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Cassandra

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Re: 250

 

You know I have to say that I'm really excited about this. I know the idea has been beaten to death about the point inflation in the games but I "grew up" playing with those same caps and I think you can represent a lot of characters with those numbers. Its all relative and I'm seriously looking forward to seeing what you come up with.

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Hulk 250

 

Hulk

 

Val Char Cost

50*/10 STR 32

14*/10 DEX 10

25*/10 CON 24

12*/10 BODY 3

10/23** INT 18

14*/10 EGO 6

20*/10 PRE 8

10 COM 0

20*/ 2 PD 8

20*/ 2 ED 12

3*/ 2 SPD 5

15*/ 4 REC 0

50*/20 END 0

50*/20 STUN 0

Total Characteristics Cost: 126

 

Cost Skills

2 CK: New York City 11-

5 CSL: HTH Combat +1

3 Inventor 14-

2 PS: Avenger 11-

3 SS[iNT]: Physics 14-

Total Skills Cost: 15

 

Cost Powers

25 Armor +10 PD +10 ED, Hardened (+1/4), Only When Enraged (-1/4),

OIHID (-1/4)

20 Damage Resistance 20 PD 20 ED, Hardened (+1/4), OIHID (-1/4)

5 ES: Radio Perception/Transmit, OAF: Avengers ID Card (-1)

8 Knockback Resistance -5", OIHID (-1/4)

12 Multipower (15 Points) OIHID (-1/4)

1 u) Leaping 15"

1 u) Running +5", 4x NCM

7 LS: High Pressure, High Radiation, Intense Cold, Intense Heat,

Low Pressure/Vacuum, OIHID (-1/4)

6 Mental Defense 10 Points, OIHID (-1/4)

10 Reduced END on 50 STR, 1/2 END (+1/4), OIHID (-1/4)

9 STR +10, No Figured Characteristics (-1/2), Only When Enraged

(-1/4), No END (+1/2), OIHID (-1/4)

5 Transform: Instant Change [One Set of Clothes],

Concentration DCV 0 (-1/2)

Total Powers Cost: 109

 

Total Cost: 250

 

150+ Disadvantages

5 Accidental Change: Extreme Stress or Calm (Uncommon) 8-

5 DNPC: Betty Ross (Normal/Useful Skills) 8-

5 Enraged: When Attacked 8- (Uncommon), Recover 14-

10 Hunted: The Leader (As Powerful) 8-

10 Watched: SHIELD (More Powerful/NCI) 8-

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Fear of Losing Control (Common/Strong)

15 PsyL: Scientific Curiosity (Common/Strong)

15 SocL: Secret Identity [Dr. Bruce Banner] (Frequently/Major)

Total Disadvantages Cost: 250

 

*OIHID (-1/4)

**Not in OIHID (-1/4)

 

 

This Hulk is designed to be a member of The Avengers. He's a powerful, nearly invulnerable brick normally, but should he lose control he becomes almost unstoppable. The reduced END on his STR means that he can keep pounding away almost until the target goes down or he does. This version in not the berserk monster in The Ultimate Avengers DVD but more like the founding member of The Avengers. I changed the Enraged to When Attack, which is better defined and will come up much more often.

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Huntress 250

 

Huntress

 

Val Char Cost

15 STR 5

20 DEX 30

18 CON 16

11 BODY 2

18 INT 8

14 EGO 8

20 PRE 10

18 COM 4

7 PD 4

7 ED 3

4 SPD 10

7 REC 0

36 END 0

28 STUN 0

Total Characteristics Cost: 100

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Bureaucratics 13-

2 CK: Gotham City 11-

2 Contact: Power Girl 11-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

1 FB: License to Practice Law

3 High Society 13-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Money: Well Off

5 Offensive Strike

2 PS: Attorney 11-

2 PS: Justice Society of America Member 11-

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 83

 

Cost Powers

16 Armor +8 PD +8 ED, OIF: Body Armor (-1/2)

15 Multipower (30 Points) [8c/4 Clips] (-0), OAF: Crossbow (-1)

1 u) EB [Physical] 6d6

1 u) EB 3d6, NND (Resistant PD)

