Batgirl III's RTP Builds

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FuzzyBoots
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Dr. Mid-Nite

Post by FuzzyBoots »

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Doctor Mid-Nite
DC Universe Ready to Play
Power Level 10 ( 150 PP)


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

POWERS
Blindsight Senses 2 (Visual: Darkvision; E: Innate) [ 3 PP ]
Martial Arts Damage 1 (Strength-Based) [ 1 PP ]
Mid-Nite Goggles Feature 1 (Negates Blind Complication); Immunity 2 (Visual Dazzle Effects); Senses 2 (Auditory & Visual: Communication Link [1 ea]) (5 PP Base; F: Removable [-1 per 5]) [ 4 PP ]
Nite Fighting Enhanced Advantage 2 (Evasion [1], Uncanny Dodge; F: Limited [Only while in Concealment]) [ 1 PP ]

EQUIPMENT ( 20 EP )
Black Out Bomb Concealment 2 (Senses: Normal Visual: E: Attack, Area [Cloud, 15']) [ 8 EP ]

Utility Belt (Array) [ 12 EP Total ]
Launching Grappling Hook Movement 2 (Safe-Fall, Swinging) [ 4 PP ]
AE: Move Object 3 (300 lbs.; E: Tether; F: Limited Direction [Attraction]) [ 1 PP ]
Commlink [ 1 EP ]
Cutting Torch Damage 2 linked to Weaken Toughness 2 (E: Affects Only Objects) [ 1 EP ]
Handcuffs [ 1 EP ]
Handheld Scanner Variable 1 (5 PP Traits; F: Limited to Senses, Slow) [ 1 EP ]
Medical Kit [ 1 EP ]
Rebreather [ 1 EP ]
Universal Tool Enhanced Advantage 1 (Improvised Tools) [ 1 EP ]

ADVANTAGES
Chokehold, Defensive Roll (4), Equipment (4), Evasion (1), Favored Environment [Darkness], Improved Critical [Unarmed] (1), Improved Disarm, Improved Grab, Minion (4), Precise Attack [Close; Concealment], Redirect, Set-Up, Tracking, Uncanny Dodge

SKILLS
Athletics 3 (+5), Close Combat [Unarmed] 12 (+17), Deception 4 (+6), Insight 7 (+10), Investigation 5 (+10), Perception 7 (+10) Ranged Combat [Thrown] 7 (+10), Stealth 9 (+12), Technology 5 (+10), Treatment 15 (+20)

DEFENSE
Dodge (12) Base 9
Parry: (12) Base 7
Fortitude: (10) Base 6
Toughness: (4/8) Base -
Will: (10) Base 7

COMPLICATIONS
Blind: Without his special goggles, Doctor Mid-Nite is completely blind, except in pitch blackness.

WORKSHEET
Attack 17 Effect 3 Total: 20 (Unarmed)
Dodge 12 Tough. 8 Total: 20
Parry 12 Tough. 8 Total: 20
Fort. 10 Will 10 Total: 20


ABILITIES [ 54 pp ] + SKILLS [ 37 pp ] + ADVANTAGES [ 21 pp ] + POWERS [ 9 pp ] + DEFENSES [ 29 pp ] = 150 PP TOTAL

Build Notes
Doctor Mid-Nite is a character that I've always wished was more popular. I get the reasons he's not — the nocturnal vigilante archetype is dominated by the Batman and the hero-with-a-disability archetype is owned by Daredevil. Both of whom are hugely popular, so it's hard for a character like Doctor Mid-Nite to break through, despite having been around since 1941. It doesn't help that he has never been given a solo title. He has always appeared in anthology books, Justice Society of America team-focused titles, and one mini-series. This mini-series, the cleverly named Doctor Mid-Nite #1-3 is available in a trade paperback since 2000; given
the low page count, the character's lack of popularity, and the series age, you can usually snag the book for a Bargain Bin price. It's a great noir-inspired origin story for the third Doctor Mid-Nite, Pieter Cross, as he battles the Terrible Trio. Great inspiration for an introductory story for your next M&M campaign's "not the Batman" character.

