THE ANIMATED JUSTICE LEAGUE

SUPERGIRL

Val  Char   Cost
10/60  STR0
11/17  DEX3
15  CON10
10  BODY0
10  INT0
10  EGO0
13  PRE3
16  COM3
 
5/45  PD3
5/15  ED2
2/4  SPD0
5/15  REC0
30  END0
25/50  STUN2
 
6"  RUN0
2"  SWIM0
2"/12"  LEAP0
Characteristics Cost: 26

Cost   Power END
   Kryptonion Powers, all slots Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4) 
50   1) Superstrength: +50 STR, Reduced Endurance (1/2 END; +1/4) (62 Active Points)  2
24   2) Superspeed: Flight 10", Variable Advantage (+1/4 Advantages; +1/2) (30 Active Points)  3
10   3) Superspeed: +6 DEX (18 Active Points); No Figured Characteristics (-1/2) 
16   4) Superspeed: +2 SPD (20 Active Points) 
8   5) Invulnerability: +10 ED (10 Active Points) 
12   6) Invulnerability: Damage Resistance (15 PD/15 ED) (15 Active Points)  0
16   7) Invulnerability: Armor (15 PD/0 ED), Hardened (+1/4) (28 Active Points); Not vs magic-based attacks (-1/2)  0
22   8) Invulnerability: Force Field (15 PD), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; +1) (49 Active Points); Only vs attacks that cannot do body damage at their theoretical maximum without regard to this increased defense (-1/2), Not vs magic-based attacks (-1/2)  0
10   9) Invulnerability: Life Support (Extended Breathing: 1 END per 5 Minutes; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (12 Active Points)  0
15   10) Kryptonion Resiliency: +15 REC (30 Active Points); Only for Recoveries taken as a full-phase action and for long-term healing (-3/4) 
10   11) Super Senses: +4 PER with all Sense Groups (12 Active Points)  0
5   12) Telescopic Vision: +4 versus Range Modifier for Sight Group (6 Active Points)  0
12   13) Microscopic Vision: Microscopic (x1,000) with Sight Group (15 Active Points)  0
3   14) X-Ray Vision: N-Ray Perception (Sight Group) (10 Active Points); Increased Endurance Cost (x4 END; -1 1/2), Costs Endurance (-1/2)  4
5   15) Telescopic Hearing: +4 versus Range Modifier for Hearing Group (6 Active Points)  0
2   16) Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points)  0
    
28   Kryptonion Power Tricks: Multipower, 56-point reserve, (56 Active Points); all slots Increased Endurance Cost (x2 END; -1/2), Not in the presence (4") of Kryptonite or under the radiation of a red sun (-1/4), Concentration (1/2 DCV; -1/4) 
2u   1) Heat Vision: Killing Attack - Ranged 2d6+1, Armor Piercing (+1/2) (52 Active Points); No Knockback (-1/4)  10
2u   2) Super Breath: Energy Blast 4d6+1, Does x1 1/2 Knockback (+1/2), Area Of Effect (8" Cone; +1) (55 Active Points); No Range (-1/2), Reduced Penetration (-1/4), Incantations (-1/4)  10
3u   3) Super Drilling: Tunneling 8" through 13 DEF material (55 Active Points)  10
2u   4) Too Fast To See: Invisibility to Sight, Hearing, Radio and Smell/Taste Groups, Danger Sense, Combat Sense and Spatial Awareness , No Fringe (56 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Linked to Flight (Superspeed; -1/4), Not when attacking (-1/4), Others with superspeed are immune (-1/4)  12
    
6   JL Communicator: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing Group (-1/2), IIF Durable (Earpiece Transceiver; -1/4)  0
Powers Cost: 263

Cost   Skill
2   +1 with Punch 
    
1   KS: Kryptonion History 8- 
5   Language: Kryptonion (idiomatic; literate) 
2   Penalty Skill Levels: +1 vs. Range Modifier with Heat Vision 
3   Power: Kryptonion Power Tricks 11- 
Skills Cost: 13

Cost   Perk
5   Fringe Benefit: Membership in the JL 
2   Reputation (A large group) 11-, +1/+1d6 
Perks Cost: 7

Total Character Cost: 309

Val   Disadvantages
15   Dependent NPC: The Kents 8- (Normal; Group DNPC: x2 DNPCs) 
10   Hunted: Lex Luthor 8- (Less Pow, NCI, Harshly Punish) 
10   Hunted: Superman Rogue Gallery 8- (As Pow, Harshly Punish) 
5   Hunted: The Illuminati Society 8- (As Pow, NCI, Watching) 
5   Physical Limitation: Invulnerability makes such things as surgery and hypodermic injections difficult (Infrequently, Slightly Impairing) 
20   Psychological Limitation: Code Versus Killing (Common, Total) 
15   Psychological Limitation: Protective of Innocents (Common, Strong) 
10   Psychological Limitation: Cocky and Careless (Common, Moderate) 
10   Reputation: Superman's Cousin, 11- 
15   Social Limitation: Secret Identity (Frequently, Major) 
25   Susceptibility: Presence of Kryptonite (4"), 3d6 damage per Phase (Uncommon) 
10   Vulnerability: 2 x Effect Magic-based Attacks vs Power Defense (Uncommon) 

Disadvantage Points: 150
Base Points: 200
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0


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