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6e 400 point Golden Age Superman


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Long ago I designed a 250 point 5e version of Superman circa Action Comics #1. I thought he was a reasonable success though of course there were unfortunate compromises involved.

 

Now I'm trying to do a 6e version. For various reasons he has come in over 300 points - the supposed equivalent total in 6e, so I'm going to press on and make him a 400 point character.

 

At the moment, he is coming in at 346 points. I've got 54 points to play with.

 

I've made slight alterations to him, but he's mostly a straight conversion from the 250 point original. The problem is then - he's rather weak for a 400 point character.

 

He needs to hit harder and more often.

 

His defenses are fairly strong against Physical attacks, but he is weak against Energy attacks. This is a result of me buying Physical Damage Reduction but not Energy DR. (That's an artifact of the original design). Should I drop the Physical DR and spread the points between more conventional defenses?

 

Also, I'm not that familiar with 6e, and may have made mistakes. (I don't have Hero Designer - he's a manual design).

 

He still has other stuff which I would like to buy too, but they are outside his budget at the moment, probably.

 

I've considered applying Unified Power to a lot of his stuff, but it would take fairly liberal interpretation to justify it.

 

Anyway, here is he is. But remember, he's the Action Comics #1 Superman, not a later version. Some things may seem odd...

 

Please give feedback, criticism, whatever.

 

---

 

Golden Age Superman

(Action Comics #1)

 

Val                 CHA                                      Cost              Roll Notes

50                  STR                                       40                  19- Lift 25 tons; 10d6 HTH damage [5]

18                  DEX                                       16                  13-

20                  CON                                      10                  13-

13                  INT                                       3                     12- PER Roll 12-

13                  EGO                                      3                     12-

20                  PRE                                       10                  13- PRE Attack: 4d6

7                     OCV                                      20

7                     DCV                                      20

3                     OMCV                                  0

3                     DMCV                                  0

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

2                     PD                                          0                     Total: 20 PD (18 rPD)

2                     ED                                          0                     Total: 20 ED (18 rED)

14                  REC                                       10

40                  END                                      4

10                  BODY                                   0

46                  STUN                                   13

Total Characteristics Cost:          169

 

Movement: Running: 22m/176m

Leaping: 26m/208m

Swimming: 4m/8m

 

Cost Powers END

 

30 Nothing Less Than A Bursting Shell Can Penetrate His Skin 1: 50% Resistant Physical Damage Reduction 0

 

54 Nothing Less Than A Bursting Shell Can Penetrate His Skin 2: Resistant Protection (18 PD/18 ED) 0

 

2 Superstrong, surefooted: -2m Knockback Resistance 0  

 

9 Invulnerable Alien Physiology: Life Support (Immunity: All terrestrial diseases; Safe Environment: Character is safe in Intense Cold, Intense Heat) 0

 

8 Invulnerable Alien Physiology: Regeneration (1 BODY per hour) 0

 

34 Superhuman Speed and Strength: Multipower, 34-point reserve

3f 1) Hurdle A Twenty-Story Building: Leaping +22m (26m), x8 Noncombat, Accurate. (26 AP) 3

2f 2) Faster Than An Express Train: Running +10m (22m total), x8 Noncombat. (20 AP) 3

3f 3) Smash Through: Tunnelling 2m through 16 DEF Material. (34 AP) 3

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Conversation 13-

3 Deduction 12-

1 KS: Who’s Who In The City 8-

3 Navigation 12-

2 PS: Reporter 11-

3 Streetwise 13-

 

Perks

1 Fringe Benefit: Press Pass

 

Talents

4  Superspeed: Lightning Reflexes (+4 DEX to act first with All Actions)

3 Striking Appearance +1/1d6 versus all characters

 

Total Powers & Skills Cost: 177

Total Cost: 346

 

Pts Complications

15 DNPC: Lois, reporter for the Daily Star (Normal, Useful Skills, Frequently, Unaware)

20 Psychological Complication: Dedicated To Helping Those In Need (Common, Total)

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

5 Professional Rival (Lois)

15 Social Complication: Secret Identity (Clark Kent, reporter for the Daily Star) (Frequently, Major)

Total Complications Points: 75

Experience Points: 0

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I might go a bit feral, and do things I normally wouldn't.

 

Basically, I'll buy up his strength without reducing his endurance cost. As long as he can go for a turn and then some, he should be OKish.

 

So that's +20 points to STR, giving him 70.

 

He needs to move more often, so I'll give him another point of SPD. +10 points. (That's 30 so far).

 

He needs to hit more often, so +2 to OCV, giving him 9. Another 10 points. (40 so far).

 

14 to go.

 

He needs to be better against Energy Attacks, so +7 to ED.

 

He needs more END, to keep him going for longer. +20 END costs 4 points.

