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

Angel

Post by FuzzyBoots »

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This is my personal favorite depiction of the X-Men ever. If only they acted half this heroic...

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


ABILITIES
Strength 4 Stamina 4 Agility 7 Dexterity 4 Fighting 8 Intellect 2 Awareness 2 Presence 2

SKILLS
Acrobatics 11 (+18), Athletics 8 (+12), Close Combat [Unarmed] 7 (+15), Deception 3 (+5), Expertise [Business] 6 (+8), Perception 6 (+8), Persuasion 8 (+10), Vehicles 1 (+5)

ADVANTAGES
Agile Feint, Assessment, Attractive (1), Benefit [Wealth (3)], Connected, Defensive Attack, Evasion (1), Equipment (1), Favored Environment [Aerial], Improved Defense, Improved Initiative (2), Move-By Action, Redirect, Set-Up, Takedown (2), Teamwork

POWERS
Angelic Wings Flight 6 (60 MPH / 120 MPH F: Tiring [1 Rank], Wings) [ 5 PP ]
AE Wing Buffet Affliction 4 (Resist/Recover: Fortitude; Hindered, Prone; E: Reach [3]; F: Limited to Two Degrees) [ 1 PP ]
Avian Musculature Immunity 3 (Cold, Heat, Pressure); Movement 1 (Environmental Adaptation [High Altitude]) [ 5 PP ]
Eagle Eyed Senses 3 (Distance Sense, Extended [2]) [ 3 PP ]
Mean Left Hook Damage 1[/b] (Strength-based) [ 1 PP ]

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

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

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


ABILITIES [ 66 pp ] + SKILLS [ 25 pp ] + ADVANTAGES [ 20 pp ] + POWERS [ 15 pp ] + DEFENSES [ 23 pp ] =
150 PP TOTAL

BUILD NOTES
The trick with building Ready to Play Angel is making him distinct from Hawkman, as both have outwardly very similar powers. Angel emphasizes aerobatics, maneuverability, and teamwork whereas Hawkman is much more direct. Angel also packs some surprises for those who think his only power are his wings: his mutation affects his whole physiology. He has tremendous endurance, greater muscle density, and so forth.

Hawkman's power derives from his Nth Metal Flight Harness, whereas Angel's are natural. Plus, Warren Worthington III is a jet-setting millionaire, playboy, venture capitalist... Carter Hall runs a drab old museum.

GAME MASTER NOTES
Angel is probably the easiest X-Man to a add to a campaign: he flies, he punches people, and he's persuasive as heck. With only a single Alternate Power and a straight-forward power set, he's very newbie friendly. His high Wealth Benefit and Favored Environment Advantage may bear watching, but that's it.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Cyclops

Post by FuzzyBoots »

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

Mayor Sinclair: So— Plan B?
Cyclops: No. Not Plan B. Plan 2. "Plan B" implies we only have 26.
ABILITIES
Strength 2 Stamina 4 Agility 3 Dexterity 3 Fighting 8 Intellect 2 Awareness 4 Presence 4

SKILLS
Acrobatics 2 (+5), Athletics 4 (+6), Close Combat [Unarmed] 6 (+14), Expertise [Tactics] 10 (+12), Investigation 4 (+6), Perception 4 (+8), Persuasion 6 (+10), Ranged Combat [Optic Blasts] 5 (+8), Vehicles 7 (+10)

ADVANTAGES
Accurate Attack, Assessment, Defensive Attack, Defensive Roll (2), Equipment (1), Extraordinary Effort, Improved Aim, Improved Initiative (1), Improved Defense, Inspire (2), Leadership, Power Attack, Teamwork, Well-Informed

POWERS
Solar Energy Absorption Immunity 2 (Uncommon Descriptor [Solar]) [ 2 PP ]
Optic Blast Damage 12 (E: Ranged) [ 24 PP ]
AE: Focused Beam Damage 8 (E: Accurate [2], Extended Range [2], Improved Critical [1], Precise [1], Ranged); Enhanced Advantages 2 [Precise Attack (Ranged, Cover and Concealment)] [1 PP]
AE: Ricochet Beam Damage 10 (E: Accurate [1], Ranged, Ricochet [2], Split [1]) [1 PP]
AE: Wide Beam Damage 8 (E: Area [2; Cone, 120']) [1 PP]

EQUIPMENT
X-Men Uniform Protection 4 [ 4 EP ]
Ruby Quartz Subglasses [ 1 EP ]

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

WORKSHEET
Attack: 14 Effect: 2 Total: 16 (Unarmed)
Attack: 8 Effect: 12 Total: 20 (Optic Blast)
Attack: 12 Effect: 8 Total: 20 (Focused Beam)
Attack: 10 Effect: 10 Total: 20 (Ricochet Beam)
Attack:Effect: 8 Total: 8 (Wide Beam)

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


ABILITIES [ 60 pp ] + SKILLS [ 24 pp ] + ADVANTAGES [ 16 pp ] + POWERS [ 29 pp ] + DEFENSES [ 21 pp ] =
150 PP TOTAL

UNIMPORTANT RANT
Some of you might have read me writing that "Marvel just doesn't seem to like superheroes." In addition to drek like Civil War, Avengers Arena, and giving goddamn Carnage his own series, this man might be the poster boy for the "Marvel doesn't like heroes" meme. We have a character who was once described as the living embodiment of his mentor's dream of protecting the world that fears and hates him, a natural leader, a skilled tactician, and a caring mentor himself to several subsequent younger generations. But ever since Logan went over with the fans, he's been written an ever increasingly amoral, egotistical jackass. And, now he's a mass-murdering terrorist leading his own rogue nation-state and flashing gang signs. Fffffffuuuu—

Anyhow.

BUILD NOTES
Scott is the archetypical blaster in comics, and thus his Optic Blast comes in multiple different Alternate Effect forms here, but players should be encouraged to Power Stunt all the other tricks he's pulled off over the years: slow fall, multi-attack, penetrating, etcetera...

Solar Energy Absorption might seem an oddity, but the original reason that Hank and Scott were immune to each others' power was quite simple: Cyclops absorbed solar energy and fired concussive beams, Havok absorbed kinetic energy and fired plasma beams. They were a yin-yang sort of symbiotic relationship. Later writers seemed to have forgotten this explanation and now they're immune, just... Because.

GAME MASTER NOTES
All of Scott's Optic Blasts are subject to a Power Loss Complication if deprived of sunlight long enough. If his visor or ruby quartz sunglasses are removed, another common Complication, he must either close his eyes (blinding him) or he has an Permanent Damage 10 [Area, 60' Cone] going off.

GAME MASTER TIPS
Other than remembering his Complication, Cyclops is an easy addition to any campaign. Take a minute to be sure your player understands Alternate Effects (really simple here) and his leadership-based Advantages, then you're good to go.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Sunfire

Post by FuzzyBoots »

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


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

SKILLS
Acrobatics 4 (+8), Close Combat [Unarmed] 3 (+11), Deception 6 (+5), Expertise [Japan] 8 (+10), Insight 3 (+5), Intimidation 9 (+8), Perception 3 (+5), Ranged Combat (Solar Plasma) 8 (+10)

ADVANTAGES
All-Out Attack, Benefit [Clan Yashida Member (1)], Defensive Roll (2), Equipment (1), Evasion (1), Languages (2), Power Attack, Startle

POWERS
Solar Plasma Sheathe Alternate Form (51 PP Base; F: Activation [Move, –1]) [ 50 PP Total ]
Environment 1 (15'; Extreme Heat [2]; E: Continuous; F: Diminished Area [1], Permanent) [ 1 PP ]
Flight 6 (120 MPH) [ 12 PP ]
Immunity 10 (Radiation Effects; F: Limited to Half Effect) [ 5 PP ]
Senses 1 (Visual: Infravision) [ 1 PP ]

Solar Plasma Attacks Array, 32 PP
Plasma Bolts Damage 10 (E: Incurable [1], Ranged, Penetrating [5], Precise [1], Split [2]) [ 29 PP ]
AE: Plasma Burst Damage 10 (E: Incurable, Area [Burst, 30'], Penetrating [8]) [ 1 PP ]
AE: Plasma Spray Damage 10 (E: Incurable, Area [Cone, 60'], Penetrating [8]) [ 1 PP ]
AE: Melting Jet Damage 4 (E: Precise, Ranged); Weaken Toughness 10 (E: Affects Only Objects, Ranged) [ 1 PP ]

EQUIPMENT
Uniform Protection 4 (Subtle ) [ 5 EP ]

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

WORKSHEET
Attack: 11 Effect: 3 Total: 14 (Unarmed)
Attack: 10 Effect: 10 Total: 20 (Plasma Bolt)
Attack:Effect: 10 Total: 20 (Plasma Burst)
Attack:Effect: 10 Total: 20 (Plasma Spray)
Dodge: 10 Tough.: 10 Total: 20
Parry: 10 Tough.: 10 Total: 20
Fort.: 10 Will: 8 Total: 18


ABILITIES [ 48 pp ] + SKILLS [ 22 pp ] + ADVANTAGES [ 10 pp ] + POWERS [ 50 pp ] + DEFENSES [ 20 pp ] =
150 PP TOTAL

BUILD NOTES
Created as a one-note villain and then added to the 1975 relaunch of the X-Men specifically so they would have a character to throw off the book early on, Sunfire is probably the only person on Earth-616 that can challenge Quicksilver for the crown of King of the Jerkasses. But goddamn if he doesn't have an awesome look... And in a visual medium mostly read by sarcastic nerds (many of whom are huge Japanese culture) it's not hard to find fans of the guy. Personally, I dig the classic red-and-white bodysuit, but think it should be paired with the simplicity of his Age of Apocalypse mask and have the white bits "burn black" when he flames on, with flames "burning thorough" the red bits. Best of both worlds! (But with the mask untouched.) Awesome superhero duds when out of combat, intimidating badass in a fight.

