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The Classic Justice League starting members on 350 points


Hyper-Man

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Re: The Classic Justice League starting members on 350 points

 

Presumably by now he would have something equivalent in function to the boxing-glove arrow but that doesn't look quite as silly.

 

It's easy enough to make a Blast a solid-tip weighted arrow rather than putting a boxing glove on it, if you are so inclined.

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Re: The Classic Justice League starting members on 350 points

 

Here's a character who appeared in the Justice mini series:

http://en.wikipedia.org/wiki/Justice_%28DC_Comics%29

she's not an official member of the Justice League.

 

Elastigirl from the Doom Patrol:

http://en.wikipedia.org/wiki/Doom_Patrol

 

There is plenty of room for development with Disads/Complications which delve into her relationship with other members of her team. I was just too lazy to research that aspect of the character. :D

 

274px-Sun_City.png

 

364px-Rita_Farr_%28New_Earth%29_004.png

 

NEW - link to html export hosted on herocentral

http://www.herocentral.net/herocentral/get/files/premium/Rita+Farr.HTML

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Re: The Classic Justice League starting members on 350 points

 

Nice thread...can I as you something though?

 

Why do you prefer Density Increase for Supes (oops), Captain Marvel? Is it merely a budget decision?

 

Budgeting all the different capabilities of both those characters was a major concern but the use of Density Increase was conceptual as well. As introduced in the Byrne era, a great deal of Superman's Strength is actually tied to his ability to fly. Taking that idea to its ultimate conclusion I decided that Density Increase was a perfect match. Like Flight it also costs END to use. The special effect is NOT that they are actually increasing their mass (like Marvel's Vision) but rather that they are focusing a portion of their Flight ability to a) make themselves hold their ground and reinforce their innate Strength. The mechanical result is essentially the same as 'regular' DI special effect but the reason behind it is different. Ignoring Senses & Heat-Vision I believe that "Flight" is the second most important special effect ability of both characters (Invulnerability being the most important). This folds in quite nicely with Flash who basically starts out with all the same non-brick powers of both characters. He even gained some of those later on (kinetic control of others!) and ultimately is described as possessing true Flight (Kingdom Come). Flash doesn't start with true Flight because he doesn't believe his power works that way. His scientific mind (Barry Allen) actually holds him back. Since Clark and Billy both discovered their abilities while still relatively young they didn't have the same compulsion to figure out "why" they worked the way they did. They just do what is needed with them.

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Re: The Classic Justice League starting members on 350 points

 

Excellent' date=' thanks for the explanation.[/quote']

 

Thanks for asking. :D

Another reason that factored into it IIRC was that adding Strength as a Framework Slot was in GM permission required territory. Using DI had no such baggage. It was just a use of DI that didn't actually use a "density" sfx. The character's Teleportation Power is another example of this as well. It is also part of the Flight/Superspeed sfx of their powers.

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Re: The Classic Justice League starting members on 350 points

 

I forgot that I never added my 6e version of Batman to this thread (follow links for hdc and pdf export of character).

from: http://www.herogames.com/forums/showthread.php/89763-Batman-and-Iron-Man-6th-with-possibly-a-VPP-400-points?p=2332621#post2332621

 

I forgot I had this lying around and had never posted it to my JLA350 thread so you get it first. :D

 

The VPP is designed to work exactly like a Multipower with ~ 12 slots of 30 active points each. The only difference is that the individual slots can be swapped out at the Batcave.

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Re: The Classic Justice League starting members on 350 points

 

Presumably by now he would have something equivalent in function to the boxing-glove arrow but that doesn't look quite as silly.

 

Never ever never ever never mock the boxing glove arrow.

Have you read the story with The Key? :thumbup:

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Re: The Classic Justice League starting members on 350 points

 

Never ever never ever never mock the boxing glove arrow.

Have you read the story with The Key? :thumbup:

 

No I haven't. ll I can think about his how thoroughly non-aerodynamic the thing must be. I imagine if anyone but Ollie or someone he trained tried to use it it would clatter uselessly to the ground the moment you released the string.

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Re: The Classic Justice League starting members on 350 points

 

Since HeroCentral is down for the foreseeable future here are the latest updates to my starting PC version of Superman for 6e:

 

Superman - Clark Kent

[TABLE]

[TR]

[TD=align: center]VAL[/TD]

[TD=align: center]CHA[/TD]

[TD=align: center]Cost[/TD]

[TD=align: center]Total[/TD]

[TD=align: center]Roll[/TD]

[TD=align: left]Notes[/TD]

[/TR]

[TR]

[TD=align: center]15[/TD]

[TD=align: center]STR[/TD]

[TD=align: center]5[/TD]

[TD=align: center]15/45[/TD]

[TD=align: center]12- / 18-[/TD]

[TD=align: left]HTH Damage 3d6/9d6 END [1/2][/TD]

[/TR]

[TR]

[TD=align: center]13[/TD]

[TD=align: center]DEX[/TD]

[TD=align: center]6[/TD]

[TD=align: center]13/22[/TD]

[TD=align: center]12-[/TD]

[TD=align: left]22 DEX only to act first[/TD]

[/TR]

[TR]

[TD=align: center]13[/TD]

[TD=align: center]CON[/TD]

[TD=align: center]3[/TD]

[TD=align: center]13/25[/TD]

[TD=align: center]12- / 14-[/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]13[/TD]

[TD=align: center]INT[/TD]

[TD=align: center]3[/TD]

[TD=align: center]13[/TD]

[TD=align: center]12-[/TD]

[TD=align: left]PER Roll 15-[/TD]

[/TR]

[TR]

[TD=align: center]15[/TD]

[TD=align: center]EGO[/TD]

[TD=align: center]5[/TD]

[TD=align: center]15[/TD]

[TD=align: center]12-[/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]15[/TD]

[TD=align: center]PRE[/TD]

[TD=align: center]5[/TD]

[TD=align: center]15[/TD]

[TD=align: center]12-[/TD]

[TD=align: left]PRE Attack: 3d6/5d6 with Striking Appearance & Reputation[/TD]

[/TR]

[TR]

[TD=align: center]4[/TD]

[TD=align: center]OCV[/TD]

[TD=align: center]5[/TD]

[TD=align: center]4/7[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]4[/TD]

[TD=align: center]DCV[/TD]

[TD=align: center]5[/TD]

[TD=align: center]4/7[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]3[/TD]

[TD=align: center]OMCV[/TD]

[TD=align: center]0[/TD]

[TD=align: center]3[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]3[/TD]

[TD=align: center]DMCV[/TD]

[TD=align: center]0[/TD]

[TD=align: center]3[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]5[/TD]

[TD=align: center]PD[/TD]

[TD=align: center]3[/TD]

[TD=align: center]5/25[/TD]

[TD=align: center][/TD]

[TD=align: left]5/25 PD (0/20 rPD)[/TD]

[/TR]

[TR]

[TD=align: center]5[/TD]

[TD=align: center]ED[/TD]

[TD=align: center]3[/TD]

[TD=align: center]5/25[/TD]

[TD=align: center][/TD]

[TD=align: left]5/25 ED (0/20 rED)[/TD]

[/TR]

[TR]

[TD=align: center]4[/TD]

[TD=align: center]SPD[/TD]

[TD=align: center]20[/TD]

[TD=align: center]4[/TD]

[TD=align: center][/TD]

[TD=align: left]Phases: 3, 6, 9, 12[/TD]

[/TR]

[TR]

[TD=align: center]5[/TD]

[TD=align: center]REC[/TD]

[TD=align: center]1[/TD]

[TD=align: center]5/15[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]25[/TD]

[TD=align: center]END[/TD]

[TD=align: center]1[/TD]

[TD=align: center]25/50[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]10[/TD]

[TD=align: center]BODY[/TD]

[TD=align: center]0[/TD]

[TD=align: center]10[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]25[/TD]

[TD=align: center]STUN[/TD]

[TD=align: center]3[/TD]

[TD=align: center]25/50[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Movement[/TD]

[TD]Combat[/TD]

