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Hawksmoor

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This is my version of Superman. No he is not *complete* if I ever need to pull him out for real there is a serious problem with my game. As such his Knowledges and Languages are undefined.

 

My interesting idea is that Superman (and all Kryptonians/Daxamites) are OIHID characters that simply have as their power up the presence of the yellow (or greater suns). Superman also has an automatic Accidental change when confronted by Kryptonite.

 

What do you guys think?

 

 

SUPERMAN

Val Char Cost Roll Notes

20/125 STR 10 13- / 34- Lift 400.0kg/838.9ktons; 4d6/25d6; [2/7]

18/45 DEX 24 13- / 18- OCV 6/15 DCV 6/15

20/50 CON 20 13- / 19-

18/28 BODY 16 13- / 15-

25 INT 15 14- PER Roll 14-

30 EGO 40 15- ECV: 10

40 PRE 30 17- PRE Attack: 8d6

16 COM 3 12-

 

10/65 PD 6 Total: 10/65 PD (10/65 rPD)

10/65 ED 6 Total: 10/65 ED (10/65 rED)

4/9 SPD 12 Phases: 3, 6, 9, 12/2, 3, 4, 6, 7, 8, 10, 11, 12

8/45 REC 0

50/210 END 5

45/148 STUN 7 Total Characteristic Cost: 204

 

 

Movement: Running: 9"/59" / 144"/944"

Swimming: 5"/55" / 80"/880"

Leaping: 5"/80" / 40"/640"

Flight: 60" / 120"

Tunneling: 20" / 40"

 

Cost Powers END

 

 

Solar charged cells, all slots Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4)

87 1) Super Strength: +105 STR, Reduced Endurance (1/2 END; +1/4) (131 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 5

40 2) Superstamina: +30 CON (60 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4)

13 3) Invulnerable: +10 BODY (20 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4)

 

Solar Charged Cells II, all slots OIHID (-1/4)

40 1) Superspeed: +27 DEX (81 Active Points); No Figured Characteristics (-1/2), OIHID (-1/4),

40 2) Faster than a Speeding Bullet: +5 SPD (50 Active Points); OIHID (-1/4)

3 3) Bulletproof: +4 PD (4 Active Points); OIHID (-1/4)

15 4) Bulletproof: +19 ED (19 Active Points); OIHID (-1/4)

16 5) Rapid Rebound: +10 REC (20 Active Points); OIHID (-1/4)

40 6) Solar Absorbtion: +100 END (50 Active Points); OIHID (-1/4)

20 7) Invulnerable: +25 STUN (25 Active Points); OIHID (-1/4)

28 8) Bulletproof: Damage Resistance (35 PD/35 ED) (35 Active Points); OIHID (-1/4) 0

7 9) Invulnerable: Hardened (+1/4) for up to 35 Active Points of PD (9 Active Points); OIHID (-1/4) 1

7 10) Invulnerable: Hardened (+1/4) for up to 35 Active Points of ED (9 Active Points); OIHID (-1/4) 1

 

Invulnerability, all slots Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4)

29 1) Sealed Systems and Sytemic Antidote: LS (Eating: Character only has to eat once per week; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: 800 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (44 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 0

115 2) Invulnerability: (Total: 172 Active Cost, 115 Real Cost) Armor (30 PD/30 ED), Hardened (+1/4) (112 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 75) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 20) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 20) 0

53 3) Braced for Impact: (Total: 80 Active Cost, 53 Real Cost) Missile Deflection (Any Ranged Attack), Persistent (+1/2) (30 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 20) plus +10 with a group of similar Skills (50 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) (Real Cost: 33) 0

 

125 Heat Vision: Multipower, 187-point reserve, (187 Active Points); all slots OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4)

7u 1) Flash Vision: EB 15d6, Reduced Endurance (0 END; +1/2) (112 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 0

7u 2) Flash Vision: EB 9d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (12" Cone; +1) (101 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 4

8u 3) Flash Vision: EB 13d6, Reduced Endurance (1/2 END; +1/4), Armor Piercing (+1/2) (114 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 5

12u 4) Flash Vision: RKA 10d6, Reduced Endurance (1/2 END; +1/4) (187 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 7

2u 5) Flash Vision: Missile Deflection (Bullets & Shrapnel), Full Range (+1) (30 Active Points); OIHID (-1/4), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4) 0

 

