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Actual 5th ed. 250 point heroes.


SpaceknightFenix

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Let's do something only a bit different, instead of trying to get the absolute basics of the heroes in question within 250 points. Let's try to build the heroes with their most extreme feats in considerations.
Rules:
1) It has to be able to do the most ludicrous things displayed by the characters in all of their published articles.

2) You do not have to buy their skills.

3) It doesn't necessarily have to be 250 points, but you do have to try to fit them in 250 points. If a power or attribute shoves them over, don't sweat it.

And, most importantly: 
4) Have fun, if it gets too frustrating, post what you've got, and maybe someone will pick it up from there.

I know Massey's already posted his 250 Superman, that's a very good example, it's a bit shy, but he's got bigger versions that do cover the remainder of his powers.

 

Make those points scream.

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  • 5 months later...
  • 2 months later...

I started working on this but I've gotten involved in other things which are going to eat up my time for today and maybe beyond that.

 

The Reverse-Flash has never been reverse enough for my tastes. I started working on the elemental control and didn't finish. Obviously the Succor is going to make up for a lot of the deficiency in spending on base stats. Anyway, none of this is under the character's control, it all just happens.

 

If there's enough free points, I'd look into giving the powers completely invisible advantage.

 

Anti-Speed Elemental Control Always On (-1/2), No Range (-1/2), Personal Immunity (+1/4), 0 END (+1/2), Persistent (+1/2), Cumulative (+1/2)

Drain SPD 1d6 0 END (+1/2), Persistent (+1/2), Area of Effect radius (+1), Armor Piercing (+1/2). Autofire 3 shots (+1 1/4), Continuous (+1), Cumulative (+1/2), x16 maximum effect (+1)

Drain Running 1d6 0 END (+1/2), Persistent (+1/2), Area of Effect radius (+1), Autofire 3 shots (+1 1/4), Continuous (+1), Cumulative (+1/2), x16 maximum effect (+1)

Drain Flying 1d6 0 END (+1/2), Persistent (+1/2), Area of Effect radius (+1), Autofire 3 shots (+1 1/4), Continuous (+1), Cumulative (+1/2), x16 maximum effect (+1)

Drain Leaping1d6  0 END (+1/2), Persistent (+1/2), Area of Effect radius (+1), Autofire 3 shots (+1 1/4), Continuous (+1), Cumulative (+1/2), x16 maximum effect (+1)

Aid (Succor) 2d6 goes to (DEX, PD, ED, resistance for the PD/ED, CON, and STR in that order) Costs END (+0) , 0 END (+1/2), Persistent (+1/2),  Cumulative (+1/2) x 128 maximum effect (2d6 would be 1536 character points which is another +1 3/4), Difficult to Dispel (+1/4), Continuous (+1), Self Only, No Range,

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This is Massie's Superman.

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 (+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 13-/14- (Sight Group) (5 Active Points); Only when Aid is active (-1/4)
4   ? Detect Radio / Ultrasonic Spectrum 13-/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)
    Kryptonian Powers (full charge)
0    1)  +50 STR (Calculated Aid Effects); No Figured Characteristics (-1/2)
0    2)  +11 DEX (Calculated Aid Effects); No Figured Characteristics (-1/2)
0    3)  +25 CON (Calculated Aid Effects); No Figured Characteristics (-1/2)
0    4)  +12 BODY (Calculated Aid Effects); No Figured Characteristics (-1/2)
0    5)  +8 INT (Calculated Aid Effects)
0    6)  +8 EGO (Calculated Aid Effects)
0    7)  +16 PRE (Calculated Aid Effects)
0   ? +25 PD (Calculated Aid Effects)
0    9)  +25 ED (Calculated Aid Effects)
0    10) +3 SPD (Calculated Aid Effects)
0    11) +25 REC (Calculated Aid Effects)
0    12) +100 END (Calculated Aid Effects)
0    13) +50 STUN (Calculated Aid Effects)
0    14) Running +25" (6"/31" total), Calculated Aid Effects
0    15) Swimming +25" (2"/27" total) (Calculated Aid Effects)
0    16) Leaping +25" (3"/38" forward, 1 1/2"/19" upward) (Calculated Aid Effects)
0    17) Damage Resistance (25 PD/25 ED) (Calculated Aid Effects)
0    18) +8 PER with all Sense Groups and Calculated Aid Effects
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

