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Char: Power Girl


Enforcer84

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POWERGIRL

 

 

Val Char Cost Roll Notes

115 STR 105 32- Lift 209.7ktons; 23d6 [6]

24 DEX 42 14- OCV: 8/DCV: 8

60 CON 100 21-

20 BODY 20 13-

18 INT 8 13- PER Roll 16-

20 EGO 20 13- ECV: 7

40 PRE 30 17- PRE Attack: 8d6

22 COM 6 13-

 

45 PD 22 Total: 45 PD (45 rPD)

45 ED 33 Total: 45 ED (45 rED)

5+5 SPD 16 Phases: 3, 5, 8, 10, 12/2, 3, 4, 5, 6, 8, 9, 10, 11, 12

35 REC 0

120 END 0

120 STUN 12 Total Characteristic Cost: 414

 

Movement: Running: 6"/12"

Flight: 28"/56"

Leaping: 23"/46"

Swimming: 2"/4"

 

Cost Powers END

250 Kryptonian Power Tricks: Variable Power Pool, 100 base + 50 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (250 Active Points)

Notes: Much like Superman's tricks, only more limited.

 

126 Standard Kryptonian Tricks: Multipower, 126-point reserve

12u 1) Blast Of Breath: EB 12d6, Reduced Endurance (½ END; +¼), Double Knockback (+¾) (120 Active Points) 5

13u 2) Blowing Away The Mist: Dispel Gas/Smoke/Mist Powers 14d6, all Gas/Smoke/Mist powers simultaneously (+2) (126 Active Points) 13

13u 3) Blowing Out Fires: Dispel Fire Powers 14d6, all Fire powers powers simultaneously (+2) (126 Active Points) 13

10u 4) Freezing Breath: Energy Blast 10d6, No Normal Defense (LS: Safe Enviroment: Intense Cold; +1) (100 Active Points) 10

7u 5) Heat Vision: Killing Attack - Ranged 3d6, Reduced Endurance (½ END; +¼), Line Of Sight (+½), Continuous (+1) (124 Active Points); Concentration, Must Concentrate throughout use of Constant Power (½ DCV; -½), No Knockback (-¼) 5

1u 6) Instant Change: Cosmetic Transform 2d6 (Clothes to Costume, Changing Again) (10 Active Points); Limited Target: Own Clothes Slightly Limited (-¼) 1

3u 7) Superspeed!: +5 SPD (50 Active Points); Costs Endurance (-½) 5

 

168 Super Flight: Flight 28", Variable Advantage (+1 Advantages; +2) (168 Active Points) 17

 

Super Durable

13 1) Bracing: Knockback Resistance -10" (20 Active Points); Costs Endurance (-½) 2

30 2) Even Tougher than That!: Energy Damage Reduction, Resistant, 50% 0

30 3) Even Tougher than That!: Physical Damage Reduction, Resistant, 50% 0

44 4) Nigh Invulnerable: (Total: 44 Active Cost, 44 Real Cost) Hardened (x2; +½) (22 Active Points) applied to PD (Real Cost: 22) plus Hardened (x2; +½) (22 Active Points) applied to ED (Real Cost: 22) 0

67 5) Nigh Invulnerable: Damage Resistance (45 PD/45 ED), Hardened (x2; +½) (67 Active Points) 0

51 6) 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) 0

15 7) Strong Willed: Mental Defense (19 points total) 0

4 8) Sturdy: Knockback Resistance -2" 0

29 9) Super Efficient Musculature: Reduced Endurance (½ END; +¼) (29 Active Points) applied to STR

10 10) Systemic Antidote: Power Defense (20 points) (20 Active Points); Limited Power: Only vs Poisons/Toxins (-1) 0

20 11) Magic Cleavage Window Defense!...Not Really. : Lack of Weakness (-10) for Normal Defense (Resistant Defense) 0

 

Super-Senses

20 1) Combat Hearing: Targeting with Hearing Group 0

5 2) Full Spectrum Vision: Ultraviolet Perception (Sight Group) 0

15 3) Microscopic Vision: Microscopic ( x1,000) with Sight Group 0

18 4) Parabolic Hearing: +12 versus Range Modifier for Hearing Group 0

8 5) Radio Hearing: Radio Perception 0

9 6) Supersenses: +3 PER with all Sense Groups 0

18 7) Telescopic Vision: +12 versus Range Modifier for Sight 0

10 8) Thermal Vision: Infrared Perception (Sight Group), Tracking 0

3 9) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) 0

10 10) X-Ray Vision: N-Ray Perception (Sight Group) 0

Notes: Cannot See through Lead

 

Perks

12 What Can I Say? I'm a Joiner: Fringe Benefit: Membership: Infinity Inc (Inactive Member), Membership: Justice League (Inactive Member), Membership: Justice Society (Active Membership), Membership: Oracle Suicide Squad (Inactive Member)

