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Author Topic: Character Builds
nlmacdonal-
d
High-Powered Superhero
Posts: 89
Post Character Builds
on: February 24, 2018, 18:06

My current campaign uses an amalgam universe. There will be characters from Marvel, DC, other comic universes. Plus various Super RPGs I've played over the years. In a recent story line, I introduced Captain America, plus a few other characters. I'll post builds for the interest of the forum as characters are added to my campaign.

Captain America is trademarked and owned by Marvel Comics.

Captain America
Side: Good; Species: Human; Culture: None;
Age: 98; Sex: Male;
Weight: 220 lb.; Mass: d6;

Description: Steven Grant Rogers
Alias: Steve Rogers, "Winghead", "The First Avenger"
Height: 6'2", Weight: 220 lbs.
Eyes: Blue, Hair: Blonde
Affiliation: Formerly S.H.I.E.L.D., Avengers Unity Division (founder), Avengers (off-field leader), Illuminati, Invaders (leader), U.S. Army, Operation Rebirth, Secret Avengers (leader), Captain America Corps, Secret Avengers (Civil War), New Avengers, Avengers (Heroes Reborn), Diamondback (partner), Demolition-Man (partner), Secret Defenders, Nomad (partner), Falcon (partner), Rick Jones (partner), Crazy S.U.E.S., Bucky (partner), Landau, Luckman & Lake, Redeemers.

Motivation: Justice; Origin Type: Science Project / Physical Training
Legal Status: US Citizen
Wealth: d6;
Luck: 10-;

CPs ABILITIES
SUPER-SOLDIER SERUM
14 a) HEIGHTENED STRENGTH +14
16 b) HEIGHTENED ENDURANCE +16
17 c) HEIGHTENED AGILITY +17
10 d) HEIGHTENED INTELLIGENCE +10
7.5 e) ADAPTATION: (Poison, Disease)
2.5 f) ARMOUR: 2/0/0/0/0
5 g) HEIGHTENED ATTACK: +2 Damage (HTH Attacks)
1 h) COLD RESISTANCE: +2 Save/Armour (vs Cold Entropy)
1 i) IRON WILL: +2 Save/Armour (vs. Mind Control/Emotion Control [Fear]
10 j) GREAT ENDURANCE: +8 Power Recovery
4 k) ACCELERATED HEALING: +4 Healing Rate
10 l) PHOTOGRAPHIC MEMORY: (subtle)
1 m) SPEED READING: Reduce reading times by 2 steps
12.5 n) HEIGHTENED SENSES: (Hearing, Scent, Taste, Touch, Vision) Acute +3 Task
1 o) RETARDED AGING: Cap has slow aging
7.5 p) SPEED: 24/48 (33 mph)

40 EXPERIENCE LEVELS: +4 Hit, +4 Defence, +4 Task
8 HEIGHTENED EXPERTISE: +2 Hit all attacks
3 HEIGHTENED EXPERTISE: +1 Hit Shield attacks
5 HEIGHTENED INITIATIVE: +2, PR 0/round
2.5 WEALTH: Income: $80,000; Roll: d6
2.5 ASSESS OPPONENT
2.5 ATTRACTIVE
2.5 TOUGH TO KILL
2.5 EVASION
2.5 INSTANT STAND
5 INTERPOSE
3 LEADERSHP TRAIT (3 ranks)
10 MASTER STRATEGIST TRAIT (+3 hit/defence total), Troop Allotment (3 ranks)
5 TROOP FAMILIARITY (Superheroes, Ground Vehicles, Infantry)
14 CONNECTION: S.H.I.E.L.D., Tips 14-, Variable Resource, Greater Resource (10 CPs), High-Level
3 CONNECTION: US Army, Tips 14-
10 WEAPON FAMILIARITY TRAIT (Clubs and Maces, Heavy Blades, Small Blades, Polearm)
15 VEHICLE FAMILIARITY (Motorcycles, Planes (jet), Helicopters, Motor Boats, Submarines, Trains)

