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Superman on 350 points


Hyper-Man

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Here is my take on Superman as a beginning hero.

 

Comments welcome.

 

The Man of Steel

Val Char Cost Roll Notes

15/45 STR 5 12- / 18- Lift 200.0kg/12.8tons; 3d6/9d6 [1/2]

18/20 DEX 24 13- OCV: 6/7/DCV: 6/7

13/30 CON 6 12- / 15-

11 BODY 2 11-

13 INT 3 12- PER Roll 14-

10 EGO 0 11- ECV: 3

15 PRE 5 12- PRE Attack: 3d6

14 COM 2 12-

9/25 PD 6 Total: 9/25 PD (9/20 rPD)

9/25 ED 6 Total: 9/25 ED (9/20 rED)

4 SPD 12 Phases: 3, 6, 9, 12

6/15 REC 0

26/60 END 0

26/50 STUN 0

Total Characteristic Cost: 71

 

Movement:

Running: 6"/26"/24"/104"

Flight: 20"/40"

Leaping: 3"/30"/6"/60"

Swimming: 2"/4"

Teleportation: 8"/32"

 

Cost Powers END

Kryptonian Physiology, all slots Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)

4 1) Tireless: Reduced Endurance (1/2 END; +1/4) for up to 20 Active Points of base STR (5 Active Points)

30 2) Able to bend steel with his bare hands: +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points) 1

3 3) +2 DEX (6 Active Points); No Figured Characteristics (-1/2)

27 4) +17 CON (34 Active Points)

2 5) +3 ED (3 Active Points)

17 6) Armor (10 PD/10 ED) (30 Active Points); Always On (-1/2)

6 7) Damage Resistance (10 PD/10 ED) (10 Active Points); Always On (-1/2)

10 8) Regeneration: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Does Not Work On Some Damage Two or More Types of Damage (Magic and Alien diseases; -1/2), Always On (-1/2), Self Only (-1/2)

27 9) Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (34 Active Points)

 

Kryptonian Senses, all slots Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)

5 1) +2 PER with all Sense Groups (6 Active Points)

8 2) Telescopic : MegaScale (1" = 1 km; +1/4) for up to 45 Active Points of Normal Sight and Hearing, Reduced Endurance (0 END; +1/2) (16 Active Points); Requires An INT Roll ("Is that Lois screaming?"; -3/4)

Notes: This power is not persistant by default.

4 3) Infrared Perception (Sight Group) (5 Active Points)

4 4) Microscopic ( x100) with Sight Group (10 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1)

4 5) Rapid ( x10) with Sight Group (5 Active Points)

2 6) Ultrasonic Perception (Hearing Group) (3 Active Points)

4 7) Ultraviolet Perception (Sight Group) (5 Active Points)

7 8) X-Ray Vision: N-Ray Perception (Sight Group), Discriminatory (15 Active Points); Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1)

 

60 Strange Visitor... with powers and abilities far beyond those of mortal men: Multipower, 90-point reserve, (90 Active Points); all slots Limited Power Affected by Adjustments as an EC (-1/4), Limited Power Not in the presence of Kryptonite or red solar radiation (-1/4)

3u 1) Faster...: Teleportation 8", No Relative Velocity, x2 Increased Mass, x4 Noncombat, Invisible to Sight Group, SFX Only (+1/4) (45 Active Points); Must Pass Through Intervening Space (-1/4) 4

2u 2) ...than a...: Teleportation 5", Invisible to Sight Group, SFX Only (+1/4), Area Of Effect Accurate (One Hex; Only to determine OCV of Selective; +1/2), Usable As Attack (+1), Area Of Effect (8" Any Area; +1 1/2), Selective (+1/4) (45 Active Points); Limited Power Only To Disarm/Grab Objects (-1), Must Pass Through Intervening Space (-1/4) 4

3u 3) ...speeding...: Running +20" (6"/26" total), x4 Noncombat (45 Active Points) 4

2u 4) ...bullet: (Total: 45 Active Cost, 25 Real Cost) +3 Overall Skill Levels (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 17) plus Missile Deflection (Bullets & Shrapnel) (15 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 8) 4

3u 5) More powerfull than a locamotive: Density Increase (6,400 kg mass, +30 STR, +6 PD/ED, -6" KB), Reduced Endurance (0 END; +1/2) (45 Active Points)

Notes: Bonus STR costs normal 3 END. Total END for 75 STR is 5 (2+3).

