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Hyper-Man

Beginning version of Spider-Man for 6e on 400 points

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Here is my starting version of everyone's favorite Wall Crawler for review.

 

preview link:

http://www.herocentral.net/get/files/premium/Peter+Parker+400+6e.HTML

 

download link:

http://www.herogames.com/forums/files/file/257-peter-parker-6e-400/

 

post-2288-0-82179900-1428088918.jpg

 

Peter Parker
Friendly Neighborhood Spider-Man, Spidey, Webhead, Webslinger, Wall-crawler

VAL    CHA    Cost    Roll    Notes
45    STR    5    18-    HTH Damage 9d6  END [2]
23    DEX    26    14-
20    CON    10    13-
13    INT    3    12-    PER Roll 12-
13    EGO    3    12-
10    PRE    0    11-    PRE Attack: 2d6
8    OCV    25
8    DCV    25
3    OMCV    0
3    DMCV    0
4    SPD    20    Phases:  3, 6, 9, 12
11    PD    9    11/20 PD (0/9 rPD)
9    ED    7    9/18 ED (0/9 rED)
10    REC    6
40    END    4
12    BODY    2    
40    STUN    10

Movement    Cost    Meters    Notes
RUNNING    0    12m/24m    END [1]
SWIMMING    0    4m/8m    END [1]
LEAPING    0    28m    28m forward, 14m upward
FLIGHT        30m/60m
SWINGING        60m/120m

Characteristics Total: 155

Cost    Powers
    Does Whatever A Spider Can!
37    1)  Spider Strength part 1: +30 STR, Reduced Endurance (1/2 END; +1/4) (37 Active Points) - END=1
15    2)  Spider Strength part 2: Leaping +24m (28m forward, 14m upward), Combat Acceleration/Deceleration (+ Add Modifiers to Base Characteristic; +1/4) (15 Active Points) - END=1
7    3)  Spider Reflexes part 1: +3 DCV (15 Active Points); Requires A Roll (PER roll; Must be made each Phase/use; Spidey Sense (Danger Sense); -1)

[Notes: Requires A Roll by default takes a -1 penalty to whatever roll is used for every 10 Active Points of the Power it is applied to (6e1 page 391).  A -1 penalty or a final 15- Roll in this instance.]
18    4)  Spider Reflexes part 2: Combat Luck (9 PD/9 ED)

[Notes: From 6e1 page 447: Hardened (+1/4), Impenetrable (+1/4) (40 Active Points); Luck Based (encompasses all the restrictions described in the text; -3/4), Nonpersistent (-1/4)]
0    5)  Spidey Reflexes part 3: Roll With A Punch (Custom Adder) 

[Notes: Optional Free Maneuver From Champions Complete page 154.  (½ Phase; -2 OCV; -2 DCV)
Allows a character to take less damage from a HTH attack. This Maneuver is unique because a character may perform it after the opponent’s Attack Roll succeeds (but before he rolls damage). The Rolling character attempts an Attack Roll against the attacker’s OCV (like Block). If successful, he takes only half the STUN and BODY that the attack would have normally done (after defenses). However, the attacker rolls one less die for Knockback. A character can only Roll With A Punch to reduce the effects of a single attack.]
25    6)  Spidey Sense!: Danger Sense (self only, any danger, Function as a Sense) (31 Active Points); Conditional Power Suppressed by Bug Spray (-1/4) 16-
4    7)  Spider Toughness: Regeneration (1 BODY per Day) - END=0
10    8)  Spider Wall Crawling: Clinging (normal STR) - END=0
     
84    Web Shooters (worn on each wrist): Variable Power Pool, 42 base + 60 control cost, No Skill Roll Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1); all slots Persistent (+1/4), Reduced Endurance (0 END; +1/2) (154 Active Points); Limited Power Power loses about half of its effectiveness (-1); all slots Unified Power (Web Shooters; -1/4), 2 clips of 1 Continuing Fuel Charge lasting 20 Minutes (Increased Reloading Time: 2 Full Phases; Web Fluid; -1/4), Gestures (Must be able to squeeze palm trigger to use.; -1/4), IIF (2 Webshooters, 1 on each Arm) (Quantity = 2 (from 6e2 page 181) +5 Real points; -1/4)

