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Legends of Marvel & DC Universes, redux


SleepyDrug

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This thread is compliments to Enforcer84, Matthew Ignash, and others who have posted their conversions of Marvel/DC heroes and villains. I have always enjoyed seeing their write-ups, debating points, and using them for inspiration. Therefore, I've decided to post some of my write-ups - get feedback and ideas - and continue the circle.

 

Creator Notes: I'm still working in 5e. I have adopted the idea of making COM a Talent, which I priced at 3 pts a level (+1 Skill Level for looks related PRE Skills, - 1/2). I also never really bothered with the additional costs/options for Contacts; but I do add an extra 1-3 pts for groups.

 

First up will be the "official" founders of the Avengers: Thor, Iron Man, Captain America, Wasp, and Giant-Man.

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Re: Legends of Marvel & DC Universes, redux

 

Thor

God of Thunder

 

Val Char Cost

65 STR 45

17 DEX 21

50 CON 80

38 BODY 56

15 INT 5

22 EGO 24

25 PRE 15

10 COM 0

 

40 PD 2

40 ED 3

4 SPD 13

25 REC 8

100 END 0

100 STUN 9

 

7" RUN 2

3" SWIM 1

13" LEAP 0

Characteristics Cost: 284

 

Cost Power

Asgardian Birthright

154 1) Dense Skin: (Total: 154 Active Cost, 154 Real Cost) Armor (25 PD/25 ED), Hardened (+1/4) (94 Active Points) (Real Cost: 94) plus Energy & Physical Damage Reduction, Resistant, 50% (Real Cost: 60)

11 2) Fast Healer: Healing 2 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)

24 3) Immortal of Asgard: LS (Immunity: All terrestrial diseases and biowarfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum)

15 4) Massive: Density Increase (400 kg mass, +10 STR, +2 PD/ED, -2" KB), Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Always On (-1/2)

179 Mjolnir: Multipower, 224-point reserve, (224 Active Points); all slots Restrainable (Magic/Cosmic Powers; -1/4)

6u 1) Uru Hammer: EB 14d6, Reduced Endurance (1/2 END; +1/4), Penetrating (x2; +1) (157 Active Points); Can Be Blocked/Grabbed (-1/2), Lockout (-1/2), Range Based On STR (StrMin 30; -1/4)

11m 2) Mystic Flight: Flight 15", x16 Noncombat, Reduced Endurance (0 END; +1/2) (67 Active Points)

4u 3) Whirling Hammer: FW (20 PD/20 ED), Reduced Endurance (1/2 END; +1/4) (125 Active Points); Gestures, throughout (-1/2), Limited Coverage 180 Degrees (-1/2), No Range (-1/2), Lockout (-1/2), Restricted Shape (-1/4)

8u 4) Mystical Blast: EB 14d6, Reduced Endurance (0 END; +1/2) (105 Active Points)

9u 5) Bolt of Lightning: RKA 6d6, Reduced Endurance (0 END; +1/2) (135 Active Points); No Knockback (-1/4)

10u 6) Call the Lightning: RKA 4d6, Reduced Endurance (0 END; +1/2), Variable Advantage (+1/2 Advantages; +1) (150 Active Points); No Knockback (-1/4)

9u 7) Command the Winds: Telekinesis (60 STR), Reduced Endurance (0 END; +1/2) (135 Active Points); Affects Whole Object (-1/4)

6u 8) Wind Gusts: EB 10d6, Reduced Endurance (0 END; +1/2), Double Knockback (+3/4), Area Of Effect (44" Line; +1) (162 Active Points); Gestures, throughout (-1/2), No Range (-1/2), Concentration, throughout (1/2 DCV; -1/2)

10u 9) Command Storms: Change Environment 32" radius, 23 pts of Effects, Long-Lasting: 20 Minutes, Multiple Combat Effects, Reduced Endurance (0 END; +1/2), Varying Effects: Weather (+1) (157 Active Points); Gestures (-1/4)

4u 10) Dimensional Gates: Extra-Dimensional Movement (Any Dimension, Any Location), x8 Increased Weight, Reduced Endurance (0 END; +1/2) (90 Active Points); Gestures, throughout (-1/2), Concentration, throughout (1/2 DCV; -1/2)

2u 11) Pocket Vortex: Extra-Dimensional Movement (Hole in Time/Space), x4 Increased Weight, Reduced Endurance (0 END; +1/2), Usable As Attack (+1) (75 Active Points); Extra Time (Extra Segment, Character May Take No Other Actions, -3/4), Gestures (Requires both hands; -1/2), Lockout (-1/2), Concentration (1/2 DCV; -1/4)

172 Mjolnir: Variable Power Pool, 125 base + 47 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (219 Active Points); Limited Class Of Powers Asgardian Magic or Pushing (-1/2); all slots OIF (-1/2)

13 Avengers ID Card: (Total: 20 Active Cost, 13 Real Cost) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Computer Link (federal) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Money: Well Off (5 Active Points); OIF (-1/2) (Real Cost: 3)

Powers Cost: 647

 

 

Cost Skill

32 +4 with All Combat

8 : +4 vs. Range Modifier with Mjolnir

3 Animal Handler (Equines, Goats) 14-

5 Climbing 13-

3 Forensic Medicine 12-

3 High Society 14-

3 Interrogation 14-

3 Linguist

1 1) Language: English (fluent conversation) (2 Active Points)

1 2) Language: German (fluent conversation) (2 Active Points)

1 3) Language: Norwegian (fluent conversation) (2 Active Points)

0 4) Language: Old Norse (idiomatic) (4 Active Points)

2 Navigation (Land) 12-

3 Paramedics 12-

3 Scholar

4 1) KS: Asgard & the Nine Realms (5 Active Points) 14-

5 2) KS: Asgardian Lore (6 Active Points) 15-

2 3) KS: Infectious Disease Control (3 Active Points) 12-

1 4) KS: Mystic World (2 Active Points) 11-

3 5) KS: Mythological World (4 Active Points) 13-

1 6) KS: New York City (2 Active Points) 11-

2 7) KS: Superhuman World (3 Active Points) 12-

3 Riding 12-

3 SS: Medicine 12-

3 Stealth 12-

6 Survival (Arctic/Subarctic, Temperate/Subtropical, Mountain) 12-

1 Systems Operation 8-

7 Tactics 14-

5 Teamwork 13-

4 TF: Riding Animals, Chariots, Quinjets

4 WF: Common Melee Weapons, Common Missile Weapons

2 Weaponsmith (Muscle-Powered HTH) 12-

Skills Cost: 127

 