Ready to Play Sunfire lacks a Reaction Damage fiery aura on purpose. Reaction Damage is a headache for new Players and inexperienced Game Masters. If you want to add it in, I'd recommend starting out with it as just another Alternate Effect of his Solar Plasma Attacks array and keeping the damage well under his PL Cap. Five ranks should suffice. Use that for a couple of game sessions, then "buy it up" to a power independent of the array. Gives you time to learn the ins and outs of Reaction Auras.

PLAYER NOTES
Ready to Play Sunfire is a textbook example of the "flying artillery" superhero archetype: very little can stand up to his plasma that isn't immune to fire or packing serious levels of impervious toughness. His melting jet can slag a police cruiser in one go. Ready to Play Sunfire is fairly limited outside of blasting, he's not a "squishy wizard" by any means, but he is very specialized.

GAME MASTER TIPS
Game Masters should resist the temptation to send fire-immune enemies at him all the time. Yes, it should happen occasionally, but only enough to be dramatically interesting for character and not unfairly picking on the player. You'll need to decide for yourself how impactful you want Clan Yoshida to be in your game... Big fans of that corner of the Marvel 'verse can play it up, others may just want to swap that Advantage out for generic Wealth or Connected. I kind of envision it as a hybrid Wealth/Contacts/Connected that is region-specific only to Japan. YMMV.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Banshee

Post by FuzzyBoots »

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

Ye'd best cover yer ears, kids... this is goin' to hurt some!
ABILITIES
Strength 2 Stamina 3 Agility 3 Dexterity 5 Fighting 7 Intellect 3 Awareness 3 Presence 2

SKILLS
Close Combat [Unarmed] 3 (+10), Deception 6 (+8), Expertise [Law Enforcement] 5 (+8), Insight 5 (+8), Investigation 5 (+8), Perception 5 (+8), Ranged Combat [Sonic Attacks] 3 (+10)

ADVANTAGES
Defensive Roll (3), Equipment (1), Improved Aim, Improved Critical [Sonic Scream (1)], Improved Defense, Jack-of-All-Trades, Power Attack, Ranged Attack (2), Set-Up, Taunt

POWERS
Sonic Flight Flight 6 (120 MPH; F: Distracting) [ 6 PP ]
Subsonics Feature 1 (may speak normally while screaming, limited to short statements) [ 1 PP ]

Sonic Attacks Array 34 PP
Banshee Wail Damage 10 (E: Ranged, Penetrating [5]); Affliction 5 (Resist/Recover: Fortitude; Conditions: Hindered, Prone; E: Ranged; F: Limited to Two Degrees) [ 30 PP ]
AE: Concussive Wail Damage 10 (E: Area [Cone, 60'], Penetrating [5]); Affliction 5 (Resist/Recover: Fortitude; Conditions: Hindered, Prone; E: Area [Cone, 60']; F: Limited to Two Degrees) [ 1 PP ]
AE: Hypnotic Keen Affliction 6 (Resist/Recover: Will; Conditions: Dazed, Compelled, Controlled; E: Area [Auditory Perception], Concentration, Cumulative, Selective) [ 1 PP ]
AE: Incapacitating Scream Affliction 10 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Cumulative, Ranged) [ 1 PP ]
AE: Stunning Scream Affliction 10 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned; E: Area [Cone, 60'], Concentration, Cumulative; F: Limited to Two Degrees) [ 1 PP ]

EQUIPMENT
X-Men Uniform Protection 4 [ 4 EP ]
Cape Feature 1 (replaces distracting flaw on flight with wings) [ 1 EP ]

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

WORKSHEET
Attack: 10 Effect: 2 Total: 12 (Unarmed)
Attack: 10 Effect: 10 Total: 20 (Banshee Wail)
Attack:Effect: 10 Total: 10 (Concussive Wail)
Attack:Effect: 6 Total: 6 (Hypnotic Keen)
Attack: 10 Effect: 10 Total: 10 (Incapacitating Scream)
Attack:Effect: 10 Total: 10 (Stunning Scream)
Dodge: 10 Tough.: 10 Total: 20
Parry: 10 Tough.: 10 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 56 pp ] + SKILLS [ 16 pp ] + ADVANTAGES [ 13 pp ] + POWERS [ 41 pp ] + DEFENSES [ 24 pp ] =
150 PP TOTAL

BUILD NOTES
When I was a kid, Banshee was my favorite X-Man, his costume was awesome, his mutant power seemed both versatile and really powerful, and he was a sarcastic grumbler that nonetheless was incredibly loyal to his team. All things I love in my superheroes. He drifted out of the X-Men just before the big, huge events of the Eighties launched the title to superstar status... Which worked out okay for me, as it meant his issues were available cheap in the back issue bins. I always preferred the bargain bin issues — I could get a dozen Justice League Europe's for the price of one Special Collector's Limited Edition Holofoil Premier BloodGun #1/2. More comics were better comics, I didn't care what was popular on the playground.

Ready to Play Banshee is superficially similar to Cyclops or Sunfire: he's a blaster with multiple alternate ways of using his attack, defensively balanced but still better sticking to the "flying artillery" role. The big difference is where Scott and Hiro focus on damage, Sean mixes in some "controller" tricks.

PLAYER TIPS
Banshee Wail and its Area counterpart, Concussive Wail, are your primary damage-dealing attacks. The accuracy and damage is unimpressively average for PL10, but the linked Affliction spices things up. Incapacitating Scream and its area counterpart are solid debuffs, helping you help your teammates put the hurt on the villains. Hypnotic Keen is purely a controller power, unlikely to effect big name super-villains but great at dealing with hordes of minions.

GAME MASTER TIPS
Banshee is an easy addition to any campaign. As always, take a minute to be sure your player understands Alternate Effects and Area Attacks. You should also review the various Conditions his many Affliction attacks can impose... But that's not much work.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Robin

Post by FuzzyBoots »

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

Dear Diary,

Robin and I are in it up to our necks again. It's like we were never apart. And the risks don't matter. I'm not talking about physical risk. That's a given with all the dangers we love to put ourselves in. I'm talking about my heart, Diary. That's where I could really get hurt.
ABILITIES
Strength 3 Stamina 3 Agility 3 Dexterity 2 Fighting 5 Intellect 4 Awareness 3 Presence 3

SKILLS
Acrobatics 9 (+12), Close Combat [Unarmed] 7 (+12), Expertise [Streetwise] 4 (+8), Insight 2 (+5), Investigation 7 (+11), Perception 5 (+8), Ranged Combat [Thrown] 9 (+11), Stealth 9 (+12)

ADVANTAGES
Accurate Attack, Agile Feint, Beginner's Luck, Benefit [Wealth (2)], Contacts, Connected, Defensive Roll (3), Eidetic Memory, Equipment (7), Hide in Plain Sight, Jack-of-All-Trades, Luck (1), Precise Attack [Close, Concealment], Sidekick (24), Takedown (1), Taunt, Teamwork

POWERS
Martial Artist Damage 1 (Strength-based) [ 1 PP ]

EQUIPMENT ( 35 EP )
Utility Belt (Array) [ 15 EP Total ]
Launching Grappling Hook Movement 2 (Safe-Fall, Swinging) [ 4 PP ]
AE: Move Object 3 (300 lbs.; E: Tether; Flaws: 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 ]
Medical Kit [ 1 EP ]
Multifunction Binoculars Senses 2 (Visual: Extended [1], Infravision) Feature 1 (Camera) [ 1 EP ]
Rebreather [ 1 EP ]
Tablet Computer [ 1 EP ]
Universal Tool Enhanced Advantage 1 (Improvised Tools) [ 1 EP ]
UV Bat-Light Feature 2 (ultraviolet flashlight) [ 1 EP ]
UV Paint Marker Feature 2 [ 1 EP ]

