Tuesday, January 14, 2014

Write Ups: SUPERMAN! & SUPERGIRL!

31 Days of JLA!
Day 14!

The end of week 2 and I present the greatest superhero of them all- the Man of Steel!

SUPERMAN
DEX
15
STR
22
BODY
18
Alter Ego
INT
11
WILL
20
MIND
15
Clark Kent/Kal-El
INFL
10
AURA
18
SPIRIT
11
Motivation
INIT
48
WEALTH
5
HP
200
Upholding the Good
POWERS
Directional Hearing: 8, Extended Hearing: 8, Flight: 15, Heat Vision: 15, Invulnerability: 18, Microscopic Vision: 15 (This is fine enough to see radio waves and light particles, allowing Superman to see radar and sonar), Regeneration: 15 (Only works if exposed to bright, pure yellow sunlight), Sealed Systems: 11, Solar Sustenance: 11, Super Breath: 12 (Super Cold), Super Hearing: 8, Superspeed: 10, Systemic Antidote: 18, Telescopic Vision: 13, Thermal Vision: 13, X-Ray Vision: 13
SUPERMAN’S POWER STUNTS
Superman can Power Stunt his Strength to create the Shockwave power by stomping his foot or clapping his hands. This costs 1 HP per AP and does not cause a Burnout.
Superman can also Power Stunt Superspeed to create the Digging power by spinning like a drill. This costs 1 HP per AP and does not cause a Burnout.
Superman can Power Stunt his Flight to create the Air Control power. This costs 1 HP per AP and does not cause a Burnout.
Combining Superspeed and Flight (for a total of 25 APs), Superman can Power Stunt the Time Travel power if he Pushes his Flight. This costs 5 HPs per AP and has a Serious Power Burnout.
SKILLS
Charisma: 10, Detective: 7, Scientist: 10, Vehicles: 7
ADVANTAGES
Area Knowledge (Metropolis), Artist (Journalist, Writer), Attractive, Buddy (Dr. Emil Hamilton), Expansive Headquarters (The Fortress of Solitude- see below) Free Access (Regular), Insta-Change (Superman changes so quickly it is as good as instant), Iron Nerves, Leadership, Lightning Reflexes, Longevity, Pet (Krypto), Popularity, Sharp Eye
CONNECTIONS
High- JLA, Batman, Wonder Woman, Superman Family, Daily Planet, Metropolis PD, STAR Labs
Low- US Military, White House, Legion of Superheroes, Lex Luthor
DRAWBACKS
Altered Biology (Near Human), Arch Enemies (Lex Luthor, General Zod), Catastrophic Irrational Attraction to protecting life, Married (Lois Lane), Secret Identity
VULNERABILITIES
Loss Vulnerability (Out of yellow sunlight, Superman returns to his Clark Kent stats)
Attack Vulnerability (-4 CS vs. magic; Conversely, when attacking mystical beings or magical defenses, Superman suffers a +4 CS to all OV/RV)
Loss Vulnerability (Within 1 AP of Green Kryptonite, Physical Attributes and all powers are reduced to 1 and Superman suffers agonizing pain so great that he cannot even stand. He may make an action check with his DEX/STR of 1/1 against an OV/RV of 2 to drag himself out of the way or to throw the rock out of distance. HPs cannot be spent on this attempt.)
Fatal Vulnerability (Within 1 AP of Green Kryptonite It causes 1 AP of killing damage each phase, killing Superman in 6 APs of time. Luckily, he can still spend HPs to heal damage, staving off death)

