15 de noviembre de 2013
Superman
El último hijo de Krypton, el orgullo de Kansas...
Superman P L15
STR 19 STA 14 AGL 2 DEX 2 FGT 8 INT 2 AWE 2 PRE 4
Powers
Flight: Array (30 points)
• Flight 15 (64,000 MPH) • 30 points
• Quickness 7, Stacks with Super-Speed; Speed 15 (64,000 MPH) • 1 point
• Movement 1 (Space Travel 1) • 1 point
Heat Vision: Ranged Damage 15 • 30 points
Invulnerability: Protection 4; Impervious Toughness 18; Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum)• 27 points
Super-Breath: Alternate Effects of Strength Damage (19 points)
• Cone Area Affliction 9 (Resisted by Fortitude; Hindered, Immobile, Paralyzed) • 1 point
• Cone Area Move Object 9, Close Range, Limited to Pushing and Pulling • 1 point
Super-Senses: Senses 15 (Acute and Extended Hearing, Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- Hearing, Vision Penetrates Concealment (except lead)) • 15 points
Super-Speed: Quickness 8 • 8 points
Super-Strength: Enhanced Strength 4, Limited to Lifting (Lifting Str23; 200,000 tons) • 4 points
Equipment
HQ: Fortress of Solitude • 25 points
Size: Huge Tou: 20 Features: Communications, Computer, Concealed 3 (+20 DC), Defense System, Hanger, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Power System, Security System
Advantages
Connected, Equipment 5, Extraordinary Effort, Inspire 3, Languages (Kryptonian), Leadership, Power Attack, Seize Initiative, Ultimate Effort (Toughness checks)
Skills
Close Combat: Unarmed 3 (+11), Expertise: Farming 4 (+6), Expertise: Krypton 8 (+10), Expertise: Journalism 10 (+12), Perception 8 (+10), Persuasion 8 (+12), Ranged Combat: Heat Vision 8 (+10), Technology 3 (+5)
Offense
Initiative +2
Heat Vision +10 Ranged, Damage 15
Unarmed +11 Close, Damage 19
Defense
Dodge 10 Fortitude 15
Parry 10 Toughness 18
Will 15
Power Points
Abilities 106 Skills 26
Powers 118 Defenses 24
Advantages 15 Total 289
Complications
Power Loss: Superman loses his powers and his Str and Sta are reduced to 3 under a red sun, like that of Krypton, and other effects draining or interfering with the energies of the yellow sun can deprive him of his powers.
Relationships: Superman’s closest relationship is with his wife, Lois Lane. Other important people in his life include his mother, Martha Kent, and friends and co-workers Jimmy Olsen, Perry White and Catherine “Cat” Grant.
Responsibility: Superman feels a strong sense of responsibility to use his powers for the benefit of all.
Secret Identity: Clark Kent, mild-mannered reporter for the Daily Planet.
Vulnerability: Superman is vulnerable to magic. His Toughness is not Impervious against magical attacks.
Weakness: Kryptonite
Kryptonite
Superman’s greatest weakness is the radioactive remains of his home planet Krypton, known as “kryptonite.” It comes in a number of forms:
Green kryptonite is by far the most common. Its radiation saps the Strength and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a matter of minutes, less for a large-enough amount) imposes the dying condition and may lead to death. Green kryptonite radiation has little effect on humans unless they are exposed to it over a long period of time, in which case radiation sickness or related diseases like cancer can result.
Red kryptonite has unpredictable effects on Kryptonians, typically an Affliction, usually with a transformed final result. This can range from making a subject tiny or giant to turning a Kryptonian into an intangible wraith or ant-headed creature. The effects wear off in a day or two.
Gold kryptonite temporarily removes Kryptonian powers and reduces their abilities to normal human levels for time rank 1 (about 15 seconds) or two action rounds. This is often enough time for a foe to take advantage of the momentarily powerless victim.
Blue kryptonite has no effect on anyone other than Bizarros, who become clear-minded, polite and compassionate under its effects.
Black kryptonite splits its subject into two aspects of their personality. For example, it might split Kal-El into his Superman and Clark Kent identities, each a separate individual. It often splits a subject into “good” and “evil” personalities.
Silver kryptonite affects Kryptonians like a powerful psychoactive: causing hallucinations, paranoid delusions or similar unbalanced behavior. A second exposure to silver kryptonite can reverse the effects.
