Batgirl III's RTP Builds

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

The Wasp

Post by FuzzyBoots »

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THE WASP
Original Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 0 Stamina 4 Agility 3 Dexterity 3 Fighting 4 Intellect 3 Awareness 3 Presence 5

SKILLS
Acrobatics 3 (+6), Athletics 3 (+3),
Close Combat [Unarmed] 4 (+8), Expertise [Business] 5 (+8), Expertise [Science] 5 (+8), Perception 5 (+8), Persuasion 3 (+8), Ranged Combat [Bio-Stings] 7 (+14), Stealth 1 (+4/+16), Vehicles 2 (+5)

ADVANTAGES
Agile Feint, All-Out Attack, Benefit [Fame (1), Wealth (2)], Defensive Roll (4), Improved Defense, Improved Initiative (1), Leadership, Ranged Attack (4), Taunt, Teamwork

POWERS
Winsome Wasp Array, 45 PP
Winsome Size Shrinking 12 (6" Tall [–3 Size]; +6 Defense; +12 Stealth; E: Normal Strength, Reaction [Attacked]; F: Quirk [Maximum Rank Only]) [ 35 PP ]
Wasp Wings Flight 4 (30 MPH; F: Winged, Limited to While Using Shrinking) Enhanced Advantages 2 (Favored Environment [Aerial], Move-by Action; F: Limited to While Using Shrinking) [ 4 PP ]
Bio-Stings Damage 6 (E: Ranged; F: Limited to While Using Shrinking) [ 6 PP ]

DEFENSE
Dodge (12/6) Base 3
Parry: (12/6) Base 2
Fortitude: (8) Base 4
Toughness: (8/4) ——
Will: (12) Base 9

WORKSHEET
Attack: 8 Effect: 0 Total: 8 (Unarmed)
Attack: 14 Effect: 6 Total: 20 (Bio-Stings)
Dodge: 12/6 Tough.: 8/4 Total: 20
Parry: 12/6 Tough.: 8/4 Total: 20
Fort.: 8 Will: 12 Total: 20


ABILITIES [ 50 pp ] + SKILLS [ 19 pp ] + ADVANTAGES [ 18 pp ] + POWERS [ 45 pp ] + DEFENSES [ 18 pp ]
150 PP TOTAL

BUILD NOTES Shrinking heroes are fairly common in comics, yet strangely, they don't ever seem to be very popular outside the medium. I think that with modern movie magic and a compelling cast the upcoming Ant Man film may change that.

Without a doubt, of all the shrinking heroes, when it comes to popularity amongst comics nerds, it's a tie between DC's Ray Palmer and Marvel's own Winsome Wasp. Since Atom's micro-verse exploits are kinda hard to integrate into a team setting, my Ready to Play shrunken is the team-oriented Janet Van Dyne.

PLAYER NOTES
Not much to worry about here: you do your best work in combat at wasp-size, blasting away from range, and adopting a "shoot and scoot" pattern. At 6" tall and a rapid flyer you can take cover in all sorts of nooks. Feel free to Power Stunt things like using your Bio-Stings at full-size or even going Giant Woman now and again.

GAME MASTER NOTES
Nothing much to say, other than congratulations on having a chance to say "winsome" a lot.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Hawkeye

Post by FuzzyBoots »

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


ABILITIES
Strength 3 Stamina 4 Agility 4 Dexterity 4 Fighting 10 Intellect 2 Awareness 4 Presence 1

SKILLS
Acrobatics 6 (+10), Athletics 7 (+10), Close Combat [Archaic Melee Weapons] 2 (+12), Close Combat [Unarmed] 5 (+15), Expertise [Criminal] 4 (+6), Expertise [Streetwise] 4 (+6), Investigation 3 (+5), Perception 8 (+12), Ranged Combat [Archery] 4 (+16), Stealth 4 (+8), Technology 3 (+5), Vehicles 4 (+8)

ADVANTAGES
Accurate Attack, All-Out Attack, Agile Feint, Defensive Attack, Defensive Roll (2), Equipment (9), Evasion (1), Extraordinary Effort, Improved Aim, Minion [Lucky (1)], Power Attack, Precise Attack [Ranged, Cover and Concealment (2)], Quick Draw, Ranged Combat (8), Set-Up, Teamwork, Takedown (1), Tracking, Ultimate Aim

POWERS
Hawk-Eye Senses 2 (Visual: Distance Sense, Extended [–1 per 100]) [ 2 PP ]

EQUIPMENT ( 45 EP )
Compound Bow & Quiver Array 18 EP Total
Armor-Piercing Arrow Damage 4 (E: Extended Range [1], Penetrating [3], Ranged) [ 12 EP ]
Bolas Arrow Affliction 4 (Resist: Dodge, Recover: Strength; Condition: Hindered and Vulnerable, Defenseless and Immobile; E: Cumulative, Extra Condition, Ranged; F: Limited to Two Degrees) [ 1 EP ]
Explosive Arrow Damage 6 (E: Area [Burst, 15'], Ranged; F: Unreliable [Five Uses]) [ 1 EP ]
Flare Arrow Affliction 4 (Resist/Recover: Fortitude; Conditions: Impaired, Disabled, Unaware; E: Area [Burst, 30'], Cumulative, Ranged; F: Limited to Visual Senses) [ 1 EP ]
Sleep Gas Arrow Affliction 6 (Resist/Recover: Fortitude; Conditions: Fatigued, Exhausted, Asleep; E: Area [Cloud, 15'], Ranged; F: Unreliable [Five Uses]) [ 1 EP ]
Smoke Arrow Concealment 2 (Senes: Normal Vision; E: Attack, Area [Cloud, 30'], Ranged) [ 1 EP ]
Taser Arrow Affliction 4 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Cumulative, Ranged) [ 1 EP ]

Other Equipment 2 EP Total
Light Scale-Mail Protection 2 [ 2 EP ]

Vehicles ( 25 PP )
Sky-Cycle [ 24 EP ]
Size: M Speed:
Str 2 Def 10 Tou 8
Powers: Flight 6 (120 MPH)
Features: Alarm
AE: Quinn Jet [1 EP]
Size: G Speed:
Str 12 Def 4 Tou 11
Powers: Flight 8 (500 MPH; F: Winged [4 Ranks])
Features: Alarm
Pizza Dog wrote: LUCKY
Minion Level 1 ( 15 PP)

STR 1 STA 1
AGI 1 DEX –2
FTR 2 INT –2
AWA 1 PRE –2

SKILLS: Athletics 2 (+3), Perception 4 (+5)
ADVANTAGES: Favored Foe (Tracksuit Mafia, bro)

POWERS: Bite Damage 1; Senses 3 (Acute and Tracking Olfactory, Ultra-Hearing); Shrinking 2 (Permanent, Innate)

DEFENSES: Dodge 1 (+3), Parry 0 (+3), Fortitude 2 (+3), Toughness 0 (+1), Will 0 (+1)

TOTALS: Abilities 0 + Powers 8 + Advantages 1 + Skills 3 + Defenses 3 = 15 PP
DEFENSE
Dodge: (12) Base 8
Parry: (12) Base 2
Fortitude: (10) Base 6
Toughness: (8/6) ——
Will: (10) Base 6

WORKSHEET
Attack: 15 Effect: 3 Total: 18 (Unarmed)
Attack: 16 Effect: 4 Total: 20 (AP Arrow)
Attack: 16 Effect: 4 Total: 20 (Bolas Arrow)
Attack:Effect: 6 Total: 4 (Explosive Arrow)
Attack:Effect: 4 Total: 4 (Flare Arrow)
Attack:Effect: 6 Total: 6 (Sleep Gas Arrow)
b]Attack:[/b] — Effect: 2 Total: 2 (Smoke Arrow)
Attack: 16 Effect: 4 Total: 20 (Taser Arrow)
Dodge: 12 Tough.: 8 Total: 20
Parry: 12 Tough.: 8 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 64 pp ] + SKILLS [ 26 pp ] + ADVANTAGES [ 36 pp ] + POWERS [ 2 pp ] +DEFENSES [ 22 pp ] =
150 PP TOTAL

BUILD NOTES Hawkeye was never a favorite of mine, despite my general love of all archery-based heroes. As a kid, when I got into the Avengers, I think he was off on the West Coast squad, and my local newsstand didn't stick that title. Meanwhile, I had somehow or another gotten ahold of a big stack dogeared, old Green Lantern/Green Arrow hard travelin' heroes issues and Ollie was hanging out with the Batman in the Justice League of America. So I was pretty much all for the Emerald Archer during playground debates...