1 u) Entangle 3d6, DEF 3

5 ES: Radio Perception/Transmit, OAF: Radio (-1)

3 ES: UV Vision, OIF: Mask (-1/2)

2 Running +1"

12 Running +4", 8x NCM, Motorcycle Liminations (-1/4), No END (+1/2),

OAF: Motorcycle (-1)

11 Swinging 15", No END (+1/2), OAF: Swing Line (-1)

Total Powers Cost: 67

 

Total Cost: 250

 

150+ Disadvantages

15 Hunted: Enemies of the Justice Society of America (More Powerful) 8-

20 Normal Characteristics Cost

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Must Live Up To Crimefighting Legacy

15 PsyL: Protective of Innocents (Common/Strong)

15 SocL: Secret Identity [Helena Wayne] (Frequently/Major)

Total Disadvantages Cost: 250

 

 

This is the original version of the Huntress, the daughter of Batman and Catwoman. She was a member of the Justice Society of America, and her connection to her parents wasn't well known. Her weapon is a pistol grip crossbow, the NND is a drugged tip bolt for soft targets, the EB for direct impact, and the Entangle is her pinning someone to the wall with a bolt. The contact with Power Girl reflects their friendship.

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Re: 250

 

This thread will feature my versions of superheroes' date=' both mainstream comic and original, built on 250 points. They are designed for a 12d6, DEF 30, SPD 6 Maximum Campaign.[/quote']

Must. Spread. Rep. Around.....

 

Started my Team Norfolk campaign at this level....so I may be stealing (errrr....adapting :D ) some of these builds...Thanks in advance. :thumbup:

 

-Carl-

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Batman 250

 

Batman

 

Val Char Cost

20 STR 10

20 DEX 30

20 CON 20

12 BODY 4

18 INT 8

14 EGO 8

20 PRE 10

16 COM 3

8 PD 4

6 ED 2

4 SPD 10

8 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 109

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

2 CK: Gotham City 11-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

3 High Society 13-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

15 Money: Filthy Rich

5 Offensive Strike

2 PS: Justice League of America Member 11-

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 85

 

Cost Powers

16 Armor +8 PD +8 ED, OIF: Batcostume (-1/2)

20 Multipower (30 Points) OIF: Utility Belt (-1/2)

1 u) Armor +10 PD +10 ED, Only When Using Batvehicles (-1/2),

OIF: Batarmor (-1/2)

1 u) Darkness to Sight AE 3"r, [8c w/1 Turn Duration] (-0),

OAF: Batsmoke (-1)

1 u) EB [Physical] 6d6, [16c] (-0), OAF: Batarangs (-1)

1 u) EB 3d6, NND (LS: Self Contained Breathing), [16c],

OAF: Batgas (-1)

1 u) Entangle 3d6, DEF 3, [16c] (-0), OAF: Batbolas (-1)

1 u) Flight 10", Variable Advantage (+1/2), Aircraft Limitations (-1/2),

OIF: Batplane (-1/2)

1 u) Running +5", 8x NCM, No END (+1/2), Automobile Limitations

(-1/2), OIF: Batmobile (-1/2)

1 u) SL: Overall +3, OAF: Batcomputer (-1)

1 u) Swimming +10", 8x NCM, No END (+1/2), Speedboat Limitations

(-1/2), OIF: Batboat (-1/2)

1 u) Swinging 15", 4x NCM, No END (+1/2), OAF: Batline (-1)

5 ES: Radio Perception/Transmit, OAF: Batradio (-1)

3 ES: UV Vision, OIF: Batcowl (-1/2)

2 Running +1"

Total Powers Cost: 56

 

Total Cost: 250

 

!50+ Disadvantages

5 DNPC: Alfred Pennyworth (Normal/Useful Skills) 8-

10 Hunted: Joker (As Powerful) 8-

20 Normal Characteristics Cost

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Obsessed with Crimefighting (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

15 SocL: Secret Identity [bruce Wayne] (Frequently/Major)

Total Disadvantages Cost: 250

 

 

This Batman is the Justice League version. He can operate with a team, but doesn't need them for transportation. The batvehicles are in the utility belt because he primarily uses them to get to the scene of the crime, and his remote control to summon them to his location is in the utility belt. I changed the Flight to Variable Advantage so the Batplane can now use Megascale, or Reduced END.

