Jack's Deck - Superman Family

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Jack of Spades
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Supergirl

Post by Jack of Spades » Tue Nov 08, 2016 5:16 pm

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Supergirl • PL11
Kara Zor-el (Kara Danvers) • FGS version

Abilities
STR 16 STA 5 AGL 2 DEX 3 FGT 5 INT 1 AWE 5 PRE 4

Advantages
Accurate Attack, Extraordinary Effort, Interpose, Languages (English, Interlac, Kryptonian), Power Attack, Ranged Attack 2

Skills
Athletics 0 (+16), Close Combat: Unarmed 1 (+6), Deception 0 (+4), Expertise: Krypton 10 (+11), Insight 0 (+5), Intimidation 0 (+4), Perception 4 (+9), Persuasion 6 (+10), Stealth 0 (+2), Technology 5 (+6).

Powers
More Powerful Than A Locomotive: Enhanced Strength 11 (200 megatons; Limited to Lifting), Leaping 11, Dynamic • 23 points
  • DAE Flight: Flight 11 (Mach 5) • 2 points
    DAE Faster Than A Speeding Bullet: Quickness 11, Speed 11 • 2 points
Invulnerability: Impervious 7, Immunity 10 (Life Support), Protection 11 • 35 points

Solar Power: Healing 5 (Limited to Self, Restorative, Source: Sunlight), Immortality 1 (1 month, Limited: Requires direct exposure to sunlight), Immunity 5 (Radiation damage, Starvation, Suffocation), Regeneration 4 (Source: Sunlight) • 15 points
  • AE Heat Vision: Ranged Heat Damage 13, Accurate +4, Distracting • 1 point
    AE Heat Stare: Perception Heat Damage 6, Distracting, Precise, Subtle 1 • 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-Strength: Enhanced Strength 5 (50 kilotons, Limited to Lifting) • 5 points

Strength Stunts: Strength Damage Array (16 points)
  • AE Super-Breath: Close 60' Cone Area Move Object 8, Limited to toward or away • 1 point
    AE Freeze Breath: 60' Cone Area Snare 8 • 1 point
Offense
Initiative +2
Freeze Breath (Cone Area Affliction 8), Heat Vision +9 (Ranged Damage 13), Heat Stare (Perception Damage 6), Super-Breath (Cone Area Move Object 8), Unarmed +6 (Damage 16)

Defense
Dodge 6, Parry 6, Will 7, Fortitude 5, Toughness 16 (7 Impervious)

Power Points
Attributes 82 + Powers 101 + Advantages 7 + Skills 13 + Defenses 7 = Total 210 points

Complications
Motivation: Kara feels responsible to live up to the example set by Superman and to exemplify the best of Krypton.
Identity: Supergirl tries to maintain an alternate identity as Kara Danvers, and attents Metropolis University.
Immaturity: Supergirl is very much still a teenager learning her way in the world and deciding who she will be. She is much more emotional than her cousin, and her powers much less restrained (leading to the early impression that she was more powerful than he).
Power Loss: Kryptonian powers depend on the light of a yellow sun; they fade slowly away from it, and immediately under the light of a red sun (or its synthetic equivalent), and her STR & STA drop to 1. They are also ineffective against direct magical effects.
Relationships: Supergirl is close to Superman, Lois Lane, and Superboy; she is good friends with Wonder Girl as well.
Responsibility: Supergirl feels a strong sense of responsibility to live up to Superman, while simultaneously trying to escape his shadow and establish her own identity.
Weakness: Kryptonians are vulnerable to kryptonite, though it does not cause them to lose their powers. Kryptonite exposure is an affliction causing agonizing pain, resisted by Fortitude; victims are Dazed & Vulnerable, Stunned & Defenseless, and Paralyzed. Prolonged exposure causes death.

Notes
Supergirl is a long time favorite of mine. I got hooked on her through the Legion of Super Heroes, where I found her a lot more interesting that Superboy or Mon-el, her power-level peers. And now she’s got her own TV series, while her better known cousin doesn’t – who would’ve predicted that five years ago?

I love Melissa Benoist’s take on Kara, but I’m not so fond of the setup the TV show has created. I prefer a younger take on Kara, still in her teens, still figuring out who she is – TV Kara is doing some of that, but is too much mapped on to being Clark lite rather than doing her own thing.

