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Cassandra's Corner


Cassandra

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Re: Cassandra's Corner

 

To Penemue, I've only seen a few episodes of Young Justice, but I like what I've seen. Good characterization and nice use of the DC Universe characters. I do think, however, that the youngest a superhero should be 16. In game terms I think they should be build on 200 Points (100+ Disadvantages) if the main heroes are 250 Points (my favorite level).

 

All should take PsyL: Novice Hero, Vuln: Surprise Attacks, PhysL: Teenager, and SocL: Secret Identity.

So, Captain Marvel is too young to be a superhero?

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Re: Cassandra's Corner

 

The original version was most certainly not 16. The point was that he was a kid, not a depression-era near-adult.

 

Admittedly, that sits a little awkwardly with him functioning as a radio announcer/reporter. Ten might be a bit young, but sixteen is definitely too old.

 

Also, all the kid sidekicks were originally portrayed as under 16. This even extends to the original Teen Titans in their earliest appearances as such. This raises a few issues when they start flying helicopters around...

 

Of course it's no big deal, but the point is that it's a divergence from the source material and should be acknowledged as such.

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Re: Cassandra's Corner

 

It's a personal preference of mine. I'm more comfortable with a sidekick who isn't a child.

Of course on the Wonder Woman TV show Wonder Girl was suppose to be 15 (played by 22 year old Debra Winger). Of course with her being an Amazon she might have been 2715.

 

On the Superman radio show both Robin and Jimmy Olsen were mentioned as being 16.

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Re: Cassandra's Corner

 

At one point Robin was mentioned as having been active with Batman for 8 years. That would have put Grayson starting around 14. There have been other places where it was mentioned that he was 8 when his parents were killed. There was also some indication that he was trained by Batman before he ever went on his first outing.

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Re: Cassandra's Corner

 

250 points is my "go-to" starting level as well. Teen characters are 200. Trouble is my campaign has been going on for over 30 years so many characters are too powerful to run in my campaign. I re-booted the universe allowing for lots of retconning, but still, it's kinda dicey. I am looking forward to getting back into my Champions campaign this summer.

Also, I don't think of the Heroclix as broken, but fixed.

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Re: Cassandra's Corner

 

Here are a couple of Golden Age Favorites

 

 

 

Wonder Woman

 

Val Char Cost

40 STR 30

18 DEX 24

20 CON 20

10 BODY 0

13 INT 3

18 EGO 16

15 PRE 5

18 COM 4

16 PD 8

8 ED 4

5 SPD 22

12 REC 0

40 END 0

40 STUN 0

Total Characteristics Cost: 136 Points

 

Cost Skills

3 Acrobatics 13-/14-

3 Breakfall 13-/14-

6 Combat Luck +3 rPD +3 rED

3 Fast Draw 13-/14-

3 Paramedic 12-

3 Tactics 12-

Total Skills Cost: 21 Points

 

Cost Powers

6 DEX +5, NFC (-1/2), Linked to FF (-1/2), OIF: Bracelets (-1/2)

15 EC [Amazon Magic]-15 Points

10 1) Force Field +10 rPD +10 rED, No END (+1/2), OIF: Bracelets (-1/2)

10 2) Flight 10", Variable Advantages (+1/2), Megascale or 1/2 END Only (-1/4), IIF: Invisible Plane (-1/4)

4 3) Stretching 6", Always Direct (-1/4), [1c/Recoverable] (-1 1/4), OAF: Magic Lasso (-1)

5 4) Drain [sPD] 2d6 w/Entangle 1d6, DEF 1, Takes No Damage (+1/2), No Range (-1/2), [1c/Recoverable] (-1 1/4), OAF: Magic Lasso (-1)

9 5) Mind Control 10d6, No Range (-1/2), [1c/Recoverable] (-1 1/4), OAF: Magic Lasso (-1)

7 6) EB 6d6, OAF: Tiara (-1)

5 ES: RPT, OAF: Tiara (-1)

15 Multipower (15 Points)

1 u) Leaping +10", Accurate

1 u) Running +5", 4x NCM

5 LS: Longevity [immortal]

Total Powers Cost: 93 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

5 DNCP: Paradise Island [Queen Hippolyte, Paula, Mala] (Slightly Less Powerful) 8-

10 DNPC: Steve Trevor (Unaware Slightly Less Powerful) 8-

10 Hunted: Cheetah (As Powerful) 8-

10 Hunted: Dr. Psycho (As Powerful) 8-

20 PsyL: Code of the Amazon

 (Very Common/Strong)

