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5th Edition 250 Points Comic Book Characters


Cassandra

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Flash

 

Val Char Cost

20 STR 10

23 DEX 39

20 CON 20

12 BODY 4

13 INT 3

11 EGO 2

15 PRE 5

18 COM 4

6 PD 2

4 ED 0

6 SPD 27

10 REC 4

50 END 5

32 STUN 0

Total Characteristics Cost: 125 Points

 

Cost Skills

2 AK: Central City 11-

3 Criminology 12-

3 Forensic Medicine 12-

2 FB: Local Police Powers

2 Navigation [Ground] 12-

2 PS: Police Scientist 11-

2 Rep: Superhero 11-

2 SS: Chemistry 11-

4 Speed Reading

3 Streetwise 12-

Total Skills Cost: 25 Points

 

Cost Powers

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

60 Multipower (60 Points)

4 u) Desolid [Magic]

4 u) EB 8d6

2 u) Extra-Dimensional Movement [Alternate Earths], 4x Mass, OIF[bulky]: Cosmic Treadmill (-1)

3 u) Extra-Dimensional Movement [Time Travel], OIF[bulky]: Cosmic Treadmill (-1)

4 m) Flight 10", Variable Advantages (+1/2), [Megascale 1km, or 1/2 END Only (-1/4)], Only in Contact with a Surface (-1/4)

2 u) HA +6d6, HTH Attack (-1/2)

1 u) Healing: Regeneration 1 BODY/Turn

3 u) Missile Deflection [All Ranged Attacks] +5

6 m) Running +15"

1 u) Transform: Instant Change [Any]

Total Powers Cost: 100 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

10 DNPC: Iris West (Normal) 8-

10 Hunted: Central City Police Department (More Powerful/NCI/Watch) 8-

10 Hunted: Reverse Flash (As Powerful) 8-

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

20 PsyL: Code Versus Killing (Common/Total)

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

10 SocL: Subject To Orders (Occasionally/Major)

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

Total Disadvantages Cost: 250 Points

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Martian Manhunter

 

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

3 Conversation 12-

3 Criminology 12-

3 Deduction 12-

2 FB: Local Police Powers

4 Lang: Native English

0 Lang: Native Martian

2 Navigation [Air] 12-

2 Rep: Superhero 11-

3 Streetwise 12-

3 Tactics 12-

Total Skills Cost: 25 Points

 

Cost Powers

30 Armor +10 rPD +10 rED

60 Multipower (60 Points)

4 u) Desolid [Electricity]

4 u) EB 8d6

2 u) Flight 10"

2 u) Flight 8", Megascale 1km (+1/4)

4 u) Invisible [sight], No Fringe, 1/2 END (+1/4)

6 u) Shape Shift [sight/Hearing/Touch], Limited Group [Humanoids], Cellular, Imitation, Cost END Only To Change Shapes (+1/4)

4 u) STR +30, 1/2 END (+1/4)

4 u) Telekinesis 20 STR, Fine Manipulation

4 u) Telepathy 8d6

1 u) Transform: Instant Change [Any]

Total Powers Cost: 125 Points

 

Total Cost: 250 Points

 

150+ Disadvantages

5 DF: Martian (Easily Concealable/Noticed)

5 DNPC: Cameron Chase (Useful Normal) 8-

10 Hunted: Commander Blanx (As Powerful) 8-

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

20 PsyL: Code Versus Killing (Common/Total)

10 SocL: Secret Identity [J'Onn J'Onzz/John Jones] (Occasionally/Major)

20 Suscept: Fire, 3d6 STUN/Minute (Common)

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

Total Disadvantages Cost: 250 Points

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  • 1 month later...

I see Cassandra likes SPD 4.  In the games I've played since 2011, the GM has a preference for SPDs 5-6.

 

I think a higher average Speed tends to just penalize dedicated Speedster characters more than anything else by increasing the entry cost for that particular archetype.  My 5e and 6e rookie homages also follow the 4 SPD benchmark for everyone except Flash/Barry Allen who has a 6 SPD.  Unfortunately, all the published Champions Universe stuff also supports the 5-6 average so changing the average SPD makes more work for the GM in adjusting that material if he's using it.