Arsenal (Array) [ 20 EP Total ]
Batarang Damage 2 (Strength-based; E: Homing [1], Indirect [2], Ranged, Multiattack) [ 15 EP ]
Bolas Affliction 5 (Resist: Dodge, Recover: Strength; Condition: Hindered and Vulnerable, Defenseless and Immobile; E: Cumulative, Extra Condition, Ranged; F: Limited to Two Degrees) [ 1 EP ]
Flash Bombs Affliction 5 (Resist/Recover: Fortitude; Conditions: Impaired, Disabled, Unaware; E: Area [Burst, 30'], Cumulative, Ranged; F: Limited to Visual Senses) [ 1 EP ]
Foaming Explosive Damage 5 (E: Area [Burst, 6'], Triggered [Variable, 2]; F: Diminished Area [2]); linked to Weaken Toughness 5 (E: Affects Only Objects) [ 1 EP ]
Sleep Gas Bombs Affliction 5 (Resist/Recover: Fortitude; Conditions: Fatigued, Exhausted, Asleep; E: Area [Cloud, 15'], Ranged) [ 1 EP ]
Smoke Bombs Concealment 4 (Senes: All Visual
Senses; E: Attack, Area [Cloud, 15']; F: Quirk [does not affect Ultravision]) [ 1 EP ]

DEFENSE
Dodge (10) Base 7
Parry: (10) Base 5
Fortitude: (8) Base 5
Toughness: (6/3) ——
Will: (8) Base 5

WORKSHEET
Attack: 12 Effect: 4 Total: 16 (Unarmed)
Attack: 11 Effect: 5 Total: 16 (Batarang)
Dodge: 10 Tough.: 6 Total: 16
Parry: 10 Tough.: 6 Total: 16
Fort.: 8 Will: 8 Total: 16


ABILITIES [ 52 pp ] + SKILLS [ 26 pp ] + ADVANTAGES [ 49 pp ] + POWERS [ 1 pp ] + DEFENSES [ 22 pp ] =
150 PP TOTAL

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SPOILER
Sidekick Character
Power Level 10 ( 120 PP)


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

SKILLS
Acrobatics 9 (+12), Close Combat [Unarmed] 7 (+12), Expertise [Streetwise] 4 (+8), Insight 2 (+5), Investigation 7 (+11), Perception 5 (+8), Ranged Combat [Thrown] 9 (+11), Stealth 9 (+12)

ADVANTAGES
Accurate Attack, Agile Feint, Eidetic Memory, Defensive Roll (3), Equipment (7), Hide in Plain Sight, Jack-of-All-Trades, Precise Attack [Close, Concealment], Takedown (1), Teamwork

POWERS
Martial Artist Damage 1 (Strength-based) [ 1 PP ]

EQUIPMENT ( 35 EP )
Identical to Robin's Above

DEFENSE
Dodge (10) Base 7
Parry: (10) Base 5
Fortitude: (8) Base 5
Toughness: (6/3) ——
Will: (8) Base 5

ABILITIES [ 53 pp ] + SKILLS [ 26 pp ] + ADVANTAGES [ 18 pp ] + POWERS [ 1 pp ] + DEFENSES [ 22 pp ] =
120 PP TOTAL

GAME MASTER NOTES
Yes, I'm starting with the GM's Notes. It's my Batcave, I'll do what I want.

As I mentioned with Ready to Play Rogue, there are a handful of powers that I recommend new Game Masters disallow (or outright ban): Duplication, Summoning, Metamorph and Variable. Metamorph and Variable because their open ended nature can slow play to a crawl if the user isn't decisive when using them. Duplication and Summoning, on the other hand, can disrupt the flow of game play by giving one player far too many opportunities to act compared to his fellow players. The Minions and Sidekick Advantages, similarly, can be problematic.

However, even these four problematic Powers can be integrated into a campaign without disruption, so long as the GM and player(s) are willing to work with each other. Keep your Variable Effects narrow in scope and have commonly used ones written up ahead of time; pay close attention to the action scenes and declare your Summoned/Duplicated NPC's actions swiftly; and when in doubt: only put a very few ranks in the power!

BUILD NOTES
Ready to Play Robin is, appropriately enough, an example of how to make Sidekick work without causing a great deal of disruption. Ready to Play Robin and his Sidekick, Spoiler, are each essentially a PL8/120pp character individually, which means either one should do alright in a typical PL10 campaign, provided the player fights smart and isn't afraid to stick around in a supporting capacity. However, because they're a pair — a Dynamite Duo if you will — they can coordinate to be more than the sum of their parts.

PLAYER TIPS
Neither Robin nor Spoiler is going to last long against serious super-villains if they go it alone. Fight like "the junior Batman" you are: stealth, stacked afflictions, sneak attacks, etcetera. Coordinate the attacks between the pair, using complimentary affliction bombs or making ample use of the Aid Action. Presumably the other heroes in your party are faster, stronger, or more invulnerable than you, don't be too proud to let them have the final punch. You excel at set-ups, not take downs.

(Having said that, Robin and Spoiler are murder on low-ranked minions. Feel free just to go all-out against groups of common thugs, generic terrorists, or ninja mooks.)
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Cyborg

Post by FuzzyBoots »

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


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

SKILLS
Athletics 5 (+8), Close Combat [Unarmed] 8 (+12), Expertise [Streetwise] 4 (+8), Perception 5 (+8), Ranged Combat [Sonic Blaster] 9 (+12), Technology 8 (+12), Vehicles 1 (+4)

ADVANTAGES
All-Out Attack, Diehard, Great Endurance, Improved Grab, Improved Smash, Power Attack, Teamwork

POWERS
Cyber Link Comprehend 2 (Machines) [ 4 PP ]
Cybernetic Sensors Senses 7 (Auditory: Analytical [1], Ultra-Hearing [1]; Visual: Analytical [1], Infravision [1], Ultra-Vision [1]; (Radio: Analytical [1], Radio [1]) [ 7 PP ]
Molybdenum Steel Body Enhanced Attribute 4 (+1 STR, +3 STA); Protection 8 [ 16 PP ]

Artificial Limbs Enhanced Attribute 4 (+4 STR; E: Dynamic) [ 9 PP ]
DAE: Leaping 8 (1,800') [ 2 PP ]

Sonic Blaster Damage 8 (E: Improved Critical [1], Ranged, Split [1], Variable Descriptor [technological, 2]) [ 20 PP ]
AE: Sonic Beamer Damage 10 (E: Area [Cone, 60']) [ 1 PP ]

DEFENSE
Dodge (6) Base 3
Parry: (6) Base 2
Fortitude: (10) Base 4
Toughness: (14) ——
Will: (10) Base 7

WORKSHEET
Attack: 12 Effect: 4-8 Total: 16-20 (Unarmed)
Attack: 12 Effect: 8 Total: 20 (Sonic Blaster)
Attack:Effect: 10 Total: 10 (Sonic Beam)
Dodge: 6 Tough.: 14 Total: 20
Parry: 6 Tough.: 14 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 48 pp ] + SKILLS [ 20 pp ] + ADVANTAGES [ _7 pp ] + POWERS [ 59 pp ] + DEFENSES [ 16 pp ] =
150 PP TOTAL

BUILD NOTES
Booyah! Ready to Play Cyborg doesn't need much elaboration: he's a tough, super-strong brawler who also packs a hefty ranged weapon. He's not the most nuanced hand-to-hand combatant, lacking most of the Advantages that let melee fighters really shine. Likewise, at range when compared to most blasters (Cyclops) he isn't especially versatile or accurate compared to marksmen (Green Arrow). He's a battle tank.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Starfire

Post by FuzzyBoots »

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Google Image Searching for Koriand'r leads to some very, very weird corners of the internet.