Cost Perk

5 Fringe Benefit: Membership: Avengers (founder)

5 Fringe Benefit: Prince of Asgard

2 Reputation: Avenger (A small to medium sized group) 14-, +2/+2d6

3 Well-Connected

6 1) Contact: Avengers (Large Group) (7 Active Points) 14-

2 2) Contact: Baldar the Brave (3 Active Points) 12-

2 3) Contact: Beta Ray Bill (Difficult to Reach) (3 Active Points) 13-

1 4) Contact: Code Blue (Small Group) (2 Active Points) 8-

2 5) Contact: Dr. Jane Foster (3 Active Points) 12-

2 6) Contact: Dr. Keith Kincaid (3 Active Points) 12-

2 7) Contact: Earth Force (Small Group) (3 Active Points) 11-

1 8) Contact: Fantastic Four (Small Group) (2 Active Points) 8-

5 9) Contact: Hercules (6 Active Points) 15-

2 10) Contact: Odin (3 Active Points) 12-

5 11) Contact: Sif (6 Active Points) 15-

3 12) Contact: Tarene (Thor Girl) (4 Active Points) 13-

6 13) Contact: Warrior's Three (Small Group) (7 Active Points) 15-

3 14) Contact: X-Men (Large Group) (4 Active Points) 11-

Perks Cost: 57

 

Cost Talent

14 Fearless

4 Environmental Movement (no penalties in zero gravity)

Talents Cost: 18

 

Total Character Cost: 1133

 

Pts. Disadvantage

10 Distinctive Features: Godly Bearing (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: Foes of the Avengers 8- (Mo Pow, Harshly Punish, Multiple Hunteds)

15 Hunted: Foes of Thor 8- (As Pow, Harshly Punish, Multiple Hunteds)

15 Hunted: Loki 11- (As Pow, Harshly Punish)

15 Psychological Limitation: Arrogant & Overconfident (Very Common, Moderate)

20 Psychological Limitation: Noble & Honorable (Common, Total)

25 Psychological Limitation: Sworn to Defend Asgard & Midgard (Very Common, Total)

20 Reputation: God of Thunder, 14- (Extreme)

10 Social Limitation: Must Honor Avengers Charter (Occasionally, Major)

10 Social Limitation: Permanent Identity (Frequently, Minor)

Disadvantage Points: 160

Base Points: 200

Experience Required: 773

Total Experience Available: 773

Experience Unspent: 0

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Re: Legends of Marvel & DC Universes, redux

 

yay! I approve. We can always use more. This would be a good time for Cassandra to bump her thread too :)

 

I like what you have here. Close to my write up with stated Marvel Strength (I gleefully ignore the Class 100 designation)

 

My only question is the social limitation "permanent ID", I'm assuming you meant "Public."

 

Beyond that I'm duly impressed.

Also I'm not sure an Avengers Membership is quite as cool as "Prince of Asgard," but the point total due to logistics could be the same (though they've done a lot with Asgard recently)

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Re: Legends of Marvel & DC Universes, redux

 

Thanks for remembering me, Enforcer!

 

Here is a new concept for a 350 Superman.

 

 

Superman

 

Val Char Cost

50 STR 40

18 DEX 24

25 CON 30

12 BODY 12

13 INT 13

11 EGO 2

20 PRE 10

18 COM 4

20 PD 10

20 ED 15

4 SPD 12

15 REC 0

50 END 0

50 STUN 0

Total Characterisics Cost: 150 Points

 

Cost Skills

2 AK: Metropolis 11-

8 CSL: Combat +1

3 Conversation 13-

1 FB: Press Pass

2 KS: Krypton 11-

2 PS: Newspaper Reporter 11-

3 Streetwise 13-

Total Skills Cost: 20 Points

 

Cost Powers

20 Damage Resistance 20 rPD 20 rED

12 EC (Yellow Sun Energy)-15 Points, Does Not Work During Exposure to Red Solar Radiation (-1/4)

20 1) EB 8d6, Variable Special Effects [Heat Vision or Supercold Breath] (+1/4), 2x END (-1/2)

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

19 ES: N-Ray Sight [Not Throught Force Fields, Gold, or Lead], Perception +1, Telescopic Hearing +2, Telescopic Sight +2

8 ES: Radio Perception/Transmit, IIF: Justice League Communicator (-1/4)

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

72 30 Point Cosmic Variable Power Pool, Does Not Work During Exposure to Red Solar Radiation (-1/4)

Total Powers Cost: 180 Points

 

Total Cost: 350 Points

 

200+ Disdvantages

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

10 DNPC: Lois Lane (Useful Normal) 11-

15 Hunted: Lex Luthor (As Powerful/NCI) 11-

10 Hunted: Rogue's Gallery (As Powerful) 8-

20 PsyL: Code Against Killing (Common/Total)

20 PsyL: Fights for Truth, Justice, and the American Way (Very Common/Strong)

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

15 SocL: Secret Identity (Frequently/Major)

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

20 Vuln: Magic, 2x STUN (Common)

Total Disadvantages Cost: 350 Points

 

This version of Superman is basically a medium level brick who uses his VPP for various kryptonian powers.

 

Here are some examples

 

Standard Package

12 Armor +5 rPD +5 rED, Does Not Work During Exposure to Green Kryptonite Radiation (-1/4)

18 STR +25, No Figured Characteristics (-1/2), 1/2 END (+1/4), Does Not Work During Exposure to Green Kryptonite Radiation (-1/4)

 

Tunnelling Package

30 Tunning 6" Through DEF 6, Does Not Work During Green Kryptonite Exposure (-1/4), 1/2 END (+1/4)

 

Healing Package

26 Healing: Regeneration 1 BODY/Turn, Does Not Work During Green Kryptonite Radiation (-1/4)

 

Let me know what you think.

