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Street level versions of the classics


JmOz

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I got it in my head to do some street level versions of classic characters. Now obviously I set some rules. 300 points, not trying to get exact copies, but a character that is recognisable as the character. In some cases this will be more homage than true to the character, others will be pretty close. Why the names i am using is the classic characters name, the idea is more for a "I want to play this guy ina street level game" starting point

 

First up, is what many feel was the first super hero---The MAn FROM KRYPTON

 

Superman 300

Clark Kent

 

VAL CHA Cost Roll Notes

50 STR 40 19- HTH Damage 10d6 END [2]

18 DEX 16 13-

30 CON 20 15-

13 INT 3 12- PER Roll 16-

13 EGO 3 12-

15 PRE 5 12- PRE Attack: 3d6

7 OCV 20

6 DCV 15

3 OMCV 0

4 DMCV 3

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

10 PD 8 10/20 PD (0/10 rPD)

10 ED 8 10/20 ED (0/10 rED)

10 REC 6

50 END 6

15 BODY 5

50 STUN 15

 

Movement Cost Meters Notes

RUNNING 8 20m/40m END [2]

SWIMMING 2 8m/16m END [1]

LEAPING 8 20m 20m forward, 10m upward

 

 

 

 

 

Characteristics Total: 211

 

Cost Powers

37 Bulletproof: Resistant Protection (10 PD/10 ED), Hardened (+1/4) (37 Active Points) - END=0

12 Super Senses: +4 PER with all Sense Groups - END=0

12 Super Strength: Reduced Endurance (1/2 END; +1/4) (12 Active Points) applied to STR - END=

 

Powers Total: 61

 

 

Cost Skills

3 Breakfall 13-

3 Charm 12-

3 Conversation 12-

3 Criminology 12-

3 Deduction 12-

3 High Society 12-

3 KS: Current Events 12-

3 Streetwise 12-

3 PS: Reporter 12-

 

Skills Total: 27

 

Cost Perks

1 Fringe Benefit: Press Pass

 

Perks Total: 1

 

 

Value Complications

10 Dependent NPC: Girl Friend Infrequently (Normal)

15 Social Complication: Secret ID Frequently, Major

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

15 Hunted: Frequently (Less Pow; NCI; Harshly Punish)

 

Complications Points: 60

 

Base Points: 300

Experience: 0

Experience Unspent: 0

Total Character Cost: 300

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Re: Street level versions of the classics

 

well, 86 views, no comments...Maybe a beutiful Greek Goodess will get some comments...

 

Wonder Woman 300

Diana

 

VAL CHA Cost Roll Notes

15 STR 5 12- / 15- HTH Damage 3d6/6d6 END [1/2]

18 DEX 16 13- / 14-

25 CON 5 14-

13 INT 3 12- PER Roll 12-

15 EGO 5 12-

15 PRE 5 12- PRE Attack: 3d6

8 OCV 25

8 DCV 25

3 OMCV 0

4 DMCV 3

4 SPD 20 Phases: 3, 6, 9, 12/3, 5, 8, 10, 12

7 PD 5 7/15 PD (0/8 rPD)

7 ED 5 7/15 ED (0/8 rED)

5 REC 1

30 END 2

15 BODY 5

30 STUN 5

 

Movement Cost Meters Notes

RUNNING 0 12m/24m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 2 8m 8m forward, 4m upward

FLIGHT 10m/20m

 

 

 

 

Characteristics Total: 137

 

Cost Powers

Belt, all slots IIF (-1/4) - END=

8 1) +10 CON (10 Active Points); IIF (-1/4) - END=

15 2) +15 STR, Reduced Endurance (1/2 END; +1/4) (19 Active Points); IIF (-1/4) - END=1

10 Costume: Resistant Protection (5 PD/5 ED) (15 Active Points); OIF (-1/2) - END=0

6 Lasso: Stretching 10m, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Limited Body Parts/Limited manipulation (-1/4), Range Modifier Applies (-1/4) - END=0

Sandles, all slots IIF (-1/4) - END=

8 1) +1 SPD (10 Active Points); IIF (-1/4) - END=

8 2) +5 DEX (10 Active Points); IIF (-1/4) - END=

4 3) Flight 10m (10 Active Points); Gliding (-1), IIF (-1/4) - END=0

8 Vambraces: +4 With Martial Block (Ranged or Melee)/ Martial Dodge (12 Active Points); OIF (-1/2) - END=

 

Powers Total: 67

 

Cost Martial Arts

3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 4d6 / 7d6 Strike, Target Falls

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

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR / 40 STR to Disarm

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

3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 25 STR / 40 STR for holding on

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 5d6 / 8d6 Strike

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 3d6 / 6d6 +v/10, Target Falls

