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  1. 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/ 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 Peter Parker 400 6e.HTML
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