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Special Effects


Cassandra

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One of the features of the Hero Games system that gives it flexibility is the concept of special effects. An energy blast is an energy blast regardless of weather its fire, ice, light, etc.

 

They can also solve a lot of problems in designing our favorite characters. For example, Aquaman has the ability to telepathically control aquatic life. Here is one way to write that up.

 

Mind Control 6d6, Telepathic (+1/4), Only on Aquatic Life (-1)

 

Now, while this is somewhat useful, it is time consuming because the Good King of Atlantis has to swim around the ocean gathering an army of sealife.

 

Here is an alternative version.

 

Multipower (40 Points) [16c], OIF: Aquatic Life (-1/2), Only where Aquatic Life Exists (-1)

u) EB 8d6 vs. PD

u) Entangle 4d6, DEF 4

u) Flash to Sight 8d6

u) Telekinesis STR 20, Fine Manipulation

 

Now, this multipower representse the available sea life in the area (The Charges). It only works when there are such creatures around. The EB is the physical impact of fish striking someone. The flash is a school of fish blocking someones view, the entangle is an octopus, and the telekinesis a squid.

 

Variations are possible by adding a Various Special Effects (+1/4) Various Sealife advantage.

 

 

Recently I created the Batcave by using Multiform.

 

When you think about it, there isn't just one Batman. There is the team leader (Batgirl and Robin), the Justice League member, the Batmobile, the Batplane, the Batboat, and so forth. Clearly building a character with these resources would be impossible on 350 points.

 

Unless you were to use Multiform 64x 350 Points

 

Cost 100 Points

 

And have it's special effect being The Batcave, where the Darknight keeps all those wonderful toys.

 

I'm also working on a Fortress of Solitude version of this for Superman, and a Paradise Island for Wonder Woman.

 

More to come . . .

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Re: Special Effects

 

Your ideas are intriguing to me and I wish to subscribe to your newsletter. :yes:

 

You're more interested to see if said newsletter has a photo spread.

 

Yes, yes, me too! :rockon:

 

Quiet' date=' you. :tsk:[/quote']

 

party pooper :tonguewav

 

Yes' date=' yes, please. I like it.[/quote']

 

especially with the photo spread :sneaky:

 

 

And on the serious note. Cool ideas. Ain't Hero grand?

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Re: Special Effects

 

Would it make more sense just to use Summon and be able to summon a particular sea creature. I mean if A-man summons a giant squid than it has body, it can be flashed, mind controlled, etc... does an OIF? Can you flash an OIF?

 

What I would do is create maybe a dozen different sea creatures and use summon to call them. I have little experience with A-man but he seems to call the right kind of creature for the task that needs done so you can leave it with summon. More realistically there might not be a giant squid in the area when he really needs the Giant squid, so you can add an activation roll with a success meaning there is that creature type in the area.

 

Multi form may be appropriate for B-man he just wont be able to use powers from one form with another. Justice league batman may not have a batmobile! Also you would have to buy the same base/vehicles for each form...one form has a bat cave and so dose the other. But aren't these the same character but at different points in his life? That is not multiform, but rather batman evolving overtime from a vigilante crime fighter to a world savingJustice League member. If they were written to occupy the same timeline than use mutiform since the two characters are probably written fairly different in each of the respective comics.

 

Batman the team leader is a bit different. Just make Robin, BatGirl, and BatGerbil put points in the Perk for group vehicle and base. This should help mitigate the point cost and makes more sense than a multiform.

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Re: Special Effects

 

The problem with any character, but more so higher profile they are, is that at different times they are basicaly differetn characters. Batman in Gotham is not the same Batman as in JLA, while in theroy they are the same character, in practive they are very different.

 

I would personaly build it on a concept of "Base Character" +VPP. Base character would be the very core of the character, then the VPP would be for the setting specific stuff.

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Re: Special Effects

 

The problem with stating out the specific attack actions (EB, TK, etc...) is that it takes away a big portion of Aquaman's ability to multitask. That is, summon & control 1 group of sealife and give it a task to complete (fire & forget) which leaves him free to choose another action (act directly with his own fists or summon & control a 2nd group, etc..).

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Re: Special Effects

 

Here is the "Fortress of Solitude" Superman concept I mentioned earlier.

 

First, I start with a 250 Point Superman.