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Re: 250

 

Okay I was looking at your Hulk and I have questions.

 

5 Enraged: When Out of Control 8- (Uncommon), Recover 14-

 

How are you defining "Out of Control"? When hes been hurt or half body or what?

 

That being said since he only gets that way on an 8- and recovers pretty fast with the 14- is there a reason you put 0 End on the +10 Str when Enraged? It doesn't seem like hes going to be able to use it long enough for the End to be a concern.

 

I've done a lot of write ups on the Hulk since hes probably my favorite comic book character and I really like your take on this one. Its nice seeing the first appearance look you did. thumbup.gif

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Re: 250

 

I can't see putting the Batplane or the Batmobile as slots in a Multipower. Technically, that would mean that he could produce the vehicles from thin air as zero phase actions. I would be tempted to bend the rules and give him a VPP that could only be changed out of combat at the Batcave and include all his vehilces there, including powered armor and the like. That's probably a little munchkiny, but it seems cleaner.

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Re: 250

 

I can't see putting the Batplane or the Batmobile as slots in a Multipower. Technically' date=' that would mean that he could produce the vehicles from thin air as zero phase actions. I would be tempted to bend the rules and give him a VPP that could only be changed out of combat at the Batcave and include all his vehilces there, including powered armor and the like. That's probably a little munchkiny, but it seems cleaner.[/quote']

 

Extra time limitation representing the vehicle's remote control...however if you want to get technical a summons may be more in order...

 

On the hulk right up, I really don't think of the hulk as having a CVK, plus CVK + Enraged never a good combination also as others have said, hulk really should be a Multiform, he looses alot of his skills, changes his disads, more than 2 of him (What are they up to 15 or so different personalities in poor banners head) and personality in the different forms

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Re: 250

 

Extra time limitation representing the vehicle's remote control...however if you want to get technical a summons may be more in order...

 

On the hulk right up, I really don't think of the hulk as having a CVK, plus CVK + Enraged never a good combination also as others have said, hulk really should be a Multiform, he looses alot of his skills, changes his disads, more than 2 of him (What are they up to 15 or so different personalities in poor banners head) and personality in the different forms

 

Summon a vehicle? That's diabolical. Do you know the damage you could do with that? It's frightening to contemplate. I still like VPP, though. I could see saying extra time instead of out of combat though. He does have cars and planes come to him when he needs them. I forgot about that, and it's a very good point.

 

The key thing to saving points on Batman is to decide that NCM apply for him and the others like him. You have to apply that across the board though, and then apply it just as ruthlessly to mooks. The standard write-ups for agents and mercs are off the table in this type of campaign.

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Re: 250

 

Regarding the Hulk, I changed the Enraged to "When Attacked", which is better defined and will come up more often. His Code Against Killing is what he believes versus the possibility of becoming enraged which is why he has a fear of losing control. It's not easy being a hero.

 

Regarding the Batvehicles, my belief is that Batman uses them for transportation only, and is so skilled and practiced that he can have them available in most situations. The limitations that each of the vehicles have not only the physical limitations based on size or environment, but also the practicable availability given the current situation. If, for example, Batman was deep inside Gotham City's subway system a GM could rule that the Batmobile would not be available because it could not access the tunnels, despite technical being able to fit in them.

 

Hope this helps.