9 de noviembre de 2013
Wonder Woman
Diana Prince, mejor conocida como una de las heroínas más famosas de todos los tiempos
Wonder Woman P L15
STR 16 STA 14 AGL 10 DEX 8 FGT 14 INT 2 AWE 4 PRE 6
Powers
Bracelets of Victory: Impervious Toughness 10, Sustained, Removable (–2 points) • 8 points
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16 (Resisted by Will; Vulnerable, Compelled), Limited to Telling the Truth, Limited Degree, Easily Removable (–16 points) • 22 points
Quick Change: Feature 1 (change into Wonder Woman as a free action) • 1 point
Speed of Hermes: Flight 11 (4,000 MPH) • 22 points
Strength of Gaia: Enhanced Strength 6, Limited to Lifting (Lifting Str22; 100,000 tons) • 6 points
Equipment
Vehicle: Invisible Plane • 44 points
Size: Huge Str: 20 Def: 6 Tou: 11 Features: Concealment 2 (visual), Flight 11
Advantages
Animal Empathy, Attractive, Benefit (Ambassador of Themyscira), Equipment 9, Languages 2, Ranged Attack 4, Teamwork
Skills
Acrobatics 6 (+16), Athletics 4 (+20), Expertise: Mythology 8 (+10), Insight 10 (+14), Intimidation 4 (+10), Investigation 6 (+8), Perception 8 (+12), Persuasion 6 (+12), Ranged Combat: Lasso 2 (+14), Vehicles 4 (+12)
Offense
Initiative +10
Lasso +14 Ranged, Move Object 16 (+16 grab bonus)
Unarmed +14 Close, Damage 16
Weapon +14 Close, typically Damage 18-19
Defense
Dodge 16 Fortitude 14
Parry 16 Toughness 14
Will 16
Power Points
Abilities 148 Skills 29
Powers 59 Defenses 20
Advantages 17 Total 273
Complications
Enemies: Circe and the Cheetah.
Power Loss: In her Diana Prince identity, Wonder Woman has no powers and the abilities of an ordinary (if athletic and skilled) woman. Her Str and Sta are 3 and her Dex and Agl are 4.
Responsibility: To Themyscira.
Secret Identity: Diana Prince, agent of the Department of Metahuman Affairs
*Bullets & Bracelets*
Wonder Woman’s Amazon bracelets can casually deflect attacks, providing her with the benefits of Impervious Toughness at the cost of a free action each round. This allows her to largely ignore minor attacks like bullets (even a hail of automatic gunfire, thanks to the Speed of Hermes). Diana’s Toughness is sufficient to shrug off many attacks, but without her bracelets (or the opportunity to use them) she must still make Toughness resistance checks against even ordinary gunshots or weapons, which may damage her.
Wonder Woman P L15
STR 16 STA 14 AGL 10 DEX 8 FGT 14 INT 2 AWE 4 PRE 6
Powers
Bracelets of Victory: Impervious Toughness 10, Sustained, Removable (–2 points) • 8 points
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16 (Resisted by Will; Vulnerable, Compelled), Limited to Telling the Truth, Limited Degree, Easily Removable (–16 points) • 22 points
Quick Change: Feature 1 (change into Wonder Woman as a free action) • 1 point
Speed of Hermes: Flight 11 (4,000 MPH) • 22 points
Strength of Gaia: Enhanced Strength 6, Limited to Lifting (Lifting Str22; 100,000 tons) • 6 points
Equipment
Vehicle: Invisible Plane • 44 points
Size: Huge Str: 20 Def: 6 Tou: 11 Features: Concealment 2 (visual), Flight 11
Advantages
Animal Empathy, Attractive, Benefit (Ambassador of Themyscira), Equipment 9, Languages 2, Ranged Attack 4, Teamwork
Skills
Acrobatics 6 (+16), Athletics 4 (+20), Expertise: Mythology 8 (+10), Insight 10 (+14), Intimidation 4 (+10), Investigation 6 (+8), Perception 8 (+12), Persuasion 6 (+12), Ranged Combat: Lasso 2 (+14), Vehicles 4 (+12)
Offense
Initiative +10
Lasso +14 Ranged, Move Object 16 (+16 grab bonus)
Unarmed +14 Close, Damage 16
Weapon +14 Close, typically Damage 18-19
Defense
Dodge 16 Fortitude 14
Parry 16 Toughness 14
Will 16
Power Points
Abilities 148 Skills 29
Powers 59 Defenses 20
Advantages 17 Total 273
Complications
Enemies: Circe and the Cheetah.
