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Spidey my version


Corven_Ren

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Ok I know many write ups for everyones favorite wall crawler have been done. Here is my version. Opinions would be much appreciated. Just some notes before hand my world is a mix of a little Marvel, a little DC and a whole lot of my own custom work, which can been seen in my heroes and villains thread here.

 

http://www.herogames.com/forums/showthread.php?t=24198

 

I won't bore you with the background info other than to say he has only been Spidey for about 5 years at this point in history (hes 20) and he has natural web shooters like in the movies, . Thanks to all who answered my questions in the science skill thread. Rep is on the way.

 

Spider Man

Val Char Cost Roll Notes

45 STR 35 18- Lift 12.8tons; 9d6 [4]

35 DEX 75 16- OCV: 12/DCV: 12

25 CON 30 14-

20 BODY 20 13-

23 INT 13 14- PER Roll 14-

18 EGO 16 13- ECV: 6

18 PRE 8 13- PRE Attack: 3 1/2d6

16 COM 3 12-

 

18 PD 9 Total: 18 PD (0 rPD)

15 ED 10 Total: 15 ED (0 rED)

7 SPD 25 Phases: 2, 4, 6, 7, 9, 11, 12

20 REC 12

50 END 0

60 STUN 4 Total Characteristic Cost: 260

 

Movement: Running: 12"/24"

Leaping: 14"/28"

Swimming: 2"/4"

Swinging: 30"/60"

 

Cost Powers END

75 Web Slinging: Multipower, 75-point reserve

4u 1) Catch Net: Telekinesis (20 STR), Reduced Endurance (0 END; +1/2), Area Of Effect (5" Radius; +1) (75 Active Points); Conditional Power Requires Anchor Points (-1/2), Physical Manifestation (-1/4)

7u 2) Impact Webbing: EB 10d6, Reduced Endurance (0 END; +1/2) (75 Active Points)

7u 3) Large Web Net: Entangle 3d6, 3 DEF, Costs END Only To Activate (+1/4), Area Of Effect (4" Radius; +1) (67 Active Points) 6

3u 4) Web Coated Fists: HA +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2)

4u 5) Web In Your Eyes: Sight Group Flash 8d6 (40 Active Points) 4

3u 6) Web Line: Stretching 10", Reduced Endurance (0 END; +1/2) (75 Active Points); Conditional Power Only to Grab People or Objects (-1/2), no Noncombat Stretching (-1/4), Physical Manifestation (-1/4), Limited Body Parts (-1/4)

7u 7) Web Net: Entangle 6d6, 6 DEF, Costs END Only To Activate (+1/4) (75 Active Points) 6

4u 8) Swinging 30", Reduced Endurance (0 END; +1/2) (45 Active Points); Physical Manifestation (-1/4)

17 Clinging (65 STR)

12 Powerful Legs: Running +6" (12" total) 1

5 Powerful Legs II: Leaping +5" (14" forward, 7" upward) 1

 

Perks

7 Contact: Fantastic Four (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited to Spider Man Identity, Very Good relationship with Contact) 8-

5 Contact: Robbie Robertson (Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact limited to Peter Parker Identity Only, Good relationship with Contact) 11-

1 Fringe Benefit: Press Pass

 

Talents

43 Spider Sense: Danger Sense (general area, any danger, Function as a Sense) 20-

 

Skills

3 AK: Manhattan Rooftops 14-

3 AK: N.Y. City 14-

3 Acrobatics 16-

3 Breakfall 16-

3 Bugging 14-

3 Computer Programming 14-

3 Deduction 14-

3 Electronics 14-

3 KS: Photogrophy 14-

3 KS: Superhuman World 14-

3 PS: Photogropher 14-

3 KS: Web Page Design 14-

3 Hoist 14-

3 Paramedics 14-

3 Scientist

4 1) SS: Bio Chemistry 16- (5 Active Points)

4 2) SS: Chemistry 16- (5 Active Points)

4 3) SS: Physics 16- (5 Active Points)

 

Total Powers & Skill Cost: 261

Total Cost: 521

 

200+ Disadvantages

10 DNPC: Mary Jane Watson 8- (Normal)

20 DNPC: May Parker 8- (Incompetent; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features: Spider Man Costume (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Hunted: J.J. Jameson 8- (Less Pow, NCI, Harshly Punish)

15 Hunted: Spidey Rogues Gallery 11- (As Pow, Harshly Punish)

10 Psychological Limitation: Can't Help Making Wisecracks While in Danger (Common, Moderate)

20 Psychological Limitation: Code Vs Killing (Common, Total)

15 Psychological Limitation: Protective of Innocents (Common, Strong)

10 Reputation: Costumed Menace, 11-

10 Social Limitation: Secret ID (Occasionally, Major)

5 Unluck: 1d6

191 Experience Points

 

Total Disadvantage Points: 130

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Re: Spidey my version

 

Code of Conduct: With Great Power Comes Great Responsibility (?)