20 PsyL: Patriotic [Paradise Island/U.S.A.] (Very Common/Strong)

10 SocL: Secret Identity [Princess Diana/Diana Prince] (Occasionally/Major)

15 Vuln: Ambushes/Treacherous Attacks, 1 1/2x STUN (Very Common)

Total Disadvantages Cost: 250 Points

 

 

This version of Wonder Woman is loosely based on both the Golden Age and TV versions with some changes. First, she had no magic belt not does she lose her strength when she's chained by a man. Second, her magic lasso has a SPD drain and minimum Entangle. This causes the target to become completely helpess when bound by the lasso, just like on the TV Series. Third, her Mind Control can make the target do anything, not just tell the truth. Wonder Woman often had her own lasso used against her in this way. Fourth, her main vulnerability is Surprise Attacks, a reflections of her fighting fair/honorable nature, and a classic means of taking down a golden age hero. Firth, I didn't use Missile Deflection instead opting for a Force Field and a Linked DEX bonus to represent her Bracelets.

 

 

 

Dr. Psycho

 

Val Char Cost

10 STR 0

18 DEX 24

18 CON 16

10 BODY 0

18 INT 8

18 EGO 16

20 PRE 10

8 COM -1

4 PD 2

4 ED 0

4 SPD 12

6 REC 0

36 END 0

24 STUN 0

Total Characteristics Cost: 87 Points

 

Cost Skills

12 Combat Luck +6 rPD +6 rED

3 Concealment 13-

3 Electronics 13-

3 Interrogation 13-

3 Oratory 13-

3 SS[iNT]: Psychology 13-

3 Stealth 13-

Total Skills Cost: 30 Points

 

Cost Powers

40 Multipower (50 Points) IIF: Medium [unwilling Female Victim] (-1/4)

4 u) EGO Attack 5d6

2 u) Mental Illusion 10d6, Self Only (-1)

24 Entangle 4d6, DEF 4, Takes No Damage (+1/2), No Range (-1/2), [4c] (-1), OAF: Traps (-1)

27 Mind Control 8d6, No Range (-1/2)

12 RKA 2d6, [8c] (-1/2), OAF: Pistol (-1)

11 Running +5", 4x NCM, No END, Only on Appropriate Terrain (-1/2), OIF: Car (-1/2)

13 Shrinking: Height 1m, Weight 12.5kg, PER -2, DCV +2, KNB +3", No END Persistent (+1), Always On (-1/2)

Total Powers Cost: 133 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 DF: Ugly and Short (Not Concealable/Major Reaction)

10 Hunted: Wonder Woman (As Powerful) 8-

20 NCM

15 PsyL: Cowardly (Common/Stong)

15 PsyL: Hatred of Women (Common/Strong)

15 PsyL: Manipulative (Common/Strong)

15 PsyL: Sadistic (Common/Strong)

Total Disadvantages Cost: 250 Points

 

 

Dr. Psycho was a brilliant psychologist who was engaged to a beautiful woman. Framed for a crime he didn't commit based on her testimony he took his revenge by torturing the man who married her while he was in prison. The man confessed and then falsely implicated Psycho's ex-fiancee causing him to develope an intense hatred of all women. Psycho forced her to marry her through hypnosis (mind control). Using her an a medium Psycho learned how to control mental energies to disguise his appearance and cause pain in others (mutlipower). An electronics genius he's invented several traps to use on his victims, including Wonder Woman who Dr. Psycho wishes to destroy.

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Re: Cassandra's Corner

 

Mental Powers

 

A typical villain has this

 

Mind Control 12d6

 

Impressive, but if you run into a strong willed hero or heroine with mental defenses you're in trouble, especially is they happen to be superstrong as it happens all too often.

 

So here is a way of dealing with such pesky heroes

 

EB 6d6, NND [Flight] (+1), OAF: Innocent People (-1)

 

The villain is controlling innocent people into attacking the hero. Unless the hero can fly above the mind conrolled crowd they will be pummeled and unable to defend themselves.

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Re: Cassandra's Corner

 

EB 6d6' date=' NND [Flight'] (+1), OAF: Innocent People (-1)

 

The villain is controlling innocent people into attacking the hero. Unless the hero can fly above the mind conrolled crowd they will be pummeled and unable to defend themselves.

I think that should be "Innocent People of Opportunity" (OIF; -1/2).