[Notes: (x2 number of items)
Each VPP (2 Web Shooters are worn using the Equipment Doubling Rules) Slot has some form of the Range Based on Strength modifier.  This means they effectively still cost the wearer END to use though the exact amount is up to the Player and GM to agree on.  The slots only appear to have 105 Active Points due to the application of Reduced End and Persistent (They are all 60 Active Points if removed from the VPP) These VPP Only Modifiers are only being used to allow the application of the Continuous Charge Modifier to represent the limited amount of Web Fluid carried.  I think this is a much easier method to track than traditional Charges or a separate End Reserve.]
0    1) Web Wall: Barrier 8 PD/7 ED, 9 BODY (up to 8m long, 8m tall, and 1/2m thick), Opaque Sight Group (105 Active Points); Cannot Englobe (-1/4), Range Based On Strength (-1/4) Real Cost: 42 - END=0
0    2) Web Cocooning: Entangle 4d6, 6 PD/5 ED (Stops A Given Sense Normal Sight), Entangle And Character Both Take Damage (+1/4) (105 Active Points); Range Based On Strength (-1/4), Can Be Deflected (-1/4) Real Cost: 42 - END=0
0    3) Thrown Web Balls: Blast 8d6, Reduced Negation (1), Autofire (3 shots; +1/4), Constant (+1/2) (105 Active Points); Range Based On Strength (-1/4), Beam (-1/4) Real Cost: 42

[Notes: Constant was only included to meet requirement to fit into the VPP due to using a Continuing Charge instead of traditional Charges or End Reserve to describe the limited amount of Web fluid carried.  I would otherwise treat the Constant Advantage as Penetrating in this case (BODY rolled is the minimum STUN damage).] - END=0
0    4) Web Rope v1: Telekinesis (40 STR) (105 Active Points); OAF (Web Line; -1), Affects Whole Object (-1/4), Range Based On Strength (-1/4) Real Cost: 32 - END=0
0    5) Web Rope v2: Stretching 60m (105 Active Points); OAF (Web Line; -1), Cannot Do Damage (-1/2), Always Direct (-1/4) Real Cost: 30 - END=0
0    6) Web Rope v3: Swinging 60m, Combat Acceleration/Deceleration (+1/4), No Gravity Penalty (+1/2), Noncombat Acceleration/Deceleration (+1) (105 Active Points); OAF (Web Line; -1) Real Cost: 38 - END=0
0    7) Web Rope & Web Ballooning: Flight 30m, Range Based On STR (+1/4), Usable As Attack (+1 1/2), Grantor pays the END whenever the power is used, Grantor controls the power totally (105 Active Points); Limited Power Only for Swinging or Gliding (-1) Real Cost: 35

[Notes: Not only does this slot represent Swinging and Gliding.  It also covers Stretching by way of Usable As Attack. This was the only way Ranged Based on Strength (as an Advantage in this instance) could be applied to this slot.] - END=0

Powers Total: 200

Cost    Martial Arts
    Spidey-Fu
5    1)  Flying Dodge:  1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
4    2)  Martial Escape:  1/2 Phase, +0 OCV, +0 DCV, 60 STR vs. Grabs
4    3)  Martial Strike:  1/2 Phase, +0 OCV, +2 DCV, 11d6 Strike
    
Martial Arts Total: 13

Cost    Skills
    Everyman
0    1)  AK: New York City 8-
0    2)  Acting 8-
0    3)  Climbing 8-
0    4)  Conversation 8-
0    5)  PS: Character's job, hobby, or the like (Photography) 11-
0    6)  Language:  English (idiomatic; Everyman, literate)
0    7)  Paramedics 8-
0    8)  Persuasion 8-
0    9)  Shadowing 8-
0    10) TF:  Everyman, Small Motorized Ground Vehicles
    
3    Acrobatics 14-
3    Breakfall 14-
3    Concealment 12-
1    Contortionist 8-
2    Deduction 10-
1    Inventor 8-
3    Scientist
1    1)  Science Skill:  Biology 11- (2 Active Points)
1    2)  Science Skill:  Chemistry 11- (2 Active Points)
1    3)  Science Skill:  Engineering 11- (2 Active Points)
1    4)  Science Skill:  Physics 11- (2 Active Points)
3    Stealth 14-

Skills Total: 23

Cost    Perks
1    Fringe Benefit:  Press Pass
1    Positive Reputation:  It's Spider-Man! (A medium-sized group) 11-, +1/+1d6