Supergirl doesn’t have all Superman’s raw power, but she’s much more inclined to use her other abilities than he is. Generally the last thing she tries is flying in and slugging it out; if she’s not using heat vision or super breath, she’s power stunting something unexpected. She’s also much more likely than Clark to just beat the living crap out of someone who threatens her family – while she tries to live up to Clark’s standards, she’s also emotional and very dangerous when angry.
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Jack of Spades
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Jimmy Olsen

Post by Jack of Spades » Wed Nov 09, 2016 5:30 am

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Jimmy Olsen • PL6
James Bartholomew Olsen

Abilities
STR 2 STA 2 AGL 4 DEX 1 FGT 4 INT 1 AWE 3 PRE 2

Advantages
Beginner’s Luck, Benefit (Fame), Contacts, Defensive Roll 2, Equipment, Fearless, Luck, Improved Defense, Taunt

Skills
Acrobatics 2 (+6), Athletics 4 (+6), Close Combat: Unarmed 3 (+7), Deception 8 (+10) [Taunt], Expertise: Photojournalism 8 (+9), Insight 0 (+3), Intimidation 0 (+2), Investigation 7 (+8), Perception 5 (+8), Persuasion 2 (+4), Stealth 2 (+6), Vehicles 5 (+6).

Equipment
Camera, Disguise kit, Signal watch, Smartphone

Offense
Initiative +4
Unarmed +7 (Damage 2)

Defense
Dodge 10, Parry 8, Will 4, Fort 2, Toughness 4 (2 without Defensive Roll)

Power Points
Abilities 38 + Advantages 10 + Skills 23 + Defenses 11 = Total 81 points

Complications
Motivation – Thrills & Doing Good: Jimmy loves adventure. But he makes sure that while he's having fun, it's benefiting people.

Accident – Weirdness: Jimmy has an uncanny knack for stumbling into the most improbable and dangerous situations.
Relationships: With Superman, of course, but also Lois Lane, Perry White, and his sometime-girlfriend Lucy Lane.

Notes
With his popular image stuck in the early ‘60s, most people don’t realize that Jimmy Olsen is supposed to be cool. Far from being a bowtied nerd, Jimmy used to be living a life of excitement and adventure kids could – and did – only dream about! He’s gained and lost superpowers more times than he can count, traveled to Apokolips and New Genesis, befriended gods, married an ape, and documented it all for the Daily Planet. And that was before he turned eighteen!

Jimmy has an amazing knack for blundering into adventure. If the Grim Reaper is answering Uber calls in Metropolis, Jimmy will end up riding with him. He’s been turned into a giant turtle-man and a human octopus. Darkseid used him to story the spirits of the New Gods. Jimmy’s life is very, very weird.

Jimmy is a thinker, not a fighter; while he throws a pretty good punch, he’s more likely to trick his way out of trouble – unless he calls Superman. He’s also fond of disguises to conceal his identity when working on a story under cover. He has amazing breadth to his talents, and picks up new things on the fly constantly.

I think casting Mehcad Brooks as Jimmy in Supergirl was an amazing idea. The fact that he's physically so unlike what people have come to think of Jimmy lets him take the character back to his roots, and I think he did a great job of it in the first season.

If Jimmy were the player character, he'd have to buy the signal watch as a Device to summon Superman:
Signal Watch: Summon 17 (Superman; Heroic, Removable) • 55 points
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Krypto

Post by Jack of Spades » Sat Nov 12, 2016 9:20 pm

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Krypto • PL11

Abilities
STR 15 STA 6 AGL 3 DEX −3 FGT 3 INT −3 AWE 2 PRE −2

Advantages
All-Out Attack, Fast Grab, Improved Critical (Unarmed), Improved Trip, Interpose, Power Attack, Ranged Attack 5

Skills
Athletics 0, Close Combat: Unarmed 4 (+7), Deception 0 (−2), Insight 2 (+4), Intimidation 9 (+5) [Shrinking], Perception 5 (+7), Persuasion 0 (−2), Ranged Combat: Heat Vision 4 (+9), Stealth 0 (+7) [Shrinking]

Powers
Dog: Senses 3 (Acute Ranged Scent, Ultra Hearing), Shrinking 1 (Permanent), Speed 2 • 8 points

More Powerful Than A Locomotive, Able to Leap Tall Buildings: Enhanced Strength 12 (800 megatons), Limited to Lifting; Leaping 12 (4 miles); Dynamic • 25 points
  • DAE Flight: Flight 11 (Mach 5), Movement 1 (Space Travel) • 2 points
    DAE Faster Than A Speeding Bullet: Concealment 4 (Vision), Limited to while moving, Passive, Partial; Quickness 11, Speed 11 • 2 points
Invulnerability: Impervious 7; Immunity 7 (Disease, Poison, All Environmental conditions); Protection 9 • 30 points