Also the NND does not sit well with me. How is Superman or Colossus more vulnerably to innocent peoples punches than to a blast to the face?

 

One thing along this liens I thought about was "Summon, must inhabit locale, arrives under own power", based on Mind Controling people nearby. a few 100 point Cops should be a problem even for Superman and the controll is simply unbreakable.

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Re: Cassandra's Corner

 

I prefer either the Summon or Mind Control Area of Effect options.

 

NND - No way. As has already been pointed out, a crowd of normals is not going to pummel a supertough brick into unconsciousness. Another problem with both this and some of the other options presented is, what if the hero or an ally has, say, a stun ray or knockout gas or some other way to harmlessly incapacitate a crowd? Or has an Enraged that's triggered? Or just plain decides they're going to wade through to the villain and accept the risk of injuring innocents? Sure, a high BOD Entangle to represent being "dogpiled" makes sense - until you remember that the hero is hurting or killing innocents every time they damage that "Entangle."

 

 

Lucius Alexander

 

Mob of palindromedaries

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Re: Cassandra's Corner

 

I prefer either the Summon or Mind Control Area of Effect options.

 

NND - No way. As has already been pointed out, a crowd of normals is not going to pummel a supertough brick into unconsciousness. Another problem with both this and some of the other options presented is, what if the hero or an ally has, say, a stun ray or knockout gas or some other way to harmlessly incapacitate a crowd? Or has an Enraged that's triggered? Or just plain decides they're going to wade through to the villain and accept the risk of injuring innocents? Sure, a high BOD Entangle to represent being "dogpiled" makes sense - until you remember that the hero is hurting or killing innocents every time they damage that "Entangle."

 

 

Lucius Alexander

 

Mob of palindromedaries

 

 

Some of these might be worth a Limitation, IMO, some are special effects considerations. "Breaking" the Entangle, for example, doesn't necessarily mean hurting the people involved just breaking free of them. Other Entangles purchased to represent "Grabs" haven't necessarily entailed injuring the Grabber.

 

Yes, AE Mind Control is more accurate but it is also more complicated and likely to be less useful in the long run. Running a literal mob of normals is going to be tedious work and probably just an exercise in dice rolling as they won't be able to seriously affect a super when cinematically these sorts of tactics can be effective.

 

Lucius point is valid though. It does require some handwaving to use these suggestions and a willing to improvise based sfx. Maybe Summon a Mob built as a Swarm type creature would be a more book legal alternative?

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Re: Cassandra's Corner

 

I was going to point out that the defense of flight was what was wrong with the build. By saying flight flight then it doesn't work as long as you bought the power-whether you are flying or not. Plus you could avoid the effect by sfx if you have a really good leap too. How about force wall any shape? The bodies form the wall and you could knock it down, but do you want to? Also though the force wall can't enclose like a dome if a complete circle is made.

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Re: Cassandra's Corner

 

For the summoning, you can always run the Mob as one character.

 

I would propably give it an Area of Effect attack or even AoE for STR (it will be hard for Martial Artists to avoid the mob and it has a big combined STR), that only works on two dimensions (along the ground).

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Re: Cassandra's Corner

 

Can Batman, with his endless supply of gadgets and vehicles, along with detective and martial arts skils be built on 250 Points?

 

Yes

 

But first a little compaire and contrast. Here is a personal favorite of mine.

 

 

Batgirl

 

Val Char Cost

15 STR 5

20 DEX 30

18 CON 16

11 BODY 2

18 INT 8

14 EGO 8

20 PRE 10

18 COM 4

7 PD 4

7 ED 3

4 SPD 10

7 REC 0

36 END 0

28 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Bugging 13-

6 Combat Luck +3 rPD +3 rED

3 Computer Programming 13-

3 Contortionist 13-

3 Criminology 13-

5 Eidetic Memory

3 Fast Draw 13-

3 Lockpicking 13-

4 Martial Arts DC+1

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: 81 Points

 

Cost Powers

10 Armor +5 rPD +5 rED, OIF: Costume (-1/2)

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

1 u) Darkness [sight] AE 2"r, Personal Immunity (+1/4), [12c/Duration 1 Turn] (+1/4), OAF: Smoke Bombs (-1)

1 u) EB 6d6, [16c] (-0), OAF: Batarangs (-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) Stretching 6", Always Direct (-1/4), [1c/Recoverable] (-1 1/4), OAF: Line Gun (-1)