3u 6) Able to leap tall buildings in a single bound: Leaping +21" (3"/30" forward, 1 1/2"/15" upward), combat acceleration/deceleration (+1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Megascale, No Gravity Penalty, Reduced END; +3/4) (45 Active Points) 4

Notes: Advantages apply to base STR.

3u 7) Look! Up in the sky!: Flight 10", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Combat Acceleration/Deceleration, Invisible Power Effects, Megascale, No Gravity Penalty, No Turn Mode, Reduced Endurance, Usable As Running or Swimming; +1) (45 Active Points) 2

3u 8) It's a bird. It's a plane. It's...: Flight 20", Position Shift (45 Active Points) 4

3u 9) The man of steel: Force Field (10 PD/10 ED) (Protect Carried Items), Invisible to Sight Group, SFX Only (+1/4), Costs END Only To Activate (+1/4) (45 Active Points) 4

2u 10) Superhard Punch: Hand-To-Hand Attack +6d6, Armor Piercing (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4

2u 11) Superimpact Punch: Hand-To-Hand Attack +6d6, Does x1 1/2 Knockback (+1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4

2u 12) Superacurate Punch: Hand-To-Hand Attack +6d6, Area Of Effect Accurate (One Hex; +1/2) (45 Active Points); Hand-To-Hand Attack (-1/2) 4

2u 13) Super Breath: Dispel Fire 6d6, Does Knockback (+1/4), Explosion (Cone; -1 DC/2"; +1/2), Double Knockback (+3/4) (45 Active Points); Limited Range (-1/4), Restrainable (Only by means other than Grabs and Entangles; Requires Air; -1/4) 4

2u 14) Heat Vision: Killing Attack - Ranged 1d6, Penetrating (+1/2), Area Of Effect Accurate (One Hex; +1/2), Continuous (Mobile is not necessary since the AOE 1 Hex is Accurate; +1) (45 Active Points); No Knockback (-1/4), Can Be Missile Deflected (-1/4) 4

 

Perks

2 ...It's Superman!: Reputation (A large group) 11-, +1/+1d6

1 Fringe Benefit: Press Pass

3 Well-Connected

2 1) Contact, Organization Contact (Daily Planet; x3) (3 Active Points) 8-

Skills

1 Bureaucratics 8-

1 Conversation 8-

3 Concealment 12-

3 Deduction 12-

1 Hoist 8-

1 Streetwise 8-

1 PS: Reporter 8-

1 CK: Metropolis 8-

 

Total Powers & Skill Cost: 279

Total Cost: 350

 

200+ Disadvantages

15 Dependent NPC: Lois Lane 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

15 Dependent NPC: Jimmy Olsen 8- (Normal; Unaware of character's adventuring career/Secret ID)

5 Distinctive Features: Last Son of Krypton (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures)

15 Hunted: Lex Luthor 11- (Less Pow, NCI, Harshly Punish)

10 Hunted: Rogues Gallery 8- (As Pow, Harshly Punish)

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

Notes: Pull's his punches vs. unknown opponents and anyone known to be in 'normal human' toughness range.

20 Psychological Limitation: Big Boyscout: Protective of Innocents (Common, Total)

5 Physical Limitation: Kryptonian Physiology Requires Special Medical Care (Infrequently, Slightly Impairing)

15 Reputation: Alien background information given to public from first interview with Daily Planet reporter, 14-

15 Social Limitation: Secret Identity: Clark Kent (Frequently, Major)

15 Susceptibility: Whenever near Kryptonite 1d6 damage per Phase (Uncommon)

Notes: Also takes a one time loss of 23 STUN due to losing powers. (Works just like a Suppress STUN).

