat Shield)

Dodge: 10/8 Tough.: 10/8 Total: 20/16
Parry: 10/8 Tough.: 10/8 Total: 20/16
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 70 pp ] + SKILLS [ 30 pp ] + ADVANTAGES [ 18 pp ] + POWERS [ 16 pp ] + DEFENSES [ 16 pp ]
150 PP TOTAL

Build Notes: Every superhero team has a leader and lots of solo superheroes have leadership ability. But without a doubt only one man is the ultimate Five Star General of the four-colored page: Captain America. Leadership is his gimmick, as much as patriotism or his mighty shield.

Player Notes: In addition to the "normal" team boosting Advantages, like Inspire and Leadership, take a minute to familiarize yourself with his Tactical Leadership power. It's a massive buff for your team if you time it right. (Players are wholeheartedly encouraged to shout "Avengers Assemble!" right there at the table when they use it.)

Player Tips: Cap is a solid all-rounder when he has his mighty shield, he essentially drops a full PL without it. But Cap has plenty of fight left in him even when disarmed, so review all the options his Advantages give him and fight smart, soldier!

Game Master Notes: Captain America is basically problem free, as far as GMing is concerned. You'll want to make sure your player understands how Array, Deflect, and Defend Action all work (those can be a little tricky for new players)... But that's about it.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Iron Man

Post by FuzzyBoots »

IRON MAN
Original Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 0 Stamina 0 Agility 2 Dexterity 2 Fighting 4 Intellect 8 Awareness 3 Presence 3

SKILLS
Close Combat [Unarmed] 3 (+7), Expertise [Military] 2 (+10), Expertise [Science] 4 (+12), Deception 2 (+5), Perception 2 (+5), Persuasion 2 (+5), Ranged Combat [Iron Man Armor] 8 (+10), Technology 12 (+20), Vehicles 3 (+5)

ADVANTAGES
Attractive (2), Benefit [Wealth (5)], Equipment (3), Improvised Tools, Inventor, Skill Mastery [Technology]

POWERS
Iron Man Armor Device (Removable, –1 per 5; 60 Base) [ 52 PP Total ]
Armor and AI
J.A.R.V.I.S. Enhanced Advantages 2 (Eidetic Memory, Well-Informed); Features 1 (Commlink) [ 3 PP ]
Sensor Suite Senses 1 (Visual: Analytical); Variable 1 (5 PP Traits; F: Limited to Senses) [ 11 PP ]
Invincible Armor Immunity 10 (Life Support); Protection 12 [ 22 PP ]

Arc Reactor Systems
Hydraulics Enhanced Strength 10 (E: Dynamic; F: Limited to Lifting [3 Ranks]) [ 18 PP ]
DAE: Propulsion Flight 9 (500 MPH / 1,000 MPH; F: Distracting [1 Rank]) [ 2 PP ]
DAE: Repulsors Damage 8 (E: Accurate [1], Ranged) [ 2 PP ]
DAE: Structural Integrity Impervious Toughness 12 [ 2 PP ]

EQUIPMENT ( 15 EP )
Malibu Mansion (14 EP)
Size: Large (2ep)
Tough: 8 (1ep)
Features: Communications, Computer, Fire Prevention System, Garage, Grounds, Living Space, Personnel, Power System, Security System, Workshop (11ep)
Stark Tower (1 EP)
Size: Gargantuan (4ep)
Tough: 10 (2ep)
Features: Communications, Computer, Fire Prevention System, Living Space, Personnel, Power System, Security System, Workshop (8ep)



DEFENSE
Dodge (8) Base 8
Parry: (8) Base 4
Fortitude: (8) Base 8
Toughness: (12/8) ——
Will: (10) Base 7

WORKSHEET
Attack: 7 Effect: 7 Total: 14 (Unarmed)
Attack: 12 Effect: 8 Total: 20 (Repulsors)
Dodge: 8 Tough.: 12 Total: 20
Parry: 8 Tough.: 12 Total: 20
Fort.: 8 Will: 10 Total: 18


