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Post by thor on Dec 12, 2004 10:02:12 GMT -5
Character Name: Superman (110 stones) Secret Identity: Clark Kent / Kal-El Height: 6’3” Weight: 225lbs Eye Color: Blue Hair Color: Black Species: Kryptonian Challenges: Magical Vulnerability (2x damage from Magical sources) [3 stones]; Kryptonite Sensitivity (when exposed to Kryptonite radiation, loses all powers marked with a *, all physical abilities become 2, each panel of exposure drains 1 white stone of health) [Kryptonite – Stones of Weight = Range of radiation = Duration of effect after Kryptonite is out of range] [20 stones]; Haunted Past [2 stones]; Deadly Enemies (Lex Luthor, Darksied, etc.) [5 stones each]; Vulnerable Loved Ones (Lois Lane, Ma & Pa Kent, etc.) [4 stones each]; ABILITIES_____________________________________ Intelligence: 4 Strength: 10 Agility: 4 Speed: 7 Durability: 8 Health: 8 Energy: 24 ACTIONS______________________________________ Close Combat [3] - Strength Bonus or Weapon Modifier - Hand - to - Hand Flight* [10] Heat Vision* [5] Leadership [6] Social Skills [4] - Kryptonian Language - Reporting Skills - Writing MODIFIERS____________________________________ Toughness* [+ 7] (No 2x damage, No Armor Penetration); doesn’t protect vs. Magic (-1 to cost level) Healing Factor* Enhanced Vision* [9] Telescopic, X-Ray A little fine tuning needed here imho. Supermans agility should be higher, or base his initiative off of his speed. When he wants to be he moves and reacts almost as fast as the Flash. Heat Vision 5 is way too low. It should be at least an 8 w/ 2x damage, I personally would give him a 9 w/ 2x. Toughness of 7 is too low. He's at least as tough as the Hulk, who has an 8, if it was me and I was trying to maintain that he's the most powerful non-cosmic hero I'd give him a 9. Heck, technically he should have some reflexive dodge too, but that would put him out of scale w/ other marvel charecters. Close Combat should be more like a 5, not because Superman is such a finely tuned hand-tohand combatant per se, but his combination of his str and speed ect allow him to have advantages other charecters don't, plus it relects a better scale to the Marvel charecters. The Thing can crank out a 16cc, and Colossus a 13, and even a Marvelized Superman would be far more powerful than either of them. Finally, I'd throw in some type of +2 modifier to any of his stats as needed (and granted by the GM) to reflect that he always has that little something extra to accomplish the impossible at the last second. All in all these are great write-ups, please take my suggestions as advice from a 30+ year Marvel and DC fan, not as criticisms of your fine efforts! ;D
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Post by thor on Dec 12, 2004 10:12:26 GMT -5
Character Name: Batman (79 stones) Secret Identity: Bruce Wayne Height: 6’2” Weight: 210lbs Eye Color: Blue Hair Color: Black Species: Human Challenges: Major Psychological Restriction (Sociopath) [5 stones]; Haunted Past [5 stones]; Deadly Enemies (Joker, Two-Face, Poison Ivy, Bane, etc.) [5 stones each] ABILITIES_____________________________________ Intelligence: 7 Strength: 3 Agility: 3 Speed: 3 Durability: 5 Health: 5 Energy: 15 ACTIONS______________________________________ Ninja [7] - Intelligence Bonus & Weapon Modifier, or 2 Weapon Modifiers - Close or Ranged Combat - Batarangs - Martial Arts (many, many kinds) - Surveillance - Intimidation - Interrogation - Move Silently/Hide in Shadows Acrobatics [4] - Agility Bonus Business Skills [4] General Knowledge [5] - Criminal Pathology - Superhero/villain Weaknesses - Ancient History/Cultures - Gotham History - Scientific Knowledge Leadership [4] Social Skills [6] - Underworld - Playboy Lifestyle - Many Foreign Languages - Law Enforcement - Scientific Community - Occult Community Vehicle Operation [6] - Automobiles - Planes - Helicopters - Boats - Motorcycles - High Tech Vehicles Technology [5] MODIFIERS____________________________________ Wealth [7] Reflexive Dodge [+2] Toughness [+1] Mental Defense [+3] EQUIPMENT___________________________________ Bat Costume [+ 3 to defense] - Cowl has a HUD that includes Starlight