 

 

 

Superman

 

Cost Char Val

40 STR 50

24 DEX 18

30 CON 25

4 BODY 12

3 INT 13

2 EGO 11

10 PRE 20

4 COM 18

15 PD 25

10 ED 15

12 SPD 4

0 REC 15

0 END 50

0 STUN 50

Total Characteristics Cost: 154 Points

 

Cost Skills

2 AK: Metropolis 11-

1 FB: Press Pass

1 KS: Krypton 8-

2 PS: Daily Planet Newspaper Reporter 11-

3 Streetwise 13-

Total Skills Cost: 9 Points

 

Cost Powers

10 Damage Resistance 10 rPD 10 rED

15 EC [Kryptonian]-15 Points

23 1) EB 8d6, Variable Special Effects [Heat/Cold], 2x END (-1/2)

12 2) Flight 10", Variable Advantages, [Megascale, Usable Underwater, or 1/2 END Only (-1/4)]

16 ES: N-Ray Sight [Not Through Lead], Telescopic Hearing +2, Telescopic Sight +2

11 LS: Extended Breathing [1 END/Minute], High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum

Total Powers Cost: 87 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 DNPC: Jimmy Olsen (Unaware Useful Normal) 8-

10 DNPC: Lois Lane (Unaware Useful Normal) 8-

10 Hunted: Lex Luthor (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Heroic (Common/Total)

10 SocL: Secret Identity [Kal-El/Clark Kent] (Infrequently/Major)

20 Suscept: Green Kryptonite, 3d6 STUN/Turn (Uncommon)

Total Disadvantages Cost: 250 Points

 

 

 

Then I build a 350 Point version using the above version as a starting point.

 

 

 

Superman

 

Cost Char Val

40 STR 50

24 DEX 18

30 CON 25

4 BODY 12

3 INT 13

2 EGO 11

10 PRE 20

4 COM 18

20 PD 30

15 ED 20

12 SPD 4

0 REC 15

0 END 50

0 STUN 50

Total Characteristics Cost: 164 Points

 

Cost Skills

2 AK: Metropolis 11-

1 FB: Press Pass

2 KS: Krypton 11-

2 PS: Daily Planet Newspaper Reporter 11-

3 Streetwise 13-

Total Skills Cost: 10 Points

 

Cost Powers

25 Damage Resistance 30 rPD 20 rED

50 Multipower (50 Points)

5 u) DEX +5 SPD +4

5 u) EB 8d6, Variable Special Effects [Heat/Cold] (+1/4)

5 u) Healing: Regeneration 5 BODY/Turn

5 u) Missile Deflection: Bullets/Shrapnel +5, Ranged (+1)

5 u) STR +50

5 u) Tunnelling 10" DEF 10

28 ES: N-Ray Sight [Not Through Lead], Perception +2, Telescopic Hearing +4, Telescopic Sight +4

24 Flight 10", Variable Advantages (+1/2), [Megascale, Useable Underwater, or 1/2 END Only (-1/4)]

19 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Self Contained

Total Powers Cost: 176 Points

 

Total Cost: 350 Points

 

200+ Disadvantages

10 DNPC: Jimmy Olsen (Unaware Useful Normal) 8-

10 DNPC: Lois Lane (Unaware Useful Normal) 8-

10 Hunted: Lex Luthor (As Powerful) 8-

10 Hunted: Superman Enemies (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Heroic (Common/Total)

10 PsyL: In Love with Lois Lane (Uncommon/Strong)

10 SocL: Secret Identity [Kal-El/Clark Kent] (Infrequently/Major)

20 Suscept: Green Kryptonite, 3d6 STUN/Turn (Uncommon)

20 Vuln: Magic, 2x STUN (Common)

10 Vuln: Red Solar Radiation, 2x STUN (Uncommon)

Total Disadvantages Cost: 350 Points

 

 

As you can see the 350 Point design is evolutionary, a build up of the 250 Point version. Superman learns to use his powers more creatively (represented by the multipower), and the more power he uses the more vulnerable he is now to red solar radiation and magic.

 

Now, take the 250 Point version and add Multiform: 64x 350 Points (Cost 100 Points), and use the 350 version disadvantages.

 

This is what I call the "Fortress of Solitude" Superman.

