Justice League Generations (Inactive)

Game Master tumbler


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Patrick Dayne is his civilian name. Thinking maybe Forzare for his hero name, he can be Italian.

Plus it vaguely sounds like Air Force, swapped. Very vaguely.


I will bite the bullet and go with the ultra cheesy "Captain Robo"


Ouch.


Not sure what it is, but DC is inherently cheesy to me, enough that Captain Robo would make sense.

Community Manager

Removed some posts and their responses. Please be civil to each other, thank you!


I was going with a Martian character, a lá Martian Manhunter. I was trying to come up with a version that didn't require the Shapeshifter(Variable) power, since I know how much GM's dislike it. Unfortunately, it seems pretty mechanically integral to the character. I was tryinto do it with Dynamic Alternate powers, but it didn't seem to be workable. Every version of him I can find uses it as well.


You could probably finagle it to be relatively balanced. Having most of your uses be Morph rather than shapeshift would immediately make it better off.

IIRC Martian Manhunter has, mostly, a bunch of preferred forms he goes into. His "default" form, his true martian form, his TRUE true martian form (albino), some weird genie-like combat form, etc.

Most of these could be done with the Morph power, since I don't think most of them actually change his abilities, just his form. Besides the obvious like growing claws or extra limbs.


Have you seen the official 3rd edition version? I think it is pretty well built.


Anyone want to PM me what happened upthread? This dynamic is making me nervous.


It was just those old posts from the weekend being removed.


tumbler wrote:
Have you seen the official 3rd edition version? I think it is pretty well built.

I have not. I don't have that book, so if you could PM it to me, I'd appreciate it.


I think it's on the d20 hero srd


Doesn't appear to be. I think the SRD only has public content, and the DC setting, being DC Intellectual Property, isn't allowed on the free website; only in the book.


oh, i'm sorry. i thought you meant the build of the power, not the character


Just sorting Drawbacks, and other background stuff.


Came up with an alternate power. As it turns out, I simply can't afford Auto-Fire as an Extra, it's way too expensive.

Alternate Effect (1 point): Crushing Field: Limited Range (-12 points), Extended Reach (+1 Point), 12 ranks (24 points), Damaging (+12 points) , Area (12 points), Affects Insubstantial (1 point), Selective (1 point)= 40 points

Basically, a 10 foot area of crushing force. It's not good against tough targets (lack of Penetrating), but a good mook smasher.

With saved points from other things, made myself faster, and improved Pilot skills further.


all done

magic full:

Magic 15 [37pp]
main power - Hell fire control 12
- Incurable
- Affects Insubstantial
- Accurate 2 [+4 TH]
- Precise

Alt Magic 1pp
Linked Power - Movement
*Super movement
- Temporal 2 [Future]
- Dimensional 3 [ALL]
- Permeate 3 [Full speed]
- Drawback -1 [Loss of power on loss of concentration]
*Teleport 7 700' [200 Miles]

Alt Magic 1pp
Linked power - Communication
Communication [ALL]
Mind Read 12 DC27

Alt Magic 1pp?
Alt Form - Solid
- Density 10, Immovable 3, Super Str 3 [+20 Str] X10 lift [Duration 2 -2/r] Protection 5 Taught +5
- Attack Bonus +6

Alt Magic 1pp
Healing 8
- Persistent
- Progression [Time Step x 2 8x20mins 2hour, 40mins mins]
- Regrowth
- Resurrection 10

Alt Magic 1pp
Emotion Control 12
- Mind Blank
- Sedation
- Split Attack
- Subtle [Unnoticeable]

Alt Magic 1pp
Illusion 20 DC30 Will [Sight - Sound -Touch]
- Progression Area 10 10,000' Radios
- Action 1 [1 min]
- Distracting [Concentration roll needed to maintain]

Alt Magic 1pp
Astral From 5 - Range 250 miles
- Dimensional 3
- Progression Increase Range 5 [Max range x50]
- Subtle 2
- Distracting -1/r


Any chance one of you guys more experience with the system could PM me to help me put together a build? I have an idea I'd like to work with, but I've never played 2e and it's a bit daunting


I'd be willing to take a stab at it, partially to take a break from my build, which is frustrating me. Another character might help cleanse the pallet. Do you have a new concept? Seems like the limb stealer thing gone shot down as a bit too counter to setting...


Can we get a quick show of what character roles everyone's filling in?