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


ABILITIES
Strength 1 Stamina 10 Agility 5 Dexterity 3 Fighting 5 Intellect 1 Awareness 3 Presence 2

SKILLS
Acrobatics 5 (+10), Close Combat [Unarmed] 3 (+8), Intimidation 5 (+8), Perception 1 (+4), Persuasion 5 (+8), Ranged Combat [Star Bolts] 5 (+10)

ADVANTAGES
Agile Feint, All-Out Attack, Attractive (1), Improved Initiative (1), Move-By Action, Power Attack, Teamwork

POWERS
Language Assimilation Comprehend 2 (Languages: Speak one at a time, speak all, understand all; F: Quirk [requires physical contact to learn]) [ 3 PP ]
Solar Sustenance Immunity 10 (Life Support); [ 10 PP ]
Star Bolts Damage 10 (E: Ranged) [ 20 PP ]

Solar Power Flight 9 (1000 MPH F: Dynamic) [ 19 PP ]
DAE: Enhanced Attribute 9 (+9 STR) [ 2 PP ]

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

WORKSHEET
Attack: 8 Effect: 1-10 Total: 9-18 (Unarmed)
Attack: 10 Effect: 10 Total: 20 (Star Bolts)
Dodge: 10 Tough.: 10 Total: 20
Parry: 10 Tough.: 10 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 60 pp ] + SKILLS [ 12 pp ] + ADVANTAGES [ _7 pp ] + POWERS [ 54 pp ] + DEFENSES [ 17 pp ] =
150 PP TOTAL

BUILD NOTES
Comic book Starfire is equal parts "flying brick" and "flying artillery," and one of the most powerful members of the New Teen Titans, being the closest to the traditional Superman-type paragon the group would have until Superboy joined in the late '00s. Ready to Play Starfire fills the same role, the only real difference is in her flight speed and strength. To fit both at close to her official levels, we have to use a Dynamic Tradeoff.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Raven

Post by FuzzyBoots »

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

New Teen Titans, vol. 1 #21 wrote:This is the first time I've worn pants. I don't feel at all comfortable.

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

SKILLS 58/2
Deception 2 (+5), Expertise [Magic] 7 (+10), Expertise [Theology] 5 (+8), Insight 13 (+18), Intimidation 9 (+12), Perception 5 (+10), Persuasion 9 (+12), Ranged Combat [Projective Empathy] 8 (+10)

ADVANTAGES
Defensive Roll (5), Fascinate [Intimidation], Improved Defense, Improved Trip, Ritualist, Startle, Trance, Uncanny Dodge

POWERS
Flight 3 (16 MPH) [ 6 PP ]

Empath Array, 22 PP
Empathic Healing Healing 6 (E: Persistent [1], Restorative, Stabilize [1]) [ 20 PP ]
AE: Receptive Empathy Mind Reading 10 (E: Subtle [2]; F: Limited to Emotions); Senses 8 (Mental: Emotion Awareness [1], acute [1], accurate [2], extended [2], ranged [1], tracking [1]) [ 1 PP ]
AE: Projective Empathy Affliction 10 (Resist/Recover: Will; Conditions: Entranced, Compelled, Controlled; E: Cumulative, Ranged; F: Limited to emotions) [ 1 PP ]

Soul Self Array, 26 PP
Astral Projection Remote Sensing 20 (4,000 miles, all senses; E: dimensional [2; astral plane, ethereal plane]; F: Fades, Feedback, Limited [cannot use empathy array], Limited [physical body is incapacitated], Noticeable [raven-shaped shadow]) [ 21 PP ]
AE: Azaroth, Metrion, Zinthos! Move Object 4 (800 lbs.; E: Damaging, Ranged [Perception], Split [4], Throwing Mastery [1]) [ 1 PP ]
AE: Soul Door Teleport 5 (30 miles; E: Accurate, Change Direction [1], Extended, Portal; F: Distracting, Limited to Extended) [ 1 PP ]
AE: Soul Jump Teleport 6 (1,800'; E: Accurate, Change Direction [1], Change Velocity [1], Turnabout [1]) [ 1 PP ]
AE: Soulself Shield Protection 10 (E: Affects Others, Reach [1], Sustained) [ 1 PP ]
AE: Soulself Shape Insubstantial 3 (Magical Energy); Flight 3 (120 MPH; stacked with Flight) [ 1 PP ]

DEFENSE
Dodge (5) Base 3
Parry: (5) Base 3
Fortitude: (8) Base 8
Toughness: (15/5/0) ——
Will: (12) Base 7

WORKSHEET
Attack: 8 Effect: 0 Total: 8 (Unarmed)
Attack:Effect: 10 Total: 10 (Receptive Empathy)
Attack: 10 Effect: 10 Total: 20 (Projective Empathy)
Attack:Effect: 4+ Total: 4+ (Azaroth, Metrion, Zinthos!)
Dodge: 5 Tough.: 15/5 Total: 20/10
Dodge: 5 Tough.: 15/5 Total: 20/10
Fort.: 8 Will: 12 Total: 20


ABILITIES [ 34 pp ] + SKILLS [ 29 pp ] + ADVANTAGES [ 12 pp ] + POWERS [ 54 pp ] + DEFENSES [ 21 pp ] =
150 PP TOTAL

UNIMPORTANT RANT REDUX
Look, the Dark Phoenix Saga was a great story arc and it deserves to be remembered fondly by the fans, but the writers just never stopped rerunning, retelling, and generally regurgitating the thing. It's been forty-plus years! Jean's character since has been badly warped by this one-note storytelling ever since. Rachel Roth might be the DCU's counterpart to Jean Grey.

The fact that most of you don't know that Rachel Roth is Raven's real name but do know she's the daughter of evil demon lord, Trigon, should clue you in on that. I get it, I really do, the Terror of Trigon arc was a great and it deserves to be remembered fondly by the fans. But, for the love of Azaroth, comic book writers: we do not need it repeated ever five years. Move on.

BUILD NOTES
Ready to Play Raven tosses a lot of her MacGuffin-level powers out the window. This returns her to the more consistent power level she had for most of the Wolfman/Perez Era of the Titans — the guys that gave us Terror of Trigon were seemingly the only ones willing to move past it. However, as awesome as a team teleporter, team healer, and empath can be to read about this isn't always a fun role to play. Thus, I've brought in a few of her more action-oriented tricks from the Teen Titans cartoon: a telekinetic attack, phasing through walls, rapid personal teleportation, and a much faster flight speed.

PLAYER NOTES
Even with her extra tricks courtesy of Cartoon Network, Ready to Play Raven is still the epitome of "squishy wizard" status. She's thoroughly a support character and should run away as fast as possible if directly confronted by a big-name villain. Let the rest of the team handle the punching, it's not your job.

GAME MASTER TIPS
Some GM's find Healing to be a problematic power, I never have and Ready to Play Raven's ranks in the power are pretty mild. But, the point of this series is to give advice to newer GMs and players, so I felt it worth noting.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Black Lightning

Post by FuzzyBoots »

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

Justice, like lighting, should ever appear: To few men's ruin, but all men's fear.
ABILITIES
Strength 3 Stamina 3 Agility 3 Dexterity 5 Fighting 5 Intellect 4 Awareness 3 Presence 2

SKILLS
Acrobatics 5 (+8), Athletics 7 (+10), Close Combat [Unarmed] 5 (+10), Expertise [Education] 6 (+10), Expertise [Politics] 4 (+8), Expertise [Streetwise] 4 (+8), Insight 2 (+5), Intimidation 4 (+8), Investigation 4 (+8), Perception 5 (+8), Ranged Combat [Lightning Bolt] 3 (+8), Technology 1 (+5)

ADVANTAGES
Agile Feint, Connected, Contacts, Defensive Attack, Extraordinary Effort, Power Attack, Well Informed

POWERS
Electrokinesis Attacks Array 26 PP
Lightning Bolt Damage 12 (E: Ranged) [ 24 PP ]
AE: Ground Strike Affliction 10 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned, Incapacitated; E: Area [Burst, 30'], Cumulative; F: Limited to targets on ground [6 ranks]) [ 1 PP ]
AE: Stun Shock Affliction 10 (Resist: Parry; Recovery: Fortitude;Conditions: Dazed, Stunned, Incapacitated; E: Cumulative, Feature [uses unarmed skill], Improved Critical [2], Reach [1]) [ 1 PP ]

Electrokinesis Tricks Array 6 PP
Ride the Lightning Leaping 5 (250') [ 4 PP ]
AE: Static Shield Protection 5 (E: Sustained) [ 1 PP ]

DEFENSE
Dodge (12) Base 9
Parry: (12) Base 7
Fortitude: (10) Base 7
Toughness: (8/3) ——
Will: (10) Base 7

WORKSHEET
Attack: 10 Effect: 3 Total: 13 (Unarmed)
Attack: 10 Effect: 10 Total: 20 (Stun Shock)
Attack: 8 Effect: 12 Total: 20 (Lightning Bolt)
Attack:Effect: 10 Total: 10 (Ground Strike)
Dodge: 12 Tough.: 8 Total: 20
Parry: 12 Tough.: 8 Total: 20
Fort.: 10 Will: 10 Total: 20


ABILITIES [ 56 pp ] + SKILLS [ 25 pp ] + ADVANTAGES [ 7 pp ] + POWERS [ 32 pp ] + DEFENSES [ 30 pp ] =
150 PP TOTAL

BUILD NOTES
Ready to Play Black Lightning is an interesting change in the typical "blaster" as he is quite capable of handling himself in a melee. You won't confuse him for a dedicated martial artist, like Black Canary or Spider-Man, but woe to the super-criminal that expects him to be a "squishy" target.