[TD]NCmbat[/TD]

[TD]Notes[/TD]

[/TR]

[TR]

[TD]Running[/TD]

[TD=align: center]12m/52m[/TD]

[TD=align: center]48m/208m[/TD]

[TD=align: left]END [1/5][/TD]

[/TR]

[TR]

[TD]Swimming[/TD]

[TD=align: center]4m[/TD]

[TD=align: center]8m[/TD]

[TD=align: left]END [1][/TD]

[/TR]

[TR]

[TD]Leaping[/TD]

[TD=align: center]4m/46m[/TD]

[TD=align: center]8m/176m[/TD]

[TD=align: left]4m forward, 2m upward/44m f&u[/TD]

[/TR]

[TR]

[TD]Flight[/TD]

[TD=align: center]6m/46m[/TD]

[TD=align: center]12m/92m[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Teleportation[/TD]

[TD=align: center]22m[/TD]

[TD=align: center]88m[/TD]

[TD][/TD]

[/TR]

[TR]

[TD]Tunneling[/TD]

[TD=align: center]15m[/TD]

[TD=align: center]60m[/TD]

[TD][/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]Cost[/TD]

[TD]POWERS[/TD]

[TD]END[/TD]

[/TR]

[TR]

[TD=align: right][/TD]

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

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]30[/TD]

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

[TD=align: right]1[/TD]

[/TR]

[TR]

[TD=align: right]10[/TD]

[TD]2) +12 CON (12 Active Points)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]8[/TD]

[TD]3) +5 DEX (10 Active Points)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]4) +4 DEX (8 Active Points); Limited Power - Only to Act First with All Actions (-1)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]12[/TD]

[TD]5) +3 OCV (15 Active Points)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]12[/TD]

[TD]6) +3 DCV (15 Active Points)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]8[/TD]

[TD]7) +10 REC (10 Active Points)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]4[/TD]

[TD]8) +25 END (5 Active Points)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]10[/TD]

[TD]9) +25 STUN (13 Active Points)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]10) Flight 6m (6 Active Points)[/TD]

[TD=align: right]1[/TD]

[/TR]

[TR]

[TD=align: right]40[/TD]

[TD]11) Resistant Protection (20 PD/20 ED) (60 Active Points); Always On (-1/4)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]8[/TD]

[TD]12) Regeneration (1 BODY per Turn) (16 Active Points); Does Not Work On Some Damage (Magic, Alien diseases, etc..; -1/2), Always On (-1/4)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]18[/TD]

[TD]13) Life Support (Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (23 Active Points)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right][/TD]

[TD][/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right][/TD]

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

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]7[/TD]

[TD]1) +3 PER with all Sense Groups (9 Active Points)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]2) Infrared Perception (Sight Group) (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)[/TD]

[TD=align: right]1[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]3) Microscopic ( x100) with Sight Group (10 Active Points); Concentration (0 DCV; Only to Activate; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)[/TD]

[TD=align: right]1[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]4) Rapid ( x100) with Sight Group (10 Active Points); Concentration (0 DCV; Only to Activate; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)[/TD]

[TD=align: right]1[/TD]

[/TR]

[TR]

[TD=align: right]2[/TD]

[TD]5) Ultrasonic Perception (Hearing Group) (3 Active Points)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]6) Ultraviolet Perception (Sight Group) (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)[/TD]

[TD=align: right]1[/TD]

[/TR]

[TR]

[TD=align: right]17[/TD]

[TD]7) X-Ray Vision: Penetrative with Sight Group (15 Active Points); Concentration (0 DCV; Only to Activate; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)

plus Discriminatory with Sight Group - Can identify, distinguish, and analyze an object if the character makes a PER Roll. (10 Active Points); Linked (Penetrative; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)

plus Analyze with Sight Group - Can determine an even greater range of information, with greater precision, than can a Sense with Discriminatory (10 Active Points); Linked (Penetrative; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)[/TD]

[TD=align: right]3[/TD]

[/TR]

[TR]

[TD=align: right][/TD]

[TD][/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]105[/TD]

[TD]Strange Visitor... with powers and abilities far beyond those of mortal men: Variable Power Pool (Kryptonian), 60 base + 60 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Limited Power [Affects Pool Cost Only] - Kryptonion Powers Only (Speed, Strength, Toughness, Senses, Heat-Vision, etc..) (Real Cost Maximum=30 per slot (45 active without additional slot Limitations. Up to 60 active with additional slot Limitations. With enough additional Limitations (like Concentration, Extra Time, etc...) or Lower Active Point Abilities, 3 or more Slots can be used simultaneously.; -1/2); all slots Unified Power (-1/4), Conditional Power - Not in the presence of Kryptonite or red solar radiation (-1/4)

[Notes: The default example abilites allow 2 Slots to be used Simultaneously. However, the abilties listed are only examples and not intended to be an exclusive list. Other ability constructions within the Kryptonian Powers set could be created and used if approved by the GM.][/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]1) Up, Up and Away!: Flight 60m (60 Active Points); Concentration (1/2 DCV; Must Concentrate throughout use of Constant Power *(see Notes); -1/4), no Noncombat movement (-1/4) Real Cost: 30

[Notes: This slot represents a type of 'non-combat' movement that reduces DCV but not OCV. Concentration normally limits movement to 2 meters but in this custom application it only represents the 1/2 reduction to DCV which would otherwise be worth (-1/2) when combined with 'Must Concentrate throughout use of Constant Power'.][/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]2) Faster...: Teleportation 22m, No Relative Velocity, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (52 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 30[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]3) ...than a...: Running +40m (12m/52m total), x4 Noncombat (45 Active Points) Real Cost: 30[/TD]

[TD=align: right]4[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]4) ...speeding...: +4 Overall Skill Levels (48 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 27

[Notes: Removing "Only Costs END to Activate" From Costs Endurance results in +5 Overall Skill Levels with Real Cost: 30][/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]5) ...Bullet: Deflection (20 Active Points); No Range (Turns this into a Block vs. Ranged Attacks that doesn't require a "shield".; -1/2)

plus

Reflection (60 Active Points' worth) (40 Active Points); Concentration (1/2 DCV; -1/4), Linked (Deflection; -1/4)[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]6) More powerfull than a locamotive: Density Increase (6,500 kg mass, +30 STR, +6 PD/ED, -12m KB), Costs Endurance Only To Activate (+1/4) (30 Active Points)

plus

Reduced Endurance (0 END; +1/2) for up to 30 Active Points of Bonus STR from Density Increase (15 Active Points)[/TD]

[TD=align: right]2[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]7) More powerfull than a locamotive v2: Density Increase (3,342,300 kg mass, +75 STR, +15 PD/ED, -30m KB) (60 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; Only to Activate; -1/4) Real Cost: 30

[Notes: Costs 6 End/Phase just to keep active. Using the extra Strength costs +8 End/Phase. Total = 120 STR @16 End/Phase.][/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]8) Able to leap tall buildings in a single bound: Leaping 42m (x4 Noncombat), Combat Acceleration/Deceleration (+1/4), No Gravity Penalty (+1/2) (45 Active Points) Real Cost: 30[/TD]

[TD=align: right]4[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]9) Look! Up in the sky!: Flight 18m, MegaScale (1m = 100 km; VPP as Variable Advantage: Megascale can be replaced with any Advantage(s) adding up to +1 1/2 (Combat Acceleration/Deceleration, Invisible Power Effects, No Gravity Penalty, No Turn Mode, Reduced Endurance, Usable As Running or Swimming); +1 1/2) (45 Active Points) Real Cost: 30[/TD]

[TD=align: right]4[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]10) It's a bird. It's a plane. It's...: Flight 40m, Position Shift (45 Active Points) Real Cost: 30[/TD]

[TD=align: right]4[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]11) The Man of Steel: Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; Only to Activate; -1/4) Real Cost: 30[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]12) The Man of Steel v2: Resistant Protection (10 PD/10 ED) (Protect Carried Items), Hardened (x2; +1/2) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; Only to Activate; -1/4) Real Cost: 30

