Marvel Avengers, 1889 [Full]

Redclaw said:
Probably because you don't get much more Avenger-like than Captain America.

Plus Captain America is very cool (I love Acrobatic Bricks), the background that Karl posted for Captain Britania was very cool, and Captain Britain has as far as I know never been a member of the Avengers!

My turn for a question. Necro, why does your Katana have 10-foot reach? Is that really a katana or two Final Fantasy swords put on top of each other :)
(Really, one final fantasy sword would probably do the trick for 10 foot reach, but weapons with reach tend to be at least as large as person-sized)
 
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Elric said:
Plus Captain America is very cool (I love Acrobatic Bricks), the background that Karl posted for Captain Britania was very cool, and Captain Britain has as far as I know never been a member of the Avengers!

My turn for a question. Necro, why does your Katana have 10-foot reach? Is that really a katana or two Final Fantasy swords put on top of each other :)
(Really, one final fantasy sword would probably do the trick for 10 foot reach, but weapons with reach tend to be at least as large as person-sized)

My katana doesn't have a ten-foot reach, but can be thrown 10 feet. So no, it's not Cloud's sword :D

And one of the Captain Britains was part of the Avengers. Kelsey Leigh, also known as Lionheart.
 

Necro_Kinder said:
Alright, read the rules wrong....crap. So guess I'll ditch some feats or something and add some more to Equipment. Up the damage on the shurikens to 3 sounds good...are you also saying put autofire on them again? This ups it to +1 damage for every 1 over defense, yeah? Also, if I read the rules correctly (I probably didn't), does it say that autofire damage doesn't get capped by your damage caps?

I believe that Autofire rounds UP, so purchasing it to +3 will max out at +5, which is pretty good IMO. NOTE of course that I have been doing this wrong for a friggin YEAR in my face-to-face game :( just stopped reading at the "...adds up to +5 to damage (for +10 over defense)" hehe

And not that YES, autofire does NOT get capped by your Damage Cap (hench why that 1/2 attack rank/2, round up, makes more sense to me now :))
 


Final proposed modification to Capt for now (I think :)). I dropped the idea of taking Impervious/Indestructible on the armor and took Immunity to Heat and Cold environments instead. Then I added a medical kit because when you're a superhero you always need more bandages!

I gave him limited immunity to disease and poison to reflect his superhuman constitution, but full immunity is clearly better suited for other chars (i.e., Wolverine & Black Widow, respectively). I dropped Swim because after looking at three builds of Capt America only one gave him ranks in Swim and that build gave him 12 ranks in Survival- Capt Brit isn't that good of an outdoorsman!

Drop 5 ranks in Bluff, 2 ranks in Intimidate, 1 rank in Handle Animal, 4 ranks in Swim; Add 2 ranks to Know: Tactics, 4 ranks of Know: Current Events, 2 ranks to Survival (+1 pp)
Drop Immunity: Disease (+1 pp)
Drop Accurate Attack (+1 pp)
Drop Low Light Vision (+1 pp)
Drop Base Defense two ranks (+4 pp)

Add Immunity 2 [Disease and Poison- Limited, Half Effect] (-1 pp)
Add Extended Hearing (-1 pp)
Add Dodge Focus 1 (-1 pp)
6 ranks in Enhanced Cha (limited to Inspire) (-2 pp)
Add 1 rank to Device (Shield) (-3 pp)
Shield: Add Steadfast, increase ranks to Improved Block 2, Improved Defense 2, Dodge Focus 4, add one AP of everything else (worth 14 pp):
AP: Blast 2 (PF: Extended Range 2, Accurate x4, Mighty x4)

Equipment: Add Masterwork Medical Kit, Immunity to Heat and Cold environments to Armor (spends all 3 ep)
 

Jumping on re-design bandwagon...

ok, since a few others are tweaking their characters, I made a few alterations to the Scarlet Witch....for your approval...