~~ SKILLS ~~
14 LANGUAGES: (German, Russian, Spanish, Japanese - Fluent, French, Italian Broken), English is Native
3 LITERACY: German, Russian, Spanish, English is Native
5 ACROBATICS: +6 Task
2 SURVIVAL +2 Task
3.5 PERSUASION +4 Task
3.5 INTIMIDATION +4 Task
2 VEHICLES (Air-Based) AG Task +2 Task
2 VEHICLES (Water-Based) AG Task +2 Task
22.5 BOXING Martial Arts
22.5 DEFENDU Martial Arts
27.5 JUJUTSU / JUDO Martial Arts
22.5 OKINAWA-TE Martial Arts
22.5 KICK-BOXING Martial Arts
10 STRATEGY IN Task +12 (Infantry)
3.5 KNOWLEDGE: S.H.I.E.L.D. IN +4 Task
5 KNOWLEDGE: World War II IN +6 Task
5 CONVINCE: CL +6 Task
2.5 PERCEPTION: IN +3 Task
1 PARAMEDIC: IN +1 Task

~~ BACKGROUND ~~
* ILLUSTRATOR
2.5 ART (Drawing AG Task +3 Task
2.5 ART (Painting) AG Task +3 Task
KNOWLEDGE (Art History) IN Task
KNOWLEDGE (Human Anatomy) IN Task
KNOWLEDGE (Contemporary Events) IN Task
PROFESSION (Illustrator) IN Task
* SPECIAL FORCES
DEMOLITIONS IN Task
PROFESSION (Combat Diving) IN Task
PROFESSION (Fast-Roping) IN Task
2.5 PROFESSION (Parachuting) IN Task +3 Task
5 RUNNING AG Task +6 Task
5 SWIMMING AG Task +6 Task
2.5 VEHICLES (Land-Based) AG Task +3 Task
WEAPON FAMILIARITY TRAIT (Grenades, Pistols, Rifles)
VEHICLE FAMILIARITY (Cars)

~~ EQUIPMENT ~~
UNIFORM: MF Gear (-2.5)
8 a) ARMOUR: 3/2/2/2, Heavy Partial Coverage (-5)
22.5 b) COMMUNICATOR: 80 miles range (+2.5), Encrypted (+2.5)

VIBRANIUM ALLOY SHIELD: Linked (-2.5), Not Breakable (+5)
47.5 a) SHIELD: +4 Physical Defence, +19 BP (+45), Linked (-2.5)
15 b) SPECIAL WEAPON A) +d10+1 Blunt Kinetic, +2 Hit (+5), Throwable Range STx2 (0),
Returns to thrower (+2.5), Requires AG save for return (-2.5), Multi-Ability (-10)
10 c) SPECIAL WEAPON A) +d8+1 Blunt Kinetic, +2 Hit (+5), Throwable Range STx2 (0),
AE 3" (+5), Returns to thrower (+2.5), Requires AG save for return (-2.5), Requires
an AG save to hit more targets after the first. (-2.5), Multi-Ability (-10), Only for throws (-5)
15 d) SPECIAL WEAPON A) +d8+1 Blunt Kinetic, +2 Hit (+5), Throwable Range STx2 (0),
Indirect(+5), Returns to thrower (+2.5), Requires AG save for return (-2.5),
Multi-Ability (-10), Only for throws (-5)
40 e) REFLECTION: Full Energy (10), Range Blunt Kinetic (2.5), Sharp Kinetic (5), Effect Limit
33 (20)

~~ WEAKNESSES ~~
-7.5 NEMESIS: Red Skull, As Powerful, Rare
-7.5 NEMESIS: Baron Zemo, As Powerful, Rare
-12.5 NEMESIS: H.Y.D.R.A., More Powerful, Rare
-10 PUBLIC IDENTITY

CPs Scores / Save
8 ST 22 Carrying Capacity: 1,210 lbs.; Base HTH Dmg: d10+1
8 EN 24 / 13-
8 AG 25 / 13-
10 IN 20 / 12-
26 CL 26 / 13-