2 ES: Hearing PER +1, Telescopic Hearing +2, OAF: Parabolic Microphone (-1)

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

5 ES: RPT, OAF: Radio (-1)

2 ES: Sight PER +1, Telescopic Sight +2, OAF: Binoculars (-1)

2 Running +1"

15 Running +5", 8x NCM, No END (+1/2), Only on Appropriate Terrain (-1/2), OIF: Batcycle (-1/2)

5 Swinging 10", OAF: Swing Line (-1)

Total Powers Cost: 69 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

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

10 Hunted: Penguin (As Powerful) 8-

20 Normal Characteristcs Maxima

20 PsyL: Code versus Killing (Common/Total)

15 PsyL: Devoted to Justice (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

10 SocL: Secret Identity [barbara Gordon] (Occasionally/Major)

Total Disadvantages Cost: 250 Points

 

 

As you can see Batgirl is a capable martial artist with a number of useful weapons and equipment. She has Eidetic Memory and Computer Programming, two things that Batman doesn't have. Penguin as her hunted is loosely based on Yvonne Craig's first episode as Batgirl.

 

 

And now, Batman, or rather . . .

 

 

 

Bruce Wayne

 

Val Char Cost

20 STR 10

18 DEX 24

20 CON 20

12 BODY 4

18 INT 8

11 EGO 2

20 PRE 10

18 COM 4

8 PD 4

6 ED 2

4 SPD 12

8 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Bureaucratics 13-

6 Combat Luck +3 rPD +3 rED

3 Contortionist 13-

3 Conversation 13-

3 Deduction 13-

3 High Society 13-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

15 Money: Filthy Rich

5 Offensive Strike

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

Total Skills Cost: 81 Points

 

Cost Powers

7 ES: RPT, IAF: Concealed Radio (-1/2)

60 Multiform: 4x 250 Points [batman, Batmobile, Batplane, & Batboat]

2 Running +1"

Total Powers Cost: 69 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

5 DNPC: Alfred Pennyworth (Useful Normal) 8-

10 DNPC: Wayne Enterprises (Unaware Useful Normal) 8-

20 Normal Characteristics Maxima

20 PsyL: Code versus Killing (Common/Total)

15 PsyL: Devoted to Justice (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

5 Rep: Millionaire Playboy 8-

10 SocL: Secret Identity [batman] (Occasionally/Major)

Total Disadvantages Cost: 250 Points

 

 

Batman

 

Characteristics same as Bruce Wayne, 100 Points

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Bugging 13-

6 Combat Luck +3 rPD +3 rED

3 Concealment 13-

3 Contortionist 13-

5 Cramming

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-

3 Tactics 13-

Total Skills Cost: 86 Points

 

Cost Powers

10 Armor +5 rPD +5 rED, OIF: Costume (-1/2)

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

1 u) Darkness [sight] AE 2"r, Personal Immunity (+1/4), [12c/Duration 1 Turn] (+1/4), OAF: Batsmoke (-1)

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

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

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

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

5 ES: RPT, OAF: Radio (-1)

2 Running +1"

20 Cosmic VPP 10 Points, OIF (-1/2)

10 1) Absolute Range Sense, Absolute Time Sense, Bump of Direction, Lightning Calculator, ES: PER +1, OIF: Cowl (-1/2)

10 2) Armor +5 rPD +5 rED, OIF: Cape (-1/2)

10 3) Clinging 35 STR, OIF: Costume (-1/2)

10 4) Drain [sPD] 2d6, AE One Hex (+1/2), Ranged (+1/2), Only Against Those With Kryptonite Susceptibility (-1), [4c] (-1), OAF: Kryptonite (-1)

10 5) Eidectic Memory [Audio/Visual Only (-1/2)], ES: HRRP, OIF: Cowl (-1/2)

10 6) EB 3d6, NND [Force Field] (+1), [4c] (-1), OAF: Shock Batarang (-1)

10 7) EB 3d6, NND [LS: Intense Cold] (+1), [4c] (-1), OAF: Cold Pellets (-1)

10 8) EB 3d6, NND [LS: Intense Heat] (+1), [4c] (-1), OAF: Heat Pellets (-1)

10 9) Entangle 3d6, DEF 3, No Range (-1/2), [4c/Recoverable] (-1/2), OAF: Batcuffs (-1)

10 10) ES: Active Sonar, OIF: Cowl (-1/2)

10 11) ES: Hearing PER +2, Sight PER +2, Telescopic Hearing +4, Telescopic Sight +4, OAF: Batscope (-1)