Although ever since JLA/Avengers #3, Hawkeye is officially a member of both Marvel's Avengers & DC's Justice League of America. So that's a gut-punch to my inner second grader's ego.

Anyhow, between Matt Fraction's book, my love for Kate Bishop ever since Young Avengers #1, and the excellent portrayal of the guy in the Marvel Cinematic Universe and A:EMH cartoon... Yeah, I've bought into his push. I like Hawkeye more than ever before... Almost as much as Roy! Definitely more than Connor. Not quite as much as Ollie. No where near as much as Mia.

Well... That was off topic. Let's try again:

PLAYER NOTES: Ready to Play Hawkeye is unsurprisingly a build very focused on accurate shooting. But make a careful of his various "Adjective Attack" Advantages that let him shift his caps around. With maxed Power Attack he's +11/DC24, with maxed Accurate Attack he's +21/DC14. Quite the spread. His quiver is full of the more commonly seen trick arrows, which offer all sorts of fun ways to change up your game in a fight beyond just Damage, Damage, Damage, every turn.

PLAYER TIPS: Ready to Play Hawkeye is also a rock-solid PL9 with his unarmed attacks or if you were to hand him a sword (Strength-based Damage 3). So, yes, you can have this build become Ronin. Drop the Composite Bow and Quiver and pick up an arsenal of ninja gear. If you want both, drop his Minion Advantage for another rank of Equipment. Be warned, sales of his book will plummet if you do this! Pizza Dog is best part of book, bro.

GAME MASTER NOTES Ready to Play Hawkeye is basically zero problems. You'll have to keep in mind his excellent eye-sight when describing scenes in open areas, but that's not too much trouble. Oh, and he'll need a place to park the Quinn Jet.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Wolverine

Post by FuzzyBoots »

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

Wolverine (Vol. 1) #1 wrote: I'm Wolverine. I'm the best there is at what I do, but what I do best isn't very nice.
ABILITIES
Strength 3 Stamina (6) Agility 3 Dexterity 3 Fighting 13 Intellect 0 Awareness 3 Presence 1

SKILLS
Acrobatics 2 (+5), Athletics 5 (+8),
Expertise [Tactics] 5 (+5), Intimidation 7 (+8), Stealth 5 (+8)

ADVANTAGES
All-Out Attack, Defensive Roll (2), Improved Trip, Languages [Japanese; Base: English] (1), Power Attack, Takedown (1), Teamwork (1)

POWERS
Feral Mutation Senses 10 (Olfactory: Accurate [2], Acute [1], Extended [1], Tracking [2]; Auditory: Extended [1], Ultra-Hearing [1]; Visual: Infrared [1], Ultravision [1]) [ 10 PP ]
Healing Factor Immunity 3 (Aging [1], Disease [1], Poison [1]); Regeneration 10 (–1 every round; E: Persistent) [ 23 PP ]
Adamantium Skeleton Enhanced Stamina 2 (E: Impervious Toughness [5]); Claws Damage 4 (Strength-Based; E: Improved Critical [1], Penetrating [5], Split [1]) [ 20 PP ]

DEFENSE
Dodge (12) Base 9
Parry: (12) Base -1
Fortitude: (10) Base 4
Toughness: (8/6) ——
Will: (8) Base 5

WORKSHEET
Attack: 13 Effect: 3 Total: 16 (Unarmed)
Attack: 13 Effect: 7 Total: 20 (Claws)
Dodge: 12 Tough.: 8 Total: 20
Parry: 12 Tough.: 8 Total: 20
Fort.: 10 Will: 8 Total: 18


ABILITIES [ 60 pp ] + SKILLS [ 12 pp ] + ADVANTAGES [ 8 pp ] + POWERS [ 53 pp ] + DEFENSES [ 17 pp ]
150 PP TOTAL

BUILD NOTES
Love him or hate him, if you read comics you cannot avoid him. A clear fan favorite, Wolverine has been an almost constant part of the Marvel Universe since the late 1970s, and it is probably beyond human ability to count all the guest appearances, cameos, cross-overs, easter eggs, shout-out references, and adaptations he has made. The amount of "Popularity Power" behind Logan is greater than anybody else at Marvel (except maybe Spider-Man). Despite this, I've tried to build a more consistent and down-to-earth Ready to Play Wolverine. Despite the hype, Logan is at his core is a scrapper. He's not a god. I could pile on skill ranks and advantages between now and the heat death of the universe and not cover everything they say he can do. So, I've just gone for the essentials.

PLAYER NOTES
But don't worry, he's still one of best there is at what he does, and what he does best still isn't very nice.

GAME MASTER TIPS
Characters with Regeneration at this level can be a chore. He can take a staggering amount of damage and just keep coming... This can prove tough to balance if the party doesn't have one or two other heroes of roughly equivalent durability. Logan is weak against Will Attacks and (given his history) should probably have a Complication making him extra vulnerable to mind control or telepathic assaults.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Beast

Post by FuzzyBoots »

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

Avengers (Vol. 1) #167 wrote: Oh My stars and garters!
ABILITIES
Strength 8 Stamina 6 Agility 8 Dexterity 3 Fighting 4 Intellect 6 Awareness 2 Presence 1

SKILLS
Acrobatics 4 (+12), Close Combat [Unarmed] 6 (+12), Expertise [Medicine] 9 (+15), Expertise [Science] 6 (+12), Persuasion 5 (+6), Technology 6 (+12), Treatment 4 (+10)

ADVANTAGES
Agile Feint, Benefit [Ambidexterity] (1), Close Attack (2), Defensive Attack, Defensive Roll (2), Eidetic Memory, Evasion (1), Jack-of-All-Trades, Inventor, Move-by Action, Teamwork

POWERS
Beastial Physiology Feature 2 (Insulating Fur, Prehensile Feet); Leaping 2 (30'); Speed 2 (8 MPH); Movement 1 (Wall Crawling [1]); Regeneration 2 (-1 every fifth round) [ 10 PP ]
Beastial Senses Senses 4 (Visual: Low Light [1]; Auditory: Extended [1]; Olfactory: Acute [1], Extended [1]) [ 4 PP ]
Sesquipedalian Loquaciousness Enhanced Advantages 1 (Fascinate [Expertise Science]; E: Action [Free]) [3 PP]

DEFENSE
Dodge (12) Base 4
Parry: (12) Base 8
Fortitude: (8) Base 2
Toughness: (8/6) ——
Will: (12) Base 10

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


ABILITIES [ 76 pp ] + SKILLS [ 20 pp ] + ADVANTAGES [ 13 pp ] + POWERS [ 17 pp ] + DEFENSES [ 24 pp ]
150 PP TOTAL

BUILD NOTES
Beast is a solid brawler, with a lot more super-strength than people often give him credit for and amazing mobility. Still, you really want to have Hank on your team for his brain and not his brawn. Although his expertise is mostly theoretical biology, he's still well-read in every other discipline, an excellent physician, and a fair hand with a socket wrench.

PLAYER NOTES
Sesquipedalian Loquaciousness rightly represents Hank's hilariously gregarious garrulousness, prospective players should select some preposterously polysyllabic verbal venom prior to proper play, thus maximizing McCoy's bountiful banter.

