Batgirl III's RTP Builds

Where in all of your character write ups will go.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Nightwing

Post by FuzzyBoots »

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NIGHTWING
Ready to Play Character
Power Level 8 ( 120 PP)


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

SKILLS
Acrobatics 10 (+15), Athletics 8 (+10), Close Combat [Unarmed] 2 (+12), Expertise [Streetwise] 7 (+10), Insight 4 (+8), Intimidation 5 (+8), Investigation 7 (+10), Perception 4 (+8), Ranged Combat [Thrown] 10 (+12), Stealth 7 (+12)

ADVANTAGES
Agile Feint, Close Combat (2), Defensive Roll (4), Equipment (4), Hide in Plain Sight, Jack-of-All-Trades, Move-by Action, Quick Draw, Redirect, Skill Mastery [Acrobatics], Takedown (1)

EQUIPMENT ( 20 EP )
Arsenal Array 7 EP Total
Escrima Sticks Damage 4 (Strength-based; E: Split [1]) [ 5 EP ]
Stun Gun Affliction 5 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated) [ 1 EP ]
Wingdings Damage 2 (Strength-based; E: Improved Critical [1], Ranged) [ 1 EP ]

Utility Belt (Array) [ 13 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 ]
UV Batlight Feature 1 (Ultraviolet Flashlight) [ 1 EP ]
Handcuffs [ 1 EP ]
Multifunction Binoculars Senses 2 (Visual: Extended [1], Infravision) Feature 1 (Camera) [ 1 EP ]
Rebreather [ 1 EP ]
Starlight Lenses Senses 1 (Ultravision) [ 1 EP ]
Universal Tool Enhanced Advantage 1 (Improvised Tools) [ 1 EP ]

DEFENSE
Dodge (11) Base 6
Parry: (11) Base 3
Fortitude: (6) Base 5
Toughness: (5/1) ——
Will: (8) Base 4

WORKSHEET
Attack: 12 Effect: 2 Total: 14 (Unarmed)
Attack: 10 Effect: 6 Total: 16 (Escrima Sticks)
Attack: 10 Effect: 5 Total: 15 (Stun Gun)
Attack: 12 Effect: 4 Total: 16 (Wingdings)
Dodge: 11 Tough.: 5 Total: 16
Parry: 11 Tough.: 5 Total: 16
Fort.: 6 Will: 8 Total: 14


ABILITIES [ 52 pp ] + SKILLS [ 31 pp ] + ADVANTAGES [ 18 pp ] + POWERS [ 0 pp ] + DEFENSES [ 18 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Nightwing isn't quite the master detective, master athlete, master tactician, master martial artist, and master acrobatic that he is in the comic books. Instead he is merely a really good detective, a really good athlete, a really good martial artist, and... Got it?

In order to make a "street-level" starting hero, I had to make the unfortunate decision to cut his team leadership Advantages and Skills. He's still a world-class acrobat, though. I couldn't let that go!

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I read your e-mail. Who's Koriand'r?

PLAYER NOTES
Ready to Play Nightwing lacks what I call the "Adjective Attack" Advantages, like Power Attack, that let heroes adjust their combat caps. Nonetheless, using those combat maneuvers is still important to getting the best results from Dick in combat. New players will often miss the section of the Action & Adventure Chapter detailing this. Especially if coming from the third-ish edition of Fire-Lizards & Forgotten-Lairs, where feats like Power Attack were either something you had or could not use. M&M lets any hero attempt these combat maneuvers, albeit at a diminished level. Still, Nightwing is a member in good standing of Team Gotham: squeezing every percentage point in their favor that they can is a hallmark of the Batman Family.

PLAYER TIPS
Agile Feint. Learn to love it, former boy wonder, because you will either be using it a lot or you're going to be a chalk outline in a Gotham City alley.

GAME MASTER NOTES
Nothing much to worry about here, make sure your player understands how Jack-of-All-Trades gives Nightwing the broad cross-section of skills the Batman Family is famed for—even if the numbers aren't on his sheet.

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And now, a moment of fangirl mourning. We'll miss you Fingerstripes.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Stargirl

Post by FuzzyBoots »

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STARGIRL
Ready to Play Character
Power Level 8 ( 120 PP)


ABILITIES
Strength 0/4 Stamina 0/4 Agility 1/5 Dexterity 2 Fighting 4 Intellect 2 Awareness 4 Presence 2

SKILLS
Acrobatics 3 (+4/8), Athletics 8 (+8), Close Combat [Unarmed] 6 (+10), Insight 4 (+8), Perception 1 (+5), Persuasion 2 (+4), Ranged Combat [Star Blast] 8 (+10)

ADVANTAGES
Agile Feint, Defensive Attack, Improved Defense, Improved Initiative (1), Improved Trip, Instant Up, Luck (1), Power Attack

POWERS
Cosmic Converter Belt Device (60 PP Base; F: Removable [–1 per 5]) [ 48 PP Total ]
Enhanced Attribute 12 (+4 STR, +4 STA, +4 AGI) [ 24 PP ]
Enhanced Attribute 5 (+5 STR F: Limited to Lifting) [ 5 PP ]
Force Field Protection 6 (E: Sustained); Enhanced Defense 3 (+1 Dodge, +2 Parry; E: Sustained) [ 9 PP ]
Shooting Stars Affliction 5 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Area [Line, 5x30' or Cone, 60'], Variable Area [1]); linked to Nullify 5 (Electronics; E: Area [Line, 5x30' or Cone, 60'], Variable Area [1]) [ 22 PP ]

Cosmic Rod Device (20 PP Base; F: Easily Removable [–2 per 5]) [ 12 PP Total ]
Antigravity Field Flight 8 (F: Platform) [ 8 PP ]
Star Blast Damage 6 (E: Ranged) [ 12 PP ]

DEFENSE
Dodge (6/1) Base 0
Parry: (6/4) Base 0
Fortitude: (8/4) Base 4
Toughness: (10/0) ——
Will: (6) Base 2

WORKSHEET
Attack: 8 Effect: 4 Total: 12 (Unarmed)
Attack:Effect: 5 Total: 5 (Shooting Stars)
Attack: 10 Effect: 6 Total: 16 (Star Blast)
Dodge: 6 Tough.: 10 Total: 16
Parry: 6 Tough.: 10 Total: 16
Fort.: 8 Will: 6 Total: 14


ABILITIES [ 30 pp ] + SKILLS [ 16 pp ] + ADVANTAGES [ 8 pp ] + POWERS [ 60 pp ] + DEFENSES [ 6 pp ] =
120 PP TOTAL

UNIMPORTANT RANT
Warning: Here Be 'Shipping!

I missed out in the now legendary relaunch of Starman, but it is in my short list of titles to track down now. However, Starman is responsible for launching one of my favorite DCU heroes whom I discovered in the pages of JSA: Courtney Whitmore, the second Star-Spangled Kid, but best known as Stargirl!