10 12) ES: IR Sight, UV Sight, Flash Defense [sight] 5 Points, OIF: Cowl (-1/2)

10 13) ES: IR Sight, N-Ray Sight [Not Through Force Wall], Sight PER +1, Telescopic Sight +2, OAF: Batscope (-1)

10 14) ES: Radar, OIF: Cowl (-1/2)

10 15) EM: Water, ES: UV Sight, LS: Breathe Underwater, Swimming +2", OIF: Costume (-1/2)

10 16) Flash [sight] 3d6, AE 1"r (+1), [4c] (-1), OAF: Batflash (-1)

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

10 18) HA +4d6, HTH Attack (-1/2), 1/2 END (+1/4), OAF: Batarang (-1)

10 19) HKA 1d6+1 [2 1/2d6 w/STR], OAF: Batarang (-1)

10 20) Healing [bODY] 2d6, [16c] (-0), OAF: First Aid Kit (-1)

10 21) Images [sight] AE 2"r, Only to Create Light (-1), No END (+1/2), OAF: Batlight (-1)

10 22) Invisible [Hearing], No END (+1/2), OIF: Costume (-1/2)

10 23) INT +20, OAF: Batcomputer (-1)

10 24) Leaping +10", Accurate, OIF: Batcycle (-1/2)

10 25) LS: High Pressure, High Radiation, Intense Heat, Intense Cold, Low Pressure/Vacuum, Self Contained [1c/Duration 1 Hour (-1/2)], OIF: Costume (-1/2)

10 26) PRE +20, Attack Only (-1/2), OIF: Costume (-1/2)

10 27) RKA 2d6, [4c] (-1), OAF: Batlaser (-1)

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

10 29) Stretching 7", Always Director (-1/4), [1c/Recoverable] (-1 1/4), OAF: Batline (-1)

10 30) Swinging 15", 4x NCM, OAF: Batline (-1)

Total Powers Cost: 64 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

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

10 Hunted: Joker (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code versus Killing (Common/Total)

15 PsyL: Devoted to Justice (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

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

Total Disadvantages Cost: 250 Points

 

 

Batmobile

 

Characteristics same as Bruce Wayne, 100 Points

 

Cost Skills

3 Breakfall 13-

3 Bump of Direction, OIF: Batmobile (-1/2)

6 Combat Luck +3 rPD +3 rED

4 CSL: EB +3, OIF: Batmobile (-1/2)

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

3 Navigation [Ground] 13-

5 Offensive Strike

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Systems Operation 13-

3 Tactics 13-

Total Skills Cost: 60 Points

 

Cost Powers

15 Armor +10 rPD +10 rED, Linked to Growth (-1/2), OIF: Batmobile (-1/2)

10 EC [batmobile]-15 Points, OIF: Batmobile (-1/2)

17 1) EB 8d6, [16c] (-0)

7 2) Growth Length 2", Width 1", Mass 800kg, BODY/STUN +3, DCV -2, PER +2, Reach +1", STR +15, KNB -3", No END Persistent (+1), Always On (-1/2)

7 3) Running +5", 8x NCM, No END (+1/2), Only on Appropriate Terrain (-1/2)

11 ES: Nightvision, RPT, Telescopic Sight +2, 360 Degree Sight, Linked to Growth (-1/2), OIF: Batmobile (-1/2)

7 Leaping +5", Accurate, No END (+1/2), Linked to Growth (-1/2), OIF: Batmobile (-1/2)

8 LS: High Radiation, Intense Cold, Intense Head, Self Contained, Linked to Growth (-1/2), OIF: Batmobile (-1/2)

8 Reducted END on STR 35, No END (+1/2), Linked to Growth (-1/2), OIF: Batmobile (-1/2)

Total Powers Cost: 90 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

20 DF: Batvehicle (Not Concealable/Major Reaction)

20 Normal Characteristics Maxima

20 PsyL: Code versus Killing (Common/Total)

15 PsyL: Devoted to Justice (Common/Strong)

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

Total Disadvantages Cost: 250 Points

 

 

Batplane

 

Characteristics same as Bruce Wayne, 100 Points

 

Cost Skills

3 Acrobatics 13-

2 Bump of Direction, OIF: Batplane (-1/2)

6 Combat Luck +3 rPD +3 rED

4 CSL: EB +3, OIF: Batplane (-1/2)

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

3 Navigation [Air] 13-

5 Offensive Strike

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Systems Operation 13-

3 Tactics 13-

Total Skills Cost: 90 Points

 