GAME MASTER TIPS
No worries here, other than perhaps the insanity that the Inventor Advantage can sometimes cause. McCoy isn't quite as obnoxious with it as some character archetypes, his skills are high but not auto-succeed high.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Spider-Man

Post by FuzzyBoots »

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

Amazing Spider-Man (Vol. 1) #589 wrote:
I am the Spider. I own the night. I'm your worst nightmare come to life, punk, and you're looking right at — *Kof!* *Hack!* — How can he keep that up for an entire movie..?
ABILITIES
Strength 8 Stamina 6 Agility 10 Dexterity 5 Fighting 7 Intellect 4 Awareness 3 Presence 0

SKILLS
Acrobatics 8 (+18), Athletics 2 (+10), Close Combat [Unarmed] 5 (+12), Deception 8 (+8), Expertise [Science] 4 (+8), Perception 2 (+5), Ranged Combat [Web-Shooters] 5 (+10), Technology 2 (+6)

ADVANTAGES
Agile Feint, Evasion (2), Defensive Roll (2), Favored Environment [Urban], Improved Initiative (1), Inventor, Uncanny Dodge, Taunt

POWERS
Does Whatever A Spider Can Array, 14 PP
Wall-Crawler Leaping 3 (60'); Movement 2 (Wall-Crawling [2]); Speed 1 (4 MPH) [ 8 PP ]
Spidey Sense Enhanced Advantage 4 (Evasion [2], Improved Initiative [1], Uncanny Dodge); Senses 1 (Mental: Danger Sense) [ 5 PP ]
Spider Strength Enhanced Strength 1 (12 tons; F: Limited to Lifting) [ 1 PP ]

Web Shooters Device (F: Removable, –1 per 5; 15 Base) [ 12 PP Total ]
Web Swinging Action! Movement 1 (Swinging); Speed 4 (60* MPH; F: Limited Only When Swinging) [ 4 PP ]
Spins a Web, Any Size! Create 10 (E: Innate, Moveable, Tether; F: Diminished Range [1; 100'/250'/500'], Permanent, Proportional, Quirk [Dissolve After One Hour]) [ 10 PP ]
AE: Catches Thieves, Just Like Flies! Affliction 5 (Resist: Dodge; Recover: Strength; Conditions: Hindered and Vulnerable, Defenseless and Immobile; E: Extra Condition, Ranged, Split [1]; F: Limited to Two Degress) [ 1 PP ]

DEFENSE
Dodge (12) Base 2
Parry: (12) Base 5
Fortitude: (6) Base 0
Toughness: (8/6) ——
Will: (10) Base 7

WORKSHEET
Attack: 12 Effect: 8 Total: 20 (Unarmed)
Attack: 10 Effect: 10 Total: 20 (Spins A Web)
Attack: 10 Effect: 5 Total: 15 (Catches Thieves)
Dodge: 12 Tough.: 8 Total: 20
Parry: 12 Tough.: 8 Total: 20
Fort.: 6 Will: 10 Total: 16


ABILITIES [ 86 pp ] + SKILLS [ 18 pp ] + ADVANTAGES [ 6 pp ] + POWERS [ 26 pp ] + DEFENSES [ 14 pp ]
150 PP TOTAL

BUILD NOTES
Your Friendly Neighborhood Ready to Play Spider-Man is another example of needing to strip away a few decades of popularity power to reach a proper PL10/150pp. Although, not so much in terms of power as in depth. A straight adaptation of comic book Parker would look at lot like this, just with a broader skill-base, a few more advantages, and other hallmarks of experience.

PLAYER TIPS
Remember to take full advantage of your Agile Feint, Favored Environment, and Taunt. Spidey is a solid PL10 scrapper, but has a bit of a glass jaw if opponents do land a hit... So don't get hit! Creative use of his web-shooters will also ruin your opponents' day.

GAME MASTER TIPS
Do you like giving your players' heroes Complications? You better start, because poor Peter Parker is the poster-child of perpetually perplexed protagonists: pajama-clad pugilist by night, put-upon pencil-neck by day! It's just not a Spidey story unless something goes wrong for the poor guy.
Last edited by FuzzyBoots on Fri Jan 01, 2021 6:27 am, edited 1 time in total.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Jean Grey

Post by FuzzyBoots »

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JEAN GREY
Ready to Play Character
Power Level 10 ( 150 PP)


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

SKILLS
Acrobatics 2 (+5), Athletics 5 (+5), Close Combat [Unarmed] 8 (+11), Deception 3 (+8), Expertise [Psychology] 5 (+8), Insight 12 (+20), Intimidation 3 (+8), Investigation 2 (+5), Perception 4 (+12), Persuasion 5 (+10), Vehicles 3 (+5)

ADVANTAGES
Attractive (1), Benefit [Wealth (1)], Defensive Attack, Defensive Roll (5), Diehard, Equipment (2), Extraordinary Effort, Improved Defense, Improved Trip, Teamwork, Trance, Ultimate Will

POWERS
Psionic Senses Senses 5 (Mental: Detect Minds [Acute (1), Extended [-1 per 1,00; 1], Radius [1], Ranged (1)]; Telepathic Awareness) [ 6 PP ]

Telekinetic Array 10 PP
Telekinesis Move Object 2 (200 lbs. E: Perception, Subtle [1], Precise [1]) [ 8 PP ]
AE: Gross Telekinesis Move Object 7 (3 tons E: Subtle [1]; F: Distracting) [ 1 PP ]
AE: Flight 3 (16 MPH; E: Subtle [1]) [ 1 PP ]

Telepath Array 15 PP
Telepathy Communication 2 (Mental, Short Range; E: Area, Selective, Subtle [1]) [ 13 PP ]
AE: Mind Reading 10 (E: Cumulative, Subtle [1], Split [2]; F: Feedback) [ 1 PP ]
AE: Telepathic Assault Affliction 5 (Resist/Recover: Will; Condition: Dazed, Stunned; E: Concentration, Feature [uses Awareness to attack], Insidious, Ranged, Subtle [1]; F: Limited to Two Degrees) [ 1 EP ]

EQUIPMENT ( 5 EP )
X-Men Uniform Protection 4 (E: Subtle [1]) [ 5 EP ]

DEFENSE
Dodge (10) Base 7
Parry: (10) Base 7
Fortitude: (5) Base 4
Toughness: (10/5) ——
Will: (15) Base 7

WORKSHEET
Attack: 11 Effect: 1 Total: 12 (Unarmed)
Attack:Effect: 10 Total: 10 (Mind Reading)
Attack: 8 Effect: 5 Total: 13 (Telepathic Assault)
Dodge: 10 Tough.: 10 Total: 20
Parry: 10 Tough.: 10 Total: 20
Fort.: 5 Will: 15 Total: 20


ABILITIES [ 52 pp ] + SKILLS [ 26 pp ] + ADVANTAGES [ 16 pp ] + POWERS [ 31 pp ] + DEFENSES [ 25 pp ]
150 PP TOTAL

BUILD NOTES
Love her or hate her, if you read the X-Men comics you cannot avoid her. Marvel Girl or Phoenix or just Jean Grey, she is a character who casts a huge shadow over the X-Men. Which, frankly, has become nearly franchise ruining... All because her role in a couple of major events has been subject to baffling amounts of memetic mutation. First, the Dark Phoenix Saga, which was the first true classic moment for the entire X-Men book so it attracts disproportional amounts of hype, often from fans that never read it. Second, due to Logan's popularity power the Scott/Logan/Jean love-triangle-that-wasn't is over hyped (she never reciprocated, bub.) Thirdly, the whole back-from-the-dead thing: it did not happen as often as people seem to think.

Unfortunately since the late 1990s, the X-Book creative teams have sort of forgotten that Jean Grey was a character and not a MacGuffin. But, it is what it is... But it doesn't have to be for Ready to Play Jean Grey!