 

Total Disadvantage Points: 350

 

 

Edit - Here is a link to a 400 point 6e Update:

Superman

 

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Re: Superman on 350 points

 

The beginning Superman didn't care about Red Solar Radiation or Kryptonite; neither existed in his Universe, either in the comic or the early radio show. The various sensory, life support and Heat Vision powers also came later.

 

All of that said, I'm thinking in terms of a 1938 Superman; this is the beginning Modern Supes. As such, he looks excellent. Rep to you. :)

 

Not sure I'd go for all the No Figured stats, or the Reduced End; a high enough Con and Rec will take care of the his END usage well enough. His base PRE should also probably be a bit higher; he's pretty impressive and hard to scare. He could use some more EGO as well; even with his Super Will gone from the modern version, he doesn't give up or give in (unless the writing has become really crap).

 

Actually, thinking of some of the things I've seen on the boards, fine, let the modern version have a low EGO. :straight:

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Re: Superman on 350 points

 

I was shooting for a cross between the John Byrne and Animated versions of the character when he first shows up in Metropolis so I should have put "modern" in there somewhere :D. I think this version could be played in a Justice League campaign "as is" and not overshadow everyone else.

 

re: additional Brick Tricks

Tunneling was the only other one I considered but left out.

 

Up to this point the character has not faced an opponent of even close to equal power level so hasn't needed to get too creative yet.

He's still got room to grow. :)

 

re: Reduced END on STR

I was thinking about the often repeated scene of Supes' saving an airliner of some sort and how much lifting capacity and time would be necessary to save the plane without killing the passengers. 7 END per Phase before any Flight END would come close to knocking him out.

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Re: Superman on 350 points

 

Not how I'd have done it.. which I think more means that you're brilliant, as you seem to hit the mark pretty nicely.

 

A bit complicated (in both the strict bookkeeping sense and as a plot-puncturing hero given all his super-senses) to GM, but about as minimally complicated as would be possible while hitting so many of the key story points of the character as translated into a semi-playable character.

 

Nice work.

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Re: Superman on 350 points

 

5 Distinctive Features: Last Son of Krypton (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology Or Major Effort; Not Distinctive In Some Cultures)

 

 

How does "not distinctive in some cultures" apply? In what culture is being a last survivor of a dead alien race not distinctive? Maybe on some other planet, but not on earth.

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Re: Superman on 350 points

 

How does "not distinctive in some cultures" apply? In what culture is being a last survivor of a dead alien race not distinctive? Maybe on some other planet' date=' but not on earth.[/quote']

 

I chose this combo to show how some aliens would see value in capturing a Kryptonian (see: Mongul) and others wouldn't care (see: Lobo or any inhabitant of Daxam). The lesser value is also a good way to represent the infrequency of Superman's outer space adventures.

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Re: Superman on 350 points

 

IMO, Clark Kent doesn't need an 18 Dex

 

You took Well Connected and only have one contact

 

I was playing around with a lot of DEX splits. I even considered not having it change at all.

 

I see skill & perk enhancers as very talent-like. Characters should usually start with them if they plan on going that direction with XP in the future. I might add the description of "Smallville Charm" to that one.

:D

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Re: Superman on 350 points

 

Bored now, so here's some quibbles:

 

The description of Telescopic (FREd p165) says you normally cannot buy MegaScale on Normal Senses, which makes this a Stop Sign. I have no real problem with Stop Signs, but they do mean the power has to be closely looked at from the outset.

 

MegaScale on senses doesn't act the way Superman's senses do. He can narrow his field of perception down to read a poster a mile away; MegaScale isn't that precise.

 

While he clearly has the ability to perceive at great ranges and through barriers, this is more like Clairsentience on Normal Vision plus Telescopic on Normal Hearing than it is like MegaScale plus N-Ray Vision, in my opinion. Cheaper, too, I think?