5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 7d6 / 10d6 Strike

2 Weapon Element: Chain & Rope Weapons, Empty Hand, Vambraces

 

Martial Arts Total: 32

 

Cost Skills

10 +2 with Martial Arts

3 Acrobatics 13- (14-)

2 Animal Handler (Equines) 12-

3 Breakfall 13- (14-)

3 Bureaucratics 12-

3 Charm 12-

3 Combat Piloting 13- (14-)

3 High Society 12-

3 KS: Ancient Greek Culture 12-

3 Language: English (completely fluent)

3 Language: Greek (Ancient Greek is Native) (completely fluent)

3 Mimicry 12-

3 Riding 13- (14-)

0 TF: Combat Aircraft, Equines

3 Teamwork 13- (14-)

4 WF: Axes, Maces, Hammers, and Picks, Blades, Chain & Rope Weapons, Staffs

 

Skills Total: 52

 

 

Cost Talents

6 Combat Luck (3 PD/3 ED)

6 +2/+2d6 Striking Appearance (vs. all characters)

 

Talents Total: 12

 

Value Complications

10 Dependent NPC: Various guides to "Man's World" Frequently (Normal; Useful Noncombat Position or Skills)

15 Physical Complication: Unfamiliar with "Man's World" (Frequently; Slightly Impairing)

20 Psychological Complication: Code of the Amazon (Common; Total)

15 Social Complication: Public ID Frequently, Major

 

Complications Points: 60

 

Base Points: 300

Experience: 0

Experience Unspent: 0

Total Character Cost: 300

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Re: Street level versions of the classics

 

Actually, I have considered doing something like that for my own campaign. Most of the NPC heroes in my world are being built on low-powered super or less with the PCs being near the top of the food chain with standard supers. I may have to steal these from you to save myself a lot of work. I hope to see more.

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Re: Street level versions of the classics

 

6th edition has made deflection a ranged ability, while permiting anyone to block vs range. In play I would tend to allow her to "convert" her bonus DCV into OCV for blocking purposes (From the Vambraces). Otherwise she has a Block OCV of 12 (14 if you allow her to convert)

 

The mopre I think about it though, I should make the bracelets +3 with Martial Block & Dodge

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Re: Street level versions of the classics

 

6th edition has made deflection a ranged ability, while permiting anyone to block vs range. In play I would tend to allow her to "convert" her bonus DCV into OCV for blocking purposes (From the Vambraces). Otherwise she has a Block OCV of 12 (14 if you allow her to convert)

 

The mopre I think about it though, I should make the bracelets +3 with Martial Block & Dodge

I would use Force Wall, requires DEX roll. Same with Cap's Shield. They do seem to block some autofires and area effects with them. OTOH, there is an upper limit to what a force wall can block, not so much deflection and dodging.

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Re: Street level versions of the classics

 

True, and doing it on a budget makes it so that compromises must be made...however I would probably not use a dex roll, it's an ease of play issue...

 

So I am editing the original a bit on her, Made her costume a OIF (Questionable, but appropriate for genre), and changed her Vambraces to a +4 with Martial Block (Ranged and Melee) and Martial Dodge

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Re: Street level versions of the classics

 

Something odd I noticed, is that the export format is being selective with which characteristics, so for ease of refrence

 

Str: 15/30

Dex 18/23

Con 15/25

Speed 4/5

PD & ED 7/15 (8 r)---3 from Combat luck, 5 from armor

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Re: Street level versions of the classics

 

So here is Batman, so many sacrifices, so many...

 

Batman 300

Bruce Wayne

 

 

 

 

VAL CHA Cost Roll Notes

20 STR 10 13- HTH Damage 4d6 END [2]

20 DEX 20 13-

20 CON 10 13-

20 INT 10 13- PER Roll 13-

13 EGO 3 12-

20 PRE 10 13- PRE Attack: 4d6

7 OCV 20

8 DCV 20

3 OMCV 0

4 DMCV 3

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

7 PD 5 7 PD (0 rPD)

7 ED 5 7 ED (0 rED)

6 REC 2

30 END 2

12 BODY 2

30 STUN 5

 

Movement Cost Meters Notes

RUNNING 0 12m/25m,/96m/200m END [1/4]

SWIMMING 0 4m/8m END [1]

LEAPING 1 5m 5m forward, 2 1/2m upward

 

SWINGING 20m/40m

 

 

 

Characteristics Total: 148

 

Cost Powers

20 Utility Belt: Multipower, 30-point reserve, (30 Active Points); all slots OIF (-1/2) - END=

1f 1) Batarang: Blast 6d6 (30 Active Points); OIF (-1/2), 6 Recoverable Charges (-1/4), Range Based On Strength (-1/4) - END=[6 rc]