 
superman’s equipment
THE FORTRESS OF SOLITUDE [BODY: 18, Lab: 12, Security: 14, The key to the Fortress weighs 24 APs and it is guarded by Krypto]
FORTRESS COMPUTER [BODY: 8, INT: 14, WILL: 10, MIND: 12, INFL: 6, AURA: 5, SPIRIT: 6, Gadgetry: 8, Medicine: 8, Scientist: 8, Recall: 24, Radio Communications: 24, Illusion: 12 OR Super Ventriloquism: 12 (Only used to project the Hologram or the Voice of Jor-El), Scholar (Kryptonian Culture, Geography, History, and Science), Split: 6, R#2] The interface of the Fortress Computer is either a hologram of Jor El  or his voice and it is programmed with his memories and personality.
Phantom Zone Projector [BODY: 18, Dimension Travel: 25 (Power Linked to Warp, Phantom Zone only), Warp: 25, R#2]
KELEX [DEX: 6, STR: 5, BODY: 5, INT: 8, WILL: 8, MIND: 8, INFL: 1, AURA: 1, SPIRIT: 1, INIT: 15 (26), Flight: 6, Radio Communications: 18 (Allows Kelex to download a split of the Fortress Computer), Stretching: 2 (Only used to stretch arms), Radar: 12 (Lidar)]
FORTRESS SECURITY ROBOT [DEX: 6, STR: 5, BODY: 5, INT: 1, WILL: 2, MIND: 2, INIT: 7 (27), Flight: 6, Radio Communications: 8 (Allows the robot to download a split of the Fortress Computer), Stretching: 2 (Only used to stretch arms), Radar: 12 (Lidar), R#2] Reliability indicates the possibility of the robot going bad.
SUPERMAN ROBOT [DEX: 6, STR: 18, BODY: 18, INT: 13, WILL: 4, MIND: 5, INIT: 27 (34), Chameleon: 2 (Only allows the robot to disguise itself as Superman), Directional Hearing: 13, Extended Hearing: 13, Flight: 12, Heat Vision: 8, Microscopic Vision: 15 (This is fine enough to see radio waves and light particles, allowing Superman to see radar and sonar), Recall: 10, Sealed Systems: 11, Super Breath: 12 (Super Cold), Super Hearing: 13, Superspeed: 8, Systemic Antidote: 18, Telescopic Vision: 13, Thermal Vision: 13, X-Ray Vision: 10, Radio Communications: 18 (Allows the Superman Robot to download a split of the Fortress Computer), Radar: 12, R#2] Reliability indicates the possibility of the robot going bad.
KRYPTONIAN BATTLE MECH [DEX: 7, STR: 17, BODY: 18, Energy Blast: 10, Remote Sensing: 13 (Allows Superman to use his supersenses while in the mech), Sealed Systems: 21, Solar Sustenance: 21, Radio Communications: 18 (Allows the mech to download a split of the Fortress Computer)
KAL-EL’S SPACESHIP [BODY: 13, Flight: 40, Sealed Systems: 23, Recall: 20, Solar Sustenance: 23 (Only used to keep the child within alive)] In the Silver Age, the infant Kal-El was wrapped in indestructible blankets that later became his uniform (see below).
JLA Signal Device [BODY: 4, Radio Communications: 25 (Only used to communicate with other JLA members and the JLA Watchtower)]
SILVER AGE UNIFORM [Advantage: Indestructible Costume]
SUPERMOBILE [DEX: 12, STR: 20, BODY: 20, Flight: 12, Remote Sensing: 13 (Allows Superman to use his supersenses while in the vehicle), Sealed Systems: 20, Solar Sustenance: 20, Stretching: 3 (Only used to stretch arms), Radio Communications: 12 (Allows the supermobile to download a split of the Fortress Computer)] It’s cheesey, I know, but I loved the toy!
 