150 Superspeed: Multipower, 187-point reserve, (187 Active Points); all slots OIHID (-1/4)

9u 1) Super Speed: Running +50" (9"/59" total), x16 Noncombat (115 Active Points); OIHID (-1/4) 11

5u 2) Super Speed: Swimming +50" (5"/55" total) (x16 Noncombat) (65 Active Points); OIHID (-1/4) 6

10u 3) Super Speed Digging: Tunneling 20" through 30 DEF material (130 Active Points); OIHID (-1/4) 13

2u 4) Super Speed: Invisibility to Sight Group , Reduced Endurance (0 END; +1/2) (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only when making a full move; -1/2), OIHID (-1/4) 0

15u 5) One man construction crew: Major Transform 10d6 (Machines into component parts, Repairs), Reduced Endurance (1/2 END; +1/4) (187 Active Points); OIHID (-1/4) 7

7u 6) Super-fast blows over and over again: HA +9d6, Autofire (10 shots; +1), Reduced Endurance (0 END; +1) (135 Active Points); Hand-To-Hand Attack (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 0

 

90 Strength Tricks: Multipower, 112-point reserve, (112 Active Points); all slots OIHID (-1/4)

9u 1) Able to Leap Tall Buildings in a single bound: Leaping +75" (4"/100" forward, 2"/50" upward) (Accurate, x8 Noncombat), Reduced Endurance (1/2 END; +1/4) (112 Active Points); OIHID (-1/4) 4

7u 2) Super Strength: HKA 6d6 (7d6+1 / 12d6 w/STR), Reduced Endurance (1/2 END; +1/4) (112 Active Points); Limited Power Power loses about a fourth of its effectiveness (Not vs. Magic; -1/4), OIHID (-1/4) 4

3u 3) Ultra-Strength Wrap up: Entangle 8d6, 8 DEF (80 Active Points); Def based on materials at hand Power loses about a third of its effectiveness (-1/2), OIF (Weapon of Opportunity; -1/2), OIHID (-1/4) 8

6u 4) Ultra-Strength Object Sweep: Area Of Effect Nonselective (up to 23" Cone; +3/4) for up to 110 Active Points of STR, Reduced Endurance (1/2 END; +1/4) (102 Active Points); OIF (Object of Opportunity; -1/2), OIHID (-1/4) 4

9u 5) Superbreath: EB 8d6, Double Knockback (+3/4), Area Of Effect (15" Cone; +1) (110 Active Points); OIHID (-1/4) 11

5u 6) Superbreath: Dispel Flame, Fire and Gas based powers 18d6, Variable Special Effects (Limited Group of SFX; +1/4) (67 Active Points); OIHID (-1/4) 7

 

100 Flight through force of will: Multipower, 125-point reserve, (125 Active Points); all slots OIHID (-1/4)

10u 1) Is it a bird? Is it a Plane? I: Flight 50", Reduced Endurance (1/2 END; +1/4) (125 Active Points); OIHID (-1/4) 5

4u 2) To the Moon and Back: Flight 10", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (45 Active Points); OIHID (-1/4) 4

 

Supersenses, all slots OIHID (-1/4)

66 1) Super Vision: (Total: 82 Active Cost, 66 Real Cost) IR Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIHID (-1/4) (Real Cost: 12) plus UV Perception (Sight Group), Discriminatory, Analyze (15 Active Points); OIHID (-1/4) (Real Cost: 12) plus N-Ray Perception (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (22 Active Points); OIHID (-1/4) (Real Cost: 18) plus +10 versus Range Modifier for Sight Group (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus +10 PER with Sight Group (20 Active Points); OIHID (-1/4) (Real Cost: 16) 0

66 2) Super-Hearing: (Total: 83 Active Cost, 66 Real Cost) +10 PER with Hearing Group (20 Active Points); OIHID (-1/4) (Real Cost: 16) plus Radio Perception, Discriminatory, Analyze (18 Active Points); OIHID (-1/4) (Real Cost: 14) plus Ultrasonic Perception (Hearing Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (15 Active Points); OIHID (-1/4) (Real Cost: 12) plus +10 versus Range Modifier for Hearing Group (10 Active Points); OIHID (-1/4) (Real Cost: 8) plus Targeting with Hearing Group (20 Active Points); OIHID (-1/4) (Real Cost: 16) 0

 

 

 

Perks

3 Well-Connected

29 1) Contact: Members and Allies of the Justice League (Current and Former) (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) (30 Active Points) 14-

