Friday, May 9, 2014

Write Ups: ROBIN, IMPULSE, & SUPERBOY!

TITANIC!
Day 13!

Young Justice may not have been a Titans title, but it certainly carried on the spirit of the series far better than the mediocre Team Titans and New Titans.

ROBIN
DEX
7
STR
2
BODY
4
Alter Ego
INT
7
WILL
7
MIND
5
Tim Drake
INFL
7
AURA
5
SPIRIT
6
Motivation
INIT
25
WEALTH
5
HP
100
Responsibility of Power
SKILLS (*linked)
Acrobatics: 7*, Charisma: 5, Detective: 7*, Gadgetry: 7*, Martial Artist: 7*, Medicine (First Aid, Forensics): 4, Scientist: 7*, Spy: 9, Thief: 7*, Vehicles (Land, Water): 7*, Weaponry (Melee Weapons, Missile Weapons): 7*
ADVANTAGES
Intensive Training, Iron Nerves, Leadership, Lightning Reflexes, Rich Friend, Sharp Eye
CONNECTIONS
High- Batman, Nightwing, Titans, Batman Family, Young Justice
DRAWBACKS
Age (Young), Secret Identity
EQUIPMENT
ROBIN SUIT [BODY: 6, Skin Armor: 2, Flame Immunity: 4, Cold Immunity: 4]
ROBIN CYCLE [STR: 4, BODY: 7, Running: 6, Radio Communications: 18, R#2]
ROBIN’S UTILITY BELT:
Batgrapple with Batline [BODY: 6 (the gun’s BODY, not the line’s), Snare: 7 (No AV), Ammo: 1, R#3] Line is 4 APs long.
Batarang w/Batline [BODY: 8, Strike: 2 (Diminishing, Half STR), Snare: 7 (No AV), Gliding: 2 (adds to STR to determine range), Returns] Line is 4 APs long.
Telescoping Staff [BODY: 6, Strike: 2, R#2] Telescopes to 6’ to be used as a staff. Can be thrown as a weapon with the Diminishing and Half STR Limitations.
Bird-a-rangs [BODY: 7, Strike: 1 (Diminishing, Half STR), Gliding: 1 (adds to STR to determine range)]
Razor R [BODY: 7, Claws: 1 (Diminishing, Half STR), Gliding: 1 (adds to STR to determine range)]
Handcuffs [STR: 9, BODY: 9] STR is only used to hold targets.
Lock Picks [BODY: 1, Misc. Advantage: -1 CS to OV/RV of lockpicking attempts]
Bat Radio [BODY: 2, Radio Communications: 12, R#2]
Rebreather [BODY: 1, Sealed Systems: 12 (Provides air only), R#2] Acts as a gas mask and provides air if underwater.
Infrared Flashlight and Goggles [BODY: 1, Thermal Vision: 12]
Cutting Torch [BODY: 2, Heat Vision: 9 (No Range- only good for a few inches), R#5]
Mini-Digital Recorder [BODY: 1, Recall: 12 (Audio only for up to 12 APs of time), R#2] Range of 4 APs
Mini-Digital Camera [BODY: 1, Recall: 20 (Visual only), R#2] Range of 9 APs
Plastic Explosives [BODY: 3, Bomb: 8 (Full Force), R#3]
Tranqdarts [BODY: 1, Sleep: 5 (Gas Effect, Full Force), R#3]
Flash Pellets [BODY: 1, Flash: 5, R#2]
Smoke Pellets [BODY: 1, Fog: 5 (Full Force), R#2]
Tear Gas Pellets [BODY: 1, Sensory Block: 5 (Gas Effect, Full Force, Affects vision only), R#2]
ACD Omni-Gadgets: 5 (x2)
Radio Communicator [BODY: 1, Radio Communications: 12, R#2]
 