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Re: Legends of Marvel & DC Universes, redux

 

Enforcer -- Thanks for the compliments.

 

I wasn't really concerned with the Class 100 Strength rating either. But I want to keep my conversions playable. So most of them max out at 14 DC's (70 Strength) for their main attacks. I also try to base the write-up on a "standard" power level of the character, with ability to reach their high end performance via Pushing and/or Powers. My write-up of Iron Man is actually a higher point character; but he has far more in Perks and Skills so it is less combat power.

 

Prince of Asgard is certainly cooler. But Avengers membership includes police powers, security clearances, and access to Avengers Mansion, quinjets, and equipment.

 

Also, I based my version of Thor mainly on the first and third volumes of Avengers. This version is prior to the recent changes with Asgard; so the home of the gods is still in another dimension...and a bit distant. This is also Thor free of any mortal guise -- no Don Blake. no Jake Olsen. no Sigurd Jarlson. So I gave him Permanent Identity (he is always Thor and has no true legal status).

 

Cassandra -- I think that is as good as it is possible to get for Superman without spending 1300+ points (like I did). I like the approach of Flight with Variable Advantage rather than the MP of Flight Powers. The VPP is a nice touch. My only thought is whether Supes uses tunneling in the comics. I thought the human drill act was just the cartoon version.

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Re: Legends of Marvel & DC Universes, redux

 

Next up...

 

Iron Man

The Golden Avenger

Mk XIV (Heroes Reborn Armor)

 

Val Char Cost

10/60 STR 0

19 DEX 27

15/40 CON 10

18/33 BODY 16

25 INT 15

15 EGO 10

23 PRE 13

10 COM 0

 

3/35 PD 1

3/35 ED 0

4 SPD 11

10/15 REC 10

30 END 0

31/96 STUN 0

 

6" RUN 0

3" SWIM 1

2"/12" LEAP 0

Characteristics Cost: 114

 

Cost Power

60 Iron Man Gauntlet Array: Multipower, 105-point reserve, (105 Active Points); all slots OIF (-1/2), Restrainable (EMP/Magnetic Powers; -1/4)

5u 1) Repulsor Rays: EB 13d6, Reduced Endurance (1/2 END; +1/4) (81 Active Points)

5u 2) Repulsor Rays - Dual: EB 10d6, Autofire (3 shots; +1/4), Reduced Endurance (1/2 END; +1/2) (87 Active Points)

2u 3) Cloak: Invisibility to Sight , Radio and Hearing Groups , Reduced Endurance (1/2 END; +1/4) (37 Active Points)

5u 4) Electrical Shield: EB 10d6, Reduced Endurance (1/2 END; +1/4), Damage Shield (+1/2) (87 Active Points)

2u 5) EMP: RKA 1d6, Reduced Endurance (1/2 END; +1/4), Indirect ( Ignores Walls; +3/4), Penetrating (x2; +1), Area Of Effect (10" Radius; +1 1/4) (64 Active Points); Electronics Only (-1), No Range (-1/2), Limited Duration Vs Hardened Systems (-1/2), No Knockback (-1/4)

4u 6) Fire Suppression Foam: Dispel Fire 18d6, Reduced Endurance (1/2 END; +1/4), any fire power one at a time (+1/4) (81 Active Points); Limited Range (5"; -1/4)

1u 7) Laser Torch: RKA 1d6, Penetrating (x2; +1) (30 Active Points); No Range (-1/2), Beam (-1/4), No Knockback (-1/4)

2u 8) Magnetic Tractor: Telekinesis (30 STR) (45 Active Points); Affects Whole Object (-1/4), Limited Range (-1/4)

4u 9) Pulse Bolts: RKA 7d6 (105 Active Points); Increased Endurance Cost (x2 END; -1/2), Increased By Range (-1/4)

4u 10) Sonic Lance: EB 6d6, Reduced Endurance (1/2 END; +1/4), NND (+1) (67 Active Points)

4u 11) Sonic Stunner: EB 5d6, Reduced Endurance (1/2 END; +1/4), NND (+1), Area Of Effect (6" Radius; +1) (81 Active Points); No Range (-1/2)

Iron Man Armor, all slots OIF (-1/2)

6 1) Air Supply: LS (Self-Contained Breathing), 1 Continuing Fuel Charge lasting 1 Hour (+0) (10 Active Points); Nonpersistent (-1/4)

48 2) Boot Jets: Flight 16", x64 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (85 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

58 3) Energy Absorption System: (Total: 141 Active Cost, 58 Real Cost) Absorption 10d6 (energy, Offensive Systems), Can Absorb Maximum Of 90 Points' Worth Of Energy Damage, any attack power one at a time (+1/4) (81 Active Points); Common Energies Only (-1/2), Restrainable (EMP/Magnetic Powers; -1/4) (Real Cost: 36) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); Linked (Absorption; -1/2), Common Energies Only (-1/2), Restrainable (EMP/Magnetic Powers; -1/4) (Real Cost: 22)

21 4) Image Inducer: Sight Group and Normal Hearing Images Increased Size (4" radius; +1/2), -10 to PER Rolls (43 Active Points); Set Effect (Duplicates; -1), Restrainable (EMP/Magnetic Powers; -1/4), Limited Range (-1/4)

33 5) System Override: Aid Weapons 10d6, any offensive power one at a time (+1/4) (125 Active Points); Side Effects (-1), Extra Time (Full Phase, -1/2), Requires An Engineering Roll (-1/2), Restrainable (EMP/Magnetic Powers; -1/4)

53 6) UniBeam Laser: RKA 4d6, Reduced Endurance (1/2 END; +1/4), Variable SFX (EM Spectrum/Heat; +1/4), Armor Piercing (+1/2) (120 Active Points); Beam (-1/4), Full Damage Only (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

5 7) UniBeam Light: Sight Group Images Increased Size (4" cone; +1/2), Reduced Endurance (1/2 END; +1/4) (12 Active Points); Only To Create Light (-1), No Range (-1/2), Restrainable (EMP/Magnetic Powers; -1/4)

