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CHAR: Superman


Enforcer84

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Here is my take on the guy with the "S" on his chest. I went for relatively simple. Used my own "Benchmark" settings" and came up with this. However, since I am not a devotee of Superman, I feel I may have given him too little (or maybe too much) by way of skills. Let me know, eh?SupermanVal Char Cost Roll Notes125 STR 115 34- Lift 838.9ktons; 25d6 [6]25 DEX 45 14- OCV: 8/DCV: 875 CON 130 24-25 BODY 30 14-25 INT 15 14- PER Roll 17-25 EGO 30 14- ECV: 850 PRE 40 19- PRE Attack: 10d618 COM 4 13-50 PD 25 Total: 50 PD (50 rPD)50 ED 35 Total: 50 ED (50 rED)5 SPD 15 Phases: 3, 5, 8, 10, 1240 REC 0150 END 0150 STUN 24 Total Characteristic Cost: 508Movement: Running: 6"/20"/12"/40" Flight: 20"/40" Leaping: 25"/50" Swimming: 2"/4" Tunneling: 10"/20"Cost Powers END375 "Super" Power Tricks: Variable Power Pool, 150 base + 225 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (375 Active Points)\tab Notes: This represents the vast number of Superhuman strength, speed, and bizzarely qualified powers Kal El can call upon when needed. While he can change it at will and needs no skill roll to do so, it could be said that he needs to make an int check to figure out new applications, but I don't think it warrents a limitation. For a quick list of relevent abilities see Ultimate Brick and the Upcoming Ultimate Speedster (whenever that comes out) 150 Standard Superman Tricks: Multipower, 150-point reserve15u 1) Blast Of Breath: EB 15d6, Reduced Endurance (1/2 END; +1/4), Double Knockback (+3/4) (150 Active Points) 614u 2) Blowing Away The Mist: Dispel Gas/Smoke/Mist Powers 16d6, all Gas/Smoke/Mist powers simultaneously (+2) (144 Active Points) 1414u 3) Blowing Out Fires: Dispel Fire Powers 16d6, all Fire powers powers simultaneously (+2) (144 Active Points) 1410u 4) Freezing Breath: Energy Blast 10d6, No Normal Defense (LS: Safe Enviroment: Intense Cold; +1) (100 Active Points) 108u 5) Heat Vision: Killing Attack - Ranged 3d6+1, Reduced Endurance (1/2 END; +1/4), Line Of Sight (+1/2), Continuous (+1) (137 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Knockback (-1/4) 61u 6) Instant Change: Cosmetic Transform 2d6 (10 Active Points); Limited Target: Own Clothes Slightly Limited (-1/4) 190 Super Movement: Multipower, 90-point reserve8u 1) Drill Maneuver: Tunneling 10" through 20 DEF material (80 Active Points) 89u 2) Super Flight: Flight 20", Position Shift, Variable Advantage (+1/2 Advantages; +1) (90 Active Points) 96u 3) Running +14" (6"/20" total), Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; combat acceleration/deceleration, megascale, noncombat acceleration/deceleration, or rapid noncombat movement only; +3/4) (56 Active Points) 2 Super Durable20 1) Bracing: Knockback Resistance -15" (30 Active Points); Costs Endurance (-1/2) 350 2) Nigh Invulnerable: (Total: 50 Active Cost, 50 Real Cost) Hardened (x2; +1/2) (25 Active Points) applied to PD (Real Cost: 25) plus Hardened (x2; +1/2) (25 Active Points) applied to ED (Real Cost: 25)75 3) Nigh Invulnerable: Damage Resistance (50 PD/50 ED), Hardened (x2; +1/2) (75 Active Points)51 4) Nigh Invulnerable: Life Support (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity: Immortal; 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; Sleeping Character does not sleep)15 5) Strong Willed: Mental Defense (20 points total)6 6) Sturdy: Knockback Resistance -3"31 7) Super Efficient Musculature: Reduced Endurance (1/2 END; +1/4) (31 Active Points) applied to STR10 8) Systemic Antidote: Power Defense (20 points) (20 Active Points); Limited Power: Only vs Poisons/Toxins (-1)20 9) The Man of Steel: Lack of Weakness (-10) for Normal Defense (Resistant Defense) Super-Senses15 1) Microscopic Vision: Microscopic ( x1,000) with Sight Group12 2) Parabolic Hearing: +8 versus Range Modifier for Hearing Group8 3) Radio Hearing: Radio Perception9 4) Supersenses: +3 PER with all Sense Groups12 5) Telescopic Vision: +8 versus Range Modifier for Sight10 6) Thermal Vision: Infrared Perception (Sight Group), Tracking3 7) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group)10 8) X-Ray Vision: N-Ray Perception (Sight Group)\tab Notes: Cannot See through LeadPerks50 Base: Fortress of Solitude10 Contribution towards the 'Watchtower'10 Fringe Benefit: Membership: Justice League (Senior Member)1 Fringe Benefit: Passport1 Fringe Benefit: Press Pass5 Money: Well Off15 Reputation: The first and Greatest Hero of his Generation (A large group) 14-, +5/+5d63 Well-Connected2 1) Contact: Er...that scientist guy...who developed his containment suit when he was an energy being... (Contact has useful Skills or resources, Contact limited by identity, Good relationship with Contact) (3 Active Points) 11-5 2) Contact: Jimmy Olsen (Contact has useful Skills or resources, Contact is slavishly loyal to character) (6 Active Points) 11-11 3) Contact: Project Cadmus (Contact has very useful Skills or resources), Organization Contact (x3) (12 Active Points) 11-11 4) Contact: The Daily Planet (Contact has useful Skills or resources), Organization Contact (x3) (12 Active Points) 12-23 5) Contact: The Justice Society of America (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-17 6) Contact: The Whitehouse (Contact has access to major institutions, Contact has extremely useful Skills or resources), Organization Contact (x3) (18 Active Points) 11-Talents3 Calculate at Superspeed: Lightning Calculator3 Never seems to get lost: Bump Of Direction5 Recall: Eidetic Memory8 Superspeed Reading: Speed Reading (x1,000)15 Superspeed: Lightning Reflexes: +10 DEX to act first with All ActionsSkills24 +3 with All Combat3 Bureaucratics 19-3 Conversation 19-5 Cramming 3 Deduction 14-3 Electronics 14-3 Forensic Medicine 14-3 High Society 19-0 Language: English (Idiomatic, native accent) (4 Active Points)4 Language: Kryptonian (Idiomatic, native accent)3 Mechanics 14-4 Navigation (Air, Land, Space) 14-3 Oratory 19-3 Paramedic 14-3 Persuasion 19-3 PS: Reporter 14-3 Streetwise 19-3 Systems Operation 14-Total Powers & Skill Cost: 1331Total Cost: 1839500+ Disadvantages10 DNPC: Lois Lane-Kent 11- (Occasionally), Normal, Useful noncombat position or skills20 Dependent NPC: Jonathan and Martha Kent 8- (Incompetent; Group DNPC: x2 DNPCs)20 Hunted : Superman's Rogues Gallery 11-, As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish Notes: They always seem to be able to draw him out. 20 Hunted: Lex Luthor: 11- (Frequently), As Powerful, NCI, Harshly Punish15 Physical Limitation: Loses All Kryptonian powers when under a Red Sun Infrequently, Fully Impairing Notes: Reduce All physical Characteristics to "Normal Human Maximum". Lose ALL super powers & talents25 Psychological Limitation: Code vs Killing Very Common, Total15 Psychological Limitation: Disdain for beings who abuse those weaker than they (Very Common, Moderate)20 Psychological Limitation: Idealistic and Altruistic (Very Common, Strong)15 Reputation: Big Blue Boy Scout, Almost Always (14-)20 Social Limitation: Secret Identity (Frequently, Severe)30 Susceptibility : within 1" of Kryptonite , 3d6 damage per Segment Uncommon Notes: Lead shielding will eliminate the Kryptonite radiation. Minute traces of Kryptonite might only cause 1 or 2d6 GM's Discretion20 Vulnerability : 2 x Effect Magic Based Attacks Common20 Vulnerability: 2 x STUN Magic Based Attacks Common1089 Experience PointsTotal Disadvantage Points: 1839Background/History: Saved by his father from his home planet's destruction Kal-El found his way to Earth and was in turn found and adopted by the Kents. They raised the most powerful being on this planet to be a good and noble young man, Clark Kent. Clark studied and travelled the world finally finding himself in Metropolis. There he began his work as a reporter for the Daily Planet. It was at work that he met Lois Lane who would one day become his wife.

