Wednesday, May 7, 2014

Write Ups: SUPERBOY & SUPERGIRL!

TITANIC!
Day 12!

It's my birthday, so I am going to post some of the characters I love best.

SUPERBOY
DEX
10
STR
19
BODY
16
Alter Ego
INT
5
WILL
8
MIND
8
 Connor Kent/Kon-El
INFL
7
AURA
8
SPIRIT
8
Motivation
INIT
30
WEALTH
5
HP
100
Responsibility of Power
POWERS
Directional Hearing: 8, Extended Hearing: 8, Flight: 13, Heat Vision: 12, Invulnerability: 12, Regeneration: 10, Sealed Systems: 14, Solar Sustenance: 11, Super Breath: 10 (Super Cold), Super Hearing: 8, Superspeed: 8, Telescopic Vision: 10, X-Ray Vision: 8
ADVANTAGES
Attractive
CONNECTIONS
High- Cadmus Labs, Superman, Titans, Legion of Super-Heroes, Guardian;
Low- Ma and Pa Kent, Lois Lane, Supergirl, Lex Luthor, Galaxy Broadcasting
DRAWBACKS
Age (Young), Altered Biology (Near Human), Arch Enemy (Match), Dark Secret (He is partially cloned from Lex Luthor), 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 (-1 CS vs energy-based 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
Titans Comlink [BODY: 4, Radio Communications: 21 (Only used to communicate with other Titans members and the Titans Tower)]
I really like this variant of Conner's costume.
 
Supergirl has dozens of costumes. I like Bruce Timm's best.
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 her 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)
 
SUPERGIRL (MATRIX)
DEX
5
STR
17 (4)
BODY
7
Alter Ego
INT
4
WILL
8
MIND
8
Mae Kent
INFL
7
AURA
8
SPIRIT
8
Motivation
INIT
28 (18)
WEALTH
4
HP
100
Upholding the Good
POWERS
Chameleon: 10, Flight: 15 (Power linked to Telekinesis), Force Field: 10 (Power linked to Telekinesis), Invisibility: 18 (To all visual and auditory forms of detection, including Superman’s senses), Mental Blast: 15 (Power linked to Telekinesis), Regeneration: 15, Superspeed: 10, Telekinesis: 17 (Can be used to enhance STR)
ADVANTAGES
Attractive, Indestructible Costume, Insta-Change (Supergirl can instantly transform her clothes into any she desires), Lightning Reflexes, Rich Friends (Lex Luthor)
CONNECTIONS
High- Superman, Ma and Pa Kent, Lex Luthor; Low- JLA, Titans, Superboy, Steel
DRAWBACKS
Altered Biology (Inhuman), Innocent, Minor Irrational Attraction to Lex Luthor, Secret Identity, Misc.: Whenever Supergirl is unconscious or seriously injured she reverts to her protoplasmic state
 