ATTACKS To Hit / Damage / Dmg Type / KB
Punch 22- / d10+3 / Blunt Kinetic / Y
Kick 20- / d10+5 / Blunt Kinetic / Y
Shield Bash 25- / 2d10+2 / Blunt Kinetic / Y
Shield Pin-Ball Attack 25- / d10+2 +d8 AE (3") / Blunt Kinetic / Y
Shield Throw (Indirect) 25- / d10+2 +d8 / Blunt Kinetic / Y

~~ Boxing ~~
Hit / Defence / Effect
Block 24- / 9 / Block, Abort
Clinch 21- / 6 / Grapple, Breakpoint (+4)
Cross 22- / 9 / d10+3 +d2 Blunt Kinetic
Hook 20- / 8 / d10+3 +d6 Blunt Kinetic
Jab 23- / 10 / d10+3 Blunt Kinetic
~~ Defendu ~~
Aikido Throw 22- / 8 / Throw
Boxing Cross 22- / 9 / d10+3 +d2 Blunt Kinetic
Choke 20- / 7 / Grapple, ST Other (Asphyxiation)
Escape 22- / 7 / Escape Bonus (+4)
Hold 21- / 6 / Grapple, Breakpoint (+4)
Judo Disarm 21- / 8 / Disarm, Disarm Bonus (+3)
Karate Chop 20- / 7 / d10+4 +d6 Sharp Kinetic
Kung Fu Block 24- / 9 / Block, Abort
~~ Jujutsu / Judo ~~
Atemi Strike 21- / 8 / d10+3 Other (Nerve Attack)
Block 23- / 10 / Block, Abort
Break Throw 21- / 6 / d10+3 Blunt Kinetic, Disable Limb (+5)
Disarm 21- / 8 / Disarm, Disarm Bonus (+3)
Escape 22- / 7 / Escape Bonus (+4)
Joint Lock 21- / 6 / Grapple, Breakpoint (+4)
Joint Lock / Throw 23- / 7 / d10+3 +d2 strike, Disable Limb (+5), Grapple, Knockdown Only
Legsweep (Legsweep) 22- / 6 / d10+5 +d3 Blunt Kinetic, Knockdown Only
Sacrifice Throw 24- / 8 / d10+3 +d3 Blunt Kinetic, Fall Prone, Add Mass to Knockback, Knockdown Only
Shime 20- / 7 / Grapple, ST Other (Asphyxiation)
Slam (Martial Throw) 22- / 8 / Throw
Strike 22- / 9 / d10+3 +d2
Takedown 22- / 8 / d10+3 Blunt Kinetic, Knockdown Only
~~ Karate / Okinawa-Te ~~
Atemi Strike 21- / 8 / d10+3 Other (Nerve Attack)
Block 24- / 9 / Block, Abort
Disarm 21- / 8 / Disarm, Disarm Bonus (+3)
Dodge 22- / 8 / Full Defence Stance
Knifehand Strike "Chop" 20- / 7 / d10+4 +d6 Sharp Kinetic
Legsweep (Legsweep) 22- / 6 / d10+5 +d3 Blunt Kinetic, Knockdown Only
Punch/Snap Kick 22- / 9 / d10+3 +d2 Blunt Kinetic
Side or Spin Kick 20- / 8 / d10+3 +d6 Blunt Kinetic
~~ Kick-Boxing ~~
Block 24- / 9 / Block, Abort
Elbow/Knee 20- / 7 / d10+4 +d6 Sharp Kinetic
Foot Push 22- / 7 / Push, Knockback Bonus (+4)
Low Kick 20- / 9 / d10+5 +d2 Blunt Kinetic
Punch/Elbow Strike 24- / 7 / d10+3 +d2 Blunt Kinetic
Roundhouse Kick/Knee Strike 20- / 8 / d10+5 +d6 Blunt Kinetic

DEFENCES
Physical: (11) 7; Mental: 6;
INITIATIVE: 2d6+2; MOVE: Ground 48", Leaping 5.5";
POWER: 91; HIT PTS: 32; HEALING: 7.9;