 

The key to building the other 62 versions is the 80 Point Multipower. Bye adjusting or removing it, the various powers and abilities that Superman has exhited over the years can be simulated. For example, a space capable Man of Steel could trade the Missile Deflection, STR +50, and DEX +5 SPD +4 slots [Total 15 Points] for a FTL Movement Slot, and the skills Bump of Direction (3 Points), Navigation [space] (3 Points), Mink Link: Any Willing Mind [superventriliquism] (5), AK: The Galaxy (2 Points) , KS: Alien Races (2 Points).

 

Note that this is not so much the Fortress, and the fact that Superman has more power then he knows what to do with. The Multiform allows a character to shift forms in half a phase. This is the amount to time that Superman need think of what powers he has to suit the situation.

 

Lets say that Superman in Space mode goes to Rann in Alpha Centauri and finds Adam Strange under siege by the Thanagarians. He switches to his Standard 350 mode and makes the Hawkmen regret their bad behavior.

 

The one down side to all of this is that only the Original form gaines experience. As long as that form is effective a player can switch to a more combat effective one in half a phase.

 

As a character carries over the STUN and/or BODY Damage from one form to the next, I have designed all my forms to have basically the same characteristics. This saves time and paperwork. There is of course no harm in having some regeneration as long as the character concept allows for it.

 

Thanks for all the kind word and thoughts.

 

More to come . . .

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Re: Special Effects

 

It bothers me that your 250 Point Superman isn't even bulletproof at 10 rPD (a 2d6 RKA could, with a high roll or a shot to the head, actually outright kill that build...)

 

But I digress.

 

As with everything in HERO, "there is always more than one way to skin a cat." Half of my character builds would be illegal, by the book, but it works for my campaigns and at least there is a method to my madness. It appears that you are no different - insane, but in a way that works well for you ;)

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Re: Special Effects

 

Interesting to give him +50 str as a multipower slot vice just buying his total STR to 100.

 

The + to SPD as a MP slot seems really weird on how it would work. Example: He is currently sped up and on his phase 5 he needs more strength so he uses the +50 Strength (note that he has to use all 50 of his pool becuase it is an Ultra slot), but now he can't use the + to SPD and it is no longer his turn until his phase 6 ? Could be pretty chaotic keeping track of his segments too.

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Re: Special Effects

 

The DEX +5 SPD +4 Multipower slot is a burst of Superspeed. I have no problem with a default -0 limitation that it has to be used at the start of a turn. The entire multipower including the +50 STR represents the "Supertricks" that the Man of Steel has learned over the years.

 

 

Here is a another addition to the Multiform Superman

 

 

Team Superman

 

 

Superman

 

Cost Char Val

40 STR 50

24 DEX 18

30 CON 25

4 BODY 12

3 INT 13

2 EGO 11

10 PRE 20

4 COM 18

20 PD 30

15 ED 20

12 SPD 4

0 REC 15

0 END 50

0 STUN 50

Total Characteristics Cost: 164 Points

 

Cost Skills

2 AK: Metropolis 11-

35 Followers: 2x 150+ [supergirl & Power Girl]

1 FB: Press Pass

2 KS: Krypton 11-

2 PS: Daily Planet Newspaper Reporter 11-

3 Streetwise 13-

3 Teamwork 12-

Total Skills Cost: 48 Points

 

Cost Powers

25 Damage Resistance 30 rPD 20 rED

15 EC [Kryptonian]-15 Points

23 1) EB 8d6, Variable Special Effects [Heat/Cold] (+1/4), 2x END (-1/2)

12 2) Flight 10", Variable Advantages (+1/2), [Megascale, Usable Underwater, or 1/2 END Only (-1/4)]

16 3) STR +25, 1/2 END (+1/4)

28 ES: N-Ray Sight [Not Through Lead], Perception +2, Telescopic Hearing +4, Telescopic Sight +4

19 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Self Contained

Total Powers Cost: 138 Points

 

Total Cost: 250 Points

 

200+ Disadvantages

10 DNPC: Jimmy Olsen (Unaware Useful Normal) 8-

10 DNPC: Lois Lane (Unaware Useful Normal) 8-

10 Hunted: Lex Luthor (As Powerful) 8-

10 Hunted: Superman Enemies (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Heroic (Common/Total)

10 PsyL: In Love with Lois Lane (Uncommon/Strong)

10 SocL: Secret Identity (Infrequently/Major)

20 Suscept: Green Kryptonite, 3d6 STUN/Turn (Uncommon)

20 Vuln: Magic, 2x STUN (Common)

10 Vuln: Red Solar Radiation, 2x STUN (Uncommon)

Total Disadvantages Cost: 350 Points

 