Stargirl is a fantastic character, throughout the 2006-2011 run of JSA she gets that all too often neglected thing other media call "character development," but comic book creative teams all too often call "um, whut?" She starts off a kind of bratty jerk (Jack Knight introduces her to Wildcat as "Little Miss-Know-It-All" at a funeral!) but it's clear from day one that her heart's in the right place. As JSA rolls on through the years, she matures into a responsible, even humble, heroine... Although never losing her teenage snarky streak. She's not a Taunter like Spider-Man or Robin III, but she gives good banter.

She's young and the only single female character in JSA, and thus the center of three separate soap-opera romances. Black Canary only has eyes for Green Arrow, Hawkgirl has her eternal soap oper with Hawkman... And writers just seem scared to give Powergirl a steady beau.

Stargirl's soap-opera romances come in three standard varieties: the doomed love, the 'ship tease, and the puppy-love crush. Oddly, they happen in almost the reverse order they would in most teen dramas.

Atom Smasher is the man involved for a truly crushing failed romance: I sooo hated the Stargirl/Atom Smasher 'ship at first... But dammit if I didn't want it to work by the end. Then they break-up! Oi vey, it was like Angel and Buffy all over again. I didn't like the 'ship, but the writers made me care about it anyway. JSA was that damn good.

Captain Marvel was the boy for the prolonged 'ship tease. This was one I really got behind, I'll admit I could be almost LiveJournal Shipper on this one. Not only because I'm a huge fan of the Big Red Cheese and think that Billy Batson was due a goddamn love interest for once in his seventy friggin years in print! But also because Captain Marvel's old-school optimism and Stargirl's boundless enthusiasm just made them so... Happy. Plus, it never stopped being hilarious seeing the reactions their flirting got from people not in in Billy Batson's secret. Alas, Captain Marvel's once a decade release from comic book limbo came to an end and DC Editorial decided it was time to stick him back in his box: only to be opened when they wanted to humble Superman or "reinvent" his character in another doomed miniseries.

Finally, Courtney meet Jakeem, and it was puppy-love at first sight. Mostly, these two just seemed to hangout in the backgrounds and the artists drew them making obvious-to-the-audience gestures of affection and the writers sunk a lot of "cute" into their dialogue with each other. The 'ship never got past that stage, as shortly after it began the DCU entered its "Conga Line of Crisis" period that culminated in Flashpoint. Sorry kids.

BUILD NOTES
Ready to Play Stargirl can best be thought of as representing Courtney about mid-way through her career. She's added the Cosmic Rod to her Cosmic Converter Belt, been studying jujitsu with Black Canary and the sweet science under Wildcat, and generally holding her own as a junior member of the Justice Society of America. When you consider the senior membership of the JSA contains some of the most experienced and/or most powerful heroes in the DCU, that's no small feat. She's a "teen hero/student hero" in personality and style, but she's in a higher "weight class" than that. Plus, routinely punching above her weight: Per Degation, Johnny Sorry, and Vandal Savage are not villains for a "teen hero" story.

PLAYER NOTES
Ready to Play Stargirl is a comfortable fit for a PL8/120PP build. As is typical of heroes at this level, she's pretty specialized: she flys, she blasts, and she dazzles. Her physical strength is greater than many would suspect, but she's a secondary brawler at best.

PLAYER TIPS
Like most Device-dependent heroes, Ready to Play Stargirl isn't operating at full-strength without her Cosmic Converter Belt or Cosmic Rod. She's a trained fighter with the moves of a professional gymnast crossed with a star athlete... But that only gets you so far against super-villains. You can probably handle a common mugger or two, but if Courtney is caught without her gear you want to beat feet.

When you're operating as Star-Girl, you're probably best acting as "flying artillery" staying airborne, mobile, and zapping away. If your team has another character more focused on ranged combat (an archer or an energy manipulator) it's probably a good idea to act as a sort of bodyguard to them. You're tougher than most heroes of that archetype. If your team has a focused brawler or powerhouse (and in my experience every team has at least one) you shouldn't be afraid to get in close and assist when needed. You're pretty tough, but it's generally in your best interest to let the mêlée specialists do their thing.

GAME MASTER NOTES
Ready to Play Stargirl doesn't really have any tricky areas to her build. I didn't even give her an Array! You may need to review how her Shooting Star attack works with your player, as it is both a Linked Power and has a variable Close Area Extra. But that's a pretty straight forward effect.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Technician

Post by FuzzyBoots »

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TECHNICIAN
DC Universe Character
Power Level 5 ( 75 PP)

Craftsman Bolt-On System saves the Justice League (Vol. 1) #1 wrote:It was my Craftsman Bolt-On Tool System that saved the day. Couldn't have done it without this!
ABILITIES
Strength 2 Stamina 2 Agility 1 Dexterity 1 Fighting 3 Intellect 4 Awareness 1 Presence 1

SKILLS
Athletics 3 (+5), Close Attack [Craftsman Bolt-On Tool System] 2 (+5), Expertise [Current Events] 1 (+5), Expertise [Engineering] 4 (+8), Expertise [Science] 4 (+8), Insight 4 (+5), Investigation 1 (+5), Perception 4 (+5), Stealth 1 (+2), Technology 11 (+14), Treatment 1 (+5), Vehicles 4 (+5)

ADVANTAGES
Defensive Roll (2), Skill Mastery [Technology], Ultimate Technology

POWERS
Craftsman Bolt-On Tool System Device (14 PP Base; F: Easily Removable [–2 per 5]) [ 11 PP Total ]
Drill/Driver Damage 2 (E: Penetrating [2], Subtle [1], Precise [1]) [ 6 PP ]
AE: Multi-Tool Enhanced Advantage 1 (Improvised Tools) [ 1 PP ]
AE: Inflator Feature 1 (inflates things); Quickness 3 (1 min in 6 sec.; F: Limited to Inflating) [ 1 PP ]
AE: Trim Saw Damage 1 (E: Precise [1]) linked to Weaken Toughness 3 (E: Affects Only Objects, Precise [1]) [ 1 PP ]
AE: Hammer Drill Damage 4 (E: Improved Critical [1], Penetrating [1]) [ 1 PP ]
AE: Detail Sander Affliction 4 (Resist/Recover: Toughness; Conditions: Dazed, Stunned; E: Affects Objects; E: Limited to Two Degrees); linked to Weaken Toughness 2 (E: Affects Only Objects) [ 1 PP ]
AE: Router Weaken Toughness 5 (E: Affects Objects, Precise [1]; F: Distracting) [ 1 PP ]
AE: Impact Driver Damage 5 (E: Precise [1]) [ 1 PP ]
AE: Jigsaw Weaken Toughness 5 (E: Affects Only Objects, Precise [1]) [ 1 PP ]

DEFENSE
Dodge (4) Base 3
Parry: (4) Base 1
Fortitude: (4) Base 2
Toughness: (4/2) ——
Will: (5) Base 4

WORKSHEET
Attack: 3 Effect: 2 Total: 5 (Unarmed)
Attack: 5 Effect: 2 Total: 7 (Drill/Driver)
Attack: 5 Effect: 1+3 Total: 6+8 (Trim Saw)
Attack: 5 Effect: 4 Total: 9 (Hammer Drill)
Attack: 5 Effect: 4+2 Total: 9+7 (Detail Sander)
Attack: 5 Effect: 5 Total: 10 (Router)
Attack: 5 Effect: 5 Total: 10 (Impact Driver)
Attack: 5 Effect: 5 Total: 10 (Jigsaw)
Dodge: 4 Tough.: 4 Total: 8
Parry: 4 Tough.: 4 Total: 8
Fort.: 4 Will: 5 Total: 9


