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Another Supers system this week with the old Mayfair licensed DC game. This is a point based build, with 450 points to work with. I know there is another edition of this because I remember optional rules that let you make low-point pulp (Blackhawks, Sgt. Rock, etc) characters, regular value and high value (Justice League) ones. Didn't find them skimming thru my boxed set though...
First up are Attributes. Well first up is discussing with the GM what style of Supers game it will be. Lets just assume this character is meant for a fairly standard 4-Color Heroes game. Mark Maximillian will be one of those lab accident types so common in the Silver Age. So NOW Attributes. Dexterity, Strength, Body, Intelligence, Will, Mind, Influence, Aura and Spirit. A 3 seems to be about the average for a normal person, with a 6 generally being the max possible for a non-augmented human. I'm just going to give Mark here 4's across the board. For Dex, Int and Infl thats a cost of 21 each. For the others only 18. Thats a total to start of 171 points...
Next up are Powers & Skills. Looking over the list of Powers, I'm thinking Skin Armor, Chameleon and Regeneration. We'll link Regeneration to Will (yeah I don't know why they have Regen as a Mental power) to make it cheaper. The Base Cost for these 3 powers is 50 for Skin Armor, 5 for Chameleon and 25 for Regeneration. Regen has to be bought at level of 4 equal to Body, but its factor value is lowered from 8 to 6. We'll go heavy on the Skin Armor to give him a value of 10 in that and 5 in the Chameleon (which is looking like other people, not blending into the background). Thats another 190 points for powers. For Skills, I've decided Mark was caught in that lab accident while attempting to steal something. So he'll have the Skills of Thief at 4 and Vehicles at 3. Thats another 49 points. So far we're at 430...
But there are still Advantages and Wealth to go. From the list of Advantages I'm thinking Luck, Lightning Reflexes and Sharp Eye. Thats another 50 points. For Wealth, Mark has some money stashed away from his criminal past still. But not much, so he's only got a Wealth of 3, equivilant to $10K a year. Which will only run him another 6 points. So thats 486 total. For a defeceit of 36, so he'll have to take some Drawbacks. We'll give him Secret Identity (easy enough with the Chameleon power). And then he'll have a Miscellaneous Drawback for 50 that will be explained in the background. Thats 60 total, giving him 24 to spend again. Thats enough to pump his Str, Body, Mind and Spirit up to 5 each. Our hero here will have Thrill of Adventure as his Motivation...
Mark Maximillian was a safecracker and part a crew attempting to steal a new alien isotope from a S.T.A.R.Labs in Central City. The theft didn't go unnoticed and the others got in a shoot-out with the police while Mark attempted to get away with the sample. But a burst of wild fire hit his car and sent him crashing explosively into a building. Mark's last conscious memory of that night is seeing the box with the isotope start to glow brighter and brighter next to him...
When he woke up he found he was in a secret government facility and a skeleton was smoking a cigar in the chair next to him. The skeleton introduced himself as Director Bones and let Mark know he would be working for the DEO now. It seems the accident had given him certain gifts. Ones that would make him useful to his government. Also they were poisoning him, but happily the DEO could keep that in check with a weekly dosage of special drugs. And of course out of gratitude for staying alive Director Bones explained that Mark would happily help them when asked. M. Maximillian the Thief was gone and Max Markus aka Nemo the part-time hero and government agent was born...
First up are Attributes. Well first up is discussing with the GM what style of Supers game it will be. Lets just assume this character is meant for a fairly standard 4-Color Heroes game. Mark Maximillian will be one of those lab accident types so common in the Silver Age. So NOW Attributes. Dexterity, Strength, Body, Intelligence, Will, Mind, Influence, Aura and Spirit. A 3 seems to be about the average for a normal person, with a 6 generally being the max possible for a non-augmented human. I'm just going to give Mark here 4's across the board. For Dex, Int and Infl thats a cost of 21 each. For the others only 18. Thats a total to start of 171 points...
Next up are Powers & Skills. Looking over the list of Powers, I'm thinking Skin Armor, Chameleon and Regeneration. We'll link Regeneration to Will (yeah I don't know why they have Regen as a Mental power) to make it cheaper. The Base Cost for these 3 powers is 50 for Skin Armor, 5 for Chameleon and 25 for Regeneration. Regen has to be bought at level of 4 equal to Body, but its factor value is lowered from 8 to 6. We'll go heavy on the Skin Armor to give him a value of 10 in that and 5 in the Chameleon (which is looking like other people, not blending into the background). Thats another 190 points for powers. For Skills, I've decided Mark was caught in that lab accident while attempting to steal something. So he'll have the Skills of Thief at 4 and Vehicles at 3. Thats another 49 points. So far we're at 430...
But there are still Advantages and Wealth to go. From the list of Advantages I'm thinking Luck, Lightning Reflexes and Sharp Eye. Thats another 50 points. For Wealth, Mark has some money stashed away from his criminal past still. But not much, so he's only got a Wealth of 3, equivilant to $10K a year. Which will only run him another 6 points. So thats 486 total. For a defeceit of 36, so he'll have to take some Drawbacks. We'll give him Secret Identity (easy enough with the Chameleon power). And then he'll have a Miscellaneous Drawback for 50 that will be explained in the background. Thats 60 total, giving him 24 to spend again. Thats enough to pump his Str, Body, Mind and Spirit up to 5 each. Our hero here will have Thrill of Adventure as his Motivation...
Mark Maximillian was a safecracker and part a crew attempting to steal a new alien isotope from a S.T.A.R.Labs in Central City. The theft didn't go unnoticed and the others got in a shoot-out with the police while Mark attempted to get away with the sample. But a burst of wild fire hit his car and sent him crashing explosively into a building. Mark's last conscious memory of that night is seeing the box with the isotope start to glow brighter and brighter next to him...
When he woke up he found he was in a secret government facility and a skeleton was smoking a cigar in the chair next to him. The skeleton introduced himself as Director Bones and let Mark know he would be working for the DEO now. It seems the accident had given him certain gifts. Ones that would make him useful to his government. Also they were poisoning him, but happily the DEO could keep that in check with a weekly dosage of special drugs. And of course out of gratitude for staying alive Director Bones explained that Mark would happily help them when asked. M. Maximillian the Thief was gone and Max Markus aka Nemo the part-time hero and government agent was born...