 

And that leaves 3 for REC.

 

Done, unless I've made errors, or somebody else has a better idea.

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With those changes, he looks like this. Better, but still not ideal.

---

 

Golden Age Superman – 6e

(Action Comics #1)

 

Val                 CHA                                      Cost              Roll Notes

70                  STR                                       60                  23- Lift 400 tons; 14d6 HTH damage [7]

18                  DEX                                       16                  13-

20                  CON                                      10                  13-

13                  INT                                       3                     12- PER Roll 12-

13                  EGO                                      3                     12-

20                  PRE                                       10                  13- PRE Attack: 4d6

9                     OCV                                      30

7                     DCV                                      20

3                     OMCV                                  0

3                     DMCV                                  0

5                     SPD                                       30                  Phases: 3, 5, 8, 10, 12

2                     PD                                          0                     Total: 20 PD (18 rPD)

9                     ED                                          7                     Total: 29 ED (18 rED)

17                  REC                                       13

60                  END                                      8

10                  BODY                                   0

46                  STUN                                   13

Total Characteristics Cost:          223

 

Movement: Running: 22m/176m

Leaping: 26m/208m

Swimming: 4m/8m

 

Cost Powers END

 

30 Nothing Less Than A Bursting Shell Can Penetrate His Skin 1: 50% Resistant Physical Damage Reduction 0

 

54 Nothing Less Than A Bursting Shell Can Penetrate His Skin 2: Resistant Protection (18 PD/18 ED) 0

 

2 Superstrong, surefooted: -2m Knockback Resistance 0  

 

9 Invulnerable Alien Physiology: Life Support (Immunity: All terrestrial diseases; Safe Environment: Character is safe in Intense Cold, Intense Heat) 0

 

8 Invulnerable Alien Physiology: Regeneration (1 BODY per hour) 0

 

34 Superhuman Speed and Strength: Multipower, 34-point reserve

3f 1) Hurdle A Twenty-Story Building: Leaping +22m (26m), x8 Noncombat, Accurate. (26 AP) 3

2f 2) Faster Than An Express Train: Running +10m (22m total), x8 Noncombat. (20 AP) 3

3f 3) Smash Through: Tunnelling 2m through 16 DEF Material. (34 AP) 3

 

Skills

3 Acrobatics 13-

3 Breakfall 13-

3 Climbing 13-

3 Conversation 13-

3 Deduction 12-

1 KS: Who’s Who In The City 8-

3 Navigation 12-

2 PS: Reporter 11-

3 Streetwise 13-

 

Perks

1 Fringe Benefit: Press Pass

 

Talents

4  Superspeed: Lightning Reflexes (+4 DEX to act first with All Actions)

3 Striking Appearance +1/1d6 versus all characters

 

Total Powers & Skills Cost: 177

Total Cost: 400

 

Pts Complications

15 DNPC: Lois, reporter for the Daily Star (Normal, Useful Skills, Frequently, Unaware)

20 Psychological Complication: Dedicated To Helping Those In Need (Common, Total)

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

5 Professional Rival (Lois)

15 Social Complication: Secret Identity (Clark Kent, reporter for the Daily Star) (Frequently, Major)

Total Complications Points: 75

Experience Points: 0

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Nice.

 

I would have put 36 points into 3 Overall Levels which is its own kind of multipower of options that can represent aspects of superspeed.

 

FWIW, as a thought experiment I removed all the red solar/kryptonite Limitations from my 400 point version (easy to do with Hero Designer) and it only increased his cost to 455 total points .  The VPP would still need a  replacement-1/4 Common Limitation to prevent the necessity of recalculating all the slots (Like Requires a Roll 14-).

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Does he need the regen? Then again, why does he only have 10 BODY?

 

Most of the justification is from later eras of the character history (he becomes a 'normal' human after lack of exposure to yellow solar radiation or enough exposure to red solar radiation).

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No particularly good reason for the Regen, except that, as built, he will take body every now and then.

 

Obviously he should have more than 10 Body. The reason he hasn't is ultimately a relic of my original 5e build, where everything that wasn't strictly essential was cut to the bone.

 

Part of my design criteria was that he should be able to expand his abilities rapidly. Hence I tried to include things like Damage Reduction, whose effect scales with the size of the attack involved. Unfortunately I couldn't fit in DR against energy, and had to settle for just buying it against physical attacks.

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I wonder if I can do Golden Age Wonder Woman? Or more importantly, would I bother to finish her?

 

She makes a bit of an ambit claim with respect to skills, but I could restrict her to what she actually uses. The lasso, mental radio and invisible plane are potentially awkward. Of course she didn't actually start with the lasso according to her original origin, so I could drop it. That leaves the plane as a significant problem.

 

Time to do a bit of a literature review. Not for the first time.

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