27 8) Armored Strength: +50 STR, Reduced Endurance (1/2 END; +1/4) (62 Active Points); No Figured Characteristics (-1/2), Restrainable (EMP/Magnetic Powers; -1/4)

85 9) Armored Might: (Total: 140 Active Cost, 85 Real Cost) +25 CON (50 Active Points); No Figured Characteristics (-1/2) (Real Cost: 33) plus +15 BODY (Real Cost: 30) plus +5 REC (Real Cost: 10) plus +50 STUN (Real Cost: 50)

80 10) Armor: (32 PD/32 ED), Hardened (+1/4) (120 Active Points)

7 11) Perfect Design: Lack Of Weakness (-5) for Normal & Resistant Defenses (10 Active Points)

7 12) Audio Filter: Hearing Group Flash Defense (10 points) (10 Active Points)

7 13) Polarized Lenses: Sight Group Flash Defense (10 points) (10 Active Points)

20 14) Sealed System: LS (Eating: has 2 day supply; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (30 Active Points)

2 15) IR Vision: (Sight Group) (5 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

2 16) Low-Light Vision: Nightvision (5 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

8 17) Microscopic (x1,000) with Sight Group (15 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

5 18) Telescopic Vision: +6 versus Range Modifier for Sight Group (9 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

4 19) Parabolic Audio Reception: +6 versus Range Modifier for Hearing Group (9 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

2 20) Ultrasonic Hearing: (Hearing Group) (3 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

7 21) Communication System: HRRP (Radio Group) (12 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

11 22) Radar (Radio Group), Increased Arc Of Perception (360 Degrees) (20 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

8 23) Active Sonar (Hearing Group) (15 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

10 24) Atmospheric Scan: Detect Environmental Conditions 14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense (20 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

2 25) Clock: Absolute Time Sense (3 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

10 26) Energy Scanner: Detect Energy 14- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense (20 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

2 27) GPS: Bump Of Direction (3 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

16 28) MRI Scan: (Total: 32 Active Cost, 16 Real Cost) Spatial Awareness (Unusual Group) (22 Active Points); Restrainable (EMP/Magnetic Powers; -1/4), Nonpersistent (-1/4) (Real Cost: 11) plus N-Ray Perception (Unusual Group) (10 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4) (Real Cost: 5)

7 29) Remote Medical Scan: Detect Medical Condition 14- (Unusual Group), Discriminatory, Range, Sense (15 Active Points); Nonpersistent (-1/4), Restrainable (EMP/Magnetic Powers; -1/4)

8 30) Targeting Computer: +3 with Ranged Combat (15 Active Points); Restrainable (EMP/Magnetic Powers; -1/4)

17 31) Power Core: Endurance Reserve (100 END, 15 REC) (25 Active Points)

122 Private Armory: Variable Power Pool (Gadget Pool), 100 base + 22 control cost, (150 Active Points); VPP Can Only Be Changed in Armory (-1/2), Limited Powers Available Slightly Limited (tech limit) (-1/4); all slots All Powers OIF or OAF (-1/2)

13 Avengers ID Card: (Total: 20 Active Cost, 13 Real Cost) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Computer Link (federal) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Money: Well Off (5 Active Points); OIF (-1/2) (Real Cost: 3)

Powers Cost: 811

 

 

Cost Skill

16 +2 with All Combat

12 +3 with Engineering/Computers (15 Active Points); Power loses about a fourth of its effectiveness (-1/4)

3 Bureaucratics 14-

3 Climbing 13-

3 Combat Driving 13-

3 Combat Piloting 13-

3 Computer Programming 14-

3 Conversation 14-

3 Cryptography 14-

3 Demolitions 14-

3 Electronics 14-

5 Gambling (Card Games, Chess, Roulette) 14-

3 High Society 14-

3 Inventor 14-

3 Linguist

1 1) Language: French (fluent conversation) (2 Active Points)

1 2) Language: German (fluent conversation) (2 Active Points)

1 3) Language: Japanese (fluent conversation) (2 Active Points)

1 4) Language: Russian (fluent conversation) (2 Active Points)

1 5) Language: Vietnamese (basic conversation)

3 Mechanics 14-

4 Navigation (Air, Land, Space) 14-

3 Oratory 14-

3 Paramedics 14-

3 Persuasion 14-

3 PS: Corporate Executive 14-

3 Riding 13-

3 Scholar

1 1) KS: Art (2 Active Points) 11-

2 2) KS: Business World (3 Active Points) 14-

2 3) KS: Economics (3 Active Points) 14-

1 4) KS: Europe (2 Active Points) 11-

1 5) KS: Los Angeles (2 Active Points) 11-

2 6) KS: New York City (3 Active Points) 12-

2 7) KS: Political World (3 Active Points) 14-

1 8) KS: Seattle (2 Active Points) 11-

2 9) KS: Superhuman World (3 Active Points) 14-

3 Scientist

2 1) SS: Aerospace Engineering 14- (3 Active Points)

2 2) SS: Chemistry 14- (3 Active Points)

2 3) SS: Combat Armor Engineering 14- (3 Active Points)

2 4) SS: Computer Engineering 14- (3 Active Points)

2 5) SS: Cybernetics 14- (3 Active Points)

2 6) SS: Electrical Engineering 14- (3 Active Points)

2 7) SS: Engineering 14- (3 Active Points)

2 8) SS: Mathematics 14- (3 Active Points)

2 9) SS: Metallurgy 14- (3 Active Points)

2 10) SS: Nano-Technology 14- (3 Active Points)

2 11) SS: Nuclear Physics 14- (3 Active Points)

2 12) SS: Physics 14- (3 Active Points)

2 13) SS: Quantum Physics 14- (3 Active Points)

2 14) SS: Robotics 14- (3 Active Points)

2 15) SS: Vehicle Engineering 14- (3 Active Points)