Clark has a dual life; in addition to his work as a reporter he fights evil as Superman, the greatest of all heroes in the DC Universe (at least as far as popular opinion goes). Personality/Motivation: Not only was Clark raised "right" by the Kents, he also has come to learn much about his homeworld of Krypton and seeks to prevent similart catasrophes from happening to his adopted home. Perhaps it is because no one on Earth can truely claim to be more powerful than he, that Clark feels disdain for the bullies and tyrants of the world. He realizes if he'd been that petty he'd never have the friends, family, and love that he does now. He cherishes his "humanity" and is very protective of those who look to him for aid. Quote: "Up up and away!"

"This looks like a job for ...SUPERMAN!"Powers/Tactics: Superhuman Strength, speed, durability, senses and the ability to fly unaided. Superman also has a vast number of tricks he can call upon when in need.

Tactics? He rarely needs any. However, he generally seeks to disarm his foes before they can hurt others (or themselves) and subdue them as quickly and painlessly as possible. The longer a fight lasts the more thought he puts into it. Anyone who can give him a run for his money physically oft finds him to be surprisingly clever and skilled in combat. It just takes a bit to bring that to the fore. Campaign Use: The big gun. The Example.

He can also be used as a mentor or a sage on Kryptonian lore and history, he's seen much in his relatively short life and has lot's of advice.

Appearance: Large, well built guy with short black hair and blue eyes. Wears a blue costume with red trunks, cape, and boots. A big red "S" on his chest. Maybe you've seen him?

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Re: CHAR: Superman

 

Very good (as usual)! I still think that he should have at least some damage reduction, likely 50% resistant at least (the guy has been nuked on several occasions, and seems to weather it pretty well - how many supers can shake off even a tactical atomic device and zip back to the city to save the day. Then again, I guess it depends on the damage level you assign nuclear warheads in your campaign)... the power pool is how I'd do it as well, seems to cover the bizarre array of 'plot device' powers Kal-El manifests at the drop of an editor's hat.

 

"Super" rendition of the Last Son of Krypton.

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Re: CHAR: Superman

 

Very good (as usual)! I still think that he should have at least some damage reduction, likely 50% resistant at least (the guy has been nuked on several occasions, and seems to weather it pretty well - how many supers can shake off even a tactical atomic device and zip back to the city to save the day. Then again, I guess it depends on the damage level you assign nuclear warheads in your campaign)... the power pool is how I'd do it as well, seems to cover the bizarre array of 'plot device' powers Kal-El manifests at the drop of an editor's hat.

 

"Super" rendition of the Last Son of Krypton.

 

How tough (and strong and fast etc.) he is depends largely on which version of the character you're using; or rather, which writer is writing him. Big Blue's power level has fluctuated a LOT, even beyond the traditional 'he's as powerful as he needs to be to create dramatic tension' requirement of writing a plot.

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Re: CHAR: Superman

 

D'OH! I forgot a standard Super bit! +3 SPD costs END!