ABILITIES [ 30 pp ] + SKILLS [ 20 pp ] + ADVANTAGES [ 4 pp ] + POWERS [ 11 pp ] + DEFENSES [ 10 pp ] =
75 PP TOTAL

So I was given a free copy of a comic entitled Craftsman Bolt-On System saves the Justice League #1... And I am in love with the sheer absurdity of it. As a child of the Eighties who read a ton of cheapo back issues from the '60s and '70s, I am familiar with the idea of the promotional, commercial, tie-in comic. Not just merchandise-driven books that tied into toy lines, like G.I.Joe, but blatant work-for-hire, one-off advertisements like Adventures of Jell-O Man or the Tandy Computer Whiz-Kids. They tend to be stupid, but are usually a harmless bit of fun that may get a kid to ask mom to buy whatever. But, this one?

Craftsman Bolt-On System saves the Justice League was published in 2012!? What exactly was the target audience for this? It's set in the New 52 Universe... So apparently it's concerned about comic book fans worried about continuity. But it's hawking power tools... So it must be going after the handyman/mechanic market. But, it's also a blatant advertisement with a lame story... So it must be trying to appeal to young kids, who are the only sort likely to swallow this as advertising.

Is there a big demographic of comic book trivia obsessed young children handymen? Is that a thing? Did Bob the Builder have that much impact?

DOES. NOT. COMPUTE.

Ahem. So, yeah, I got a free copy of Craftsman Bolt-On System saves the Justice League. It's a stupid story, but damn it, I love it. Writer Joshua Williamson took what must have been a dry, bullet-point list of product features and manages to work them into the dialog in a way that isn't too forced. Let's face it, comic book heroes can deliver some awkward exposition at times, it's just part of the medium. Joshua Williamson's story in a nutshell: the Justice League employs a behind-the-scenes technician, codenamed Technician, who keeps their technology in good working order. He loves his job and the heroes seem to like having him around. The League heads off to an emergency call when —dun dun dun!— the Hall of Justice is infiltrated by the Key and a pair of robot mooks. Technician uses the myriad attachments to his Craftsman Bolt-On Tool System to escape the robo-goons, break into the Hall of Justice's basement, and restore the security systems. The League returns to threaten the Key in one of those classic "heroic team pose panels," and the day is saved. Thanks to the Technician and his Craftsman Bolt-On Tool System!

Cue cheesy group laugh, roll credits.

So. Yeah. Not exactly Kingdom Come, but I gotta give Joshua Williamson some props. This was clearly a "paying the rent" sort of project, but it's got decent action and clever writing. I mean, it's essentially MacGyver guest-starring in Super Friends (only instead of clever jury-rigged devices, he's using a power tool– excuse me: a Craftsman Bolt-On Tool System. But, it's a fun enough read.

The character of Technician himself is, well, pretty damned flat. I mean, the guy exists solely to tell us all about the virtues of the Craftsman Bolt-On Tool System in every second panel. Yet, despite that, I kinda like the guy. Williamson gives him a sort of blue-collar, workmanlike attitude very fitting for the character. I don't know how many mechanics and contractors ever actually read this, but, I image they'd approve of the way Technician represents their field. Sort of this calm, professional 'Sure, it's awesome being around the Justice League, but I can't stop and daydream about it: I've got work to do.'

The artwork from Christian Duce is, frankly, way better than a stupid promotional comic deserves. Again, it's clearly a "paying the rent" sort of project, but it's on par with what you'd get in "real" comic books. The action is flowing, his lines are clear, he manages to fill each panel with enough background detail to be interesting but not overwhelming. His full page of the League battling the Royal Flush Gang in Times Square is particularly good. Just one panel and he manages to convey the feeling of an intense, dynamic brawl.

The character design for Technician himself, although simple... Well, it works. Your standard issue handyman's silver-grey jumpsuit with some contrasting red piping, mandarin collar, and custom logo on his shoulders and utility belt buckle. It's basic, it's kinda silly in isolation, but standing in the same room as all the redesigned New 52 heroes... Yeah, it fits. He looks just normal enough to be a handyman and just heroic enough to be the Justice League's handyman.

Craftsman Bolt-On System saves the Justice League is not what I would call a good comic book. But, it's hardly a bad one either... Especially as it was a free give-away. I've always liked stories about super heroes' support staff: Alfred, Jarvis, Lucius Fox, Pepper Potts, Snapper Carr, the Avenger's Mansion staff, Diana's friends running her embassy, and so forth. Not so much that they need to be in the spotlight, but it's nice knowing our heroes have reliable people they can trust. Technician fits in well with this group of nearly-nameless backstage guys. I wouldn't mind seeing him as a recurring background element of the Justice League... Although, maybe with less affection for his Craftsman Bolt-On Tool System.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Donna Troy

Post by FuzzyBoots »

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DONNA TROY
Ready to Play Character
Power Level 8 ( 120 PP)


ABILITIES
Strength 7 Stamina 6 Agility 5 Dexterity 1 Fighting 6 Intellect 2 Awareness 3 Presence 2

SKILLS
Athletics 3 (+10), Close Attack [Unarmed] 3 (+9), Expertise [Mythology] 3 (+5), Insight 5 (+8), Perception 5 (+8), Persuasion 3 (+5)

ADVANTAGES
All-Out Attack, Attractive (1)

POWERS
Amazonian Bracelets Protection 2 (E: Impervious [7], Sustained) Device (9 PP Base; Removable [–1 per 5]) [ 7 PP ]

Flight 8 (500 MPH; E: Dynamic) [ 17 PP ]
DAE: Enhanced Attribute 8 (+8 STR F: Limited to Lifting) [ 2 PP ]

Lasso of Persuassion Move Object 3 (E: Perception, Tether [1]; F: Distracting, Quirk [1,500' maximum range]) linked to Affliction 4 (Resist/Recover: Will; Condition: Dazed, Compelled, Controlled; E: Ranged [Perception]; F: Instant Recovery, Quirk [1,500' maximum range]); Device (13 PP Base; Easily Removable [–2 per 5]) [ 7 PP ]

DEFENSE
Dodge (8) Base 3
Parry: (8) Base 2
Fortitude: (6) Base 0
Toughness: (8/6) ——
Will: (8) Base 5

WORKSHEET
Attack: 9 Effect: 7 Total: 16 (Unarmed)
Attack:Effect: 10+4 Total: 10+4 (Lasso)
Dodge: 8 Tough.: 8/6 Total: 16/14
Parry: 8 Tough.: 8/6 Total: 16/14
Fort.: 8 Will: 6 Total: 14


ABILITIES [ 64 pp ] + SKILLS [ 11 pp ] + ADVANTAGES [ 2 pp ] + POWERS [ 33 pp ] + DEFENSES [ 10 pp ] =
120 PP TOTAL

MICRO-RANT
Remarkable surface similarities to the characters of Donna Troy and Jean Grey: sole female cast member of the hot selling teen-team, killed-off-but-not-really, returned from the not-really-dead to become entangled in an endless series of lackluster events... And more infamous as a meme for something that never happened all that much: for Jean it's coming back from the dead, with Donna it's her memetic continuity snarls.