Perks Total: 2

Cost    Talents
3    Ambidexterity (no Off Hand penalty)
4    Double Jointed

Talents Total: 7

Value    Complications
20    Dependent NPC:  Aunt May Infrequently (Incompetent; Unaware of character's adventuring career/Secret ID)
10    Dependent NPC:  Mary Jane Infrequently (Normal)
10    Hunted:  Rogues Gallery Infrequently (As Pow; Harshly Punish)
5    Negative Reputation:  Public Menace - Thanks to J. Jonah Jameson, Infrequently
20    Psychological Complication:  With Great Power Comes Great Responsibility (Common; Total)
10    Social Complication:  Secret Identity Peter Parker/Spider-Man Infrequently, Major

Complications Points: 75

Base Points: 400
Experience: 0
Experience Unspent: 0
Total Character Cost: 400

 

post-2288-0-82179900-1428088918_thumb.jpg

Peter Parker 400 6e.HTML

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Cool!  I've actually been reading his very first issues in an archive edition; in one he does actually make a 'web-a-chute'.   I'm trying to remember, when did Peter actually learn photography (it was early on)?

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Nice. I'd probably have made him a bit more agile, but the points for that would have to come out of his web shooters.

 

But of course, design-wise, the web shooters are the core of the character. Everything else is easy.

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Nice. I'd probably have made him a bit more agile, but the points for that would have to come out of his web shooters.

 

But of course, design-wise, the web shooters are the core of the character. Everything else is easy.

 

The only place I can see to shave points would be to drop his Speed to 4.  Might have to do it anyway as I forgot to add the Power Skill necessary to use the Web Shooter VPP (it still requires a Skill Roll to change!).

 

As far as the slots I lifted them directly from Champions Complete and this post by Derek:

 

 

This is how I built them in Champions Complete:

 

webshooters.jpg

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I definitely wouldn't drop his SPD.

 

Looking harder at him: his defenses are fairly low, and his DCV is nothing to write home about. He's very vulnerable.

 

He can't handle his own attacks (13 DC Offensive Strike, 11 DC Martial Strike). Overkill in a street level game, "about right" in a Standard Superheroes game, but then his defenses let him down.

 

Tricky. He's a very nice build, but he's got a balance problem, by my standards anyway.

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OK, what would I shave?

 

Ego. While there are classic scenes of him "making Ego rolls", this is something that can be managed with a 10 Ego. -5 points here.

 

Body. Yeah, I know, but it's not going to help him if he's doing Sleeping Beauty impressions all the time. -2 points here.

 

Offensive Strike. It reduces his agility to do damage, but the 11 DC from his Martial Strike is pretty good, and is better for his (essential) DCV. -5 points here.

 

-12 points so far.

 

Unfortunately, he needs more, and the only place it can come from his web shooters.

 

This is a problem, since sophisticated builds are your trade mark. On the other hand, Derek's build is 10 points cheaper, to get essentially the same effect.

 

I'd bite the bullet, although it makes it less distinctively "yours". Another -10 points.

 

With an extra 22 points to allocate, he can become much more combat survivable.

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1st post has been edited.

 

I decided to drop 1 point of SPD for now.  As a Martial Artist of sorts I would allow him to raise it later with XP.

I gave him +3 DCV with RAR based on his Spidey-Sense which should go a long way in making him harder to hit.

 

re: VPP vs. Multipower

 

For +13 Points (including the Power Skill) he gets 2 Frameworks that can be used simultaneously. Meaning that he can Swing AND fire off an Entangle at an opponent during the same Phase.  That's not possible with the Multipower as built.

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I like the RAR DCV.

 

I'm still a bit iffy on the 4 SPD. The problem is: if Spidey has a 4 SPD, what does everyone else in the Marvel Universe have?

 

Benchmarking problems like that are one of the things that tends to kill my own attempts to model characters.

 

I did actually once have all the original Teen Titans, including Kid Flash, on 4 SPD, using the "screen time" argument. In that case things fell down when I got to Aqualad and his Aqua-Cheesy powers. I should probably retry them, using homages, and give his analogue Water Control powers instead of Awesome Fish Control!.

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Well, this is the "rookie" version of the character.  Plus he's almost a Dark Champions or Animated Series level character anyway.  It's only when he matures with experience that he can take on true superpowered villains like Firelord. (sorry, I just couldn't help myself :D)

 

Later XP would need to be spent on SPD, Rapid Attack, CSL's, etc.. .  If moving all over the place and being generally one the hardest characters to hit when he's focused on being defensive was the goal I think I hit the mark.  As is, he would often NEED to use Acrobatics for the OCV bonus it could provide him. My "rookie" version of The Flash with his 6 SPD would still have a really hard time hitting this version of Spider-Man.  My Superman could probably only do it with a Ranged Attack like Super-Breath or Heat-Vision.