[Notes: The "Protect Carried Items" adder can allow large objects to be lifted from otherwise fragile lifting points without damaging them. Example: lifting an entire car with just hands on its bumper, lifting a large ship without cracking the hull, etc...][/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]13) The Man of Steel v3: Energy Damage Reduction, Resistant, 50% (30 Active Points); Concentration (1/2 DCV; Only to Activate; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)

plus

Physical Damage Reduction, Resistant, 50% (30 Active Points); Concentration (1/2 DCV; Only to Activate; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]14) Heat Vision: Killing Attack - Ranged 1d6, Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (+1/4), Area Of Effect Accurate (4m Radius; +1/2), No Range Modifier (+1/2), Constant (+1/2), Penetrating (x2; +1) (60 Active Points); Can Be Deflected (-1/4), No Knockback (-1/4) Real Cost: 30[/TD]

[TD=align: right]3[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]15) Heat Vision v2: Killing Attack - Ranged 2d6, Area Of Effect Accurate (4m Radius; +1/2), Penetrating (+1/2) (60 Active Points); Can Be Deflected (-1/4), No Knockback (-1/4) Real Cost: 30[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]16) Heat Vision v3: Killing Attack - Ranged 4d6 (60 Active Points); No Knockback (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 30[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]17) Disarming Heat Vision: Blast 1d6, Reduced Endurance (1/2 END; +1/4), Sticky (Only the affected metal object is "Sticky"; +1/2), No Range Modifier (+1/2), Does BODY (+1), Area Of Effect Accurate (32m Radius; +1 1/4), Selective (+1/4), Attack Versus Alternate Defense (Life Support Extreme Heat; +1 1/2), Damage Over Time (129-256 damage increments, damage occurs every Segment, can be negated by ending contact with the "affected" metal; Dropping the metal weapon; +5 3/4) (60 Active Points); Limited Power Only vs. Targets Touching Metal (-1/2) Real Cost: 30[/TD]

[TD=align: right]3[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]18) Welding Heat Vision: Healing BODY 2d6 (standard effect: 6 points), Ranged (+1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (60 Active Points); Limited Power Only vs. Metal that could normally be repaired via heat welding (-1/2) Real Cost: 30[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]19) Super Breath: Dispel Fire 8d6, Area Of Effect (32m Cone Explosion; +1/4), Does Knockback (+1/4), Fire Powers (+1/2), Double Knockback (+1/2) (60 Active Points); No Range (-1/2) Real Cost: 30[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]20) Super Breath v2: Entangle 6d6, 6 PD/6 ED (60 Active Points); Concentration (1/2 DCV; -1/4), Limited Range (-1/4) Real Cost: 30[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]21) Super Punching: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect Accurate (4m Radius; 6e damage prorating rules mean that 45 STR adds +6DC. VPP as Variable Advantage: AOE Accurate can be replaced with other appropriate Advantages adding up to +1/2 like Armor Piercing x2, Double Knockback etc.. .; +1/2) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 30

[/TD]

[TD=align: right]2[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]22) Super Punching v2: Hand-To-Hand Attack +6d6 (Reduced Negation (6)), Armor Piercing (6e damage prorating rules mean that 45 STR adds +7DC.; +1/4) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 30[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]23) Super Punching v3: Hand-To-Hand Attack +6d6 (Reduced Negation (6)), Reduced Endurance (1/2 END; 45 STR adds +9DC since Reduced END does not directly affect damage.; +1/4) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 30

[Notes: Like the "More powerfull than a locamotive" slot this allows for a 15d6 Punch but with the added 6d6 of Reduced Negation (the counter to Damage Negation). The other main differences are that it doesn't require Concentration to Activate or provide extra defenses or Knockback Resistance like that slot.][/TD]

[TD=align: right]2[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]24) Super Punching v4: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 30

[Notes: Per the Power Framework rules HA cannot be combined with any other STR bonus from other VPP slots (like Density Increase). Total = 21d6 when combined with base 45 STR.][/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]25) Super Tunneling: Tunneling 15m through 15 PD material, Fill In, x4 Noncombat (60 Active Points); Restrainable (Super Speed Spinning; -1/2) Real Cost: 30[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]26) Super Senses: Clairsentience (Sight Group), +5 to PER Roll, Mobile Perception Point (can move up to 12m per Phase), MegaScale (1m = 1 km; VPP as 'Variable Advantage/Adder' - Megascale or Mobile Perception Point can be swapped out for other Senses like the Hearing Group as well as Advantages or Adders like varying levels of Increased Maximum Range, Analyze, Tracking, etc...; +1) (60 Active Points); Limited Power Perception Point Always Faces Away From Character (Functions as Penetrative Advantage. Can't see through Lead or hear through vacuum; -1/2) Real Cost: 30[/TD]

[TD=align: right]6[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]SKILLS[/TD]

[/TR]

[TR]

[TD=align: right][/TD]

[TD]Common Everyman[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]1) Acting 8-[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]2) Climbing 8-[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]3) Concealment 8-[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]4) Deduction 8-[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]5) Language: English (completely fluent; literate) (4 Active Points)[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]6) Paramedics 8-[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]7) Persuasion 8-[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]8) PS: Reporter 11-[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]9) Shadowing 8-[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]10) Stealth 8-[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]11) TF: Everyman Skill, Small Motorized Ground Vehicles[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]12) AK: Metropolis 8-[/TD]

[/TR]

[TR]

[TD=align: right][/TD]

[TD][/TD]

[/TR]

[TR]

[TD=align: right]1[/TD]

[TD]Bureaucratics 8-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Conversation 12-[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]PERKS[/TD]

[/TR]

[TR]

[TD=align: right]1[/TD]

[TD]Fringe Benefit: Press Pass[/TD]

[/TR]

[TR]

[TD=align: right]1[/TD]

[TD]Positive Reputation: It's Superman! (A medium-sized group) 11-, +1/+1d6[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Well-Connected[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]1) Contact: Dr. Emil Hamilton (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) (6 Active Points) 11-[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]TALENTS[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]+1/+1d6 Striking Appearance (vs. all characters)[/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]COMPLICATIONS[/TD]

[TD=align: right]Value[/TD]

[/TR]

[TR]

[TD]Dependent NPC: Lois Lane Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD]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)[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD]Hunted: Rogues Gallery Infrequently (Less Pow; NCI; Harshly Punish)[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD]Negative Reputation: Alien background information given to public from first interview with Daily Planet reporter, Infrequently[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD]Psychological Complication: Code vs. Killing (Common; Total)[/TD]

[TD=align: right]20[/TD]

[/TR]

[TR]

[TD]Physical Complication: Kryptonian Physiology Requires Special Medical Care. If injured (takes BODY) by something his Regeneration can't heal doctors usually need a small amount of kryptonite to do simple tasks like give an IV. (Infrequently; Barely Impairing)[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD]Social Complication: Secret Identity: Clark Kent Infrequently, Major[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD]Susceptibility: Whenever near Kryptonite. 1d6 damage per Turn (Uncommon)

[Notes: Character is Stunned for 1 Phase due to automatic loss of additional 25 STUN from Kryptonian Physiology.][/TD]

[TD=align: right]10[/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]BACKGROUND/HISTORY[/TD]

[/TR]

[TR]

[TD]The infant Kal-El of Krypton was rocketed to Earth to avoid the destruction of his homeworld. He was discovered and raised by Martha and Jonathan Kent as their own son, Clark. They instilled in him the principals of honor and justice. During his teenage years he discovered that he had incredible powers beyond those of mortal men. He resolved to use those powers to help the world and created the costumed identity of Superman to protect his private life.[/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]CAMPAIGN_USE[/TD]

[/TR]

[TR]

[TD]Flying Speedster Energy Projecting Brick[/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]PERSONALITY[/TD]

[/TR]

[TR]

[TD]Superman is an extremely moral person, believing it immoral to kill anyone under any circumstances, and will do whatever he can to avoid it. Clark's upbringing in the Midwest largely contributes to this, as his adoptive parents raised him to do the right thing.[/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]QUOTE[/TD]

[/TR]

[TR]

[TD]This looks like a job for Superman![/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]TACTICS[/TD]

[/TR]

[TR]

[TD]Strength - although varying depending on his energy levels, Clark is among the strongest superheroes on Earth, capable of lifting a plane.