PLAYER TIPS
Ready to Play Jean Grey is a support character through and through: she gathers info, enables team communication, and can "stunlock" enemies. Like all X-Men, she's had combat training, and is actually pretty good at unarmed combat compared to civilians or mundane crooks, but that amounts to nada when facing most super-villains. Don't be too proud to fight defensively or retreat from fights.

GAME MASTER TIPS
Ready to Play Jean Grey, like most mind readers, can make certain adventure plots hard to pull off. Ripping the location of the master-mind's hidden base from a minion after the first encounter can be problematic. Remember the advice I gave regarding Wonder Woman's Lasso of Truth: never tell the mooks everything about the plan!
Last edited by FuzzyBoots on Fri Jan 01, 2021 6:28 am, edited 1 time in total.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Gambit

Post by FuzzyBoots »

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

X-Men Vol 2 #1 wrote: Jean Grey: I must confess, infuriating and arrogant as Gambit can be. Those eyes, that grin, the body, it takes a girl's breath away.
Cyclops: Oh, really? When next the opportunity presents itself, remind me to drop a truck on him.
Professor X: Cyclops.
Cyclops: A big truck.
Professor X: Cyclops!
Cyclops: A really big truck.
Professor X: CYCLOPS!
ABILITIES
Strength 2 Stamina 3 Agility 5 Dexterity 4 Fighting 9 Intellect 1 Awareness 3 Presence 5

SKILLS
Acrobatics 5 (+10), Athletics 3 (+5), Close Combat [Archaic Melee Weapons] 2 (+11), Deception 5 (+10), Expertise [Criminal] 4 (+5), Expertise [Streetwise] 7 (+8), Insight 1 (+4), Persuasion 3 (+8), Ranged Combat [Thrown] 5 (+11), Sleight of Hand 8 (+12), Stealth 3 (+8), Technology 8 (+9), Vehicles 2 (+6)

ADVANTAGES
Accurate Attack, Attractive (1), Defensive Roll (3), Equipment (2), Evasion, Improvised Tools, Instant Up, Languages [English Base: Acadian French] (1), Luck (2), Move by Action, Quick Draw, Ranged Combat (2), Skill Mastery [Sleight of Hand], Taunt, Throwing Mastery (2)

POWERS
Master Thief Enhanced Skill 4 (+8 Technology; F: Limited to Jury-Rigging and Security) [ 2 PP ]

Molecular Acceleration I Array, 3 PP
Kinetic Acceleration Enhanced Advantage 2 (Throwing Mastery [2]) [ 2 PP ]
AE: Kinetic Enhancement Enhanced Advantage 3 (Improved Critical [2], Power Attack; F: Quirk [requires weapon of some kind]) [ 1 PP ]

Molecular Acceleration II Array, 19 PP
Kinetic Charge Damage 7 (E: Multi-Attack, Ranged; F: Diminished Range [1; 70'/175'/350'], Quirk [requires small throwable objects], Quirk [objects take Damage equal to ranks used]) [ 18 PP ]
AE: Kinetic Explosion Damage 9 (E: Area [Burst, 30'], Triggered [2; Variable]; F: Quirk [requires large object], Quirk [object takes Damage equal to ranks used]) [ 1 PP ]

EQUIPMENT ( 10 EP )
Body Armor Protection 4 [ 4 EP ]
Quarterstaff Damage 3 (Strength-Based; E Feature [collapsible], Reach [1]) [ 5 EP ]
Multiple Decks of Cards [ 1 EP ]

DEFENSE
Dodge (10) Base 5
Parry: (10) Base 1
Fortitude: (8) Base 5
Toughness: (10/7) ——
Will: (12) Base 9

WORKSHEET
Attack: 9 Effect: 2 Total: 11 (Unarmed)
Attack: 11 Effect: 5 Total: 16 (Quarterstaff)
Attack: 11 Effect: 9 Total: 20 (Kinetic Charge)
Attack:Effect: 9 Total: 9 (Kinetic Explosion)
Dodge: 10 Tough.: 10 Total: 20
Parry: 10 Tough.: 10 Total: 20
Fort.: 8 Will: 12 Total: 20


ABILITIES [ 64 pp ] + SKILLS [ 24 pp ] + ADVANTAGES [ 18 pp ] + POWERS [ 24 pp ] + DEFENSES [ 20 pp ]
150 PP TOTAL

BUILD NOTES
I agree with Cyclops. I too want to drop a really big truck on Gambit. The character is okay, but the fangirls. Oh lord, the fangirls...

PLAYER NOTES
Mechanically, Gambit fills an interesting niche: he's agile, nimble, and uses small throwing weapons, normally all hallmarks of an "accuracy-focused" character, but his playing cards pack quite a punch. This makes him more akin to the traditional "damage-focused" blasters.

PLAYER TIPS
Ready to Play Gambit can use Accurate Attack, Power Attack, and other Advantages to play with his capabilities quite a bit. Two ranks in Luck also allow you to take some risks. Review those Advantages and ask your GM for clarification on how Alternate Effect Arrays work.

GAME MASTER TIPS
Ready to Play Gambit doesn't bring any real problems to the table. The Quirks on his powers may require some adjudication, but are pretty straightforward if you've read his comic book appearances. The "small" and "large" objects are vague, but generally "large" objects should be something Remy could lift/carry and a "small" object should be anything Remy can hold/throw with one hand. He should only be able to multi-attack with objects small enough that he can hold several of them in his hand at once: a fistful of pebbles, pocket change, playing cards. As GM you can disallow multi-attack as you see fit, that's not a Complication it's part of the Descriptor for the power. The second Quirk, where the objects take Damage equal to ranks used can just be hand-waved for most of the small, throwing objects —don't bother with the dice, they just go *poof!* Very large objects —car doors, small boulders, televisions— should probably get a roll to resist the damage, although Remy is very likely to trash them he probably won't totally destroy them. But feel free to just hand-wave this if it wouldn't have much impact on the story on way or another.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Agent V

Post by FuzzyBoots »

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AGENT V
Ready to Play Character
Power Level 10 ( 150 PP)

Charles Schurz wrote: My Country, Right or Wrong; if right, to be kept right; and if wrong, to be set right.
ABILITIES
Strength 5 Stamina 5 Agility 5 Dexterity 5 Fighting 7 Intellect 2 Awareness 2 Presence 4

SKILLS
Acrobatics 5 (+10), Athletics 3 (+8), Close Combat [Unarmed] 7 (+14), Expertise [Tactics] 8 (+10), Insight 6 (+8), Intimidation 4 (+8), Investigation 5 (+8), Perception 3 (+5), Persuasion 4 (+8), Ranged Combat [Firearms] 7 (+13), Stealth 3 (+8), Treatment 2 (+4), Vehicles 3 (+8)

ADVANTAGES
Accurate Attack, Assessment, Attractive (1), Defensive Attack, Equipment (6), Great Endurance, Improved Aim, Improved Defense, Leadership, Power Attack, Precise Attack [Ranged, Cover], Quick Draw, Ranged Combat (1), Takedown (1),

POWERS
Super-Soldier Leaping 1
(15'); Movement 3 (Safe-Fall, Sure Footed [2]; F: Check Required [Acrobatics, DC13]); Speed 2 (8 MPH); [ 6 PP ]
Good Old Fisticuffs Damage 1(Strength-Based) [1 PP]

Star Spangled Buckler Device (F: Easily Removable, –2 per 5; 5 Base) [ 3 PP Total ]
Bullet-Proof Impervious Toughness 8 (E: Sustained; F: Check Required [Acrobatics, DC13]) [ 5 PP ]

EQUIPMENT ( 30 EP )
Uniform Service Armor Protection 5 [ 5 EP ]

Utility Belt Array 7 EP
Cutting Torch Damage 2 linked to Weaken Toughness 2 (Extras: Affects Only Objects) [ 4 EP ]
Flashlight [ 1 EP ]
Handcuffs [ 1 EP ]
Multifunction Goggles Senses 2 (Visual: Direction Sense, Distance Sense, Extended [–1 per 100], Lowlight Vision) [ 1 EP ]