Lenses, Infrared, and keeps exact time - Cape allows Flight (Gliding option) at 3 for free (Gliding - Maximum flight speed of 2, and requires a 30' or higher launch site. For duration of flight add 1 panel per 10' to Flight action number, by that number of panels the character has drifted to the ground.) Batarangs [+2] Bat-Grapple [+1] to Combat or Acrobatics Batman should have a 3 durability, as he is not enhanced in any way. I might argue a 4 agility for Batman, even though technically a 4 is superhuman, they did give Daredevil a 4 and I don't see DD doing anything that Batman can't. Plus theres a TON of martial arts type charecters out there with 3 agility's, and this would give the Dark Knight a slight edge over them in initiative. Thats just a personal preference, a 3 agi works for BM too. I'd bump his reflexive dodge from [+2] to [+3]. Other than filling out his utility belt with some more gadgets, theres nothing else I'd handle differently. Nice job again!
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Post by djinnkim on Dec 12, 2004 13:38:34 GMT -5
With regards to Batman.
He should have the Private Investigation action (from guide to Avengers) probably at 7.
And he should have the forensic science specialty in either General knowledge or in Private Investigation.
You could consider giving him Targeting mod of +2. He is supposed to be a very good shot. And to give him a little more of an edge game mechanics wise.
But I believe Bats should have an AGL of 3 and Durability of 3 too. Since as stated he is peak human not a super.
And yeah Reflexive Dodge of +3 sounds right.
DjinnKim
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Post by emerald on Dec 12, 2004 15:37:39 GMT -5
A little fine tuning needed here imho. Supermans agility should be higher, or base his initiative off of his speed. When he wants to be he moves and reacts almost as fast as the Flash. Heat Vision 5 is way too low. It should be at least an 8 w/ 2x damage, I personally would give him a 9 w/ 2x. Toughness of 7 is too low. He's at least as tough as the Hulk, who has an 8, if it was me and I was trying to maintain that he's the most powerful non-cosmic hero I'd give him a 9. Heck, technically he should have some reflexive dodge too, but that would put him out of scale w/ other marvel charecters. Close Combat should be more like a 5, not because Superman is such a finely tuned hand-tohand combatant per se, but his combination of his str and speed ect allow him to have advantages other charecters don't, plus it relects a better scale to the Marvel charecters. The Thing can crank out a 16cc, and Colossus a 13, and even a Marvelized Superman would be far more powerful than either of them. Finally, I'd throw in some type of +2 modifier to any of his stats as needed (and granted by the GM) to reflect that he always has that little something extra to accomplish the impossible at the last second. All in all these are great write-ups, please take my suggestions as advice from a 30+ year Marvel and DC fan, not as criticisms of your fine efforts! ;D Criticism noted, I'll change Supes toughness to 8, I'm keeping his Heat Vision at 5, but I'll give it 2x dmg. Regarding his Close Combat, the 3 reflects that he relies more on his Strength and Speed to fight not actual skill, like Batman and Wonder Woman.
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Post by emerald on Dec 12, 2004 15:40:47 GMT -5
Batman should have a 3 durability, as he is not enhanced in any way. I might argue a 4 agility for Batman, even though technically a 4 is superhuman, they did give Daredevil a 4 and I don't see DD doing anything that Batman can't. Plus theres a TON of martial arts type charecters out there with 3 agility's, and this would give the Dark Knight a slight edge over them in initiative. Thats just a personal preference, a 3 agi works for BM too. I'd bump his reflexive dodge from [+2] to [+3]. Other than filling out his utility belt with some more gadgets, theres nothing else I'd handle differently. Nice job again! Bat's Durability reflects his almost superhuman resilience, which is much higher than peak human IMO. I'll change the Agility and Reflexive Dodge, tho.