Cost Powers

15 Armor +10 rPD +10 rED, Linked to Growth (-1/2), OIF: Batplane (-1/2)

10 EC [batplane]-15 Points, OIF: Batplane (-1/2)

17 1) EB 8d6, [16c] (-0)

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

7 3) Growth Length 2", Width 1", Mass 800kg, BODY/STUN +3, DCV -2, PER +2, Reach +1", STR +15, KNB -3", No END Persistent (+1), Always On (-1/2)

15 ES: RPT, 360 Degree Radar, Linked to Growth (-1/2), OIF: Batplane (-1/2)

9 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Self Contained, Linked to Growth (-1/2), OIF: Batplane (-1/2)

8 Reduced END on 35 STR, No END (+1/2), Linked to Growth (-1/2), OIF: Batplane (-1/2)

Total Powers Cost: 90 Points

 

Total Cost: 250 Points

 

Disadvantages same as Batmobile, 250 Points

 

 

Batboat

 

Characteristics same as Bruce Wayne, 100 Points

 

Cost Skills

2 Bump of Direction, OIF: Batboat (-1/2)

6 Combat Luck +3 rPD +3 rED

4 CSL: EB +3, OIF: Batboat (-1/2)

3 EM: Water

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

3 Navigation [sea] 13-

5 Offensive Strike

3 Shadowing 13-

10 SL: Overall +1

3 Stealth 13-

3 Systems Operation 13-

3 Tactics 13-

Total Skills Cost: 60 Points

 

Cost Powers

15 Armor +10 rPD +10 rED, Linked to Growth (-1/2), OIF: Batboat (-1/2)

10 EC [batboat]-15 Points, OIF: Batboat (-1/2)

17 1) EB 8d6 [16c] (-0)

7 2) Growth Length 2", Width 1", Mass 800kg, BODY/STUN +3, DCV -2, PER +2, Reach +1, STR +15, KNB -3", No END Persistent (+1), Always On (-1/2)

10 3) Swimming +10", 8x NCM, No END (+1/2)

15 ES: RPT, 360 Degree Active Sonar, Linked to Growth (-1/2), OIF: Batboat (-1/2)

8 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Self Contained, Linked to Growth (-1/2), OIF: Batboat (-1/2)

8 Reduced END on 35 STR, No END (+1/2), Linked to Growth (-1/2), OAF: Batboat (-1/2)

Total Powers Cost: 90 Points

 

Total Cost: 250 Points

 

Disadvantages same as Batmobile, 250 Points

 

 

Naturally the gadgets listed in the Cosmic VPP are not the only ones available, they are just ones Batman has used in the past.

 

 

Nightwing

 

Val Char Cost

20 STR 10

18 DEX 24

20 CON 20

12 BODY 4

18 INT 8

11 EGO 2

20 PRE 10

8 PD 4

6 ED 2

4 SPD 12

8 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Bugging 13-

6 Combat Luck +3 rPD +3 rED

3 Concealment 13-

3 Contortionist 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

2 FB: Local Police Powers

3 High Society 13-

3 Lockpicking 13-

4 Martial Block

4 Martial Dodge

4 Martial Strike

3 Martial Throw

5 Money: Well Off

5 Offensive Strike

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

3 Tactics 13-

Total Skills Cost: 81 Points

 

Cost Powers

10 Armor +5 rPD +5 rED, OIF: Costume (-1/2)

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

1 u) Darkness [sight] AE 2"r, Personal Immunity (+1/4), [12c/Duration 1 Turn] (+1/4), OAF: Smoke Bombs (-1)

1 u) EB 6d6, [16c] (-0), OAF: Batarangs (-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) Stretching 6", Always Direct (-1/4), [1c/Recoverable] (-1 1/4), OAF: Line Gun (-1)

2 ES: Hearing PER +1, Telescopic Hearing +2, OAF: Parabolic Microphone (-1)

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

5 ES: RPT, OAF: Radio (-1)

2 ES: Sight PER +1, Telescopic Sight +2, OAF: Binoculars (-1)

2 Running +1"

15 Running +5", 8x NCM, Only on Appropriate Terrain (-1/2), No END (+1/2), OIF: Redbird (-1/2)

5 Swinging 10", OAF: Swing Line (-1)

Total Powers Cost: 69 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 DNPC: Bludhaven Police Department (Useful Normal) 8-

