01/22/2022
Welcome back to another Superhero Saturday! Today we will be creating a (rolls a 3), Crime Fighter! Looks like we will be working on the “Batman” of the group.
We start with the Abilities section and we roll a 19, so our hero will be an Inventor. We add those values to the character sheet and that takes us up to 68/150PP. Over 1/3 of the hero’s power points are used up already!
The Advantages section is divided into three categories: Background, Mental, and Physical. For the Background section. we roll a 10 so our hero is a Wealthy Socialite! (Very Batman/ Blue Beetle vibe). For the Mental roll, we get automatically get Scientist then we roll a 5 for Criminologist. For the Physical, we roll a 14 for Martial Artist. That takes us up to 93/150PP used.
Under Skills, we automatically get the skills for Expert then we roll a 1, so the hero is also skilled as an Athlete. We add those points to the sheet and reach 116/150PP.
For Powers, we automatically get the Gadgets power since the hero is an Inventor. We roll an 11 for the suitable and get Gimmick Gadgets. The hero is sounding more like Sandman now than Batman. That takes us to 126/150PP used.
We fill in the extra points for the Defenses and we reach 150/150!
We add the Doing Good and Justice complications to the character sheet and it is complete.
A quick look around the Internet finds a good image for our heroine:

We give her the name of Sally Snow and the heroic identity of Snow Angel. Her gun will shoot out a snow blast. The ranged area effect can be a snowball that is launched out and explodes into a freezing blast that knocks villains out.
With the Crime Fighter done, we are halfway through the archetypes in the GM Kit!
Keep on gaming!
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