 

 

Oh and if you are curious; I have also given thought to design changes for the various Super-Clones:

 

 

Mr. Majestic: STR 120, Dex 28 INT 30 PD & ED to 48(all other Stats Identical); Lightning reflexes is +7; he also has a high science skill set (Mathematics, Physics, Chemistry, Astrophysics, etc) Has a huge list of AK's CK's and possibly languages (has been around alot longer (storyline wise)), Otherwise I think they are Identical.

 

Supreme: Going the other way slightly: CON 80, BOD 40 Skill set for someone grooving about Earth and space since the 40's. Very Close in power and attitude when done by Moore. The original was closer to Titan below.

 

Gladiator: (Marvel guy) Identical. I know Gladiator is a Superboy analog but he's Superman tough: I'd drop the VPP though because he rarely uses anything beyond the "Standard" powers. I'd give him some speed tricks to compensate. INT 20 Tops.

 

Hyperion: STR 120 CON 60 BOD 30 PRE 30 PD/ED 45; either get rid of the VPP or reduce it to 75-100 pts. I'd also lose the "No KNB" on the "Heat Vision" (Atomic Vision for him) as his seems to be concussive in addition to hot.

 

Titan: (Darkhorse's Comics Greatest World!) Drop the VPP and the Standard Tricks He was All Brick all the Time. INT 15

 

Supergirl: STR 120 CON 60 BOD 20 PD& ED 45 Appropriate reduction across the board physically. Her VPP should be 120 pts as should her "Standard" MP.

 

Power Girl: Same as Supergirl, but I've heard (from Keith) that she's probably weaker than SG, so 115 STR, 58 CON 20 BOD, reduce her VPP and MP to 115 Each.

 

Guys like the Erradicator or Cyborg(is he still around?) are virtually identical but with their own INT scores and unique powers.

 

The Marvel Family to me is significantly different enough to not be based off of this guy.

 

Did I forget anyone?

 

edit:

Mon El: Mon El is a younger version of Superman. I'd use the Supergirl Write up for him honestly and of course alter his Disads, ditto "classic" Superboy.

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Re: CHAR: Superman

 

Very good (as usual)! I still think that he should have at least some damage reduction, likely 50% resistant at least (the guy has been nuked on several occasions, and seems to weather it pretty well - how many supers can shake off even a tactical atomic device and zip back to the city to save the day. Then again, I guess it depends on the damage level you assign nuclear warheads in your campaign)... the power pool is how I'd do it as well, seems to cover the bizarre array of 'plot device' powers Kal-El manifests at the drop of an editor's hat.

 

"Super" rendition of the Last Son of Krypton.

Yeah, the Damage Reduction makes sense. Again, I kind of forgot about it. ...Maybe I'll update him again soon...

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Re: CHAR: Superman

 

Nice work. Interesting choice going with massive CON but no DamRed, but that seems to fit the early post crisis Supes at least. I don't know the current one well. I'd have at least given him extended breathingl he may no longer be able to survive in space, but early Golden Age Supes could hold his breath for up to two hours.

 

Very cool. :)

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Re: CHAR: Superman

 

you think I shorted him DEX/CSL wise? I mean he's got an 11 OCV when going all out and that seems a bit low. Opinions?

 

Well, that's where the massive VPP comes in. He switches on his Super Speed, so that the world becomes an endless gallery of statues, and now he has +50 DEX and +5 SPD, at least until he gets stunned.

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Re: CHAR: Superman

 

I actually remember reading one comic where Gladiator's power was actually explained in terms of the very large VPP. I've forgotten what it was, but they basically explained his powers as psionic in nature allowing him to do what he wanted to do-- and simply manifesting as the standard Kryptonian power-set.

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Re: CHAR: Superman

 

Ok, most of my comments come from stuff I have seen him do in the last 2-3 years.