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Secret ID

DNPC - Aunt May

DNPC - Girlfriend of the Week (Gwen)

Psych - With Great Power...

Poor?

Rep? Thanks to JJJ.

Hunted? JJJ, Doc Ock, Green Goblin...

 

So many options... Which to pick?

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Hyper-Man, I like your 400 pts starting versions. I saw on rpg.net that you linked Spidey, Batman and Green Lantern but to be honest, the format you use on herocentral is... scary. It looks a lot more complicated than it should. Anyway, for a starting version of Spider-Man, I'd like to see SPD 5 and maybe a higher DEX. To acheive this while staying within budget, I'd consider:

 

- decreasing STR to 40 (5 pts). He can get stronger later

- dropping one maneuver (martial strike?) (4 pts). He can get more experienced at fighting later.

- drop ambidexterity. Off-hand penalties are easily ignored in Champions or not often enforced (3 pts)

- decreasing CON to 18 (2 pts)

 

With this you could raise SPD to 5 and DEX to 25. To bring DEX to 28, you'd need to scramble 6 more points out of EGO, REC, END, STUN.

 

in any case, great build.

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Modeling characters is tough, for many of the reasons noted above.  Everything is relative.  I could easily see "early Spidey" having a lower STR, especially when he's beefing up his damage with Martial Arts.  He's more agile than strong, especially in those early days.  Who were his early XP gathering opponents?  Let's see...

 

The Chameleon (not much of a combatant), the Vulture (a senior citizen), the Tinkerer (ditto, though alluded to maybe be an alien in that first appearance), Doctor Octopus (powerful attacks, but a pudgy scientist wielding them), The Sandman (who he could  not hurt), the Lizard (another one he had trouble hurting), Electro (again, powerful attacks with limited defenses), the Enforcers (three skilled normals gave him a serious run), Mysterio (SFX rather than real powers, so not a defensive powerhouse), Green Goblin (again not known for defenses, the early version at least was not armored), Kraven (another skilled normal), Daredevil (thanks to RIngmaster; showing Spidey's street level power set), the Scorpion (specifically just a bit more powerful than Spidey in all respects, he's not really a powerhouse either), the Beetle (scientist in a suit), Circus of Crime (skilled normal), Crime Master (thug in a mask), Molten Man (again, he could  not easily hurt a guy with high defenses), Rhino (another guy Spidey can't really hurt in those early days), Shocker, the new, younger Vulture and Kingpin (normal human, albeit a skilled and strong one, is still trouble).

 

A lot of recurring villains, coming back with a bit more xp as Spidey gains a bit himself.  But after 50 issues, and assorted guest appearances, he's still dealing with a lot of street level threats.  Not a ton of change through Issue #100, really.  And still lots of xp to earn before he beats Firelord :)

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Hyper-Man, I like your 400 pts starting versions. I saw on rpg.net that you linked Spidey, Batman and Green Lantern but to be honest, the format you use on herocentral is... scary. It looks a lot more complicated than it should. Anyway, for a starting version of Spider-Man, I'd like to see SPD 5 and maybe a higher DEX. To acheive this while staying within budget, I'd consider:

 

- decreasing STR to 40 (5 pts). He can get stronger later

- dropping one maneuver (martial strike?) (4 pts). He can get more experienced at fighting later.

- drop ambidexterity. Off-hand penalties are easily ignored in Champions or not often enforced (3 pts)

- decreasing CON to 18 (2 pts)

 

With this you could raise SPD to 5 and DEX to 25. To bring DEX to 28, you'd need to scramble 6 more points out of EGO, REC, END, STUN.

 

in any case, great build.

 

I am extremely hesitant about raising his SPD to 5.  I'm not saying he couldn't get it later but I don't see the 'need' for it to begin with.  My rookie versions of Superman and Batman seem fine with a 4 so I think Spidey is too.  What does an increased DEX really do for him now?  Acrobatics, Breakfall and Initiative.  14- seems good enough for the first two and on the scale of the DC heroes I've built his DEX is only lower than The Flash.  Should Spider-Man have a higher DEX than the Fastest Man Alive?  I don't think so (Flash is my 1st love of comic book characters, so I am biased).  Should Spider-Man be about the hardest character to land a hit on?  Yes, and I think my build accomplishes that.