CLARK KENT
Superman occasionally loses his powers due to a variety of reasons. 
When that happens, his stats are listed below.
DEX
5
STR
4
BODY
5
Alter Ego
INT
11
WILL
20
MIND
15
None
INFL
10
AURA
10
SPIRIT
11
Motivation
INIT
28
WEALTH
5
HP
200
Upholding the Good
SKILLS
Charisma: 10, Detective: 7, Scientist: 8, Vehicles: 7
ADVANTAGES
Area Knowledge (Metropolis), Artist (Journalist, Writer), Attractive, Buddies (Dr. Emil Hamilton, Chloe Sullivan), Free Access (Regular), Iron Nerves, Leadership, Lightning Reflexes, Sharp Eye
CONNECTIONS
High- Batman, Wonder Woman, Daily Planet, Metropolis PD, STAR Labs
Low- Superman Family, US Military, White House, Legion of Superheroes
DRAWBACKS
Catastrophic Irrational Attraction to protecting life, Married (Lois Lane), Misc.: Sometimes, Clark will retain his vulnerability to Green Kryptonite

 
LOIS LANE
DEX
3
STR
2
BODY
3
Alter Ego
INT
6
WILL
8
MIND
5
None
INFL
4
AURA
3
SPIRIT
6
Motivation
INIT
15
WEALTH
7
HP
25
Thrill of Adventure
SKILLS
Charisma: 4, Detective: 5, Martial Artist: 4, Spy: 4, Thief: 4, Weaponry (Firearms): 3, Vehicles (Air, Land, Water): 3
ADVANTAGES
Area Knowledge (Metropolis), Artist (Journalist), Attractive, Free Access (Regular), Gift of Gab, Iron Nerves, Luck, Sharp Eye
CONNECTIONS
High- Superman, Daily Planet, Metropolis PD, Metropolis Government; 
Low- US Government, Street
DRAWBACKS
Serious Irrational Attraction to getting her story at all costs, Married (Superman), Public Identity
 

KRYPTO
DEX
13
STR
16
BODY
13
Alter Ego
INT
1
WILL
7
MIND
8
None
INFL
4
AURA
3
SPIRIT
4
Motivation
INIT
26 (20)
WEALTH
N/A
HP
80
Thrill of Adventure
POWERS
Analytical Smell/Tracking Scent: 15, Claws: 1, Digging: 15, Directional Hearing: 8, Extended Hearing: 10, Flight: 16, Heat Vision: 8, Invulnerability: 11, Microscopic Vision: 15 (This is fine enough to see radio waves and light particles, allowing Superman to see radar and sonar), Regeneration: 15 (Only works if exposed to bright, pure yellow sunlight), Sealed Systems: 11, Solar Sustenance: 11, Super Breath: 5 (Super Cold), Super Hearing: 12, Superspeed: 6, Systemic Antidote: 18, Telescopic Vision: 13, Thermal Vision: 13, X-Ray Vision: 13
ADVANTAGES
Iron Nerves, Lightning Reflexes, Longevity, Sharp Eye
CONNECTIONS
High- Superman, Lois Lane, Batman, Superboy; 
Low- Supergirl, Catwoman
DRAWBACKS
Altered Biology (Near Dog), Incomprehensible, Catastrophic Irrational Attraction to loyalty to Superman, Secret Identity
VULNERABILITIES
Loss Vulnerability (Out of yellow sunlight, Krypto loses all of his powers except Analytical Smell/Tracking Scent: 7, Extended Hearing: 3, Running: 4, Super Hearing: 3,  and his Physical Stats are DEX: 3, STR: 1, BODY: 2, INIT: 8)
Attack Vulnerability (-4 CS vs. magic; Conversely, when attacking mystical beings or magical defenses, Krypto suffers a +4 CS to all OV/RV)
Loss Vulnerability (Within 1 AP of Green Kryptonite, Physical Attributes and all powers are reduced to 1 and Krypto suffers agonizing pain so great that he cannot even stand. He may make an action check with his DEX/STR of 1/1 against an OV/RV of 2 to drag himself out of the way or to throw the rock out of distance. HPs cannot be spent on this attempt.)
Fatal Vulnerability (Within 1 AP of Green Kryptonite, It causes 1 AP of killing damage each phase, killing Krypto in 6 APs of time. Luckily, he can still spend HPs to heal damage, staving off death)
 