ABILITIES [ 44 pp ] + SKILLS [ 19 pp ] + ADVANTAGES [ 12 ] + POWERS [ 48 pp ] + DEFENSES [ 27 pp ]
150 PP TOTAL

BUILD NOTES Iron Man is tough to build at this power level if you want him to have all his toys. I wanted to capture a version of Iron Man that put more emphasis on Tony Stark than the suit. So we just have the highlights: onboard AI, enhanced strength, repulsor beams, and (of course) armor. Outside if the suit, Tony is a technology genius, billionaire, playboy with a sweet Malibu mansion and Manhattan skyscraper.

Stark also has access to a fleet of cars, private jets, swank hotels, corporate R&D facilities, and business holdings worldwide: all of which is a function of his tremendous Wealth Benefit. They usually won't have much impact in the story and are mostly GM controlled.

PLAYER NOTES Iron Man is a solid contender, with a slight bias towards tanking: he's better at taking hits than he is at avoiding them. But don't be afraid to Power Stunt all sorts of crazy things with the armor (like the cutting beam at the end of Iron Man 2) and make liberal use of Tony's Inventor Advantage.

PLAYER TIPS Get used to adjusting your Sensor Suite and Arc Reactor Systems on the fly, as these are keys to effective combat for Tony. I highly recommend having a few favorite configurations written down ahead of time.

GAMEMASTER TIPS Tony Stark has both the Inventor and Skill Mastery (Technology) advantages and pairs that with a Technology (+20) Skill. Because he can build zero-point energy sources the size of a soda can. In a cave. WITH A BOX OF SCRAPS! Combine that with his massive financial resources and... Yowza. So you'll need to review the inventing subsystem before Stark sees play. Other than that, he's pretty tame.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Thor

Post by FuzzyBoots »

Image
THOR
Original Character
Power Level 10 ( 150 PP)

Spider-Man: Let me give you some advice. There is an astonishing amount of powerful people in this world, and a lot of them are flat-out crazy. So...trust me...you will always be in over your head. Always. (Thor flies past) Unless you're Thor.

Spider-Girl: Sweet hammer.
ABILITIES 60pp
Strength 8 Stamina 8 Agility 2 Dexterity 2 Fighting 6 Intellect 0 Awareness 2 Presence 2

SKILLS
Acrobatics 3 (+5), Athletics 2 (+10), Close Combat [Mjollnr] 2 (+8), Deception 3 (+5), Expertise [Magic] 5 (+5), Expertise [Science] 5 (+5), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Persuasion 3 (+5), Ranged Combat [Mjollnr] 6 (+8), Vehicles 3 (+5)

ADVANTAGES
Accurate Attack, All-Out Attack, Benefit [Prince of Asgard (3)], Defensive Attack, Equipment (2), Fearless, Improved Smash, Power Attack, Precise Attack [Close, Concealment], Takedown (1), Weapon Break

POWERS
Asgardian Physiology
Comprehend Languages 3 (Speak Any One at a Time, Understand All, Read All; F: Quirk [takes at least one scene to pick up a new language]) [ 5 PP ]
Immunity 1 (Aging) [ 1 PP ]
Enhanced Attribute 4 (+4 STR F: Limited to Lifting) [ 4 PP ]
To My Hand! Move Object 1 (100 lbs.; E: Ranged [Perception]; F: Limited Material [Mjollnr]) [ 1 PP ]

Mjollnr Device (Easily Removable, –2 per 5; 35 Base; E: Indestructible) [ 22 PP Total ]
Warhammer
Hammer Strike Damage 4 (Strength-based; E: Penetrating [3]) [ 7 PP ]
AE: Hurl Hammer Damage 3 (Strength-based; E: Homing [1], Ranged) [ 1 PP ]