3 Security Systems 14-

3 Seduction 14-

3 Shadowing 14-

3 Stealth 13-

6 Survival (Marine, Temperate/Subtropical, Tropical) 14-

3 Systems Operation 14-

3 Tactics 14-

3 Teamwork 13-

10 TF: Common Land Vehicles, Common Space Vehicles, Common Air Vehicles, Helicopters, Motorcycles, Parachuting, Basic, Quinjets, SCUBA, Skiing (snow)

3 WF: Small Arms, Vehicle Weapons: Fighter Jet

5 Weaponsmith (Energy Weapons, Firearms, Incendiary Weapons, Missiles & Rockets) 14-

Skills Cost: 191

 

Cost Perk

15 Advanced Tech

50 Bases (Seattle Mansion, Stark HQ, Private Lab)

5 Fringe Benefit: Membership: Avengers (founder)

6 Fringe Benefit: CEO of a Major Corporation

15 Money: Filthy Rich

2 Reputation: Avenger (A small to medium sized group) 14-, +2/+2d6

3 Well-Connected

2 1) Contact: Ant-Man (3 Active Points) 12-

6 2) Contact: Avengers (Large Group) (7 Active Points) 14-

3 3) Contact: Bethany Cabe (4 Active Points) 13-

3 4) Contact: Black Widow (4 Active Points) 13-

3 5) Contact: Fantastic Four (Small Group) (4 Active Points) 12-

2 6) Contact: Force (3 Active Points) 12-

3 7) Contact: James Rhodes/War Machine (4 Active Points) 13-

5 8) Contact: SHIELD (Organization) (6 Active Points) 12-

5 9) Contact: Stark's Inner Circle (Small Group) (6 Active Points) 14-

5 10) Contact: business connections (Large Group) (6 Active Points) 12-

Perks Cost: 133

 

Cost Talent

4 Environmental Movement (no penalties in zero gravity)

Talents Cost: 4

 

Total Character Cost: 1253

 

Pts. Disadvantage

10 DNPC: Current Lover 8- (Normal)

20 DNPC: Stark Employees 8- (Normal; Useful Noncombat Position or Skills; Unaware of Secret ID; Group DNPC: x4 DNPCs)

20 Hunted: Foes of Avengers 8- (Mo Pow, Harshly Punish, Multiple Hunteds)

20 Hunted: Foes of Iron Man 11- (As Pow, Harshly Punish, Multiple Hunteds)

10 Hunted: Pentagon 8- (Mo Pow, NCI, Watching)

10 Physical Limitation: Recovering Alcoholic (Infrequently, Greatly Impairing)

15 Psychological Limitation: Arrogant (Very Common, Moderate)

15 Psychological Limitation: Manic-Depressive (Common, Strong)

15 Psychological Limitation: Reluctant to Kill (Common, Strong)

10 Psychological Limitation: Scientific Mind (Common, Moderate)

20 Reputation: Golden Avenger/Corporate Bodyguard, 14- (Extreme)

10 Social Limitation: Must Honor Avengers Charter (Occasionally, Major)

15 Social Limitation: Secret Identity (Frequently, Major)

Disadvantage Points: 190

Base Points: 200

Experience Required: 863

Total Experience Available: 863

Experience Unspent: 0

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Re: Legends of Marvel & DC Universes, redux

 

Cassandra -- I think that is as good as it is possible to get for Superman without spending 1300+ points (like I did). I like the approach of Flight with Variable Advantage rather than the MP of Flight Powers. The VPP is a nice touch. My only thought is whether Supes uses tunneling in the comics. I thought the human drill act was just the cartoon version.

While I can't swear that the drill bit was in the comics, it was in more than just the cartoon. He does it in the first Superman movie from the 70s and in Lois & Clark: the New Adventures of Superman from the 90s as well as the recent Superman cartoon, the Justice League cartoon, and (if I remember correctly) the old SuperFriends. While it might not be one of his most common stunts, I would expect that it was used in the comics at some point. I mean, the old comics included crazy crap like "super-weaving" so I'm pretty sure the human drill wasn't out of the question back then...

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Re: Legends of Marvel & DC Universes, redux

 

BigbyWolfe -- Fair point. It just seems to me that when I read descriptions of the post-crisis Superman online or see a comic, he doesn't use it. The Pre-Crisis Superman is probably just a huge VPP. How are you like the write-ups, so far?

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Re: Legends of Marvel & DC Universes, redux

 

While a minor nit, Tony Stark should proably have a higher COM than 10. Also on Iron Man, I haven't read him in a long time, but I thought he had to use his Stealth Armor to go invisible? I don't think your Damage Shield is built correctly. Don't you have to add persistent or constant to it? I think I would also go with a VPP instead of trying to fit all those minor powers (and allow Enhanced Senses in a VPP). Other than that, wow great write up!

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Re: Legends of Marvel & DC Universes, redux

 

Nexus -- I haven't been putting in COM stats. I've been thinking of just assigning a Talent (Attractive: +1 with PRE Rolls effected by looks; 3 pts per). Although, It is a valid point that Tony should get at least a level of that.

 

The Stealth Armor does have a cloak. But what sets it apart is a host of other stealth features. The Space Armor was cloak equipped in Operation: Galactic Storm. I'm not sure if any of the primary armors ever incorporated the cloak system. Part of the problem with old Shellhead is that his power set changes radically with each armor. The Mk. XIV (later called the sentient armor after a bad story arc) is one of several armors that was noted to have "all major powers used in past armors".

 

The VPP suggestion would be a good idea if I was concerned about points. I want my write-ups to be designed almost as if a PC character, but i'm more concerned with reflecting the character as he is portrayed in the comics.

 

Up next will be the Avenger's most flawless hero and the team's most flawed hero.

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Re: Legends of Marvel & DC Universes, redux

 

To Bump the thread back up....here are the next couple Avengers. The first is the team's heart and soul, the living legend of WWII and sentinel of liberty.