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She Hulk 250

 

She Hulk

 

Val Char Cost

50 STR 40

18 DEX 24

25 CON 30

12 BODY 4

18 INT 8

11 EGO 2

20 PRE 10

20 COM 5

20 PD 10

20 ED 15

4 SPD 12

15 REC 0

50 END 0

50 STUN 0

Total Characteristics Cost: 160

 

Cost Skills

3 Breakfall 13-

3 Bureaucratics 13-

2 CK: Los Angeles 11-

2 CK: New York City 11-

5 CSL: HTH Combat +1

1 FB: License to Practice Law

3 Jack of All Trades

3 Oratory 13-

1 PS: Attorney 11-

1 PS: District Attorney 11-

1 PS: Member of The Avengers 11-

1 PS: Member of The Fantastic Four 11-

Total Skills Cost: 26

 

Cost Powers

25 Damage Resistance 25 PD 25 ED, Hardened

5 ES: Radio Perception/Transmit, OAF: Avengers ID (-1)

8 Knockback Resistance -4"

15 Multipower (15 Points)

1 u) Leaping +15"

1 u) Running +5", 4x NCM

9 LS: High Pressure, High Radiation, Intense Cold, Intense Heat,

Low Pressure/Vacuum

Total Powers Cost: 64

 

Total Cost: 250

 

150+ Disadvantages

5 DNPC: Louise Mason (Normal/Useful Skills) 8-

10 DF: Beautiful Tall Well Built Green Woman (Concealable/Noticed)

10 Hunted: Enemies of The Avengers (As Powerful) 8-

10 Hunted: Enemies of The Fantastic Four (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

5 PsyL: Knows She's a Comic Book Character (Uncommon/Moderate)

10 PsyL: Loves being a Superheroine (Common/Moderate)

15 PsyL: Overconfident (Common/Strong)

15 SocL: Public Identity [Jennifer Walters] (Frequently/Major)

Total Disadvantages Cost: 250

 

 

This version of She Hulk can not change back to normal, nor does she want to. Based on my Hulk, Jennifer lacks the rage induced burst of strength and defenses. Because she retains her intellect, however, Jennifer is faster and harder to hit.

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Re: 250

 

Regarding HawksmoorSD question involving the Hulk's STR +10 No END, I want an enraged Hulk to basically the Energizer Bunny of Destruction. He can in theory keep smashing away at things until someone stops him, which in turn would lead to another roll for enraged. As my characters are all "Code of Comics" friendly, I would expect that scenario to take place rarely. The possibility, however, would keep Bruce Banner from wanting to change into the Hulk until the stress gets to him.

 

The mental defense and EGO 14 are based on how primitive his mind is, and how hard it would be to read or control.

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Re: 250

 

Summon a vehicle? That's diabolical. Do you know the damage you could do with that? It's frightening to contemplate. I still like VPP, though. I could see saying extra time instead of out of combat though. He does have cars and planes come to him when he needs them. I forgot about that, and it's a very good point.

 

The key thing to saving points on Batman is to decide that NCM apply for him and the others like him. You have to apply that across the board though, and then apply it just as ruthlessly to mooks. The standard write-ups for agents and mercs are off the table in this type of campaign.

 

It's also perfectly in system legal...and you can build the summon as the OAF Remote control BWAH HA HA

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Re: 250

 

The key thing to saving points on Batman is to decide that NCM apply for him and the others like him. You have to apply that across the board though' date='[/quote']

 

Actually, NCM as such is irrelevant. "Characteristics within the NCM range" is what matters. Specifically, a 4 SPD, and nothing higher, because SPD is the one thing that can't be compensated for in other ways.

 

Once you have decided to use NCM-type limits for Batman, however, you have made decisions not just for Batman, but for all your other heroes and villains. After all, Batman's characteristics tend to be higher than most other heroes, except in the specific cases of Super-Strength, Super-Speed, etc.

 

Green Lantern, for example, would probably be inferior to Batman in all areas except willpower, where he probably should be slightly superior. That's good for him, of course, since it saves him lots of points to buy stuff through his ring.

 

The Flash would be inferior in all areas except for his DEX and SPD. The Atom (Ray Palmer) would be inferior in all areas, except, perhaps, INT. And so on.

 

Personally, I don't use NCM for superheroes. I use 5 SPD as a baseline, which almost all heroes adhere to (including most speedsters!), and 4 only when I am desperately point shaving. Of course, most characters do generally stay within the NCM neighbourhood for most things, simply for budgetary reasons.

 

Having to find another source for 20 points of Disadvantages is rarely difficult.