Player Notes
With most of my Ready to Play Builds, I have left off Complications as these are mostly a role-playing concern and not a strictly mechanical one. However, with Ready to Play Doctor Mid-Nite, it was necessary to explicitly include his blindness as two of his Powers reference it. Doctor Mid-Nite's Goggles are a Removable Device that allows him normal Visual Senses, protects against some Dazzle Effects, and has a Communication Link to his owl companion, Hooty. Doctor Mid-Nite's innate Blindsight lets him see normally in darkness. Getting used to how these different modes of vision will impact you during game-play is definitely the tricky part of playing Doctor Mid-Nite. Apart from that, Ready to Play Doctor Mid-Nite operates much like any other "badass normal urban vigilante" sort of hero. Not too dissimilar from that other, slightly more famous, nocturnal crimefighter from Gotham. Doctor Mid-Nite isn't a great investigator compared to Team Gotham, "merely" being capable of pulling off Challenging Difficulty checks on a routine basis, but he's one of the greatest medical doctors in the DC Universe.

Player Tips
As is usually the case with my "urban vigilante" builds, Ready to Play Doctor Mid-Nite needs to make good use of his myriad Combat Advantages, Stealth Skill, and Utility Belt. It's usually to any vigilante's advantage to stay in concealment as much as possible, but Doctor Mid-Nite's combat capabilities go from "really good" to "ZOMG haxor!" when fighting in pitch darkness.

Game Master Tips
For the most part, Ready to Play Doctor Mid-Nite isn't any harder to include in a campaign than any other "urban vigilante" hero. If you've every run a campaign in that other roleplaying game about Flying Lizards & Forgotten Lairs where one of the players was a high-level Thief or Monk, then you've probably already seen most of the tricks the player of this sort of hero can pull off at the table. Ready to Play Doctor Mid-Nite is an absolute terror against mundane street criminals, but will have to work harder against superhuman opponents.

New Game Masters sometimes find it troublesome to have a single hero with radically different sensory input from the other heroes. We're so used to describing a scene using all five of our real senses (especially visual!) that having a hero with Superman's X-Ray Vision, Doctor Mid-Nite's Blindsight, Wolverine's super olfactory powers, or Daredevil's everything can pose a challenge. Doctor Mid-Nite is on the easier end of that spectrum: he's either blind (no goggles, not dark), sees normally when everybody else can (goggles on, not dark), or sees normally when nobody else can (darkness). His Communication Link with Hooty just let's him see and hear whatever his owl can, which is information that you were probably telling the player(s) anyway.
FuzzyBoots
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Mister Terrific

Post by FuzzyBoots »

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Mister Terrific
DC Universe Ready to Play
Power Level 10 ( 150 PP )


ABILITIES
Strength 3 Stamina 3 Agility 4 Dexterity 4
Fighting 6 Intellect 7 Awareness 4 Presence 0

POWERS
Martial Arts Damage 1 (Strength-Based) [ 1 PP ]
T-Mask Concealment 10 (All Non-Tactile Senses; F: Limited to Machines); Feature 1 (Quick Change); Senses 4 (Auditory: Communication Link [T-Spheres; 1]; Radio: Radio [1]; Visual: Communication Link [T-Spheres; 1], Low-Light Vision [1]) (15 PP Base; F: Removable [-1 per 5]) [ 12 PP ]

ADVANTAGES
Assessment, Beginners' Luck, Defensive Roll (5), Extraordinary Effort, Improvised Tools, Inventor, Jack-of-All-Trades, Minions (8; Two T-Spheres, 60 PP Each)

SKILLS
Acrobatics 6 (+10), Athletics 7 (+10), Close Combat [Unarmed] 10 (+16), Expertise [Streetwise] 5 (+12), Insight 8 (+12), Investigation 5 (+12), Technology 11 (+18), Treatment 6 (+13)

DEFENSE
Dodge (12) Base 8
Parry: (12) Base 6
Fortitude: (10) Base 7
Toughness: (3/8) Base -
Will: (10) Base 6

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


ABILITIES [ 62 pp ] + SKILLS [ 29 pp ] + ADVANTAGES [ 19 pp ] + POWERS [ 13 pp ] + DEFENSES [ 27 pp ] = 150 PP TOTAL

T-Spheres
Two Minions Power Level 9 (60 PP Each)