 

I'm also unclear why it's a -3/4 RSR, instead of a -1/4 RSR? I could see -3/4 if he'd paid 3 points for "Power Skill: Kryptonian Powers" and had to use Skill vs. Skill (e.g. Concealment, Stealth, Gadgeteering, any skill that might obscure or complicate what Superman's trying to interpret with his alien senses). And why not apply the RSR to all his senses, if he's a starting hero?

-----

Quibble 2: Regeneration.

 

Regeneration? Really? For Superman?

 

I'm unconvinced. I know from time to time he's had sudden surges that have him recover from the verge of death.. but I'd say the "Limited Power Not in the presence of Kryptonite or red solar radiation" models pretty well what happens in these recoveries. Why not just apply that to some of his BODY?

 

Also, only 11 BODY, for a Brick?

 

Spend the same amount (10 AP) on 6 BODY with a -1/4 Limitation, and you've got a 17 BODY Brick who suddenly recovers from the verge of death if removed from the influence of Kryptonite and Red Sunlight.

----

Peak DEF of only 35 (with FF and DI), but can throw 16d6 AP Punches before Haymaker or Push? That's not so much a quibble as a "well done, you!" since it's about right, from my sense of how Superman works in combat, when combined with the other attacks you've built.

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Re: Superman on 350 points

 

Bored now, so here's some quibbles:

 

The description of Telescopic (FREd p165) says you normally cannot buy MegaScale on Normal Senses, which makes this a Stop Sign. I have no real problem with Stop Signs, but they do mean the power has to be closely looked at from the outset.

 

MegaScale on senses doesn't act the way Superman's senses do. He can narrow his field of perception down to read a poster a mile away; MegaScale isn't that precise.

 

While he clearly has the ability to perceive at great ranges and through barriers, this is more like Clairsentience on Normal Vision plus Telescopic on Normal Hearing than it is like MegaScale plus N-Ray Vision, in my opinion. Cheaper, too, I think?

 

I'm also unclear why it's a -3/4 RSR, instead of a -1/4 RSR? I could see -3/4 if he'd paid 3 points for "Power Skill: Kryptonian Powers" and had to use Skill vs. Skill (e.g. Concealment, Stealth, Gadgeteering, any skill that might obscure or complicate what Superman's trying to interpret with his alien senses). And why not apply the RSR to all his senses, if he's a starting hero?

-----

Quibble 2: Regeneration.

 

Regeneration? Really? For Superman?

 

I'm unconvinced. I know from time to time he's had sudden surges that have him recover from the verge of death.. but I'd say the "Limited Power Not in the presence of Kryptonite or red solar radiation" models pretty well what happens in these recoveries. Why not just apply that to some of his BODY?

 

Also, only 11 BODY, for a Brick?

 

Spend the same amount (10 AP) on 6 BODY with a -1/4 Limitation, and you've got a 17 BODY Brick who suddenly recovers from the verge of death if removed from the influence of Kryptonite and Red Sunlight.

----

Peak DEF of only 35 (with FF and DI), but can throw 16d6 AP Punches before Haymaker or Push? That's not so much a quibble as a "well done, you!" since it's about right, from my sense of how Superman works in combat, when combined with the other attacks you've built.

 

First, thanks for the feedback!

 

re: "telescopic"

Because of the potential plot busting aspect of this ability already mentioned by others I wanted it to have some ambiguity. I actually hadn't considered the Clairsentience approach. I'll play around with it some.

 

As is, the RSR is based on a INT roll (not a skill or even a PER roll which he would get a +2). The idea is that he can hear so much that he has a hard time filtering out important details. The 'not persistant' note reflects that he can shut it off so he can go to sleep. If he's worried about Lois on a story he can focus on it and add the +3 Overall Levels from the multipower.

 

re: "regeneration"

I considered adding Limited BODY but I was trying to simulate some things I've seen in a variety of sources (the animated series, Smallville tv show, superman returns, comics, etc..). Also, Limited Regeneration seems like it would require less bookkeeping than Limited BODY during gametime.