 

re: the export format posted to HeroCentral

 

I really like that format as it includes basically everything a player typically needs from a 'GM-Screen' on the character sheet.  But i get it.  It's a love/hate thing for many people.

 

HM :D

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Up till now I have resisted the urge to apply the Unified Power Limitation to any of his 'natural' Spidey Powers. 

 

Has Peter ever had his powers removed in the comics more than once or twice?  I didn't think so but I never read that many Spider-Man comics compared to the DC stuff.

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First off, great work.

 

I don't see Reduced END on STR. Spidey's strong, but using his strength full out has always been depicted as tiring for him. He does his big damage by using his webs and his head to boost his attacks. That's as true for early Peter Parker as for later, I think.

 

Due his weakness to bug spray, which wipes out his Spider Sense, Wall Crawling, and pretty much everything except his web shooters, I'd seriously consider Unified Power for most of his powers outside the webs.

 

I'd much rather see an EGO 13/BODY 12 starting character than EGO 15/BODY 10. Peter Parker gave into a lot of his lesser urges at the start, but wow could he take a beating.

 

Dropping his STR to 35-40, putting a simple HA into the Web Shooters (web flail, swing-assisted punch, yo-yo attack, slingshot punch..), and recognizing that there's nothing Inobvious at all about his web shooting, and you easily have the points for a 5 SPD starting Spiderman, possibly 6 SPD, which is where I'd peg him even in his early days. And maybe enough normal PD to walk away from the occassional 30 story fall.

 

That's just me.

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Hype, my recollection of your other write-ups suggests you use DEX, CV and SPD numbers averaging lower than the CU, and damage levels at or above those levels, so I think this Spidey would fit pretty well within those benchmarks.

 

Not sure how often his powers went away en bloc, but the two "Spidey Sense" powers cry out for Unified Power - it seems like the Spidey Sense gets suppressed or drained pretty often.

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I am extremely hesitant about raising his SPD to 5.  I'm not saying he couldn't get it later but I don't see the 'need' for it to begin with.  My rookie versions of Superman and Batman seem fine with a 4 so I think Spidey is too.  What does an increased DEX really do for him now?  Acrobatics, Breakfall and Initiative.  14- seems good enough for the first two and on the scale of the DC heroes I've built his DEX is only lower than The Flash.  Should Spider-Man have a higher DEX than the Fastest Man Alive?  I don't think so (Flash is my 1st love of comic book characters, so I am biased).  Should Spider-Man be about the hardest character to land a hit on?  Yes, and I think my build accomplishes that.

 

re: the export format posted to HeroCentral

 

I really like that format as it includes basically everything a player typically needs from a 'GM-Screen' on the character sheet.  But i get it.  It's a love/hate thing for many people.

 

HM :D

 

You are quite right that a build should not be done in isolation but relative to others. I guess conceptually I see rookie Flash as the fastest (SPD 6 with stuff like autofire and CE), followed by Superman (SPD 5 with stuff like autofire and CE), Spider-man (SPD 5 but without any tricks) and Batman (SPD 4). IMHO, increase DEX is more to support the concept that I have of Spidey (Agile, fast, hard to hit) than for the mechanical effect. I see him a bit more dextrous but not as tough (CON) or enduring (END and or reduced END on STR). And yes I think Spidey is more agile than Flash. I will have to take a look at your rookie Superman. I don't think "modern" Supe ever was a 400pt character even at rookie level (unless it is pre-Supe teenager Clark).  Anyway, for the sake of clarity, I like your build. If the only thing we can debate is a few points of DEX, STR and +1 of SPD or not, I guess you must be pretty close to the concept.

 

What do you think about Ambidexterity? I don't really see that as something Worth paying for in a Champions game (again it dépends what you have done with your other builds).

 

Oh, don't get me wrong, it is not that I don't like the format, it's that showing that format on RPG.net only reinforce the perception that HERO is overly complex. The presentation of your build on this thread is a lot "friendlier"!

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 What does an increased DEX really do for him now?  Acrobatics, Breakfall and Initiative.  14- seems good enough for the first two and on the scale of the DC heroes

 

HM :D

Two things I haven't explicitly said. Yes, with increased DEX I was aiming at higher Acrobatics and Breakfall (which may or may not jive with your other builds).