Arsenal of Democracy Array 18 EP
M16A3 (5.56mm) Rifle (Semi) Damage 5 (E: Accurate [1], Extended Range [1], Penetrating [3], Ranged) [ 15 EP ]
AE: M16A3 Rifle (Full Auto) Damage 5 (E: Multi-Attack, Ranged) [ 1 EP ]
AE: M203 (40mm) Grenade Launcher Damage 5 (E: Area [Burst, 30'], Indirect [1], Ricochet [1], Ranged; F: Unreliable [Five Shots]) [ 1 EP ]
AE: Suppressed HK45C (.45 ACP) Pistol Damage 5 (E: Accurate [1], Improved Critical [2], Ranged, Subtle [1]) [ 1 EP ]

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

WORKSHEET
Attack: 14 Effect: 6 Total: 20 (Unarmed)
Attack: 15 Effect: 5 Total: 20 (Rifle, Semi)
Attack: 13 Effect: 5 Total: 18 (Rifle, Auto)
Attack: 15 Effect: 5 Total: 20 (Pistol)

Dodge: 10 Tough.: 10 Total: 20
Parry: 10 Tough.: 10 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 70 pp ] + SKILLS [ 30 pp ] + ADVANTAGES [ 19 pp ] + POWERS [ 10 pp ] + DEFENSES [ 21 pp ]
150 PP TOTAL

COMPLICATIONS
MOTIVATION (Patriotism) Brittany Nelson is a true patriot who strives to make her country more like the “real America” she envisions.
PREJUDICE (Lesbian) Despite recent changes in navy regulations and federal law, Nelson's sexual orientation does cause occasional friction.
RESPONSIBILITY (Naval Officer) Agent V is a lieutenant in the United States Navy, on special assignment to the Office of Naval Intelligence. Therefore she is beholden to a chain of command and must fulfill any missions assigned to her by ONI.
RELATIONSHIPS (Family) Brittany Nelson has a fiancée, Natalie Baker, and close ties to her father, Capt. Charles Nelson (ret.).
SECRET IDENTITY Nelson's identity is known to the United States government, but is highly classified.

BACKGROUND
Real Name: Lt. Brittany Nelson
Aliases: "Lord" (call sign)
Occupation: Naval Officer
Education: B.Sc. United States Naval Academy
Date of Birth: July 5, 1989 (Age 25)
Base of Operations: Washington, D.C.
Height: 5'4" (1.63 m)
Weight: 120 lbs. (55 kg)
Measurments: 35-25-36 (32C)
Eyes: Blue
Hair: Blonde
Race: Human
Identity: Secret
Religion: Episcopalian
Relationships: Dr. Natalie Baker (fiancée, 28); Capt. Charles Nelson (ret.) (father, 55), Allison Nelson (mother, deceased)
Legal Status: Citizen of the United States with no criminal record.

HISTORY
Brittany Nelson was the daughter of a Navy Captain, granddaughter of a Navy Chaplain and a Marine Corps aviator, and great-granddaughter of a Navy surgeon. When she announced her intention to attend Annapolis after high school no one was surprised... Even if she was 13 years old at the time. A brilliant student, top-flight athlete, and a natural leader, even as a teenager it was clear that Nelson was something special.

She graduated, fifth in her class, from the United States Naval Academy and served as a naval aviator. One of her early flight instructors, a Napoleonic war buff, bestowed her with the semi-ironic call sign of "Lord" Nelson. She flew both the F/A-18E Super Hornet and EA-18G Growler, including seven combat missions during Operation Iraqi Freedom. Unfortunately, on what was intended as routine patrol turned into a near fatal midair collision when Nelson and her wingman encountered an unknown superhuman in 2011.

During her recovery, Nelson was approached by a group working to redevelop the super-soldier process. They offered her a choice: honorable discharge, months in the VA hospitals, and life as a paraplegic... Or a long-shot at full recovery and another chance to serve her country.

Then a bunch of stuff happened that I haven't thought of yet... And she fights crime!

Build Notes: I got bored and decided to make a super-soldier. No real plans to use her anytime soon, but she should be fun.
FuzzyBoots
Posts: 2396
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Location: Pittsburgh, PA

Scarlet Witch

Post by FuzzyBoots »

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SCARLET WITCH
Ready to Play Character
Power Level 10 ( 150 PP)


ABILITIES
Strength 1 Stamina 2 Agility 3 Dexterity 0 Fighting 5 Intellect 2 Awareness 3 Presence 4

SKILLS
Acrobatics 2 (+5), Close Combat (Unarmed) 4 (+9), Deception 4 (+8), Expertise [Magic] 10 (+12), Insight 7 (+10), Perception 7 (+10), Persuasion 4 (+8), Vehicles 2 (+2)

ADVANTAGES
Attractive (1), Defensive Roll (6), Extraordinary Effort, Improved Defense, Improved Initiative (1), Ritualist, Set-Up, Teamwork

POWERS
Mutant Hex Powers Array, 34 PP
Hex Aura Luck Control 4 (All Capabilities; E: Area [Burst, 30'], Luck [5], Selective, Subtle [1]); Enhanced Defense 4 (+2 Dodge, +2 Parry) [ 30 PP ]
AE: Hex Bolts Affliction 10 (Resist/Recover: Will; Conditions: Attack Impaired and Dazed, Attack Disabled and Prone; E: Ranged [Perception], Extra Condition; F: Limited to Two Degrees) [ 1 PP ]
AE: Improbably Bad Aim Deflect 15 (E: Reflect) [ 1 PP ]
AE: Spontaneous Combustion Damage 8 (E: Range [Perception], Secondary Effect [6 Ranks]) [ 1 PP ]
AE: Chaos Magic Nullify Magic 10 (E: Area [Burst, 30'], Broad, Concentration; F: Side Effect) [ 1 PP ]

Favorite Magic Spells Array, 15 PP
Senses 4 (Mental: Detect Magic, Acute, Analytical, Radius, Ranged) [ 5 PP ]
Flight 2 (8 MPH; E: Subtle [1]) [ 5 PP ]
Healing 4 (E: Stabilize; F: Temporary) [ 5 PP ]

DEFENSE Deflect 15
Dodge (12/10) Base 8
Parry: (12/10) Base 5
Fortitude: (8) Base 6
Toughness: (8/2) ——
Will: (12) Base 9

WORKSHEET
Attack: 9 Effect: 1 Total: 10 (Unarmed)
Attack:Effect: 10 Total: 10 (Hex Bolt)
Attack:Effect: 8 Total: 8 (Combustion)
Attack:Effect: 10 Total: 10 (Chaos Magic)
Dodge: 12 Tough.: 8 Total: 20
Parry: 12 Tough.: 8 Total: 20
Deflect: 15 Tough.: 8 Total: 17
Fort.: 8 Will: 12 Total: 20


ABILITIES [ 40 pp ] + SKILLS [ 20 pp ] + ADVANTAGES [ 13 pp ] + POWERS [ 49 pp ] + DEFENSES [ 28 pp ]
150 PP TOTAL

BUILD NOTES
Remember when I said that Marvel creative tends to treat Jean Grey as a MacGuffin instead if as a character? Meet the only woman in comics that could be challenger for the crown of Queen of the Plot Device People.

Needless to say, for a Ready to Play Scarlet Witch to be workable we have to strip away decades of reality-warping, plot device generating deus ex rectum*. Wanda has a handful of common tricks that cannot be logically part of her mutant Hex power and the rest of her magic falls under her Ritualist Advantage. Ready to Play Scarlet Witch focuses on her ability to mess with probability, which is much more impressive in a dice-based RPG than in a script-based comic!