ABILITIES
Strength -4 Stamina -- Agility 0 Dexterity 0
Fighting 0 Intellect -- Awareness 0 Presence --

POWERS
Concealment 10 (All Non-Tactile Senses; F: Limited to Machines) [ 10 PP ]
Database Enhanced Advantage 1 (Well-Informed) [ 1 PP ]
Flight 5 (60 MPH) [ 10 PP ]
Immunity 30 (Fortitude Effects) [ 30 PP ]
Protection 6 [ 6 PP ]
Senses 4 (Auditory: Communication Link [Mr. Terrific; 1]; Radio: Radio [1]; Visual: Communication Link [Mr. Terrific; 1], Infravision [1]) [ 4 PP ]
Shrinking 12 (-5 Size Rank; -3 STR, -1 Ground Speed; +6 Defense, +12 Stealth, -6 Intimidate; E: Innate; F: Permanent) [ 7 PP ]
Dazzle Affliction 6 (Resist/Recover: Fortitude; Conditions Vision Impaired, Vision Disabled, Vision Unaware; E: Cumulative, Ranged; F: Limited to One Sense) [ 12 PP ]

SKILLS
Ranged Combat [Dazzle] 12 (+12)

DEFENSE
Dodge (12) Base 6
Parry: (6) Base 0
Fortitude: -- Base -
Toughness: (6) Base -
Will: -- Base -

WORKSHEET
Attack 12 Effect 6 Total: 18 (Dazzle)
Dodge 12 Tough. 6 Total: 18
Parry 6 Tough. 6 Total: 12
Fort. -- Will -- Total: --

ABILITIES [ -32 pp ] + SKILLS [ 6 pp ] + ADVANTAGES [ 0 pp ] + POWERS [ 80 pp ] + DEFENSES [ 6 pp ] = 60 PP TOTAL


Player Notes
Ready to Play Mister Terrific is basically designed to take him from his comic book roots as "excellent at everything" and tone him down to merely "really good at everything." He can fight, he can investigate, he can work miracles in a laboratory, he's got a pair of sneaky robot minions, and so forth. His only real area of weakness is that he lacks a reliable ranged attack (although the T-Spheres have a pretty solid visual Dazzle) and poor Stealth skill (although he is totally undetectable by machines). However, Ready to Play Mister Terrific's really not hampered by these too terribly and more than makes up for it when given a chance to strut his stuff in the laboratory. Ready to Play Mister Terrific is kind of like Hank McCoy, his combat prowess isn't anything to dismiss lightly, but you want him on your team mostly for his technical genius and scientific skill.

Player Tips
Review the rules for Power Stunts and the universal manuevers in the Combat Chapter, frequent use of both will make Ready to Play Mister Terrific far more impressive than just the raw numbers on his character sheet imply. This is true for all M&M heroes, but its really part of Mister Terrific's whole "I'm good at everything" gimmick. Remember to use Assessment and Well-Informed when encountering an enemy and plan your combat maneuvers accordingly.

Game Master Notes
My usual caveats about Inventor and Minions apply, but other than that Ready to Play Mister Terrific shouldn't be hard to have at the table. His total concealment from mechanical sensors may take some getting used to, but that's more a question of remembering to apply it than any mechanical difficulty.
FuzzyBoots
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Terra

Post by FuzzyBoots »

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Terra
DC Universe Ready to Play
Power Level 10 ( 150 PP)


ABILITIES
Strength 0 Stamina 2 Agility 3 Dexterity 3
Fighting 2 Intellect 1 Awareness 1 Presence 4

POWERS
Flying Rock Flight 6 (120 MPH; E: Subtle [1]; F: Platform) [ 7 PP ]
Rock Shield Deflect 12 (E: Perception; F: Limited [needs earth or rock to block attack, which may be destroyed by attack]) [ 12 PP ]
Stone Armor Protection 4 (E: Impervious [6]; F: Limited [needs earth or rock], Sustained) [ 8 PP ]