PLAYER NOTES
Jefferson Pierce has performed many more tricks with his powers over the years than what is represented here. His Extraordinary Effort Advantage helps illustrate that versatility by making his Power Stunts that much more, well, extraordinary. Read the Power Stunt rules. Go nuts.

GAME MASTER NOTES
He's also a pretty good detective, has decent tech know how, and city government contacts. This makes him an excellent street-level solo hero. His connections in city and federal government and versatile powers make him a good team player. He fits well into any team and isn't likely to cause any disruptions... Other than bad Super Friends jokes, but that was Black Vulcan, dammit.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Beast Boy

Post by FuzzyBoots »

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

Teen Titans (Vol 3) #15 wrote:No one gets it, do they? Everyone assumes I'm unhappy because I haven't been "normal" since I was a kid. They feel sorry for me. My parents died, I got green skin, called a freak. I joined the Titans where my girlfriend was killed... after selling us out to Deathstroke. Yeah, life has been hard. It's sucked sometimes. But that doesn't mean I don't like it. And being "normal" is overrated anyway.
ABILITIES
Strength 3 Stamina 3 Agility 3 Dexterity 3 Fighting 3 Intellect 2 Awareness 3 Presence 4

SKILLS
Deception 6 (+10), Expertise [Pop Culture] 6 (+8), Expertise [Zoology] 6 (+10), Insight 7 (+10), Persuasion 4 (+8), Stealth 3 (+6), Vehicles 2 (+5)

ADVANTAGES
Animal Empathy, Assessment, Beginners' Luck, Extraordinary Effort, Luck (1), Set-Up (3), Taunt, Teamwork

POWERS
Animal Shapeshifting Alternate Form Array ( 52 PP Base; F: Activation [Move, –1], Quirk [always green]) [ 50 PP Total ]

Allosaurus (Tyrannosaurus Rex, Spinosaurus) (40 PP)
Enhanced Advantage 5 (Fast Grab, Improved Grab, Improved Hold, Skill Mastery [Intimidate], Startle) [ 5 PP ]
Enhanced Skill 7 (Close Attack [Bite] +4, Intimidate +4, Perception +6) [ 7 PP ]
Damage 2 (Str-based) [ 2 PP ]
Growth 8 (+8 STR, +8 STA; +2 Size, +8 Mass, +1 Speed; +4 Intimidate; –4 Def.; E: Permanent) [ 16 PP ]
Protection 3 [ 3 PP ]
Senses 5 (Auditory: Ultra-Hearing; Visual: Low-Light; Olfactory: Acute, Extended, Track) [ 5 PP ]
Speed 2 (16 MPH; stacked with Growth) [ 2 PP ]

Polar Bear (Grizzly, Kodiak) (40 PP)
Enhanced Advantage 5 (Defensive Attack, Defensive Roll (2), Improve Hold, Power Attack) [ 5 PP ]
Enhanced Attribute 2 (+1 STR, +1 STA) [ 4 PP ]
Enhanced Skill 8 (Athletics +3, Close Attack [Claws] +9, Perception +4) [ 8 PP ]
Feature 1 (Insulating Fur) [ 1 PP ]
Growth 4 (+4 STR, +4 STA; +1 Size, +4 Mass; +2 Intimidate; –2 Def.; E: Permanent) [ 8 PP ]
Protection 2 [ 2 PP ]
Movement 1 (Environmental Adaptation [cold]) [ 2 PP ]
Senses 7 (Auditory: Ultra-Hearing; Visual: Low-Light; Olfactory: Acute, Accurate, Extended, Track) [ 7 PP ]
Swimming 1 (1 MPH) [ 1 PP ]

Cheetah (Bobcat, Lynx, Puma) (40 PP)
Enhanced Advantage 12 (All-Out Attack, Defensive Roll [5], Evasion [1], Improved Initiative [3], Move-By Action, Seize Initiative) [ 12 PP ]
Enhanced Attribute 4 (+2 STR, +2 STA) [ 8 PP ]
Enhanced Skill 11 (Athletics +8, Close Attack [Claws] +12, Perception +2) [ 11 PP ]
Senses 4 (Auditory: Ultra-Hearing; Visual: Extended, Low-Light; Olfactory: Acute) [ 4 PP ]
Speed 5 (60 MPH) [ 5 PP ]

Dog (Rottweiler, St. Bernard, Weimaraner) (40 PP)
Damage 1 (Str-based) [ 1 PP ]
Enhanced Attribute 1 (+1 AWA) [ 2 PP ]
Enhanced Advantage 2 (Skill Mastery [Perception], Ultimate Perception; F: Limited to Olfactory) [ 1 PP ]
Enhanced Advantage 6 (Defensive Attack, Defensive Roll [3], Great Endurance, Takedown [1]) [ 6 PP ]
Enhanced Skill 10 (Athletics +4, Close Attack [Bite] +10, Perception +6) [ 10 PP ]
Feature 1 (Insulating Fur) [ 1 PP ]
Shrinking 4 (–1 Size; +4 Stealth; +2 Def.; E: Normal Strength, Permanent) [ 8 PP ]
Senses 7 (Auditory: Ultra-Hearing; Visual: Low-Light; Olfactory: Acute, Accurate, Extended, Tracking) [ 7 PP ]
Speed 1 (4 MPH) [ 1 PP ]

Elephant (Apatosaurus, Rhinoceros) (40 PP)
Trample Damage 10 (E: Area [Shapeable]; F: Limited to targets in movement path) [ 10 PP ]
Tusks Damage 2 (Str-based) [ 2 PP ]
Enhanced Advantage 5 (Eidetic Memory, Great Endurance, Second Chance [resist involuntary physical movement], Takedown [2]) [ 5 PP ]
Extra Limb (E: Reach [1]) [ 2 PP ]
Growth 8 (+8 STR, +8 STA; +2 Size, +8 Mass, +1 Speed; +4 Intimidate; –4 Def.; E: Permanent) [ 16 PP ]
Protection 3 [ 3 PP ]
Senses 2 (Auditory: Extended, Ultra-Hearing) [ 2 PP ]

Gorilla (Chimpanzee, Orangoutang) (40 PP)
Enhanced Advantage 5 (Diehard, Fast Grab, Improved Hold, Startle, Ultimate Strength) [ 5 PP ]
Enhanced Attribute 6 (+2 STR, +2 STA, +2 DEX) [ 12 PP ]
Enhanced Skill 13 (Athletics +5, Close Attack [Unarmed] +11, Intimidation +4, Ranged [Thrown] +6) [ 13 PP ]
Damage 1 (E: Reach [1]) [ 2 PP ]
Feature 1 (Prehensile Feet) [ 1 PP ]
Movement 1 (Environmental Adaptation [arboreal]) [ 2 PP ]
Protection 5 [ 2 PP ]
Senses 3 (Olfatory: Accute, Extended; Visual: Low-Light) [ 3 PP ]

Hawk (Condor, Eagle, Falcon) (40 PP)
Damage 1 (Strength-based; E: Improved Critical [2]) [ 3 PP ]
Enhanced Advantage 5 (Agile Feint, Fast Grab, Favored Environment [aerial], Grabbing Finesse, Move-By Action) [ 5 PP ]
Enhanced Defense 4 (+4 Dodge; F: Limited to Flying) [ 2 PP ]
Enhanced Skill 14 (Acrobatics +5, Close Attack [Talons] +12, Perception +3, Stealth +8) [ 14 PP ]
Flight 5 (E: Subtle [1]; F: Wings) [ 6 PP ]
Senses 4 (Mental: Direction Sense; Visual: Extended [2], Low-Light) [ 4 PP ]
Shrinking 6 (–1 Size; –1 STR; –3 Intimidation, +6 Stealth; +3 Def.; E: Permanent) [ 6 PP ]

Monkey (Gibbon, Lemur) (40 PP)
Enhanced Advantage 5 (Favored Environment [arboreal], Fast Grab, Improved Defense, Grabbing Finesse, Improved Initiative [2]) [ 6 PP ]
Enhanced Defense 6 (+3 Dodge, +3 Parry) [ 6 PP ]
Enhanced Skill 8 (Acrobatics +8, Athletics +4, Stealth +4) [ 8 PP ]
Enhanced Skill 4 (Athletics +8; F: Limited to Climbing) [ 2 PP ]
Extra Limb 1 [ 1 PP ]
Feature 2 (Prehensile Feet; Athletics uses AGI for climbing ) [ 2 PP ]
Movement 3 (Environmental Adaptation [arboreal], Safe Fall, Swinging; F: Quirk [swinging requires suitable objects in environment: branches, phone lines, vines, etc.]) [ 6 PP ]
Shrinking 8 (–2 Size; –2 STR; –4 Intimidation, +8 Stealth; +4 Def.; E: Permanent) [ 8 PP ]
Senses 1 (Visual: Low-Light) [ 1 PP ]