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Re: 250

 

I like your idea that the Hulk should be the Never Ending Bringer of Destruction. I completely agree with it. Even without the 0End on the extra Str you'd only be racking up 9 End a Turn with a 15 Rec. I think, and I could be wrong on this, that even with combat maneuvers you still wouldn't need it aside from flavoring. Its good flavoring though!!

 

With Batman I also like the idea that Jmoz had of a OAF summons for vehicles but thats could also be explained as SFX of what hes got in the belt.

 

I really hope you don't think I'm being critical or anything of your builds. As I said I played with these caps for a long time and I love what you're doing with them. Are you writing these for fun are are you planning on using them in a campaign?

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Black Canary 250

 

Black Canary

 

Val Char Cost

15 STR 5

20 DEX 30

20 CON 20

12 BODY 4

18 INT 8

14 EGO 8

20 PRE 10

18 COM 4

7 PD 4

7 ED 3

4 SPD 10

7 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 106

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Criminology 13-

2 CK: Gotham City 11-

3 Deduction 13-

3 Disguise 13-

1 FB: Private Investigator License

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

2 PS: Florist 11-

2 PS: Justice Society of America Member 11-

2 PS: Private Investigator 11-

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 69

 

Cost Powers

16 Armor +8 PD +8 ED, OIF: Costume (-1/2)

40 EB [sonic] 8d6, Incantations (-1/4), 1/2 END (+1/2)

5 ES: Radio Perception/Transmit, OAF: Radio (-1)

2 Running +1"

12 Running +4", 8x NCM, Motorcycle Limitations (-1/4), No END (+1/2),

OAF: Motocycle (-1)

Total Powers Cost: 75

 

150+ Disadvantages

5 DF: Blonde Bombshell in Fishnet Stockings (Econ/Noticed)

10 Hunted: Justice Society of America Enemies (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Devoted to Justice (Common/Strong)

15 PsyL: Must Live Up to Heroic Legacy (Common/Strong)

15 SocL: Secret Identity [Dinah Laurel Lance] (Frequently/Major)

Total Disadvantages Cost: 250

 

 

This Black Canary is based loosely on the Justice League version. She's a member of the Justice Society of America, and works out of Gotham.

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Firestar 250

 

Firestar

 

Val Char Cost

15 STR 5

18 DEX 24

25 CON 30

11 BODY 2

13 INT 3

11 EGO 2

15 PRE 5

16 COM 3

5 PD 2

5 ED 0

4 SPD 12

8 REC 0

50 END 0

32 STUN 0

Total Characteristics Cost: 88

 

Cost Skills

2 CK: New York City 11-

3 CSL: Multipower +1

2 PS: College Student 11-

2 PS: Member of The Avengers 11-

Total Skills Cost: 9

 

Cost Powers

10 Armor +5 PD +5 ED, OIF: Costume (-1/2)

62 Multipower (50 Points) 1/2 END (+1/4)

6 u) EB [Heat] 10d6

6 u) EB [Heat] 5d6, NND (LS: Intense Heat) (+1)

6 u) EB [Heat] 4d6, NND (LS: Intense Heat) (+1),

Damage Shield (+1/2)

6 u) Force Wall 10 PD 10 ED

5 ES: Radio Perception/Transmit, OAF: Avengers ID (-1)

5 ES: IR Vision

15 EC (Heat)-15 Points

15 1) Flight 10", 8x NCM

15 2) Force Field +10 PD +10 ED, No END (+1/2)

2 LS: Intense Heat

Total Powers Cost: 153

 

Total Cost: 250

 

150+ Disadvantages

5 DF: Registers on Mutant Detectors (ECon/Noticed)

10 Hunted: Anti-Mutant Forces (As Powerful) 8-

10 Hunted: Enemies of The Avengers (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Novice Heroine (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

15 SocL: Secret Identity [Angelica Jones] (Frequently/Major)

10 Vuln: Cold Attacks, 2x STUN (Uncommon)

Total Disadvantages Cost: 250

 

 

This Firestar is based on the cartoon version. She was a member of The Avengers.