Captain Robo: ranged blasting, super science, some control


Hi guys,

So with GMing my own game on here speeding up and after looking at the other applicants PCs. I really don't see Tabby fitting in, Tabby is more slow investigation kind of setting game setting, more film/TV gritty Dark Night/Dark Arrow show kind of PC. While most of the other PC's offered if not all have a more strait up comic book New justice league / teen titans sitting about them. Not to imply that is bad, just she will not fit in very well. Its a bit late in the day to make a new PC along those lines, so I'm dropping out. Was fun to make her, so nothing lost. All the best with the game GM, and have a good game everyone.

GM Panic


Captain Robo: ranged blasting, super science, some control
Shadow Star: ranged blasting, some control/scrying, weird dimensional effects, alien/space worthy


On the plus side, since Panic dropped, we won't have to go through explaining why DC 27 or 30 is bad or why having resurrection on an alternate power that must be switched on is a bad idea.

Sir Raymond, just post your concept and we can help in the thread.
No problem- I like working on character builds.


Sinter does ranged attacks and is hard to hurt.


Yeah, if you post here we can collaborate on it. You might end up with a better build.

Rigor, have you considered to playing the kid of Miss Martian and Superboy , as in Young Justice? That would let you cherry pick Martian powers without having to get everything in there.

Dark Archive

Captain Robo: ranged blasting, super science, some control
Shadow Star: ranged blasting, some control/scrying, weird dimensional effects, alien/space worthy
Sinter does ranged attacks and is hard to hurt.

Imagine is cute. And also plays with your brain. And can change into invisible electrons. And also is cute. ;D


I will probably rework a little bit to add sensing powers like I had before. I tend to like to have those on supers.


Forzare can ranged and melee, and is hard to hurt. He flies a plane great, drives a car well, and can pick locks with his brain. Minimal computing skills.

He also has a range of special movement modes. Speed, swimming, wall crawling, etc.

He's the "get you to and into places" guy, basically.


Well actually Sinter can also tunnel through the ground to get into stuff, but I haven't decided if it is possible for others to follow him since it is a melted hole.


Doc, did you see this extra?

AURA +1 MODIFIER
A touch range power with this extra automatically affects anyone touching you, including anyone you touch or strike with an unarmed attack.
The aura and the unarmed attack affect the target separately.
You can turn your aura on or off as a free action and it is Sustained in duration (the power’s effect has its normal duration, so a Stun Aura’s effect is still Instant and Lasting in duration).
You can change your aura’s duration with Duration modifiers.
You can apply the Selective feat to control what parts of your body the aura covers.

I didn't remember this was available in 2E, but it might do what you wanted with your touch/strike power.
In 3E, you would have to have a reaction power to do this.


I did the 'can't touch this' power via aura, but it cost an arm and leg (though reactive would have been basically the same cost).


Why so much?
Did you have to get to sustained first, then add aura?


Yes.


tumbler wrote:

Yeah, if you post here we can collaborate on it. You might end up with a better build.

Rigor, have you considered to playing the kid of Miss Martian and Superboy , as in Young Justice? That would let you cherry pick Martian powers without having to get everything in there.

Actually, that was exactly what I was considering... (I've been rewatching the show, and I'm still impressed with how good it is.) Thing is of course that Martians have most of the Kryptonian power-set already, and definitely all of the powers SuperBoy is depicted as having. As a result, I'm not sure what would change in the build. I could drop the Shapeshifting aspect of the martians, making him a Tank/Psion, or drop the Psi powers, making him a tank/shifter. Either is simpler than a Shifter/Tank/Psi, but of course, not as cool.

I looked through the 3rd Edition build of J'onn J'onzz you sent me, but I'm not sure it will be much help. Besides being PL 14 and needing to be scaled down, he is also WAY over budget for a typical PL 14 character, at 306 pp vs. the PL 14 standard of 210 pp. That would make scaling him down to 180 while maintaining a PL 12 a pretty tall order.


Seems like what you might need is a hefty dose of the Variable power.

Or do them all as alternate effects of each other. Due to being half-Martian, not full, he can only Shapeshift OR Psi one at a time, not both.


Shapeshift (a variation of the Variable Power) is what all the builds I can find of Martian Manhunter and Miss Martian use. I have been trying to avoid it up until now as GM's typically decry its use (though I haven't specifically asked if I can or cannot use it). Perhaps with sufficient limitations, tumbler will entertain it.

Edit: Just saw your edit:

Rynjin wrote:
Or do them all as alternate effects of each other. Due to being half-Martian, not full, he can only Shapeshift OR Psi one at a time, not both.

That would help with the budget issue, and could work thematically. I'll play with the numbers and see what I can manage to see if it's viable.


Ok, we'll go with his build for Sinter.