Solar Power: Healing 5, Limited to Self, Restorative, Source: Sunlight; Immortality 1 (1 month), Limited: Requires direct exposure to sunlight; Immunity 5 (Radiation damage, Starvation, Suffocation); Regeneration 4, Source: Sunlight • 15 points
  • AE Heat Vision: Ranged Heat Damage 13, Accurate +4, Distracting • 1 point
Super-Senses: Senses 15 (Acute and Extended Hearing, Extended Smell 3, Extended Vision, Infravision, Microscopic Vision 4, Vision Penetrates Concealment [except lead]) • 15 points

Super-Strength: Enhanced Strength 5 (200 ktons; Limited to Lifting) • 5 points

Offense
Initiative +3
Unarmed +7 (Damage 15, Crit 19-20)

Defense
Dodge 7, Parry 7, Will 3, Fort 6, Toughness 15

Power Points
Abilities 42 + Advantages 11 + Powers 112 + Skills 12 + Defenses 7 = Total 184

Complications
Motivation – Doing Good: Krypto tries to be a good dog.
Disabled – Dog: Krypto cannot speak or use his paws to manipulate objects, and while he’s smarter than most dogs, he still sees the world from a dog’s perspective.
Power Loss: Kryptonian powers depend on the light of a yellow sun; they fade slowly away from it, and immediately under the light of a red sun (or its synthetic equivalent), and his STR & STA drop to 2. They are also ineffective against direct magical effects.
Relationships: Krypto will do what Supergirl, Lois, Superboy, or the Kents want, but Superman is his master.
Weakness – Body Language: Like most dogs, Krypto is at −5 to all Bluff attempts.
Weakness – Kryptonite: Kryptonians are vulnerable to kryptonite, though it does not cause them to lose their powers. Kryptonite exposure is an affliction causing agonizing pain, resisted by Fortitude; victims are Dazed & Vulnerable, Stunned & Defenseless, and Paralyzed. Prolonged exposure causes death.

Notes
Krypto’s a deceptively tough concept to get right. On the one hand, “Superman’s dog” is a very simple idea. On the other, it gets goofy really easily. But Krypto’s presence, like the Elongated Man’s, is one of the signs of the health of the DC Universe; when Krypto is eliminated, DC’s headed for a dark age.

Krypto is probably the most lethal of the Superman Family, because he is, at the end of the day, a dog. If you hurt his people, he will bite your throat out if he can. He is faultlessly loyal, and, unless you seriously hurt one of his people (which, given they’re mostly invulnerable, doesn’t happen that often) he’s friendly, playful, and helpful. He’s super-smart enough to understand most simple commands, and knows that the Man likes it when he helps people, particularly those in danger.

Good boy.
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Perry White

Post by Jack of Spades » Tue Nov 15, 2016 3:21 am

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Perry White • PL3

Abilities
STR 1 STA 0 AGL 0 DEX 0 FGT 2 INT 3 AWE 4 PRE 2

Advantages
Contacts, Improvised Weapon, Leadership, Skill Mastery (Journalism)

Skills
Athletics 0 (+0), Close Combat: Unarmed 3 (+5), Deception 2 (+4), Expertise: Journalism 11 (+14) [Skill Mastery], Expertise: Politics 6 (+9), Insight 4 (+8), Intimidation 4 (+6), Investigation 4 (+7) [Contacts], Perception 0 (+4), Persuasion 4 (+6) [Leadership], Stealth 0 (+0).

Offense
Initiative +4
Unarmed +5 (Damage 1)

Defense
Dodge 6, Parry 5, Will 6, Fort 0, Toughness 0

Power Points
Abilities 24 + Advantages 4 + Skills 19 + Defenses 12 = Total 59 points

Complications
Motivation – Doing Good: Perry sees journalism as a calling, a form of public service as vital as any super-hero’s job.

Enemy – Lex Luthor: Perry is one of the few powerful figures in Metropolis willing to take on Lex Luthor.
Quirks: Perry is seldom without a cigar, even in this era of tobacco-free workplaces. His exclamation, “Great Caesar's Ghost!” and demands that Jimmy “Don’t call me Chief!” are signatures.
Relationships: With Clark Kent, Lois Lane, Jimmy Olsen, and his wife Alice.

Notes
The Daily Planet wouldn’t be the Daily Planet without Perry White. He’s tough, cranky, fair, wise, and a paragon of journalistic ethics. With Perry White as a role model, it’s no wonder the Planet has reporters like Lane, Olsen, and Kent.

Perry’s history has changed around a number of times; he has sometimes been Luthor’s childhood friend, and may be a former mayor of Metropolis. What never changes is his love of journalism and the paper he edits, and his absolute devotion to printing only the truth.

And I would really love to see Perry White and J. Jonah Jameson clash.
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