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Cassandra

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Supergirl's 20 PD is always on, even when she's exposed to Red Solar Radiation. All she loses then is her Resistant Defense, which is why she has Regeneration (which also is handy to repair damage from Kryptonite. My premise for her retaining her characteristics is that they are based on Earth having lower gravity then Krypton, giving her great strength and physical toughness. During Red Solar Radiation exposure her STR goes from 60 to 50, resulting in a 75% loss in lifting power.

 

The Flash has a basic PD of 6. His FF and Combat Luck are only effective when he is conscious. He would lose both when stunned, and the latter when surprised.

 

Any move-throughs or move-bys can still be accomplished using his SPD 6 and Surface Contact Flight. He's still faster then most characters including Supergirl.

 

I still think Flash's standing defenses are much too good compared to Supergirl's, but that's your call. Don't forget that Flash will also lose any protection from the Combat Luck during Move-Throughs and Move-Bys.

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Comparing the defenses of two characters with different STUN totals is an apples to oranges argument. Combat Luck is as much an ever-present 'dodge' sfx as it is an actual defense. As has already been pointed out, he's essentially a normal guy when Stunned. The same argument would apply to Green Lantern. My 6e 400 point version of GL only has about 32 STUN but he can probably achieve higher defenses than Superman. Those defenses will cost END though. The number that really matters is how many 'average' hits can the characters take and still stay in the fight. That's not a single stat, rather it's a combination of STUN & Defenses.

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Comparing the defenses of two characters with different STUN totals is an apples to oranges argument. Combat Luck is as much an ever-present 'dodge' sfx as it is an actual defense. As has already been pointed out' date=' he's essentially a normal guy when Stunned. The same argument would apply to Green Lantern. My 6e 400 point version of GL only has about 32 STUN but he can probably achieve higher defenses than Superman. Those defenses will cost END though. The number that really matters is how many 'average' hits can the characters take and still stay in the fight. That's not a single stat, rather it's a combination of STUN & Defenses.[/quote']

 

All valid points. In fact I would add CON in there too. My objection here comes largely from the lack of granularity within Cassandra's builds. Supergirl should be both far less dextrous and far tougher than Flash, instead they are roughly comparable. Flash in fact would be more dangerous as his 50% higher SPD with six 10d6 attacks per Turn compared to Supergirl's four 12d6 ones. IOW, her Flash build would have an excellent chance of defeating her Supergirl in combat; a result which is nearly inconceivable in the source material.

 

I appreciate what she's trying to do here; I just think it's a fool's errand to think every iconic character can be built on the same number of character points when the power level differences are so extreme in the source material. Not every character can be done with an arbitrarily selected number.

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Green Lantern

 

Val Char Cost

20 STR 10

18 DEX 24

20 CON 20

12 BODY 4

13 INT 3

18 EGO 16

15 PRE 5

18 COM 4

6 PD 2

4 ED 0

4 SPD 12

8 REC 0

40 END 0

32 STUN 0

Total Characteristics Cost: 100 Points

 

Cost Skills

2 AK: Coast City 11-

1 AK: Space Sector 2814 8-

6 Combat Luck +3 rPD +3 rED

3 Combat Piloting [Military Aircraft] 8-

1 Navigation [Air] 8-

1 Navigation [space] 8-

2 PS: Green Lantern 11-

2 PS: Test Pilot 11-

2 Rep: Superhero 11-

Total Skills Cost: 20 Points

 

Cost Powers

13 100 END 10 RED, OIF: Power Ring (-1/2)

40 Multipower (60 Points)

4 u) EB 12d6

4 u) Entangle 6d6 DEF 6

4 u) FTL Travel 32 Million LY/Year [1LY/Second]

4 u) Force Wall 12 rPD 12 rED

4 u) Mind Link: Any Willing Mind, Any Distance, 16x Minds, No LOS

4 u) Telekinesis 40 STR

4 u) Telekinesis 20 STR, Fine Manipulation

1 u) Transform: Instant Change [Any]

6 ES: RPT, Gestures (-1/4), IAF: Justice League Communicator (-1/2)

10 EC [Emerald Energy]-15 Points, OIF: Power Ring (-1/2)

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

10 2) Force Field +12 rPD +12 rED, 1/2 END (+1/4)

13 LS: High Pressure, High Radiation, Intense Cold, Intense Heat, Low Pressure/Vacuum, Self Contained, OIF: Power Ring (-1/2)

Total Powers Cost: 130 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

5 DNPC: Carol Ferris [star Sapphire] (Slightly Less Powerful) 8-

10 Hunted: Sinestro (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Of The Hero (Very Common/Strong)

20 PsyL: Code Versus Killing (Common/Total)

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

10 SocL: Subject To Orders [Guardians Of The Universe] (Occasionally/Major)

5 Vuln: Yellow Energy, 1 1/2x STUN (Uncommon)

Total Disadvantages Cost: 250 Points

 

 

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That's a good point about the Flash's ED. Women have greater defenses against Energy Attacks.
I know you're joking, but your answer makes no sense. "Because lasers". Women have higher ED than men because of lasers...