Also: Pick a code name already!

Marvel and DC missed a chance to get really meta with their Amalgam books by not giving us a Donna Grey and Jean Troy: Resurrected amnesiac super heroines who may be sisters, or clones, or mother/daughter, or the same person...

BUILD NOTES
Ready to Play Donna Troy is a deceptively heavy hitter for a "street-level" character, combing her "flying brick" power set with a mind controlling lasso. I've had to trim her a bit to make this power level, but she's still hitting all the marks you'd expect: flying at supersonic speeds, lifting up to 800 tons (6,000 tons with her lasso), and bouncing bullets off her bracers.

PLAYER NOTES
Ready to Play Donna Troy is fairly straight forward character. Fly in close, pound the bad guys in mêlée, and try your best to keep them focused on you and not your "squishier" teammates. Her Amazonian Bracelets will let you ignore any attack of less than Damage 4 —which covers most small arms and mundane minions' close combat weapons— but as a Sustained Effect, it will take a Free Action each turn to keep up. Don't forget this!

GAME MASTER NOTES
The only real trick to game mastering Ready to Play Donna Troy is her mind controlling lasso. But the effect is low enough that big named super villains should resist it well-enough... They'll succumb to it just enough that it's worth the player attempting to use it, but not often enough to seriously derail your game. Mooks and minions, on the other hand, will have a hard time. Such is the fate of mook-dom.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Blue Beetle

Post by FuzzyBoots »

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BLUE BEETLE
Ready to Play Character
Power Level 8 ( 120 PP)

Justice League (Vol. 1) #3 wrote:Hey, everybody — Batman made a funny! Batman made a funny!
Justice League (Vol. 1) #5 wrote:One Punch! One Punch!
ABILITIES
Strength 0 Stamina 2 Agility 5 Dexterity 4 Fighting 5 Intellect 4 Awareness 4 Presence 1

SKILLS
Acrobatics 5 (+10), Close Combat [Unarmed] 5 (+10), Deception 4 (+5), Expertise [Science] 6 (+10), Investigation 2 (+6), Perception 4 (+8), Ranged Combat [BB Gun] 6 (+10), Technology 6 (+10)

ADVANTAGES
Agile Feint, Benefit [Wealth (3)], Defensive Roll (4), Equipment (12), Evasion (1), Inventor, Luck (1), Uncanny Dodge

POWERS
BB Gun Device (15 PP Base; F: Easily Removable [–2 per 5]) [ 9 PP Total ]
Air Hammer Damage 6 (E: Improved Critical [1], Ranged) [ 13 PP ]
Air Burst Move Object 3 (400 lbs. E: Area [Line, 5x30' or Cone, 60'], Variable Area [1]; F: Duration [instant], Limited Direction [repulsion]) linked to: Affliction 4 (Resist/Recover: Fortitude; Conditions: Hindered, Prone; E: Area [Line, 5x30' or Cone, 60'], Cumulative, Variable Area [1]; F: Limited to Two Degrees) [ 1 PP ]
AE: Blinding Strobe Affliction 6 (Resist/Recover: Fortitude; Conditions: Impaired, Disabled, Unaware; E: Area [Line, 5x30' or Cone, 60'], Cumulative, Variable Area [1]; F: Limited to Visual Senses) [ 1 PP ]

EQUIPMENT ( 60 EP )
The Bug Vehicle
Size: Huge Str: 8 (0)
Def: 6 Tough: 9
Speed: Flight 7 [250 MPH]
Speed: Swimming 6 [30 MPH]
Features: Alarm [DC 25], Navigation System, Remote Control; Feature (Skywire allows pilot to move between flying Bug and ground)
Powers:
Damage 6 (E: Ranged) [ 12 PP ]
Enhanced Skill 3 (Ranged Combat [Hvy. Weapons] +6) [ 3 PP ]
Immunity 10 (Life Support) [ 10 PP ]

DEFENSE
Dodge (10) Base 5
Parry: (10) Base 5
Fortitude: (6) Base 4
Toughness: (6/2) ——
Will: (8) Base 4

WORKSHEET
Attack: 10 Effect: 0 Total: 10 (Unarmed)
Attack: 10 Effect: 6 Total: 16 (Air Hammer)
Attack:Effect: 3+4 Total: 3+4 (Air Burst)
Attack:Effect: 6 Total: 6 (Blinding Strobe)
Attack: 10 Effect: 6 Total: 16 (The Bug)
Dodge: 10 Tough.: 6 Total: 16
Parry: 10 Tough.: 6 Total: 16
Fort.: 6 Will: 8 Total: 14


ABILITIES [ 50 pp ] + SKILLS [ 19 pp ] + ADVANTAGES [ 24 pp ] + POWERS [ 9 pp ] + DEFENSES [ 18 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Blue Beetle is a fun example of the gadgeteer. A heroic archetype that seems to fallen out of favor since the end of the Bronze Age of Comics. Ted Kord isn't the greatest martial artist, but he's a good acrobat, and a great inventor.

PLAYER NOTES
Ready to Play Blue Beetle isn't a front-line fighter, fight cautiously and work to support your team.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Booster Gold

Post by FuzzyBoots »

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BOOSTER GOLD
Ready to Play Character
Power Level 8 ( 120 PP)

Booster Gold (Vol. 2) #17 wrote: In the super hero game there's usually one fail-safe technique used to solve problems. Beat the stuffing out of the bad guys. Other times you gotta use your brains. Or lack of 'em.
ABILITIES
Strength 3(5) Stamina 3 Agility 3 Dexterity 2 Fighting 4 Intellect 0 Awareness 2 Presence 3

SKILLS
Athletics 6 (+8), Close Combat [Unarmed] 6 (+10), Perception 3 (+5), Persuasion 5 (+8), Ranged Combat [Energy Blasters] 8 (+10)

ADVANTAGES
Beginner's Luck, Improved Initiative (1), Luck (1), Minion [Skeets (8)], Power Attack

POWERS
Power Suit Device (41 PP Base; F: Removable [–1 per 5]) [ 33 PP Total ]
Augmented Strength Enhanced Attribute 7 (+7 STR; F: Limited to Lifting [5 Ranks]) [ 9 PP ]
Energy Blasters Damage 6 (E: Ranged, Split [1], Variable Descriptor [electromagnetic (1)]) [ 14 PP ]
Force Field Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum); Protection 7 (E: Sustained, Subtle [1]) [ 13 PP ]
Goggles and Cowl Senses 5 (Auditory: Extended [1]; Radio: Communication Link [Skeets; 1], Radio [1]; Visual: Extended [1], Low-Light [1]) [ 5 PP ]

Flight Ring Flight 7 (250 MPH) Device (14 PP Base; F: Removable [–1 per 5]) [ 11 PP Total ]

DEFENSE
Dodge (6) Base 3
Parry: (6) Base 2
Fortitude: (5) Base 2
Toughness: (10/3) ——
Will: (5) Base 3

WORKSHEET
Attack: 10 Effect: 5 Total: 15 (Unarmed)
Attack: 10 Effect: 6 Total: 16 (Energy Blasts)
Dodge: 6 Tough.: 10 Total: 16
Parry: 6 Tough.: 10 Total: 16
Fort.: 5 Will: 5 Total: 10


ABILITIES [ 40 pp ] + SKILLS [ 13 pp ] + ADVANTAGES [ 13 pp ] + POWERS [ 44 pp ] + DEFENSES [ 10 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Booster Gold represents the other half comicdom's greatest Bromance. He compliments Ted Kord in more than just personality. Whereas Blue Beetle II is more of a backfield, supportive fighter, Booster Gold is a frontline guy; Ted is the crafty thinker, Michael is the straight-forward doer; Blue and Gold.