 

Supergirl & Power Girl

 

Cost Char Val

40 STR 50

24 DEX 18

30 CON 25

4 BODY 12

3 INT 13

2 EGO 11

5 PRE 15

5 COM 20

15 PD 25

10 ED 15

12 SPD 4

0 REC 15

0 END 50

0 STUN 50

Total Characteristics Cost: 150 Points

 

Cost Skills

3 Acting 12- [supergirl] or Computer Programming 12- [Power Girl]

2 AK: Metropolis 11-

2 KS: Krypton 11-

3 Teamwork 12-

Total Skills Cost: 10 Points

 

Cost Powers

10 Damage Resistance 10 rPD 10 rED

15 EC [Kryptonian]-15 Points

23 1) EB 8d6, Variable Special Effects [Heat/Cold] (+1/4), 2x END (-1/2)

12 2) Flight 10", Variable Advantages (+1/2), [Megascale, Usable Underwater, or 1/2 END Only (-1/4)]

19 ES: N-Ray Sight [Not Through Lead], Perception +1, Telescopic Hearing +2, Telescopic Sight +2

11 LS: Extended Breathing [1 END/Minute], High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum

Total Powers Cost: 90 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Heroic (Common/Total)

10 SocL: Secret Identity (Infrequently/Major)

20 Suscept: Greet Kryptonite, 3d6 STUN/Turn (Uncommon)

20 Vuln: Magic, 2x STUN (Common)

10 Vuln: Red Solar Radiation, 2x STUN (Uncommon)

Total Disadvantages Cost: 250 Points

 

 

This is when Superman needs a little Kryptonian Back up

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Re: Special Effects

 

Superman

 

Cost Char Val

25 STR 35

24 DEX 18

30 CON 25

4 BODY 12

3 INT 13

2 EGO 11

10 PRE 20

3 COM 16

3 PD 10

5 ED 10

12 SPD 4

0 REC 12

0 END 50

7 STUN 50

Total Characteristics Cost: 128 Points

 

Cost Skills

2 AK: Metropolis 11-

1 FB: Press Pass

2 PS: Newspaper Reporter 11-

3 Streetwise 13-

Total Skills Cost: 8 Points

 

Cost Powers [Do Not Work During Exposure to Red Solar Radiation (-1/4)]

36 Armor +20 rPD +10 rED

12 EC [Yellow Sun Energy]-15 Points

20 1) EB 8d6, Variable Special FX [Heat/Cold] (+1/4), 2x END (-1/2)

10 2) Flight 10", Variable Advantages (+1/2), [Megascale, Usable Underwater, or 1/2 END (-1/4)]

13 3) STR +25, 1/2 END (+1/4)

14 ES: N-Ray Sight [Not Through Lead], Perception +1, Telescopic Hearing +2, Telescopic Sight +2

9 LS: Extended Breathing [1 END/Minute], High Pressure, High Radiation, Intense Cold, Intense Head, Low Pressure/Vacuum

Total Powers Cost: 114 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 DNPC: Lois Lane (Unaware Useful Normal) 8-

10 Hunted: Lex Luthor (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Heroic (Very Common/Strong)

10 SocL: Secret Identity [Kal-El/Clark Kent] (Infrequently/Major)

20 Suscept: Green Kryptonite, 3d6 STUN/Turn (Uncommon)

10 Vuln: Magic, 1 1/2x STUN (Common)

Total Disadvantages Cost: 250 Points

 

 

 

Design Note: Redone with the Red Solar Radiation weakness for all Powers. Superman's characteristics are based on the fact that he's from a heavier gravity world then Earth, and is stronger and more durable. The advantage of this version is that he now has STR 60, PD 30/20r ED 20/10r. Note that Kryptonite doesn't take away any powers. and that green kryptonite has no effect under red solar radiation.

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Re: Special Effects

 

A new concept for Batman. Aside from my recent Multiform Batman, it's difficult to create a version of the Darknight that allows him to have his vehicles, allies, and variety of skills that we've come to know and love. Here is yet another version which I think addresses that challenge. I got the idea from a version of Knightrider's KITT done by Mathew at his excellent 250 Point site.