 

Yup, even as a joke I'm not getting whatever you are trying to say.

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Hmm... I may have to toughen up my draft build of Robin. He doesn't hit hard enough, and is toast against a ranged combatant, like, say Green Lantern. Of course he should be, but this is the lowest powered version of GL possible. Then again, if I pad him up too much, a Guy Gardner/Batman scene could result...

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Batman could take out this Green Lantern for two reasons. One, GL wouldn't have his Force Field up, and two Batman got a 2x bonus for surprise.

 

So lets say that Batman has 20 STR, and hits GL with a Martial Strike. That's a 6d6 attack, which would to an average to 21 STUN, 2x for Surprise which brings it to 42 STUN against GL's 6 PD (no Combat Luck because of the surprise), which brings GL to -4 STUN.

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Batman

 

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-

2 AK: Gotham City 11-

3 Breakfall 13-

6 Combat Luck +3 rPD +3 rED

3 Contortionist 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

3 Lockpicking 13-

4 Martial Disarm

4 Martial Dodge

4 Martial Strike

1 Navigation [Air] 8-

10 Money: Wealthy

5 Offensive Strike

3 Rep: Crimefighter 14-

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 75 Points

 

Cost Powers

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

40 Multipower (60 Points) OIF: Utility Belt (-1/2)

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

2 u) EB 8d6, [16c] (-0), OAF: Batarangs (-1)

2 u) EB 4d6, AE 4"r (+1), NND [LS: Self Contained] (+1), [16c] (-0), OAF: Sleep Gas (-1)

2 u) EB 8d6, Variable Special Effects [Any] (+1/2), [16c] (-0), OAF: Special Weapons (-1)

2 u) Entangle 6d6 DEF 6, [16c] (-0), OAF: Bolas (-1)

1 u) Flight 10", OIF: Batplane (-1/2)

1 u) Flight 8", Megascale 1km (+1/4), OIF: Batplane (-1/2)

1 u) HA +3d6, HTH Attack (-1/2), Affects Desolids (+1/2), No END (+1/2), OIF: Nth Metal Gauntlets (-1/2)

1 u) Running +5", 8x NCM, OIF: Batmobile (-1/2)

1 u) Stretching 4", No END (+1/2), OAF: Batline (-1)

1 u) Swimming +10", 8x NCM, OIF: Batboat (-1/2)

1 u) Swinging 15", 4x NCM, OAF: Swing Line (-1)

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

6 ES: RPT, Gestures (-1/2), IAF: Justice League Communicator (-1/2)

Total Powers Cost: 75 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

5 DNPC: Alfred Pennyworth (Useful Normal) 8-

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

5 Hunted: Catwoman (As Powerful/Mild) 8-

10 Hunted: Joker (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Versus Killing (Common/Total)

20 PsyL: Protective Of Innocents (Very Common/Strong)

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

Total Disadvantages Cost: 250 Points

 

 

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This Batman uses his Deduction not only to solve crimes. but also to find an opponents vulnerability, and use his VSFX against them. His Sleep Gas is used against Agents, and Speedsters. Remember, Batman uses his stealth to catch an enemy by Surprise in order to gain that 2x STUN bonus. Batman can use his Batarangs against enemies while on the move (Flight, Running, Swimming, and Swinging), while use of the other weapons he cannot.

 

Tactically Batman would use a smoke Bomb and then attack using the most effective weapon against his target.

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Batman

 

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-

2 AK: Gotham City 11-

3 Breakfall 13-

6 Combat Luck +3 rPD +3 rED

3 Contortionist 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

3 Lockpicking 13-

4 Martial Disarm

4 Martial Dodge

4 Martial Strike

1 Navigation [Air] 8-

10 Money: Wealthy

5 Offensive Strike

3 Rep: Crimefighter 14-

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 75 Points

 

Cost Powers

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

40 Multipower (60 Points) OIF: Utility Belt (-1/2)

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

2 u) EB 8d6, [16c] (-0), OAF: Batarangs (-1)

2 u) EB 4d6, AE 4"r (+1), NND [LS: Self Contained] (+1), [16c] (-0), OAF: Sleep Gas (-1)

2 u) EB 8d6, Variable Special Effects [Any] (+1/2), [16c] (-0), OAF: Special Weapons (-1)