Geokinesis (Array) [ 31 PP Total ]
Sculpt Earth Create 10 (E: Continuous, Dynamic, Innate [1]; F: Limited [needs earth or rock]) [ 21 PP ]
DAE: Burrowing 6 (E: Affects Others, Ranged, Subtle [1]) [ 2 PP ]
DAE: Catapult Stone Damage 12 (E: Ranged; F: Limited [needs earth or rock]) linked to Affliction 8 (Resist: Dodge; Recover: Fortitude; Conditions: Dazed and Vulnerable, Immobile and Prone; E: Extra Condition, Ranged; F: Instant Recovery, Limited to Two Degress) [ 2 PP ]
DAE: Earthquake Environment 4 (250'; Impede Movement [2]; E: Selective; F: Limited to Targets on Ground) linked to Affliction 4 (Resist: Dodge; Recover: Fortitude; Conditions: Hindered and Vulnerable, Defenseless and Prone; E: Area [250' Burst (4)], Extra Condition; F: Instant Recovery, Limited to Two Degress, Limited to Targets on Ground) [ 2 PP ]
DAE: Shift Earth Move Object 6 (3,200 lbs; E: Continuous; F: Limited to earth or rock) [ 2 PP ]
DAE: Sinkhole Affliction 5 (Resist: Dodge; Recover: Damage or Sleight of Hand; Conditions: Hindered and Vulnerable, Defenseless and Prone, Paralyzed and Incapacitated; E: Continuous, Cumulative, Extra Condition, Ranged; F: Limited to Targets on Ground) [ 2 PP ]

ADVANTAGES
All-Out Attack, Defensive Attack, Defensive Roll (2), Evasion, Great Endurance, Improved Defense, Power Attack, Skill Mastery [Deception], Taunt

SKILLS
Deception 11 (+15), Insight 7 (+8), Investigation 4 (+5), Perception 4 (+5), Persuasion 8 (+12), Ranged Combat [Geokinesis] 5 (+8), Stealth 5 (+8)

DEFENSE
Dodge (8) Base 5
Parry: (8) Base 6
Fortitude: (10) Base 8
Toughness: (2/4/8) Base -
Will: (10) Base 9

WORKSHEET
Attack 2 Effect 0 Total: 2 (Unarmed)
Attack 8 Effect 12 Total: 20 (Catapult Stone)
Attack 8 Effect 5 Total: 11 (Sinkhole)
Dodge 8 Tough. 8 Total: 16
Parry 8 Tough. 8 Total: 16
Deflect 12 Tough. 8 Total: 20
Fort. 10 Will 10 Total: 20


ABILITIES [ 32 pp ] + SKILLS [ 22 pp ] + ADVANTAGES [ 10 pp ] + POWERS [ 58 pp ] + DEFENSES [ 28 pp ] = 150 PP TOTAL

Player Tips
Ready to Play Terra isn't incredibly frightening physically, being rather petite and frail by superhero standards. Her total control over earth more than makes up for her physical shortcomings: She can sculpt it, take chunks out of it, project it, move it, toss it as projectile or create a deadly earthquake, and basically do anything she wants with it. Ready to Play Terra depends heavily on her Geokinesis Array, which will require you to get very comfortable with the Dynamic Alternate Effects system. This isn't as complicated as it looks at first (I know the first few times I read the rules I went a little bit cross-eyed) ask your Game Master for assistance and take a couple of game sessions to ease yourself into it. In my experience, Dynamic Alternate Effects are one of those things that is much easier to understand in play than on the page.

Game Master Notes
Ready to Play Terra both is and is not a straight adaptation of the character's comic book appearance. In the comics, she's got enough raw power to challenge a whole team of Teen Titans in a fight and a serious glass jaw, which is why she has a higher PL and PP Budget in her DCA adaptation; Ready to Play Terra doesn't have that same level of "one villain versus the whole team" power, but does retain the sky-high Deception Skill and Skill Mastery [Deception] that she would have needed to pull-off her infamous infiltration of the team. Before her traitorous mission was revealed, Terra rarely showed any behavior that would warrant a Deception Skill quite this high. If you want a purely heroic Terra, remove Skill Mastery, drop Deception to +8 (she was still prone to snarky trash-talk, even as a heroine, so should have a solid Taunt check), and use these points to buy up her Dodge Defense. She'll be a more well-rounded hero with these changes.
FuzzyBoots
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Supergirl (PL 6)

Post by FuzzyBoots »

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Supergirl
Ready to Play Character
Power Level 6 ( 90 PP )