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A bit insulting.

 

I'm currently working on intentionally Old School characters, as a spin off from the discussion about how the Hero System evolved. I didn't evolve.

 

And yes, even my teen sidekick characters are more munchkinised than Cassandra's, but that's a product of a different campaign/history.

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A bit insulting.

 

I'm currently working on intentionally Old School characters, as a spin off from the discussion about how the Hero System evolved. I didn't evolve.

 

And yes, even my teen sidekick characters are more munchkinised than Cassandra's, but that's a product of a different campaign/history.

 

You might say my builds are a bit more munchkinized as well.

 

Superman
 
Player: 
 
Val Char Cost
20/70 STR 10
14/25 DEX 12
15/40 CON 10
13/25 BODY 6
18/26 INT 8
14/22 EGO 8
15/31 PRE 5
16 COM 3
 
5/30 PD 1
5/30 ED 2
3/6 SPD 6
7/32 REC 0
30/130 END 0
32/82 STUN 1
 
6"/31" RUN 0
2"/27" SWIM 0
3"/38" LEAP -1
Characteristics Cost: 71
 
Cost Power
103 Kryptonian Powers: Aid 1d6, Can Add Maximum Of 50 Points, Can Apply Adders (+1), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4), All super powers simultaneously (+2), Multiple Special Effects (All special effects simultaneously; +2) (232 Active Points); Self Only (-1/2), Can only charge in direct yellow sunlight (-1/4), Only 1/2 effect to Body, Swim, Senses, Leaping, LS (-1/4), Only 2/3 effect to Dex, Spd, overall lvls, 1/3 to Ego, Pre, special defenses, 1/6 to Int (-1/4)
 
4 Kryptonian Powers: Elemental Control, 10-point powers,  (5 Active Points); all slots Only when Aid is active (-1/4) [Notes: Full charge provides:
4D6 RKA,
40 Str TK,
16D6 Dispel,
6D6 Entangle,
30" Flight,
17" Megascale Flight,
4 Overall levels]
3 1)  Heat Vision 1: Killing Attack - Ranged 1/2d6 (10 Active Points); No Knockback (-1/4), Only when Aid is active (-1/4)
3 2)  Superbreath 1: Telekinesis (7 STR) (11 Active Points); Increased Endurance Cost (x2 END; -1/2), Only when Aid is active (-1/4)
3 3)  Superbreath 2: Dispel 3d6, any fire power one at a time (+1/4) (11 Active Points); Increased Endurance Cost (x2 END; -1/2), Only when Aid is active (-1/4)
3 4)  Superbreath 4: Entangle 1d6, 1 DEF (10 Active Points); Increased Endurance Cost (x2 END; -1/2), Only when Aid is active (-1/4)
4 5)  Flight 1: Flight (30" total) 5" (10 Active Points); Only when Aid is active (-1/4)
4 6)  Flight 2: Flight (17" total) 3", MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (10 Active Points); Only when Aid is active (-1/4)
2 7)  Superspeed: +1 Overall (+4 total) (10 Active Points); Costs Endurance (-1/2), Superspeed bonuses only (-1/4), Only when Aid is active (-1/4)
 