10 Hunted: Riddler (As Powerful) 8-

20 Normal Characterisitcs Maxima

20 PsyL: Code versus Killing (Common/Total)

15 PsyL: Devoted to Justice (Common/Strong)

15 PsyL: Protective of Innocents (Common/Strong)

10 SocL: Secret Identity [Dick Grayson] (Occasionally/Major)

Total Disadvantages Cost: 250 Points

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Re: Cassandra's Corner

 

Blast from the Past Week

 

 

Charlie's Angels

 

Kelly Garrett

Sabrina Duncan

Jill Munroe

Kris Munroe

Tiffany Wells

Julie Rogers

 

 

 

 

Val Char Cost

8 STR -2

14 DEX 12

11 CON 2

10 BODY 0

13 INT 3

11 EGO 2

15 PRE 5

18 COM 4

4 PD 2

3 ED 1

3 SPD 6

4 REC 0

22 END 0

20 STUN 0

Total Characteristics Cost: 35 Points

 

Cost Skills

3 Breakfall 12-

6 Combat Luck +3 rPD +3 rED

3 Concealment 12-

3 Conversation 12-

5 Cramming

3 Criminology 12-

3 Deduction 12-

3 Disguise 12-

2 FB: Concealed Weapons Permit

2 FB: Private Investigator License

3 High Society 12-

3 Lockpicking 12-

4 Martial Disarm

4 Martial Dodge

4 Martial Strike

5 Offensive Strike

3 Persuasion 12-

3 Security Systems 12-

3 Seduction 12-

3 Shadowing 12-

3 Stealth 12-

3 Streetwise 12-

1 WF: Pistols

Total Skills Cost: 75 Points

 

Cost Powers

5 ES: RPT, OIF[bulky]: Carphone (-1)

10 EC [Car]-15 Points, OIF: Car (-1)

7 1) Growth Length 2", Width 1", Mass 800kg, DCV -2, PER +2, Reach +1", STR +15, KNB -3", No END Persistent (+1), Always On (-1/2)

9 2) Running +5", 4x NCM, Use Simultaneously with 2x Mass (+3/4), Only on Appropriate Terrain (-1/2), No END (+1/2)

2 PRE +5, Attack Only (-1/2), OAF: Pistol (-1)

5 RKA 1d6, [6c] (-3/4), OAF: Pistol (-1)

2 Running +1"

Total Powers Cost: 40 Points

 

Total Cost: 150 Points

 

75+ Disadvantages

5 DF: Beautiful (Easily Concealable/Noticed)

5 DNPC: Current Client (Useful Normal) 8-

10 Hunted: John Bosley (More Powerful/NCI/Watch) 8-

10 Hunted: This Week's Villain (As Powerful) 8-

15 PsyL: Loyal to Her Fellow Angels (Common/Strong)

10 PsyL: Protective of Current Client (Common/Moderate)

10 SocL: Secret Identity [Charlie's Angel] (Occasionally/Major)

10 SocL: Subject to Orders from Charlie Townsend (Occasionally/Major)

Total Disadvantages Cost: 150 Points

 

 

The Angels were investigators, not combatants. While capable of taking care of themselves, they weren't the acrobatic martial artist of the movies. The Presence attack is based on the Angel pointing their gun at someone and yelling "Freeze."

 

 

The Bionic Woman

 

Jaime Sommers

 

Val Char Cost

10 STR 0

14 DEX 12

13 CON 6

10 BODY 0

13 INT 3

11 EGO 2

15 PRE 5

18 COM 4

4 PD 2

4 ED 1

3 SPD 6

5 REC 0

26 END 0

22 STUN 0

Total Characteristics Cost: 41 Points

 

Cost Skills

3 Breakfall 12-/13-

6 Combat Luck +3 rPD +3 rED

3 Conversation 12-

5 Cramming

2 Lang: Fluent French

3 Persuasion 12-

2 PS: Teacher 11-

3 Shadowing 12-

Total Skills Cost: 27 Points

 

Cost Powers

9 Armor +3 rPD +3 rED

14 DEX +4, SPD +1, Not in Intense Cold (-1/4)

6 ES: Hearing PER +1, Telescopic Hearing +2, Ultrasonic Hearing, Not in Intense Cold (-1/4)

5 ES: RPT, OAF: OSI Radio (-1)

18 Multipower (15 Points) Not in Intense Cold (-1/4), No END (+1/2)

2 u) Leaping +10", Accurate

2 u) Running +5", 4x NCM

26 STR +40, NFC (-1/2), Not in Intense Cold (-1/4), No END (+1/2)

Total Powers Cost: 82 Points

 