SUPERGIRL
DEX
15 (4)
STR
18 (2)
BODY
12 (3)
Alter Ego
INT
7
WILL
18
MIND
10
Kara Zor-El
INFL
7
AURA
10
SPIRIT
10
Motivation
INIT
39 (20)
WEALTH
4
HP
100
Upholding the Good
POWERS
Directional Hearing: 6, Extended Hearing: 6, Flight: 11, Heat Vision: 9, Invulnerability: 15, Microscopic Vision: 12, Regeneration: 15 (Only works if exposed to bright, pure yellow sunlight), Sealed Systems: 11, Solar Sustenance: 11, Super Breath: 10 (Super Cold), Super Hearing: 6, Superspeed: 9, Systemic Antidote: 14, Telescopic Vision: 10, Thermal Vision: 10, X-Ray Vision: 10
ADVANTAGES
Attractive, Insta-Change (Supergirl changes so quickly it is as good as instant), Iron Nerves, Lightning Reflexes, Longevity
CONNECTIONS
High- Superman, Superman Family
Low- JLA, Titans, Lex Luthor, Legion of Super-Heroes
DRAWBACKS
Altered Biology (Near Human), Secret Identity
VULNERABILITIES
Loss Vulnerability (Out of yellow sunlight, Supergirl loses all of her powers and her physical attributes return to the parenthetical APs)
Attack Vulnerability (-4 CS vs. magic; Conversely, when attacking mystical beings or magical defenses, Supergirl suffers a +4 CS to all OV/RV)
Loss Vulnerability (Within 1 AP of Green Kryptonite, Physical Attributes and all powers are reduced to 1 and Supergirl suffers agonizing pain so great that she cannot even stand. She may make an action check with his DEX/STR of 1/1 against an OV/RV of 2 to drag herself out of the way or to throw the rock out of distance. HPs cannot be spent on this attempt.)
Fatal Vulnerability (Within 1 AP of Green Kryptonite, It causes 1 AP of killing damage each phase, killing Supergirl in 6 APs of time. Luckily, she can still spend HPs to heal damage, staving off death)
 