 

 

Batman

 

Cost Char Val

10 STR 20

30 DEX 20

20 CON 20

4 BODY 12

8 INT 18

8 EGO 14

10 PRE 20

3 COM 16

4 PD 8

2 ED 6

10 SPD 4

0 REC 8

0 END 40

0 STUN 32

Total Characteristics Cost: 109 Points

 

Cost Skills

3 Acrobatics 13-

2 AK: Gotham City 11-

3 Breakfall 13-

3 Bugging 13-

3 Concealment 13-

6 Contact: JLA 11-

2 Contact: Superman 11-

3 Contortionist 13-

3 Criminology 13-

3 Deduction 13-

5 Defensive Strike

3 Demolitions 13-

3 Disguise 13-

3 Fast Draw 13-

45 Followers: 8x 150+ [Robin, Batgirl, Nightwing, Batwoman, Huntress, Batmobile, Batplane, Batboat]

3 High Society 13-

3 Interrogation 13-

3 Lightning Reflexes

3 Lockpicking 13-

4 Martial Block

4 Martial Disarm

4 Martial Dodge

4 Martial Strike

3 Martial Throw

15 Money: Filthy Rich

3 Paramedic 13-

2 PS: Wayne Enterprise CEO 11-

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Sleight of Hand 13-

3 Stealth 13-

3 Streetwise 13-

3 Tactics 13-

Total Skills Cost: 169 Points

 

Cost Powers

26 Armor +8 rPD +8 rED, OIF: Costume (-1/2)

30 Multipower (45 Points) OIF: Utility Belt (-1/2)

1 u) Change Environment: Green Kryptonite Radiation AE 4"r, No Range (-1/2), No END Persistent (+1), OAF: Green Kryptonite (-1)

1 u) Darkness to Normal Sight AE 1"r, Personal Immunity (+1/4), [12c/Duration 1 Turn] (+1/4), OAF: Smoke Bombs (-1)

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

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

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

1 u) Gliding 15", OIF: Cape (-1/2)

1 u) Images to Sight AE 1", Only to Create Light (-1), No END (+1/2), OAF: Flashlight (-1)

1 u) Stretching 4", Always Direct (-1/4), No Noncombat (-1/4), No END (+1/2), OAF: Line Gun (-1)

1 u) Swinging 15", OAF: Swing Line (-1)

3 ES: Nightvision, OIF: Cowl (-1/2)

7 ES: Radio Perception and Transmit, OIF: Cowl (-1/2)

2 Running +1"

Total Powers Cost: 72 Points

 

Total Cost: 350 Points

 

200+ Disadvantages

5 DNPC: Alfred Pennyworth (Useful Normal) 8-

5 DNPC: Catwoman (Slightly Less Powerful) 8-

10 DNPC: Current Love Intrest of Bruce Wayne (Unaware Useful Normal) 8-

10 DNPC: James Gordon (Unaware Useful Normal) 8-

10 Hunted: Enemies of Batman (As Powerful) 8-

10 Hunted: Enemies of JLA (As Powerful) 8-

10 Hunted: Gotham City Underworld (As Powerful) 8-

10 Hunted: Joker (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Dedicated to Crimefighting (Common/Strong)

15 PsyL: Protective of the Innocent (Common/Strong)

10 SocL: Secret Identity [bruce Wayne] (Infrequently/Major)

Total Disadvantages Cost: 350 Points

 

 

Followers

 

Nightwing and Robin

 

Cost Char Val

10 STR 20

24 DEX 18

20 CON 20

4 BODY 12

8 INT 18

2 EGO 11

10 PRE 20

4 COM 18

4 PD 8

2 ED 6

12 SPD 4

0 REC 8

0 END 40

0 STUN 32

Total Characteristics Cost: 100 Points

 

Batgirl, Batwoman, and Huntress

 

Cost Char Val

5 STR 15

30 DEX 20

16 CON 18

2 BODY 11

8 INT 18

8 EGO 14

10 PRE 20

4 COM 18

4 PD 7

3 ED 7

10 SPD 4

0 REC 7

0 END 36

0 STUN 28

Total Characteristics Cost: 100 Points

 

Batgirl, Batwoman, Huntress, Nightwing, and Robin

 