Ready to Play Booster Gold is a good deal less experienced than the Booster we have post-52; he's a bit lighter in Skills, Advantages, and raw power. He also doesn't have access to any of Rip Hunter's time travel technology. Time travel is not something new Game Masters should allow as anything but a strictly GM-controlled plot device.

PLAYER NOTES
Ready to Play Booster Gold is essentially a light "flying brick," his forcefield makes him a lot stronger and much tougher than he looks. But he mixes that with a versatile energy blast and is often better served as a flying "blaster" when teamed with stronger/better close combatants, like Supergirl, Nightwing, or She-Hulk.

PLAYER TIPS
All of Booster's powers derive from his 25th Century technology; this is a wonderful platform for justifying all kinds of Power Stunts. Universal Translators, Teleportation, Super-Speed, X-Ray Vision, you name it. All you need is appropriate techno-babble (and maybe a Hero Point).

GAME MASTER NOTES
Ready to Play Booster Gold's only potentially disruptive effect on a campaign is actual not Carter himself, but Skeets. Skeet's precognition –actually his ability to recall "historical data" about events yet to occur– is an area of concern. However, since Skeets is an NPC and has Unreliable Precognition this isn't too bad. Basically, Skeets is a flying plot hook. With which you can reel in Booster anytime you want.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Skeets

Post by FuzzyBoots »

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SKEETS
Ready to Play Character
Minion Level 8 ( 120 PP)

He means we're under arrest, sir. It's not that difficult a concept to comprehend.

ABILITIES
Strength –1 StaminaAgility 3 Dexterity 0 Fighting –1 Intellect 5 Awareness 2 Presence 2

SKILLS
Expertise [Current Events] 1 (+6), Expertise [History] 5 (+10), Investigation 3 (+8), Perception 6 (+8), Ranged Combat [Energy Blast] 8 (+8), Stealth 3 (+10), Technology 5 (+10), Treatment 1 (+6)

ADVANTAGES
Eidetic Memory, Favored Environment [aerial], Fearless, Well-Informed

POWERS
Enhanced Advantage 1 (Improvised Tools) [ 1 PP ]
Damage 4 (E: Ranged) [ 8 PP ]
Flight 6 (125 MPH) [ 12 PP ]
Immunity 30 (Fortitude Effects) [ 30 PP ]
Protection 5 [ 5 PP ]
Senses 7 (Radio: Communication Link [Booster Gold], Radio; Mental: Precognition; F: Unreliable [Precognition]) [ 4 PP ]
Shrinking 4 (–1 Size; +2 Def. +4 Stealth; E: Normal Strength) [ 8 PP ]

DEFENSE
Dodge (5) Base 0
Parry: (3) Base 2
Fortitude: (—) ——
Toughness: (6) ——
Will: (2) Base 0

WORKSHEET
Attack: 8 Effect: 4 Total: 12 (Energy Blast)
Dodge: 5 Tough.: 6 Total: 11
Parry: 3 Tough.: 6 Total: 9
Fort.:Will: 2 Total: 2


ABILITIES [ 30 pp ] + SKILLS [ 16 pp ] + ADVANTAGES [ 4 pp ] + POWERS [ 58 pp ] + DEFENSES [ 2 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Booster Gold is accompanied, naturally, by Skeets. The snarky security drone from the future can assist Carter with technological problems, basic first aid, scouting around, and even lend some combat assistance with his laser... But he's really not cut-out for fighting big name villains.

Skeet's primary job is offering Booster "historical" data: as a security drone from the 25th Century, his historical information covers not only our past, but our present as well. His knowledge of future events in sketchy, due to fluctuations in the timeline, but he can oftentimes warn Carter about upcoming disasters. Thus allowing Booster Gold to race to the rescue.

PLAYER NOTES
Skeets isn't intended to help much in combat; he can handle himself against minions and mundane crooks. If facing heavy opposition, tell him to skedaddle (if he hasn't already).

GAME MASTER NOTES
As a Minion, rather than Sidekick, Skeets is firmly in your control. If you haven't read much of Booster Gold's comic book appearances, you might be stumped how to role play him: think J.A.R.V.I.S. from the Iron Man films, with a dash of the biting sarcasm of those same films' Pepper Potts. Skeets is completely loyal to Booster Gold, but is always ready with a quip.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Kid Flash

Post by FuzzyBoots »

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KID FLASH
Ready to Play Character
Power Level 8 ( 120 PP)

Impulse Annual #2 wrote: Are we there yet?
Are we there yet?
Are we there yet?

ABILITIES
Strength 1 Stamina 3 Agility 3 Dexterity 2 Fighting 4 Intellect 1 Awareness 2 Presence 3

SKILLS
Acrobatics 5 (+8), Athletics 6 (+8), Deception 2 (+5), Close Combat [Unarmed] 9 (+13), Insight 3 (+5), Perception 3 (+5)

ADVANTAGES
Agile Feint, Beginner's Luck, Defensive Roll (5), Eidetic Memory, Evasion (1), Improved Initiative (4), Instant Up, Jack-of-All-Trades, Move-by Action, Seize Initiative, Well-Informed

POWERS
Flurry of Blows Enhanced Extra 1 (Multiattack; E: Variable Descriptor [any mêlée attack you wield]) [ 2 PP ]
Frictionless Aura Immunity 1 (Friction Heat) [ 1 PP ]
Speed 15 (64,000 MPH) [ 15 PP ]
Quickness 9 (1 hour/6 sec) [ 9 PP ]
Movement 3 (Wall-Crawling [2], Water-Walking [1]; E: Limited to While Moving) [ 3 PP ]

DEFENSE
Dodge (8) Base 5
Parry: (8) Base 4
Fortitude: (8) Base 5
Toughness: (8/3) ——
Will: (8) Base 6

WORKSHEET
Attack: 13 Effect: 1 Total: 14 (Unarmed)
Dodge: 8 Tough.: 8 Total: 16
Parry: 8 Tough.: 8 Total: 16
Fort.: 8 Will: 8 Total: 16


ABILITIES [ 38 pp ] + SKILLS [ 14 pp ] + ADVANTAGES [ 18 pp ] + POWERS [ 30 pp ] + DEFENSES [ 20 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Kid Flash works as do most PL8 heroes: his core concept remains the same, but a lot of his secondary features got toned down or relegated to occasional Power Stunts.