Kryptonite
In most modern appearances, there is only Green Kryptonite. However, especially in the Silver Age and in Smallville, there are a variety of kryptonite, each having a different effect on Kryptonians. Green kryptonite is rare. All other forms of kryptonite are so rare that they do not constitute actual drawbacks, but are rather plot devices. Thus, no Kryptonian gains HPs from drawbacks based on these.
BLACK (Smallville)- This kryptonite, created by superheating green kryptonite, will divide a Kryptonian into two beings, one good and one evil, upon physical contact. The evil split will retain all of his powers and will gain the opposing motivation. The good split will be an ordinary human. This will last until both splits are exposed to black kryptonite in very close proximity again.
          If the kryptonite is superheated while being held by a human, it will split the human. In this case, the evil split is coldly intelligent, aggressive, and sociopathic. Increase the split’s INT by 1 AP and decrease its INFL by 1 AP and give it a Catastrophic Psychological Instability (Sociopath). The good split is kind, charitable, and friendly, but naive. Increase its INFL by 1 AP and decrease its INT by 1 AP and give it the Innocent drawback. To fuse the personalities back requires both to be on close proximity to recently superheated black kryptonite.
BLUE (Silver Age)- This kryptonite has the same effect on Bizarros and Earth-1 Kryptonians that green kryptonite has on Kryptonians.
BLUE (Smallville)- This kryptonite removes all powers from a Kryptonian, transforming him into an ordinary human as long as he is in physical contact with it.
CLEAR (Smallville)- This kryptonite is harmless.
GOLD (Silver Age and Smallville)- This kryptonite permanently removes all powers from a Kryptonian, transforming him into an ordinary human.
GREEN (Universal)- This is the typical kryptonite. It usually only affects powered Kryptonians. Within 2 APs it causes great pain that can be overcome but not ignored. It causes a Loss Vulnerability within 1 AP. Physical Attributes and all powers are reduced to 1 and the Kryptonian suffers agonizing pain so great that he cannot even stand. He may make a action check with his DEX/STR of 1/1 against an OV/RV of 2 to drag himself out of the way or to throw the rock out of distance. HPs cannot be spent on this attempt. It also causes a Fatal Vulnerability within 1 AP. It causes 1 AP of killing damage each phase, killing the Kryptonian in 6 APs of time. Luckily, the Kryptonian can still spend HPs to heal damage, staving off death.
          Green kryptonite heals Bizarros, restoring 1 AP to any Burnt-out power and healing 1 AP of any damage every phase. It can also be used as a power source for machines.
GREEN (Modern Age)- In addition to the above effects on Kryptonians, green kryptonite is also dangerous to humans. Over time, it causes radiation poison and eventually cancer. There is only a single piece of kryptonite on Earth, found in a ring currently in the possession of Batman.
GREEN (Smallville)- In addition to both of the above effects, green kryptonite also mutates certain humans. In this case, they gain superpowers and a Serious Psychological Instability, Catastrophic Rage, or dangerous Serious Irrational Attraction or Hatred.
GREEN (Superman Returns)- In this movie, Superman ignores the deadly pain of kryptonite in order to save billions of lives. In this case, it should be thought of as an alteration to the environment (see page 89 of DC Heroes 3rd edition) costing 75 HPs and resulting in Superman losing BODY at a rate of 2 per phase, but being able to ignore the Loss Vulnerability. He also pushes his STR for a number of phases long enough to lift the island up into space. It's pretty awesome.
GREEN, ANTI-KRYPTONITE (Silver Age)- This kryptonite is fatal to non-powered Kryptonians. It causes a Fatal Vulnerability within 0 APs. It causes 1 AP of killing damage each phase, killing the Kryptonian in 6 APs of time. Luckily, the kryptonian can still spend HPs to heal damage, staving off death.
GREEN, ARTIFICIAL (Superman III)- This kryptonite causes a Kryptonian to experience a reversal in his personality. This is a Major Personality Change upon physical contact, turning the Kryptonian’s motivation to its direct opposite. The Kryptonian may roll to break free from the effects only once per day (15 APs).
GREEN, SLOW-KRYPTONITE (Silver Age)- This kryptonite is fatal to non-Kryptonians. It causes a Fatal Vulnerability within 0 APs. It causes 1 AP of killing damage each phase, killing the human in 6 APs of time. Luckily, the victim can still spend HPs to heal damage, staving off death.
GREEN, X-KRYPTONITE (Silver Age)- This kryptonite grants Kryptonian superpowers to ordinary terrestrial life forms, like cats for example. As long as the kryptonite is in contact with the life form, it will possess powers of a similar nature and level as those of Krypto.
JEWEL/GEM (Silver Age and Smallville)- This kryptonite enhances the mental abilities of Kryptonians. The Kryptonian can focus his attention on the jewel, making a action check using INT/MIND as AV/EV against an OV/RV of 4. RAPs from the check act as APs of power in Control, Hypnotism, Mental Illusion, Mind Blast, and Mental Blast.
RED (Silver Age)- This kryptonite has unpredictable effects on a Kryptonian. The effects last 15-16 APs (1-2 days). Sample effects include: transformation into a dragon, a giant, a midget, an ant-headed humanoid; power loss; memory loss; hair growth; madness; splitting into two beings; inability to communicate in one language or another; etc.
RED (Smallville)- This kryptonite causes a Kryptonian to lose all inhibitions. This is a Minor Personality Change upon physical contact, altering the Kryptonian’s motivation to Thrill Seeker. It will have the same effect on humans in it enters the blood stream.
RED (Mxyzptlk)- This magical kryptonite robs a Kryptonian of his powers until the imp’s rules of mischief are broken.
RED (Artificial)- This kryptonite, created by Batman, will not kill a Kryptonian, but will cause agonizing pain. Treat this as a Loss Vulnerability affecting all of the Kryptonian’s Attributes, Powers, and Skills. All the Kryptonian can do is writhe in agony and scream. The Kryptonian can regain control of himself with an action check using WILL/WILL as AV/EV against an OV/RV of 12. RAPs are the maximum APs of any attribute or power the Kryptonian can access until the effects of the red kryptonite wear off in 15 APs. 
SILVER (Smallville)- This kryptonite is actually a fragment of metal created by Brainiac. It makes Kryptonians dangerously paranoid if it enters the bloodstream. Until it is removed, the Kryptonian suffers from a Catastrophic Psychological Instability that causes extreme and violent paranoia and hallucinations.
WHITE (Silver Age)- This kryptonite destroys plant life, killing it in 3 APs.
 