Cost Skills

3 Acrobatics 13-

2 AK: Gotham City 11-

3 Breakfall 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Offensive Strike

3 Security Systems 13-

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 65 Points

 

Batgirl

 

Cost Skills

3 Computer Programming 13-

2 Contact: Supergirl 11-

5 Eidetic Memory

Total Skills Cost: 10 Points

 

Batwoman

 

Cost Skills

2 Contact: Superwoman 11-

3 High Society 13-

5 Money: Well Off

Total Skills Cost: 10 Points

 

Huntress

 

Cost Skills

2 Contact: Power Girl 11-

1 FB: License to Practice Law

5 Money: Well Off

2 PS: Attorney 11-

Total Skills Cost: 10 Points

 

Nightwing

 

Cost Skills

2 AK: Bludhaven 11-

2 Contact: Donna Troy 11-

2 Contact: Starfire 11-

2 FB: Local Police Powers

2 PS: Police Officer 11-

Total Skills Cost: 10 Points

 

Robin

 

Cost SKills

2 Contact: Wonder Girl 11-

2 Contact: Superboy 11-

6 Contact: Titans 11-

Total Skills Cost: 10 Points

 

Batgirl, Batwoman, Huntress, Nightwing, and Robin

 

Cost Powers

16 Armor +8 rPD +8 rED, OIF: Costume (-1/2)

27 Multipower (40 Points) OIF: Utility Belt (-1/2)

1 u) Darkness to Normal Sight AE 1", Personal Immunity (+1/4), [12c/Duration 1 Turn] (+1/4), OAF: Smoke Bombs (-1)

1 u) EB 6d6, [16c] (-0), OAF: Batarang (-1) [Huntress Only: OAF: Crossbow (-1)]

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

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

1 u) Swinging 10", OAF: Swing Line (-1) [Nightwing Only: Gliding 10", OIF: Costume (-1/2)]

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

7 ES: Radio Perception and Transform, OAF: Mask (-1/2)

2 Running +1"

15 Running +5", 8x NCM, Only on Appropriate Terrain (-1/2), OIF: Motorcycle (-1)

Total Powers Cost: 75 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 Hunted: Enemies (As Powerful) 8-

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

20 Normal Characteristics Maxima

20 PsyL: Code Against Killing (Common/Total)

15 PsyL: Dedicated to Crimefighting (Common/Strong)

15 PsyL: Protective of the Innocent (Common/Strong)

10 SocL: Secret Identity (Infrequently/Major)

Total Disadvantages Cost: 250 Points

 

Secret Identity

 

Batgirl [barbara Gordon]

Batwoman [Kathy Kane]

Huntress [Helena Wayne]

Nightwing [Dick Grayson]

Robin [Tim Drake]

 

 

Batmobile, Batplane, and Batboat

 

Cost Char Val

0 STR 25

24 DEX 18

20 CON 20

0 BODY 13

3 INT 13

2 EGO 11

5 PRE 15

0 COM 10

-2 PD 0

-4 ED 0

12 SPD 4

0 REC 6

-20 END 0

0 STUN 28

Total Characteristics Cost: 40 Points

 

Cost Skills

3 Absolute Time Sense

2 AK: Earth 11-

2 AK: Gotham City 11-

2 AK: United States of America 11-

3 Bump of Direction

2 CSL: EB +1

5 Eidetic Memory

3 Lightning Calculator

3 Navigation [Ground] 12- [batmobile Only]

or

3 Navigation [Air] 12- [batplane Only]

or

3 Navigation [sea] 12- [batboat Only]

Total Skills Cost: 25 Points

 

Cost Powers

30 Armor +10 rPD +10 rED, Usable Simultaniously with Others (+1/2), OIF: Armor +10 rPD +10 rED (-1/2)

18 EB 8d6, [6c] (-3/4), OIF: Weapons (-1/2)

30 ES: High Range Radio Perception, 360 Degree Telescopic +4 Spatial Awareness, Usable Simultaniously with Others (+1/2), OIF: Sensors (-1/2)

15 EC [Vehicle]-15 Points

10 1) Growth: Size 2"x1", Weight 800kg, DCV -2, KNB -3", PER +3, Reach +1", No END Persistent (+1), Always On (-1/2) [sTR +15, BODY +3, STUN +3 Added to Characteristics]