 

Flight - able to defy gravity, possibly through sheer force of will.

 

Invulnerability - years of exposure to yellow solar energy have caused Clark's Kryptonian body to become almost indestructible. His natural bio-electric aura also has limited force field properties protecting items near his skin e.g. his costume. His cape is not protected by his aura.Clark can survive in outer space as long as he has a breathing apparatus, and doesn't lose too much solar energy. Without an air supply, Superman can last between an hour and ninety minutes in space or underwater, after taking a deep breath. Using his powers of flight and super-speed Clark can travel inter-planetary distances by himself. Interstellar distances require assistance e.g. a spaceship, teleportation belt.

 

Super-speed - capable of superhuman speed, Clark can fly from Metropolis to have dinner with Lois Lane in Paris, France, or in a few minutes fly to the Moon.

 

Super-breath - Clark's invulnerability and strength exist internally too, affecting his skeleton and internal organs. After inhaling deeply he can expel the air in a gale-force wind. Superman is also able to chill his breath in order to freeze a target (this latter ability has also been called "freeze breath" and "arctic breath").

 

Super-hearing - Capable of blocking out and discerning a single known voice within a city.

 

Vision - Clark can detect electromagnetic energy in more than the normal visible spectrum: X-Ray vision - lead appears opaque IR vision Microscopic Telescopic Heat Vision - additionally, Clark can release solar energy in the form of Heat Vision as a weapon.[/TD]

[/TR]

[/TABLE]

Base Pts: 400

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 400

 

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Re: The Classic Justice League starting members on 350 points

 

Since HeroCentral is down for the foreseeable future here are the latest updates to Flash for 6e:

 

The Flash - Wally West

[TABLE]

[TR]

[TD=align: center]VAL[/TD]

[TD=align: center]CHA[/TD]

[TD=align: center]Cost[/TD]

[TD=align: center]Total[/TD]

[TD=align: center]Roll[/TD]

[TD=align: left]Notes[/TD]

[/TR]

[TR]

[TD=align: center]20[/TD]

[TD=align: center]STR[/TD]

[TD=align: center]5[/TD]

[TD=align: center]20[/TD]

[TD=align: center]13-[/TD]

[TD=align: left]HTH Damage 4d6 END [2][/TD]

[/TR]

[TR]

[TD=align: center]18[/TD]

[TD=align: center]DEX[/TD]

[TD=align: center]10[/TD]

[TD=align: center]18/27[/TD]

[TD=align: center]13- / 14-[/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]20[/TD]

[TD=align: center]CON[/TD]

[TD=align: center]5[/TD]

[TD=align: center]20[/TD]

[TD=align: center]13-[/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]13[/TD]

[TD=align: center]INT[/TD]

[TD=align: center]3[/TD]

[TD=align: center]13[/TD]

[TD=align: center]12-[/TD]

[TD=align: left]PER Roll 12-[/TD]

[/TR]

[TR]

[TD=align: center]10[/TD]

[TD=align: center]EGO[/TD]

[TD=align: center]0[/TD]

[TD=align: center]10[/TD]

[TD=align: center]11-[/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]15[/TD]

[TD=align: center]PRE[/TD]

[TD=align: center]5[/TD]

[TD=align: center]15[/TD]

[TD=align: center]12-[/TD]

[TD=align: left]PRE Attack: 3d6[/TD]

[/TR]

[TR]

[TD=align: center]8[/TD]

[TD=align: center]OCV[/TD]

[TD=align: center]5[/TD]

[TD=align: center]8[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]8[/TD]

[TD=align: center]DCV[/TD]

[TD=align: center]5[/TD]

[TD=align: center]8[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]3[/TD]

[TD=align: center]OMCV[/TD]

[TD=align: center]0[/TD]

[TD=align: center]3[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]3[/TD]

[TD=align: center]DMCV[/TD]

[TD=align: center]0[/TD]

[TD=align: center]3[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]11[/TD]

[TD=align: center]PD[/TD]

[TD=align: center]6[/TD]

[TD=align: center]11/19[/TD]

[TD=align: center][/TD]

[TD=align: left]11/19 PD (3/11 rPD)[/TD]

[/TR]

[TR]

[TD=align: center]11[/TD]

[TD=align: center]ED[/TD]

[TD=align: center]6[/TD]

[TD=align: center]11/19[/TD]

[TD=align: center][/TD]

[TD=align: left]11/19 ED (3/11 rED)[/TD]

[/TR]

[TR]

[TD=align: center]6[/TD]

[TD=align: center]SPD[/TD]

[TD=align: center]20[/TD]

[TD=align: center]6[/TD]

[TD=align: center][/TD]

[TD=align: left]Phases: 2, 4, 6, 8, 10, 12[/TD]

[/TR]

[TR]

[TD=align: center]10[/TD]

[TD=align: center]REC[/TD]

[TD=align: center]0[/TD]

[TD=align: center]10[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]50[/TD]

[TD=align: center]END[/TD]

[TD=align: center]0[/TD]

[TD=align: center]50[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]10[/TD]

[TD=align: center]BODY[/TD]

[TD=align: center]0[/TD]

[TD=align: center]10[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]30[/TD]

[TD=align: center]STUN[/TD]

[TD=align: center]0[/TD]

[TD=align: center]30[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Movement[/TD]

[TD]Combat[/TD]

[TD]NCmbat[/TD]

[TD]Notes[/TD]

[/TR]

[TR]

[TD]Running[/TD]

[TD=align: center]30m/66m[/TD]

[TD=align: center]60m/132m[/TD]

[TD=align: left]END [2/4][/TD]

[/TR]

[TR]

[TD]Swimming[/TD]

[TD=align: center]4m[/TD]

[TD=align: center]8m[/TD]

[TD=align: left]END [1][/TD]

[/TR]

[TR]

[TD]Leaping[/TD]

[TD=align: center]4m[/TD]

[TD=align: center]8m[/TD]

[TD=align: left]4m forward, 2m upward[/TD]

[/TR]

[TR]

[TD]Teleportation[/TD]

[TD=align: center]23m[/TD]

[TD=align: center]92m[/TD]

[TD][/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]Cost[/TD]

[TD]POWERS[/TD]

[TD]END[/TD]

[/TR]

[TR]

[TD=align: right][/TD]

[TD]Superspeed Powers[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]1) +5 STR[/TD]

[TD=align: right]1[/TD]

[/TR]

[TR]

[TD=align: right]6[/TD]

[TD]2) +3 DEX[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]9[/TD]

[TD]3) +9 DEX (18 Active Points); Limited Power Only to Act First with All Actions (-1)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]4) +5 CON[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]20[/TD]

[TD]5) +4 OCV[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]20[/TD]

[TD]6) +4 DCV[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]20[/TD]

[TD]7) +2 SPD[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]6[/TD]

[TD]8) +6 REC[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]6[/TD]

[TD]9) +30 END[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]10) +10 STUN[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]11) Absolute Time Sense[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]7[/TD]

[TD]12) Danger Sense (self only, out of combat, Function as a Sense) (22 Active Points); No Conscious Control (-2) 12-[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]12[/TD]

[TD]13) Rapid ( x100) with Normal Sight and Normal Hearing[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]14[/TD]

[TD]14) Resistant Protection (8 PD/8 ED) (24 Active Points); Restrainable (Requires Movement; -1/2), Costs Endurance (Only Costs END to Activate; -1/4)[/TD]

[TD=align: right]2[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]15) Life Support (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); Linked (Resistant Protection; -1/2)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]25[/TD]

[TD]16) Running (Base) +18m (30m/66m total), Reduced Endurance (1/2 END; Affects base 12m Running ; +1/4) (25 Active Points)[/TD]

[TD=align: right]1[/TD]

[/TR]

[TR]

[TD=align: right][/TD]