Weather Control
Summon Storm Environment 8 (Half-Mile; Intense Cold [1], Impede Movement [1], Visibility [1]; E: Dynamic; F: Activation [Standard,–2]) [ 22 PP ]
DAE: Call Lightning Damage 10 (E: Dynamic, Indirect [2], Ranged; F: Quirk [only after summon storm active for one full round]) [ 2 PP ]
DAE: Split the Sky Flight 11 (4,000 MPH E: Dynamic]) [ 2 PP ]

Strength Tricks
Alternate Effect of Strength Damage: Drop the Hammer Damage 3 (E: Area [Burst, 30']); Weaken Toughness 2 (E: Affects Objects, Area [Burst, 30'], Progressive) [ 1 PP ]

EQUIPMENT ( 10 EP )
Asgard Scale Mail Protection 4 (E: Feature [Insulating Fur, Quick Change; 2], Impervious [4]) [ 10 EP ]

DEFENSE
Dodge (8) Base 6
Parry: (8) Base 2
Fortitude: (10) Base 2
Toughness: (12/8) ——
Will: (10) Base 8

WORKSHEET
Attack: 6 Effect: 8 Total: 14 (Unarmed)
Attack: 8 Effect: 12 Total: 20 (Hammer Strike)
Attack: 8 Effect: 11 Total: 19 (Hurl Hammer)
Attack: 8 Effect: 10 Total: 18 (Call Lightning)
Attack:Effect: 3/2 Total: 3/2 (Drop the Hammer)
Dodge: 8 Tough.: 12 Total: 20
Parry: 8 Tough.: 12 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 60 pp ] + SKILLS [ 25 pp ] + ADVANTAGES [ 14 pp ] + POWERS [ 33 pp ] + DEFENSES [ 18 pp ]
150 PP TOTAL

BUILD NOTES As with my earlier RtP Superman build, this was all about reducing Thor to his essentials... But I didn't want to just slap a hammer into the hands of that build. This version of the thunder god is more in line with his depiction in the Marvel Cinematic Universe. He's super-strong, hella tough, a skillful (if brutally direct) warrior... And he flys, summons storms, and hurls lightning. Dimensional Travel and more extreme weather effects are best left as Power Stunts.

PLAYER! WE WOULD HAVE WORDS WITH THEE! Doth mother know thou wearest her drapes? As basically the only big name cape aficionado in the Marvel Universe (and literally the only one in the MCU), perhaps you should ask your GM about Batgirl III's Guide to Capes. For haute couture! For Asgard!

GAMES MASTER HEED THE ADVICE OF THE BATGIRL! You may need to help new players come to grips with the Dynamic Array rules, but otherwise, Thor is pretty easy to handle.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Black Widow

Post by FuzzyBoots »

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THE BLACK WIDOW
Ready to Play Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 2 Stamina 3 Agility 5 Dexterity 3 Fighting 10 Intellect 3 Awareness 3 Presence 3

SKILLS
Acrobatics 3 (+8), Athletics 6 (+8), Close Combat [Unarmed] 5 (+18), Deception 12 (+15), Insight 5 (+8), Investigation 5 (+8), Perception 5 (+8), Persuasion 5 (+8), Ranged Combat [Firearms] 9 (+12), Technology 2 (+5), Slight of Hand 3 (+8), Stealth 3 (+8), Treatment 1 (+4), Vehicles 2 (+5)

ADVANTAGES
Attractive (2), Close Attack (3), Defensive Attack, Defensive Roll (3), Equipment (3), Evasion (1), Favored Foe [Espionage Agents], Grappling Finesse, Improved Defense, Improved Disarm, Improved Trip, Improvised Weapon, Languages (2), Move-By Action, Redirect, Seize Initiative, Takedown (1), Well-Informed

POWERS
Widow's Bracers Device (Removable, –1 per 5; 5 Base) [ 4 PP Total ]
Widow's Bite Affliction 3 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Accurate [1], Cumulative; F: Requires Grapple) [ 4 PP ]
AE: Swing Line Movement 2 (Safe-Fall, Swinging) [ 1 PP ]