32 2) Contact: US Government (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (33 Active Points) 13-

12 3) Contact: The Batman (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact) (13 Active Points) 15-

3 4) Contact: Perry White (Contact has significant Contacts of his own, Contact has useful Skills or resources, Contact limited by identity) (4 Active Points) 12-

35 5) Contact: Superman 'Family" Supergirl, Con El, Steel, The Eradicator, etc (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (36 Active Points) 15-

 

100 Fortress of Solitude

12 Reputation: World's Greatest Hero (A large group) 14-, +4/+4d6

 

1 Money: Well Off

1 Fringe Benefit: Pulitzer Prize Winner: Custom Adder

1 Fringe Benefit: Press Pass

 

 

Talents

4 Environmental Movement (no penalties on zero g)

4 Environmental Movement (no penalties on heavy gravity)

4 Environmental Movement (no penalties on low gravity)

 

 

Skills

20 +4 with HTH Combat

15 +3 with Ranged Combat

3 Bureaucratics 17-

3 Computer Programming 14-

3 Criminology 14-

3 Conversation 17-

3 Deduction 14-

3 Interrogation 17-

3 Linguist

2 1) Language (completely fluent) (3 Active Points)

2 2) Language (completely fluent) (3 Active Points)

2 3) Language (completely fluent) (3 Active Points)

2 4) Language (completely fluent) (3 Active Points)

2 5) Language (completely fluent) (3 Active Points)

2 6) Language (completely fluent) (3 Active Points)

2 7) Language (completely fluent) (3 Active Points)

2 8) Language (completely fluent) (3 Active Points)

2 9) Language (completely fluent) (3 Active Points)

2 10) Language (completely fluent) (3 Active Points)

3 Lipreading 14-

 

3 Mechanics 14-

7 Oratory 19-

3 Paramedics 14-

3 Persuasion 17-

3 Power: Kryptnian Abilities 14-

3 Power: Strength Tricks 14-

4 PS: Reporter 15-

5 PS: Novelist 16-

5 Rapid Attack (HTH)

3 Scholar

2 1) KS: General Knowledge (3 Active Points) 14-

2 2) KS: General Knowledge (3 Active Points) 14-

2 3) KS: General Knowledge (3 Active Points) 14-

2 4) KS: General Knowledge (3 Active Points) 14-

2 5) KS: General Knowledge (3 Active Points) 14-

2 6) KS: General Knowledge (3 Active Points) 14-

2 7) KS: General Knowledge (3 Active Points) 14-

3 SS: Kryptonian Technology 14-

3 Systems Operation 14-

3 Teamwork 13- (18-)

 

 

 

 

 

 

Total Powers & Skill Cost: 1669

Total Cost: 1873

 

1103+ Disadvantages

590 Greatest Hero Experience Bonus

5 Accidental Change: Lack of Red Sun Radiation 8- (Uncommon)

20 Accidental Change: Exposure to Kryptonite Always (Uncommon)

10 DNPC: Lois Lane 11- (Normal; Useful Noncombat Position or Skills)

10 DNPC: Jimmy Olson 8- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

20 Hunted: Lex Luthor 11- (As Pow, NCI, Harshly Punish)

15 Hunted: Darkseid 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

15 Psychological Limitation: Code Vs. Killing (Common, Strong)

15 Psychological Limitation: Liberty Truth and the American Way (Very Common, Moderate)

15 Psychological Limitation: Dodging? What is that? (Must make a EGO roll to use more that 1/2 DCV versus any attack) (Very Common, Moderate)

15 Social Limitation: Secret Identity (Very Frequently, Minor)

20 Social Limitation: Mantle of the World's Greatest Hero (Very Frequently, Major)

20 Susceptibility: Exposure to Kryptonite, 3d6 damage per Turn (Uncommon)

0 Experience Points

 

Total Disadvantage Points: 1873

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Re: Superman

 

No the Kryptonian munchkin is the woman who was a Kryptonian "Ninja"...:angst:

 

Or better a Kryptonian Cyborg Mutant Ninja with Jedi Powers! :nonp:

 

This looks cool' date=' but its long. It's as if this guy has had a 75 year career or something.[/quote']

 

Close...1938 was the issue of Action Comics #1 so he is a youthful 72!