Giant Octopus (Giant Squid, Giant Starfish) (40 PP)
Enhanced Advantage 3 (Chokehold, Fast Grab, Skill Mastery [Stealth]) [ 3 PP ]
Enhanced Skill 7 (Close Attack [Unarmed] +4, Sleight of Hand +6, Stealth +4) [ 7 PP ]
Enhanced Skill 2 (Athletics +4; F: Limited to Swiming) [ 1 PP ]
Extra Limb 4 [ 4 PP ]
Growth 4 (+4 STR, +4 STA; +1 Size, +4 Mass; +2 Intimidate; –2
Def.; E: Permanent) [ 8 PP ]
Immunity 3 (Cold, Drowning, Pressure) [ 3 PP ]
Ink Cloud Concealment 4 (Senes: All Visual Senses; E: Attack, Area [Cloud, 15']; F: Limited to Underwater, Passive, Tiring) [ 4 PP ]
Movement 1 (Environmental Adaptation [aquatic]) [ 5 PP ]
Senses 2 (Visual: Darkvision) [ 2 PP ]
Swimming 3 (4 MPH) [ 3 PP ]

Rat (Chipmunk, Mouse, Squirrel) (40 PP)
Enhanced Advantage 9 (Evasion [2], Favored Environment [urban], Hide in Plain Sight, Improved Defense, Improved Initiative [2], Skills Mastery [stealth], Ultimate Stealth) [ 9 PP ]
Enhanced Skill 4 (Acrobatics +8; F: Limited to Balance) [ 2 PP ]
Enhanced Skill 6 (Athletics +8, Stealth +4) [ 6 PP ]
Feature 2 (Athletics uses AGI for climbing and swimming) [ 2 PP ]
Movement 2 (Wall Crawling [2]) [ 4 PP ]
Shrinking 10 (–2 Size; –2 STR; –5 Intimidation, +10 Stealth; +5 Def.; E: Permanent) [ 10 PP ]
Senses 5 (Olfactory: Acute, Accurate, Extended, Tracking; Visual: Low-Light) [ 6 PP ]
Swimming 1 (1 MPH) [ 1 PP ]

Shark (40 PP)
Enhanced Advantage 1 (Favored Environment [aquatic]) [ 1 PP ]
Enhanced Skill 3 (Close Attack [Bite] +6) [ 3 PP ]
Growth 6 (+6 STR, +6 STA; +1 Size, +6 Mass; +3 Intimidate; –3 Def.; E: Permanent) [ 12 PP ]
Immunity 3 (Cold, Drowning, Pressure) [ 3 PP ]
Movement 1 (Environmental Adaptation [aquatic]) [ 2 PP ]
Protection 3 [ 3 PP ]
Swim 6 (60 MPH) [ 6 PP ]
Senses 10 (Olfactory: Acute [1], Accurate [2], Extended [2], Ranged [1], Tracking [2]; Visual: Darkvision [2]) [ 10 PP ]

Snake (Asp, Cobra, Viper) (40 PP)
Concealment 2 (Infravision) [ 2 PP ]
Bite Damage 1 (Strength-based); linked to Weaken Stamina 5 [ 6 PP ]
Enhanced Advantage 3 (Improved Critical [bite], Improved Initiative [2]) [ 3 PP ]
Enhanced Skill 12 (Athletics +8, Close Attack [Bite] +12, Stealth +4) [ 12 PP ]
Feature 1 (Athletics uses AGI for climbing) [ 1 PP ]
Movement 1 (Slithering) [ 2 PP ]
Protection 2 [ 2 PP ]
Shrinking 10 (–2 Size; –2 STR; –5 Intimidation, +10 Stealth; +5 Def.; E: Permanent) [ 10 PP ]
Senses 2 (Olfactory: Acute; Visual: Infravision) [ 2 PP ]

Zebra (Mustang, Palomino) (40 PP)
Kick Damage 2 (Strength-based; E: Reach [1], Split [1]) [ 4 PP ]
Enhanced Attribute 3 (+3 STA) [ 6 PP ]
Enhanced Defense 4 (+2 Dodge, +2 Parry) [ 4 PP ]
Enhanced Advantage 4 (Great Endurance, Improved Trip, Power Attack, Move-By Action) [ 4 PP ]
Enhanced Skill 7 (Athletics +8; Close Attack [Kick] +6) [ 7 PP ]
Growth 4 (+4 STR, +4 STA; +1 Size, +4 Mass; +2 Intimidate; –2
Def.; E: Permanent) [ 8 PP ]
Speed 5 (60 MPH) [ 5 PP ]
Senses 2 (Auditory: Extended; Visual: Lowlight) [ 2 PP ]

DEFENSE
Dodge (10) Base 7
Parry: (10) Base 7
Fortitude: (8) Base 6
Toughness: (3) ——
Will: (8) Base 5

WORKSHEET
Attack: 3 Effect: 3 Total: 6 (Unarmed)
Dodge: 10 Tough.: 3 Total: 13
Parry: 10 Tough.: 3 Total: 13
Fort.: 8 Will: 8 Total: 16


ABILITIES [ 48 pp ] + SKILLS [ 17 pp ] + ADVANTAGES [ 10 pp ] + POWERS [ 50 pp ] + DEFENSES [ 25 pp ] =
150 PP TOTAL

BUILD NOTES
Beast Boy seems to have a similar, but not quite identical, problem to that of Jean Grey and his fellow Titan Raven: instead of constantly repeating and retelling one big event in his life, the writers just kinda forget that major things have happened to him. This isn't too terrible, as being the team's general purpose, happy-go-lucky, snarky guy is something he's always been. Thus it isn't out of character for him to act like that —even in the face of great tragedy. (And really good writers will use it as fuel for scenes or stories where Garfield lets his facade slip and we see that his past has impacted him.)

Ready to Play Beast Boy drops the Variable Power shapeshifting effect he should, by rights, have. It's just too annoyingly open-ended for our purposes. Instead, we have thirteen Alternate Forms to chose from.

PLAYER NOTES
Ready to Play Beast Boy doesn't fill all of his caps in any particular form, you'll need to switch from one animal to another depending in the situation. Some animal forms have limited or no combat ability whatsoever (Hawk, Rat), others exist almost purely for fighting (Allosaurus, Gorilla), others are especially tied to their environment (Octopus, Shark). Choosing the right shape, at the right time, is key.

PLAYER TIPS
Get used to adjusting your stats on the fly, since they will change frequently. Beast Boy is capable of turning into any animal, the forms above have some suggested alternatives in parenthesis: mechanically there is little difference between a grizzly and a polar bear, so feel free to shift into either as part of Beast Boy's descriptor. If you do need a form that isn't covered, you can always Power Stunt it.

GAME MASTER TIPS
If you have a player who can handle the rapid statistics changes and constantly shifting combat options that Ready to Play Beast Boy brings to the table —and that's a big if— than Ready to Play Beast Boy isn't especially disruptive. But it's a very broad array, so be careful letting really new players take him.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

She-Hulk

Post by FuzzyBoots »

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SHE-HULK
Ready to Play Character
Power Level 8 ( 120 PP)

Hulk (Vol. 2) #27 wrote: I'd ask you to surrender... But we're really hoping you'll put up a fight.


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

SKILLS
Acrobatics 2 (+4), Athletics 4 (+6/12), Close Combat [Unarmed] 3 (+8), Deception 2 (+5), Expertise [Law] 5 (+8), Insight 2 (+5), Intimidation 5 (+8), Investigation 2 (+5), Perception 2 (+5), Persuasion 5 (+8)

ADVANTAGES
Accurate Attack, Attractive (1), Chokehold, Contacts, Defensive Attack, Defensive Roll (3), Diehard, Extraordinary Effort, Fast Grab, Improved Defense, Improved Grab, Improvised Hold, Improved Smash, Improvised Weapon (1), Power Attack, Startle, Takedown (1), Well-Informed

POWERS
Emerald Amazon Alternate Form (35 PP Base; F: Activation [Standard, –2]) [ 34 PP Total ]
Growth 4 (+4 STR, +4 STA; +1 Size, +4 Mass; +2 Intimidate; –2 Def.) [ 8 PP ]
Enhanced Attribute 10 (+8 STR, +2 STA; F: Limited to Lifting [7 Ranks]) [ 13 PP ]
Speed 3 (16 MPH) [ 3 PP ]

Incredible Strength Enhanced Attribute 8 (+8 STR; F: Dynamic; F: Limited to Lifting) [ 9 PP ]
DAE: Leaping 8 (1,800') [ 2 PP ]

DEFENSE
Dodge (5) Base 3
Parry: (5) Base 0
Fortitude: (8/2) Base 0
Toughness: (11/8/2) ——
Will: (8) Base 5

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


ABILITIES [ 42 pp ] + SKILLS [ 16 pp ] + ADVANTAGES [ 20 pp ] + POWERS [ 34 pp ] + DEFENSES [ 8 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play She-Hulk is a strong example of how PL8 Heroes are usually built: just enough skills and attributes to be a top professional in their field, but not extraordinary; a selection of powers that reflect their core gimmick, but leave a lot of effects up to Power Stunting; and specializing in one area of combat (in this case unarmed grappling) instead of a broader selection.