PLAYER NOTES
As a "street level" speedster, Ready to Play Kid Flash is moving at a "mere" 120 miles per Move Action with a Multiattack that will attach to any close combat attack he makes (up to Rank 1). He's slightly under-capped on offense, but his threat range, move-by action, and high initiative make up for it.

PLAYER TIPS
Not much to say, really, you're faster than lightning, you punch bad guys, and (thanks to your photographic memory and that time you speed read a major metropolitan library) you know how to use every skill. Not phenomenally well, mind you, but just well enough to be dangerous.

Read up on the Power Stunt rules, as performing heroic feats with your super-speed is a hallmark of feeling like a member of the Flash Family.

GAME MASTER NOTES
No worries from this one.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: Batgirl III's RTP Builds

Post by FuzzyBoots »

I really meant to power through them all tonight, but it's past 2AM where I am. I'll resume tomorrow after church.
slade the sniper
Posts: 163
Joined: Sat Dec 24, 2016 11:15 pm

Re: Batgirl III's RTP Builds

Post by slade the sniper »

Thank your for this. Pass along the happiness :)

-STS
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Plastic Man

Post by FuzzyBoots »

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PLASTIC MAN
Ready to Play Character
Power Level 10 ( 150 PP)


[quote="JLA (Vol. 1) #62]Wonder Woman:Just wondering... If my body was the last thing you saw, ever, would it be worth it?[/quote]

[quote="People Reading JLA (Vol. 1) #62]Fanboys:Yes! Yes, it would be![/quote]

ABILITIES
Strength 1 Stamina 4 Agility 4 Dexterity 2 Fighting 5 Intellect 0 Awareness 2 Presence 2

SKILLS
Close Attack [Unarmed] 5 (+10), Deception 10 (+12), Expertise [Law Enforcement] 3 (+3), Insight 6 (+8), Investigation 5 (+5), Perception 3 (+5), Ranged Combat [Thrown] 6 (+8), Sleight of Hand 6 (+8), Stealth 2 (+6)

ADVANTAGES
Benefit [Ambidexterity], Contacts, Connected, Defensive Attack, Grabbing Finesse, Improved Grab, Luck (1), Redirect, Taunt

POWERS
Elongation 6 (500', +5 Grab Checks) [ 6 PP ]
Immunity 32 (Fortitude Effects [30]; Mind Reading [2]) [ 32 PP ]
Morph 4 (Any Shape; F: Quirk [cannot change color]) [ 19 PP ]
Variable 2 (10 PP, Physical Traits; E: Action [Move], Feature [may reallocate base Physical Traits]) [ 17 PP ]

DEFENSE
Dodge (5) Base 1
Parry: (5) Base 0
Fortitude: (—) ——
Toughness: (4) ——
Will: (5) Base 3

WORKSHEET
Attack: 10 Effect: 1 Total: 11 (Unarmed)
Dodge: 5 Tough.: 4 Total: 9
Parry: 5 Tough.: 4 Total: 9
Fort.:Will: 5 Total: 5


ABILITIES [ 40 pp ] + SKILLS [ 23 pp ] + ADVANTAGES [ 9 pp ] + POWERS [ 74 pp ] + DEFENSES [ 4 pp ] =
150 PP TOTAL

BUILD NOTES
Ready to Play Plastic Man is mostly focused on easing the extremes of his official DCA build into something a bit more manageable. He still has incredible flexibility (no pun intended) being able to adjust his Physical Traits, stretch hundreds of feet, and assume any shape... And long as it's red, white, black, and gold.

PLAYER TIPS
Plastic Man's Defenses are fairly low at their resting state, but his Variable Power allows him an extra 10PP to play with and reallocating the 22PP already spent there. This can dramatically shift his Defenses, although he is still subject to PL Caps.

GAME MASTER TIPS
Needless to say, Ready to Play Plastic Man will require a player able to think on his feet, working out the impact of his shapeshifting each turn. He is not recommended for new players!
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Vixen

Post by FuzzyBoots »

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VIXEN
Ready to Play Character
Power Level 8 ( 120 PP)


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

SKILLS 50
Acrobatics 5 (+8), Athletics 6 (+8), Close Combat [Unarmed] 3 (+11), Deception 4 (+8), Expertise [Modeling] 2 (+6; Presence-based), Expertise [Zoology] 4 (+5), Investigation 3 (+4), Insight 6 (+8), Perception 8 (+10), Persuasion 4 (+8), Stealth 5 (+8)

ADVANTAGES
All-Out Attack, Animal Empathy, Close Combat (4), Defensive Roll (3), Improved Initiative (2), Languages [English, French, Zambezi (2)], Move-By Action, Power Attack, Tracking

POWERS
Tantu Totem Device (20 PP Base; F: Removable [–1 per 5]) [ 16 PP Total ]
Cheetah Damage 3 (Strength-based; E: Penetrating [3], Split [1]); Enhanced Advantage 1 (Seize Initiative); Leaping 2 (30'); Speed 5 (60 MPH) [ 15 PP ]
AE: Dolphin Enhanced Attribute 3 (+3 AGI); Senses 4 (Auditory: Accurate [2], Distance Sense [1] Ultra-Hearing [1]); Movement 1 (Environmental Adaptation [aquatic]) Swimming 3 (4 MPH) [ 1 PP ]
AE: Eagle Enhanced Advantage 2 (Favored Environment [aerial], Fast Grab); Flight 5 (60 MPH); Senses 3 (Visual: Extended [2], Low-Light) [ 1 PP ]
AE: Earthworm Burrowing 8 (16 MPH); Regeneration 5 (–1 per 5); Senses 2 (Tactile: Acute [1], Ranged [1]) [ 1 PP ]
AE: Elephant Enhanced Attribute 7 (+4 STR [limited to lifting], +3 STA); Feature 4 (+4 Mass); Speed 1 (4 MPH) [ 15 PP ]
AE: Monkey Enhanced Advantage 6 (Agile Feint, Defensive Attack, Evasion [2], Improved Defense, Improved Trip); Enhanced Attribute 3[/b] (+3 AGI); Movement 2 (Safe Fall [limited to near surface], Wall-Crawling [1]) [ 1 PP ]

DEFENSE
Dodge (8) Base 5
Parry: (8) Base 4
Fortitude: (8) Base 6
Toughness: (5/2) ——
Will: (8) Base 6

WORKSHEET
Attack: 11 Effect: 2 Total: 13 (Unarmed)
Dodge: 8 Tough.: 5 Total: 13
Parry: 8 Tough.: 5 Total: 13
Fort.: 8 Will: 8 Total: 16


ABILITIES [ 42 pp ] + SKILLS [ 25 pp ] + ADVANTAGES [ 16 pp ] + POWERS [ 16 pp ] + DEFENSES [ 21 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Vixen came together a lot more readily than I expected— after Beast Boy I was really dreading another animal mimic! As I did with Gar, I've elected not to give her a Variable Power. Instead, the Tantu Totem offers a number of pre-packaged animal forms: a couple for mobility, a couple for combat, eagle for the always useful flight... As with Ready to Play Beast Boy, GMs should allow players freedom to change the descriptors a bit: "elephant" works mechanically the same, even if you describe it as "water buffalo" or "rhinoceros." She can readily power-stunt addition animal mimicry powers if the need arises.