PLAYER NOTES
Wanda is a glass canon with somewhat deceptive defenses; if her Defect is up she can be incredibly tough to land a hit on. Otherwise, if she is using her Luck Control she's still PL10 defensively and likely forcing re-rolls. If she decides to go on the offensive, her blasts are technically under capped but perception range and secondary effect is just mean. Her Affliction is a potent debuff.

PLAYER TIPS
The Scarlet Witch is what MMO players would call a "soft control" build. You're going to want to let your teammates handle the punching, her defense is good but she's still "squishy," so hang back and look to make the best use of your buffs and debuffs.

GAME MASTER NOTES
Luck Control is a power that I do not recommend you let completely new players use. Although the Hero Point rules aren't terribly complicated, weighing how to best use five (or more) of them each fight, over an entire area of effect, as a Reaction? Yeah, that can slow down play if you have a player who is even a little indecisive. If your prospective Scarlet Witch is a veteran of other role playing games, but new to M&M, it should run smoothly after a session or two. But steer complete newbies to someone a little "easier to drive" like Hawkeye or Superman.

*The Latin deus ex machina literally means "god from the machine," as at the end of bad Greek plays a mechanical device would lower a god, like Zeus, onto the stage and he'd fix everything with a wave of his hand. I call it deus ex rectum when modern writers pull a similar resolution straight outta their @?§€...
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Rogue

Post by FuzzyBoots »

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

X-Men: Legacy (Vol. 1) #226 wrote:Once upon a time, Ah would have thrown you halfway to the moon for a crack like that. God help me if Ah start to miss those days.


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

SKILLS
Acrobatics 3 (+6), Close Combat [Unarmed] 3 (+8), Expertise [Streetwise] 5 (+5), Expertise [Tactics] 5 (+5), Investigation 4 (+4), Vehicles 4 (+5)

ADVANTAGES
All-Out Attack, Attractive (1), Defensive Roll (2), Power Attack, Teamwork

POWERS
Power Absorbtion Array, o PP
Power Transfer Affliction 10 (Resist: Fortitude; Recover: Will; Conditions: Fatigued and Powers Impaired, Exhausted and Powers Disabled, Incapacitated and Transformed [Powerless]; E: Cumulative, Extra Condition) [ 30 PP ]
linked to: Power Mimicry Variable 12 (60 PP pool to mimic superhuman powers and superhuman physical abilities of target; E: Action [Move, –1]; F: Limited [to Affliction subject], Limited [traits lost when target recovers from Transformed], Slow) [ 60 PP ]

Sample Power Mimicries
Ms. Marvel / Flying Brick Enhanced Attributes 20 (+10 STR, +10 STA; E: Impervious [6]); Flight 7 [ 60 PP ]
Spider-Man / Lightning Bruiser Leaping 3; Movement 2 (Wall-Crawling [2]); Speed 1; Enhanced Advantage 4 (Evasion [2], Improved Initiative [1], Uncanny Dodge); Senses 1 (Mental: Danger Sense); Enhanced Attribute 20 (+6 STR, +4 STA, +6 AGI, +4 DEX); Enhanced Skill 6 (+6 Acrobatics) [ 60 PP ]
The Flash / Speedster Damage 1 (STR-Based; E: Multiattack); Enhanced Advantage 16 (Close Attack [6], Defensive Roll [4], Improved Initiative [4], Move-By Action, Seize Initiative); Enhanced Defense 12 (+6 Dodge, +6 Parry); Immunity 1 (friction); Quickness 14; Speed 11 [ 60 PP ]

DEFENSE
Dodge (6) Base 3
Parry: (6) Base 1
Fortitude: (5) Base 3
Toughness: (4/2) ——
Will: (5) Base 3

WORKSHEET
Attack: 8 Effect: 2 Total: 10 (Unarmed)
Attack: 8 Effect: 10 Total: 18 (Power Transfer)
Dodge: 6 Tough.: 4 Total: 10
Parry: 6 Tough.: 4 Total: 10
Fort.: 5 Will: 5 Total: 10


ABILITIES [ 32 pp ] + SKILLS [ 12 pp ] + ADVANTAGES [ 6 pp ] + POWERS [ 90 pp ] + DEFENSES [ 10 pp ] =
150 PP TOTAL

BUILD NOTES
Let's talk about Variable Power for a moment. It is number one on my list of Powers that I discourage my players from taking and usually recommend new Game Masters just flat-out ban. The rest of that list, FYI, is Summoning, Duplication, and Nullify. All of which are common enough in the comics to warrant inclusion, but all of which can really slow down a game session.

However, Rogue has been one of the most popular X-Men for decades and is the most popular power mimicry archetype hero by far. It's usually the providence of villains, as Rogue was originally, and even then it's unpopular. Parasite is kinda lame, Mimic is somewhat obscure, and no one remembers Absorbency Boy. But Rogue is hugely popular, so it is inevitable that someone will ask for her.

I've included the stats for her famous time when she was "stuck" with Ms. Marvel's flying brick powers along with a couple other examples of how to spend the (up to) 60 points she can gain from her regular powers. When she had the Ms. Marvel set she hits all of her PL10 caps, without it her stats take a serious hit, dropping her almost to an equivalent PL5! (Offensively, she's PL9 only with her Affliction.) But the the positive side of this is that she has a lot of flexibility when deciding whom to target when in combat. For example, most of my Ready to Play Builds all fit within her 60 PP "pool," either straight up or with minimal trimming, and all would boost her in various useful ways.

GAME MASTER TIPS
Game Masters will need to exercise their best judgement over what exactly constitutes "powers and abilities," it might be best to spend a few extra minutes when preparing a given adventure to create a "Power Mimicry Package" for your NPCs on a separate notepad or small card that you can just hand to Rogue's player.

ALTERNATIVE BUILD NOTES
For a less disruptive Rogue that plays more like her appearance throughout most of the 1990s, simply remove Power Mimicry in its entirety and add the Ms. Marvel package. She'll retain her power-draining touch but won't gain new powers.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Black Canary

Post by FuzzyBoots »

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


ABILITIES
Strength 2 Stamina 3 Agility 4 Dexterity 3 Fighting 10 Intellect 2 Awareness 3 Presence 3

SKILLS
Acrobatics 6 (+10), Athletics 8 (+10), Close Combat [Unarmed] 5 (+17), Deception 5 (+8), Insight 5 (+8), Intimidation 5 (+8), Investigation 5 (+8), Perception 7 (+10), Persuasion 2 (+5), Stealth 6 (+10), Treatment 3 (+5), Vehicles 5 (+8)

ADVANTAGES
Assessment, Attractive (1), Beginner's Luck, Chokehold, Close Combat (2), Contacts, Defensive Attack, Defensive Roll (5), Equipment (2), Improved Disarm, Improved Hold, Improved Initiative (1), Improved Trip, Power Attack, Set-up, Takedown (1), Teamwork, Well-Informed

POWERS
Martial Artist Damage 1 (Strength-based) [ 1 PP ]
Canary Cry Affliction 5 (Resist/Recover: Fortitude; Conditions: Impaired, Disabled,
Incapacitated; E: Area [Cone, 60'], Concentration, Cumulative; F: Distracting, Fades) [ 10 PP]

EQUIPMENT
Motorcycle [ 10 EP ]

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

WORKSHEET
Attack: 17 Effect: 3 Total: 20 (Unarmed)
Attack:Effect: 5 Total: 5 (Canary Cry)
Dodge: 12 Tough.: 8 Total: 20
Parry: 12 Tough.: 8 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 60 pp ] + SKILLS [ 31 pp ] + ADVANTAGES [ 24 pp ] + POWERS [ 11 pp ] + DEFENSES [ 24 pp ]
150 PP TOTAL

BUILD NOTES
After the complexity of Scarlet Witch, Rogue, and so forth... Ready to Play Black Canary is a refreshingly straight-forward build. She's usually depicted in the comics as equal parts graceful martial artist and dirty fighting brawler, which her Advantages reflect here. She's a good detective, but far better at twisting arms and breaking legs to find the information she needs than she is at crime scene forensics.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Green Arrow