PLAYER NOTES
Unsurprisingly, Ready to Play She-Hulk is all about being strong: a maximum lifting Strength 22 is 100,000 tons! She's actually balanced between her accuracy and damage in a fist fight — she's not the berserker her cousin is. However, her Advantages let her play with all her numbers. She could probably hold her own against my PL10 Ready to Play Hulk for a few rounds, if she was clever about it.

PLAYER TIPS
For maximum Hulk-style smashing, bank a few Hero Points early in the adventure, to fuel your Extraordinary Effort Power Stunts when you do finally confront the Big Bag Evil Guy.

GAME MASTER NOTES
Nothing to worry about here! Although, as they the key to her combats feeling 'hulk-like,' new players may need some coaching on how to maximize the "Adjective Attack" tradeoff Advantages.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Supergirl

Post by FuzzyBoots »

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


I am Supergirl! And I'm here to save the world!

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

SKILLS
Close Combat [Unarmed] 5 (+8), Expertise [Pop Culture] 3 (+5), Perception 8 (+10), Persuasion 3 (+6), Ranged Combat [Heat Vision] 8 (+10), Technology 3 (+5)

ADVANTAGES
All-Out Attack, Extraordinary Effort, Interpose

POWERS
Kryptonian Senses Array, 10 PP
Kryptonian Senses Senses 5 (Auditory: Extended, Ultrahearing; Visual: Extended, Microscopic [dust], Penetrates Concealment [except lead], Ultravision) [ 9 PP ]
AE: Heat Vision Damage 4 (E: Ranged, Precise [1]) [ 1 PP ]

Kryptonian Physique Array, 26 PP
Protection 2 [ 2 PP ]
Enhanced Attribute 16 (+16 STR; E: Dynamic; F: Limited to Lifting [13 Ranks]) [ 20 PP ]
DAE: Flight 10 (2,000 MPH; F: Distracting [1 Rank]) [ 2 PP ]
DAE: Speed 9 (1,000 MPH); Quickness 10 [ 2 PP ]

DEFENSE
Dodge (4) Base 1
Parry: (4) Base 1
Fortitude: (12) Base 2
Toughness: (12) ——
Will: (4) Base 2

WORKSHEET
Attack: 8 Effect: 5-8 Total: 13-16 (Unarmed)
Attack: 10 Effect: 4 Total: 14 (Heat Vision)
Dodge: 4 Tough.: 12 Total: 16
Parry: 4 Tough.: 12 Total: 16
Fort.: 12 Will: 4 Total: 16


ABILITIES [ 60 pp ] + SKILLS [ 15 pp ] + ADVANTAGES [ 3 pp ] + POWERS [ 36 pp ] + DEFENSES [ 6 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Supergirl covers the highlights of the "Kryptionian Package," but in a distilled form in order to make her work as a street-level heroine. She's still an immensely powerful figure: flying or running faster than the speed of sound, lifting up to 50,000 tons, seeing through solid walls, and punches that feel like tank shells.

PLAYER NOTES
What she lacks, however, is any level of Impervious Toughness: Supergirl will have to make checks against every injury. Toughness +12 will still shrug off a lot, but prolonged combats will take their toll. So it's in Ready to Play Supergirl's best interest to end fights as quickly as possible. Playing nice is for Clark, if someone threatens your team or innocent bystanders, Kara wants to put them down fast.

PLAYER TIPS
Power Stunts fueled by a Hero Point and Extraordinary Effort will go a long way to emulating some of the really remarkable feats your cousin Clark has pulled off over the years. Don't be afraid to try new things!

GAME MASTER NOTES
You'd think that a Kryptonian (however watered-down) might be problematic at this Power Level. But, really, Ready to Play Supergirl is remarkably straight-forward. No esoteric variable powers, no real complexity to her arrays, and nothing especially potent amongst her powers. She can lift a ridiculous amount of weight, but that's never really been an issue in any campaign I've ever run.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Catwoman

Post by FuzzyBoots »

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

Batman (Vol. 1) #608 wrote:Like the view? It's about the only thing you're going to catch tonight.
ABILITIES
Strength 2 Stamina 2 Agility 5 Dexterity 5 Fighting 6 Intellect 2 Awareness 4 Presence 4

SKILLS
Acrobatics 7 (+12), Athletics 8 (+10), Deception 4 (+8), Close Combat [Bullwhip] 6 (+12), Expertise [Criminal] 6 (+8), Insight 4 (+8), Perception 4 (+8), Persuasion 2 (+6), Stealth 9 (+14), Sleight of Hand 10 (+15)

ADVANTAGES
Attractive (1), Connected, Contacts, Defensive Attack, Defensive Roll (2), Equipment (3), Evasion (1), Favored Environment [urban], Move-By Attack, Seize Initiative, Set-Up (1), Skill Mastery [Sleight of Hand]

EQUIPMENT ( 15 EP )
Bullwhip Damage 2 (Strength-based; E: Improved Critical [1], Reach [2], Split [1]) [ 6 EP ]
AE: Whip Trip Affliction 4 (Resist: Dodge; Recover: Dexterity; Condition: Hindered and Vulnerable, Defenseless and Prone; E: Extra Condition, Reach [2]; F: Limited to Two Degrees) [ 1 EP ]
Catsuit Protection 2 [ 2 EP ]
Cat Claws Movement 2 (Wall-Crawling [2]; F: Check Required [Athletics, DC11]) [ 3 EP ]
AE: Cat Scratch Damage 1 (Strength-based; E: Accurate [1], Improved Critical [1]) [ 1 EP ]
Cats-Eye Goggles Senses 1 (Visual: Ultra-vision) [ 1 EP ]
Thieves' Kit Enhanced Advantage 1 (Improvised Tools) [ 1 EP ]

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

WORKSHEET
Attack: 6 Effect: 2 Total: 8 (Unarmed)
Attack: 12 Effect: 4 Total: 16 (Bullwhip)
Attack: 12 Effect: 4 Total: 16 (Whip Trip)
Attack: 8 Effect: 3 Total: 11 (Cat Scratch)
Dodge: 10 Tough.: 6 Total: 16
Parry: 10 Tough.: 6 Total: 16
Fort.: 4 Will: 8 Total: 12


ABILITIES [ 60 pp ] + SKILLS [ 30 pp ] + ADVANTAGES [ 15 pp ] + POWERS [ 0 pp ] + DEFENSES [ 15 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Catwoman is an extremely skilled thief, a dangerous combatant with her weapon of choice, and somewhat limited otherwise: typical of such a specialized hero at this Power Level. However, when she is in her element and doing what she does best, almost no one can top her.

BUILD NOTES
Ready to Play Catwoman is a good fighter, but one-on-one combat isn't her forte. This isn't Injustice: Gods Among Us, so stick to the shadows, fight dirty, and run away from anyone you can't outfight. If playing her as a hero, Ready to Play Catwoman is best served using her whip to Set-Up opponents for her teammates to pound.

GAME MASTER NOTES
Nothing to worry about here, Ready to Play Catwoman is a good fit for most campaigns. She will make short work of any locked doors you put in the party's path... But, then again, so would She-Hulk. Catwoman just does it with more style.