Total Cost: 150 Points

 

75+ Disadvantages

5 DNPC: Current Mission (Useful Normal) 8-

10 Hunted: Oscar Goldman (More Powerful/NCI/Watch) 8-

10 Hunted: This Week's Villain (As Powerful) 8-

10 PhysL: Requires Specialized Medical Treatment (Infrequently/Greatly)

15 PsyL: Compassionate (Common/Strong)

10 SocL: Secret Identty [The Bionic Woman] (Occasionally/Major)

10 SocL: Subject to Orders from Oscar Goldman (Occasionally/Major)

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

Total Disadvantages Cost: 150 Points

 

 

Jaime Sommers was a Professional Tennis Player before her sky diving accident that led to her becoming the Bionic Woman. Her bionics shut down in intense cold, and her bionic hearing makes her susceptibile to ultrasonics. She is very sweet and compassionate. Her armor is based on the physical strength of not only her arm and legs, but her ribcage and spine (mention in the movie "Bionic Every After").

 

Quote: "Not getting along? Well, so far he's chloroformed me, he's tied me up, and he doesn't even know my name yet!" Jaime in "The Over-The-Hill Spy."

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Re: Cassandra's Corner

 

Iron Man

 

Val Char Cost

15 STR 5

18 DEX 24

15 CON 10

11 BODY 2

18 INT 8

11 PRE 2

15 PRE 5

14 COM 2

5 PD 2

3 ED 0

4 SPD 12

6 REC 0

30 END 0

27 STUN 0

Total Characteristics Cost: 72 Points

 

Cost Skills

2 Bump of Direction, Linked to Density (-1/2), OIF: Armor (-1/2)

6 Combat Luck +3 rPD +3 rED

3 Computer Programming 13-

3 Electronics 13-

3 High Society 12-

3 Mechanics 13-

15 Money: Filthy Rich

2 Rep: Brilliant Billionaire Industrialist Superhero 11-

3 Systems Operation 13-

Total Skills Cost: 40 Points

 

Cost Powers

15 Armor +10 rPD +10 rED, Linked to Density (-1/2), OIF: Armor (-1/2)

10 EC [Armor]-15 Points, OIF: Armor (-1/2)

7 1) Density Mass 800kg, STR +15, KNB -3", PD/ED +2, No END Persistent (+1), Always On (-1/2)

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

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

3 u) EB 10d6 ["Repulsors"]

3 u) EB 5d6, Double KNB (+3/4), 1/2 END (+1/4) ["Repulsors"]

3 u) RKA 3d6+1, [16c] (-0) ["Anti-Tank Missiles"]

3 u) RKA 1d6+1, AE 3"r (+1), Personal Immunity (+1/4), Selective Targets (+1/4), [16c] (-0) ["Shoulder Rockets"]

7 ES: HRRP, Telescopic Sight +2, Linked to Density (-1/2), OIF: Armor (-1/2)

9 ES: 360 Degree Radio, Cost END Only to Activate (-1/4), Linked to Density (-1/2), OIF: Armor (-1/2)

4 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Linked to Density (-1/2), OIF: Armor (-1/2)

4 LS: Self Contained, Cost END Only to Activate (-1/4), Linked to Density (-1/2), OIF: Armor (-1/2)

13 10 REC, 100 END, OIF: Arc Reactor (-1/2)

10 STR +20, 1/2 END (+1/4), NFC (-1/2), Linked to Density (-1/2), OIF: Armor (-1/2)

5 Transform: Instant Change [One Set of Clothes], IAF: Briefcase (-1/2)

Total Powers Cost: 138 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 Dependent: Arc Reactor, 1d6 STUN/20 Minutes (Very Common)

5 DNPC: VPepper Potts (Useful Normal) 8-

10 Hunted: Current Enemy (As Poweful) 8-

10 Hunted: SHIELD (More Powerful/NCI/Watch) 8-

20 Normal Charcteristics Maxima

15 PsyL: Patriotic (Common/Strong)

10 PsyL: Playboy (Common/Moderate)

15 PsyL: Protective of Innocents (Common/Strong)

5 SocL: Famous [Tony Stark] (Occasionally/Minor)

Total Disadvantages Cost: 250 Points

 

 

 

This Iron Man is based on the one seen in the Movies.

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