[TD][/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]117[/TD]

[TD]Superspeed Tricks: Variable Power Pool (Superspeed), 72 base + 60 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (162 Active Points); Custom Modifier (Does not understand true nature of powers) (Superspeed Powers Only - Real Cost Total Maximum=72 (typically 36 per slot) By taking enough additional Limitations (like Increased END or Concentration) 3 or more Slots of up to 60 active point can be used simultaneously.; -3/4); all slots Unified Power (-1/4)

[Notes: This is just an example list of abilities.][/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]1) Faster...: Teleportation 23m, No Relative Velocity, Position Shift, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (60 Active Points); Must Pass Through Intervening Space (-1/4), Limited Power Only In Contact With A Surface (-1/4) Real Cost: 34

[Notes: This represents a form of 'Running' that is faster than the normal eye can see. Character's with Rapid sight @x100 should be able to see his path.][/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]2) ...than...: Running (90m with base 30m) 60m (60 Active Points); Concentration (1/2 DCV; -1/4), no Noncombat movement (-1/4) Real Cost: 34

[Notes: This slot represents a type of 'non-combat' movement that just doesn't reduce his OCV. Normally, Concentration limits movement to 2m. In this case it is just to represent the 1/2 reduction to DCV which would normally be worth (-1/2) when combined with 'Must Concentrate throughout use of Constant Power'.][/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]3) ...a...: Running +36m (30m/66m total), Reduced Endurance (1/2 END; +1/4) (45 Active Points) Real Cost: 36[/TD]

[TD=align: right]2[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]4) ...speeding...: +4 Overall (48 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 32[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]5) ...Bullet: Deflection (20 Active Points)

plus

Reflection (60 Active Points' worth) (40 Active Points); Increased Endurance Cost (x2 END; -1/2), Linked (Deflection; -1/4)[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]6) The Fastest Man Alive: Flight 24m, MegaScale (1m = 100 km; VPP based Variable Advantage - can be replaced with any other combination of Advantages adding up to +1 1/2; +1 1/2) (60 Active Points); Only In Contact With A Surface (This Limitation is primarily due to his Psychological Limitation: Fear of Flying, Flash believes that he can't properly "fly" without spining arms or something similar (reduce active points down to 45 without this Limitation); -1/4) Real Cost: 40[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]7) Superspeed Wind Generation: Dispel Fire 8d6, Area Of Effect (1m Cone Explosion; +1/4), Does Knockback (+1/4), Fire Powers (+1/2), Double Knockback (+1/2) (60 Active Points); No Range (-1/2) Real Cost: 34[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]8) Superspeed Molecular Control: Desolidification , Usable Simultaneously (up to 2 people at once; +1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Grantor must grant power one Recipient at a time. (60 Active Points); Limited Power Only Protects Against Physical Damage (-1/2), Perceivable (-1/4) Real Cost: 30[/TD]

[TD=align: right]6[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]9) Superspeed Punch: Hand-To-Hand Attack +6d6, Armor Piercing (+1/4), Area Of Effect Accurate (4m Radius; 6e damage prorating rules mean that 20 STR adds +2DC. VPP based Variable Advantage - this and AP can be replaced with any other Advantages adding up to same amount; +1/2) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 35[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]10) Superspeed Punch v2: Hand-To-Hand Attack +6d6, Autofire (3 shots; 6e damage prorating rules mean that 20 STR adds +3DC. VPP based Variable Advantage - Autofire can be replaced with any other +1/4 Advantage.; +1/4), Reduced Endurance (1/2 END; +1/2) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 35[/TD]

[TD=align: right]2[/TD]

[/TR]

[TR]

[TD=align: right]0[/TD]

[TD]11) Superspeed Recovery: Healing BODY 1d6+1 (standard effect: 4 points), Reduced Endurance (0 END; +1/2), Decreased Re-use Duration (1 Turn; +1 1/2), Expanded Effect (x4 Characteristics or Powers simultaneously) (+1 1/2) (58 Active Points); Limited Power Self Only (-1/2) Real Cost: 33[/TD]

[TD=align: right]0[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]MARTIAL ARTS[/TD]

[/TR]

[TR]

[TD=align: right][/TD]

[TD]Speedster Martial Arts[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]1) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]2) Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 4d6 +v/10; Target Falls; FMove[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]3) Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]4) Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/10; FMove[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]5) Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 30 STR to Disarm; FMove[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]SKILLS[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Breakfall 13- (14-)[/TD]

[/TR]

[TR]

[TD=align: right]1[/TD]

[TD]Navigation 8-[/TD]

[/TR]

[TR]

[TD=align: right]5[/TD]

[TD]Rapid Attack (10 Active Points); Limited Power HTH Multiple Attacks Only (-1)

[Notes: A character with this Combat Skill has a heightened ability to move in combat. He can make a Multiple Attack (6E2 73) as a Half Phase Action, instead of a Full Phase Action.][/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Superspeed: Power 13- (14-)[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]PERKS[/TD]

[/TR]

[TR]

[TD=align: right]2[/TD]

[TD]It's The Flash!: Positive Reputation (A large group) 11-, +1/+1d6[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]TALENTS[/TD]

[/TR]

[TR]

[TD=align: right]6[/TD]

[TD]Combat Luck (3 PD/3 ED)[/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]COMPLICATIONS[/TD]

[TD=align: right]Value[/TD]

[/TR]

[TR]

[TD]Dependent NPC: Wife - Linda Park Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD]Hunted: Rogues Gallery Infrequently (As Pow; Harshly Punish)[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD]Psychological Complication: Code vs. Killing (Common; Total)[/TD]

[TD=align: right]20[/TD]

[/TR]

[TR]

[TD]Psychological Complication: Doesn't believe he can Fly (like Superman) without using arms like propellers (Uncommon; Moderate)[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD]Social Complication: Wally West Infrequently, Major[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD]Vulnerability: 1 1/2 x STUN Cold (Common)[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD]Vulnerability: Cold (Common)[/TD]

[TD=align: right]10[/TD]

[/TR]

[/TABLE]

Base Pts: 400

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 400

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  • 5 weeks later...

Re: The Classic Justice League starting members on 350 points

 

Here's a re-post of my 6e Green Lantern using the board friendly export:

 

The hdc files are available in the original post here:

http://www.herogames.com/forums/showthread.php/68869-The-Classic-Justice-League-starting-members-on-350-points?p=2068976#post2068976

 

Green Lantern of Sector 2814 - Hal Jordan

[TABLE]

[TR]

[TD=align: center]VAL[/TD]

[TD=align: center]CHA[/TD]

[TD=align: center]Cost[/TD]

[TD=align: center]Total[/TD]

[TD=align: center]Roll[/TD]

[TD=align: left]Notes[/TD]

[/TR]

[TR]

[TD=align: center]15[/TD]

[TD=align: center]STR[/TD]

[TD=align: center]5[/TD]

[TD=align: center]15[/TD]

[TD=align: center]12-[/TD]

[TD=align: left]HTH Damage 3d6 END [3][/TD]

[/TR]

[TR]

[TD=align: center]18[/TD]

[TD=align: center]DEX[/TD]

[TD=align: center]16[/TD]

[TD=align: center]18[/TD]

[TD=align: center]13-[/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]20[/TD]

[TD=align: center]CON[/TD]

[TD=align: center]10[/TD]

[TD=align: center]20[/TD]

[TD=align: center]13-[/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]18[/TD]

[TD=align: center]INT[/TD]

[TD=align: center]8[/TD]

[TD=align: center]18[/TD]

[TD=align: center]13-[/TD]

[TD=align: left]PER Roll 13-[/TD]

[/TR]

[TR]

[TD=align: center]18[/TD]

[TD=align: center]EGO[/TD]

[TD=align: center]8[/TD]

[TD=align: center]18[/TD]

[TD=align: center]13-[/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]15[/TD]

[TD=align: center]PRE[/TD]

[TD=align: center]5[/TD]

[TD=align: center]15[/TD]

[TD=align: center]12-[/TD]

[TD=align: left]PRE Attack: 3d6[/TD]