 

examples:

The Doctor Fate episode of Superman:TAS where the 'cthulu-lite' bad guy cuts Supermans chest.

The movie Superman Returns where he is able to lift the 'krypto-continent' even with the small shard of kryptonite in his back. After Lois removed the majority of it there was enough to screw with his Regeneration but not enough to remove the rest of his powers.

 

re: defenses

His base defenses are 25/20r. The multipower can add +6 non resistant with Density and +10r with Force Field which gives him the possible combinations of 31/20r with just Density, 35/30 with just FF or a combined total of 41/30 with both.

Creative uses of these combinations allow him to briefly go toe-to-toe with traditional Bricks and gives the appearance of "Invulnerability". In some cases he might additionally go for the 'punch vs. punch contest' by bracing for KB and virtually ignoring DCV as well.

 

re: attacks

Per the rules for Advantaged HA's his base damage with STR is 12d6 with either AP, AOE 1 Hex Accurate or x1.5 KB (I may trade this one for a 'spin-based' Tunneling instead). A Haymaker adds a flat +4d6 and movement manuevers get prorated for the Advantages. Movethrough adds +1 DC per 4.5", Moveby adds +1 DC per 7.5".

All are cool attacks but when used in combined with a movement slot they will leave him relatively exposed with only his base 25/20r defenses.

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Re: Superman on 350 points

 

I've always wanted to build a Champions character around the three core Superman powers: faster than a speeding bullet, more powerful than a locomotive, able to leap tall buildings in a single bound -- without so much of the power expansion that came later.

 

How much Running and/or SPD do you need to outrun the fastest bullet?

 

How strong do you need to be to be able to pull substantially moire than the most powerful railroad locomotive?

 

How much Leaping would you need to clear the tallest building currently standing?

 

Add some rather extreme toughness and you have a pretty good representation of the early Fleischer-era Superman, who didn't fly but could jump dozens of miles carrying two people and control his precise landing point.

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Re: Superman on 350 points

 

Bullets in general go about the speed of sound. 330 m/s, or 165"/second, or roughly 2000"/Turn. Since SPD 4 is Brickish, 500"/Phase.

 

Really fast projectiles these days can approach Mach 2-2.5 (though at that point you're not really talking about a 'bullet'; I may stand to be corrected by experts)[Edit: fastest practical projectile on record=11,154 fps (1716"/second), fastest theoretical chemically propelled object=26,000 fps(4000"/s)]. If you're trying to gauge 'faster than a speeding bullet', you could end up with 12,000"/Phase at SPD 4.

 

This could be 54 AP +18" Running Running Reduced to 0 END & 18 AP: Naked Advantage Megascale on 48 AP of Running 1"=1 km (+1/4) Reduced to 0 END (+1/2) & 15 AP: 1000x Rapid Sight Group & 24 AP Telescopic Sight Group +16 PER vs Range, for a total of 111 AP.

 

The most powerful locomotive of today is probably a Russian prototype that runs 8.3 MW (11200 hp). This is about triple the power of a conventional engine capable of pulling approximately 100 ktons of weight. So the most powerful locomotive would be arguably between 65-70 STR.

 

Appreciably stronger would be 75 STR. Unless my math is off.

 

The world's tallest building is about 300" (600 m). With 75 STR, you need to bridge the gap with Leaping, likely Noncombat. For example +5" Leaping with +16x Noncombat would nicely clear the Burj Dubai in one Turn for 25 AP.

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Re: Superman on 350 points

 

I've always wanted to build a Champions character around the three core Superman powers: faster than a speeding bullet, more powerful than a locomotive, able to leap tall buildings in a single bound -- without so much of the power expansion that came later.

 

How much Running and/or SPD do you need to outrun the fastest bullet?

 

How strong do you need to be to be able to pull substantially moire than the most powerful railroad locomotive?