IMPULSE
DEX
7
STR
3
BODY
5
Alter Ego
INT
4
WILL
9
MIND
6
Bart Allen
INFL
4
AURA
5
SPIRIT
8
Motivation
INIT
 41 (17)
WEALTH
2
HP
50
Thrill of Adventure
POWERS
(*Power Linked to Superspeed)
Air Control: 14* (Cannot be used to fly),  Detect Temporal Disturbances: 10, Dispersal: 12*, Flame Immunity: 6, Recall: 15, Superspeed: 24 (When it is pushed, Superspeed becomes Fatiguing)
IMPULSE”S POWER STUNTS
When pushing Superspeed, Impulse is capable of Time Travel. Resolve the attempt as a normal Push that costs 3 HP per AP gained. He must be moving faster than lightspeed (29 APs) and the APs over 29 automatically act as the APs of the selected power. 
Impulse can stunt his Superspeed to create temporal scouts. Treat this as a stunt gaining Precognition or Postcognition to a maximum of 12 APs. This does not cause a Power Burnout, but it does cost 5 HPs per AP of the stunted power.
ADVANTAGES
Insta-Change, Lightning Reflexes, Scholar (Mark Twain)
CONNECTIONS
High- Max Mercury, Flash family, Titans
DRAWBACKS
Catastrophic Irrational Attraction to impulsiveness, Serious Irrational Attraction to eating after using Superspeed, Secret Identity, Fatal Vulnerability: If using Superspeed at 20 APs or more for longer than 10 APs without break, Impulse’s hypermetabolism will kill him, Loss Vulnerability: A wound that incapacitates his legs prevents Impulse from using his Superspeed or any of its related powers
EQUIPMENT
IMPULSE COSTUME [BODY: 6]
COSTUME STORAGE RING [BODY: 1, Shrinking: 10 (Only used to shrink the costume)]
Radio Communicator [BODY: 1, Radio Communications: 12, R#2]
 
SUPERBOY
DEX
8
STR
19 (7)
BODY
7
Alter Ego
INT
4
WILL
6
MIND
5
 Connor Kent/Kon-El
INFL
7
AURA
7
SPIRIT
8
Motivation
INIT
21
WEALTH
5
HP
50
Thrill of Adventure
POWERS
Force Field: 16 (Protects Superboy and anyone he is touching only, Power linked to Telekinesis), Regeneration: 10, Sealed Systems: 14 (Power linked to Force Field), Solar Sustenance: 11, Telekinesis: 19 (No Range, Can be used to substitute for Superboy’s STR)
SUPERBOY’S POWER STUNTS
Superboy is extremely creative with his Telekinesis. He can use it to power stunt the powers of Magnetic Control, Earth Control, Water Control, and Fire Control without the chance of a Power Burnout and paying only 1 HP per AP.
ADVANTAGES
Attractive, Lightning Reflexes, Popularity
CONNECTIONS
High- Cadmus Labs, Superman, Young Justice, Guardian, Ravers, Newsboy Legion;
Low- Ma and Pa Kent, Lois Lane, Supergirl, Lex Luthor, Galaxy Broadcasting, Legion of Super-Heroes
DRAWBACKS
Age (Young), Altered Biology (Near Human), Arch Enemy (Match), Dark Secret (He is partially cloned from Lex Luthor), Innocent, Secret Identity, Minor Physical Restriction (Superboy will never be physically older than 16)
VULNERABILITIES
Attack Vulnerability (-4 CS vs. magic; Conversely, when attacking mystical beings or magical defenses, Superboy suffers a +4 CS to all OV/RV)
Attack Vulnerability (-2 CS vs energy-based attacks- Superboy’s telekinetic field is weak against energy attacks)
Attack Vulnerability (-2 vs gas attacks- Superboy’s telekinetic field is weak against gas attacks)
Loss Vulnerability (Within 1 AP of Green Kryptonite, Physical Attributes and all powers are reduced to 1 and Superboy suffers debilitating weakness 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.)
EQUIPMENT
Radio Communicator [BODY: 1, Radio Communications: 12, R#2]





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