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Re: 250

 

I take no offense by your comments, HawkmoorSD. I welcome them. I'm creating these versions of my favorite heroes for the challenge of building them on 250 points. I used the methods I feel comfortable with, and don't rely too much on the "offical versions" as they tend to change much too often.

 

For example, for me Batgirl will always be Barbara Gordon, and Huntress will always be Helena Wayne. I grew up in the Silver Age, and prefer it to some of the modern versions. That's just me.

 

I use the NCM because I think that most heroes are basically human, just highly trained ones. Look at my Hulk. He only has SPD 3 because his size makes him seem to move faster.

 

Comments are always welcome.

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Power Girl 250

 

Power Girl

 

Val Char Cost

50 STR 40

18 DEX 24

25 CON 30

12 BODY 4

13 INT 3

11 EGO 2

15 PRE 5

18 COM 4

10 PD 0

10 ED 5

4 SPD 12

15 REC 0

50 END 0

50 STUN 0

Total Characteristics Cost: 129

 

Cost Skills

2 CK: Metropolis 11-

5 CSL: HTH Combat +1

3 Computer Programming 12-

2 Contact: Huntress 11-

2 KS: Krypton 11-

2 PS: Justice Society of America Member 11-

2 PS: Software Designer 11-

Total Skills Cost: 18

 

Cost Powers

24 Armor +10 PD +10 ED, Does Not Work During Red Solar Radiation Exposure (-1/4)

10 Damage Resistance 10 PD 10 ED

12 EC (Solar Power)-15 Points, Does Not Work During Red Solar Radiation

Exposure (-1/4)

17 1) EB 8d6, Variable SFX [Heat Vision or Cold Breath] (+1/4), Variable

Limiations [beam Attack/No KNB for Heat Vision or Extra Time:

Delayed Phase/Not in a Vacuum for Cold Breath] (-1/4), 2x END

(-1/2)

10 2) Flight 10", Variable Advantages (+1/2), Megascale or

Reduced END Only (-1/4)

7 ES: N-Ray Vision, Concentrate DCV 3 (-1/4), Does Not Work During Red Solar Radiation Exposure (-1/4)

5 ES: Radio Perception/Transmit, OAF: JSA Radio (-1)

5 ES: Telescopic Hearing +2, Telescopic Sight +2,

Does Not Work During Red Solar Radiation Exposure (-1/4)

6 Healing: Regeneration 1 BODY/Turn, Does Not Work During Red Solar Radiation Exposure (-1/4)

7 LS: High Pressure, High Radiation, Intense Cold, Intense Heat,

Low Pressure/Vacuum, Does Not Work During Red Solar

Radiation Exposure (-1/4)

Total Powers Cost: 103

 

Total Cost: 250

 

150+ Disadvantages

10 DNPC: Matt Cable (Normal/Useful Skills/Unaware Secret ID) 8-

5 DF: Blonde Bombshell with Cleveage Window (Econ/Noticed)

10 Hunted: Enemies of the Justice Society of America (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Overconfident (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

15 SocL: Secret Identity [Kara Zor-L/Karen Starr] (Frequently/Major)

5 Suscept: Kryptonite, 1d6 STUN/Minute (Uncommon)

5 Vuln: Magic, 1 1/2x STUN (Uncommon)

Total Disadvantages Cost: 250

 

 

 

This Power Girl is from Earth 2, but exists in the current merged DC universe. She is less vulnerable to kryptonite and magic then her counterparts. Matt Cable is a U.S. Government Agent who she helped in her first mini-series. I've give her full kryptonian powers despite the current versions lack of heat vision/x-ray vision/cold breath.