Though, I disagree with the bonus to non-physical attributes, those are exclusively him, not his powers. I'm pretty sure this is the DCAU Superman at the start of his career.

 

Others, who will go unnamed, did not appreciate the fact that Massie used 250 points in disads, but no actual character points, making this technically a 0-point character.

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  • 2 weeks later...

Here is mine:

 

The Original Captain Marvel

 

Val Char Cost Roll Notes

70 STR 0 23- Lift 409.6tons; 14d6

23 DEX 9 14- OCV: 8/DCV: 8

34 CON 8 16-

30 INT 0 15- PER Roll 15-

15 EGO 10 12- ECV: 5

10 PRE 0 11- PRE Attack: 2d6

 

7 SPD 7 Phases: 2, 4, 6, 7, 9, 11, 12

 

15+15 PD 1 Total: 15/30 PD (0/15 rPD)

8+15 ED 1 Total: 8/23 ED (0/15 rED)

21 REC 0

68 END 0

10 BODY 0

62 STUN 0 Total Characteristic Cost: 36

 

Movement: Running: 6"/12"

Flight: 20"/40"

Leaping: 14"/28"

Swimming: 2"/4"

 

Cost Powers END

THE POWER OF SHAZAM!, all slots Only In Heroic Identity (-¼), Incantations (-¼)

13 1) Solomon Wisdom!: +20 INT (20 Active Points); Only In Heroic Identity (-¼), Incantations (-¼)

37 2) Hercules Strength!: +60 STR (60 Active Points); Only In Heroic Identity (-¼), Incantations (-¼) (Modifiers affect Base Characteristic) 6

27 3) Atlas Stamina: +20 CON (40 Active Points); Only In Heroic Identity (-¼), Incantations (-¼)

33 4) Zeus Power!: Energy Blast 10d6 (50 Active Points); Only In Heroic Identity (-¼), Incantations (-¼) 5

30 5) Achilles Courage!: Armor (15 PD/15 ED) (45 Active Points); Only In Heroic Identity (-¼), Incantations (-¼) 0

67 6) (Total: 100 Active Cost, 67 Real Cost) +10 DEX (30 Active Points); Only In Heroic Identity (-¼), Incantations (-¼) (Real Cost: 20) plus +3 SPD (30 Active Points); Only In Heroic Identity (-¼), Incantations (-¼) (Real Cost: 20) plus Flight 20" (40 Active Points); Only In Heroic Identity (-¼), Incantations (-¼) (Real Cost: 27) 4

 

Skills

2 Systems Operation (Radio) 15-

3 Streetwise 11-

2 Survival (Urban) 15-

 

Total Powers & Skill Cost: 214

Total Cost: 250

 

100+ Matching Complications

15 Identity, Secret: (Very Frequently; Minor)

15 Hunted: Black Adam 11- (As Pow; Harshly Punish)

25 Hunted: Dr. Sivana 14- (As Pow; NCI; Harshly Punish)

20 Psychological Limitation: Code vs. Killing (Common; Total)

10 Minor: (Occasionally; Major)

20 Hunted: Mr. Mind 11- (Mo Pow; Harshly Punish)

20 Shy: (Common; Total)

15 Dependent NPC: Mr Tawny 11- (Normal)

10 Dependent NPC: Uncle Marvel 8- (Normal)

 

Total Complications Points: 250

 

Background/History:

 

Personality/Motivation:

 

Quote:

 

Powers/Tactics:

 

Campaign Use:

 

Appearance:

 

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