This looks like a job for SUPERMAN

Discussion in 'Games: RPG & Miniatures' started by MasterKazur, Feb 24, 2008.

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  1. MasterKazur Jedi Knight

    Member Since:
    May 13, 2004
    star 3
    [image=http://tn3-1.deviantart.com/fs11/300W/i/2006/226/2/f/Brandon_Routh_as_Superman_by_JPRart.jpg]
    Superman (Superman Returns) - CL 12
    Medium Kryptonian scout 2/soldier 2/noble 8
    Destiny 6; Force 11
    Init +11; Senses Perception +13
    Languages Basic, Kryptonian +5 additional languages

    Defenses Ref 24 (flat-footed 24), Fort 54, Will 26
    hp 422; SR 100; Threshold 54

    Speed 12 squares (max. velocity 550 km/h), fly 16 squares (max. velocity 1,250 km/h), fly 5 squares (starship scale)
    Melee unarmed +10 (1d4+36) or
    Melee unarmed +14 (1d4+42) with Powerful Charge
    Ranged by weapon +9
    Base Atk +9; Grp +39
    Atk Options Crush, Pin, Power Attack, Powerful Charge
    Special Actions Inspire Confidence
    Kryptonian Super Powers Known (Kryptonian Power +14): Jor-El?s fist, heat vision (2), hyper breath, speed unleashed, super strength

    Abilities Str 12, Dex 10, Con 12, Int 14, Wis 14, Cha 16
    Special Qualities faster than a speeding bullet, more powerful than a locomotive, man of steel, immunities
    Talents Acute Senses, Demand Surrender, Educated, Harm?s Way, Inspire Confidence, Presence
    Feats Crush, Hero Training (2), Linguist, Pin, Power Attack, Powerful Charge, Skill Focus (Deception, Gather Information), Skill Training (Deception, Gather Information), Weapon Proficiency (pistols, rifles, simple weapons)
    Skills Deception +19, Initiative +11, Gather Information +19, Knowledge (bureaucracy) +13, Knowledge (galactic lore) +13, Knowledge (technology) +13, Kryptonian Power +14, Perception +13 (may reroll), Pilot +11
    Possessions costume and cape


    NEW SPECIES

    KRYPTONIAN SPECIES TRAITS
    Kryptonians share the following species traits:
    Ability Modifiers: +2 Intelligence, +2 Charisma, -2 Dexterity. Kryptonians are bright and intuitive and make convincing diplomats but are less coordinated than most other species.
    Medium Size: As Medium creatures, Kryptonians have no special bonuses or penalties due to their size.
    Speed: Kryptonian base speed is 6 squares.
    Bonus Feat: All Kryptonians gain Son of Krypton as a bonus feat at 1st level.
    Automatic Language: Basic and Kryptonian.


    NEW SKILL

    KRYPTONIAN POWER (CHA)
    Requires the Son of Krypton feat
    You draw upon the yellow sun to help you recover from injuries, gain great speed and strength or preform other remarkable acts. You must have the Son of Krypton feat to be trained in this skill.
    Activate Kryptonian Super Power (Trained Only): You can make a Kryptonian Power check to use a Kryptonian Super Power. This use of the skill requires no action.
    Solar Absorption (Trained Only): As a full-round action, you can enter an absorption trance with a DC 10 Kryptonian Power check (you must be outside an atmosphere or in a place of extreme solar exposure for this trance to work). In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number of hit points equal to your character level. You can emerge from the trance as a swift action. If you remain in an absorption trance for 4 consecutive hours, you emerge from the trance fully rested (as though you?d rested for 8 hours).
    X-Ray Vision: As a swift action you can make a DC 15 Kryptonian Power check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets. Increase the DC by 5 if the this ability is used against targets with total cover.
    Super Hearing: A DC 10 Kryptonian Power check allows you to eavesdrop on a conversation, ignoring the effects of cover or concealment. You must be able to understand the language being spoken. The DC increases to 15 if you or your target is in a relatively noisy area (such as a cantina) or 25 in a particularly loud area (such as a droid factory). Eavesdropping on a
  2. MasterKazur Jedi Knight

    Member Since:
    May 13, 2004
    star 3
    KRYPTONIAN SUPER POWERS

    HEAT VISION
    You can use your body?s solar energy reserves as a weapon. Time: Standard action. Target: One target within line of sight.
    Make a Kryptonian Power check. Make one roll and compare the result to the target?s Reflex Defense. If the attack hits, the target takes 6d6 points of damage. If your Kryptonian Power check equals or exceeds the target?s damage threshold, the target moves -1 step along the condition track.
    Special: You can spend a Force Point to either deal an additional 2d6 points of damage or you can spend a Force Point to move a target an additional -1 step along the condition track with you successfully hit it with heat vision.

    JOR-EL?S FIST
    You unleash you full strength to enhance your battle prowess. Time: Swift action. Target: You.
    Make a Kryptonian Power check. The result of the check determines the effect, if any:
    DC 15: Gain a +1 bonus to your next attack roll and deal an additional 1d6 points of damage if the attack hits.
    DC 20: As DC 15, except you deal an additional 2d6 points of damage.
    DC 25: As DC 15, except you deal an additional 3d6 points of damage.
    Special: You can spend a Force Point to deal an additional 2d6 points of damage on your next attack roll.

    HYPER BREATH
    You use a powerful burst of your breath to push one or more targets away from you. Time: Standard action. Targets: All targets within a 6-square cone and within line of sight.
    Make a Kryptonian Power check: The target makes Strength check. If you beat the target?s Strength check, you push it back 1 square plus an additional square for every 5 points by which you exceed the target?s check result. If you push the target into a larger object, the target takes 1d6 points of damage.
    The target adds its size modifier to its Strength check: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.
    Special: You can spend a Force Point to apply a -5 penalty to the target?s Strength check to resist you super breath. Additionally, if you successfully push the target into a larger object, you deal an additional 2d6 points of damage from the extreme force of the thrust.

    SUPER STRENGTH
    You can lift an object and move it up to your total speed in any direction. Time: Standard action. Target: One object touched.
    Make a Kryptonian Power check: The result of the check determines the maximum size of the target you can lift (see below). You can hurl the target at (or drop it on) another target if your Kryptonian Power check exceeds the second target?s Reflex Defense. Both targets take damage determined by your Kryptonian Power check result.
    DC 15: Lift object up to Huge size (deal 6d6 points of damage)
    DC 20: Lift object up to Gargantaun size (deal 8d6 points of damage)
    DC 25: Lift object up to Colossal size (deal 10d6 points of damage)
    DC 30: Lift object up to Colossal [frigate] size (deal 12d6 points of damage)
    Special: You may maintain your power on the targeted object to continue to move it from round to round. Maintaining the super strength power is a standard action, and you must make a new Kryptonian Power check each round. If you suffer damage while maintaining super strength, you must succeed on a Kryptonian Power check (DC = 15 + damage taken) to continue lifting the object.
    If you use super strength against a hovering or flying target (such as a speeder or starship), the target can oppose your Kryptonian Power check with a grapple check as a reaction. If the target wins the opposed check, you are unable to move the target.
    You may spend a Force Point to increase the maximum size of the object by one category and deal an additi
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