1f 2) Batlines: (Total: 30 Active Cost, 13 Real Cost) Swinging 20m, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1) (Real Cost: 7) plus Stretching 10m, Reduced Endurance (0 END; +1/2) (15 Active Points); OAF (-1), Limited Body Parts (-1/4), Range Modifier Applies (-1/4) (Real Cost: 6) - END=0

1f 3) Smoke Bombs: Change Environment (-5 to Normal Sight PER Rolls), Personal Immunity (+1/4), Area Of Effect (5m Radius; +1/2) (17 Active Points); OIF (-1/2), Range Based On Strength (-1/4), 12 Continuing Charges lasting 1 Extra Phase each (-0) - END=[12 cc]

1f 4) Microbombs: Killing Attack - Ranged 1d6, Area Of Effect (4m Radius; +1/4), Penetrating (+1/2) (26 Active Points); OIF (-1/2), Range Based On Strength (-1/4), 12 Charges (-1/4) - END=[12]

1f 5) Rebreather: Life Support (Self-Contained Breathing) (10 Active Points); OIF (-1/2), 1 Continuing Fuel Charge lasting 1 Hour (-0) - END=[1 cc]

1f 6) Motorcycle: Running +13m (12m/25m total), x8 Noncombat, Rapid Noncombat Movement (+1/4) (29 Active Points); OIF Bulky (-1) - END=3

Costume, all slots OIF (-1/2) - END=

3 1) Starlight Lenses: Nightvision (5 Active Points); OIF (-1/2) - END=0

4 2) Fearful Appearence: +10 PRE (10 Active Points); Only for Fear Effects (-1), OIF (-1/2) - END=

3 3) Dark Color: +2 w/ Stealth, Shadowing, Concealment (6 Active Points); Only in appropriate situations (-1/2), OIF (-1/2) - END=

7 4) Radio: High Range Radio Perception (Radio Group) (12 Active Points); OIF (-1/2), Sense Affected AsRadio or Hearing [any other Sense] (-1/4) - END=0

3 5) Cape: +1 DCV (5 Active Points); OIF (-1/2) - END=

 

Powers Total: 46

 

Cost Martial Arts

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

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 30 STR to Disarm

3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/10, Target Falls

5 Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, 8d6 Strike

 

Martial Arts Total: 16

 

Cost Skills

24 +2 Overall

3 Breakfall 13-

3 Climbing 13-

3 Combat Driving 13-

3 Computer Programming 13-

3 Concealment 13-

3 Criminology 13-

3 Deduction 13-

1 Forensic Medicine 8-

3 High Society 13-

3 KS: Criminals 13-

3 Lockpicking 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

3 Interrogation 13-

 

Skills Total: 67

 

Cost Perks

2 Positive Reputation (A medium-sized group) 11-, +2/+2d6

15 Money: Filthy Rich

 

Perks Total: 17

 

Cost Talents

6 Combat Luck (3 PD/3 ED)

 

Talents Total: 6

 

Value Complications

15 Psychological Complication: Obsessed with Justice (Common; Strong)

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

10 Social Complication: Secret ID Infrequently, Major

5 Dependent NPC: Robin and Alfred Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x2 DNPCs)

10 Hunted: Joker and other rogues Infrequently (As Pow; Harshly Punish)

 

Complications Points: 60

 

Base Points: 300

Experience: 0

Experience Unspent: 0

Total Character Cost: 300

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Re: Street level versions of the classics

 

So, did the flash next.

 

Noticed something about the skills on him. Most of the characters in the JLA (the big 7 at least), have grounds for the standard Street level skills (deduction, streetwise, etc...). Supes as a reporter, Flash as a cop, Martian Manhunter as a detective, Bats, well as bats,

 

so here is the scarlet speedster

 

The Flash

Barry Allen

 

VAL CHA Cost Roll Notes

10 STR 0 11- HTH Damage 2d6 END [1]

28 DEX -4 15-

15 CON 5 12-

18 INT 8 13- PER Roll 13-

13 EGO 3 12-

15 PRE 5 12- PRE Attack: 3d6

8 OCV 0

8 DCV 0

3 OMCV 0

4 DMCV 3

6 SPD 10 Phases: 2, 4, 6, 8, 10, 12

5 PD 3 5/10 PD (0/5 rPD)

5 ED 3 5/10 ED (0/5 rED)

10 REC 1

40 END 1

10 BODY 0

40 STUN 5

 

Movement Cost Meters Notes

RUNNING -2 20m/40m END [1]

SWIMMING 0 4m/8m END [1]

LEAPING 0 4m 4m forward, 2m upward

FLIGHT 30m/60m

 

 

 

 

Characteristics Total: 41

 