 

Hawksmoor

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Guest darthvegita666

Re: Superman

 

No the Kryptonian munchkin is the woman who was a Kryptonian "Ninja"...:angst:

 

This looks cool, but its long. It's as if this guy has had a 75 year career or something.

 

woah thats so cool i wanna play a kryptonian ninja

 

ninja vanish

ninja stars

ninja heat vision man thats awesome

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Re: Superman

 

No the Kryptonian munchkin is the woman who was a Kryptonian "Ninja"...

 

Are we talk an actual Superman comic charicater (There are two that come to mind, Faora Hu-Ul, mass murder of men on Krypton (comic book) and Ursa (Superman II movie). Or someone else?

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Guest darthvegita666

Re: Superman

 

Why OIHID? :confused: Plus' date=' he has lots of generic languages there.[/quote']

its like maybe you should read the whole post and not just look at the end

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Re: Superman

 

its like maybe you should read the whole post and not just look at the end

Perhaps you should not assume. And take grammar lessons. If you see an explanation, post it. Neither OIHID nor the 10 languages (none of them specified) are at the end of the post. :rolleyes:

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Re: Superman

 

Alright this is the part where I explain my build.

 

First, I have to go back and correct the DEX power. It should not be Not vs. Magic.

 

Alright now that I am done with that I can explain.

 

I thought long and hard, about 8 years actually, on how to build Superman/Mon-El without resorting to false limitations like Not Under a Red Sun -1/4, or Not in the Presence of Kryptonite -1/4. Then the thought struck me; how does a normal red sun Kryptonian/Daxamite gain powers? Under a yellow sun. When exposed they gain tremendous abilities they did not possess before. This sounded an awful lot like Only in Hero ID to me. In fact looking further more information made this assertion completely gel for me.

 

Superman never flies away from Kryptonite, he never melts the roof with his heat vision to block it with debris. He always slumps and borders on unconsciousness. Why? Because the Kryptonite forces him to revert to normal Clark Kent/Kal-El.

 

Superman's powers ebb when he is deprived from the solar energy produced by a star like Earth. In time he eventually becomes a normal, albeit tough, humanoid. Again the SFX looked a lot like OIHID.

 

Dependence is nice and works, one way. We need a mechanic that can power up a race, two actually: we need OIHID.

 

Now as to the generic knowledges and languages. I will eventually fill those in. I just assume Superman has a lot of basic knowledge as one of the DCUs smartest people, plus he has conversational fluency in nearly every common tongue on the planet. I just handwave it for now.

 

Did that make sense?

 

Hawksmoor

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Re: Superman

 

I'm not sure his stats should be affected by OIHID or not vs. Magic. There might be a case for weaker defenses vs. Magic, but otherwise I don't think magic would change Superman's stats at all.

 

Rob

 

OK go with this.

 

Superman is wrapped up in a chain. What does he do?

 

He bursts free.

 

Next:

 

Superman is wrapped up in a chain *enchanted* by a magician. What does he do?

 

He strains but does not burst free.

 

Superman has no more or less power than a muscular human when confronted by Magic. Hence his STR drops.

 

His CON dropping is the fact that while he has loads of STUN a magical attack stuns him quite often.

 

Hawksmoor

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Re: Superman

 

I have no problem with the writeup, as Supes is likely a plot device. If he isn't, do you want the players to take OIHID for stuff like "only works when in a gravity field" or "hero form occurs if it's after the birth of Christ"? Devising a game could be tough under those circumstances.

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Re: Superman

 

Did that make sense?

The reasoning of the limitation makes sense, yes; however, I would disagree with it being Only in Hero ID. By definition, it is for someone who has two identities. "Obviously, only characters who maintain two distinct identities (for example, it is commonly used by superheroes who maintain a secret identity) can use this Limitation." (FREd, p. 197) I see OiHID being more for a Billy Batson on this power scale. Also, when Superman is Clark Kent, he still has his ability.

 

Having stated that, I think a -1/4 limitation would be appropriate regarding only under a yellow sun and not versus kryptonite, because, while both are rare occurrances (and might be a -0), combined I see them as -1/4, since issues do exist where this has become problematic.

 

The magic is a good limitation. I had made a Valor clone character years ago in a LoSH campaign; the GM wouldn't allow me to take two -1/4 limitations on my stats, so I chose 2X Vulnerabilities/Effects instead, but I do like yours better.

 

As for the languages, I don't recall Superman speaking that many (for some reason, I only remember maybe 1?), but it has been years since I've read his titles.