TASK CHECKS
EN 17-, AG 17-, IN 16-, CL 17-

ACROBATICS: 23-
ART (Drawing): 20-
ART (Painting): 20-
CONVINCE: 23-
DEMOLITIONS: 16-
INTIMIDATION: 25-
KNOWLEDGE (Art History): 16-
KNOWLEDGE (Human Anatomy): 16-
KNOWLEDGE (Contemporary Events): 16-
KNOWLEDGE (S.H.I.E.L.D.): 20-
KNOWLEDGE (World War II): 22-
PARAMEDIC: 17-
PERCEPTION: 19-
PERSUASION: 25-
PROFESSION (Illustrator): 16-
PROFESSION (Combat Diving): 16-
PROFESSION (Fast-Roping): 16-
PROFESSION (Parachuting): 19-
RUNNING: 23-
STRATEGY: 28-
SURVIVAL: 18-
SWIMMING: 21-
VEHICLES (Air-Based): 19-
VEHICLES (Land-Based): 20-
VEHICLES (Water-Based): 19-

CPs Spent: 638;

NOTES
I based this character build on a number of source. I drew inspiration from Jab's M&M build, bkadam's Mighty Protector's build, and the marvel Wiki.

First off, his characteristics. The Marvel wiki suggests that Cap can consistently sustain lifts of 800 lbs., but it also suggests that he can curl 500 lbs, bench 1100 lbs. He is noted as being as strong as 10 men. He once suggested that he was as strong as half a platoon. He has been noted as being strong enough to snap steel handcuffs and chains, yank a small helicopter out of the air with a grapple and cable, dislodge a tank turrent with his shield and numerous other impressive feats of strength. That's why I settle on 22 allowing him to carry about 1200 lbs. I figured carrying capacity doesn't necessarily mean overhead press, but what one can shoulder and move about with.

Cap is supposed to be better than a Olympic gold medalist. I figured his Endurance also fit well into the range I set Strength and Agility. I gave Cap a +2 Heightened attack (HTH) and Armour 2 Kinetic to represent the Peak human durability mentioned in the wiki. It suggests that someone could hit him with a bat and he'd feel little discomfort. His muscle and bones are supposed to be denser.

His shield has 3 attack abilities. The first is a simple blunt special weapon attack. The second is an area effect attack. That represents Caps ability to ricochet his shield off of many targets. The AG task required is to accomplish the angling correctly. The last attack is based on the idea that Cap can throw the shield and by ricochet the shield, attack from an unusual angle.

The wiki suggests that Cap has accelerated healing, immunity or high resistance to disease, poison, alcohol. He has incredible mental processing skills. A near perfect memory. He is has extended longevity. Has peak potential for human senses. Has incredibly strong will making him difficult to control or hypnotize. And has many skills based on his military background.

The build uses many Home brewed rules that I've posted to the board. The Martial Arts and Skill system as well as numerous traits were used to flesh out many of the details for Caps abilities.

nlmacdonal-
d
High-Powered Superhero
Posts: 89
Post Re: Character Builds
on: February 24, 2018, 19:58

Wonder Woman is trademarked and owned by DC Comics.

Wonder Woman
Side: Good; Species: Amazon; Culture: None;
Age: ??; Sex: Male;
Weight: 130 lb.; Mass: d4;

Description: Diana of Themyscira
Alias: Diana Prince, Princess Diana, Miss America, Goddess of Truth, Dianna Truthqueen
Height: 6'0", Weight: 130 lbs.
Eyes: Blue, Hair: Black
Affiliation: Justice League, (formerly) Department of Metahuman Affairs, Star Sapphire Corps, Female Furies, White Lantern Corps
Base of Operations: Washington, D.C., Themyscira, JLA Watchtower, Hall of Justice, (formerly) Boston, Gateway City

Motivation: Justice; Origin Type: Mystical Project / Physical Training
Legal Status: Citizen of Themyscira
Wealth: d8+1;
Luck: 10-;