 

Captain America

Player: Steve Rogers

 

Val Char Cost

22 STR 12

23 DEX 39

24 CON 28

24 BODY 28

18 INT 8

16 EGO 12

30 PRE 20

10 COM 0

 

15/40 PD 11

15/40 ED 10

5 SPD 17

15 REC 12

60 END 6

60 STUN 13

 

8" RUN 4

4" SWIM 2

5" LEAP 0

Characteristics Cost: 222

 

Cost Power

89 Cap's Shield: (Total: 210 Active Cost, 89 Real Cost) Armor (20 PD/20 ED), Hardened (x2; +1/2) (90 Active Points); OAF (-1), Requires A Shield Use Roll (-1/2) (Real Cost: 36) plus Energy & Physical Damage Reduction, Resistant, 75% (120 Active Points); OAF (-1), Linked (Armor; -1/4) (Real Cost: 53)

125 Shield Tricks: Multipower, 250-point reserve, (250 Active Points); all slots OAF (-1)

1u 1) Shield Bash: HA +2d6, Reduced Endurance (1/2 END; +1/4) (12 Active Points); Hand-To-Hand Attack (-1/2)

1u 2) Shield Strike: EB 10d6, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Can Be Blocked/Grabbed (-1/2), Lockout (Cannot Use Shield Powers Until Recovered; -1/2), Throws Must Be Recovered (-1/2), Range Based On STR (-1/4), Reduced KB (-1/4)

1u 3) Shield's Edge: RKA 2d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Can Be Blocked/Grabbed (-1/2), Lockout (Cannot Use Shield Powers Until Recovered; -1/2), Throws Must Be Recovered (-1/2), Range Based On STR (-1/4), Reduced KB (-1/4)

2u 4) Arcing Throw: EB 10d6, Reduced Endurance (1/2 END; +1/4), Indirect ( Same Origin, Any Direction; +1/2) (87 Active Points); Can Be Blocked/Grabbed (-1/2), Lockout (Cannot Use Shield Powers Until Recovered; -1/2), Throws Must Be Recovered (-1/2), Range Based On STR (-1/4), Reduced KB (-1/4)

4u 5) Ricochet Throw: EB 10d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (6" Any Area; +1), Selective (+1/4) (125 Active Points); Lockout (Cannot Use Shield Powers Until Recovered; -1/2), Throws Must Be Recovered (-1/2), Range Based On STR (-1/4), Reduced KB (-1/4)

8u 6) Brace Shield: FW (25 PD/25 ED), Reduced Endurance (0 END; +1/2), Hardened (x2; +1/2) (250 Active Points); No Range (-1/2), Requires A Shield Use Roll (-1/2), Restricted Shape (-1/4)

1u 7) Cover Your Eyes: Sight Group Flash Defense (20 points), Hardened (+1/4) (25 Active Points); Requires A Shield Use Roll (-1/2), Nonpersistent (-1/4)

2u 8) Deflect Attacks: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points); Not Work Vs Heavy Missiles (-1/4)

10 Micro-Chainmail: Armor (5 PD/5 ED) (15 Active Points); OIF (-1/2)

3 Handy Tools: +1 with Small Tool Skills (Lockpicking, Demolitions) (5 Active Points); IAF (-1/2)

40 Master Fighter: Find Weakness 13- with All Attacks

Super-Soldier Serum

4 1) Enhanced Stamina: LS (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Extra Time (Extra Phase, -3/4), Requires A CON Roll (-1/2), Concentration (1/2 DCV; -1/4)

5 2) Fast Healer: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 20 Minutes (Requires Rest; -2 1/4), Self Only (-1/2)

6 3) Super Acrobat: Leaping +1" (5" forward, 2 1/2" upward) (Accurate)

5 4) Tireless: +0 STR, Reduced Endurance (1/2 END; +1/4) (5 Active Points) (Modifiers affect Base Characteristic)

13 Avengers ID Card: (Total: 20 Active Cost, 13 Real Cost) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Computer Link (federal) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Money: Well Off (5 Active Points); OIF (-1/2) (Real Cost: 3)

Powers Cost: 320

 

Cost Martial Arts Maneuver

Art of the Super-Soldier

4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 8d6 +v/5 Strike, FMove

4 3) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 3d6 NND

4 4) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 42 STR to Disarm

4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

3 6) Drag / Toss: 1/2 Phase, +1 OCV, +1 DCV, Block, Target Falls

4 7) Escape: 1/2 Phase, +0 OCV, +0 DCV, 47 STR vs. Grabs

5 8) Evasion: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

3 9) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 42 STR for holding on

4 10) Joint Lock/Throw: 1/2 Phase, +1 OCV, +0 DCV, Grab One Limb; 4d6 NND ; Target Falls

5 11) Jump Kick: 1/2 Phase, +1 OCV, +0 DCV, 6d6 +v/5; FMove

5 12) Kick: 1/2 Phase, -2 OCV, +1 DCV, 10d6 Strike

3 13) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 7d6 Strike, Target Falls

4 14) Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

4 15) Punch / Strike: 1/2 Phase, +0 OCV, +2 DCV, 8d6 Strike

3 16) Throw: 1/2 Phase, +0 OCV, +1 DCV, 6d6 +v/5, Target Falls

4 17) Shield Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 37 STR to Disarm

4 18) Shield Trip: 1/2 Phase, -1 OCV, -1 DCV, Range +2, v/5, Target Falls

8 +2 HTH Damage Class(es)

2 Weapon Element: Empty Hand, Shield, Staffs

Martial Arts Cost: 81

 

Cost Skill

48 +6 with All Combat

8 +4 with Deflect Attacks

3 Acrobatics 14-

3 Acting 15-

3 Breakfall 14-

3 Bureaucratics 15-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Concealment 13-

3 Criminology 13-

10 Defense Maneuver I-IV

3 Demolitions 13-

3 Disguise 13-

5 Fast Draw (Shield) 15-

3 High Society 15-

3 Interrogation 15-

3 Linguist

1 1) Language: French (basic conversation)

1 2) Language: German (fluent conversation) (2 Active Points)

1 3) Language: Italian (basic conversation)

1 4) Language: Japanese (fluent conversation) (2 Active Points)

1 5) Language: Russian (fluent conversation) (2 Active Points)