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Re: Superman

 

In similar cases I've used a generic "Restrainable: Not By Means of Grabs or Entangles" limit, for the same -1/4. The definition for a Kryptonians version of restrainable would then be "When exposed to Red Sun radiation, Green Kryptonite, and in other rare situations". Magic I'd handle by not buying Kryptonians any power or mental defense (Supes used to get drained, transformed, and mentally screwed with all the time) and by adding the Not Versus Magic limit to his Damage Resistance and Damage Reduction.

 

All of this will vary from writer to writer and GM to GM; the above is just one take on it.

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Guest darthvegita666

Re: Superman

 

Perhaps you should not assume. And take grammar lessons. If you see an explanation' date=' post it. Neither OIHID nor the 10 languages (none of them specified) are at the end of the post. :rolleyes:[/quote']

i said its NOT at the end of the post

 

LEARN TO READ

 

its at the beginning where he said 'i dont want to bother with languages' and 'only in hero id is for when his powers are turned off'

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Re: Superman

 

i said its NOT at the end of the post

:rolleyes: Actually, what you stated was "its [sic] like maybe you should read the whole post and not just look at the end [sic]" To which I responded, "Neither OIHID nor the 10 languages (none of them specified) are at the end of the post."

LEARN TO READ

Learn to comprehend. My reply to your statement was that I didn't read just the end because neither the languages nor the Limitation was there.

its at the beginning where he said 'i dont want to bother with languages' and 'only in hero id is for when his powers are turned off'

If you would stop to think, as well as read my other post, you would note that I was inferring to the reasoning of OiHID (which I do not see as the appropriate Limitation), along with stating I didn't recall Superman knowing that many languages.

 

If you cannot contribute to a thread, but only intend to pollute it, do not bother.

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Re: Superman

 

OHID isn't the best way to do this (based on the write up of the lim in the book). Instead, I would recommend:

 

Not in the presence of kryptonite -1/4

Not versus magic -1/4

 

You end up with the same effect, with a more internally orthodox approach, and get a better and still reasonable (not munchinesque) savings.

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Re: Superman

 

I always thought the susceptability disadvantage should have a weakness aspect like dependence does. Then you could increase the dice and have Supes nailed by kryptonite without needing all the limitations. Something like:

 

6d6 Susceptability to Kryptonite [weakness to all powers/characteristics] per segment.

 

Then you can throw on a second susceptability to kryptonite that will kill him over a longer periods of time.

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Re: Superman

 

I always thought the susceptability disadvantage should have a weakness aspect like dependence does. Then you could increase the dice and have Supes nailed by kryptonite without needing all the limitations. Something like:

 

6d6 Susceptability to Kryptonite [weakness to all powers/characteristics] per segment.

 

Then you can throw on a second susceptability to kryptonite that will kill him over a longer periods of time.

 

Yup, that's official in 5thER (p.339). Using a limitation is a way to simulate instant shutdown, but a 6d6 per segment drain vs all powers would do the job.

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Re: Superman

 

Yup' date=' that's official in 5thER (p.339). Using a limitation is a way to simulate instant shutdown, but a 6d6 per segment drain vs all powers would do the job.[/quote']

Yeah, I know you can switch it to a drain [but draining one things is not the same as draining all things. For that you need a +2 advantage] but 3d6 is really too limiting, IMO. I just liked the way it was broken down for dependence.

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Re: Superman

 

[but draining one things is not the same as draining all things. For that you need a +2 advantage]

 

The actual rule is that the GM can switch Stun damage for any attack power, at 10 active points per die; applying a +2 vs. all powers advantage to the attack is fine. You could also do it as a transformation attack, or use multiple effects.

 

There's almost always more than one approach.

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Re: Superman

 

The actual rule is that the GM can switch Stun damage for any attack power, at 10 active points per die; applying a +2 vs. all powers advantage to the attack is fine. You could also do it as a transformation attack, or use multiple effects.

 

There's almost always more than one approach.

Yeah, my point was that a 1d6 drain with a +2 advantage is a 30 ap power, not a 10 ap power. I'd also rather not get into using specific powers within the disadvantage. When you do that then you need to start thinking about specific defenses. A Susceptability should be beyond the concept of defenses. I'd just prefer they include a weakness aspect to the disadvantage. That way you can say something like: Each d6 does either stun or weakness damage. And you should also be able to have more than 3d6.

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