6 Wowza!!: Reputation: Tough as nails, Looker (A large group) 14-, +2/+2d6

10 Contribution towards the JSA Base

1 Fringe Benefit: Passport

5 Money: Well Off

3 Well-Connected

2 1) A Little Work I Did On The Side: Contact: City of Kandor (Contact has very useful Skills or resources, Contact limited by identity: They know her as "Nightwing") (3 Active Points) 11-

4 2) My Friend? : Contact: Oracle (Contact has very useful Skills or resources, Good relationship with Contact) (5 Active Points) 11-

3 3) My Sister? : Contact: Kara Zor-El, Supergirl (Contact has very useful Skills or resources) (4 Active Points) 11-

23 4) The Other Team: Contact: The Justice League of America (Contact has extremely useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (24 Active Points) 12-

 

Talents

3 Calculate at Superspeed: Lightning Calculator

3 Never seems to get lost: Bump Of Direction

5 Recall: Eidetic Memory

8 Superspeed Reading: Speed Reading (x1,000)

15 Superspeed: Lightning Reflexes: +10 DEX to act first with All Actions

 

Skills

24 +3 with All Combat

3 CK: Metropolis 13-

3 Computer Programming 13-

5 Cramming

3 CuK: Krypton 13-

3 Deduction 13-

3 Electronics 13-

0 Language: English (Idiomatic, native accent) (4 Active Points)

4 Language: Kryptonian (Idiomatic, native accent)

3 Mechanics 13-

4 Navigation (Air, Land, Space) 13-

3 PS: Computer Programmer 13-

3 Paramedic 13-

3 Persuasion 17-

3 Scholar

1 1) KS: Computer Networks (2 Active Points) 11-

2 2) KS: Computer Security (3 Active Points) 13-

2 3) KS: Earth-2 (3 Active Points) 13-

2 4) KS: History: Krypton (3 Active Points) 13-

2 5) KS: The Superhuman World (3 Active Points) 13-

3 Streetwise 17-

3 Systems Operation 13-

3 Teamwork 14-

 

Total Powers & Skill Cost: 1220

Total Cost: 1634

 

500+ Disadvantages

15 Hunted : Powergirl's Rogues Gallery 8-, As Powerful, PC has a Public ID or is otherwise very easy to find, Harshly Punish

Notes: This is kinda sad as I can't think of anyone who qualifies. Perhaps that will be addressed.

15 Physical Limitation: Loses All Kryptonian powers when under a Red Sun Infrequently, Fully Impairing

Notes: Reduce All physical Characteristics to 15. Lose ALL super powers & talents. This weakness is conjecture.

25 Psychological Limitation: Code vs Killing Very Common, Total

15 Psychological Limitation: Tough and Independant (Very Common; Moderate)

20 Psychological Limitation: Idealistic and Altruistic (Very Common; Strong)

10 Psychological Limitation: Aggressive in combat (Common; Moderate)

5 Reputation: Sex Symbol of the Superhero Set, 8-

15 Social Limitation: Secret Identity (Frequently; Major)

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 Discretion. For Powergirl, the kryptonite has to be from Earth-2...?

20 Vulnerability : 2 x Effect Magic Based Attacks Common

20 Vulnerability: 2 x STUN Magic Based Attacks Common

944 Experience Points

 

Total Disadvantage Points: 1634

 

Background/History: From: http://www.comicvine.com/power-girl/29-4915/

 

Kara Zor-L was born on the Earth-Two version of the doomed planet of Krypton just before it was destroyed, and her origin story mirrors those of her famous Kryptonian relatives, Superman and Supergirl.

 

When Kara's father, Zor-L, realized that Krypton was about to explode, he placed his infant daughter on a spaceship and shot it towards Earth. This occurred at the same time that the infant Kal-L (Kara's cousin and the Superman of Earth-Two) had also been launched on a ship towards Earth. However, Kara’s ship traveled far more slowly then Kal-L’s ship, and resulted in Kara arriving on Earth decades later than her cousin. Kara’s ship was called the Symbioship and it was designed to keep her in a stasis mode during her flight to Earth. To ensure that her mental development would keep pace with her physical growth, the ship also provided her with a virtual reality that gave her life experiences and education as if she had grown up on Krypton rather than in stasis. During her long journey through space, she was able to interact with virtual copies of her parents and friends in her home city of Kandor.

 

When Kara's ship finally arrived on Earth, she was in her early twenties (though in her Modern Age retconned origin, she arrived on Earth at eighteen years of age). She then met her cousin Kal-L, who had grown up on Earth-Two as the heroic Superman. Kal-L, who in this reality had married his longtime sweetheart Lois Lane, adopted Kara so she could have a family and a period of adjustment to life on Earth. Shortly afterward, Kara set forth on Earth-Two to become the heroine known as Power Girl.