 

How much Leaping would you need to clear the tallest building currently standing?

 

Add some rather extreme toughness and you have a pretty good representation of the early Fleischer-era Superman, who didn't fly but could jump dozens of miles carrying two people and control his precise landing point.

 

3u 7) Look! Up in the sky!: Flight 10", Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Combat Acceleration/Deceleration, Invisible Power Effects, Megascale, No Gravity Penalty, No Turn Mode, Reduced Endurance, Usable As Running or Swimming; +1) (45 Active Points) 2

 

3u 6) Able to leap tall buildings in a single bound: Leaping +21" (3"/30" forward, 1 1/2"/15" upward), combat acceleration/deceleration (+1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages; Megascale, No Gravity Penalty, Reduced END; +3/4) (45 Active Points) 4

 

1" megascale = 1 kilometer or 500 meters if moving upwards.

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Re: Superman on 350 points

 

For Michael, largely stolen from Hyper-Man, to the measures of a speeding bullet, a powerful locomotive, a tall building, and no flight, heat-rays or cold breath:

[font="Courier New"]Superman
VAL CTX Cost Notes
75 STR  65  24-, 800 tons, 15d6 [7]
14 DEX  12  12-, OCV 5 / DCV 5
30 CON  40  15-
12 BODY  4  11-
13 INT   3  12-
11 EGO   2  11-, ECV 4
15 PRE   5  12-, 3d6
14 COM   2  12-
40  PD   -  40/25r
31  ED   -  31/25r
 4 SPD  16  Phase: 12, 3, 6, 9
21 REC   -
60 END   -
65 STUN  -
---
149 Total Characteristics

 6"/30 km Running [1]
 2"/2 km Swimming [1]
15"/2 km Leaping [8]

50 Kryptonian Physiology: 25 rPD / 25 rED Armor Always On (-1/2) 75 AP []
10 Kryptonian Microsense: 100x Microscopic Sight Group 10 AP []
15 Kryptonian X-Ray Sense: N-Ray Vision Stopped by Lead, Discriminatory 15 AP []
15 Kryptonian High Speed Sense: 1000x Rapid Sight Group 15 AP []
 8 Kryptonian Hearing: +16 Telescopic Normal Hearing 8 AP []
 8 Kryptonian Vision: +16 Telescopic PER Normal Sight 8 AP []
 8 Kryptonian Vision: +16 Telescopic PER N-Ray Vision 8 AP []
 3 Kryptonian Hearing: Ultrasonic Hearing 3 AP []
 3 Kryptonian Strength: +2" Leaping MegaScale 1"=1 km (+1/4) 3 AP [1]
34 Kryptonian Physiology: Life Support (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) 34 AP []
 4 Kryptonian Superspeed: Naked Advantage Megascale up to 6 AP Running 1"=10 km (+1/2) Reduced Endurance (+1/2) 4 AP [0]
 1 Kryptonian Superspeed: Naked Advantage Megascale up to 2 AP Swimming 1"=1 km (+1/4) Reduced Endurance (+1/2) 1 AP [0]
---
159 Total Powers

Skills
 - AK: Smallville, Kansas [EM] 8-
20 +4 CSLs HTH
 3 +1 CSL Block, Grab, Punch
 2 Animal Handler: Canines 12-
 3 Concealment 12-
 - PS: Farmer [EM] 11-
 2 PS: Reporter, 11-
---
30 Total Skills

Perks
 1 Fringe Benefit: Press Pass Access
 3 Contact: Daily Planet Organization (x3) 8-
---
 4 Total Perks

Talents
 5 Eidetic Memory
 3 Lightning Calculator
---
 8 Total Talents
---
201 Total Powers, Skills, Perks & Talents