SILVER AGE SUPERBOY
DEX
18 (4)
STR
47 (3)
BODY
35 (3)
Alter Ego
INT
10
WILL
16
MIND
13
Clark Kent/Kal-El
INFL
8
AURA
12 (7)
SPIRIT
14 (4)
Motivation
INIT
62 (24)
WEALTH
4
HP
180
Upholding the Good
POWERS
Comprehend Languages: 8, Digging: 10, Dimensional Travel: 16 (Power linked to Flight, Travel Only), Directional Hearing: 10, Extended Hearing: 10, Flight: 39, Heat Vision: 28, Invulnerability: 43, Iron Will: 4, Microscopic Vision: 15 (This is fine enough to see radio waves and light particles, allowing Superboy to see radar and sonar), Recall: 26, Sealed Systems: 20, Shockwave: 10, Solar Sustenance: 40, Super Breath: 20 (Super Cold), Super Hearing: 10, Superspeed: 24, Super Ventriloquism: 15, Systemic Antidote: 15, Telescopic Vision: 15, Thermal Vision: 15, Time Travel: 23, X-Ray Vision: 20
SKILLS
Charisma: 12, Gadgetry: 7, Scientist: 12
ADVANTAGES
Area Knowledge (Smallville), Attractive, Expansive Headquarters (The Fortress of Solitude- see below) Genius, Insta-Change (Superboy changes so quickly it is as good as instant), Lightning Reflexes, Longevity, Pet (Krypto), Popularity, Scholar (Literature, History), Sharp Eye, Super Numerate
CONNECTIONS
High- Lana Lang, Legion of Superheroes, Lex Luthor, Smallville Police
Low- White House
DRAWBACKS
Altered Biology (Near Human), Catastrophic Irrational Attraction to protecting life, Secret Identity
VULNERABILITIES
Loss Vulnerability (Out of yellow sunlight, Superboy returns to his parenthetical Clark Kent stats)
Attack Vulnerability (-4 CS vs. magic; Conversely, when attacking mystical beings or magical defenses, Superboy suffers a +4 CS to all OV/RV)
Misc.: Gravity attacks subtract their RAPs from all of Superboy’s physical Attributes and Powers, but cannot reduce them to 0
Krytonite Vulnerabilities:
GOLD- This kryptonite permanently removes all of Superboy’s powers, transforming him into Clark Kent.
GREEN- This is the typical kryptonite. It usually only affects Superboy when he has his powers. 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 Superboy 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 Superboy in 6 APs of time. Luckily, he can still spend HPs to heal damage, staving off death.
GREEN, ANTI-KRYPTONITE- This kryptonite is fatal to Clark Kent. It causes a Fatal Vulnerability within 0 APs. It causes 1 AP of killing damage each phase, killing him in 6 APs of time. Luckily, he can still spend HPs to heal damage, staving off death.
JEWEL/GEM- This kryptonite enhances the mental abilities of Superboy. He can focus his attention on the jewel, making a action check using his 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- This kryptonite has unpredictable effects on Superboy. 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.
EQUIPMENT
UNIFORM [Skin Armor: 10, Advantage: Indestructible Costume, Superboy’s cape also has Stretching: 4]
THE FORTRESS OF SOLITUDE [BODY: 48, Lab: 12, Security: 14, The key to the Fortress weighs 49 APs and it is guarded by Krypto]
FORTRESS COMPUTER [BODY: 18, INT: 16, WILL: 20, MIND: 22, Gadgetry: 20, Medicine: 16, Scientist: 20, Recall: 30, Radio Communications: 24, Scholar (Kryptonian Culture, Geography, History, and Science), Split: 6, R#2]
Phantom Zone Projector [BODY: 18, Dimension Travel: 25 (Power Linked to Warp, Phantom Zone only), Warp: 25, R#2]
SUPERBOY ROBOT [DEX: 13, STR: 40, BODY: 35, INT: 11, WILL: 2, MIND: 3, INFL: 1, AURA: 1, SPIRIT: 1, INIT: 40, Chameleon: 2 (Only allows the robot to disguise itself as Superboy or Clark Kent), Directional Hearing: 11, Extended Hearing: 11, Flight: 15, Heat Vision: 11, Microscopic Vision: 11, Recall: 16, Sealed Systems: 16, Super Breath: 16 (Super Cold), Super Hearing: 11, Superspeed: 15, Systemic Antidote: 16, Telescopic Vision: 11, Thermal Vision: 11, X-Ray Vision: 11, R#2] Reliability indicates the possibility of the robot going bad.
KAL-EL’S SPACESHIP [BODY: 13, Flight: 40, Sealed Systems: 23, Recall: 20, Solar Sustenance: 23 (Only used to keep the child within alive)]