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Ms. Marvel 250

 

Ms. Marvel

 

Val Char Cost

50 STR 40

18 DEX 24

25 CON 30

12 BODY 4

13 INT 3

11 EGO 2

15 PRE 5

16 COM 3

20 PD 10

20 ED 15

4 SPD 12

15 REC 0

50 END 0

50 STUN 0

Total Characteristics Cost: 148

 

Cost Skills

2 CK: Boston 11-

2 CK: New York City 11-

3 Combat Piloting: Military Aircraft 13-

2 CSL: EB +1

5 CSL: HTH Combat +1

2 KS: United States Air Force 11-

2 PS: Intelligence Officer

2 PS: Member of the Avengers 11-

2 PS: Writer 11-

Total Skills Cost: 22

 

Cost Powers

10 Damage Resistance 10 PD 10 ED

12 EC (Light Energy)-15 Points, OIHID (-1/4)

28 1) EB [Light] 10d6

12 2) Flight 10", 8x NCM

5 ES: Radio Perception/Transmit, OAF: Avengers ID (-1)

7 LS: High Pressure, High Radiation, Intense Cold, Intense Heat,

Low Pressure/Vacuum, OIHID (-1/4)

6 Transform: Instant Change [One Set of Clothes],

Concentrate DCV 3 (-1/4)

Total Powers Cost: 80

 

Total Cost: 250

 

150+ Disadvantages

10 Hunted: Enemies of The Avengers (As Powerful) 8-

10 Watched: U.S. Government (More Powerful/NCI) 8-

5 PhyL: Subject to Orders (Infrequently/Greatly)

20 PsyL: Code Against Killing (Common/Total)

10 PsyL: Hatred of Rogue (Uncommon/Strong)

15 PsyL: Overconfident (Common/Strong)

5 PsyL: Recovering Alcoholic (Uncommon/Moderate)

15 SocL: Secret Identity [Carol Susan Jane Danvers] (Frequently/Major)

10 Vuln: Magic, 2x STUN (Uncommon)

Total Disadvantages Cost: 250

 

 

This Ms. Marvel is based on a mix of her original and current versions.

I didn't include her abiltiy to absorb energy, instead building her at her "average" power level. Her vulnerability to magic is based on her inability to absorb its energy. She currently is the U.S. Government Liasion to the Avengers.

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Batgirl 250

 

Batgirl

 

Val Char Cost

15 STR 5

20 DEX 30

18 CON 16

11 BODY 2

18 INT 8

14 EGO 8

20 PRE 10

18 COM 4

7 PD 4

7 ED 3

4 SPD 10

7 REC 0

36 END 0

28 STUN 0

Total Characteristics Cost: 100

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Bureaucratics 13-

2 CK: Gotham City 11-

2 CK: Washington, D.C. 11-

3 Computer Programming 13-

1 Contact: Black Canary 11-

1 Contact: Huntress 11-

1 Contact: Nightwing 11-

1 Contact: Supergirl 11-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

5 Eidetic Memory

3 Fast Draw 13-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

2 PS: Librarian 11-

2 PS: U.S. Representative 11-

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

3 Well Connected

Total Skills Cost: 86

 

Cost Powers

16 Armor +8 PD +8 ED, OIF: Batgirl Costume (-1/2)

20 Multipower (30 Points) OIF: Utility Belt (-1/2)

1 u) Darkness to Sight AE 3"r, [8c w/1 Turn Duration] (-0),

OAF: Batsmoke (-1)

1 u) EB [Physical] 6d6, [16c] (-0), OAF: Batarangs (-1)

1 u) EB 3d6, NND (LS: Self Contained) (+1), [16c] (-0),

OAF: Batgas (-1)

1 u) Entangle 3d6, DEF 3, [16c] (-0), OAF: Batbolas (-1)

1 u) SL: Overall +3, OAF: Batcomputer (-1)

1 u) Swinging 15", 4x NCM, No END (+1/2), OAF: Batline (-1)

5 ES: Radio Perception/Transmit, OAF: Batradio (-1)

3 ES: UV Vision, OIF: Batgirl Cowl (-1/2)

2 Running +1"

12 Running +4", 8x NCM, Motorcycle Limitations (-1/4), No END (+1/2),

OAF: Batcycle (-1)

Total Powers Cost: 64

 

Total Cost: 250

 

150+ Disadvantages

5 DNPC: Police Commissioner James Gordon (Normal/Useful Skills) 8-

10 Hunted: Killer Moth (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Devoted to Justice (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

15 SocL: Secret Identity [barbara Gordon] (Frequently/Major)

Total Disadvantages Cost: 250

 

 

This Batgirl is an update of my original 250 version. Note her contacts.

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