Post by FuzzyBoots »

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

I'm sort of a specialist myself. I shoot green arrows. Therefore, instead of Captain Pectorals or the Incredible Moose, they call me... Green Arrow. And as such, I'm not exactly chopped liver.
ABILITIES
Strength 3 Stamina 3 Agility 5 Dexterity 3 Fighting 9 Intellect 2 Awareness 3 Presence 2

SKILLS
Acrobatics 5 (+10), Athletics 7 (+10), Close Combat [Unarmed] 4 (+13), Expertise [Business] 6 (+8), Insight 5 (+8), Intimidation 3 (+5), Investigation 2 (+5), Perception 7 (+10), Ranged Combat [Archery] 7 (+15), Stealth 5 (+10), Treatment 3 (+5), Vehicles 2 (+5)

ADVANTAGES
Accurate Attack, Agile Feint, All-Out Attack, Benefit [Wealth (3)], Defensive Attack, Defensive Roll (3), Equipment (2), Favored Environment [Urban], Improved Aim, Improved Initiative (2), Improved Trip, Power Attack, Precise Attack [Ranged, Cover and Concealment] (2), Quick Draw, Ranged Attack (5), Seize Initiative, Takedown (1), Tracking

POWERS
He's Just That Good Enhanced Extra 5 (Multi-Attack [5]; E: Variable Descriptor [any ranged attack you wield, only up to the attack's rank (1)]; F: Quirk [only archery effects]) [ 5 PP ]

EQUIPMENT
Longbow & Quiver Damage 5 (E: Ranged) [ 10 EP ]

DEFENSE
Dodge (14) Base 9
Parry: (14) Base 5
Fortitude: (10) Base 7
Toughness: (6/3) ——
Will: (10) Base 7

WORKSHEET
Attack: 0 Effect: 0 Total: 0 (Unarmed)

Dodge: 0 Tough.: 0 Total: 0
Parry: 0 Tough.: 0 Total: 0
Fort.: 0 Will: 0 Total: 0


ABILITIES [ 60 pp ] + SKILLS [ 28 pp ] + ADVANTAGES [ 29 pp ] + POWERS [ 5 pp ] + DEFENSES [ 28 pp ] =
150 PP TOTAL

BUILD NOTES
I couldn't very well post his Pretty Bird, and leave out Ollie could I?

Ready to Play Green Arrow takes the archer archetype that he shares with RtP Hawkeye in a different direction. Inspired in equal parts by the classic "Seattle Era" that began in The Longbow Hunters or the more contemporary Arrow tv series. Ready to Play Green Arrow has no need for trick arrows, no sidekick, and no flying motorcycle. None of that. Just a straight-up master marksman stalking through the urban jungle, with criminals his prey. Green Arrow and Hawkeye, both, have gone through cyclical periods of "gritty no gimmicks" to "trick arrows are cool" and back again: feel free to use this set-up as a basis for a 'gritty' Hawkeye.

PLAYER TIPS
A full spread of "Adjective Attack" Advantages let Ollie adjust his caps as needed. Learn when each can be used to maximum effect and you'll do fine.

GAME MASTER NOTES
No worries for GM's at all. Ready to Play Green Arrow is rather Wealthy, but that's about it.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Dragon

Post by FuzzyBoots »

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

J.R.R. Tolkien wrote:Dragons always attracted me as a mythological element. They seemed to be able to comprise human malice and bestiality together so extraordinarily well, and also a sort of malicious wisdom and shrewdness — terrifying creatures!
ABILITIES
Strength (7) Stamina (6) Agility 3 Dexterity –1 Fighting 6 Intellect 1 Awareness 2 Presence 2

SKILLS
Athletics 1 (+8), Close Attack [Claw/Claw/Bite] 6 (+12), Expertise [Chose One] 4 (+5), Expertise [Magic] 4 (+5), Insight 3 (+5), Intimidation 3 (+8), Perception 6 (+8), Persuasion 3 (+5)

ADVANTAGES
All-Out Attack, Diehard, Fast Grab, Favored Environment [Aerial], Improved Critical [Claw/Claw/Bite] (1), Improved Hold, Move-By Action, Ritualist, Startle

POWERS
Draconic Physiology 49 PP
Draconic Size Growth 6 (+6 STR, +6 STA; +6 Mass, +1 Size; +3 Intimidate, –3 Defenses; E: Permanent, Innate) [ 13 PP ]
Dragon Scales Protection 6 (E: Impervious 6) [ 12 PP ]
Dragon Senses Senses 6 (Visual: Extended [1], Infravision [1]; Olfactory: Accurate [2], Acute [1], Tracking [1]) [ 6 PP ]
Dragon Traits Immunity 11 (aging [1], fire damage [5]) [ 6 PP ]
Polymorph Morph 1 (single humanoid form; E: Metamorph) [ 6 PP ]
Leathery Wings Flight 5 (60 MPH; F: Wings) [ 5 PP ]
AE: Lethal Predator Speed 3 (16 MPH); Enhanced Advantage 2 (Takedown [2]) [ 1 PP ]

Natural Weapons 21 PP
Breathe Weapon Damage 10 (E: Area [Cone, 120'], Feature [first use per day is always reliable]; F: Unreliable) [ 20 PP ]
AE: Claw/Claw/Bite Damage 1 (Strength-based; E: Multi-Attack, Penetrating [1], Reach [1], Split [1], Variable Descriptor [Pierce/Slash (1)]) [ 1 PP ]

DEFENSE
Dodge (8) Base 8
Parry: (8) Base 5
Fortitude: (10) Base 4
Toughness: (12) ——
Will: (10) Base 8

WORKSHEET
Attack: 10 Effect: 8 Total: 18 (Claw/Claw/Bite)
Attack:Effect: 10 Total: 10 (Breath Weapon)
Dodge: 8 Tough.: 12 Total: 20
Parry: 8 Tough.: 12 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 30 pp ] + SKILLS [ 15 pp ] + ADVANTAGES [ 9 pp ] + POWERS [ 70 pp ] + DEFENSES [ 25 pp ] =
150 PP TOTAL

BUILD NOTES
With a tip of the cowl to ProdigyDuck and Thorpacolpyse, the Ready to Play Dragon is exactly what it says on the tin: a massive, magical, fire-breathing apex predator. Believe it or not, but the typical fantasy-game dragon is actually works pretty well as a superhero. Stronger than a semi truck, faster than a speeding horse, able to fly over tall buildings... and burn them to the ground with a glance.

There are two easy ways to justify this character: a young heroic dragon from a fantasy world somehow ends up transported to the modern day super-heroic Earth or maybe a modern day human discovers he has the superpower to turn into a dragon.

PLAYER TIPS
The Ready to Play Dragon is appropriately a beast in combat. Your breath weapon can decimate entire platoons of minions in one go and very little can stand up to your claws and fangs for long. However, you're a little light on non-combat skills and have serious trouble with tight spaces.

