Mostrando entradas con la etiqueta Superman. Mostrar todas las entradas
Mostrando entradas con la etiqueta Superman. Mostrar todas las entradas

29 de julio de 2014

Con la visión del juego#1



Ya hemos colocado las fichas de los miembros fundadores de la JLA


Dicen que nada como la muestra así que decidimos intentar explicar por este medio como sería una escena dentro del DC Universe con el DC Adventures.

Tomaremos el siguiente ejemplo:




Batman, Linterna Verde y Superman en Justice League War.
Si bien JL War se encuentra dentro del universo de los New 52 las estadísticas nos permiten de cualquier manera explicar perfectamente el sistema.

Superman utiliza su super velocidad [acción de movimiento] realizando una tirada de ataque para agarrar a Batman. [acción standard] Superman debe igualar o superar una DC 24 (10+ Parry de Batman) el equivalente a 13 o más en un resultado del d20. El resultado es precisamente 24 sin embargo Batman realiza su tirada regular para evitar el Grab, enfrentando la fuerza del hombre de Krypton (19) vs el Dodge (14) de Bruce.
El resultado: Superman 24, Batman 25. El murciélago se libra rápidamente ayudado de su batarang. 

En la acción de Batman, este realiza una esquiva, dando una acrobacia ( +15) y lanzando sus Smoke Bombs (Cloud Area Visual Concealment Attack 4) y volviéndose a mover [Move by Action], buscando refugio.

Batman utiliza un rebreather [Quick Draw] mientras el humo lo cubre, pero Superman utiliza sus Super Senses (Infravision, Vision Penetrates Concealment (except lead)) El hombre de acero retiene su acción mientras Batman usa su Grapnel Gun  y arroja su batarang explosivo.

Superman dispara su Heat Vision (Heat Vision +10 Ranged, Damage 15) fallándole a Batman. Mientras el hombre murciélago intenta electrocutar al kryptoniano. (gasta un hero point ya que no posee el taser en el equipo) Superman  vuelve a usar su visión, fallando de nuevo. Batman por su parte realiza otro gasto de hero point lanzando un gadget que parece retener al hombre de acero  (Affliction que coloca staggered, imparied  save vs Fortitude) , sin embargo de última instancia el hijo adoptivo de los Kent avanza, salvándose y destruyendo el gadget.  

Llega Linterna Verde atacando con las cadenas realizadas con el poder del anillo (Power Ring +10 Ranged,  Mobile Constructs: Create 12, Movable, Dynamic ) Considerando los resultados de las tiradas el narrador determina que, además del daño recibido, se realiza el Knockback. 


Mitad del Video.

Eso es, a groso modo, como explicaríamos con el sistema lo que vemos en pantalla (o una hoja de cómic)

¿Crees tu poder aplicar las acciones, maniobras, skills, ventajas y poderes que se utilizan por el resto de duración del video? 
Recuerda que las ficha de Superman, Batman y Linterna Verde están en este mismo blog.

Si aún no puedes o no te estás seguro, no te preocupes que seguiremos poniendo ejemplos en el futuro en todas las entradas con la etiqueta: "Con la visión del juego"

Si tienes alguna pregunta o sugerencia, solo déjala en los comentarios.





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.
Heroes
DC Adventures
DC Adventures







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