20 2) Running 15", 16x NCM, Only on Appropriate Terrain (-1/2), No END (+1/2), OIF: Engine (-1/2) [batmobile Only]

or

20 2) Flight 10", Variable Advantages (+1/2), [invisible to Hearing, Megascale, or Usable Underwater Only (-1/4)], No END Persistent (+1), OIF: Engine (-1/2) [batplane Only]

or

20 2) Swimming 21", 8x NCM, No END (+1/2), OIF: Engine (-1/2) [batboat Only]

12 Invisible to Radio, No END Persistent (+1), Usable Simultaniously with Others (+1/2), Always On (-1/2), OIF: Stealth (-1/2)

25 LS: Does Not Eat, Does Not Sleep, High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Self Contained, Usable Simultaniously with Others (+1/2), OIF: Life Support (-1/2)

25 No END Persistent on STR 25 (+1)

Total Powers Cost: 185 Points

 

Total Cost: 250

 

150+ Disadvantages

15 DF: [batmobile] or [batplane] or [batboat] (Not Concealable/Noticed)

20 Normal Characteristics Maxia

15 PhyL: Large and Heavy (Frequently/Greatly)

15 PhyL: No Fine Manipulation (Frequently/Greatly)

20 PsyL: Code Against Killing (Common/Total)

15 SocL: Subject to Orders (Frequently/Major)

Total Disadvantages Cost: 250 Points

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Re: Special Effects

 

Str 5 seems REALLY Low, I can't think of a single Batgirl who could not carry an adult out of a building (Realise 100 lbs lifting is not even enough to lift most 14 year olds). Maybe trim the costume (Which were just tights until the mid 80's IIRC) and add some combat luck...Not sure, but 5 Str is really low. Dex seems really high on the girls (and bats for that matter) to me as well, Plus I know Dick has always been portrayed as more agile than Bruce.

 

The idea to combine Vehicle with Followers is something however I would STRONGLY love to see in APG II, While your at it include Bases. Which brings me to the other point, I would drop one of the helpers to include the cave in the list. Batwoman & Huntress are the most likely for me to drop, but then again I would add Azreal into the list...

 

Overall keep up the work, I like to look at them and think over the designs

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Re: Special Effects

 

Lex Luthor

 

Cost Char Val

5 STR 15

12 DEX 14

6 CON 13

0 BODY 10

16 INT 23

8 EGO 14

10 PRE 20

3 COM 16

3 PD 6

1 ED 4

6 SPD 3

0 REC 6

0 END 26

0 STUN 25

Total Characteristics Cost: 70 Points

 

Cost Skills

2 AK: Metropolis 11-

3 Bribery 13-

3 Computer Programming 14-

5 Eidetic Memory

3 Electronics 14-

40 Followers: 4x 150+ ["Injustice League"]

3 High Society 13-

3 Inventor 14-

3 Lightning Calculator

3 Mechanics 14-

15 Money: Filthy Rich

3 Persuasion 13-

2 PS: LexCorp CEO 11-

3 Security Systems 14-

3 Streetwise 13-

3 Systems Operation 14-

Total Skills Cost: 97 Points

 

Cost Powers

20 Armor +10 rPD +10 rED, OIF: Battle Armor (-1/2)

7 Change Environment: Green Kryptonite AE 1"r, No END Persistent (+1), OIF: Kryptonite Ring (-1/2)

33 Multipower (50 Points) OIF: Battle Armor (-1/2)

3 u) EB 10d6, [16c] (-0)

3 u) STR +30, No END (+1/2)

17 Flight 10", Variable Advantages (+1/2), Megascale or 1/2 END Only (-1/2), OIF: Battle Armor (-1/2)

Total Powers Cost: 83 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 Hunted: Lois Lane (Less Powerful/NCI) 8-

10 Hunted: Superman (As Powerful) 8-

20 Normal Characteristics Maxima

10 PsyL: Hatred of Superman (Uncommon/Strong)

20 PsyL: Megalomaniac (Common/Total)

20 PsyL: Overconfident (Very Common/Strong)

10 SocL: Secret Identity [As Supervillain] (Infrequently/Major)

Total Disadvantages Cost: 250 Points

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Re: Special Effects

 

Umm EGO 10? on LEX? To me the man has an extremly high streangth of personality, 18 ish would be a starting point IMO

 

Would probably drop the summon power, or at least add extra time (to represent the length of time to make or hire) &/or arrive under own power

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