Kryptonian Powers, all slots Only when Aid is active (-1/4) [Notes: Full charge provides:
30/30 Damage Resistance,
13" Knockback Resistance,
+8 perception,
+8 vs range mods,
26 pts Life Support,
10 pts Flash Def Sight and Hearing,
10 pts Power Def]
4 1)  Damage Resistance (5 PD/5 ED) (5 Active Points); Only when Aid is active (-1/4)
2 2)  Knockback Resistance -1"; Only when Aid is active (-1/4)
2 3)  +1 PER with all Sense Groups (3 Active Points); Only when Aid is active (-1/4)
2 4)  +1 versus Range Modifier for Hearing Group and Sight Group (3 Active Points); Only when Aid is active (-1/4)
1 5)  Life Support  (Safe in High Pressure); Only when Aid is active (-1/4)
6 6)  N-Ray Perception (Sight Group) (10 Active Points); Costs Endurance (-1/2), Only when Aid is active (-1/4)
4 7)  Detect Beyond visual spectrum 22-/14- (Sight Group) (5 Active Points); Only when Aid is active (-1/4)
4 8)  Detect Radio / Ultrasonic Spectrum 22-/14- (Hearing Group) (5 Active Points); Only when Aid is active (-1/4)
1 9)  Sight Group Flash Defense (2 points) (2 Active Points); 1/2 Effect vs magic, red sun, kryptonite (-1/2), Only when Aid is active (-1/4)
1 10) Hearing Group Flash Defense (2 points) (2 Active Points); 1/2 Effect vs magic, red sun, kryptonite (-1/2), Only when Aid is active (-1/4)
1 11) Power Defense (2 points) (2 Active Points); 1/2 Effect vs magic, red sun, kryptonite (-1/2), Only when Aid is active (-1/4)
Powers Cost: 157
 
 
Cost Skill
3 Deduction 13- (14-)
3 Disguise 13- (14-)
3 Navigation 13- (14-)
3 Paramedics 13- (14-)
3 Persuasion 12- (15-)
 
3 AK: Earth 13- (14-)
3 PS: Reporter 13- (14-)
Skills Cost: 21
 
Cost Perk
1 Fringe Benefit:  Press Pass
Perks Cost: 1
 
 
Total Character Cost: 250
 
Pts. Disadvantage
20 Accidental Change:  Other types of Kryptonite, Always (Uncommon)
20 Dependent NPC:  Lois Lane 11- (Normal; Unaware of character's adventuring career/Secret ID)
20 Hunted:  Lex Luthor 11- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Physical Limitation:  Stunned by exposure to Green Kryptonite (Frequently, Greatly Impairing)
15 Psychological Limitation:  Code against killing (Common, Strong)
15 Psychological Limitation:  Protective of innocents (Common, Strong)
15 Psychological Limitation:  Stands up for little guy (Common, Strong)
15 Psychological Limitation:  Follows the law (Common, Strong)
15 Psychological Limitation:  Stands for truth and justice (Common, Strong)
15 Reputation:  Big Blue Boy Scout, 14-
15 Secret Identity:  Clark Kent (Frequently, Major)
30 Susceptibility:  Kryptonite 3d6 damage per Phase (Common)
10 Vulnerability:  1 1/2 x STUN Magic (Common)
10 Vulnerability:  1 1/2 x Effect Magic (Common)
10 Vulnerability:  1 1/2 x STUN Kryptonite attacks (Common)
10 Vulnerability:  1 1/2 x Effect Kryptonite (Common)
 
Disadvantage Points: 250
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0
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This provides an "animated series" level Superman.  I also have 350, 450, and 700 point writeups that add progressively more skills, a few more power slots, and a larger Aid.  It was important for me to keep the base Clark Kent stats the same, and for the power construct of the Aid to remain the same as well.

 

Our gaming area has a history of fairly abusive Champions players.  This gives a Superman at the appropriate point level who actually feels like Superman.  He's also powerful enough to take on a team of book Champions characters at his own point level.

 

This writeup has more disads than necessary.  That's because he just has that many.  He doesn't get extra points or anything.  That's the price he pays for such a cheesy build. :)

 

The kryptonite disadvantages assume that the rapid power loss you sometimes see was actually built as an attack.  Standard non-points paid for kryptonite will cause him 3D6 damage per phase and makes him lose his next action.  If you want something more than that, you've got to buy it as a Drain or something.

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Cassandra I seem to remember that you had a generic crimefighter template which I couldn't find. Could you be so kind send me a copy? I like your builds and templates. I'm running a DC:TAS game and would like to compare my characters against a template just to make sure I covered all my bases.

 

Thanks in advance.

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Cassandra I seem to remember that you had a generic crimefighter template which I couldn't find. Could you be so kind send me a copy? I like your builds and templates. I'm running a DC:TAS game and would like to compare my characters against a template just to make sure I covered all my bases.

 

Thanks in advance.

 

Crimefighter Template sent by private message.  Sorry for the Delay.  Blame Hyperium.

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