ABILITIES
Strength 5 Stamina 6 Agility 2 Dexterity 2
Fighting 2 Intellect 0 Awareness 3 Presence 1

POWERS
Kryptonian Senses Array, 8 PP
Kryptonian Senses Senses 7 (Auditory: Ultrahearing [1]; Visual: Extended [1], Microscopic [dust; 1], Penetrates Concealment [except lead; 4]; E: Sustained) [ 7 PP ]
AE: Heat Vision Damage 3 (E: Accurate [1], Ranged) [ 1 PP ]

Kryptonian Physique Array, 27 PP
Protection 2 (E: Impervious [7]) [ 9 PP ]
Enhanced Ability 13 (+13 Strength; E: Dynamic; F: Limited to Lifting) [ 14 PP ]
DAE: Flight 7 (120/250 MPH; F: Distracting [one rank]) [ 2 PP ]
DAE: Quickness 7 (15 minutes/6 seconds); Speed 6 (120 MPH) [ 2 PP ]

ADVANTAGES
All-Out Attack, Extraordinary Effort, Interpose

SKILLS
Close Attack [Unarmed] 5 (+7); Ranged Attack [Heat Vision] 3 (+5); Perception 2 (+5)

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

WORKSHEET
Attack 7 Effect 5 Total: 12 (Unarmed)
Attack 7 Effect 3 Total: 10 (Heat Vision)
Dodge 4 Tough. 8 Total: 12
Parry 4 Tough. 8 Total: 12
Fort. 6 Will 4 Total: 10


ABILITIES [ 42 pp ] + SKILLS [ 5 pp ] + ADVANTAGES [ 3 pp ] + POWERS [ 35 pp ] + DEFENSES [ 5 pp ] = 90 PP TOTAL

BUILD NOTES
Built in response to a thread in General Discussion looking for a PL 6 Superman, I've decided to take another run at building the standard "Kryptonian Package" with a greatly reduced budget. Although dramatically reduced in capability compared to her comic book counterpart, PL 6 Supergirl still packs a lot of power. Flying about as fast as a speeding bullet, running fast enough to keep up with a sports car, able to lift 6,000 tons, and able to shrug off most mundane sources of damage. Her punches land like mortar rounds and she can see through solid walls.

PLAYER NOTES
PL 6 Supergirl lacks a few of the classic "Kryptonian Package" powers outright. The ones most likely to be missed are some of Senses and slate of Immunities that Clark possesses. Usually this won't come up much at this Power Level since trips into outer-space or the ocean depths are rare, villains using poisons or gas might be a risk (but Fortitude 6 is pretty hale and hearty). However, PL 6 Supergirl's ace-in-the-hole is her Extraordinary Effort Advantage. In the grand tradition of Team Superman, you should Power Stunt regularly, pulling off amazing feats even by the standards of your fellow heroes.

GAME MASTER NOTES
PL 6 / 90 PP is a pretty restrictive budget for straight super-heroics, but works great for a "Hero High" sort of campaign where all the heroes are still learning the full extent of their powers, still learning how to fight, and are generally rookies to the whole cape and cowl set.
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Ken
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Re: Batgirl III's RTP Builds

Post by Ken »

FuzzyBoots wrote: Fri Jan 01, 2021 4:44 am 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!
Without asking for details, can you at least report if BG3 and her spouse are safe and healthy?
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FuzzyBoots
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Re: Batgirl III's RTP Builds

Post by FuzzyBoots »

Ken wrote: Fri Jan 01, 2021 7:22 pm Without asking for details, can you at least report if BG3 and her spouse are safe and healthy?
I only got a chance to exchange an email or two with Batgirl herself and entirely regarding the boards. I did tell her she was welcome back here any time she wanted.
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catsi563
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Re: Batgirl III's RTP Builds

Post by catsi563 »

easy to forger how extensive BGs collection was
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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FuzzyBoots
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Location: Pittsburgh, PA

Re: Batgirl III's RTP Builds

Post by FuzzyBoots »

catsi563 wrote: Fri Jan 01, 2021 8:30 pm easy to forger how extensive BGs collection was
Yeah, I even skipped all of the Warhammer, Buffy, Orphan, and original entries. :D
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