3 Lockpicking 14-

3 Mechanics 13-

3 Navigation (Air, Land) 13-

3 Oratory 15-

3 Paramedics 13-

3 Persuasion 15-

3 PS: Artist 14-

3 Scholar

1 1) KS: Espionage World (2 Active Points) 11-

1 2) KS: Europe (2 Active Points) 11-

1 3) KS: Martial World (2 Active Points) 11-

2 4) KS: Military World (3 Active Points) 13-

2 5) KS: New York City (3 Active Points) 13-

1 6) KS: Political World (2 Active Points) 11-

4 7) KS: Superhuman World (5 Active Points) 15-

2 8) KS: Superhuman World (Golden Age) (3 Active Points) 13-

2 9) KS: World War II Era (3 Active Points) 13-

3 Security Systems 13-

3 Shadowing 13-

7 Shield Use 16-

3 Stealth 14-

6 Survival (Arctic/Subarctic, Marine, Temperate/Subtropical) 13-

3 Systems Operation 13-

9 Tactics 16-

3 Teamwork 14-

8 TF: Common Land Vehicles, Combat Aircraft, Hanggliding, Motorcycles, Parachuting, Advanced, Quinjets, SCUBA, Skysleds

12 WF: Common Melee Weapons, Small Arms, Flamethrowers, Grenade Launchers, Heavy Machine Guns, Shields, Shoulder-Fired Weapons, Staffs, Vehicle Weapons (fighter jets), Whips

Skills Cost: 215

 

Cost Perk

40 Base (NYC Brownstone)

5 Fringe Benefit: Membership: Avengers (founder)

7 Money: Wealthy (1 Million/Year)

2 Reputation: Avenger (A small to medium sized group) 14-, +2/+2d6

8 Reputation: Living Legend (A medium-sized group) 14-, +4/+4d6

100 Vehicles (personal quinjet, skysled, van, motorcycle)

3 Well-Connected

6 1) Contact: Avengers (Large Group) (7 Active Points) 14-

5 2) Contact: Cap's Hotline (Large Group) (6 Active Points) 13-

1 3) Contact: Captain Britain 8-

1 4) Contact: D-Man (2 Active Points) 11-

3 5) Contact: Diamondback (4 Active Points) 13-

5 6) Contact: Falcon (6 Active Points) 15-

2 7) Contact: Fantastic Four (Small Group) (3 Active Points) 11-

1 8) Contact: Free Spirit (2 Active Points) 11-

5 9) Contact: Fury, Agent of SHIELD (6 Active Points) 15-

1 10) Contact: Jack Flag (2 Active Points) 11-

3 11) Contact: Nomad (4 Active Points) 13-

2 12) Contact: President of the United States (3 Active Points) 12-

4 13) Contact: SHIELD (Organization) (5 Active Points) 11-

1 14) Contact: Sersi (2 Active Points) 11-

3 15) Contact: Sub-Mariner (4 Active Points) 13-

5 16) Contact: US Military (Organization) (6 Active Points) 12-

Perks Cost: 213

 

Cost Talent

16 Combat Sense 14-

5 Eidetic Memory

11 Inspire

4 Environmental Movement (no penalties in zero gravity)

Talents Cost: 36

 

Total Character Cost: 1087

 

Pts. Disadvantage

20 DNPC: Close Friends & Staff 8- (Normal; Group DNPC: x4 DNPCs)

10 DNPC: Diamondback (girlfriend / ally) 11- (Slightly Less Powerful)

20 Hunted: Foes of the Avengers 8- (Mo Pow, Harshly Punish, Multiple Hunteds)

15 Hunted: Foes of Captain America 8- (As Pow, Harshly Punish, Multiple Hunteds)

20 Hunted: Red Skull 11- (As Pow, NCI, Harshly Punish)

10 Physical Limitation: Unique Biochemistry (Infrequently, Greatly Impairing)

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

20 Psychological Limitation: Hero's Code (Common, Total)

20 Psychological Limitation: Living Symbol of the American Dream (Common, Total)

20 Reputation: Sentinel of Liberty, 14- (Extreme)

10 Social Limitation: Must Honor Avengers Charter (Occasionally, Major)

15 Social Limitation: Uncomfortable in Social Settings (Frequently, Major)

Disadvantage Points: 200

Base Points: 200

Experience Required: 687

Total Experience Available: 683

Experience Unspent: 0

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Re: Legends of Marvel & DC Universes, redux

 

The next in the set (bringing us to four: Thor, Iron Man, and Captain America) is the guy who just can't seem to get it right. This version is how he was presented at the start of Avengers vol. 3.

 

Giant-Man

Player: Dr. Henry Pym

 

Val Char Cost

10/65 STR 0

17 DEX 21

18/38 CON 16

18/29 BODY 16

30 INT 20

11 EGO 2

10 PRE 0

10 COM 0

 

10/18 PD 8

10/18 ED 6

4 SPD 13

10/20 REC 8

40 END 2

80/91 STUN 8

 

6"/12" RUN 0

2" SWIM 0

2"/13" LEAP 0

Characteristics Cost: 120

 

Cost Power

150 Pym Particle Infusion: Multipower, 150-point reserve

7u 1) Growth (+55 STR, +11 BODY, +11 STUN, -11" KB, 204,370 kg, -6 DCV, +6 PER Rolls to perceive character, 16 m tall, 8 m wide), Costs END Only To Activate (+1/4) (69 Active Points)

7u 2) Shrinking (0.0314 m tall, 0.0004 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +18" KB), Costs END Only To Activate (+1/4) (75 Active Points)

Giant Might, all slots Linked (Growth; -1/2)

20 1) Giant Stamina: +20 CON (40 Active Points); No Figured Characteristics (-1/2)

13 2) Giant Recovery: +10 REC (20 Active Points)

27 3) Giant Toughness: +40 STUN (40 Active Points)

50 4) Giant Durability: Armor (20 PD/20 ED), Hardened (+1/4) (75 Active Points)

8 5) Giant Legs: Running +6" (6"/12" total) (12 Active Points)

11 6) Tireless Giant: Naked Modifier, Reduced Endurance (1/2 END; +1/4) (16 Active Points)