I also think I'll opt for the Eeyore personality. It will be much easier to pull off for me.

Sinter

Power Level: 12; Power Points Spent: 180/180

STR: +0 (10), DEX: +3 (16), CON: +3 (16), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +20, Fort: +3, Ref: +3, Will: +3

Skills: Intimidate 8 (+8), Notice 4 (+4), Sense Motive 4 (+4)

Feats: All-Out Attack, Improved Initiative, Power Attack, Precise Shot

Powers:
Burning Touch (Strike 8) (DC 23; Aura, Duration 2 (sustained); Uncontrolled; Full Power, Noticeable)
EM Awareness (Super-Senses 2) (infravision, radio)
Flight 10 (Speed: 10000 mph, 88000 ft./rnd)
. . Burrowing 7 (Alternate; Speed: 100 mph, 880 ft./rnd)
Immunity 17 (critical hits, damage type: heat, life support, starvation & thirst)
Impervious Toughness 17
Plasma Body (Insubstantial 3) (Energy; Permanent, Uncontrolled; Noticeable)
Plasma Bolt (Blast 12) (DC 27; Full Power)
. . Dazzle 12 (Alternate; affects: visual senses, DC 22; Full Power)
Protection 17 (+17 Toughness)

Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +9)

Attacks: Burning Touch (Strike 8), +9 (DC 23), Dazzle 12, +9 (DC Fort/Ref 22), Plasma Bolt (Blast 12), +9 (DC 27), Unarmed Attack, +9 (DC 15)

Defense: +4 (Flat-footed: +2), Knockback: -18

Initiative: +7

Languages: Native Language

Totals: Abilities 12 + Skills 4 (16 ranks) + Feats 4 + Powers 131 + Combat 26 + Saves 3 + Drawbacks 0 = 180


Yeah, the points get to be a problem because Martians have basically all of the powers. It isn't a huge amount of fun as a GM to have an insubstantial mind controller, but if you are going with a character who is triggered powerless at fire, that balances it out some.

If you build them as alternate effects of a basic Martian power, you could flavor that as changing shape because he is young and has learned sets of powers that go together.

I'm not opposed to Shapeshift as long as it isn't a constant one-upping other party members and pulling the carpet out from under every opponent and plot. That isn't what happens with Martian heroes for the most part.


So here's Captain Robo's (hopefully) final build

Spoiler:

Captain Robo

Power Level: 12; Power Points Spent: 180/180

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +5 (20), WIS: +0 (10), CHA: +0 (10)

Tough: +0/+12, Fort: +9, Ref: +7/+10, Will: +9

Skills: Computers 17 (+22), Craft (electronic) 15 (+20), Craft (mechanical) 15 (+20), Diplomacy 16 (+16), Investigate 3 (+8), Knowledge (technology) 17 (+22), Notice 13 (+13), Search 2 (+7), Sense Motive 4 (+4/+14), Stealth 2 (+4/+14)

Feats: Assessment, Attack Focus (ranged) 2, Eidetic Memory, Improved Initiative 2, Inventor, Move-by Action, Online Research, Power Attack, Precise Shot 2, Skill Mastery (Computers, Electronic, Mechanical, Technology)

Powers:
SCEPTER Armor (Device 20) (Hard to lose, Only you can use; Action 4 (full))
. . Evasive Protocol (Enhanced Trait 9) (Traits: Defense Bonus +3 (+22), Reflex +3 (+10))
. . Flight 10 ([10 active, 20/20 PP, 2/r], Speed: 10000 mph, 88000 ft./rnd)
. . . . Super-Strength 10 (Alternate; [0 active, 20/20 PP, 2/r], +50 STR carry capacity, heavy load: 51.2 tons; +10 STR to some checks)
. . Immunity 11 (life support, uncommon descriptor: EMP)
. . Protection 12 (+12 Toughness; Impervious [8 ranks only])
. . Weapons Array (Array 16) (default power: blast)
. . . . Disassembly Ray (Disintegration 12) (Array; DC 27; Check Required (Mechanical), Limited (to Machinery); Reversible)
. . . . EMP Cloud (Nullify 10) (Array; counters: all powers of (type) - technological, DC 20; Cloud Area (50 ft. diameter, lingers - General))
. . . . Flashbang Cone (Dazzle 10) (Array; affects: 2 sense types, DC 20; Cone Area (100 ft. cone - General))
. . . . Force Constructs (Force Constructs 9) (Array; Max Size: 45 cu. ft.; Movable (Radius: 45 ft., Strength: 45, Force: 6.4 tons); Precise, Selective, Stationary)
. . . . Hyper Charged Piercing Javelin (Blast 11) (Array; DC 26; Penetrating [10 ranks only])
. . . . Vari-Beam (Blast 12) (Default; DC 27; Variable Descriptor 2 (Broad group))
Tech Implant Interface (Container, Active 11) (Subtle (subtle))
. . Datalink 7 (sense type: mental; Omni-Directional Area; Machine Control, Precise, Rapid 2, Selective)
. . Enhanced Trait 6 (Traits: Sense Motive +10 (+14), Stealth +10 (+14), Feats: Assessment)
. . Quickness 9 (Perform routine tasks at 1000x speed, Feats: Eidetic Memory; One Type (Mental))
. . Super-Senses 16 (acute: Sight, analytical: Sight, awareness: Tech/ Machinery, danger sense: Mental, darkvision, detect: Tech/Machinery 2 (ranged), direction sense, distance sense, extended (type): Sight 2 (-1 per 1k ft), infravision, time sense)
. . Translator (Comprehend 4) (codes & ciphers, languages - read all, languages - understand all, languages - you're understood)