GAME MASTER TIPS
You'll need to work with your player ahead of time to build the assumed form of the polymorph effect; Ritualist is also pretty open-ended, but otherwise this is a fairly straightforward character.
FuzzyBoots
Posts: 2396
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Location: Pittsburgh, PA

Storm

Post by FuzzyBoots »

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

I am a woman, a mutant, a thief, an X-Man, a lover, a wife, a queen. I am all these things. I am Storm, and for me, there are no such things as limits.
ABILITIES 23
Strength 2 Stamina 2 Agility 4 Dexterity 3 Fighting 6 Intellect 1 Awareness 3 Presence 2

SKILLS
Close Attack [Archaic Melee Weapons] 2 (+8), Deception 5 (+8), Expertise [Streetwise] 4 (+5), Insight 5 (+8), Perception 5 (+8), Persuasion 6 (+8), Ranged Attack [Weather Control] 5 (+8), Sleight of Hand 2 (+5), Stealth 2 (+6)

ADVANTAGES
Defensive Roll (4), Favored Environment [Aerial], Equipment (1), Improved Defense, Languages (2), Leadership

POWERS
Weather Goddess Immunity 10 (Weather Descriptor; F: Limited to Half Effect) [ 5 PP ]
Wind Rider Flight 4 (30 MPH) [ 8 PP ]

Weather Control Dynamic Array, 39 PP Total
Air Control Move Object 6 (E: Area [Cylinder, 30' radius x 60' height], Dynamic, Sustained) [ 31 PP ]
DAE: Bad Weather Environment 10 (Intense Cold [1], Impede Movement [1], Visibility [1]) [ 2 PP ]
DAE: Fog Concealment 4 (Senes: Normal Vision; E: Attack, Area [Cloud x4, 120'], Precise [1], Subtle [1]) [ 2 PP ]
DAE: Lightning Damage 12 (E: Improved Critical [2], Indirect [4], Ranged) [ 2 PP ]
DAE: Tornado Damage 10 (E: Area [Cylinder, 30' radius x 30' height], Ranged) [ 2 PP ]

EQUIPMENT
Billowing Cape Flight 1 (E: Stacks with Wind Rider [+0], Subtle [1]; F: Wings) [ 2 EP ]
Commlink [ 1 EP ]
X-Men Uniform Protection 2 [ 2 EP ]

DEFENSE
Dodge (12) Base 8
Parry: (12) Base 6
Fortitude: (8) Base 6
Toughness: (8/4) ——
Will: (8) Base 5

WORKSHEET
Attack: 6 Effect: 2 Total: 8 (Unarmed)
Attack: 8 Effect: 12 Total: 20 (Lightning)
Attack:Effect: 10 Total: 10 (Tornado)
Dodge: 12 Tough.: 8 Total: 20
Parry: 12 Tough.: 8 Total: 20
Fort.: 8 Will: 8 Total: 16


ABILITIES [ 46 pp ] + SKILLS [ 18 pp ] + ADVANTAGES [ 9 pp ] + POWERS [ 52 pp ] + DEFENSES [ 25 pp ] =
150 PP TOTAL

BUILD NOTES
Although easily one of the most popular and recognizable members of the X-Men (as well as one of the most notable black superheroes) Storm seems to get slightly less time in the spotlight these last couple years, Storm has always played a very prominent role in the world of the X-Men. In her early days after her first appearance she was probably the biggest character coming out of the new Giant Size X-Men relaunch in 1975. Her defining role was as leader of the X-Men after Professor X went into space with the Starjammers for a time. She led the team through many huge events: the Mutant Massacre being the biggest X-Men event after the Dark Phoenix Saga. During the 1990's Blue and Gold era, Storm led the Gold Team... And fell into the sort of boring leadership limbo that claimed Scott. She hasn't been around much since the 2000's...

PLAYER NOTES
Ready to Play Storm, much like Wolverine, is a character who spent the better part of two decades in the spotlight; during which time she amassed a large and diverse set of skills... Which I've had to boil down quite a bit. Her thief skills are professional grade by "man on the street" standards, but she's not Catwoman.* Likewise, she's a passable fighter and a good diplomat, but some cuts had to be made to these areas in order to keep her Weather Control powers up to par.

*Insert Halle Berry joke here.

PLAYER TIPS
Ready to Play Storm, it should come as no surprise, is all about her Weather Control power. Dynamic Arrays can be a bit tricky, so ask your GM for guidance, but learning how best to manipulate this array will be key to winning fights. Ready to Play Storm mixes elements of "soft" and "hard control," with some straight-up blaster. Her flight isn't especially fast by superhero standards, but it's more about keeping her out of harm's way than rapid transportation. Stay airborne, debuff with fog and bad weather, then spam lightning 'til they drop.

GAME MASTER TIPS
My usual note about helping new players understand Dynamic Arrays. That's really all there is, a pretty easy character to GM for.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Colossus

Post by FuzzyBoots »

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

She-Hulk: You usually do this with a guy?
Wolverine: Yeah, why?
She-Hulk: Got a firm li'l butt there. You must work out.
Wolverine: First rule of "fastball special," you don't talk about "fastball special."
ABILITIES
Strength 4(10) Stamna 4(8) Agility 3 Dexterity 2 Fighting 6 Intellect 2 Awareness 2 Presence 2

SKILLS
Athletics 6 (+10/16), Close Combat [Unarmed] 4 (+10), Expertise [Agriculture] 3 (+5), Expertise [Artist] 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Persuasion 6 (+8), Ranged Combat [Thrown] 5 (+8), Technology 3 (+5), Vehicles 3 (+5)

ADVANTAGES
All-Out Attack, Chokehold, Fast Grab, Great Endurance, Improved Grab, Improved Hold, Improved Trip, Improved Smash, Improvised Weapon, Interpose, Languages [English, Russian (1)], Power Attack, Prone Fighting, Teamwork, Startle

POWERS
Organic Steel Alternate Form (F: Activation [move, –1]) [ 44 PP Total ]
Density Increase Growth 4 (+4 STR, +4 STA; +4 Mass, –1 Speed; E: Feature [does not change size*]; F: Quirk [maximum ranks* (–1)]) [ 11 PP ]
Massive Armor Impervious Toughness 8; Protection 4 [ 12 PP ]
Mighty Strength Enhanced Attribute 4 (+4 STR; F: Limited to Lifting [2 Ranks]); Speed 1 [ 7 PP ]
Living Metal Immunity 30 (Fortitude Effects; F: Limited to Half Effect) [ 15 PP ]

*Per Power Profile: Size & Mass Powers.

DEFENSE
Dodge (8) Base 5
Parry: (8) Base 2
Fortitude: (10/6) Base 2
Toughness: (12/4) ——
Will: (10) Base 8

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


ABILITIES [ 50 pp ] + SKILLS [ 24 pp ] + ADVANTAGES [ 15 pp ] + POWERS [ 44 pp ] + DEFENSES [ 17 pp ] =
150 PP TOTAL

BUILD NOTES
Although certainly not the first, Colossus quickly became one of the most iconic "the team's resident big guy" in comics. A character niche that came to infest spin-off X-Men books in the Iron Age. Especially ironic, since Colossus is probably the least Iron Age-y character of the squad debuting in Giant Size X-Men. Wolverine, of course, is iconic of the era; Storm and Banshee both had gritty, criminal underworld and personal betrayal backgrounds, Sunfire is an sardonic antihero; and Thunderbird died... Colossus just wanted to work on his sketches and muster up the courage to ask Kitty Pryde to the movies. He was practically a Silver Age character in those early days. Anyhow, about the build...

PLAYER NOTES
Ready to Play Colossus fills a superficially similar niche as Ready to Play Hulk: he's big, he's strong, and he smashes stuff. However, there are some key differences, Ready to Play Colossus isn't as strong or as invulnerable as Hulk, but he's got a broader selection of combat advantages and non-combat skills.

PLAYER TIPS
Ready to Play Colossus is a "technical" fighter compared to the Hulk's "brawler" style. Review the grappling rules and make full use of the grab-related Advantages. You'll be amazed by the damage you can do to a pinned opponent.

GAME MASTER TIPS
Take note of Ready to Play Colossus's weight, he weighs 3,200 lbs. when transformed. In keeping with comic book conventions, this is usually not an issue... Except when it's dramatically appropriate!

THE FASTBALL SPECIAL
Waaay back in 2004 Steve Kenson outlined his method for resolving the "fastball special," and I think it still works today: Essentially, a variant charge attack; the thrower makes a ranged attack roll to hit the target. If successful, the throwee can "move" whatever distance the thrower can toss him and make a melee attack roll with a –2 penalty (like a charge).

The main benefit is it allows the thrown character to move further and reach distant or flying targets (something neither Wolverine nor Colossus could do on their own).
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