200+ Disadvantages
15 Dependent NPC: Lois Lane 11- (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)
15 Dependent NPC: Jimmy Olsen 8- (Normal; Unaware of character's adventuring career/Secret ID)
15 Hunted: Lex Luthor 11- (Less Pow, NCI, Harshly Punish)
20 Psychological Limitation: Code Vs. Killing (Common, Total)
10 Psychological Limitation: Committed to Truth, Justice & the American Way (Uncommon, Strong)
20 Psychological Limitation: Big Boyscout: Protective of Innocents (Common, Total)
 5 Physical Limitation: Kryptonian Physiology Requires Special Medical Care (Infrequently, Slightly Impairing)
15 Reputation: Alien background information given to public from first interview with Daily Planet reporter, 14-
15 Social Limitation: Secret Identity: Clark Kent (Frequently, Major)
 5 Social Limitation: Obligation to File Stories (Occasional, Minor)
15 Susceptibility: Whenever near Kryptonite 1d6 damage per Phase (Uncommon)

Clark Kent, farm boy from Smallville, Kansas, always had to be extra careful with his strength. He learned all the things any farm boy would of farm life, but of physical activity, he had to learn alone, or by watching. He learned boxing skills by watching fighters train using his Kryptonian senses. He learned to tap his alien speed by racing through fields of corn so fast the human eye could scant follow. He learned of truth, justice, and the American way, from his adopted parents; it is only that he is so protective of them and the innocents he knows that he hides his real identity. And he learned a profession -- journalism -- by correspondence course.

"Lois, I had to hire him. He takes dictation at three hundred words per minute, corrected the budget figures from the Secretary of the Treasury's speech in his head, has perfect spelling and he'll work for a salary I can't even get bloggers to take." Perry White, on the hiring of Clark Kent.

Clark navigates Metropolis by super senses, and thus often appears lost, as well as a perpetual fish out of water in the big city culture.[/font]

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Re: Superman on 350 points

 

NIIIICE. Got an HD file for that character?

 

Now, to try and figure out a 350-point version of Lex Luthor to go along with this. I like the Byrne idea of the character as a brilliant, wealthy tycoon -- a corruptor compelled to destroy the incorruptible man out of pride, fear and envy. He'd make a great contrast to this more golden-age version of Superman.

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Re: Superman on 350 points

 

I've got a rough draft 250 point version of the 1938 Superman here. It wouldn't be too hard to push him up to 350 points, which would cover the Fleischer and other slightly later versions.

 

More generally, if I wanted to build a 350 point Silver Age Kryptonian, I'd go for Supergirl, rather than Superman. It shouldn't be impossible to build a version of her based on the abilities she actually used for that kind of point total. If you gave her a VPP she could even claim to have all Superman's powers, as she did in her first appearance.

 

The real trick with her, however, is that she engaged in very little combat in her early appearances. ;)

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Re: Superman on 350 points

 

For your approval -- or not -- a 350-point Lex Luthor.

 

[b]Alexander "Lex" Luthor - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
13    STR     3   13      12-       HTH Damage 2 1/2d6  END [1]
13    DEX     9   13      12-       OCV 4 DCV 4
13    CON     6   13      12-
12    BODY    4   12      11-
28    INT     18   28      15-       PER Roll 15-
20    EGO     20   20      13-       ECV: 7
18    PRE     8   18      13-       PRE Attack: 3 1/2d6
12    COM     1   12      11-
8    PD      5   8             8 PD (0 rPD)
8    ED      5   8             8 ED (0 rED)
3    SPD     7   3                 Phases:  4, 8, 12
8    REC     4   8
40    END     7   40
26    STUN    0   26
6    RUN      0   6"                END [1]
2    SWIM     0   2"                END [1]
3    LEAP     0   2 1/2"                2 1/2" forward, 1" upward

[b]CHA Cost: 97[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
75     [b][i]All the Latest Equipment[/i][/b]: Variable Power Pool (Gadget Pool), 50 base + 25 control cost,  (75 Active Points) - END=

[b]POWERS Cost: 75[/b]