EQUIPMENT ( 15 EP )
Spy Catsuit Protection 2 (E: Subtle [1]) [ 3 EP ]
Walther P99 Pistol Damage 4 (E: Accurate [1], Ranged, Split [1]) [ 10 EP ]
AE: Suppressed Skorpion Machine Pistol Damage 3 (E: Multiattack, Ranged, Subtle [1]) [ 1 EP ]
Barrett .50 BMG Anti-Materiel/Sniper Rifle Damage 6 (E: Accurate [1], Extended Range [1], Penetrating [4], Ranged, Subtle [1]; F: Distracting, Unreliable [Five Uses]) [ 1 EP ]

DEFENSE
Dodge (12) Base 7
Parry: (12) Base 2
Fortitude: (8) Base 5
Toughness: (8/5) ——
Will: (12) Base 9

WORKSHEET
Attack: 18 Effect: 2 Total: 20 (Unarmed)
Attack: 15 Effect: 3 Total: 18 (Widows Sting)
Attack: 14 Effect: 4 Total: 18 (P99 Pistol)
Attack: 12 Effect: 3 Total: 15 (Machine Pistol)
Attack: 14 Effect: 6 Total: 20 (Sniper Rifle)
Dodge: 12 Tough.: 8 Total: 20
Parry: 12 Tough.: 8 Total: 20
Fort.: 8 Will: 12 Total: 20


ABILITIES [ 64 pp ] + SKILLS [ 33 pp ] + ADVANTAGES [ 26 pp ] + POWERS [ 4 pp ] + DEFENSES [ 23 pp ]
150 PP TOTAL

BUILD NOTES A little bit of comic book Natasha, a little bit of Yelena, and a whole lot of Scarlett Johansen. Basically, I removed some of the more outlandish sci-fi stuff (infinity formula and super-soldier serum) and put the focus her action hero antics. This is a Black Widow that plays more like Jason Bourne than Peter Parker.

PLAYER NOTES The Ready to Play Black Widow is a spy not a ninja. She's got a solid stealth skill and is an excellent unarmed fighter, but unlike the Ready to Play Batman she cannot Hide in Plain Sight, cannot see in the dark, and so forth. That's because when the Black Widow sneaks into a facility, she does it openly... Sorta. Deception, Persuasion, Favored Enemy and Attractive, all in tandem with each other, hits an absurdly high bonus. If her cover is blown, don't worry, she can kick plenty of butt.

GAME MASTER TIPS Follow this simple recipe for crafting a great adventure for secret agents characters: Two parts back issues of Danger Trail or Queen and Country, one part street-level super-heroics, and add a dash of bitter romance. Pour over chilled Cold War paranoia. Shaken, not stirred.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Punisher

Post by FuzzyBoots »

Image

PUNISHER
Ready to Play Character
Power Level 10 ( 150 PP)

Fury: My War Gone By wrote:You can't ever like Frank Castle, but you can sure as hell appreciate the man. He seems to come from that time in America when things were made just to work. The Model T Ford, the nineteen eleven Colt: Don't cut corners, but don't overthink, either.
ABILITIES
Strength 3 Stamina 4 Agility 4 Dexterity 3 Fighting 10 Intellect 3 Awareness 2 Presence 1

SKILLS
Acrobatics 1 (+5), Athletics 7 (+10), Close Combat [Unarmed] 2 (+12), Deception 4 (+5), Expertise [Streetwise] 9 (+12), Expertise [Tactics] 5 (+8), Insight 3 (+5), Intimidation 9 (+10), Investigation 2 (+5), Perception 6 (+8), Sleight of Hand 2 (+5), Stealth 2 (+6), Technology 2 (+5), Treatment 2 (+5), Vehicles 2 (+5)