CPs ABILITIES
47.5 FLIGHT: 768/12288, (4179 mph), PR 1/hour
25 SPEED: 256/1024, (348 mph), PR 1/hour
2.5 INSTANT CHANGE
2.5 ATTRACTIVE
1 RETARDED AGING: WW has slow aging
15 COMPREHEND: Speak and Comprehension (All animals - Kingdom (Animalia)
7.5 ADAPTATION: (Poison, Disease)
7.5 EMOTION CONTROL: IN-5 save, CL+3 save to Hit, Range CL", PR 3, Single Emotion (Calm) (-5), Only affects animals (-5)
7 HEIGHTENED STRENGTH +17, (-10 only affects carrying capacity - 251,658,240 lbs)
10 HEIGHTENED SENSES: Vision - Telescopic x4, (Vision, Hearing, Smell) - Acute +3 Task
31 ARMOUR: 4/4/4/4, PR 0
20 REGENERATION: 1 per 30 minutes, Unlimited (+5), Constant (+10)

~~ RITUALS ~~
1 DIMENSIONAL TRAVEL B: (Multiple Dimension Travel) PR 5, Requires 3 hour to active (-20),
Require concentation (meditation) (-5), Requires a Occultism task check at +0 (-10)

7.5 WEALTH: Income 320,000, Roll: d8+1
40 EXPERIENCE LEVELS: +4 Hit, +4 Defence, +4 Task
3 CONNECTION: U.N., Tips 14-
8 FRINGE BENEFIT: Princess of Themyscira, Diplomatic Immunity
1 IRON WILL TRAIT
5 INTERPOSE
2.5 TOUGH TO KILL
8.5 WEAPON FAMILIARITY: (Bows, Swords, Lasso, Thrown)

2.5 ASSESS OPPONENT
2.5 ATTRACTIVE

~~ SKILLS ~~
33 LANGUAGES: Fluent (Ancient Greek, Modern Greek, English,
Spanish, Portuguese, French, Mandarin Chinese, Cantonese, Russian, Hindi),
Themysciran is Native
11 LITERACY: (Ancient Greek, Modern Greek, English, Spanish,
Portuguese, French, Mandarin Chinese, Cantonese, Russian, Hindi)
3.5 INSIGHT: +4 Task bonus to IN saves
2.5 OCCULTISM: +3 Task bonus to CL saves
5 STRATEGIST: +6 Task bonus to IN saves
5 VEHICLES (Air-Based): +6 Task check to AG saves
2.5 VOICE MIMICRY: +3 Task bonus to CL saves
22.5 AMAZON FIGHTING Martial Arts

~~ BACKGROUND ~~
* AMBASSADOR
BUREAUCRATICS CL Task
CHARM CL Task
2.5 CONVINCE CL Task +3
ETIQUETTE (Government) IN Task
FRINGE BENEFIT TRAIT (Diplomatic Immunity)
KNOWLEDGE (Law) IN Task
KNOWLEDGE (US Customs & Protocols) IN Task
KNOWLEDGE (US History) IN Task
2.5 NEGOTIATE IN Task +3
2.5 PERSUASION CL +3
PROFESSION (Diplomat) IN Task
* SOLDIER
KNOWLEDGE (Group Tactics) IN Task
PROFESSION (Soldier) IN Task
RUNNING AG Task
SWIMMING AG Task
VEHICLES (Land-Based) AG Task
VEHICLE FAMILIARITY (Jeep)
WEAPON FAMILIARITY (Grenades, Pistols, Rifles)

~~ EQUIPMENT ~~
LASSO OF TRUTH: MF Gear (-2.5)
38 a) EMOTION CONTROL: IN-10 save, Single Emotion (Truth) (-5), PR 0 (+7.5), Carrier
Attack (+7.5)
40 b) GRAPNEL: BP 14, Max 28, CC 245760 lbs, Range 5" (-7.5), PR 0 (-2.5), Carrier
Attack (+7.5), Adjustable AE 3” (+10)