 

EDIT - also, I'd say that the psych lim for wisecracking seems a bit pricey; the main requirement is that the player be witty, rather than any serious RP disadvantage. Is this the standard cost for this?

 

EDIT II - Watched (by the Bugule)

or Reputation: Web-headed meanace

Enemy: J. Jonah Jamison (less powerful, NCI, 8-, lightly punished)

 

EDIT III - also, is he not a reserve Avenger any more? Just wondering.

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Re: Spidey my version

 

  • I would give him a 40 STR- he can lift a bus. According to the Marvel Universe guide, I think he can lift about ~10 tons.
  • His BODY is probably closer to 15.
  • I'd add a power to simulate his Spider Tracers and a few inches of leaping.

He should also have:

  • AK: New York & AK: Manhattan Rooftops
  • KS: Superhuman World
  • PS: High School Science Teacher
  • Contact: Avengers
  • Reputation: Friendly Neighbourhood Spiderman

and additional disads:

  • Distinctive Feature: Costume (easily concealed)
  • Hunted by J.Jonah Jameson (less powerful, NCI)
  • Psych Lim: Protective of Innocents
  • Drop Wisecrack Psych lim value to Common, Moderate (he wasn't compelled to make jokes during the SEcret Wars, or when Gwen was dropped off the bridge)
  • Repuation: Costumed Menace

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Re: Spidey my version

 

EDIT III - also' date=' is he not a reserve Avenger any more? Just wondering.[/quote']

 

The Avengers do not exist in my campaign world so henceforth no contact but yours and Shaft's other suggestions will be duly noted and added into the edit. Not really sure how to build the Spidey Tracer though

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Re: Spidey my version

 

Not really sure how to build the Spidey Tracer though

 

Clairvoyance, only to track location of Spider tracer, with increased range to cover a city wide an IAF should do it. I'd give him maybe 4 charges? Or give him "detect Spider tracer" with increased range as above, and make the spider tracer a focus for a power that broadcasts a signal which can restrained by means other than grabs (i.e. jamming).

 

Another thought might be to lower his DEX to 26 (CV 9) but give him 5 DCV levels (standing DCV 14).

 

Also, his rogue's gallery should be as powerful. Normally one villain takes him on at a time. The rare times that they team up a la Sinister Six are plot devices.

 

On the other hand, his Secret ID Social Limitaion should occur frequently, so that evens out.

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Re: Spidey my version

 

A tracking bug is one of the example powers in either FREd, Dark Champions, or the Equipment book. I think it's modeled as a Radio Image. In this case, it would be a Danger Sense image.

 

I always felt that was a bit pricey for what you got for it, though. Personally, I'd go "bonuses to Tracking rolls, IIF, Only on things with bugs attached to them".

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Re: Spidey my version

 

Nice build.

 

Here is a mock MP for a spidie clone that I whipped up (I removed the focus lim. Based on someone else's build I also toyed with a burnout or jam roll to represent running out of webfluid):

60 Webshooters Multipower, 60-point reserve

2u 2 1) Swinging 25" (25 Active Points)

6u 0 2) Webbing: Entangle 4d6, 4 DEF, Reduced Endurance (0 END; +1/2) (60 Active Points)

1u 1 3) Trampoline Effect: Leaping +15" (17"/32" forward, 8 1/2"/16" upward) (15 Active Points); Extra Time (Extra Segment, -1/2)

2u 0 4) Grab line: Stretching 8", Reduced Endurance (0 END; +1/2) (60 Active Points); Only to Grab/Pull (-1/2), Limited Body Parts (-1/4), Range Modifier Applies (-1/4), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)

5u 0 5) Webbing on your eyes: Sight Group Flash 8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Does Not Work Against Desolidified Characters (-1/4)

 

Remember to use Entangle as a barrier.

 

I have also seen the webbing in your eye represented with a sticky darkness field with physical manifestation. Bricks can rip it off quickly, but normals get hosed.