PLAYER NOTES
If you would prefer a version of Vixen that doesn't require the Tantu Totem, simply free up 4 PP from other areas and make the Array straight-up Powers instead of a Device. I'd look to shaving a few skill ranks and maybe an Advantage or two.

PLAYER TIPS
Ready to Play Vixen doesn't fill all of her caps with any given animal mimic. So you'll need to fight smart in order to minimize your weaknesses and emphasize your advantages. On the other hand, Vixen brings an incredible range of possible traits to the table. She's a Swiss Army Knife.
GAME MASTER NOTES
Nothing to worry about, help your player to understand the way her Array works and review Power Stunts with her. They'll really help Vixen shine.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Green Lantern

Post by FuzzyBoots »

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GREEN LANTERN
Ready to Play Character
Power Level 10 ( 150 PP)

In brightest day, in blackest night,
No evil shall escape my sight.
Let those who worship evil's might,
Beware my power, Green Lantern's light!
ABILITIES
Strength 2 Stamina 2 Agility 2 Dexterity 2 Fighting 5 Intellect 1 Awareness 3 Presence 2

SKILLS
Close Combat [Unarmed] 3 (+8), Expertise [Military] 4 (+5), Insight 5 (+8), Perception 2 (+5), Ranged Combat [Power Ring] 7 (+10), Vehicles 7 (+10)

ADVANTAGES
Favored Environment [zero-g], Fearless, Ranged Combat (1), Ultimate Effort [will checks]

POWERS
Green Lantern Power Ring Device (87 PP Base; f: Removable [–1 per 5]) [ 70 Total ]
Power Ring Traits
Uniform and Power Battery Feature 2 (Quick Change, Internal Compartment) [ 2 PP ]
Personal Force Field Protection 10 (E: Sustained); Immunity 10 (Life Support) [ 20 PP ]
Flight 10 (2,000 MPH); Movement 3 (Environmental Adaptation [zero-g], Space Travel [2]) [ 26 PP ]

Artificial Intelligence
Scanning Beam and AI Variable 1 (5 PP Traits; F: Limited to Senses); Features 2 (Database, Ring AI); Enhanced Advantages 2 (Eidetic Memory, Well-Informed) [ 10 PP ]
AE: Omniversal Translator Comprehend 4 (Languages: Speak All, Read All, Understand All, and Understood Simultaneously; E: Subtle [2]) [ 1 PP ]
AE: Commlink Communication 5 (Anywhere, Mental; F: Concentration, Limited [Green Lantern Corps]) [ 1 PP ]

Force Constructs
Simple Constructs Create 10 (E: Dynamic) [ 21 PP ]
DAE: Complex Constructs Create 6 (E: Movable, Precise [1]) [ 2 PP ]
DAE: Weapon Constructs Damage 10 (E: Ranged) [ 2 PP ]
DAE: Manipulation Constructs Move Object 6 (E: Sustained, Precise [1]) [ 2 PP ]

DEFENSE
Dodge (8) Base 6
Parry: (8) Base 3
Fortitude: (6) Base 4
Toughness: (12/2) ——
Will: (14) Base 11

WORKSHEET
Attack: 8 Effect: 2 Total: 10 (Unarmed)
Attack: 10 Effect: 10 Total: 10 (Weapon Constructs)
Dodge: 8 Tough.: 12/2 Total: 20/10
Parry: 8 Tough.: 12/2 Total: 20/10
Fort.: 6 Will: 14 Total: 20


ABILITIES [ 38 pp ] + SKILLS [ 14 pp ] + ADVANTAGES [ 4 pp ] + POWERS [ 70 pp ] + DEFENSES [ 24 pp ] =
150 PP TOTAL

BUILD NOTES
Commenters on comic books will often talk about how characters like Superman or the Batman can vary dramatically in apparent power level from one book to the next. The Batman as he appeared in Morrison's JLA, for example, is often referred to as "Bat God" due to his depiction. This isn't the same as the writers depicting the characters as acting "out of character," per se. Usually it's a matter of emphasizing some traits, downplaying others, and tailoring the plots to suit them...

The various Green Lanterns over the years, oddly enough, seem to get the reverse treatment that the Batman, Captain America, or the like receive. In their solo- or corps-focused books, the big-name Green Lanterns (Hal, Jon, Guy, and Kyle) are nigh-omnipotent demigods on par with Silver Surfer, Silver Age Superman, or similar cosmic characters. Yet, when appearing as part of Earth-bound team books, they're written as with consistently less limitless power.

Which is good, because frankly, nigh-omnipotent characters are a bore to read.

Ready to Play Green Lantern follows this depiction of the ring-slingers. Even with some of the cosmic excesses trimmed, he's still an incredibly versatile character.

PLAYER NOTES
The majority of Ready to Play Green Lantern's powers are pretty straight- forward: flight, life support, protection, a Star Trek-like universal translator function, etcetera. But those aren't the flashy effects that make GL stand out, are they?

Ready to Play Green Lantern has four different effects modeling his force constructs: "weapon constructs" is just an old fashioned blast with fancy description from the player to be machine guns, laser cannons, giant mallets, etc; "manipulation constructs" are for those times GL needs to move other people and objects, with platforms, giant hands, and so forth; "simple constructs" and "complex constructs" are for everything else. Just to confuse matters more, it's all bundled inside a Dynamic Array and everything (but the blast) is a sustained duration...

PLAYER TIPS
...which means you have some homework to do. Ready to Play Green Lantern isn't especially new player friendly if you've never played role playing games that involve a lot of round-to-round resource management. Read the Create Power carefully, if it's the sort of thing that make you go cross eyed, try one of my other Ready to Play Builds; If Create seems like something you'll enjoy fiddling with on the fly, then GL is for you.

GAME MASTER NOTES
Ready to Play Green Lantern is pretty open-ended, but shouldn't be too problematic if you keep an eye on the Create Power.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

The Atom

Post by FuzzyBoots »

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

Relax. Figuring things out is what I do for a living.