PS: I've had a mad crush on Anne Hathaway since I first watched The Princess Diaries. So, seeing her play Catwoman? ♡ ( ′ॢ◡ु‵ ॢ )

i'll be in my bunk.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Zatanna

Post by FuzzyBoots »

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

Fantasy? you know what, Batman — SSIK YM TTUB!
ABILITIES
Strength 0 Stamina 1 Agility 2 Dexterity 4 Fighting 2 Intellect 2 Awareness 4 Presence 4

SKILLS
Deception 2 (+6), Expertise [Magic] 12 (+14), Expertise [Performance] 8 (+12; Presense-based), Insight 6 (+10), Perception 4 (+8), Persuasion 4 (+8), Ranged Combat [Cigam!] 4 (+8), Sleight of Hand 8 (+12)

ADVANTAGES
Artificer, Attractive (1), Defensive Attack, Defensive Roll (3), Equipment (2), Fascinate [Expertise: Performance], Luck (1), Ritualist

POWERS
Mage SightSenses 4 (Visual: Detect Magic [1] [acute (1), analytical (1), ranged (1)]; F: Distracting) [ 2 PP ]

Sdrawkcab Cigam! Array, 28 PP
Lepsid Cigam! Nullify 8 (Magic Descriptor; E: Broad, Simultaneous) [ 24 PP ]
AE: Namtab Pots! Affliction 8 (Resist/Recover: Will; Condition: Hindered and Vulnerable, Defenseless and Immobile; E: Cumulative, Extra Condition, Ranged; F: Limited to Two Degrees) [ 1 PP ]
AE: Otserp Egnahc O! Affliction 8 (Resist/Recover: Fortitude; Condition: Dazed, Stunned, Transformed [harmless animal (rabbit, dove, frog, etc.)]; E: Cumulative, Ranged) [ 1 PP ]
AE: Arbadacarba! Create 5 (E: Continuous, Innate, Movable, Precise [1], Stationary, Subtle [1]) [23 PP]
AE: Cigam Danh! Move Object 5 (3 Tons; E: Perception, Subtle [1], Sustained, Precise [1], Split [2]) [ 1 PP ]

EQUIPMENT ( 10 EP )
Shadowcrest Headquarters [ 10 EP ]
Size: Large (2) Toughness: 10 (2) Features: Effect, Library, Living Space, Power System, Secret, Workshop [Magic]
Effect:
Trans-Dimensional Movement 3 (Any Dimension; E: Increased Mass [12 tons; 9]) [ 15 PP ]

DEFENSE
Dodge (6) Base 4
Parry: (6) Base 4
Fortitude: (4) Base 3
Toughness: (4/1) ——
Will: (10) Base 6

WORKSHEET
Attack: 2 Effect: 0 Total: 2 (Unarmed)
Attack: 8 Effect: 8 Total: 16 (Dispel Magic)
Attack: 8 Effect: 8 Total: 16 (Batman Stop)
Attack: 8 Effect: 8 Total: 16 (Presto Change O)
Attack: 8 Effect: 5 Total: 13 (Magic Hand)
b]Attack:[/b] 8 Effect: 5 Total: 13 (Abracadabra)
Dodge: 6 Tough.: 4 Total: 10
Parry: 6 Tough.: 4 Total: 10
Fort.: 4 Will: 10 Total: 14


ABILITIES [ 38 pp ] + SKILLS [ 24 pp ] + ADVANTAGES [ 11 pp ] + POWERS [ 30 pp ] + DEFENSES [ 17 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Zatanna is very much a "glass cannon," but what she lacks in defense, she more than makes up in versatility: her sdrawkcab cigam spells include a solid telekinetic effect, two potent afflictions, a very strong nullify, and an extremely open-ended create. Top this off with both the Ritualist and Artificer Advantages, and Zee can accomplish an incredible range of feats... Provided she doesn't get punched!

PLAYER NOTES
Versatility is the key here, along with not being too proud to run away from a fight! Zee can accomplish an awful lot, but in a direct confrontation between the heroes' team and the Big Bad Evil Guy? You want to stick to the back ranks, using your magic to assist the team.

GAME MASTER NOTES
Ready to Play Zatanna brings multiple, open-ended abilities to the table: Artificer, Create, and Ritualist. The standard caveats apply, have your player "prep" common uses of these ahead of time, keep a close eye on abusive uses, etcetera...

Zee also has her mansion with its TARDIS-like ability to travel dimensions as well a TARDIS-like personality. That last bit is the key to managing Shadowcrest's impact on the campaign. By treating it like the NPC it actually is: often times the mansion simply goes where it wants or where it decides Zatanna needs to be. Treat this as a Complication (awarding Zee a Hero Point) and an excuse for getting the player's into all sorts of hijinks.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Deadpool

Post by FuzzyBoots »

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

I've been besmirched! This besmirchment will not stand!
ABILITIES
Strength 2 Stamina 3 Agility 4 Dexterity 4 Fighting 4 Intellect 1 Awareness 2 Presence 1

SKILLS
Acrobatics 6 (+10), Athletics 6 (+8), Close Combat [Archaic Melee Weapons] 3 (+10), Deception 14 (+15), Expertise [Mercenary] 7 (+8), Insight 4 (+6), Perception 6 (+8), Ranged Combat [Firearms] 4 (+10), Stealth 4 (+8), Technology 4 (+5)

ADVANTAGES
All-Out Attack, Agile Feint, Close Attack (3), Defensive Roll (2), Equipment (5), Great Endurance, Power Attack, Precise Attack [Ranged, Cover], Ranged Attack (2), Takedown (1)

POWERS
Regeneration 10 (–1 per round; E: Persistent [1 Rank]) [ 11 PP ]

Merc With A Mouth Enhanced Advantage 1 (Taunt; E: Decreased Action [free]) [ 3 PP ]

EQUIPMENT ( 25 EP )
Assassin's Arsenal Array 16 EP Total
Customized M16A2 5.56mm Assault Rifle (auto) Damage 4 (E: Multiattack, Ranged) [ 12 EP ]
Customized M16A2 5.56mm Assault Rifle (semi) Damage 4 (E: Accurate [1], Extended Range [1], Improved Critical [2], Ranged) [ 1 EP ]
M203 Under-Barrel Grenade Launcher Damage 4 (E: Area [Burst, 15'], Indirect [1], Ranged; F: Diminished Area [1]) [ 1 EP ]
Dual Desert Eagle .50AE Pistols Damage 6 (E: Ranged, Split [1]; F: Diminished Range [60'/150'/300']) [ 1 EP ]
Dual Ninjato Swords Damage 4 (Strength-Based; E: Improved Critical [2], Split [1]) [ 1 EP ]
Tear Gas Grenades Affliction 4 (Resist/Recover: Fortitude; Conditions: Dazed and Impaired, Stunned and Disabled, Incapacitated and Unaware; E: Area [Cloud, 15'], Extra Condition, Ranged; F: Limited to Visual Senses) [1 EP]

Other Equipment 8 EP Total
Mini Cutting Torch Damage 2 linked to Weaken Toughness 2 (Extras: Affects Only Objects) [ 4 EP ]
Commlink [ 1 EP ]
Flashlight [ 1 EP ]
Marital Aid (Totally Inappropriate For A Family Friendly Game) [ 1 EP ]
Night-Vision Goggles Senses 1 (Visual: Low Light) [ 1 EP ]

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

WORKSHEET
Attack: 7 Effect: 2 Total: 9 (Unarmed)
Attack: 10 Effect: 6 Total: 16 (Dual Swords)
Attack: 10 Effect: 4 Total: 14 (Assault Rifle, Auto)
Attack: 12 Effect: 4 Total: 16 (Assault Rifle, Semi)
Attack:Effect: 4 Total: 4 (Grenade Launcher)
Attack: 10 Effect: 6 Total: 16 (Pistols)
Attack:Effect: 4 Total: 4 (Tear Gas)

Dodge: 8 Tough.: 8 Total: 16
Parry: 8 Tough.: 8 Total: 16
Fort.: 8 Will: 8 Total: 16


ABILITIES [ 42 pp ] + SKILLS [ 29 pp ] + ADVANTAGES [ 18 pp ] + POWERS [ 14 pp ] + DEFENSES [ 17 pp ] =
120 PP TOTAL

BUILD NOTES
Ready to Play Deadpool is a great example of how a hero only needs the smallest of pushes to go from an "Action Movie" type character into a "Superhero" level character. Deadpool is essentially an elite PL6 soldier archetype, with boosts to his acrobatic skill, combat advantages, and a rapid regeneration score. This all combines to make him a holy terror against soldiers, ninjas, and assorted other minions... And an annoyingly persistent threat to named super-villains (or superheroes if played as a villain.)

PLAYER NOTES
Regeneration 10 is pretty rapid healing, but damage will still add up in a prolonged fight or in situations where you are seriously outnumbered. So try to avoid getting hit as much as possible: use Agile Feints, Taunts, cover, and grenades to thin out mooks quickly and brutally. Once you have dealt with the hired help, then go after the big boss.

PLAYER TIPS
Ready to Play Deadpool carries a diverse arsenal for a reason, each weapon has it's purpose, and knowing when to use what is key to success. He's also known as the Merc With A Mouth for a reason: using his Taunt Advantage can really swing the odds in your favor. He can Taunt as a free action, so never shut-up.

GAME MASTER NOTES
Ready to Play Deadpool is fairly easy to handle in a campaign, his Regeneration rate is pretty high, but you can "overwhelm it" by attacking with either lots of small-arms fire or a few big, single hits. But that's all Deadpool really brings to the table that is likely to trouble you.

If running Ready to Play Deadpool as a villain, he isn't likely to last long solo against a group of heroes. If he's operating on behalf of a bigger Big Bad Evil Guy —which he probably is— he should be accompanied by numerous sacrificial pawns, uh, I mean disposable minions... Er, cheap cannon fodder? How about "elite soldiers, forever loyal to their master's cause." Yeeaaah, that's it.
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