30 Ant-Man Helmet: Multipower, 60-point reserve, (60 Active Points); all slots Linked (Shrinking; -1/2), OIF (-1/2)

1u 1) Call Ants: Summon 67-point Ant Swarm, Friendly (+1/4), Reduced Endurance (0 END; +1/2) (23 Active Points); Must Inhabit Locale (-1/2), Arrives Under Own Power (-1/2)

2u 2) Control Insects: Mind Control 4d6 (standard effect: 12 points) ( Animal class of minds), Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1 1/4) (60 Active Points); Limited Minds Insects Only (-1/2), Does Not Provide Mental Awareness (-1/4)

1u 3) Sabotage Ants: RKA 1d6, Reduced Endurance (0 END; +1/2), Penetrating (x2; +1) (37 Active Points); Electronics Only (-1), Requires Access for Ants (-1/2), No Knockback (-1/4), Limited Range (-1/4)

2u 4) Swarm Target: EB 3d6, Reduced Endurance (0 END; +1/2), Indirect ( Any origin, any direction; +3/4), NND (+1) (49 Active Points); Only After Call Ants Power (-1/2), Limited Range (8"; -1/4)

1u 5) Talks to Insects: Telepathy 2d6 (standard effect: 6 points) ( Animal class of minds), Reduced Endurance (0 END; +1/2) (15 Active Points); Limited Minds Insects Only (-1/2), Communication Only (-1/4), Does Not Provide Mental Awareness (-1/4)

5 Air Supply: LS (Self-Contained Breathing) (10 Active Points); OIF (-1/2), Nonpersistent (-1/4), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4)

16 Reinforced Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)

7 Visor: Sight Group Flash Defense (10 points) (10 Active Points); OIF (-1/2)

11 Flying Ant: Flight 10", Reduced Endurance (0 END; +1/2) (30 Active Points); Restrainable (-1/2), OIF (-1/2), Linked (Shrinking; -1/2), Requires Nearby Ant to Activate (-1/4)

89 Mini Tool Pods: Variable Power Pool (Gadget Pool), 75 base + 14 control cost, (113 Active Points); Limited Powers Limited (-1/2), Powers Change Only in Lab (-1/2); all slots OIF becomes OAF or Bulky (-3/4)

13 Avengers ID Card: (Total: 20 Active Cost, 13 Real Cost) Radio Perception/Transmission (Radio Group) (10 Active Points); OIF (-1/2) (Real Cost: 7) plus Computer Link (federal) (5 Active Points); OIF (-1/2) (Real Cost: 3) plus Money: Well Off (5 Active Points); OIF (-1/2) (Real Cost: 3)

Powers Cost: 471

 

Cost Martial Arts Maneuver

Art of the Super-Soldier

4 1) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 2) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

5 3) Evasion: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

3 4) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 30 STR / 85 STR for holding on

4 5) Punch / Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 / 17d6 Strike

3 6) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 / 15d6 +v/5, Target Falls

8 +2 HTH Damage Class(es)

Martial Arts Cost: 31

 

Cost Skill

16 +2 with All Combat

5 +1 with HTH Combat

2 Animal Handler (Insects & Anthropods) 11-

3 Combat Piloting 12-

3 Computer Programming 15-

3 Concealment 15-

3 Demolitions 15-

3 Electronics 15-

3 Forensic Medicine 15-

3 Inventor 15-

3 Mechanics 15-

3 Navigation (Air, Space) 15-

3 Paramedics 15-

3 Scholar

1 1) KS: New York City (2 Active Points) 11-

3 2) KS: Scientific World (4 Active Points) 13-

2 3) KS: Superhuman World (3 Active Points) 12-

3 Scientist

2 1) SS: Aerospace Engineering 15- (3 Active Points)

2 2) SS: Biochemistry 15- (3 Active Points)

2 3) SS: Biology 15- (3 Active Points)

2 4) SS: Biophysics 15- (3 Active Points)

2 5) SS: Computer Engineering 15- (3 Active Points)

2 6) SS: Cybernetics 15- (3 Active Points)

2 7) SS: Engineering 15- (3 Active Points)

2 8) SS: Entomology 15- (3 Active Points)

2 9) SS: Genetics 15- (3 Active Points)

2 10) SS: Robotics 15- (3 Active Points)

2 11) SS: Sub-Atomic Physics 15- (3 Active Points)

3 Stealth 12-

1 Systems Operation 8-

3 Teamwork 12-

Skills Cost: 94

 

Cost Perk

5 Fringe Benefit: Membership: Avengers (founder)

2 Fringe Benefit: Top Man

2 Reputation: Avenger (A small to medium sized group) 14-, +2/+2d6

3 Well-Connected

4 1) Contact: Ant-Man (5 Active Points) 14-

5 2) Contact: Avengers (Large Group) (6 Active Points) 13-

2 3) Contact: Black Goliath (3 Active Points) 12-

4 4) Contact: Fantastic Four (Small Group) (5 Active Points) 13-

Perks Cost: 27

 

Cost Talent

3 Lightning Calculator

4 Environmental Movement (no penalties in zero gravity)

Talents Cost: 7

 

Total Character Cost: 750

 

Pts. Disadvantage

20 Hunted: Foes of the Avengers 8- (Mo Pow, Harshly Punish, Multiple Hunteds)

10 Hunted: Foes of Giant-Man & Wasp 8- (As Pow, Harshly Punish)

15 Physical Limitation: Can't Use Martial Arts at Giant-Size (Frequently, Greatly Impairing)

15 Psychological Limitation: In Love With the Wasp (Janet van Dyne) (Common, Strong)

15 Psychological Limitation: Must Overcome Past Failures (Common, Strong)

15 Psychological Limitation: Scientific Curiousity (Common, Strong)

20 Reputation: Troubled Avenger, 14- (Extreme)

10 Social Limitation: Must Honor Avengers Charter (Occasionally, Major)

15 Social Limitation: Public Identity (Frequently, Major)

10 Unluck: 2d6

10 Vulnerability: 2 x STUN Strong Chemical Toxins (Uncommon)

Disadvantage Points: 155

Base Points: 200

Experience Required: 395

Total Experience Available: 395

Experience Unspent: 0

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