Power Loss: In her Diana Prince identity, Wonder Woman has no powers and the abilities of an ordinary (if athletic and skilled) woman. Her Str and Sta are 3 and her Dex and Agl are 4.
Responsibility: To Themyscira.
Secret Identity: Diana Prince, agent of the Department of Metahuman Affairs
*Bullets & Bracelets*
Wonder Woman’s Amazon bracelets can casually deflect attacks, providing her with the benefits of Impervious Toughness at the cost of a free action each round. This allows her to largely ignore minor attacks like bullets (even a hail of automatic gunfire, thanks to the Speed of Hermes). Diana’s Toughness is sufficient to shrug off many attacks, but without her bracelets (or the opportunity to use them) she must still make Toughness resistance checks against even ordinary gunshots or weapons, which may damage her.
7 de noviembre de 2013
Aquaman
Orin el Atlante, conocido como Arthur Curry, Rey de la Atlántida
AQUAMAN PL12
STR 10 STA 8 AGL 4 DEX 2 FGT 11 INT 2 AWE 3 PRE 3
POWERS
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-Light Vision) • 6 points
Marine Telepathy: Array (57 points)
• Summon Marine Life 8 (120 points), Horde, Mental Link, Multiple Minions 2 (4 minions), Variable General Type (Marine Life), Limited to in or near water • 57 points
• Summon Marine Life 4 (60 points), Horde, Mental Link, Multiple Minions 4 (16 minions), Variable General Type (Marine Life), Limited to in or near water • 1 point
• Comprehend Animals 2, Mental Communication 4, Limited to Marine Life • 1 point
Swimming: Swimming 10 (500 MPH) • 10 points
ADVANTAGES
All-out Attack, Animal Empathy, Benefit 3 (King of Atlantis), Defensive Roll 3, Favored Environment (Aquatic), Improved Initiative, Languages (Atlantean), Power Attack, Precise Attack (Close; Concealment)
SKILLS
Acrobatics 4 (+8), Athletics 4 (+14), Close Combat: Unarmed 2 (+13), Expertise: Atlantean Lore 7 (+9), Insight 6 (+9), Intimidation 6 (+9), Perception 5 (+8), Ranged Combat: Throwing 6 (+8), Stealth 4 (+8), Technology 3 (+5), Vehicles 3 (+5)
OFFENSE
Initiative +8
Unarmed +13 Close, Damage 10
DEFENSE
Dodge 11 Fortitude 11
Parry 11 Toughness 11/8*
Will 11 *Without Defensive Roll.
POWER POINTS
Abilities 86 Skills 25
Powers 75 Defenses 19
Advantages 13 Total 218
COMPLICATIONS
Relationships: Aquaman has a wife, Mera, ties with his former ward, Tempest, and his friends in Atlantis.
Responsibility: As King of Atlantis, Aquaman must attend to the needs of his people and his duty to the Seven Seas, which can occasionally come into conflict with his responsibilities to the JLA.
Temper: Aquaman is known for his fierce temper.
Weakness: Aquaman dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.
THE WARRIOR KING
Durante un tiempo, Aquaman perdió su mano izquierda cuando fue privado de sus poderes telepáticos y
atacado por un banco de pirañas. Él reemplazó su mano con un arpón cibernético diseñado en S.T.A.R Labs que contaba con un lanzador de cable retráctil. Además de su prótesis en armas, Aquaman adoptó una apariencia y actitud más guerrera y feroz, vistiendo armaduras, dejándose el pelo y la barba crecer. Este Aquaman se llenó de orgullo y beligerancia, incluso hacia sus amigos.
Harpoon Hand: Strike 2, Strength-based, Elongation 4 (cable, Limited to Harpoon) • 4 points
EL PORTADOR DEL AGUA
La Dama del Lago, más tarde reemplazó la mano de Aquaman con un constructo de agua mística, dotado de diversos poderes mágicos. Ella renombró a Aquaman "el Portador del Agua del Mar Secreto".