Attack Bonus: +10 (Ranged: +12, Melee: +10, Grapple: +10)

Attacks: Disassembly Ray (Disintegration 12), +12 (DC Fort/Tou ), EMP Cloud (Nullify 10) (DC Will 20), Flashbang Cone (Dazzle 10) (DC Fort/Ref 20), Hyper Charged Piercing Javelin (Blast 11), +12 (DC 26), Unarmed Attack, +10 (DC 15), Vari-Beam (Blast 12), +12 (DC 27)

Defense: 19/22 (Flat-footed: 16), Knockback: -10

Initiative: +10

Languages: Native Language

Totals: Abilities 14 + Skills 26 (104 ranks) + Feats 11 + Powers 68 + Combat 38 + Saves 23 + Drawbacks 0 = 180


Capt. Robo has a defense of 22?


Defense 12, plus base of 10. I have my herolab set to include the +10 on defense.


That explains it.

Shadow Lodge

sudder is a yellow lantern user that can control fear


compiled:

Captain Robo: ranged blasting, super science, some control

Shadow Star: ranged blasting, some control/scrying, weird dimensional effects, alien/space worthy

Sinter does ranged attacks and is hard to hurt.

Imagine is cute. And also plays with your brain. And can change into invisible electrons. And also is cute. ;D

Forzare can ranged and melee, and is hard to hurt. He flies a plane great, drives a car well, and can pick locks with his brain. Minimal computing skills. He also has a range of special movement modes. Speed, swimming, wall crawling, etc

shudder is a yellow lantern user that can control fear


Forzare is finished, I think.

Any suggestions for things I could nab to get the "multi-tasking" idea down? I was considering dropping some other stuff and grabbing Craft: Mechanical. It popped into my head that having his "day job" be a mechanic would be cool.

But that would kind of obligate me to spend some points on equipment (like a car), and I reeeeally can't afford that.


Are you looking for a way to be working on several things at the same time? You could take an alternate power on your TK to give yourself Quickness limited to physical tasks.

With very little mechanical skill you could always take 20 on tasks and be a pretty good mechanic.


I actually bought Quickness 6 (Physical tasks) already.


OK, I am pretty much ready to start. I would like to have some conversations on what is the status quo of the world and whether you guys are already League members, reserves, or what?

I would also like for each player to PM me one fact and an attached secret from the last 30 years of history.

An example from JLU might be that there was a hero named Power Girl, with the secret being that she is a clone of the original Supergirl. Or that there has been a Batman for a long time, but the secret is that he has been 5 different people.

I know some of you are itching to get to roleplaying, and I'm open to you guys messing around in Gameplay if you want to post up some "day in the life of your hero" sorts of things or something involving several people, whatever. I'd like to have builds "done" before we get too heavily into me throwing story at you.

On that note, I've never run a game in this system that didn't involve some rebuilding after the first encounter or two. Just to tweak things to make your concept smoother or more fuctional. So realize that that chance will be available.


Rynjin wrote:
I actually bought Quickness 6 (Physical tasks) already.

Wow. Must be cross eyed from reading student work. Totally missed that on your sheet.


tumbler wrote:
OK, I am pretty much ready to start. I would like to have some conversations on what is the status quo of the world and whether you guys are already League members, reserves, or what?

I'd say "reserves" and the game starts with us being inducted into the core/leading body of the Justice League. We'd basically be all the extra JLU members who take over after the core 7 (among others) retire.

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