BRACELETS OF SUBMISSION: MF Gear (-2.5)
47.5 a) SHIELD: Defence +4, BP +19
17.5 b) FORCE FIELD A: (Personal Force Field) 6/6/6/6, PR 16/activation

TIARA
7.5 SPECIAL WEAPON A: (Special Missile Weapon) +d6+1 (7.5), Throwable (+0) Range STx2"

GOLDEN ARMOUR
1 ARMOUR: 2/2/2/2, PR 0/round, Can't Hold Back (-5), Gear (-5), Partial Coverage Heavy (-5)

~~ WEAKNESSES ~~
-5 VULNERABILITY: Sharp Kinetic, +4 Damage
-12.5 NEMESIS: Ares, More Powerful, Rare
-7.5 NEMESIS: Circe, As Powerful, Rare
-5 NEMESIS: Cheetah, Less Powerful, Rare

CPs Scores / Save
58 ST 58 Carrying Capacity: 251,658,240 lbs.; Base HTH Dmg: 2d10+d12
51 EN 51 / 17-
36 AG 36 / 15-
16 IN 16 / 11-
25 CL 25 / 13-

ATTACKS To Hit / Damage / Dmg Type / KB
Punch 22- / 2d10+d12 / Blunt Kinetic / Y
Kick 20- / 2d10+d12+2 / Blunt Kinetic / Y
Lasso of Truth 22- / Grapnel + Emotion Control / Snare / N
Tiara 22- / 2d10+d12+d6+1 / Sharp Kinetic / N

~~ Amazonian Fighting ~~
Hit / Defence / Effect
Block 24- / 11 / Block, Abort
Disarm 21- / 10 / Disarm, Disarm Bonus (+3)
Dodge 22- / 10 / Full Defence Stance
Forward Kick 20- / 10 / 2d10+d12+2 +d6 Blunt Kinetic
Legsweep (Legsweep) 22- / 8 / 2d10+d12+2 +d3 Blunt Kinetic, Knockdown Only
Penetrating Thrust 21- / 10 / 2d10+d12 Other (Nerve Attack)
Punch 22- / 11 / 2d10+d12 +d2 Blunt Kinetic
Vital Strike 20- / 9 / 2d10+d12 +d6 Sharp Kinetic

DEFENCES
Physical: (13) 9; Mental: 5;
INITIATIVE: 2d6; MOVE: Ground 48", Leaping 38109";
POWER: 161; HIT PTS: 80; HEALING: 9.2;

TASK CHECKS
EN 21-, AG 19-, IN 15-, CL 17-

BUREAUCRATICS: 17-
CHARM: 17-
CONVINCE: 20-
ETIQUETTE (Government): 15-
INSIGHT: 19-
KNOWLEDGE (Group Tactics): 15-
KNOWLEDGE (Law): 15-
KNOWLEDGE (US Customs & Protocols): 15-
KNOWLEDGE (US History): 15-
NEGOTIATE: IN Task +3
OCCULTISM: 20-
PERSUASION: 20-
PROFESSION (Diplomat): 15-
PROFESSION (Soldier): 15-
RUNNING: 19-
STRATEGIST: 21-
SWIMMING: 19-
VEHICLES (Air-Based): 25-
VEHICLES (Land-Based): 19-
VOICE MIMICRY: 20-

CPs Spent: 651;

NOTES
I based this build off of the DC Adventures build and referencing the DC Wiki. Not much to say about her stats. They are appropriately powerful. M&M does this weird thing of taking a portion of the Strength and representing as only lifting potential. I keep that here although, might address it later.

The wiki introduced some abilities that I wasn't aware. Diana can use ritual magic to transport herself elsewhere. She used this to visit Artemis in Hell. Here ability to speak with and calm animals.

The wiki also suggested that she could challenge the Flash for speed. I wasn't sure if they only meant her ability to run to something else. I gave her some fast running skills but nothing that could realistically challenge the Flash.

I left off some items she had and an empathy ability mentioned in the wiki. I'll implement these at some future time.

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