 

I disagree with the Concentration lim on his Heat Vision. I've seen him dodge, duck, dip, dive and...dodge!... while useing it ;) "Beam" and "Can't be bounced" might be appropriate though. I'd probably build most of his Breath tricks as Selective Cones myself, but I guess that can be done with the VPP

 

He has Microscopic and Targeting for Hearing too. Probably Descriminatory too, maybe analyze. I think you put the Telescopic for Hearing and Sight groups far too low. I'd make the Hearing a minimum of +12. Based on the way he uses his super hearing you might want some kind of Clariaudience or Mind Scan type effect. I'm thinking of the times when he flys to the upper atmosphere, closes his eyes and tunes everything out except the one voice he wants to listen for.

 

 

I'd get rid of the super movement multipower entierly and just buff up his Flight. The Variable Advantages he can have on his Flight would allow Useable as Running, Tunneling or Swimming anyhow. In addition, by having it in a power framework like you do, he cannot add to it with his VPP. But you take it out of the framework and now he can pour on the extra inchec of speed when he needs to (like whenever he tries to race against the Flash)

 

This is a man that has gone toe to toe with the likes of Wonder Woman, Batman and the Flash. As such, the CV's seem too low, as does his SPD. Though I guess he could buff both cinsiderably with the VPP, much like his flight speeds.

 

Defense wise I would probably give him a Force Field with the Protect Carried adder to represent his "Kryptonian Bio Aura", which is described as a force field type effect in the comics anyhow. Protects carried protects his costume (but not his cape) and also makes saving people from explosions a lot easier ;). Plus it stops a variety of NND attacks that probably shouldn't affect him in the first place. Flash defense for sight group (but not Hearing) might also be appropriate. I don't think I've seen him dazzeled by bright light (or by being in close proximity to the the sun), but I have seen him messed up by sonic attacks and hearing group flashes several times.

 

Oh, and he needs a reputation as Clark Kent, ace reporter, best selling novelist and former TV anchor.

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Re: CHAR: Superman

 

Thanks for the comments guys. Bloodstone; yeah, I have some extra speed costs END for him brining him to a 10 SPD when he's doing the super speed thing. I don't know a bout the forcefield but I like it. ANd thanks for the thoughts on the Heat Vision and senses. I had him with Targeting hearing but I couldn't remember ever seeing him use it.

I think I'll take your flight to heart and alter that, so thanks!

 

How about skills? I still think I dinked him on his skills. Beyond Krypton stuff anything he's really known for?

 

 

Oddhat, as to the DEX, Levels, and BODY I might do that too. I just got to check out my other builds to see what continuity I set.

 

Hey, how strong would you make Wonder Woman? She's all over the place and recently said she's stronger than Hercules...any idea where the DC version of Herc falls?

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Re: CHAR: Superman

 

Thanks for the comments guys. Bloodstone; yeah' date=' I have some extra speed costs END for him brining him to a 10 SPD when he's doing the super speed thing.[/quote']

 

I would probably just go with Non-Persistant instead of Costs End. Costs End on +5 SPD adds up insanely fast (50 END per turn), even for somone with such high REC/END as Clark.

 

How about skills? I still think I dinked him on his skills. Beyond Krypton stuff anything he's really known for?

 

I was actually going to suggest a few more writing related skills, as being a good journalist does not necessarily make you good at other types of writing. Does he still do the "speak any earth language" thing? I don;t think I've seen him speak anythign othe rthen English... I know he once operated on Power Girl using heat vision, so that may qualify for more advanced mdical knowledge then just Paramedics. Other then that, I'm coming up blank here.

 

Hey, how strong would you make Wonder Woman? She's all over the place and recently said she's stronger than Hercules...any idea where the DC version of Herc falls?

 

I believe she's always been sold as stronger then Hercules. She's in both Superman and Captain Marvels league. Really, Superman is only supposed to be slightly stronger then her, but he's far more durable and more prone to using brute force, so you simply see it more often. If you have Supes pegged at a 125, I'd put her no lower then 120, and really 123-124 would probably be more accurate to where she is supposed ot be. She's done some amazing strength related stunts recently, like stoping a tsunami by claping her bracelets together or holding open the jaws of the Hekatonkheires, a moster so physically powerful that none of the gods of Olympus would dare to battle it. This is done without being buffed up by external magic items, like the Gauntlet of Atlas...