ADVANTAGES
Accurate Attack, All-Out Attack, Assessment, Beginner's Luck, Chokehold, Contacts, Daze [Intimidation], Diehard, Equipment (9), Extraordinary Effort, Favored Environment [Urban], Favored Foe [Mafioso, Soldiers (2)], Great Endurance, Improved Aim, Improved Critical [Pistols (1)], Improvised Weapon, Jack-of-All-Trades, Power Attack, Precise Attack [Ranged, Concealment], Quick Draw, Ranged Attack (7), Second Chance [detect ambush], Startle, Tracking, Ultimate Aim, Well-Informed

EQUIPMENT ( 45 EP )
Other Equipment 5 EP
Binoculars Senses 1 (Visual: Extended [1]) [ 1 EP ]
Body Armor Protection 6 (F: Limited to Ballistic [2 Ranks] [ 5 EP ]
Brass Knuckles Damage 1 (Strength-based) [ 1 EP ]

Arsenal Array 21 EP
Battle Rifle (Semi) Damage 5 (E: Accurate [2], Extended Range [1], Improved Critical [1], Ranged, Subtle [1]) [ 15 EP ]
Battle Rifle (Burst) Damage 5 (E: Multi-Attack, Ranged) [ 1 EP ]
Paired Heavy Pistols Damage 6 (E: Accurate [2], Ranged, Split [1]) [ 1 EP ]
Rocket Launcher Damage 10 (E: Area [Burst, 30'; 7 Ranks], Ranged; F: Activation [Standard, –2], Unreliable [Five Shots]) [ 1 EP ]
Fragmentation Grenades Damage 5 (E: Area [Burst, 30'], Ranged) [ 1 EP ]
Tear Gas Grenades Affliction 5 (Resist/Recover: Fortitude; Conditions: Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated; E: Area [Cloud, 15'], Extra Condition, Ranged; F: Unreliable [Five Uses]) [ 1 EP ]
IR Smoke Grenade Concealment 4 (Senes: All Vision; E: Attack, Area [Cloud, 15'], Ranged; F: Quirk [partial only versus ultravision], Unreliable [Five Uses]) [ 1 EP ]

Vehicles ( 17 EP )
Battle Van [ 17 EP ]
Size: H Speed: 5 (60 MPH)
Str 8 Def 6 Tou 10
Features: Communications

DEFENSE
Dodge (10) Base 6
Parry: (10) Base 0
Fortitude: (12) Base 8
Toughness: (10/6) ——
Will: (8) Base 6

WORKSHEET
Attack: 12 Effect: 3 Total: 15 (Unarmed)
Attack: 12 Effect: 4 Total: 16 (Brass Knuckles)
Attack: 14 Effect: 5 Total: 19 (Battle Rifle, Semi)
Attack: 10 Effect: 5 Total: 15 (Battle Rifle, Auto)
Attack: 14 Effect: 6 Total: 20 (Pistols)
Attack:Effect: 10/7 Total: 10/7 (Rocket Launcher)
Attack:Effect: 5 Total: 5 (Frag Grenade)
Attack:Effect: 5 Total: 5 (Tear Gas)
Attack:Effect: 4 Total: 5 (Smoke)
Dodge: 10 Tough.: 10/6 Total: 20/16
Parry: 10 Tough.: 10/6 Total: 20/16
Fort.: 12 Will: 8 Total: 20


ABILITIES [ 60 pp ] + SKILLS [ 29 pp ] + ADVANTAGES [ 41 pp ] + POWERS [ 0 pp ] + DEFENSES [ 20 pp ]
150 PP TOTAL

BUILD NOTES The Punisher, as expected, is a terror against mundane opponents, especially in a urban environment against his favored enemies. Since this version of Frank Castle is part of my Ready to Play series he's a bit more balanced than a straight adaptation of comic-book Punisher. A straight-up conversion would be PL8 or even PL7 defensively: still a terror against normal soldiers and common crooks, but outclassed by most straight superheroes. This version is meant to be more well-rounded. Having said that...