 

Personality/Motivation: Having tremendous power and a desire to do good, Powergirl is a very responsible woman. However, she can be impulsive and aggressive. She doesn't' back down from a challenge and she never abandons a friend. Powergirl can be competitive and in the early days name dropped her cousin, Superman, all the time. By now, she stands on her own.

 

Powers/Tactics: Superhuman Strength, speed, durability, senses and the ability to fly unaided. Superman Light

 

Campaign Use: Powergirl has oft been relegated to also ran status as a heroine, she's unbelievably powerful, but Supergirl and Wonder Woman have long overshadowed her. Except as a sex symbol. She is apparently one of the most coveted superheroines in the DC. And lots of jokes are made about her assets. Play that one as you will.

 

Appearance: Yeah, known for her various short hair cuts and...what? Okay, she's got big boobs.

 

The Classic Power Girl Costume, white body suit with magic cleavage window, blue gloves, boots, and belt, red cape. Her hair is rarely worn longer than her chin, occasionally to her shoulders, but even that's rare. She has blue eyes. She's also toned and muscular.

 

 

105264-9481-power-girl.jpg

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Re: Char: Power Girl

 

Great write-up but is she really this powerful? She's never been one of the major players at DC.

 

And how could you write up a disadvantage: 'Distinctive Features:Bazooms of Doom'? :lol:

 

I also wonder just how much a Psych Limit:Comic-Book Feminist (AKA Her Writer Has Issues) would cost?

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Re: Char: Power Girl

 

Great write-up but is she really this powerful? She's never been one of the major players at DC.

 

The word "Kryptonian" says that she is really that powerful.

 

She was downpowered a bit in the early 90s, but we all know that kind of thing never sticks.

 

DC have occasionally claimed that the Earth-2 Superman was less powerful than the Earth-1 equivalent, but that portrayal has been extremely inconsistent. Furthermore, the current Superman isn't supposed to be the Earth-1 Superman either...

 

This version is pretty much right, IMHO.

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Re: Char: Power Girl

 

Technically she's gone back to being Earth-2's Supergirl. I made them close, but Supergirl actually has a) Overall Levels and B) a bigger VPP for tricks. To tell the truth; I think I should have given Power Girl more Combat skill levels and may improve that later.

 

I'd say Supergirl is more powerful, just not necessarily physcially superior.

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Re: Char: Power Girl

 

Looking at her earliest appearances, she was originally at the "nothing less than a bursting shell" level of invulnerability, a fact which hurt when the Gotham City cops used a fancy high tech weapon against her. On the other hand, she was also shown as being as fast as the Flash (Jay Garrick), and having greater stamina, although lacking his control.

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  • 4 weeks later...

Re: Char: Power Girl

 

In the 80s the Earth-2 Kryptonians, while less powerful than the Earth-1 versions, could still do things like fly faster than light, break the time barrier, etc. From the looks of things the pre-Crisis characters that returned in Infinite Crisis retained those power levels, and as such the Earth-2 Superman would be WAY overpowered compared to the modern post-Crisis one. I don't know if Power Girl's abilities stabilized to match her cousin's after she found out her true origin (my tenure as a reader of DC Comics ended, not coincidentally, with the end of that series), but if so she'd be considerably more powerful than Supergirl.

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Re: Char: Power Girl

 

My personal favourite was the JSA and JLA facing a teenage boy with ULTIMATE POWER needed a distraction and everybody looked at Power Girl and she says "But, how am I supposed to... right" Well written and great Art Work associated with.

 

LOL

 

QM

I know I've posted this link before, but it's worth posting again - and it has the panel you refer to above:

 

Everybody loves Power Girl!

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Re: Char: Power Girl

 

I remember seeing a video about Power Girl awhile back. I don't remember where or when, but it dealt with Power Girl getting kicked out of the Justice League for being too rough and she has to go look for a "real" job. One of the funniest parts was when she had to deal with an irrate customer, who brought back a defective computer without the receipt. It ended with her putting her fist through the box the computer came in. Hilarious.

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Re: Char: Power Girl

 

Am I going to get slapped for pointing out that that outfit makes it VERY clear that she shaves "downstairs"? For lowered wind-resistance' date=' of course. :P[/quote']

 

And as a Kryptonian, that means she has to use the heat vision. I wonder how she managed it when she didn't have heat vision for the longest time...? Clearly, these and other questions need answers! I will gladly volunteer fo rhtis dangerous assignment :sneaky:

 

On a more serious note, Power Girl is supposedly only vulnerable to the Kryptonite from the Earth-Two universe. No idea how that one will play out now that there is only one Earth... or if you have any desire to even work that in.

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