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Post by emerald on Dec 12, 2004 15:41:42 GMT -5
With regards to Batman. He should have the Private Investigation action (from guide to Avengers) probably at 7. DjinnKim D'oh!!! I'm on it!
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Post by emerald on Dec 12, 2004 15:54:38 GMT -5
All changes have been made. (though now some of my point values don't match up rigth) I also changed J'onn's Strength to an 8, so he's 4 times stronger than he used to be. I'll keep 'em coming if you keep helping me fine tune them.
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Post by redmage on Dec 26, 2004 20:55:31 GMT -5
Can we post other DCU characters or retired members here?
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Post by zac on Dec 27, 2004 13:25:31 GMT -5
Bats should have an 4 dura and a 4 agility. He is the kinda guy who has been shot, and he doesnt tire as fast as others so I can see a 4 for him, and he is about daredevil in agility, so I say 4 in each. Batman should also have inventing. I know he lets most of wayne enterprises do it, but he does alot on his own.
Supes should probally have a 7 in Force Blast, but also with the option to incapacitate (frost breath) as well as the 2x damage (lazer eyes). Base his inititive off of speed too.
Flash needs to be able to pull off his power stunts. Somewhere in there he needs to have phaseing, and he needs to be able to steal and add speed force to things.
Kyles ring isnt effected by yellow any more then anything else.
And just so you know, if you are counting the hook hand like claws, aquaman can throw a 18 underwater. Maybe its just me, but superman shouldnt have to be blocking with 8 to defend agaisnt anything aquaman throws.
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Post by ZehnWaters on Feb 7, 2005 10:46:44 GMT -5
Also, Kyles Ring has no restriction regarding yellow objects.
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Post by krimzon on Mar 8, 2005 19:38:02 GMT -5
Listen, Batman CAN't have more than 3 durability because he is a NORMAL human, no matter what the reason, but I would make his energy INT based though, that would leave him at a 3-14, very decent for batman in my personal opinion
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Post by Scriptus on Mar 9, 2005 8:56:35 GMT -5
If you are looking for a way to have Batman go quicker in a fight i think that quick draw on his batarangs is a good option maybe a +2 or 3.
He could also us a targeting mod because he is deadly accurate with those things again +2 or 3.
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Post by Scriptus on Mar 9, 2005 8:59:23 GMT -5
i think supes toughness is at least a 9 and his force blast is at least an 8 probably 9. he can survive a nuclear blast for pete's sake something that the hulk can't do with his toughness.
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Post by krimzon on Mar 9, 2005 21:10:14 GMT -5
Is the 6 str for the Martian Manhunter a typo? Even if scaling him down to fit with Marvel charecters he should still have at least a 9. Erm, his stenght shouldn't even be 6, it's 4 at most, he's never done a breath defying thing with his stregnth, not that I have seen anyways, his greastest ability lies within his Phase Shift, which I believe should be risen to at least 6, and take of the streching for pete's sake, I've never seen him even think of streching and Add the options of Phase attack and Phase stun, because he has them.
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Post by thor on Mar 9, 2005 22:31:30 GMT -5
Erm, his stenght shouldn't even be 6, it's 4 at most, he's never done a breath defying thing with his stregnth, not that I have seen anyways, his greastest ability lies within his Phase Shift, which I believe should be risen to at least 6, and take of the streching for pete's sake, I've never seen him even think of streching and Add the options of Phase attack and Phase stun, because he has them. In the last DC RPG it stated that the Martian Manhunter had an 18 strength, which in that game translated to being able to lift 3072 tons. Call me silly, but I'd have to say that deserves at least being able to lift 50 to 75 tons in MURPG when you scale him down. I'd also wager that if you think Phase Shift is his main power you've seen alot of the Justice League cartoon, but very few comics with MM in them. His strength has always been just a notch or 2 below Superman's, dating back to the 1950's.
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