 

I think you might also want to consider some Spider Fu martial manuevers. Things like passing strike, defensive strike, flying dodge, etc.

 

I used those plus a 45 str to get spidie to the 11-13dc strike range. Combined with high dcv and speed, I think it gives you the right flavor.

 

You may want to also consider some combat luck (bring down the base pd/ed so the total remains the same). IMPO I think 3-6 pts would make sense in the context of the odd lucky shot from a mook.

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Re: Spidey my version

 

Spidey should have a higher BODY. Sorry, but the guy takes beatings from cosmic forces, then they marvel at the fact he won't quit. It's happened on more than one occasion. Literally. He takes beatings that would kill normal supers at least once a year and still comes back fighting.

 

Fantastic Four should be a pricier contact. They are highly useful and have NCI. Spidey doesn't call on them for it, but he could.

 

Depending on the era you could argue he should have a lot of other contacts as well. The guy has worked with basically every hero in existance. But a "classic" version of Spidey should at least have the Avengers as a contact and probably Black Cat as well. I'd also make Johnny Storm a separate contact. They actually exchange Christmas presents every year! So even things that Reed might not have time for, Johnny would probably make time for.

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Re: Spidey my version

 

But a "classic" version of Spidey should at least have the Avengers as a contact.

 

Yes but as I have stated in previous posts the Avengers do not exist in my campaign world, also he has not been around as long in my universe having only become Spidey five years ago.

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Re: Spidey my version

 

I'd up his strength by another 5 pts to 45 STR or even 50 STR, Spidey is consistently listed as being able to lift 10 tons, and HERO strength max lift is the maximum you can get off the ground a little, using everything (back, legs, arms, etc...) at once, stagger a few feet and drop. Marvel's use of lift 10 tons means a military press lift over your head lift, which is a much stronger lift than a HERO 10 ton lift.

 

TB

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Re: Spidey my version

 

Good writeup overall.

 

My thoughts on a few things I'd do differently.

 

(1) The catch net, as TK costing END, means that he needs to keep paying END to keep it up. I'd suggest 20 STR, 4" Radius, 0 END.

 

(2) The impact webbing seems an awfully high DC. At 15d6, it hits harder than his punch?! I'd think 12d6 with 1/2 END, or maybe 10d6 at 0 END would be more accurate. (Personally, I think the second one, but YMMV.)

 

(3) Not sure the Spider Sense is only in-combat. IIRC, his first-ever use of it in the comics was sensing a vehicle about to hit him (then jumping like 30 feet up a wall and clinging there). You could also make a case for dropping Intuitional (he has used it to target foes while blinded or otherwise unable to see, but that may or may not have been in his first 5 years). Spider Man *is* the poster child for Danger Sense, after all.

 

(4) I'd add a Power Skill: Webbing. Even early on, he was inventive with his webs, and this would justify occasional use of trip lines and other stuff.

 

(5) A die of Unluck might fit. Things rarely go great for poor Petey.

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Re: Spidey my version

 

Good writeup overall.

 

My thoughts on a few things I'd do differently.

 

(1) The catch net, as TK costing END, means that he needs to keep paying END to keep it up. I'd suggest 20 STR, 4" Radius, 0 END.

 

(2) The impact webbing seems an awfully high DC. At 15d6, it hits harder than his punch?! I'd think 12d6 with 1/2 END, or maybe 10d6 at 0 END would be more accurate. (Personally, I think the second one, but YMMV.)

 

(3) Not sure the Spider Sense is only in-combat. IIRC, his first-ever use of it in the comics was sensing a vehicle about to hit him (then jumping like 30 feet up a wall and clinging there). You could also make a case for dropping Intuitional (he has used it to target foes while blinded or otherwise unable to see, but that may or may not have been in his first 5 years). Spider Man *is* the poster child for Danger Sense, after all.

 

(4) I'd add a Power Skill: Webbing. Even early on, he was inventive with his webs, and this would justify occasional use of trip lines and other stuff.

 

(5) A die of Unluck might fit. Things rarely go great for poor Petey.

 

Bolo reminded me that his spider sense is much more powerful than it is written up. His spider sense not only works out of combat, but it doesn't have to pertain directly to him. If he walks out of the bank just as a guy with a pistol in his jacket goes in to rob it, Spidey's danger sense goes off. He may not know exactly what's going on, but he knows that Guy A is about to do something that could result in people getting hurt.

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