Cost Powers

Superspeed Powers, all slots Unified Power (-1/4) - END=

32 1) +20 DEX (40 Active Points); Unified Power (-1/4) - END=

24 2) +3 SPD (30 Active Points); Unified Power (-1/4) - END=

20 3) +5 OCV (25 Active Points); Unified Power (-1/4) - END=

20 4) +5 DCV (25 Active Points); Unified Power (-1/4) - END=

4 5) +5 REC (5 Active Points); Unified Power (-1/4) - END=

2 6) +15 END (3 Active Points); Unified Power (-1/4) - END=

4 7) +10 STUN (5 Active Points); Unified Power (-1/4) - END=

10 8) Protective FIeld: Resistant Protection (5 PD/5 ED) (15 Active Points); Nonpersistent (-1/4), Unified Power (-1/4) - END=0

12 9) Running +10m (20m total), Reduced Endurance (0 END; +1/2) (15 Active Points); Unified Power (-1/4) - END=

7 10) Rapid ( x1,000) with Normal Sight (9 Active Points); Unified Power (-1/4) - END=0

7 11) Rapid ( x1,000) with Normal Hearing (9 Active Points); Unified Power (-1/4) - END=0

19 12) Skills at Superspeed: +2 Overall (24 Active Points); Unified Power (-1/4) - END=

24 Superspeed: Multipower, 30-point reserve, (30 Active Points); Unified Power (-1/4) - END=

2f 1) Superspeed: Flight 30m (30 Active Points); Only In Contact With A Surface (-1/4) - END=3

2f 2) Real Superspeed: Flight 10m, MegaScale (1m = 10,000 km; +2) (30 Active Points); Only In Contact With A Surface (-1/4) - END=3

3f 3) Superspeed effects: Change Environment (+1 Wind Levels, Varying Combat Effects), Area Of Effect (8m Radius; +1/2), Varying Effect Limited Group (+1/2) (30 Active Points) - END=3

2f 4) Wind Blasts: Blast 6d6 (30 Active Points); Concentration (1/2 DCV; -1/4) - END=3

1f 5) Wrap this up: Entangle 3d6, 3 PD/3 ED (30 Active Points); OIF (Objects of availability; -1/2), Defense based on objects (-1/2), No Range (-1/2) - END=3

 

Powers Total: 195

 

Cost Martial Arts

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

5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 20 STR for holding on; FMove

5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 20 STR to Disarm; FMove

5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 2d6 +v/10; FMove

 

Martial Arts Total: 20

 

Cost Skills

3 Acrobatics 15-

3 Breakfall 15-

3 Bureaucratics 12-

3 Criminology 13-

3 Deduction 13-

3 KS: Police 13-

3 Forensic Medicine 13-

3 PS: Police Scientist 13-

3 Power: Superspeed 15-

3 Scientist

2 1) Science Skill: Balistics 13- (3 Active Points)

2 2) Science Skill: Chemistry 13- (3 Active Points)

2 3) Science Skill: Physics 13- (3 Active Points)

3 CK: The City 13-

3 Streetwise 12-

 

Skills Total: 42

 

Cost Perks

2 Fringe Benefit: Local Police Powers

 

Perks Total: 2

 

 

Value Complications

10 Dependent NPC: Iris West Infrequently (Normal; Useful Noncombat Position or Skills; Unaware of character's adventuring career/Secret ID)

0 Dependent NPC: Wally West Infrequently (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills)

15 Hunted: Rogue gallery Frequently (As Pow; Harshly Punish)

20 Psychological Complication: True Blue Hero (Very Common; Strong)

15 Social Complication: Secret ID Frequently, Major

 

Complications Points: 60

 

Base Points: 200

Experience: 0

Experience Unspent: 0

Total Character Cost: 300

 

 

His physical stats without the speedforce would be

 

10 STR 0 11- HTH Damage 2d6 END [1]

8 DEX -4 15-

15 CON 5 12-

18 INT 8 13- PER Roll 13-

13 EGO 3 12-

15 PRE 5 12- PRE Attack: 3d6

3 OCV 0

3 DCV 0

3 OMCV 0

4 DMCV 3

3 SPD 10 Phases: 4, 8, 12

5 PD 3 5 PD (0 rPD)

5 ED 3 5 ED (0 rED)

5 REC 1

25 END 1

10 BODY 0

30 STUN 5

 

 

Thoughts?

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Re: Street level versions of the classics

 

6th edition has made deflection a ranged ability, while permiting anyone to block vs range. In play I would tend to allow her to "convert" her bonus DCV into OCV for blocking purposes (From the Vambraces). Otherwise she has a Block OCV of 12 (14 if you allow her to convert)

 

The mopre I think about it though, I should make the bracelets +3 with Martial Block & Dodge

 

Thanks. Who'da thunk it? (Well, anyone who has read 6th, really...)

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