[/TR]

[TR]

[TD=align: center]6[/TD]

[TD=align: center]OCV[/TD]

[TD=align: center]15[/TD]

[TD=align: center]6[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]6[/TD]

[TD=align: center]DCV[/TD]

[TD=align: center]15[/TD]

[TD=align: center]6[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]6[/TD]

[TD=align: center]OMCV[/TD]

[TD=align: center]9[/TD]

[TD=align: center]6[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]6[/TD]

[TD=align: center]DMCV[/TD]

[TD=align: center]9[/TD]

[TD=align: center]6[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]8[/TD]

[TD=align: center]PD[/TD]

[TD=align: center]6[/TD]

[TD=align: center]8/11[/TD]

[TD=align: center][/TD]

[TD=align: left]8/11 PD (0/3 rPD)[/TD]

[/TR]

[TR]

[TD=align: center]8[/TD]

[TD=align: center]ED[/TD]

[TD=align: center]6[/TD]

[TD=align: center]8/11[/TD]

[TD=align: center][/TD]

[TD=align: left]8/11 ED (0/3 rED)[/TD]

[/TR]

[TR]

[TD=align: center]4[/TD]

[TD=align: center]SPD[/TD]

[TD=align: center]20[/TD]

[TD=align: center]4[/TD]

[TD=align: center][/TD]

[TD=align: left]Phases: 3, 6, 9, 12[/TD]

[/TR]

[TR]

[TD=align: center]10[/TD]

[TD=align: center]REC[/TD]

[TD=align: center]6[/TD]

[TD=align: center]10[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]40[/TD]

[TD=align: center]END[/TD]

[TD=align: center]4[/TD]

[TD=align: center]40[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]12[/TD]

[TD=align: center]BODY[/TD]

[TD=align: center]2[/TD]

[TD=align: center]12[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[TR]

[TD=align: center]30[/TD]

[TD=align: center]STUN[/TD]

[TD=align: center]5[/TD]

[TD=align: center]30[/TD]

[TD=align: center][/TD]

[TD=align: left][/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Movement[/TD]

[TD]Combat[/TD]

[TD]NCmbat[/TD]

[TD]Notes[/TD]

[/TR]

[TR]

[TD]Running[/TD]

[TD=align: center]12m[/TD]

[TD=align: center]24m[/TD]

[TD=align: left]END [1][/TD]

[/TR]

[TR]

[TD]Swimming[/TD]

[TD=align: center]4m[/TD]

[TD=align: center]8m[/TD]

[TD=align: left]END [1][/TD]

[/TR]

[TR]

[TD]Leaping[/TD]

[TD=align: center]4m[/TD]

[TD=align: center]8m[/TD]

[TD=align: left]4m forward, 2m upward[/TD]

[/TR]

[TR]

[TD]Flight[/TD]

[TD=align: center]40m[/TD]

[TD=align: center]80m[/TD]

[TD][/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]Cost[/TD]

[TD]POWERS[/TD]

[TD]END[/TD]

[/TR]

[TR]

[TD=align: right]75[/TD]

[TD]He's a Natural with the Ring!: Custom Power - Naked Buyoff of Requires Skill Roll to change & Requires EGO Roll to use powers in Ring VPP (75 Active Points)[/TD]

[TD=align: right]0[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]SKILLS[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Charm 12-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Combat Piloting 13-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Concealment 13-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Conversation 12-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Deduction 13-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Navigation 13-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Oratory 12-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Paramedics 13-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Power 13-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Sleight Of Hand 13-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Stealth 13-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Survival 13-[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Systems Operation 13-[/TD]

[/TR]

[TR]

[TD=align: right]7[/TD]

[TD]TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes[/TD]

[/TR]

[TR]

[TD=align: right]24[/TD]

[TD]+2 Overall Skill Levels[/TD]

[/TR]

[TR]

[TD=align: right]15[/TD]

[TD]+3 with a large group of attacks (Green Power Ring)[/TD]

[/TR]

[TR]

[TD=align: right]2[/TD]

[TD]KS: Oans 11-[/TD]

[/TR]

[TR]

[TD=align: right]2[/TD]

[TD]AK: Sector 2814 11-[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]PERKS[/TD]

[/TR]

[TR]

[TD=align: right]64[/TD]

[TD]The Most Powerful Weapon In The Universe! (IIF Ring): Follower/Computer (see Equipment for Abilities) (80 Active Points); IIF (Green Power Ring; -1/4)[/TD]

[/TR]

[TR]

[TD=align: right]2[/TD]

[TD]Positive Reputation: It's Green Lantern! (A medium-sized group) 14-, +1/+1d6[/TD]

[/TR]

[TR]

[TD=align: right]11[/TD]

[TD]Member of Green Lantern Corps: Fringe Benefit: Interstellar Police Powers, Membership[/TD]

[/TR]

[TR]

[TD=align: right]4[/TD]

[TD]Retired Airforce Test Pilot: Fringe Benefit: Captain[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]TALENTS[/TD]

[/TR]

[TR]

[TD=align: right]6[/TD]

[TD]Combat Luck (3 PD/3 ED)[/TD]

[/TR]

[/TABLE]

[TABLE]

[TR]

[TD]Cost[/TD]

[TD]EQUIPMENT[/TD]

[/TR]

[TR]

[TD][/TD]

[TD]Oan Power Ring Energy (Equipment): Variable Power Pool (Cosmic), 150 base + 150 control cost, No Skill Roll Required (See: He's a Natural with the Ring!; +1), Powers Can Be Changed As A Zero-Phase Action (+1) (375 Active Points); Conditional Power A single power's maximum Active Points = 5x EGO of Wearer [90 for current user]. Usable Real Points total = [150] (Use is Subject to Programing* set by Oans; -1/4); all slots Unified Power (-1/4), 1 Continuing Charge [1 Day] (Custom Limitation) (Can only be recharged by living wearer with Oan Power Battery (Lantern); -1/4)

[Notes: This is just an example list of abilities. The Player & GM should work out a preset list before game time. * Programming by Oans can represent anything the GM wants (ex: Limitation vs. the color yellow).][/TD]

[/TR]

[TR]

[TD][/TD]

[TD]1) Barrier 14 PD/14 ED, 0 BODY (up to 5m long, 2m tall, and 1/2m thick), Non-Anchored, Mobile (+1/4), Configurable (+1/4) (90 Active Points) Real Cost: 60[/TD]

[/TR]

[TR]

[TD][/TD]

[TD]2) Blast 12d6, Reduced Endurance (1/2 END; +1/4), Indirect (Source Point is the same for every use, path is from Source Point to target; +1/4) (90 Active Points) Real Cost: 60[/TD]

[/TR]

[TR]

[TD][/TD]

[TD]3) Flight 40m, Reduced Endurance (1/2 END; +1/4), MegaScale (1m = 1 km; +1) (90 Active Points) Real Cost: 60[/TD]

[/TR]

[TR]

[TD][/TD]

[TD]4) Resistant Protection (30 PD/30 ED) (90 Active Points) Real Cost: 60[/TD]

[/TR]

[TR]

[TD][/TD]

[TD]5) Life Support (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing), Persistent (+1/4), Limited Range (+1/4), Usable By Other (+1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally, Area Of Effect (8 2m Areas; +3/4), Selective (+1/4) (87 Active Points) Real Cost: 58[/TD]

[/TR]

[TR]

[TD][/TD]

[TD]6) Telekinesis (60 STR) (90 Active Points) Real Cost: 60[/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]COMPLICATIONS[/TD]

[TD=align: right]Value[/TD]

[/TR]

[TR]

[TD]Dependent NPC: Carol Ferris Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD]Hunted: Rogues Gallery Infrequently (As Pow; Harshly Punish)[/TD]

[TD=align: right]10[/TD]

[/TR]

[TR]

[TD]Negative Reputation: Space Cop, Infrequently[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD]See full descriptions of Psychological Limatations @ http://www.nextgenrpg.com/masterlists.htm[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD]Psychological Complication: Code vs. Killing (Common; Total)[/TD]

[TD=align: right]20[/TD]

[/TR]

[TR]

[TD]Psychological Complication: Fearless (Common; Strong)[/TD]

[TD=align: right]15[/TD]

[/TR]

[TR]

[TD]Social Complication: Obligated To Green Lantern Corps Infrequently, Minor[/TD]

[TD=align: right]5[/TD]

[/TR]

[TR]

[TD]Social Complication: Secret Identity - Hal Jordan Infrequently, Major[/TD]

[TD=align: right]10[/TD]

[/TR]

[/TABLE]

[TABLE=width: 1024]

[TR]

[TD]QUOTE[/TD]

[/TR]

[TR]

[TD]"In brightest day, in blackest night,no evil shall escape my sight,let those who worship evil's might,beware my power,Green Lantern's light!"[/TD]

[/TR]

[/TABLE]

Base Pts: 400

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 400

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  • 5 weeks later...