 

Second, I am still unconvinced DEX is worth 2pts. But that is beside the point :-)

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Could you give him a SPD of 3 then add +2 SPD with the Unified Power Limitation getting applied to it and his extra STR and reflexes abilities? Early Spidey would get sick with a flu and lose all of his extra abilities at once, so maybe boosted SPD is part of a package with boosted STR and the other spider abilities makes sense.

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That seems like such an easy fix but I am still hesitant. I built Flash with ALL of his powers under Unified via the 'Speed-Force'.  I only used Unified for Superman's VPP.  His other powers only have the Kryptonian stuff (not near Kryptonite or under a red sun).  What's the Unified effect for Spidey?  Radioactive Spider Powers?!  Unified means that ANY negative Adjustment Power used against one Power with the Limitation affects ALL Powers with the Limitation.  I don't see the cold or confidence issue from the movies fitting that mold. 

 

For what it's worth I just checked HeroDesigner and to just add Unified to the existing list as-is would save 21 points.  I could save a LOT more by moving portions of other Characteristics (like DEX, CON, OCV, DCV, SPD, etc...) but I don't think it's necessary.

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The beginning version of Superman?

 

1938: faster than the 1937 Mallard train, with a land speed record of 126 mph; able to leap 1/8th mile and hurdle tall (20 story!) buildings in a single bound; capable of mighty feats of strength (lifting a 3,500 lb car with four armed men trapped inside one handed aka casual STR), and flesh so tough it cannot be penetrated by less than a bursting shell.

 

Characteristics – Superman - Clark Kent
 
VAL  CHA  CP Base Price END Roll Notes
 60  STR  65  10    1   [3]  21- Lift 100 ton, 12d6 HTH, 1/2 END
 13  DEX   6  10    2        12-
 35  CON  25  10    1        16-
 13  INT   3  10    1        12- PER Roll 12-
 10  EGO   0  10    1        11-
 15  PRE   5  10    1        12- PRE Attack: 3d6
  8  OCV  25   3    5
  5  DCV  10   3    5
  3  OMCV  0   3    3
  3  DMCV  0   3    3
  6  SPD  40   2   10            Phases: 12, 2, 4, 6, 8, 10
 30  PD   51   2    1            30(17r) Hardened Impenetrable
 30  ED   51   2    1            30(17r) Hardened Impenetrable
 20  REC  16   4    1
 45  END   5  20   1/5
 20  BODY 10  10    1
 50  STUN 15  20   1/2
Meters Movement
 26m LEAP 13   4   1/2  [6]      26m x 8m x8 Noncombat Accurate 3x END
 16m RUN  20  12    1   [1]      X8 Noncombat 1/2 END
  4m SWIM  0   4   1/2  [1]      x2 Noncombat
 
344 Characteristics & Movement Total with Advantages & Limitations
 
Perks
  0 Positive Rep.: Beacon of Truth, Justice & the American Way (Ltd Group)
 
Talents
  4 Lightning Reflexes +8 To Act Before Others [-]
 
Powers   Kryptonian Physiology Under Yellow Sun's Power
 
CP  Powers  Notes  [END]
 
 15 Enhanced Perception +5 All Senses 
 10 Enhanced Perception Penetrative Sight [-]
  3 Enhanced Perception Telescopic +6 vs. Range Modifiers Sight [-]
 
Skills
 
  - AK: Campaign City Everyman 8-
  3 Conversation 12-
  3 Deduction 13-
  1 KS: Farming 8-
  - KS: News Everyman 11-
  - LS: English Native Everyman – Literate
  - PS: Reporter Everyman 11-
  1 PS: Farmer 8-
  - TF: Human-powered vehicles
 
 40 Total Powers, Perks, Talents & Skills
 
400 Total CP
 
Complications    
 
 10 DNPC: Lois Lane, Jimmy Olsen, Ma & Pa Kent 8-
 10 Distinctive Feature: Alien (Easily Concealed, Major Reaction)
 10 Hunted: Floating (As Powerful, NCI, PC Easy to Find, Watching Only, Infrequently)
 15 Psych Lim: Code of The American Way
 10 Psych Lim: Seeks Justice
  5 Psych Lim: Upholds Truth (except where it harms others)
 15 Social: Secret Identity, Reporter Clark Kent
 
 75 Total Complications

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