Hand of the Water-Bearer: Magical Array (24 points)
• Dehydration: Affliction 12 (Resisted by Fortitude; Impaired, Disabled, Incapacitated), Cumulative • 24 points
• Communication: Senses 1 (Communication Link with the Lady of the Lake) • 1 point
• Hand Weapons: Strength-based Damage 2 (changing the shape and density of the hand into weapons) • 1 point
• Healing Touch: Healing 12 • 1 point
• Mystic Portals: Dimensional Travel 2 (mystic dimensions), Portal • 1 point
• Nullify Magic: Nullify Magic 8, Braod Simultaneous • 1 point
• Scalding Blast: Ranged Damage 12 (blast of scalding water) • 1 point
AQUAMAN PL12
STR 10 STA 8 AGL 4 DEX 2 FGT 11 INT 2 AWE 3 PRE 3
POWERS
Aquatic: Immunity 3 (Cold, Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Senses 1 (Low-Light Vision) • 6 points
Marine Telepathy: Array (57 points)
• Summon Marine Life 8 (120 points), Horde, Mental Link, Multiple Minions 2 (4 minions), Variable General Type (Marine Life), Limited to in or near water • 57 points
• Summon Marine Life 4 (60 points), Horde, Mental Link, Multiple Minions 4 (16 minions), Variable General Type (Marine Life), Limited to in or near water • 1 point
• Comprehend Animals 2, Mental Communication 4, Limited to Marine Life • 1 point
Swimming: Swimming 10 (500 MPH) • 10 points
ADVANTAGES
All-out Attack, Animal Empathy, Benefit 3 (King of Atlantis), Defensive Roll 3, Favored Environment (Aquatic), Improved Initiative, Languages (Atlantean), Power Attack, Precise Attack (Close; Concealment)
SKILLS
Acrobatics 4 (+8), Athletics 4 (+14), Close Combat: Unarmed 2 (+13), Expertise: Atlantean Lore 7 (+9), Insight 6 (+9), Intimidation 6 (+9), Perception 5 (+8), Ranged Combat: Throwing 6 (+8), Stealth 4 (+8), Technology 3 (+5), Vehicles 3 (+5)
OFFENSE
Initiative +8
Unarmed +13 Close, Damage 10
DEFENSE
Dodge 11 Fortitude 11
Parry 11 Toughness 11/8*
Will 11 *Without Defensive Roll.
POWER POINTS
Abilities 86 Skills 25
Powers 75 Defenses 19
Advantages 13 Total 218
COMPLICATIONS
Relationships: Aquaman has a wife, Mera, ties with his former ward, Tempest, and his friends in Atlantis.
Responsibility: As King of Atlantis, Aquaman must attend to the needs of his people and his duty to the Seven Seas, which can occasionally come into conflict with his responsibilities to the JLA.
Temper: Aquaman is known for his fierce temper.
Weakness: Aquaman dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.
THE WARRIOR KING
Durante un tiempo, Aquaman perdió su mano izquierda cuando fue privado de sus poderes telepáticos y
atacado por un banco de pirañas. Él reemplazó su mano con un arpón cibernético diseñado en S.T.A.R Labs que contaba con un lanzador de cable retráctil. Además de su prótesis en armas, Aquaman adoptó una apariencia y actitud más guerrera y feroz, vistiendo armaduras, dejándose el pelo y la barba crecer. Este Aquaman se llenó de orgullo y beligerancia, incluso hacia sus amigos.
Harpoon Hand: Strike 2, Strength-based, Elongation 4 (cable, Limited to Harpoon) • 4 points
EL PORTADOR DEL AGUA
La Dama del Lago, más tarde reemplazó la mano de Aquaman con un constructo de agua mística, dotado de diversos poderes mágicos. Ella renombró a Aquaman "el Portador del Agua del Mar Secreto".
Hand of the Water-Bearer: Magical Array (24 points)
• Dehydration: Affliction 12 (Resisted by Fortitude; Impaired, Disabled, Incapacitated), Cumulative • 24 points
• Communication: Senses 1 (Communication Link with the Lady of the Lake) • 1 point
• Hand Weapons: Strength-based Damage 2 (changing the shape and density of the hand into weapons) • 1 point
• Healing Touch: Healing 12 • 1 point
• Mystic Portals: Dimensional Travel 2 (mystic dimensions), Portal • 1 point
• Nullify Magic: Nullify Magic 8, Braod Simultaneous • 1 point
• Scalding Blast: Ranged Damage 12 (blast of scalding water) • 1 point
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