SILVER AGE SUPERGIRL
DEX
18 (4)
STR
46 (2)
BODY
34 (2)
Alter Ego
INT
10
WILL
17
MIND
13
Linda Lee Danvers/Kara Zor-El
INFL
7
AURA
8
SPIRIT
14 (4)
Motivation
INIT
61 (23)
WEALTH
5
HP
150
Upholding the Good
POWERS
Comprehend Languages: 10, Digging: 12, Dimensional Travel: 14 (Power linked to Flight, Travel Only), Directional Hearing: 10, Extended Hearing: 10, Flight: 39, Heat Vision: 28, Invulnerability: 40, Iron Will: 4, Microscopic Vision: 15 (This is fine enough to see radio waves and light particles, allowing Supergirl to see radar and sonar), Recall: 20, Sealed Systems: 20, Solar Sustenance: 50, Super Breath: 20 (Super Cold), Super Hearing: 10, Superspeed: 24, Super Ventriloquism: 15, Systemic Antidote: 15, Telescopic Vision: 15, Thermal Vision: 15, Time Travel: 23, X-Ray Vision: 20
SKILLS
Charisma: 12, Detective: 7, Detective: 7, Scientist: 8
ADVANTAGES
Area Knowledge (Smallville), Attractive, Genius, Insta-Change (Supergirl changes so quickly it is as good as instant), Lightning Reflexes, Longevity, Pets (Streaky, Comet), Scholar (Literature, History), Sharp Eye, Super Numerate
CONNECTIONS
High- Superman; Low- Legion of Superheroes,
DRAWBACKS
Altered Biology (Near Human), Catastrophic Irrational Attraction to protecting life, Serious Irrational Attraction to proving herself worthy of Superman’s trust, Secret Identity, Misc.: Supergirl is sworn to operate under the strictest secrecy until such time as Superman feels she is ready to be introduced to the world
VULNERABILITIES
Loss Vulnerability (Out of yellow sunlight, Supergirl returns to her parenthetical Linda Danvers stats)
Attack Vulnerability (-4 CS vs. magic; Conversely, when attacking mystical beings or magical defenses, Supergirl suffers a +4 CS to all OV/RV)
Misc.: Gravity attacks subtract their RAPs from all of Supergirl’s physical Attributes and Powers, but cannot reduce them to 0
Krytonite Vulnerabilities:
GOLD- This kryptonite permanently removes all of Supergirl’s powers, transforming her into Linda Danvers.
GREEN- This is the typical kryptonite. It usually only affects Supergirl when she has her powers. 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 Supergirl suffers agonizing pain so great that she cannot even stand. She may make a 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. It also causes a Fatal Vulnerability within 1 AP. 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.
GREEN, ANTI-KRYPTONITE- This kryptonite is fatal to Linda Danvers. It causes a Fatal Vulnerability within 0 APs. It causes 1 AP of killing damage each phase, killing her in 6 APs of time. Luckily, she can still spend HPs to heal damage, staving off death.
JEWEL/GEM- This kryptonite enhances the mental abilities of Supergirl. She can focus his attention on the jewel, making a action check using her 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- This kryptonite has unpredictable effects on Supergirl. 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.
EQUIPMENT
UNIFORM [Skin Armor: 10, Advantage: Indestructible Costume, Supergirl’s cape also has Stretching: 4]
LINDA DANVERS ROBOT [DEX: 4, STR: 4, BODY: 20, INT: 5, WILL: 4, MIND: 5, INFL: 2, AURA: 2, SPIRIT: 2, INIT: 11, Chameleon: 2 (Only allows the robot to disguise itself as Linda Danvers), Directional Hearing: 11, Extended Hearing: 11, Recall: 15, Sealed Systems: 16, Super Hearing: 11, R#2] Reliability indicates the possibility of the robot going bad.
Still a better movie than anything directed by J.J. Abrams.
 
 
BONUS MATERIAL:
STREAKY THE SUPERCAT
DEX
12 (3)
STR
16 (1)
BODY
14 (1)
Alter Ego
INT
1
WILL
8 (3)
MIND
7 (3)
None
INFL
3
AURA
3
SPIRIT
3
Motivation
INIT
24 (9)
WEALTH
N/A
HP
50
Thrill of Adventure
POWERS
Analytical Smell/Tracking Scent: 9, Claws: 1, Digging: 12, Extended Hearing: 10, Flight: 16, Invulnerability: 11, Sealed Systems: 11, Super Hearing: 12, Superspeed: 6, Telescopic Vision: 13, Ultra Vision: 13
ADVANTAGES
Iron Nerves, Lightning Reflexes, Sharp Eye
CONNECTIONS
High- Supergirl; Low- Krypto
DRAWBACKS
Incomprehensible, Catastrophic Irrational Attraction to mischief, Secret Identity, Misc.: Occasionally, when he is startled, Streaky will forget that he is super and react in ordinary cat fashion
VULNERABILITIES
Loss Vulnerability (Streaky’s powers derive from a marble of X-Kryptonite that is hidden in a ball of yarn. When he inhales the vapors of the element, he gains his superpowers. They last a variable amount of time depending upon how much he inhaled. Treat his powers as having a Serious Power Burnout, with a failed roll on one power deactivating all powers and returning Streaky to his parenthetical stats. After 24 hours (15 APs) the powers burn out regardless of whether the Burn Out has been rolled or not.)
NOTE
I scaled Streaky down to a power level comparable to the Post-Crisis Krypto.
Shame on DC for getting rid of the Superpets! 




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