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Re: CHAR: Superman

 

One thing I would add to any HERO System build of Superman is the Deep Cover perk, with the Deep Cover ID being Clark Kent. To my mind this is the best way to simulate the fact that Superman and Clark can interact with the same people on a personal and professional level and have none of them suspect that they're one and the same person.

 

And for only Two--count 'em--Two Points! Such a deal! :thumbup:

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Re: CHAR: Superman

 

Hey, how strong would you make Wonder Woman? She's all over the place and recently said she's stronger than Hercules...any idea where the DC version of Herc falls?

 

She's usually been a solid 20 points weaker than Superman, with a suite of MA that brings her to just one DC less than him. However, the newer version is about 5 points weaker than Supergirl, with MA that actually leave her doing more damage. However, WonderWoman has always been far less tough than Supes; al least half of her PD and ED are Restrainable and require her to Be Aware of Attack.

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Re: CHAR: Superman

 

Some notes:

 

a) He really, really needs Telescopic Hearing, too. I'd also add Ultraviolet Sight.

 

B) I concur for the need of 50% Damage Reduction and a Force Field (0-end, Persistent, IPE).

 

c) I'd make his Power Defense general-effect, with a limitation: Not for Magic and Krpytonite.

 

d) I'd just make his Heat Vision with a Variable Advantage.

 

e) Dunno if this is still valid post-crisis... but where is the FTL Movement ?

 

IMO, two of the best RP renditions of the Superman and archetype already are in the Viperia and Supernova (from Galactic Champions). Also, the Hero version of the SAS' Sentinel in Reality Storm. You may follow them for further inspiration.

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Re: CHAR: Superman

 

I had him with Targeting hearing but I couldn't remember ever seeing him use it.

 

How about skills? I still think I dinked him on his skills. Beyond Krypton stuff anything he's really known for?

 

I've seen him use targetting hearing, but I'm not sure it's canonical (it was the Superman/Silver Surfer crossover, and he was using it to target the Impossible Man, who was mimicking the Super-Skrull, who was invisible).

 

Superman is 'conversant' in many, many, many sciences, but doesn't have enough specific knowledge to really be called a scientist (hence, his STAR Labs contacts). You might give him SS: Science at a decent roll, to simulate his wide, but shallow, range of scientific knowledge that he's picked up over the years, but he still has to roll REAL well to get anything worthy of a true scientist.

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Re: CHAR: Superman

 

I've seen him use targetting hearing' date=' but I'm not sure it's canonical (it was the Superman/Silver Surfer crossover, and he was using it to target the Impossible Man, who was mimicking the Super-Skrull, who was invisible). [/quote']

 

Well, besides this specifical occurrence, I'd say that Supes' hearing has been consistently shown as so accurate and sensible, down the years, that we should give Targeting to his hearing, for the same reason we give him a bonus to hearing rolls. I think he should have Targeting Hearing, but I previously forgot to mention it myself. About other senses, I really lack enough knowledge. Vision and Hearing seem to be the focus of his sense powers. Maybe something for Smell ?? And what about Flash Defense ??

 

Superman is 'conversant' in many, many, many sciences, but doesn't have enough specific knowledge to really be called a scientist (hence, his STAR Labs contacts). You might give him SS: Science at a decent roll, to simulate his wide, but shallow, range of scientific knowledge that he's picked up over the years, but he still has to roll REAL well to get anything worthy of a true scientist.

 

On this I think we should really distinguish Pre-Crisis from post-Crisis. In the former, he was shown as able to keep churing out so many hyper-science gadgets, that he might warrant a slew of SS skills, Inventor, and Scientist. Post-Crisis, he has shown to have a broad range of scientific skills, but nothing on the Luthor or Stark level. Anyway, half of his scientific depth is really the result of implant downloading Kryptonian notions of advanced science in his brain. He lacks true talent.

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