Probability Control with Jinx as an Extra is a point-sink. After designing that Nullify Field Extra Effort, I noted that the rules suggest a different power build can be an alternate power. So, I made the following tweaks:

Probability Control -8 (32 pts. +6)
• Basic: any one personal roll under 8 becomes an 8
• Alternate Powers:
• JINX (Jinx, Jinx only, Move action, Perception range, 4+1-1-2+2= 4pts./rank)- 8 ranks
• DEFLECT (all attacks, Move action, 3+1= 4pts/rank)- 8 ranks
• TRIP (Perception range, Burst area, Selective attack, Opposed by DEX, Move action, 1+1+1+1+0+1= 5pts./rank)- 6 ranks + Subtle + Progression:Area (60-ft. radius)
• CONFUSE (Perception range, Burst area, Selective attack, Move action, 1+1+1+1+1=5 pts./rank)- 6 ranks + Incurable + Subtle
• NULLIFY (attack effects, Perception Range, Move action, 2+1+1=4pts/rank)-8
• DAMAGE (Perception range, Burst area, Selective attack, Move action, 1+2+1+1+1= 6 pts/rank)-5 +Subtle +Indirect

Probability Control is now at Campaign PL max of 8, and I was able to add 2 more alternate powers: Nullify Attacks (Basically a counter effect explained away as a manipulation of Fate) and Ranged Damage (some unfortunate accident like a ceiling caving in, a weapon backfiring, etc.). I also like how all of the Probability Control alternate powers are Move actions now.

This change freed up a lot of points, I tweaked some other powers...and added a few other things:

Luck Control (Burst area, Selective attack, 3+1+1=5pts/rank)-2 ranks (10 pts. + 4)
Good Luck: Spend HP for another -or- give HP to another (Burst, Selective attack)
• Alternate Powers:
Bad Luck: negate HP/GM Fiat -or- force re-roll (Burst, Selective attack)
See the Unseen Super-senses: True Sight [10 ranks]
Future Sight Linked Super-senses: Danger Sense [1 rank], Precognition [4 ranks], Uncanny Dodge: Mental, Visual, Auditory, Magical, Olfactory 5 [5 ranks]
Lucky Shield Linked: Shield [4 ranks] + Force Field [6 ranks]


Spell change: "See the Unseen" becomes "Mystic Sight"
Mystic Sight Linked Super-senses: Detect Magic (detect, ranged, extended, analyze, acute, track) [5 ranks], Aura reading [5 ranks], Low-Light Vision [1 rank]


Additions from extra points:
• Luck 1 becomes Luck 4 (maxed at 1/2 Campaign PL level) 3 pts
• Attack Specialization: Mystic blasts (+2 attack) - 1 rank 1 pt.
• Mind Shield – 6 ranks 6 pts.

Drawback: Power Loss [Mind Shield] in contact with cold iron [-1 pt.]

This build would allow the character to do everything she already did...and a bit more.

Opinions? Have I missed anything?
 
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Ok, so for Ronin:

Ditch the Nunchaku
Ditch Stunning attack (DC 16 fort save is too easy)
Ditch Improved Critical (Katana)

Add Power Attack
Add 1 Rank to Equipment

Change Shurikens to +3 Damage and Autofire (2)
Change Katana to Crit on 17-20

This actually changes nothing about the Katana, just changing where that high crit ratio comes from. The shurikens will now do +3 to +6 damage as well.
 
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Um. Anyone have any ideas for better +1 extras than "poisonous?" Repeating damage after 1 minute is pretty pointless, I think. Better for NPC's, so PC's have to deal with the consequences. NPC's are typically either already out or have gotten clean away after 10 rounds of combat...so it's pretty pointless for a PC.

Ideas that are still within the character concept?

...maybe a cheap Linked power...
 
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Shayuri said:
Um. Anyone have any ideas for better +1 extras than "poisonous?" Repeating damage after 1 minute is pretty pointless, I think. Better for NPC's, so PC's have to deal with the consequences. NPC's are typically either already out or have gotten clean away after 10 rounds of combat...so it's pretty pointless for a PC.

Ideas that are still within the character concept?

...maybe a cheap Linked power...

SECONDARY EFFECT +1 MODIFIER
An instant effect with this modifier affects the target once immediately (when the effect is used) and then affects the target again on the following round, on the same initiative count as the initial attack. The target gets the normal saving throw against the secondary effect, which is treated as lasting, meaning it occurs without any effort on the part of the attacker, even if the attacker is incapacitated or switches to a different Alternate Power or Variable effect configuration.
Secondary Effects don’t stack, so if you attack a target with your Secondary Effect on the round after a successful hit, it doesn’t affect the target twice; it simply delays the second effect for a round. You can attack the target with a different effect, however.
So, for example, if you hit a target with a Secondary Effect Strike then, on the following round, hit with a Stun attack, the target suffers both the Stun and the Secondary Effect of the Strike.
 

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