[b][u]Cost[/u]   [u]MARTIAL ARTS[/u][/b]
4      Escape:  1/2 Phase, +0 OCV, +0 DCV, 28 STR vs. Grabs
4      Choke:  1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
3      Hold:  1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 23 STR for holding on
4      Reversal:  var Phase, -1 OCV, -2 DCV, 28 STR to Escape; Grab Two Limbs
3      Slam:  1/2 Phase, +0 OCV, +1 DCV, 2 1/2d6 +v/5, Target Falls

[b]MARTIAL ARTS Cost: 18[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
3      AK: Metropolis Metropolitan Area 15-
3      Bribery 13-
3      Bureaucratics 13-
6      Computer Programming (Computer Networks, Personal Computers, Mainframes and Supercomputers) 15-
9      Conversation 16-
3      Cryptography 15-
3      CuK: The Business World 15-
3      Deduction 15-
3      Electronics 15-
7      High Society 15-
3      Interrogation 13-
3      Inventor 15-
3      Persuasion 13-
3      PS: Entrepenuer 15-
3      SS:  Chemistry 15-
3      SS:  Physics 15-
3      SS:  Astronomy 15-
3      SS:  Biology 15-
3      Seduction 13-
4      Systems Operation (Communications Systems, Environmental Systems) 15-
3      Tactics 15-
9      Trading 16-
7      Weaponsmith (Biological Weapons, Chemical Weapons, Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 15-

[b]SKILLS Cost: 93[/b]

[b][u]Cost[/u]   [u]PERKS[/u][/b]
11      Money:  Filthy Rich
30      Follower (Mercy)
20      Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Chairman of BoD of a major business, Improved Equipment Availability Advanced Military equipment, International Driver's License, Passport
3      Reputation:  Richest, most powerful man in Metropolis (A large group) 14-, +1/+1d6

[b]PERKS Cost: 64[/b]

[b][u]Cost[/u]   [u]TALENTS[/u][/b]
3      Lightning Calculator

[b]TALENTS Cost: 3[/b]
[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
15     Hunted:  Superman 8- (As Pow, PC has a Public ID or is otherwise very easy to find, Capture)
5     Distinctive Features:  Completely hairless (Easily Concealed; Noticed and Recognizable; Detectable By Virtually Everyone)
5     Hunted:  Lois Lane 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10     Enraged:  When Authority or Judgment is Challenged (Common), go 8-, recover 14-
5     Hunted:  Department of Defense 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
25     Psychological Limitation:  Megalomaniac (Very Common, Total)
15     Psychological Limitation:  Hunts Superman (Common, Strong)
15     Psychological Limitation:  Hatred of Superhumans (Common, Strong)
10     Psychological Limitation:  Cannot Resist Chances to experiment (Common, Moderate)
20     Social Limitation:  Public Figure (Very Frequently, Major)
10     Social Limitation:  Corporate Responsibilities (Frequently, Minor)
15     Social Limitation:  Must answer to Govenrment Clients (Frequently, Major)

[b]DISADVANTAGES Points: 150[/b]

Base Pts: 200
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 350



 

Mercy is Luthor's chauffeur/bodyguard, a beautiful woman with deadly skills who is fiercely loyal to him and may or may not be his mistress (nobody's telling one way or another). She's build on 200 points with 100 points in Disadvantages.

 

Luthor is the Chairman, president and CEO of Lexcorp, one of the largest manufacturing, technology and weapons firms on Earth (second only to Wayne Industries, and trying hard to catch up). Because it is publicly owned (no corproation that large can truly remain private), Luthor must occasionally answer to the stockholders, and because he does so much business with the Defense Department they keep an eye on him as well (which means he must keep his crusade against Superman well-concealed).

 

Indeed, his hatred of Superman, and of superhumans in general, has many of the features of a crusade. Luthor views himself as the champion of Mankind, needing only human abilities to purge the Earth of the aliens in our midst. In his eyes Man was not meant to weild superpowers, and those who do cannot be trusted. he views Superman as a sort of False Messiah who will lead mankind to its doom if not stopped. He also refuses to believe that anyone with power isn't secretly as ruthless as he is himself.

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