ABILITIES
Strength 2 Stamina 2 Agility 3 Dexterity 1 Fighting 3 Intellect 8 Awareness 4 Presence 2

SKILLS
Acrobatics 2 (+4), Athletics 2 (+4), Close Combat [Unarmed] 7 (+10/+12/+12), Expertise [Science] 12 (+20), Expertise [Teaching] 2 (+10), Intimidation 3 (+5/+5/–5) Investigation 2 (+10), Perception 6 (+10), Stealth 0 (+0/+16/+20), Technology 7 (+15), Treatment 7 (+15)

ADVANTAGES
All-Out Attack, Eidetic Memory, Equipment (1), Defensive Roll (3), Improved Trip, Improvised Weapon (1), Inventor

POWERS
White Dwarf Costume Feature 1 (don costume as reaction whenever shrinking) [ 1 PP ]
Fighting Style Enhanced Advantages 4 (Accurate Attack, Close Attack [2], Hide in Plain Sight; F: Limited to While Shrinking) [ 2 PP ]

White Dwarf Belts Device (56 Base; F: Removable, –1 per 5) [ 45 PP Total ]
Action Size Shrinking 16 (–4 Size; +8 Def; +16 Stealth; E: Continuous, Normal Strength) [ 48 PP ]
AE: Atomic Size Shrinking 20 (–5 Size; –5 STR, –2 Speed; +10 Def; +20 Stealth, -10 Intimidate; E: Atomic [1], Continuous; F: Quirk [maximum ranks only]); Movement 1 (Dimensional [micro-verse]) [ 1 PP ]
Telephone Travel Teleport 12 (4,000 Miles; E: Extended; F: Limited to Atomic Size, Limited to Extended, Medium [open electromagnetic channel]) [ 6 PP ]
Ride Air Currents Flight 2 (8 MPH; F: Gliding, Limited to Action Size) [ 1 PP ]

DEFENSE
Dodge (15/13/5) Base 2
Parry: (15/13/5) Base 2
Fortitude: (10) Base 8
Toughness: (5/2) ——
Will: (10) Base 6

WORKSHEET
Attack: +10/+12/+12 Effect: 2/2/–3 Total: 12/14/9 (Unarmed)
Dodge: 15/13/5 Tough.: 5 Total: 20/18/10
Parry: 15/13/5 Tough.: 5 Total: 20/18/10
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 50 pp ] + SKILLS [ 25 pp ] + ADVANTAGES [ 9 pp ] + POWERS [ 48 pp ] + DEFENSES [ 18 pp ] =
150 PP TOTAL

BUILD NOTES
Ready to Play Atom best represents Ray Palmer, but with a few tweaks to the skills and advantages can easily represent any other Atom... Except Al Pratt, but the four of you who know who Al Pratt is knew that already.

Ready to Play Atom doesn't fill his PL Caps except for his Science skill and Will/Fortitude Defense. He will max out his Stealth skill and defenses at atomic size, but his mobility and offense take a big hit. His "action size" of about 3" tall, offers the best blend of defense and offense... But he's still not coming in well under par on offense.

PLAYER NOTES
Ready to Play Atom isn't going to impress anyone with his fighting skills. He's better than the average minion, but that's not much against named super-villains.

That's fine, though. You don't add Ray Palmer to your team for his fighting prowess. You want his incredible scientific acumen, infiltration ability, and medical skills. If you prefer to play a supportive, brains-behind-the-scene role, then you should enjoy the Atom.

GAME MASTER NOTES
Ready to Play Atom brings a very high Science Skill and Inventor to the table. This can cause problems if you aren't firm about enforcing the limits of the skill. However, he doesn't have the bottomless wealth of Ready to Play Iron Man, which tempers this somewhat.

The greatest challenge to GM'ing for a size-changing hero — especially one who shifts so dramatically as Palmer — is remembering to describe the scene from his new perspective. Generally, in group scenes, you won't have to worry about it much; if you trust the player you can even "hand off" some of the detail work to him. For example, you describe the scene in front of the 22nd National Bank on Second Avenue where the heroes encounter Two-Face: you describe the crowds, the cars, the general lay of the land. But, the Atom's player describes the junk finds in the gutter: chewing gum, cigarette butts, some lost change. But, hey, that old silver dollar over there gives him an idea....

M&M is a very narrative-driven game, don't be afraid to let your players embellish the scene you've set up with ideas of their own. If the elements they add are especially advantageous to them you can "tax" them a Hero Point. If they add an extra obstacle, give them an HP. Heck, I will often reward players who edit a scene to add an advantageous element just because the added something really, really cool.

MAN-CANDY MONDAY
And now, we pause for a moment to appreciate Brandon Routh. A lot of nerds might consider going from the Last Son of Krypton to a guest-starring spot on Arrow as the Mighty Mite to be a demotion. Not this fangirl!

Image

Image
Optical Illusion: If you look at this image long enough, Emily Bett Rickards will appear in it!
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Mr. Fantastic

Post by FuzzyBoots »

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MR. FANTASTIC
Ready to Play Character
Power Level 10 ( 150 PP)

The one great truth about the Fantastic Four— is that we take care of our own!
ABILITIES
Strength 0 Stamina 2 Agility 2 Dexterity 2 Fighting 4 Intellect 12 Awareness 5 Presence 2

SKILLS
Athletics 5 (+5), Close Combat [Unarmed] 6 (+10), Expertise [Business] 3 (+15), Expertise [Science] 8 (+20), Investigation 3 (+15), Perception 5 (+10), Persuasion 6 (+8), Technology 8 (+20), Treatment 3 (+15), Vehicles 3 (+5)

ADVANTAGES
Connected, Eidetic Memory, Equipment (6), Fast Grab, Improved Grab, Improved Hold, Inventor, Jack-of-All-Trades, Leadership, Skill Mastery [Expertise: Science, Technology; 2], Ultimate Effort [Expertise: Science], Well-Informed

POWERS
Elasticity Elongation 5 (250'); Impervious Toughness 6 (F: Limited to Physical); Protection 10 [ 18 PP ]
Shape-Stretching Variable 1 (5 PP Physical Traits, plus change existing physical trait allocations; E: Action [Move]) [ 8 PP ]

EQUIPMENT ( 30 EP )
Baxter Building (Headquarters) [ 15 EP Total ]
Size: Gargantuan (4 EP)
Toughness: 8 (1 EP)
Features: Communications, Computer, Fire Prevention System, Hangar, Laboratory, Living Space, Personnel, Power System, Security System, Workshop; (10 EP)

Fantasti-Car (Vehicle) [ 15 EP Total ]
Size: Large (–1 EP)
Strength: 6 (2 EP)
Toughness: 7 (0 EP)
Defense: 2 (4 EP)
Speed: Flight 5 (60 MPH; 10 EP)

DEFENSE
Dodge (8) Base 6
Parry: (8) Base 4
Fortitude: (8) Base 6
Toughness: (12) ——
Will: (12) Base 7

WORKSHEET
Attack: 10 Effect: 0+ Total: 10+ (Unarmed)
Dodge: 8 Tough.: 12 Total: 20
Parry: 8 Tough.: 12 Total: 20
Fort.: 8 Will: 12 Total: 20


ABILITIES [ 58 pp ] + SKILLS [ 25 pp ] + ADVANTAGES [ 18 pp ] + POWERS [ 26 pp ] + DEFENSES [ 23 pp ] =
150 PP TOTAL

BUILD NOTES
Ready to Play Mr. Fantastic is stretchy, bendy, and flexible... But that's not really what anyone cares about. He's got a massive Science and Technology Skill, is an Inventor, and has plenty of other resources to back up that combo.

PLAYER NOTES
Ready to Play Mr. Fantastic is under capped on Offense, unless you pump his Strength Attribute via his Shape-Stretching. You're best option in a fight is probably to just grab the bad guys (Mr. Fantastic is an incredible grappler) and hold them steady for your teammates' clobberin' convenience.

GAME MASTER NOTES
I've mentioned with many other Ready to Play Builds that Inventor and high ranks in related Skills can be problematic. That advice is especially appropriate with Mr. Fantastic.
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