Bonus Material: SUPERMAN BLUE!
DEX
12 (15)
STR
12 (0)
BODY
12 (0)
Alter Ego
INT
11
WILL
20
MIND
15
Clark Kent/Kal-El
INFL
10
AURA
12
SPIRIT
11
Motivation
INIT
35 (38)
WEALTH
5
HP
200
Upholding the Good
POWERS
Air Control: 12 (Power Linked to Flight), Chameleon: 12, Cybertelepathy: 12 (No Range), Dispersal: 18 (Always On without his containment suit), Energy Absorption: 16 (Fatiguing), Energy Blast: 18 (Self Link, If knocked out this power automatically burns out, returning Superman to his Clark Kent identity), Energy Control: 25 (Energy blast and Creating constructs are Fatiguing), Flight: 29, Invisibility: 10, Invulnerability: 18 (Only works when transforming between Superman’s energy form and his Clark Kent identity- he heals when he changes), Magnetic Control: 16 (Fatiguing), Pulse: 12 (Fatiguing), Teleportation: 12, Thermal Vision: 15, Radar Sense: 15 (Allows Superman to see all spectra of light and radiation), Ultra Vision: 15
NOTES ON POWERS
All powers are Power Linked to Energy Blast. Anything that affects that power affects all of his powers equally.
All Fatiguing powers act against Superman’s Energy Blast, reducing it like his BODY. As it is reduced, all of his powers are reduced by the same amount. At 0, the power Burns Out and Superman returns to his non-powered Clark Kent identity.
SKILLS
Charisma: 10, Detective: 7, Scientist: 8, Vehicles: 7
ADVANTAGES
Area Knowledge (Metropolis), Artist (Journalist, Writer), Buddies (Dr. Emil Hamilton), Free Access (Regular), Expansive Headquarters (The Fortress of Solitude), Insta-Change, Iron Nerves, Leadership, Lightning Reflexes, Longevity, Popularity, Sharp Eye
CONNECTIONS
High- JLA, Batman, Wonder Woman, Superman Family, Daily Planet, Metropolis PD, STAR Labs
Low- US Military, White House, Legion of Superheroes
DRAWBACKS
Altered Biology (Inhuman), Alter Ego (Controllable- Clark Kent), Arch Enemies (Lex Luthor, General Zod), Catastrophic Irrational Attraction to protecting life, Married (Lois Lane), Secret Identity, Loss Vulnerability (Out of yellow sunlight, Superman returns to his Clark Kent stats), Attack Vulnerability (-4 CS vs. magic; Conversely, when attacking mystical beings or magical defenses, Superman suffers a +4 CS to all OV/RV)
EQUIPMENT
CONTAINMENT SUIT [DEX: 12, STR: 12, BODY: 12]

And for the record-
I own 25 years of Superman comics...
and Mark Waid is

RIGHT.



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