PLAYER NOTES ...the Ready to Play Punisher is a specialist. He is equipment dependent, focusing on guns, and fighting specific enemies. He's mean unarmed, but he's downright brutal when he has his Arsenal. He's got a couple of options for every situation. For single targets, his rifle offers range and power, although his paired pistols are equal at close quarters. Small groups can be handled with his rifles' automatic fire, splitting his pistols, or just tossing a frag grenade. Speaking of grenades, these all allow some battle-field control options; Oh, and his rocket launcher is just fun.

PLAYER TIPS The Ready to Play Batman will not like you. In fact, if your game group is more interested in the "four-color" side if super-heroics, none of them will like you. Of course, if you're looking at using Ready to Play Punisher in such a campaign, you probably don't care.

Ready to Play Punisher can be subtle, but sometimes you just wanna blow something up.

GAMEMASTER NOTES The Ready to Play Punisher stacks a lot of points into being very, very good against enemies that are usually pretty low powered, but cone in large groups. That's okay, it's fun to let the heroes play "goon sweeper" every now and again. He'll hold his own against single, tougher opponents, but he'll have to work for it. Such is the lot of the specialist.

GAMEMASTER TIPS The only real trick is integrating a character like Frank Castle into the group with the other heroes. If they're all more on the grim'n'gritty side, it shouldn't be hard. If they're all playing Super Friends, god help you.

Image
Despite his rep as The Nineties Anti-Hero, it's nice to see Frank kept his 80s Cred by doing PSAs.
FuzzyBoots
Posts: 2403
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

The Hulk

Post by FuzzyBoots »

Image
THE HULK
Ready to Play Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 12 Stamina 12 Agility 2 Dexterity 0 Fighting 4 Intellect 0 Awareness 2 Presence 2

SKILLS
Athletics 3 (+15), Close Combat [Unarmed] 4 (+8), Deception 3 (+5), Insight 3 (+5), Intimidation 11 (+15), Perception 6 (+8), Ranged Combat (Thrown) 6 (+6)

ADVANTAGES
All-Out Attack, Extraordinary Effort, Fearless, Power Attack, Startle

POWERS 55
Enhanced Strength 10 (100kt; F: Limited to Lifting) [ 10 PP ]
Leaping 5 (250') [ 5 PP ]
Protection 3 (x) [ 3 PP ]
Impervious Toughness 13 [ 13 PP ]
Immunity 5 (Heat, Cold, Pressure, Poison, Disease); Immunity 16 (Mental Effects, Radiation, Radiation Damage; F: Limited to Half Effect) [ 13 PP ]
Regeneration 1 (E: Persistent) [ 2 PP ]
The Big Guy Growth 4 (15' Tall, 800 lbs.; [+1 Size, +4 Mass]; +4 STR, +4 STA; –2 Defense; +2 Intimidate; E: Continuous, Innate [1]; F: Permanent) [ 9 PP ]

You Wouldn't Like Me When I'm Angry Enhanced Extra 4 (Improved Critical [Unarmed; 4]; F: Activation [one rank per move action], Uncontrolled) [ 1 PP ]

DEFENSE
Dodge (5) Base 5
Parry: (5) Base 3
Fortitude: (12) Base 0
Toughness: (15) ——
Will: (8) Base 6

WORKSHEET
Attack: 8 Effect: 12 Total: 20 (Unarmed)
Dodge: 5 Tough.: 15 Total: 20
Parry: 5 Tough.: 15 Total: 20
Fort.: 12 Will: 8 Total: 20


ABILITIES [ 56 pp ] + SKILLS [ 19 pp ] + ADVANTAGES [ 5 pp ] + POWERS [ 56 pp ] + DEFENSES [ 14 pp ]
150 PP TOTAL

BUILD NOTES
Ready to Play Hulk doesn't need much notation, I think. This version of the Hulk is more like the "thinking savage" seen in The Avengers or A:EMH. He's not a genius, but he's not a mindless brute either... He's brutal, clever, and snarky.

PLAYER TIPS
Smash.
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