 

"And here's a very rough 1st draft of Batman."

 

Curious. Has anyone considered writing up Batman with several follower/sidekicks? Robin is obvious. But it seems like he teams up often with batgirl/nightwing as well. Perhaps even Talia or Alfred.

 

It would be interesting if you could do it with an activation. Say a weaker robin on a 14- and a stronger nightwing/batwoman on an 8- (to lower the cost).

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  • 2 weeks later...

test

 

Superman

Clark Kent

 

VAL CHA Cost Roll Notes

15 STR 5 12- / 18- HTH Damage 3d6/9d6 END [1/2]

13 DEX 6 12- / 13-

13 CON 3 12- / 14-

13 INT 3 12- PER Roll 15-

15 EGO 5 12-

15 PRE 5 12- PRE Attack: 3d6

4 OCV 5

4 DCV 5

3 OMCV 0

3 DMCV 0

4 SPD 20 Phases: 3, 6, 9, 12

5 PD 3 5/25 PD (0/20 rPD)

5 ED 3 5/25 ED (0/20 rED)

5 REC 1

25 END 1

10 BODY 0

25 STUN 3

 

Movement Cost Meters Notes

RUNNING 0 12m/52m,/48m/208m END [1/5]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

FLIGHT 6m/46m/12m/92m

 

TELEPORTATION 22m/88m

TUNNELING 15m/60m

 

Characteristics Total: 68

 

Cost Powers

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

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

10 2) +12 CON (12 Active Points)

8 3) +5 DEX (10 Active Points)

3 4) +4 DEX (8 Active Points); Limited Power - Only to Act First with All Actions (-1)

12 5) +3 OCV (15 Active Points)

12 6) +3 DCV (15 Active Points)

8 7) +10 REC (10 Active Points)

4 8) +25 END (5 Active Points)

10 9) +25 STUN (13 Active Points)

5 10) Flight 6m (6 Active Points) - END=1

40 11) Resistant Protection (20 PD/20 ED) (60 Active Points); Always On (-1/4)

8 12) Regeneration (1 BODY per Turn) (16 Active Points); Does Not Work On Some Damage (Magic, Alien diseases, etc..; -1/2), Always On (-1/4)

18 13) Life Support (Extended Breathing: 1 END per 5 Minutes; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Longevity: 200 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (23 Active Points)

 

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

7 1) +3 PER with all Sense Groups (9 Active Points)

3 2) Infrared Perception (Sight Group) (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=1

5 3) Microscopic ( x100) with Sight Group (10 Active Points); Concentration (0 DCV; Only to Activate; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=1

5 4) Rapid ( x100) with Sight Group (10 Active Points); Concentration (0 DCV; Only to Activate; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) - END=1

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

3 6) Ultraviolet Perception (Sight Group) (5 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) - END=1

17 7) X-Ray Vision: (Total: 35 Active Cost, 17 Real Cost) Penetrative with Sight Group (15 Active Points); Concentration (0 DCV; Only to Activate; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 7) plus Discriminatory with Sight Group - Can identify, distinguish, and analyze an object if the character makes a PER Roll. (10 Active Points); Linked (Penetrative; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 5) plus Analyze with Sight Group - Can determine an even greater range of information, with greater precision, than can a Sense with Discriminatory (10 Active Points); Linked (Penetrative; -1/2), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 5) - END=3

 

105 Strange Visitor... with powers and abilities far beyond those of mortal men: Variable Power Pool (Kryptonian), 60 base + 60 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1) (150 Active Points); Limited Power [Affects Pool Cost Only] - Kryptonion Powers Only (Speed, Strength, Toughness, Senses, Heat-Vision, etc..) (Real Cost Maximum=30 per slot (45 active without additional slot Limitations. Up to 60 active with additional slot Limitations. With enough additional Limitations (like Concentration, Extra Time, etc...) or Lower Active Point Abilities, 3 or more Slots can be used simultaneously.; -1/2); all slots Unified Power (-1/4), Conditional Power - Not in the presence of Kryptonite or red solar radiation (-1/4)

[Notes: The default example abilities allow 2 Slots to be used Simultaneously. However, the abilties listed are only examples and not intended to be an exclusive list. Other ability constructions within the Kryptonian Powers set could be created and used if approved by the GM.]

0 1) Up, Up and Away!: Flight 60m (60 Active Points); Concentration (1/2 DCV; Must Concentrate throughout use of Constant Power *(see Notes); -1/4), no Noncombat movement (-1/4) Real Cost: 30

[Notes: This slot represents a type of 'non-combat' movement that reduces DCV but not OCV. Concentration normally limits movement to 2 meters but in this custom application it only represents the 1/2 reduction to DCV which would otherwise be worth (-1/2) when combined with 'Must Concentrate throughout use of Constant Power'.] - END=6

0 2) Faster...: Teleportation 22m, No Relative Velocity, x2 Increased Mass, x4 Noncombat, Safe Blind Teleport (+1/4) (52 Active Points); Must Pass Through Intervening Space (-1/4) Real Cost: 30 - END=5

0 3) ...than a...: Running +40m (12m/52m total), x4 Noncombat (45 Active Points) Real Cost: 30 - END=4

0 4) ...speeding...: +4 Overall Skill Levels (48 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 27 [Notes: Removing "Only Costs END to Activate" From Costs Endurance results in +5 Overall Skill Levels with Real Cost: 30] - END=5

0 5) ...Bullet: (Total: 60 Active Cost, 30 Real Cost) Deflection (20 Active Points); No Range (Turns this into a Block vs. Ranged Attacks that doesn't require a "shield".; -1/2) (Real Cost: 10) plus Reflection (60 Active Points' worth) (40 Active Points); Concentration (1/2 DCV; -1/4), Linked (Deflection; -1/4) (Real Cost: 20) Real Cost: 30 - END=6

0 6) More powerfull than a locamotive: (Total: 45 Active Cost, 30 Real Cost) Density Increase (6,500 kg mass, +30 STR, +6 PD/ED, -12m KB), Costs Endurance Only To Activate (+1/4) (30 Active Points) (Real Cost: 20) plus Reduced Endurance (0 END; +1/2) for up to 30 Active Points of Bonus STR from Density Increase (15 Active Points) (Real Cost: 15) Real Cost: 30 - END=2

0 7) More powerfull than a locamotive v2: Density Increase (3,342,300 kg mass, +75 STR, +15 PD/ED, -30m KB) (60 Active Points); Extra Time (Full Phase, Only to Activate, -1/4), Concentration (1/2 DCV; Only to Activate; -1/4) Real Cost: 30

[Notes: Costs 6 End/Phase just to keep active. Using the extra Strength costs +8 End/Phase. Total = 120 STR @16 End/Phase.] - END=6

0 8) Able to leap tall buildings in a single bound: Leaping 42m (x4 Noncombat), Combat Acceleration/Deceleration (+1/4), No Gravity Penalty (+1/2) (45 Active Points) Real Cost: 30 - END=4