2 u) Entangle 6d6 DEF 6, [16c] (-0), OAF: Bolas (-1)

1 u) Flight 10", OIF: Batplane (-1/2)

1 u) Flight 8", Megascale 1km (+1/4), OIF: Batplane (-1/2)

1 u) HA +3d6, HTH Attack (-1/2), Affects Desolids (+1/2), No END (+1/2), OIF: Nth Metal Gauntlets (-1/2)

1 u) Running +5", 8x NCM, OIF: Batmobile (-1/2)

1 u) Stretching 4", No END (+1/2), OAF: Batline (-1)

1 u) Swimming +10", 8x NCM, OIF: Batboat (-1/2)

1 u) Swinging 15", 4x NCM, OAF: Swing Line (-1)

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

6 ES: RPT, Gestures (-1/2), IAF: Justice League Communicator (-1/2)

Total Powers Cost: 75 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

5 DNPC: Alfred Pennyworth (Useful Normal) 8-

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

5 Hunted: Catwoman (As Powerful/Mild) 8-

10 Hunted: Joker (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Versus Killing (Common/Total)

20 PsyL: Protective Of Innocents (Very Common/Strong)

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

Total Disadvantages Cost: 250 Points

 

I'd have given Batman a SPD 5 and axed the Batplane, which he lacked in his early career.

 

I know you are using templates for these builds, but must every character have an 20 STR, 18 DEX, 20 CON, and 18 COM?

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Most types of characters have 10 points in defenses outside of Armor, Force Fields, and Combat Luck. Males are 6 PD 4 ED, Females are 5 PD 5 ED. Most Men are 20 STR 18 DEX 20 CON 12 BODY 11 EGO, while Woman are 15 STR 20 DEX 18 CON 11 BODY 14 EGO. Bricks are 50 STR 25 CON for both Males and Females, but Males have 18 DEX 14 BODY 11 EGO, while Females are 20 DEX 10 BODY 14 EGO.

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Batman

 

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-

2 AK: Gotham City 11-

3 Breakfall 13-

6 Combat Luck +3 rPD +3 rED

3 Contortionist 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Fast Draw 13-

3 Lockpicking 13-

4 Martial Disarm

4 Martial Dodge

4 Martial Strike

1 Navigation [Air] 8-

10 Money: Wealthy

5 Offensive Strike

3 Rep: Crimefighter 14-

3 Security Systems 13-

3 Shadowing 13-

3 Stealth 13-

3 Streetwise 13-

Total Skills Cost: 75 Points

 

Cost Powers

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

40 Multipower (60 Points) OIF: Utility Belt (-1/2)

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

2 u) EB 8d6, [16c] (-0), OAF: Batarangs (-1)

2 u) EB 4d6, AE 4"r (+1), NND [LS: Self Contained] (+1), [16c] (-0), OAF: Sleep Gas (-1)

2 u) EB 8d6, Variable Special Effects [Any] (+1/2), [16c] (-0), OAF: Special Weapons (-1)

2 u) Entangle 6d6 DEF 6, [16c] (-0), OAF: Bolas (-1)

1 u) Flight 10", OIF: Batplane (-1/2)

1 u) Flight 8", Megascale 1km (+1/4), OIF: Batplane (-1/2)

1 u) HA +3d6, HTH Attack (-1/2), Affects Desolids (+1/2), No END (+1/2), OIF: Nth Metal Gauntlets (-1/2)

1 u) Running +5", 8x NCM, OIF: Batmobile (-1/2)

1 u) Stretching 4", No END (+1/2), OAF: Batline (-1)

1 u) Swimming +10", 8x NCM, OIF: Batboat (-1/2)

1 u) Swinging 15", 4x NCM, OAF: Swing Line (-1)

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

6 ES: RPT, Gestures (-1/2), IAF: Justice League Communicator (-1/2)

Total Powers Cost: 75 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

5 DNPC: Alfred Pennyworth (Useful Normal) 8-

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

5 Hunted: Catwoman (As Powerful/Mild) 8-

10 Hunted: Joker (As Powerful) 8-

20 Normal Characteristics Maxima

20 PsyL: Code Versus Killing (Common/Total)

20 PsyL: Protective Of Innocents (Very Common/Strong)

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

Total Disadvantages Cost: 250 Points

 

No, some characters like the Flash have DEX 23, and Supergirl has INT 13.

 

I know this is a cookie cutter approach but it just makes things easier.

 

I am currently working on a 350 Points Silver Age Supergirl using must a 60 Points Multipower filled with things like Time Travel, FTL Travel, Missile Deflection, Telekinesis (super breath), Mind Link (super ventriloquism). Just have to decide which powers go offline when she get's hit with Green Kryptonite Radiation and which still work.

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