0 9) Look! Up in the sky!: Flight 18m, MegaScale (1m = 100 km; VPP as Variable Advantage: Megascale can be replaced with any Advantage(s) adding up to +1 1/2 (Combat Acceleration/Deceleration, Invisible Power Effects, No Gravity Penalty, No Turn Mode, Reduced Endurance, Usable As Running or Swimming); +1 1/2) (45 Active Points) Real Cost: 30 - END=4

0 10) It's a bird. It's a plane. It's...: Flight 40m, Position Shift (45 Active Points) Real Cost: 30 - END=4

0 11) The Man of Steel: Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; Only to Activate; -1/4) Real Cost: 30 - END=6

0 12) The Man of Steel v2: Resistant Protection (10 PD/10 ED) (Protect Carried Items), Hardened (x2; +1/2) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; Only to Activate; -1/4) Real Cost: 30

[Notes: The "Protect Carried Items" adder can allow large objects to be lifted from otherwise fragile lifting points without damaging them. (Examples: lifting an entire car with just hands on its bumper, lifting a large ship without cracking the hull, etc...)] - END=6

0 13) The Man of Steel v3: (Total: 60 Active Cost, 30 Real Cost) Energy Damage Reduction, Resistant, 50% (30 Active Points); Concentration (1/2 DCV; Only to Activate; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 15) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Concentration (1/2 DCV; Only to Activate; -1/4), Costs Endurance (Only Costs END to Activate; -1/4) (Real Cost: 15) Real Cost: 30 - END=6

0 14) Heat Vision: Killing Attack - Ranged 1d6, Reduced Endurance (1/2 END; +1/4), +1 Increased STUN Multiplier (+1/4), Area Of Effect Accurate (4m Radius; +1/2), No Range Modifier (+1/2), Constant (+1/2), Penetrating (x2; +1) (60 Active Points); Can Be Deflected (-1/4), No Knockback (-1/4) Real Cost: 30 - END=3

0 15) Heat Vision v2: Killing Attack - Ranged 2d6, Area Of Effect Accurate (4m Radius; +1/2), Penetrating (+1/2) (60 Active Points); Can Be Deflected (-1/4), No Knockback (-1/4) Real Cost: 30 - END=6

0 16) Heat Vision v3: Killing Attack - Ranged 4d6 (60 Active Points); No Knockback (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 30 - END=6

0 17) Disarming Heat Vision: Blast 1d6, Reduced Endurance (1/2 END; +1/4), Sticky (Only the affected metal object is "Sticky"; +1/2), No Range Modifier (+1/2), Does BODY (+1), Area Of Effect Accurate (32m Radius; +1 1/4), Selective (+1/4), Attack Versus Alternate Defense (Life Support Extreme Heat; +1 1/2), Damage Over Time (129-256 damage increments, damage occurs every Segment, can be negated by ending contact with the "affected" metal; Dropping the metal weapon; +5 3/4) (60 Active Points); Limited Power Only vs. Targets Touching Metal (-1/2) Real Cost: 30 - END=3

0 18) Welding Heat Vision: Healing BODY 2d6 (standard effect: 6 points), Ranged (+1/2), Decreased Re-use Duration (1 Turn; +1 1/2) (60 Active Points); Limited Power Only vs. Metal that could normally be repaired via heat welding (-1/2) Real Cost: 30 - END=6

0 19) Super Breath: Dispel Fire 8d6, Area Of Effect (32m Cone Explosion; +1/4), Does Knockback (+1/4), Fire Powers (+1/2), Double Knockback (+1/2) (60 Active Points); No Range (-1/2) Real Cost: 30 - END=6

0 20) Super Breath v2: Entangle 6d6, 6 PD/6 ED (60 Active Points); Concentration (1/2 DCV; -1/4), Limited Range (-1/4) Real Cost: 30 - END=6

0 21) Super Punching: Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect Accurate (4m Radius; 6e damage prorating rules mean that 45 STR adds +6DC. VPP as Variable Advantage: AOE Accurate can be replaced with other appropriate Advantages adding up to +1/2 like Armor Piercing x2, Double Knockback etc.. .; +1/2) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 30 - END=2

0 22) Super Punching v2: Hand-To-Hand Attack +6d6 (Reduced Negation (6)), Armor Piercing (6e damage prorating rules mean that 45 STR adds +7DC.; +1/4) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 30 - END=5

0 23) Super Punching v3: Hand-To-Hand Attack +6d6 (Reduced Negation (6)), Reduced Endurance (1/2 END; 45 STR adds +9DC since Reduced END does not directly affect damage.; +1/4) (52 Active Points); Hand-To-Hand Attack (-1/4) Real Cost: 30

[Notes: Like the "More powerfull than a locamotive" slot this allows for a 15d6 Punch but with the added 6d6 of Reduced Negation (the counter to Damage Negation). The other main differences are that it doesn't require Concentration to Activate or provide extra defenses or Knockback Resistance like that slot.] - END=2

0 24) Super Punching v4: Hand-To-Hand Attack +12d6 (60 Active Points); Hand-To-Hand Attack (-1/4), Concentration (1/2 DCV; -1/4) Real Cost: 30 [Notes: Per the Power Framework rules HA cannot be combined with any other STR bonus from other VPP slots (like Density Increase). Total = 21d6 when combined with base 45 STR.] - END=6

0 25) Super Tunneling: Tunneling 15m through 15 PD material, Fill In, x4 Noncombat (60 Active Points); Restrainable (Super Speed Spinning; -1/2) Real Cost: 30 - END=6

0 26) Super Senses: Clairsentience (Sight Group), +5 to PER Roll, Mobile Perception Point (can move up to 12m per Phase), MegaScale (1m = 1 km; VPP as 'Variable Advantage/Adder' - Megascale or Mobile Perception Point can be swapped out for other Senses like the Hearing Group as well as Advantages or Adders like varying levels of Increased Maximum Range, Analyze, Tracking, etc...; +1) (60 Active Points); Limited Power Perception Point Always Faces Away From Character (Functions as Penetrative Advantage. Can't see through Lead or hear through vacuum; -1/2) Real Cost: 30 - END=6

 

Powers Total: 315

 

 

Cost Skills

Common Everyman

0 1) Acting 8-

0 2) Climbing 8-

0 3) Concealment 8-

0 4) Deduction 8-

0 5) Language: English (completely fluent; literate) (4 Active Points)

0 6) Paramedics 8-

0 7) Persuasion 8-

0 8) PS: Reporter 11-

0 9) Shadowing 8-

0 10) Stealth 8-

0 11) TF: Everyman Skill, Small Motorized Ground Vehicles

0 12) AK: Metropolis 8-

 

1 Bureaucratics 8-

3 Conversation 12-

 

Skills Total: 4

 

Cost Perks

1 Fringe Benefit: Press Pass

1 Positive Reputation: It's Superman! (A medium-sized group) 11-, +1/+1d6

3 Well-Connected

5 1) Contact: Dr. Emil Hamilton (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Contact limited by identity) (6 Active Points) 11-

 

Perks Total: 10

 

Cost Talents

3 +1/+1d6 Striking Appearance (vs. all characters)

 

Talents Total: 3

 

Value Complications

10 Dependent NPC: Lois Lane Infrequently (Normal; Useful Noncombat Position or Skills; 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)

10 Hunted: Rogues Gallery Infrequently (Less Pow; NCI; Harshly Punish)

5 Negative Reputation: Alien background information given to public from first interview with Daily Planet reporter, Infrequently

20 Psychological Complication: Code vs. Killing (Common; Total)

5 Physical Complication: Kryptonian Physiology Requires Special Medical Care. If injured (takes BODY) by something his Regeneration can't heal doctors usually need a small amount of kryptonite to do simple tasks like give an IV. (Infrequently; Barely Impairing)

10 Social Complication: Secret Identity: Clark Kent Infrequently, Major

10 Susceptibility: Whenever near Kryptonite. 1d6 damage per Turn (Uncommon)

[Notes: Character is Stunned for 1 Phase due to automatic loss of additional 25 STUN from Kryptonian Physiology.]

 

Complications Points: 75

 

Base Points: 400

Experience: 0

Experience Unspent: 0

Total Character Cost: 400

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